View Full Version : a suggest/ concept that may go well with RoM.


Hashishim
Sep 10, 2008, 09:59 PM
Well, I was thinking of an earlier mod i used to play, and i managed to extract the Python files for it well the interface screens, and the xml files, but not the SDK Files. As i dont know how. (Was trying to merge it with RoM)

Anyway the Concept is FOR when diplomatically voting various resolutions etc, and for apocolptic palace leader, and UNITED NATIONS , is to use this concept. which is similiar to the current one on. but just makes it neater and more realistic.

Each Civilization/Candidate proposes their like a "campaign" of how they want things done ie. All civs have equal votes, or like onyl civs that have population of certain religion can vote etc allowing to choose and give more power to the apocalyptic palace and united nation. The civilzations/candidates then go through a voting process eliminating one by one each turn for like 4 turns each turn they haveto vote which Constitution/Leaders campaign they want to go with, and the one with the least votes gets eliminated. until get the final 2. and the Final 2 battle it out to get the most votes. and thus the Apocalyptic Palace Religious Leader gets chosen, General Secretary when the U.N Does get enabled. This will work well with that other U.N Mod which is included in RoM. The screen interfaces for the above makes it fun like a real voting process. and then the General Secretary at any time can propose many resolutions. and every turn accumalates for e.g diplomacy points and until reaches lets say 10, can he propose a new resolution to pass, like open borders, or banish a relgiion/ corporation, shun a civilzation, or penalize a civilzation for not doing something, aswell as if a civ votes against a resolution he can also get penalized, etc. It gives Freedom and feel will be great addon to this mod. ive mentioned it before, only now just did some digging. The above will give the game more realism.

Also perhaps since it is a big part of Human History include slave units, i.e when you attack other units you can sometimes get captured slaves, they can be workers, or you can sell them, or give them to other civs as a gift, or civs can give you as agift, or just kill them which boosts your culture. And if you have 2 much slaves in a city or civ, it cna cause a unrest etc. Great for the revolutions aswell.

Another idea would be spys, you can capture an enemy spy and get information from them by torturing or other methods and each time you succesfuly do it you gain counterespionage points, against that civilization of the captured spy. like counter-intelligence. But each time you torture etc the spy loses health until it dies. or you can just set it free. or allow it to defect to you and you gain espionage points.

And also as a society a cool Civic can be especially for like Diplomacy Civic : xenephobia, Protectionism, Co-Operation.

I will post more ideas and information on the concept which i got from playing other mods perhaps incorporate it here.:)
Aswell as pics so you can see what i mean.

Hashishim
Sep 10, 2008, 10:17 PM
As Promised i will provide detailed information on the above concepts and others: Good ideas and features for RoM to consider. I'll post Pictures soon.



MISC. SUGGESTIONS

Allow Players to Abandon cities, or when attacking cities just be able to raise or allow them to become protectorates but not fully incorporated in civilization, Balance issues may occur therfore, Costs more to maintain and unrest.


Biological/Chemical units

Chances that a vassal state can be emancipated after his master had signed a peace treaty

Capacity to build cities in sea/ocean tiles with oceanography tech

Terraformation

Archeologic capacities and Dig Sites

Help for developement vote type (adavanced civs pay to help other civs)

CIVICS SUGGESTIONS

For RELIGION civic

Reformism (Proposed Technology Banking)

-No Upkeep
-Helth: +1 with Religion State
-Happiness: +1 with Religion State
-Research: +5% in all cities

Secularism (Proposed Technology Humanism)

-Low Upkeep
-No Maintenance costs from Number of cities
-Chances to steal a Unique Building after a conquest: +100%
-No State Religion


DIPLOMATIC CIVICS

Aggressivity

-No Upkeep

Pragmatism (Proposed Technology Jurisprudence)

-Low Upkeep
-Gold by slave sold: +100%
-Generate unhappiness for civs without Pragmatism


Imperialism (Proposed Technology Imperialism)

-High Upkeep
-Culture: +1/real happiness
-2 free units by vassal city
-Experience gained after fights: +20%


Protectionism (Proposed Technology Nationalism)

-Low Upkeep
-Foreign contaminations: -50%
-National Trade Routes: +100% commerce, Foreign Trade Routes: -25% commerce
-Tracking passive spies: +50%
-Experience gained in own borders: +25%


