View Full Version : What mods would you like me to make?
Dale Feb 22, 2010, 05:00 AM Suggest what mods you would like me to make for Civ5. This is your chance now to get in before the list becomes too long. Because then you'll have to wait a year for me to catch up. :)
I'm willing to consider one total conversion mod (like the scale of Road to War for BtS) and numerous smaller mod comps (like the Achievements mod for Civ4Col).
Flay Feb 22, 2010, 05:56 AM Rom + and
AlpsStranger Feb 22, 2010, 06:26 AM Make a total conversion that turns it into Civilization 4/3 :mischief:
Sorry, just anticipating about 95% of this thread.
nzk13 Feb 22, 2010, 06:41 AM Rhye's and Fall of Civilization
GoodSarmatian Feb 22, 2010, 06:44 AM Total conversion to Alpha Centauri.
apenpaap Feb 22, 2010, 11:57 AM Perhaps a cold war mod? With the supposedly more advanced diplomacy and the minor nations, it could be made a lot more realistic than it ever could in civ 4.
Zomgmeister Feb 22, 2010, 12:03 PM Make a Colonization mod for Civ 5.
Chazcon Feb 22, 2010, 12:04 PM Nothing until Civ V is released and we get to see what Firaxis has added into it, and what it 'needs'.
Sounds like they are adding ranged bombardment ala your mod, Dale. Excellent!
nzk13 Feb 22, 2010, 12:18 PM actually, ranged bombardment was in civ3.
PPQ_Purple Feb 22, 2010, 12:30 PM Make a mod that turns civ5 into CIV4 with the only change being that it supports modern hardware.
Dale Feb 22, 2010, 01:15 PM Well, apart from a couple of posts, that was a pure display of patheticness.
Mods close this thread! Seems like someone intelligent (like me :D) needs to come up with some ideas. ;)
cybrxkhan Feb 22, 2010, 01:17 PM Something focusing on non-European history, like maybe the Islamic Conquests, or the Three Kingdoms era in China, or the Silk Road. :D
r_rolo1 Feb 22, 2010, 01:23 PM A real Age of colonization mod , not a rehash of a certain game with 20 years ....
AlpsStranger Feb 22, 2010, 01:35 PM Well, apart from a couple of posts, that was a pure display of patheticness.
Mods close this thread! Seems like someone intelligent (like me :D) needs to come up with some ideas. ;)
Sorry Dale. I should have resisted the urge to crap in your thread. Please forgive me :blush:
EDIT: On a more serious note, a small scale tactical TC could be really interesting with the new hex grid. Setting could be anything from history or even fiction.
LDiCesare Feb 22, 2010, 01:41 PM Seeds of Greatness? My favorite civ2 total conversion mod (although technically it was a scenario, since it came with a map). going from stone age to iron age in the Middle East was SO fun. And hopefully, in civ5 you wouldn't have to juggle with files when changing civ.
Voyhkah Feb 22, 2010, 01:41 PM No question:
If there aren't religions, make 'em!
nzk13 Feb 22, 2010, 01:49 PM I change my mind. I agree with Voyhkah.
Voyhkah Feb 22, 2010, 02:22 PM Well, the mod I want most for Civ V is World of Pokiphlanon, but as no one else knows what that is, I think that I should make it myself.
I change my mind. I agree with Voyhkah.
Thank you!
civ_king Feb 22, 2010, 02:24 PM Something about Asia, preferably Arabs Indians or Chinese
Mr_Wonka Feb 22, 2010, 02:25 PM Total conversion to Alpha Centauri.
+111111111
Land terrian mods. The ones in civ 4 aren't that great.
trevort Feb 22, 2010, 02:41 PM Road to War would be nice.
A mod based on the the cold war going hot, something along the lines of Tom Clancy's "Red Storm Rising" would be good as well. Naval and air reinforcement of Europe and all that that entails. Can you catch the signs of the impending Soviet invasion in time? Can you assemble and then defend Atlantic convoys? Can you hold back the Soviet hordes long enough to establish an air bridgehead so your troops can link up with pre-positioned equipment? Prescript the release of tactical nukes and some other events especially pre-war things. Spetznaz attacks comes to mind.
I also would like to see a near future war mod featuring some sort conflict between China and Taiwan going hot and then dragging in the rest of the Pacific powers and forcing the US to decide weather to help Taiwan. There's a lot of potential for diplomacy in this one.
Another good one would be the end of the Korean war truce and the following dust up between the US, South Korea and North Korea and ??????. The time frame would again be near future. Make the human player in control of South Korea or North Korea and NOT the US. I say near future because the South Koreans have taken over most aspects of running there own defense. They also have a world class defense industry that is producing some really good weapons/weapons systems.
Australia could play a big role in the last two.;);):D
Dale Feb 22, 2010, 03:24 PM Finally some ideas coming out, and some people playing to my favourite eras too. ;)
- Age of Colonization: did you try my Age of Discovery for Civ4Col? But I have a better idea (see below) ;)
- Cold War / WW2: I just want to point out that after Desert War & Road to War I'm pretty burnt out on modern era wars. But there is one I'd look at (see below) ;)
- Religions: Depending on the ease I'll probably leave this to someone else. If you know my previous modcomp ideas you'll know I head towards the more complex ones.
- Alpha Centauri: ABSOLUTELY NOT! I hated that game. Sorry dude.
MY ideas so far:
- CivImpII: Bringing Imperialism II to Civ5.
- CivPG: I'm surprised no one asked for Panzer General.
- Achievements: Port my achievements modcomp from Civ4Col to Civ5.
- DCM: Depending on the depth of combat, port parts of DCM over to Civ5.
MosheLevi Feb 22, 2010, 03:25 PM Can you make a mod that adds dozens of sub-technologies?
Players can then research sub-technologies to improve existing units (that belong to the current era).
Such sub-technologies can be very specific.
Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.
I am sure you get the idea.
trevort Feb 22, 2010, 03:36 PM Cold War / WW2: I just want to point out that after Desert War & Road to War I'm pretty burnt out on modern era wars.:cry::cry::cry::cry::cry::cry::cry:
How about the Borg invade Earth then.:borg:
The knights of the round table and the search for the holy grail.:king:
Dale Feb 22, 2010, 03:40 PM Can you make a mod that adds dozens of sub-technologies?
Players can then research sub-technologies to improve existing units (that belong to the current era).
Such sub-technologies can be very specific.
Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.
I am sure you get the idea.
Could tie in nicely as a new feature of DCM. Hmmm...... I like!
And if we tie in the availability of these sub-techs with unit usage, we can simulate certain civ's specialisation with those weapons. A UU is only available to one civ to highlight that civ's historical specialty, but this could be game-related and given to the civ who specialises in that unit. So build a lot of archers, and better bows opens up for you.
r_rolo1 Feb 22, 2010, 03:41 PM - CivPG: I'm surprised no one asked for Panzer General.
There was no reason to ask you specifically after having a thread just for that :D
On your mod on CivCol: yes I tried it and kudos to you for making the game minimally playable :D But i always had the feeling that CivCol ( besides not having the Portuguese as a stock civ :mad: ) was too land centered for a game despicting that age. Most of the times the land settlements were more naval bases with some land loosely controled by it... and naval military power was far more important than the pure land counterpart ( even because boats had far more cannons than any land fortress and that the crews were normally as good in land fight as the garrisons, thus making viable a fleet to take or to defend a fortress without use of a land army ). OFC modding this could prove hard on top of Civ IV engine, but who knows about Civ V? :please:
Dale Feb 22, 2010, 03:48 PM There was no reason to ask you specifically after having a thread just for that :D
On your mod on CivCol: yes I tried it and kudos to you for making the game minimally playable :D But i always had the feeling that CivCol ( besides not having the Portuguese as a stock civ :mad: ) was too land centered for a game despicting that age. Most of the times the land settlements were more naval bases with some land loosely controled by it... and naval military power was far more important than the pure land counterpart ( even because boats had far more cannons than any land fortress and that the crews were normally as good in land fight as the garrisons, thus making viable a fleet to take or to defend a fortress without use of a land army ). OFC modding this could prove hard on top of Civ IV engine, but who knows about Civ V? :please:
Totally agreed! I actually thought my Age of Discovery for vanilla Civ4 provided a better balance between land and naval action. Col does force the land hand due to the King's primary goal of landing troops and trying to take your cities. I tried to balance it more with better naval action, but in the end the game was too land-centric to move it too much. The introduction of King's Galleons to transport the troops, leaving the MoW's just to do naval interdiction was a big plus, but the player still didn't need to build a navy. I just couldn't change that successfully. Pirates was how I hope to change that, but they were way too unbalanced to be enjoyable.
trevort Feb 22, 2010, 04:01 PM Can you make a mod that adds dozens of sub-technologies?