Xenophobia (Proposed Technology Fascism)

-Medium Upkeep
-Culture: +1/5 population points
-Diplomatic relationships: -1
-Slaves value: +200% production
-Foreign presence reduces War Weariness
-Raid a conquered city doesn't generate additional revolt turns
-New trained units: +1 chance to first strike
-Governors' causes of satisfaction: +2


Cooperation (Proposed Technology Radio)

-Low Upkeep
-Diplomatic Relationships: +1
-Touristic incomes: +25%


Interventionism (Proposed Technology Fission)

-High Upkeep
-Passive espionage costs: -50%
-Experience gained after fights: +50%


Economic Civics

Participation (Proposed Technology Radio)

-Low Upkeep
-Corruption: -20%
-Happiness: +1/corporation, +1 with Factory
-Health: +1 with Bank


Ecologic Economy (Proposed Technology Medicine)

-Medium Upkeep
-Maintenance costs from Corporations: +25%
-Health: +6 in all cities, +2 with Public Transportation
-Commerce: +2/Windmill, +2/Forest preserve
-Specialists reduce pollution

Labour civics


Universalism (Proposed Technology Marxism)

-Medium Upkeep
-No Slavery
-No unhappiness from enemies' civics
-No unhappinss because of time

Proletariat (Proposed Technology Marxism)

-High Upkeep
-Unlimited Ingineer
-Chances to get a slave after a victory: +100%
-New slaves can improve tiles
-Military Units produced with Food (without stopping growth)
-Demographic growth: +100%
-Production: +30% from Trade Routes

Society civics

Propaganda (Proposed Technology Nationhood)

-Medium Upkeep
-Unlimited Spy
-Gold from Plunder: +100%, plunder increase production
-Loyalty: +2 for all the units
-Maintenance costs: -25% with Jail
-Happiness: +1 with Courthouse

Centralization (Proposed Technology Civil Service)

-High Upkeep
-Commerce in Capital City: +50%
-Production in Capital City: +50%

Government Civics

Oligarchy (Proposed Technology Palaces)

-Low Upkeep
-Gold: +15% in all the cities
-Happiness: +1/10% culture


Confederation (Proposed Technology Diplomacy)

-Low Upkeep
-Robbery of scientific work: 100%
-Great general Emergence: +100%
-Plunder (city/improvement): +25%

__________________________________________________ ___________________
U.N AND APOCALYPTIC PALACE VOTE IDEAS :

U.N VOTES:

Abolition of Capital Punishment (requires Medicine)

-Required votes: 51%
-Health: +1, Maintenance costs: +10%


Decolonization

-Required votes: 51%
-Disables Vassal States (vassal states free), Disables protectorates


Subventionned Agriculture

-Required votes: 51%
-Food: +25% from Trade Routes


Free sale GMO (requires Genetics)

-Required votes: 51%
-Food: +25%, Sickness: +20%


Agreement in the rights of the hurted persons (requires Médecine)

-Required votes: 51%
-Cure rate of the units: +30%


Agreement rights of the victims (civilians) (requires Medicine)

-Required votes: 51%
-A taken back city gets back its level of population of before-conquest


Agreement in the rights of prisoners (requires Medicine)

-Required votes: 51%
-Prisoners cannot be destroyed / They are returned at the end of every conflict


War damages limitation

-Required votes: 51%
-Cities can no longer be razed


Secularism

-Required votes: 55%
-No religious happiness (excluding buildings) / Maintenance of cities reduces of 30%


Pollution Gas Market (requires Globalization)

-Required votes: 51%
-Additional Incomes/Costs function of your gas emissions


Condemn a civic

-Required votes: 51%
-Players wich choose a condemned civic can no longer vote, Multiplayer: Impossible to choose condemned

civics for voting members


Share Maps

-Required votes: 60%
-Share maps between voting members


Prohibit a resource

-Required votes: 51%
-Make a resource disappeared


Enables a resource

-Required votes: 51%
-Make a resource reappeared



NEW APOCALYPTIC VOTES

Share Maps

-Required votes: 60%
-Share maps between voting members


Condemn a civic

-Required votes: 51%
-Players wich choose a condemned civic can no longer vote, Multiplayer: Impossible to choose condemned

civics for voting members

THE CONCEPTS

The concept behind the Spy

Captured spy

When your services find an enemy spy, it has 75% chance of being killed, and 25% of being caught. In the

case of a capture, the enemy spy join your camp.