Players can then research sub-technologies to improve existing units (that belong to the current era).
Such sub-technologies can be very specific.
Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.
I am sure you get the idea.
Advances in ship armor/anti-air defenses/radar
Upgrade of the weapon early gunpowder units carried.
For example many times old smooth bore muskets were rifled. Some smoothbores were even manufactured with extra thick barrels in anticipation of rifling.
Matchlocks converted to flintlocks converted to percussion caps. Same basic weapon, just better ignition system. The upgraded "old weapon" was kept in service until a clearly better weapon was developed. The sub techs could be flintlock and percussion cap. The master tech could be gunpowder or firearms or something rather broad.
zulu9812 Feb 22, 2010, 04:20 PM It's ludicrous to talk about mods until we see what's in the actual game.
trevort Feb 22, 2010, 04:26 PM It's ludicrous to talk about mods until we see what's in the actual game.
lu·di·crous
/ˈludɪkrəs/ [loo-di-kruhs]
–adjective
causing laughter because of absurdity; provoking or deserving derision; ridiculous; laughable: a ludicrous lack of efficiency.
Maybe so. But fun and interesting none the less.
Dale Feb 22, 2010, 04:36 PM It's ludicrous to talk about mods until we see what's in the actual game.
Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.
Plus, the more planning the better. ;)
AlpsStranger Feb 22, 2010, 04:38 PM Can you make a mod that adds dozens of sub-technologies?
Players can then research sub-technologies to improve existing units (that belong to the current era).
Such sub-technologies can be very specific.
Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.
I am sure you get the idea.
I had a very similar thought early on in Civ4. The only difference with my idea was the source of the research. I figured winning combats would give "applied research" similar to the way you gain great generals now. The applied research would be spent on subtechs similar to what you mention. I definitely second some variation of your idea.
trevort Feb 22, 2010, 04:38 PM Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.
Plus, the more planning the better. ;)
Here here. Tell it like it is Dale.:lol:
Shiggs713 Feb 22, 2010, 05:14 PM Can you make a mod that adds dozens of sub-technologies?
Players can then research sub-technologies to improve existing units (that belong to the current era).
Such sub-technologies can be very specific.
Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.
I am sure you get the idea.
+1
don't forget stuff like canister shot, grape shot, ect. for the cannons and frigates and other units like that. Maybe all kinds of cool specialty promotions.
Even better would be promotions that come and go depending on resources. So for example you could make something like Fuel, and it requires oil, and would give the movement to mechanized units, and if they loose fuel then they can't move. Something like that could have many other uses as well. I guess we don't know if something like that is already included, but if not it would be nice.
CanuckSoldier Feb 22, 2010, 05:15 PM Well, apart from a couple of posts, that was a pure display of patheticness.
Mods close this thread! Seems like someone intelligent (like me :D) needs to come up with some ideas. ;)
I'd love for you to make a mod taylored to balance the game for competitive MP competitions....but until I know alot more about the games mechanics I'll have no idea what I want :p
CS
MosheLevi Feb 22, 2010, 05:25 PM Could tie in nicely as a new feature of DCM. Hmmm...... I like!
And if we tie in the availability of these sub-techs with unit usage, we can simulate certain civ's specialisation with those weapons. A UU is only available to one civ to highlight that civ's historical specialty, but this could be game-related and given to the civ who specialises in that unit. So build a lot of archers, and better bows opens up for you.
Sounds good to me.
Thank you. :)
Thorburne Feb 22, 2010, 05:32 PM Well, right now, it is hard to say given the little information available. One thing that I would like to see (which I have thought about with Civ IV, but don't have the expertise to do at this point) would be an American Westward Expansion Scenario. It would take place after the American Revolution and last until about 1900 (possibly timed with seasons or months as opposed to years) and would include America (duh), England, France, Spain, Mexico, Republic of Texas and several (many?) native tribes. The map should be a fairly large scale map of America from coast to coast, including (at least) southern Canada, Mexico and Central America, the Caribbean and possibly the northern part of South America.
Technologies would focus on that time (railroads, repeating rifles, Cotton Gin, etc). Depending on what is possible, the states could possible split (for the civil war) if the player doesn't hold things together well.
Grave Feb 23, 2010, 05:19 AM Suggest what mods you would like me to make for Civ5. This is your chance now to get in before the list becomes too long. Because then you'll have to wait a year for me to catch up. :)
I'm willing to consider one total conversion mod (like the scale of Road to War for BtS) and numerous smaller mod comps (like the Achievements mod for Civ4Col).
It's ludicrous to talk about mods until we see what's in the actual game.
I see what you mean, Zulu. It's hard to say what mods to make if we don't know what will be included in Civ 5. However a few modcomps come to mind:
Civ Specific Great People
Influence Driven War
Religions & Corporations (if they are not already included)
Inquisitions
Mutually Assured Destruction (ala TheLopez)
Civil Wars (ala the original Civilization... capture the city of a large empire, and it can split)
Assimiliation Mod
Culturally Linked Starting Locations
Atomic Bomb Mod
Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.
Plus, the more planning the better. ;)
In that case, Dale... I wouldn't mind seeing a "History in the Making 2" for Civ 5. ;)
wotan321 Feb 23, 2010, 06:31 AM Dale,
I know you are probably sick of WW2, but that's what I'd like to see. Pacific theatre as well as Europe and N. Africa. Hopefully the new Civ will have the modding tools to make it a bit more nuanced and therefore realistic.
Brighteye Feb 23, 2010, 08:33 AM From what little info we have been given, it seems as though there will be separate victory conditions again.
If it's not in the game, I would dearly love a mod that assimilated various achievements into a points system so that scientific achievement, cultural achievement and military achievement all scored points towards a final victory.
The points system in previous Civs has been a secondary concern, with victory decided by almost any other method.
I hate the way that Civ is a number of games, and that if I want a good score I must choose to play [e.g military] Civ right from the start.
A good starting cultural achievement should score points, as with scientific achievement, in a continuous fashion, so that the civ I build is judged on all its merits, not just the one that I've focussed on.
A points value for everything you can do in the game would be complex, requiring a few mathematical distributions and scaling to get right, but would improve the game dramatically.
Krill Feb 23, 2010, 09:01 AM Make a real city states mod, where cities can expand themselves by creating suburbs/boroughs via a new settler analogue to take in more land and increase the productivity of the city. You could then add in multiple new mechanics, ie each new borough adds a new build queue but increases corruption/maintenence. You'd have a whole new avenue of how to approach the game: more city states, or larger city states. Probably got a whole new game economy to balance if you wanted to.
climat Feb 23, 2010, 09:07 AM Revolutions!
cephalo Feb 23, 2010, 09:56 AM I would like to point out that 'Blood and Iron', the WWI mod I was really hoping for, will not likely make it before Civ5 is out. I would really like to see a well done WWI mod with lines of supply and everything.
LDG Feb 23, 2010, 10:10 AM @Dale re: #22 comment
"CivImpII: Bringing Imperialism II to Civ5"
An absolutely wonderful idea, and one I heartily encourage.
zulu9812 Feb 23, 2010, 10:29 AM OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:
Urban Sprawl:
I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.
Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.
Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.
Ataxerxes Feb 23, 2010, 11:10 AM Something similar to Rhye's is the mod I'd like. Separate victory conditions for various civilizations, stability issues, etc. Might even ask the real Rhye!
trevort Feb 23, 2010, 11:31 AM Zulu, I like that idea. I think the only catch would be to allow for trading for food if the mega city gets so large that it has no farmland left. Or perhaps a building like Vertical farms? in RoM2. A real world example could be Singapore or Hongkong. Neither has enough farmland to support it's own population.
The_J Feb 23, 2010, 12:40 PM :think: looking at probably available graphics, probably available coding knowledge...
I guess, the first total conversion will be a historical mod, because this can use most of the included graphics and will not need many extra features.
Most probable i guess is a medieval or an ancient rome mod.
We'll see :).
Luckystrike77 Feb 23, 2010, 02:21 PM I'd love to see an Ancient Mesopotamia or a Rise of Rome scenario/mod.
Dale Feb 23, 2010, 03:46 PM OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:
Urban Sprawl:
I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.
Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.
Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.
I helped on that mod for CTP2. It was really cool to see your city expand and eat up the land around it. Cities could graphically join, but not functionally.
Voyhkah Feb 23, 2010, 04:06 PM Road to War would be nice.
I also would like to see a near future war mod featuring some sort conflict between China and Taiwan going hot and then dragging in the rest of the Pacific powers and forcing the US to decide weather to help Taiwan. There's a lot of potential for diplomacy in this one.