A captured spy can be tortured in order to make you earn Espionage points against its original civilization.

However, any torture involves risks, dependending of the physical and mental condition of the unit. The more

you torture an agent, the less he will offer you Espionage Points, and the more he will be able to succumb

to its suffering. If you want to use a spy or give back an enemy, it is advisable not to abuse torture.

Remember, finally, an agent weakened by torture will be more likely to be killed if you trust it with a

mission and he gets (thus avoiding more easily catch).

An officer caught can also be returned to its original civilization by the command "offer unit". A people

(led by IA), which receive a captured will appreciate you more for over 35 rounds. Some consider it is

suicidal to give back an enemy spy, but ultimately it will relate without too much sacrifice knowing that

the spies are anyway easy to produce for a player.

Finally, you can use a spy to carry out espionage missions or for a simple recognition. A spy caught will be

much more difficult to neutralize, within its civilization of origin, if he does not act. Thus, it can move

at will, thus providing you with valuable geostrategic informations without running great risk (risk core

are divided by 3). And if you made him do a mission of espionage, know that it will cost half as much, but

it has much less chance of success (as a double agent dies automatically if he fails, he can not be

captured).

The last piece of information it is important to clarify is the costs engendered by the retention of

captured spies. In fact, their loyalty is very low, they are affected by a surcost of 1 Gold/turn.

Trading Posts/Military Bases OR FORTS concepts

The Trading Posts are specific cities, adapted to the distance. They are less expensive in maintenance and

have 5% of chances to each turn to produce a slave, as long as you did not abolish the slavery.

It is the ideal solution to base a remote city, interesting on the geostrategic plan. Less expensive, its

production of slaves will help you to develop it, even far from your grounds of origin. The governor of a

trading post is less affected by government distance.
Of course, it is not prohibited to build a trading post on grounds close to your capital but the trading

post not being able to be founded that by a Navigator (Great Person) or a new Unit which you can include ,

it is very little probable that there remain virgin lands close to on your premise.


Commercial/Scientific/Cultural Pacts cONCEPT

A pact with an other nation, can use a diplomat UNIT, or any other unit feel will do well here. This type of

unit can be obtained by discovering technologies,
Have to have an Open borders treaty , with the targetted player. Afterwards, place the unit in one of its

city and make him signing a pact via the appropriate button. Or alternatively can just include it in the

diplomacy screens when contacting the leaders.

These pacts produce richness, science, or culture in all your cities (according to the treaty type). The

quantity of richness/science/culture produced depend of targetted nation capacities and availability of

connexions between her cities and your cities.

Leaders can reduce their budgetary investments, in the domain of the signed pact (richness/science/culture),

reducing your profit, but continuing to take advantage of financial sustained efforts. IE BOTH NATIONS

SHARE THE culture/wealth/science in a relationship

If frontiers are closed, the pacts are closed too. And when you open yours borders again, the pacts are

reactivated.

Corruption Concept (More detail)

Corruption can be added to the usual costs of cities. Generally lower than maintenance, it can cripple your

economy if you do not take measures.

Two types of corruption can exist: Political Corruption (calculated on the basis of crime and loyalty of the

Governor), and Administrative Corruption (calculated from the level of crime and the level of construction

of the city). corruption is directly related to the climate of crime that rein in the city.

How tofight corruption is, to reduce the level of crime. You can also install a Great General in a city to

replace a few loyal governor, thus negating any political corruption.

you can also fight the effects of corruption by developing your economy.

Criminality Concept

Crime is a new element to be considered in the condition of your cities. Influenced by the level of poverty,

it can be primarily based on the number of dissatisfied and sick people. The increase in crime will

inevitably accompanied the expansion of a city.

The effects of crime affect primarily the cost of corruption, the level of depression/gloom (unhealthy), and

the mood of the citizens.

At first, the crime is almost impossible to reduce. Until can have courthouses, Later, you will also have

access to the Prisons also very effective in reducing the level of crime. These two buildings can combat the

crime

Other more subtle methods to fight crime. can be included Police Units who only can defence in the City. Not

sure if you can have police units on RoM.

Genocide concept

By capture/raze cities, it can happen to genocide a people.
In this case, you can get all technologies, in its possession, that you have not even discovered. And your

cities can have a nationalist euphoria during one turn, to celebrate the death of your enemies.
The ancient cities of genocided people can give your civ discontent especially if they in your cities and

part of your civ, and a number of your opponents can be angry and may make war with you.

Pollution - Global warming concept

The level of global pollution can be calculated based on the balance between polluting buildings and

quantity of plants wich absorbe the Co2, on all the globe. (Will include a jpg to see the basic idea of how

that can work)

The level of pollution appears on the main screen when it reaches at least 50%. This rate correspond to the

capacity of absorption of CO2 in the world. Thus, a rate of 75% means that the peoples of the world pollute


25% less than what is supportable by the Earth. There is, in this case, no any danger.

The danger appears when pollution level exceed 100%. This means that plants and environmental policies are

no longer sufficient to absorb 100% of the greenhouse gases. Suddenly, the lands, such as glaciers, tundras,

grasslands, and ss plains are likely to transform into hotter land.

The aridification is never massive, there can be no more than one square transformed by turn. Conversely,

the higher the level of pollution is high above 100%, and the higher are chances to process.

The best way to avoid the greenhouse effect is not necessarily limiting industrial or environmentalism

policies. The most important thing is to maintain, from the outset, a sense of balance by keeping a number

of forests. Not all, but a number. A world without forest will undoubtedly suffer global warming!

Global warming is not a significant risk for all civilizations. A people who have many deserts will have any

interest to aridify lands of his opponents.
Similarly, people with many cold land (tundras, glaciers), will see any interest in his field to warm it up

in more fertile land.

As a result, each IA has an ecological rate, reflecting its interest in limiting pollution. A people with a

low ecological rate won't care a lot about what's happening in the atmosphere.


Religious Persecutions concept

Allow a religion to be driven out of a city in 3 cases: by the people (randomly), by an opponent or by your

own services.

In the first case, it is the citizens of a city that hunt for themselves a religion, seeing it as a sect of

low importance. A religion can not be hunted if it is state religion, or if you have opted for the civic

Free Religion. Therefore forcing the civ especially if they want a number of of religions within their

civilization, to move to a very tolerant religious system. A religion must not be able to be drove out of

its holy city.

A religion can also be driven by the spies of your opponents. You can chase a religion in an opponent city

too (if you think it is a factor of development too important). Like above in the first case, a religion can

not be evicted in case of Free Religion, or its Holy City. A state religion can be the target of such an

attack.

Finally, a religion can be driven by your own means by clicking on a screen religion in one of your cities.

As in the other cases, a religion can not be expelled from his holy city, and no city in case of Free

Religion. You can not drive out your own state religion. Similarly, a vassal can not hunt a religion created

or chosen as a state religion by his master.

Antic Olympic Games concept

The First civilization that discovers a certain technology can found the Olympic Games. As a first step they

have relatively minor effects, but can help a civilization to grow a little faster.

Thus, at the founding of the Games, one of your cities is designated as the centre of Olympism. It earns 1

extra Culture point each turn and generates 1 happy citizen if the city hosts, in addition, your State

Religion.

The effects of the Olympic Games do not stop there. Indeed, the units produced in the Olympic city are given

double more free EXP.

however, because the effects of the ancient Olympics (except for the cultural bonus), ends as we all know it

did, we can set it here as by discovering a certain technology.

The Olympics can be reborn when you discover a modern technology e.g Tourism.

Modern Olympic Games concept

When the civilization which have created Olympic Games discover Tourism for e.g, the Modern Olympic Games

can begin.

As a first step, the Olympic city wins 2 extra Culture points/turn (the culture of the ancient Olympics does

not become obsolete previously when it ended, so Modern Olympism produces 3 Culture points in total).

It goes on held every 13 laps, new Olympics. The preparation of the Games lasted 3 turns and their

beneficial effects lasted 10 turns.

The preparation of the Games therefore takes 3 turns. During the first one, civilizations wich have contact

with the creator of the Olympics designate one of their cities as a candidate for the organization of the

Games. Hosting the Olympic Games can increase suddenly the cultural level of the city on the order of 10 to

80% from its current level (imagine the interest to hold the Olympics in a very cultivated city...). They

also enable it to generate a little more Tourism, for the duration of the Games. To bring balance though the

city can incur increased maintenance costs in the order of +100%). A civilization can of course decide not

pose any candidature.