That's how the 5th age begins in my personal future Fantasy. China attacks Taiwan, the US and Europe retaliate, etc...
Why don't you do some of the scenerios that I suggested?
Dale Feb 23, 2010, 04:51 PM Why don't you do some of the scenerios that I suggested?
Religions? Too easy. I'd leave that for someone else to play with. As I explained earlier, I prefer (and enjoy) the more complex modcomps.
trevort Feb 23, 2010, 05:38 PM I liked the changing seasons in Road to War. That would be a nice addition.
Dale Feb 23, 2010, 06:05 PM Yes indeed, weather is one thing that has always lacked in Civ. However, it would be very difficult to model weather in a game where 1 turn could be 50 years or 1 year depending what stage of the game you're in. :)
trevort Feb 23, 2010, 06:08 PM Yes indeed, weather is one thing that has always lacked in Civ. However, it would be very difficult to model weather in a game where 1 turn could be 50 years or 1 year depending what stage of the game you're in. :)
True.:sad: But perhaps it could be an option that is enabled for turns that take weeks.
Thorburne Feb 23, 2010, 06:39 PM I liked the changing seasons in Road to War. That would be a nice addition.
I think that changing seasons would be good for my idea (American Western Expansion... on the second page of this thread), as well. Especially if the timing is done on a seasonal or monthly interval.
Depending on the ease of the mod tools and my time availablity, I may give it a stab myself. Though, I would probably still need assistance with the extra elements like none core civs, units, etc. That is, unless they offer tools that would make the creation of such things relatively easy (I'm thinking tools like the Sims and Spore Creat-a-<blank>, only not as in depth... just basic enough so that we can modify leader and unit graphics with simple clothing and pallete swaps, draw or import civ flags, etc and define the attributes of the given civ/leader/unit, etc.)
Anyway, I just thought of something that might just be up your ally, Dale... Nomads! Coming from my American Western Expansion idea, what I am thinking is that it could possibly be based on the city-states. Instead of being fixed, however, the civ can pack up and move along elsewhere. The biggest challenge would be implementing why they move. Of course, if a regular civ settles a city near the nomad camp (and the camp falls within or close to the cities borders) they are forced to move. In other words, they become packed up and kicked out of the closest border. While in wander mode, they cannot produce anything until they settle again. Another cause for them moving could be that when they settle near game resources, they receive a significant bonus allowing them to produce simple structures (like totems and specific huts which give bonuses) and units. After a few turns of being "mined" by the nomads, the resource dissappears and reappears at another location.
I think that in American Western Expansion, this would be perfect for Native American tribes. Beyond that, it could also lend itself towards other scenarios like a stoneage based scenario or could even be implemented in a full game towards the beginning. It could also extend the full version where the player starts out as a nomad civ in a prehistoric age who has to move around the map conflicting and competing with other nomad tribes while they follow the herd and seek a place to settle. Once they reach a certain point (like the techs that form the foundation of civilization), they can settle down and create a city-state which then moves on to become an empire.
What do you think? Of course, a lot of it may depend on what can be accomplished with the tools... but it sounds like it could be a cool feature.
vogtmurr Feb 23, 2010, 07:03 PM well of course I'd like to see The Ancient Mediterranean mod evolve with the new game, with a bigger map that covers part of northern Europe, Arabia, and the Indian subcontinent.
trevort Feb 23, 2010, 07:15 PM well of course I'd like to see The Ancient Mediterranean mod evolve with the new game, with a bigger map that covers part of northern Europe, Arabia, and the Indian subcontinent.
Oh Crap!:eek: I forgot about that one. Such a great mod.
Thorburne Feb 23, 2010, 08:04 PM Dale - While discussing in another thread (http://forums.civfanatics.com/showthread.php?p=8930131&posted=1#post8930131)about the 1 unit per tile issue, I came up with another idea. Of course, it depends on the gameplay and how it works, but the idea follows in the quote box (after the link to the discussion):
Still, there would have to be some sort of defensive units in a city. Maybe if a garrison (as you mentioned) in a city allows for multiple units to be stored inside the city, I could see it (perhaps a barracks - as a base - could allow X number of units and a will will allow +Y additional units and so on, I could see that working out.
Forts could also work the same way, just outside of the city. That could make the taking of forts to be a crucial part of a war. For them, their base number could expand through improvements over time (either built manually or done automatically like in Civ 4 with cottage->village-> town and fort graphics). Maybe the player could build a watch tower at the beginning, which in turn could be upgraded to a keep, then a fort or castle.
To expand a bit, in Civ IV (and earlier civs if my memory serves me correctly), Castles were always a building improvement. However, I think with the above description, they could now be an external element to the city (which I would feel to be a bit more realistic). I think that the way it would work would be like this...
First, a note... this whole idea is assuming that the gameplay will feature one-unit-per-tile gameplay, but allow for garrisons to be kept in cities and such. As such, let me break down my hypothesis first, however, keep in mind that any numbers I give are purely speculative.
In basic cities, the player can have a garrison of two units. As they build up the city, certain buildings (and maybe even civics... or whatever replaces them) will allow additional garrisons. For example, barracks could add an additional garrison and walls could add a couple more. This could keep increasing (possibly to a max number) as new buildings are built.
With that in mind, forts and castles could work similarly. Early in the game, the player will be able to build a watchtower. The watchtower can be built anywhere on the map outside of other nations borders. In other words, they can be built inside your borders, or in the neutral (open) territory. They will allow for a garrison of two units. Once the player reaches a certain tech, they can then upgrade the watchtower to a keep. This will increase the total garrison number by another 2 units. Further along the tech tree, they can then upgrade the keep to a fort. (At this point, they could even name the fort, like Fort Sumter or Fort Bob, etc.) A fourth stage could possibly be a citadel.
For castles, they work similarly, but with some important differences. First of all, they can only be built within a nations own borders (though, if they are taken by an invading army, the invaders can then use it as a foothold for the invasion... or they could just destroy it). Second, because they are within the border, they provide additional revenue to the closest city. It would also allow for an additional defenders during an invasion to help the city. Finally, castles would become available at a later time (late classical ore early middle ages) and would become obsolete after a certain point (shortly after gunpowder). They could still be used to defend, but only against non-gunpowder (or later) units. Garrisons could still be kept there in accordance to there level, but they can no longer be improved and no new ones can be build once they are made obsolete. In addition, the city loses the revinue from them. However, castles that survive to the modern ages could possibly return revinue again (to demonstrate tourism).
With Castles, a similar progression to the forts could be used, only there would be fewer levels or less time between availabity. It would naturally start with the Motte and Bailey castle and progress up to a full fortress. Maybe Motte and Baily -> Castle -> Fortress. (Additional levels could be included, but I am drawing a blank on my castle lingo at the moment.) Once they reach the Castle stage, again, the player could name them.
On a final note, the castle/fort progression could be done automatically (a la Civ 4 cottages) or be built and upgraded manually. Whicever the case, once a particular level is available, the player can build any lever (with longer time taken to do so). For example, if the player has reached the tech to build a fort, they could choose to build a watchtower (for a quicker build) or go straight to the fort, though it will take longer to complete.
Well, that is my idea. Again, I am assuming that the gameplay is (as suggested) one-unit-per-tile only, but that multiple units could be garrisoned for defense. If that is the case, though, it may already be in the game that way. (Though, I would be really surprised... not to mention really proud of myself... if what I just described is already how it works in the game.) If it is not, however, this could be a good mod comp for you (or other willing experts) to explore.
Dale Feb 23, 2010, 08:40 PM Thorburne, AWESOME idea man!
Let's extend it a little further..........
Once the tile reaches Keep or higher, there is a small chance of population settling in that tile. This chance would be influenced by nearby resources, threat level and even Keep level and contained garrison. If the conditions are good, then a population unit will settle there and the Keep (or higher) turns into a city. Then you can do all the normal city things.
To accommodate this in fashion, Keep and higher would exert control over the adjacent tiles. A neat way of expanding your borders without the expense of a settler. And over time if the Keep is in the right place then it may turn into a city.
I would change your flow slightly, watchtower --> fort --> keep --> castle. Once it reaches castle, and has a settlement (ie: a city on that tile) it automatically transforms into the city building "castle" and can follow that path.
This process would not be possible for watchtowers or forts.
Thorburne Feb 23, 2010, 08:50 PM Thorburne, AWESOME idea man!
Let's extend it a little further..........
Once the tile reaches Keep or higher, there is a small chance of population settling in that tile. This chance would be influenced by nearby resources, threat level and even Keep level and contained garrison. If the conditions are good, then a population unit will settle there and the Keep (or higher) turns into a city. Then you can do all the normal city things.
To accommodate this in fashion, Keep and higher would exert control over the adjacent tiles. A neat way of expanding your borders without the expense of a settler. And over time if the Keep is in the right place then it may turn into a city.
I would change your flow slightly, watchtower --> fort --> keep --> castle. Once it reaches castle, and has a settlement (ie: a city on that tile) it automatically transforms into the city building "castle" and can follow that path.
This process would not be possible for watchtowers or forts.
Thanks! Of course, once we learn more details, it would be fleshed out as necessary, but I think it could be a great gameplay element.
(On a side note, I never thought I would say this, but I am really looking forward to the next issue of GamePro (hopefully, and I am assuming so since it is a cover story, there will be a lot of good information about the game).
Anyway, what do you think about my Nomad idea earlier in the thread?
trevort Feb 23, 2010, 09:19 PM Didn't many cities, some that still exist, get their start as Roman forts?
Dale Feb 23, 2010, 09:36 PM Anyway, what do you think about my Nomad idea earlier in the thread?
I think we need to see how city-states play before looking fully into nomads. We don't know anything on how they'll act. If city-states pop up during play, then I don't think there really is a need for nomads. I'll reserve till we know more.
zulu9812 Feb 23, 2010, 11:47 PM Zulu, I like that idea. I think the only catch would be to allow for trading for food if the mega city gets so large that it has no farmland left. Or perhaps a building like Vertical farms? in RoM2. A real world example could be Singapore or Hongkong. Neither has enough farmland to support it's own population.
Yeah, sorry, food trading is implied. I only didn't mention it because city food trading is already in Rise of Mankind (A New Dawn, I believe).
trevort Feb 24, 2010, 07:38 AM Yeah, sorry, food trading is implied. I only didn't mention it because city food trading is already in Rise of Mankind (A New Dawn, I believe).
I have downloaded it, but not played yet.
Quintillus Feb 24, 2010, 07:49 AM Of the ideas submitted thus far, my preferences is the American Westward Expansion one. Mostly because it would be different - I've yet to see any Civ mods of that sort. The problem with WWII, Rise of Rome, and such is that there are already such good mods for them in Civ3/Civ4 that there's not an overwhelming need for another such mod in Civ5. Hence why I'd like to see something on an entirely new topic.
A few other areas I haven't seen mods on (granted, I'm not that well-versed in Civ4 mods) that might be interesting:
*A medieval Africa mod. Perhaps about the rise of Mali. I don't know much about this at all, but it'd be different and thus probably quite fun.
*A mod that focuses on the Vikings. There's a lot of mods on medeival Europe in general, but I don't know of any that really focus on the Vikings - making them unique, changing the gameplay style and so forth.
Basically anything that doesn't already have a very good Civ mod would be in my first choices. I wouldn't be too opposed to a remake of something that has only a so-so Civ mod (Napoleon comes to mind from Civ3, although there may be a good Civ4 mod of that I'm not aware of), but a remake of a mod that already has an excellent Civ3 or Civ4 version just wouldn't be as exciting, and WWII pretty much leads that category. You've done one excellent WWII mod, keep it fresh with something new and different.
Lucianer Feb 24, 2010, 08:27 AM A WW2 mod would be great, including all the main parties..
Lucianer Feb 24, 2010, 08:28 AM or maybe a cold war scenario as well... :-)
trevort Feb 24, 2010, 09:27 AM or maybe a cold war scenario as well... :-)
Read the other posts first. Dale said no. Your just :deadhorse:. I asked for it too.
Thorburne Feb 24, 2010, 06:15 PM *A mod that focuses on the Vikings. There's a lot of mods on medeival Europe in general, but I don't know of any that really focus on the Vikings - making them unique, changing the gameplay style and so forth.
I like this idea... maybe it could be a little similar to the Mongol scenario from Civ 4 Warlords, only with the Vikings as the group that you control and instead of going around making camps, you have to use your longships and berserkers to perform raids on european settlements, while exploring and colonizing distant lands (Iceland, Greenland and North America).
BTW, thanks for recognizing AWE. :) I understand what you mean about the repeated scenarios. They do get tired, but sometimes it is interesting to try them with the new gameplay features of a new version. One thing I would like to see would be a collection of scenarios which would be a throwback to one of the expansions of Civ III that had scenarios from various points and locations in history.
blade117 Feb 24, 2010, 06:50 PM Some of this will be reiteration of previous statements:
-WWII
-Something non-Eurocentric (Islamic Conquests, another Mongol scenario, ect)
-Cold War
-Potentially another FFH-related one, if the team agrees to it?
-Another bullet point purely because I am not anticipating doing actual work
-Final Frontier, but improved (Improve it as you wish, I am merely a messenger.)
Dale Feb 24, 2010, 07:15 PM BTW, thanks for recognizing AWE. :) I understand what you mean about the repeated scenarios. They do get tired, but sometimes it is interesting to try them with the new gameplay features of a new version. One thing I would like to see would be a collection of scenarios which would be a throwback to one of the expansions of Civ III that had scenarios from various points and locations in history.
My knowledge of that topic is near zero. I would not benefit a mod based on that topic sorry. Maybe PM Flintlock from the Civ4Col community, who's working on 'Westward Ho'. :)
Psychic_Llamas Feb 24, 2010, 09:51 PM i second Thorburne's idea. its brilliant :D
One thing id LOVE to see is Unit abilities (if you are familiar with Fall From Heaven, akin to the spells in FFH) and GREATLY expanded promotions (again similarly to in FfH)
Tholish Feb 25, 2010, 12:56 PM Road to War for Civ V would be an excellent place to start.
I'm sure FfH will be done.
Also a big Religion mod for those that miss it, if in fact it is gone. Maybe "The European Reformation."
And now for something off topic.
actually, ranged bombardment was in civ3.
But even then archers didn't have a range of two tiles, only battleships had that. In Civ3 you could rationalize that the battle occured at the edge of the tile and the catapult doesn't have a range of a hundred miles, its just being rounded up because the stone passes over the line.
EDIT
I see Dale said no Religions because it would be too easy. Neverthless, there would be many challenges to representing the era from 1350 (following the plague, thus empty lands must be recolonized) to 1815 (the end of the Napoleonic Wars). Along the way you have the hundred years war, the thirty years war, etc.. You could detail the different kinds of military technology such as the snaphance and wheel lock. The printing press is invented and improved and has profound effects. Plenty of material. Also it fits on one continent, so map scales can be reasonable.
Brighteye Feb 25, 2010, 01:24 PM On the subject of keeps and forts, I think that if your attackers are limited to one unit per tile, the maximum that anything should allow is 3 units, and that should be a late-game improvement; a fortress, or army base.
There are other effects that you can throw into the mix to ensure that each upgrade (from whatever to whatever) is beneficial. You can go for the old defensive bonus. You can allow that tile to send resources or productivity to the nearest friendly city. You can cut supply routes, if any are in the game/mod. You can have it lay down culture and claim land.
The watchtower - fort - - - - castle progression could be for outside your borders. The forts clearly allowed for some degree of settlement. I'm not sure that new cities could be a good mechanic, not without the option to say no at least, and also because if it affects gameplay enough to be interesting, forts will cost too much to build, in order to prevent people getting free cities. Perhaps if forts simply allow two units and spread borders that'll be enough of an incentive for a player to colonise his forts; the culture will allow the city to flourish more rapidly.
If forts also convert to barracks inside a city, that'll give incentive to found the city on the fort, not next to it.
You can then have a barracks-keep-castle progression.
trevort Feb 25, 2010, 01:36 PM Just a clarification please? Is it one unit per tile, period? OR is it one civs units per tile, unless there is war?
trevort Feb 25, 2010, 01:43 PM On the subject of keeps and forts, I think that if your attackers are limited to one unit per tile, the maximum that anything should allow is 3 units, and that should be a late-game improvement; a fortress, or army base.
There are other effects that you can throw into the mix to ensure that each upgrade (from whatever to whatever) is beneficial. You can go for the old defensive bonus. You can allow that tile to send resources or productivity to the nearest friendly city. You can cut supply routes, if any are in the game/mod. You can have it lay down culture and claim land.
The watchtower - fort - - - - castle progression could be for outside your borders. The forts clearly allowed for some degree of settlement. I'm not sure that new cities could be a good mechanic, not without the option to say no at least, and also because if it affects gameplay enough to be interesting, forts will cost too much to build, in order to prevent people getting free cities. Perhaps if forts simply allow two units and spread borders that'll be enough of an incentive for a player to colonise his forts; the culture will allow the city to flourish more rapidly.