Then the second round. The city wich will host the Olympics is designated by the IOC. If no one has filed

any candidature or the few applications that are truly bad, the IOC may cancel the Games. Once the

deliberation made public, potential participants choose whether or not to participate in the forthcoming

sports competition. Joining saving medals and thus bonuses, and not get angry with the Nation.

Boycott Games on the other hand, can damage the state of your relationship with the organizer (0 to -4

points), but improves your relations with other countries wich boycott too. In addition, the boycott reduces

the cost of maintenance of your cited by 15% (for the duration of the games) which is not negligible, and it

also reduces the impact of the Games in preparation (an excellent means of sabotage in the sum). Worse, if

more than half of nations boycott the Games, they are cancelled.

The handling of the Olympic Games can be very subtle, it is important to see to its benefits and

non-benefits, ie reducing its maintenance costs at the risk of his deteriorate relations with another

nation.. Finally, an important point namely the IOC can organize more often Olympics within the Olympics'

original nation.

Once the preparation is complete, the Olympics are held, this is the Third round. 20 proofs (4 by category:

Athletics, Water sports, Mountain Sports, Team Sports, and Combat Sports) are contested by the participating

nations. Only gold medals are counted, of course, and then are awarded bonuses to the civilizations that

have prevailed over the victory.

Each medal obtained increase of 1 Commerce/10 points of population, incomes from tourism in your cities.

This bonus can be temporary and ends at dawn the next Games.

Nuclear Dissuasion concept

The possession of nuclear weapons reduces the chances that your opponents have to consider a conflict

against you. Depending on the state of your relationships, the number of atomic bombs they have, and you

have, the heat of war your enemies can be restrained.

Nuclear dissuasion is less effective as soon as your opponent has created SDI and/or get a large nuclear

arsenal. But as long as you have atomic weapons, it remains ever present, even at a minimum level.

Monopoly concept

Having Monopolys, from a certain era (End of Antiquity), civilizations can be in a monopoly position on

certain resources.

One must be able to first satisfy certain conditions. Lay, in the first place, at least two production sites

of the resource. And control 100% of world production.

By having a monopoly it can simply increase the amount of commerce generated by the exploitation of the

resource.

Some resources (fewer) can be more conducive to the emergence of a monopoly. Putting a civilizations hand on

a site operating abroad, in order to complete a monopoly, could become an additional ground for war. You can

An e.g image will be attached which shows what proportion of world output you hold, and get a glimpse of the

road ahead to a new monopoly.

The cultural resources (Music, Movies, Myths) can not be affected by the monopoly for obvious reasons.

Slavery concept

The slaves can be civilian units sacrifiables for many purposes, relatively low value but which will make a real difference.


The slaves can be obtained at the end of a battle or by raiding a conquiered city. Various factors can increase the rate of enslavement, and especially the civic Slavery.

Also must be able to get a slave from one of your opponents, particullary if he's your vassal (when slavery is abolished, vassals can give you a migrant instead of a slave).


The slaves can have multiple uses. They can be sacrificed for the construction of an improvement (with Serfdom civic). Thus, they will fill the job of a worker in a single round but succumb under the weight of the work.
They can also be assigned to a city, as a specialist. But the slave specialist also generates an unhappy citizen.
The slave can also permit to accelerate a production. It can, as easily, be sold and make money, or sacrificed and enhance the cultural level of a city. The slave can be freed to accelerate growth of a city. Or it may be given to a governor, increasing his loyalty/happyness.

Also if research a parituclar technology, that will allow the civ to arm slaves ie like Guerilla


To abolish slavery, through the appropriate civic, which can prohibits production of slaves. Your existing slaves (specialists and units) can become migrants wich can be settled in a city to accelerate its growth.