If forts also convert to barracks inside a city, that'll give incentive to found the city on the fort, not next to it.
You can then have a barracks-keep-castle progression.
Perhaps cities could only start from a fort if there is a set of requirements met. Maybe, length of time at the location, proximity of natural resources, proximity to fresh water, number and activity of own forces, is it or could it be a trade route. And it would require a hefty gold payment.
henryMCVII Feb 25, 2010, 02:04 PM - CivImpII: Bringing Imperialism II to Civ5.
Such Imperialism II conversion is an nice idea. Even if I still would prefer Civ5 Colonization. (But please dont focus to much on WoI, add for example some kind of Dominion or Commonwealth Victory instead.)
Dale Feb 25, 2010, 03:09 PM Such Imperialism II conversion is an nice idea. Even if I still would prefer Civ5 Colonization. (But please dont focus to much on WoI, add for example some kind of Dominion or Commonwealth Victory instead.)
WoI would be something incorporated, but you would play from the perspective of the Mother Country, not the rebels. ;)
Dale Feb 25, 2010, 03:14 PM EDIT
I see Dale said no Religions because it would be too easy. Neverthless, there would be many challenges to representing the era from 1350 (following the plague, thus empty lands must be recolonized) to 1815 (the end of the Napoleonic Wars). Along the way you have the hundred years war, the thirty years war, etc.. You could detail the different kinds of military technology such as the snaphance and wheel lock. The printing press is invented and improved and has profound effects. Plenty of material. Also it fits on one continent, so map scales can be reasonable.
My idea of returning religion would not match how they play in Civ4. I would disconnect religion from techs, except for some basic reliance (eg: obviously you can't found Hinduism if you only have Monotheism, and can't found Christianity if you don't have Monotheism). I would have certain techs increase the chance of a Great Prophet appearing and then the GP founds a religion.
Thorburne Feb 25, 2010, 04:57 PM My idea of returning religion would not match how they play in Civ4. I would disconnect religion from techs, except for some basic reliance (eg: obviously you can't found Hinduism if you only have Monotheism, and can't found Christianity if you don't have Monotheism). I would have certain techs increase the chance of a Great Prophet appearing and then the GP founds a religion.
That is a good idea. I think that beyond techs, other factors that could lead to the available religions to found could be resources available to the host Civ, as well as other religions. For example, you may need incense (a very important resource in many religions), and in order to found Christianity, you need Judaism within your borders (the holy city would be founded in (one of) the city(-ies) that has Judaism.
Also, I think that a civ shouldn't be able to adopt a religion until it is available in the capital city.
Thorburne Feb 27, 2010, 06:39 AM Once the tile reaches Keep or higher, there is a small chance of population settling in that tile. This chance would be influenced by nearby resources, threat level and even Keep level and contained garrison. If the conditions are good, then a population unit will settle there and the Keep (or higher) turns into a city. Then you can do all the normal city things.
To accommodate this in fashion, Keep and higher would exert control over the adjacent tiles. A neat way of expanding your borders without the expense of a settler. And over time if the Keep is in the right place then it may turn into a city.
I would change your flow slightly, watchtower --> fort --> keep --> castle. Once it reaches castle, and has a settlement (ie: a city on that tile) it automatically transforms into the city building "castle" and can follow that path.
This process would not be possible for watchtowers or forts.
What's say we bring back a more civil thread...
Anyway, I was thinking about the whole fort/castle idea and I have to say that I do kind of prefer making them seperate improvements. When I think of forts, I usually think of the frontier forts (or coastal forts like Fort McHenry in Baltimore, MD:D) that were used primarly for defense or as a base for military troops. Castles, on the other hand, were more defence and government centers where the local lords would reside and govern and tax the local provinces (hence the reason for commerce boost to the closest city). I think I would prefer castles as an external element to the city as they were more often not within a city limit.
That said, I do understand how having two improvements which have the same basic function (to act as garrison locations for troops) can seem a bit reduntant and possibly make things a little more complex then they need to be. I also like your idea about allowing forts the chance to turn into towns after upgrading to a certain point. And, of course, as I suggested earlier, you should be able to name the fort after you get to a certain level.
In any case, I definitely think that it is worth exploring, especially once we learn more about the mechanics of Civ V. And no worries about AWE! If Firaxes releases the tools that help to simplify modding a bit (;)), then I may try my hand at it myself.
Gedemo Mar 03, 2010, 06:00 AM My dream is an Great "Age of Discovery/Colonization/conquistadores" MOD!!!!!
With a lot of new civilization to meet/conquest or to play:
Sioux, iroquois, apaches, navajos...
Inuits, Haidas, Yupiks, Tlingits in north A
Arawaks and Carribs in carribean
Mapuches, tupis and guaranis in south A
And
Benin, Nubians, Kongo, Monomotapa, Mali...for africa
and
Polynesian, maori, aborigene, papuan for pacific
Yes I know I'm greedy ;)
CornPlanter Mar 03, 2010, 06:31 AM I really like themed mods after various historical periods, like British isles after the fall of Rome, Afrika in the Middle Ages, Japan before united Japan, Mediterranean after the death of Alexander and so on.
Also, mods after different games I like: Warhammer 40k, Vampire: The Masquerade (no idea how to transfer it to civ... make all map a one huge city where various clans struggle for power?)
henryMCVII Mar 03, 2010, 06:49 AM WoI would be something incorporated, but you would play from the perspective of the Mother Country, not the rebels. ;)
Indeed, it is. :)
What I love about Col is the economic system: producing and consuming every single good. And having pretty deep control about it.
What I dislike is just the fact im basicly forced to go for Independence. Well, it is possible to play without WoI, but thats not the game is designed for.
What I would love to see, is something much more flavourish. Just an very small Example based on C4C: The King should be not just the bad guy, like in C4C. I would love if he were both - sometimes nice, sometimes bad.
Maybe he is lends me out an second caravell. I will get this with the fixed order "We heard about the spanish settlement of Isabella*. Sail out and find it." So I have to explore. Once I moved next to Isabella with exactly THAT caravell(!), the job is done. Maybe the King wants his ship back now, or he will gift/sell it to me.
*Put in what you want to be searched/transported... Seven Cities of Gold, Colorado, The Valley of Death, all Europeans, a fixed Number of Furs ... whatever.
OTOH, he may force me into wars or want me to DO something else. Not just asking for Gold. Thats how I think it shloud be.
Gaius Octavius Mar 03, 2010, 07:33 AM I see what you mean, Zulu. It's hard to say what mods to make if we don't know what will be included in Civ 5. However a few modcomps come to mind:
Civ Specific Great People
Let's leave that one to the experts on the matter. ;) :D
MY ideas so far:
- CivImpII: Bringing Imperialism II to Civ5.
- CivPG: I'm surprised no one asked for Panzer General.
I would like to see something along the lines of Pacific General. Wolfshanze did an excellent mod for it back in the day, though sadly it doesn't seem to be hosted anymore. I'd even be willing to help you out. :mischief:
Leise Mar 03, 2010, 07:50 AM I would like a mod about feudal japan. with different clans.
Alfa Romulus Mar 03, 2010, 08:02 AM WWI
WWII
RoM & AnD
And something like a mix between hearts of iron 3 and CIV :D.
Or am i going to be banned for saying something like that? :crazyeye:
_hero_ Mar 03, 2010, 08:21 AM With one unit per tile and the apparent degree of importance that each tile is going to have and the difficulty in occupying tiles (from what has been rumored), a WWI trench warfare mod will be essential and extremely fun. This combat system sounds like the perfect system to finally give the trench warfare of WWI its due justice. In every other civ I have ever played WWI mods were never any good. I am certain that if the combat system is as we believe it will be, all of this will change.
nizanthor Mar 06, 2010, 05:44 AM Wud luv 2c an atlantis mod, mor than enuf history n space games.
1st version: Takes place on ocean floor, perhaps factions like smac: Science oriented, warriors, laborers etc...
Start with domed cities, (grafx from dunewars mod) later tech enables suspended "bubble like cities" (remembr jaja binx city in star wars?).
Surface dwellers are barbs, animals are giant squid, sharks n whales etc...but neither barbs nor animals decrease during game.
(landscape can borrow from planetfall mod) kelp or seaweed forrests (random event of getting stuck n suffocating), of course fish, clam/pearls, crabs etc... Shipwreck treasure huts (ffh grafx), malestroms random event (final frontier black hole grafx wud work).
COLORFUL CORAL REEFS IN COASTAL AREAS YEILD FOOD, COMMERCE AND HAMMERS MAKING THEM ATTRACTIVE TO BOTH ATLANTEANS AND LAND DWELLERS (BARBS), USE REEFS AROUND ISLANDS TO MAKE SMALL ISLANDS MORE ATTRACTIVE TO ALL.
Perhaps the pacificans (breakoff faction from orignal sinkng of atlantis) are the other continent(sea)?
I'm sure there are plenty o' stargate atlantis fans cud contribute ideas.
Victory: Atlanteans unite (domnatn or diplo) or emerge/surface (replaces spaceship by constructing floating city or tech to surface the bubble cities).
Scenario: Atlantis emerges/ surfaces
atlantis is another nation in standard civ game (like pirates in SMACX) but typically only settle watr tiles, due to receiving combat, defense penalty on any land form, cities get litl or no fortficatn bonuses, but receive all corresponding bonuses in water: Lakes n streams, rivers get hill bonus, coastal get higher, then open water get mountain bonuses. Xtra food, econ n prod boons from water as well, from open water also.
P.S. PERHAPS MER-PEOPLE?
Thanx 4 yur attention n consideration,nz
Senethro Mar 06, 2010, 06:08 AM Conservatization: The Trustworthy mod.
Civilization has too long shown a liberal bias that is counterfactual to the observed conservative reality that the principles of the founding fathers and Judeo-christian thought were responsible for all thats good in the world. I advocate a mod where the value of religion and the true face of communism is shown, Ronald Reagan as America's leader and the removal of the global warming mechanic.
ngyuishing Mar 06, 2010, 06:17 AM Perhaps a cold war mod? With the supposedly more advanced diplomacy and the minor nations, it could be made a lot more realistic than it ever could in civ 4.
Support cold war mod
Ahovking Mar 06, 2010, 07:36 AM I would love a WW1 and if you have more time WW2
Jawa'sRevenge Mar 06, 2010, 07:49 AM *Attack and Defense
*Religions
*Better Civ 5 AI :)
*A graphics revamp like sn00pys or Blue Marble
Dale Mar 06, 2010, 01:49 PM *A graphics revamp like sn00pys or Blue Marble
I'm a coder not an artist. :)
Abremms Mar 06, 2010, 01:56 PM nude patch.
joking aside, im a fan of anything that expands the tech tree and gives more building options. its likely that there will be some pretty big gaps that will need to be filled in, if civ4 is any indication. ancient-medieval era especially benefited from the additions in RoM+AND.
nizanthor Mar 13, 2010, 05:50 PM perhaps a pirate themed mod to capitalize on its current popularity? (if a redo of sid's please loose the dancing, gives me carpel tunnel evry time i play it, especially on laptop). the upgradeable ships, cannons, swords, rifles and types of cannon shot would jive well with that sub tech idea.
i liked the previously posted idea of a revisit to the civ3 snearios mesopotamia and the mesoamerica scenario redone but expanded, to include north america, so you start with aztecs, mayans etc in central america but native americans (indian tribes) in north america. at appropriate time frame (depending on setting) the colonists begin appearing.
xmen510 Mar 13, 2010, 07:12 PM Lord of the Rings Mod!
It is a wish of mine. Different Maps available depending on Scenario and Age of the world!
Insanity_X Mar 13, 2010, 07:37 PM How about a mod where you take city specialisation to a new level. For example you could make a city a 'production city' a 'commerce city' or a 'food city' each being able to build different buildings (possibly units, if you make some units require buildings) and have different strengths and weaknesses. Production cities would get a bonus on their production and provide an empire production bonus (i.e. adding production to the production a city would gain from the tiles it works) as well as having more hit points, and slowed growth, and have access to buildings associated with military and production, Commerce cities would have a bonus on their commerce and provide an empire wide commerce bonus (i.e. adding commerce to that which a city already produces) (and have normal hitpoints and growth rates) and have access to research and gold increasing buildings, and food cities would provide an empire wide food bonus (i.e. some extra food would be added to the food a city gets from the tiles it works) as well as growing faster and having lower hitpoints.
Another one would be the ability to 'move' your population around. For example if City A is three population points over the happy cap, and City B is three under it, you can move the 'excess population' to city B (possibly sending those cities into revolt, depending on whether you think that's neccesary).
Donkeyman Mar 13, 2010, 08:31 PM A nomadic mod where you actually had the ability to pack up and move your cities, including the improvements, would be cool, especially if done on a smaller time scale that would allow for changes in the tiles that would make you want to move your cities, and a good representation of the Mongol conquests would work well, especially with that nomadic system.(the Warlords one wasn't exactly "good").
EmpireOfCats Mar 14, 2010, 12:07 AM Thanks for the offer. My suggestion would be
The Zombie Wars -- "A mod inspired by Max Brooks' World War Z".
I could think of two ways to do this:
"Fighting back the plague": Szenario starts in the modern era with most of the world overrun and only some cities (not: countries) holding out, probably on a smaller map. Would fit in nicely with the concept of grateful city-states. Victory condition is killing every last zombie. Not much new technology, if any.
- Danger of wounded units becoming infected themselves when they lose a battle (fitting into the new combat system).
- Cities run a risk of becoming "infected", in which case they lose 1 population per X turns until completely depulated. The danger of infection increases with the number of roads, airports, harbors, trade routes; decreases with hospitals and "barricades" (walls).
- Great People are "legendary zombie fighters" or "Great Survivors" (have fun with the names here -- Ash; Shaun; Zoey, Bill, Francis, Louis; Rochelle, Coach, Ellis, Nick ...) When they are in a city, the infection is halted, but not cleaned out; that might need a special unit
- Infected can "hide" in forests (fitting into the new combat system as we know it)
- "Slow" ("Romero") zombies move only one squa- (oops) hex per turn and are fairly easy to kill, but appear in large numbers. "Fast" ("28 Days") zombies move fast (whatever that will be) and are harder to kill, but there are fewer.
- "Slow" zombies move randomly, but are attracted by units, cities, fortifications, and tend to stay on roads once they find them. They cannot cross seas or rivers without bridges
- "Fast" zombies move in a straight line, randomly determined (making them more dangerous because they can penetrate deep into countries) and can cross rivers and shallow water
"Zombie-added Civ": Normal Civ V but instead of barbarians, we have zombies during the whole game, with some of the mechanisms above. Other ideas:
- "Zombie cities" produce "waves" of "slow" infected every x turns.
- When zombies overrun a formerly human city, these not only turn out "slow" zombies in waves, but also "fast" zombies (making the lost of a whole city a very serious problem)
- When a capital is overrun, it produces a "Great Zombie" that has a high chance of infecting a city if it reaches it (forcing the player to concentrate all resources on stopping it)
- All continents and islands without human populations automatically have zombies hidden in the forests
- Scouts and explorers have a certain immunity and can see zombies in forests, making them more important
- Atomics can stop the infection but destroy the city, have a small chance of producing a Great Zombie (mutation), and really make people mad by "destroying moral" (increasing the chance of infections spreading to other cities)
- There could be a "zombie fighting tech tree". Should include chain saws.
A lot of this depends on what the final game actually looks like, of course; these would be ideas based a lot on Civ IV. Oh, and thanks again.
Takeda Mar 14, 2010, 10:29 AM make a mod which enables the game to prevent the creation of any further mods from you
Trolling - warned
Dale Mar 14, 2010, 01:13 PM make a mod which enables the game to prevent the creation of any further mods from you
Why, do you hate my mods that much? I'm quite insulted by this. It would've been simpler for you just to not download my mods than to say that. Many thousands of people have gained enjoyment from my mods you know. :mad:
mechaerik Mar 14, 2010, 04:39 PM Something Napoleonic. That's not too modern, is it?
Chalks Mar 14, 2010, 05:18 PM I love the idea of a mod that lets you play civilization from the starting point of a post apocalyptic wasteland.
With a parallel tech tree, starting off with a "survivor" unit instead of a warrior etc - all of the civilizations starting as single cities remaining in remote locations after everything else is destroyed, slowly building their civilizations back up.
It's a shame that a mod like that has such a massive scope - and as the graphics improve, the time required to write a complete tech tree & units becomes more and more.
Much respect to everyone who designs the fantastic mods for these games. I used to do them back in Civ 2 but man, this stuff is complex now.
nizanthor Mar 17, 2010, 06:09 PM there is a mod called STONEAGE that starts waaayyy before usual, that i loved playing, it was my fav mod. but the latter versns were not vista compatible >2.3
i would love to see another versn of that mod, perhaps even an option of the regular game? the choice to start prehistoric, perhaps a post iceage version where the ice caps recede during play? hhmm what of a game that starts pangea but it breaks apart into continents during play? the forward areas grow increasingly high mountain ranges, the trailing side gets volcanic eruptions and planetwide earthquake events, like in true history?
and/or a combo of them all, start pangea, traveling tectonic plate action, encroaching then receding ice age. that sounds like an epic mod to me.