Mercenaries concept
To be able to buy and sell units and hire mercenaries

Senate concept
When choosing Representation Civic and Universal Suffrage , allow the Senate to stop you from making war.
very similiar to Civilization 2 and CivNet




For information about the above Concepts all credit goes to

Total War Mod - by jojoweb
http://forums.civfanatics.com/showthread.php?p=6654708#post6654708

Hashishim
Sep 10, 2008, 10:22 PM
Reserved for later
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Hashishim
Sep 10, 2008, 10:25 PM
and Conclusion i think this will make RoM the Ultimate Modification and even close to a whole new Civilization Game:P And allowing everyone needs to be fullfilled and giving the Game a realistic Feel to it. And i always felt something was missing with this Mod, and the best parts from the previous mods i used to play also missed something that RoM has. Anyway hoping for your feedback @ zappara, Kalimakhus and Anyone interested in merging THE Above features into this MOD (Mammoth Task but possible)

Hashishim
Sep 12, 2008, 11:26 AM
Couple Links:
Super Spies

http://forums.civfanatics.com/showthread.php?t=259221

hOLY WARS:
http://forums.civfanatics.com/showthread.php?t=272281
VERY similiar in terms of coupleof the resolutions not really sure whether the interface and the whole voting and point system is in play here.

Culturally linked Starts another suggestion
http://forums.civfanatics.com/showthread.php?t=290694

"Culturally Linked Starts" reassigns the starting locations generated by a map script of your choice in a way, that they somehow ressemble the distribution of the real civilisations and their origins on earth. Berlin should be near Paris but far away from Kyoto for example. very similiar to the option in CIV III

Mercenary:
http://forums.civfanatics.com/showthread.php?t=257648
http://forums.civfanatics.com/showthread.php?t=162016

Immigration another suggestion that was looking for:
http://forums.civfanatics.com/showthread.php?t=173972

Abandon/Raze City/Building
http://forums.civfanatics.com/showthread.php?t=252243


Archeology
http://forums.civfanatics.com/showthread.php?t=209871

Hashishim
Sep 12, 2008, 11:31 AM
Media

There needs to be some sort of media or newspaper thing that would pop up every 20 turns or so that would inform the player what was going on in the game, who is winning, what diasters have occured, what countries are at war,etc. It would effectively be like a summary of the game so far and would give the game a feeling of "connection" Once again the user should be able to toggle this option on and off.



Show reputation

We all know that if you nuke your enemy or don't honor a deal your "reputation" goes down and other civs will be less likely to deal with you. there should at least be a reputation meter or advisor or something.

Ogaburan
Sep 18, 2008, 04:35 PM
Mind Blowing....

supermatt
Sep 19, 2008, 03:00 AM
I dont want to interrupt you thread, but to give you a feedback:
If well balanced, that will truely make CIV 5! I guess the screens are not yet from an ROM version, but the old mod you were talking about. Anyway great stuff, but seems like a hell of a lot work to be done.

Loke.be
Sep 19, 2008, 05:26 AM
Very impressive.. I must agree that this would make RoM the ultimate mod ever..!

Hashishim
Sep 19, 2008, 09:49 AM
well goods news is i managed to find sources or rather coding and individual mod components for few of the ideas, aswell as found 2 fully standalone mods that have the basic idea of the above ie U.N etc. even a futuristic era with buildings and weaponry and new graphics but both the mods lack the idea of RoM obviously, So we just have to take a part both the mods and implement it into RoM, OR MERGE it into RoM, aswell as merge the other components into RoM, and to Make sure everything is balanced. I got the links of the files and the MoDs. the problem i only have is i lack the programming capability (I.E PYTHON AND THE SDK FILES completely make my mind go whacko at the moment) trying to learn it though, but unfortunately the Mod that has the graphics etc in it. The creator never included any of the source files.

Anyways the 2 mods are Thomas' War 2 Mod, and Total War 0.97. If you play the 2 mods you will find the features i am talking about. so perhaps zapparo or someone can maybe speak to them and perhaps they can form one ultimate mod :o or someone who can help me merge all 3 ie using RoM as Base, and taking the parts that are missing from The other 2 mods. but i managed to get a backup incase they dont want to share their mod. found couple components that just need to be tweaked. bt unfortunately that will be alot of work.

Other than that it just leaves us with 2 outstanding things the reputation concept and media :> Any ideas?:P

Hashishim
Sep 19, 2008, 09:52 AM
o yes and another concept is to have military bases wear it functions as a small city but and a fort and you can only train military units ideas of navals bases and airbase aswell can be included. i think the idea is from civ III Conquests or Civ IV Warlords. anyways i think i managed to find the mod component for that. Aswell as City idle incase people dont want it to produce anything(especially in the early parts of game)