GIR Mar 17, 2010, 06:29 PM wow - i just read about zulus urban sprawl mod wish...
OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:
Urban Sprawl:
I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.
Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.
Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.
... and i had some nice memories about a similar mod in ctp2 (long long time ago).
and then i read your post that you had created this mod :eek: awesome :goodjob:
I helped on that mod for CTP2. It was really cool to see your city expand and eat up the land around it. Cities could graphically join, but not functionally.
Dale Mar 17, 2010, 06:47 PM wow - i just read about zulus urban sprawl mod wish...
... and i had some nice memories about a similar mod in ctp2 (long long time ago).
and then i read your post that you had created this mod :eek: awesome :goodjob:
Yeah I helped on that mod, it was really cool. :D
* Writes down urban sprawl next to natural wonders for modcomps to make *
Woodreaux Mar 17, 2010, 06:56 PM 2nd the Napoleonic request. That would rock. Also, a Roman Empire mod, maybe a Total War: Rome conversion.
Also, looking forward, a futuristic mod would be awesome. I loved the idea of Next War and Final Frontier. Those had issues, but I believe it had a lot to do with the creators having very short time-frames.
Another idea is Railroads! flavored mod. The time period could be the Industrial Era and the tech tree, buildings, units could elaborate and focus on railway systems.
Chibiabos Mar 17, 2010, 07:02 PM I think Dale should definitely be in on the beta. Then the mod will be ready when the rest of us get to play! :P
Chibiabos Mar 17, 2010, 07:04 PM Why, do you hate my mods that much? I'm quite insulted by this. It would've been simpler for you just to not download my mods than to say that. Many thousands of people have gained enjoyment from my mods you know. :mad:
Absolutely. The savior of C4:Col shall not be brought down by trolls!
Metaliturtle Mar 17, 2010, 07:08 PM Dale, I think you should make a WPC themed mod. Replace the trees with :broc: and replace the animals with :oerdin:
kiwitt Mar 17, 2010, 07:15 PM @Dale: If you are tired of WWII
I wouldn't mind taking the lead in RtW scenario for Civ 5 based on a mod you may develop, if I could get your support on the coding side for 2nd/3rd level support, while I am learning to code myself.
Dale Mar 17, 2010, 07:17 PM :lol: http://www.weplayciv.com/forums/images/smilies/26.gif http://www.weplayciv.com/forums/images/smilies/oerdin.gif
14koder Mar 17, 2010, 07:29 PM Change the whole promotion/exp system. When creating a unit, you should be able to give them more exp if they are 'trained' longer. Baracks still apply, but you possibly chose the promotions you want before making the. units
Dale Mar 17, 2010, 07:37 PM @Dale: If you are tired of WWII
I wouldn't mind taking the lead in RtW scenario for Civ 5 based on a mod you may develop, if I could get your support on the coding side for 2nd/3rd level support, while I am learning to code myself.
I'd be honoured good sir. Your work to improve on RtW is fantastic. :)
In terms of what support I could provide, I'm sure for the first 12 months my time is going to be very full. :(
Savoir10 Mar 17, 2010, 07:44 PM How many posts have I read over the years, saying the USA shouldn't be a Civ. Well give them what they want. A WWII mod in which the North American continent does not exist. The player is Soviet Russia. Let's see who the world would end up being enslaved by.
Oh and of course an Aussie mod. Leader John Curtin.
trevort Mar 17, 2010, 07:55 PM Yeah I helped on that mod, it was really cool. :D
* Writes down urban sprawl next to natural wonders for modcomps to make *
What is on your list?:mischief::D
fingers Mar 17, 2010, 07:58 PM The world of modding is a closed book to me, I'm not sure I understand what it really means, and I certainly wouldn't know where to begin to do it for myself. But I respect anyone's ability and altruism if they can improve on the original for the benefit of others.
Are there a list of mods available, and any instructions on how to install / play them? Someone mentioned Dale saving Civ4Col - what's that all about? And has Civ4 itself been modded to any great extent?
Hats off to all you modders and down with trolls.
Omega124 Mar 17, 2010, 08:02 PM Please, in all things holy (and unholy), make a mod of Korean War, Or Vietnam (Perferablly Korea). That would be so awesome and original, as there aren't much mods of the Cold War that are specifically about a single war.
Chinese American Mar 17, 2010, 08:13 PM Railroad Tycoon subgame. Each city supplies and demands specific resource, depending on buildings, resource, and improvements on nearby tiles. you build caravans that carry these materials and freight, they move between cities and give revenue upon arrival. random event at random city demanding specific resource and grant huge profits.
One city only. Capital occupies unlimited amount of tiles. Such that every resource within the national border belongs to this city. if you take over a city, it disappears and every tile that belonged to it now belongs to your city. your units can move faster inside your borders.
Dale Mar 17, 2010, 08:19 PM Please, in all things holy (and unholy), make a mod of Korean War, Or Vietnam (Perferablly Korea). That would be so awesome and original, as there aren't much mods of the Cold War that are specifically about a single war.
I'm trying to avoid anything "modern" due to the amount of contention that was created during my stint making RtW. This is why there is a lack of Cold War mods (or even modern war mods) just because it causes too many disagreements on the Gameplay / Realism split.
What is on your list?
I REALLY loved Panzer General, Imperialism II and Colonization, so I'm seriously leaning towards a blending of all three. This would be my major project.
In terms of modcomps, if not covered somehow I've got natural wonders, urban sprawl and possibly a combat extension mod (like DCM) if required. :)
The world of modding is a closed book to me, I'm not sure I understand what it really means, and I certainly wouldn't know where to begin to do it for myself. But I respect anyone's ability and altruism if they can improve on the original for the benefit of others.
Are there a list of mods available, and any instructions on how to install / play them? Someone mentioned Dale saving Civ4Col - what's that all about? And has Civ4 itself been modded to any great extent?
Hats off to all you modders and down with trolls.
Modding is really about changing the game. Anything that alters the original released format is a mod. Anything that deviates away from official patch changes or expansion packs is a mod.
For Civ4Col what they're referring to is my PatchMod, which was adopted later by Firaxis (well 95% of it) for the official patch to Civilization IV: Colonization. I also developed on that base to produce Age of Discovery II, which I believe fills out the game into a much more fun and realistic experience of how the Colonization era was.
kiwitt Mar 17, 2010, 09:21 PM I'd be honoured good sir. Your work to improve on RtW is fantastic. :)
In terms of what support I could provide, I'm sure for the first 12 months my time is going to be very full. :(Thanks Dale, I am equally honoured for your recognition my efforts. :D
The first 12 months while you are making the mods, I'll be learning to code, so your support during the first 12 months may simply be pointers to this learning.
trevort Mar 17, 2010, 09:24 PM I'm trying to avoid anything "modern" due to the amount of contention that was created during my stint making RtW. This is why there is a lack of Cold War mods (or even modern war mods) just because it causes too many disagreements on the Gameplay / Realism split.
I REALLY loved Panzer General, Imperialism II and Colonization, so I'm seriously leaning towards a blending of all three. This would be my major project.
In terms of modcomps, if not covered somehow I've got natural wonders, urban sprawl and possibly a combat extension mod (like DCM) if required. :)
I loved RtW. Was the contention within the modding community or at firaxis. You won't here me complain about any modern war mods you might make for Civ5. ;)
Would it be possible to convert RtW to be Civ5 compatible? Is it too far away from release for you to be able to give a good answer to that?
Civ5 DCM would be awesome. Urban sprawl is a must, I think.
kiwitt Mar 17, 2010, 09:40 PM You need to read the The Road to War forum (http://forums.civfanatics.com/forumdisplay.php?f=265&daysprune=-1&order=desc&sort=replycount) to get where Dale is coming from. And I can see how it will be quite draining, to manage many different views to history, while trying to address playability and balance.
Dale Mar 17, 2010, 10:28 PM It was always my intention to make a "playable" version of World War II instead of a "realistic" version. You have to remember that Road to War went out to every copy of BtS sold, and the final UE-version downloaded over 250,000 times. I'm proud that I made WW2 accessible to that many people. And I hope I passed on some history, as well as something that is uniquely me. :)
But what kiwitt has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, kiwitt gets a dip of my hat. :)
Thus you can understand why a lot of the gameplay over realism choices I made caused some contention on the forums. I took more than a couple posts of abuse for that decision. :lol:
But personally, I think the end result certainly outweighs the abuse. :)
Dale Mar 17, 2010, 10:32 PM Would it be possible to convert RtW to be Civ5 compatible? Is it too far away from release for you to be able to give a good answer to that?
I can't answer that yet.
trevort Mar 17, 2010, 10:37 PM It was always my intention to make a "playable" version of World War II instead of a "realistic" version. You have to remember that Road to War went out to every copy of BtS sold, and the final UE-version downloaded over 250,000 times. I'm proud that I made WW2 accessible to that many people. And I hope I passed on some history, as well as something that is uniquely me. :)
But what kiwitt has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, kiwitt gets a dip of my hat. :)
Thus you can understand why a lot of the gameplay over realism choices I made caused some contention on the forums. I took more than a couple posts of abuse for that decision. :lol:
But personally, I think the end result certainly outweighs the abuse. :)
Thanks for your work. RtW is one of the reasons I bought BtS. It did make WW2 accessible and playable. That's the important part. Mod on. You rock.:band:
trevort Mar 17, 2010, 11:02 PM I can't answer that yet.
Don't know can't. Or Non disclosure agreement can't. :mischief:
Ahovking Mar 17, 2010, 11:45 PM !!!!!!!!!!!!!!!!!!!!!!!DALE!!!!!!!!!!!!!!!!!!!!!
A Globe WW2 OR WW1 map
ONE WORD EPIC
Dale Mar 18, 2010, 12:13 AM !!!!!!!!!!!!!!!!!!!!!!!DALE!!!!!!!!!!!!!!!!!!!!!
A Globe WW2 OR WW1 map
ONE WORD EPIC
Please read post #122 of this thread. :)
trickofthehand Mar 18, 2010, 12:22 AM alien invasion. why hasn't this been done yet?
Well's War of the Worlds is fine, since you're not a fan of making late-game mods
frekk Mar 18, 2010, 01:12 AM The first thing I always look for with a new release is new terrain graphics. The vanilla ones are usually good, but, at least in 2 and 3, modders always made something a little bit better. There was only really Blue Marble and some variations on it in 4, but I figure it's got to be one of the most popular and ubiquitous mods made for 4.
Other than that - I'd really have to play the game to know. Obviously it's fun to turn it into a fantasy game in the style of Fall From Heaven, but as far as proper civ, my favourite in civ4 so far has been RevolutionDCM. RevDCM is a whole lot of little changes to the way civ4 works and I think something along those lines will probably be my preferred mod in civ5 as well - and it would be necessary to play the game first to get an idea of what would be nice to change.
OK, I can think of one thing, if it's not there. Civ3 style human sacrifice. Call me sadistic but I've really missed that one. Meshes nicely with a fantasy mod, too, although the absence wasn't really a big deal in regular civ.
I REALLY loved Panzer General, Imperialism II and Colonization, so I'm seriously leaning towards a blending of all three. This would be my major project
Damn! Imperialism II! I thought I was the only one! I still play it occasionally, because it's portable. It doesn't need to be installed so you can stick it on a thumb drive and play it anywhere. It's great. Yep, the resource and transportation systems in Imperialism I and II still have never been equalled. It was a great balance between depth and simplicity, and I've always longed to see it featured in civ.
Dale Mar 18, 2010, 02:10 AM Damn! Imperialism II! I thought I was the only one! I still play it occasionally, because it's portable. It doesn't need to be installed so you can stick it on a thumb drive and play it anywhere. It's great. Yep, the resource and transportation systems in Imperialism I and II still have never been equalled. It was a great balance between depth and simplicity, and I've always longed to see it featured in civ.
I no longer have Civ4 on my computer, but Imp2 has been a staple. Always there. :)
BTW, this thread (at weplayciv) may interest you: http://www.weplayciv.com/forums/showthread.php?t=2736
Andrew_Jay Mar 18, 2010, 09:24 AM I would like a mod about feudal japan. with different clans.
That's what I plan on doing, updating my Sengoku Jidai scenario (see signature), should be fun to try and make a new map in hexes (I was able to cheat last time, having found a map of Japan already converted into a grid).
But I'm no modding genius like Dale, so it would be pretty basic (I can only handle XML and some graphics, no Python or SDK).
I know Dale doesn't want to do anything modern, but would like to see 1UPT put to good use in "proper" versions of their First and Second World War scenarios.
Really looking forward to something like Imperialism though, it was a favorite of mine too. Hard to say which I liked better - the interface was definitely a lot better in II.
The Cosmic Kid Mar 18, 2010, 10:19 AM alien invasion. why hasn't this been done yet?
Well's War of the Worlds is fine, since you're not a fan of making late-game mods
Or an update to Civ2's Verne scenario. That would be amazing.
Willem Mar 18, 2010, 10:37 AM Well, apart from a couple of posts, that was a pure display of patheticness.
Mods close this thread! Seems like someone intelligent (like me :D) needs to come up with some ideas. ;)
Give us a break! Until we know more about how the game is going to play out, it's next to impossible to come up with any suggestions as to what may be needed, or wanted. Maybe you have an inside track into how Civ 5 works but the rest of us are completely in the dark.
Dale Mar 18, 2010, 01:41 PM Give us a break! Until we know more about how the game is going to play out, it's next to impossible to come up with any suggestions as to what may be needed, or wanted. Maybe you have an inside track into how Civ 5 works but the rest of us are completely in the dark.
You may want to continue past that post and read the remaining 100 posts. There's some really awesome ideas. :mischief:
frekk Mar 18, 2010, 02:17 PM I no longer have Civ4 on my computer, but Imp2 has been a staple. Always there. :)
BTW, this thread (at weplayciv) may interest you: http://www.weplayciv.com/forums/showthread.php?t=2736
If you're going to do that, why stop with just the colonization era?
Imperialism II's resource models gels nicely with other historical periods, as well. The first challenge for me in a game of Imp2 is finding some tin (often difficult), so I can add it to copper (which is usually ubiquitious) to create bronze, in order to make ships (bronze doesn't rust, that's why you need it for fittings etc on the early ships) and the early bronze cannon.
Can anything be better suited to a depiction of how the Bronze Age worked, and the importance of tin during that era? To be honest I find it a little out of place in Imp2's timeframe. Bronze certainly regained alot of importance but tin became alot easier to get owing to deep shaft mining. In the Bronze Age, tin was a critical resource, expensive and not easily obtained. Large amounts were needed for certain things - for instance, the rams on triremes, which were solid bronze and required hundreds of pounds of the metal.
Willem Mar 18, 2010, 02:19 PM You may want to continue past that post and read the remaining 100 posts. There's some really awesome ideas. :mischief:
Well yeah, I'm sure there are. But since we don't really know how the various game mechanics are going to work out, it's pretty hard for us to make any concrete suggestions. I suspect you're already playtesting Civ 5 so you're in a much better position to judge what will be needed than anyone else here. Other than suggesting various scenarios, and I second the Napoleanic era idea, we're just going to be stabbing in the dark. I did however glance at your idea of adding religions back into the game, which I would heartily approve of. Provided Firaxis isn't already planning on reintroducing them in some future expansion. And some aspects of Colonization would be nice. In particular the possibility of developing some sort of manufacturing industry based on resources.
Dale Mar 18, 2010, 03:29 PM If you're going to do that, why stop with just the colonization era?
Imperialism II's resource models gels nicely with other historical periods, as well. The first challenge for me in a game of Imp2 is finding some tin (often difficult), so I can add it to copper (which is usually ubiquitious) to create bronze, in order to make ships (bronze doesn't rust, that's why you need it for fittings etc on the early ships) and the early bronze cannon.
Can anything be better suited to a depiction of how the Bronze Age worked, and the importance of tin during that era? To be honest I find it a little out of place in Imp2's timeframe. Bronze certainly regained alot of importance but tin became alot easier to get owing to deep shaft mining. In the Bronze Age, tin was a critical resource, expensive and not easily obtained. Large amounts were needed for certain things - for instance, the rams on triremes, which were solid bronze and required hundreds of pounds of the metal.
Definitely agree, and that's something I'd like to look at during development. Maybe a side project to implement it into the core gameplay.
Dale Mar 18, 2010, 03:36 PM Well yeah, I'm sure there are. But since we don't really know how the various game mechanics are going to work out, it's pretty hard for us to make any concrete suggestions. I suspect you're already playtesting Civ 5 so you're in a much better position to judge what will be needed than anyone else here.
Well that's going right out on a limb! There's others that suspect since I'm here posting, winging about features and speculating that I'm not. ;)
Other than suggesting various scenarios, and I second the Napoleanic era idea, we're just going to be stabbing in the dark. I did however glance at your idea of adding religions back into the game, which I would heartily approve of. Provided Firaxis isn't already planning on reintroducing them in some future expansion. And some aspects of Colonization would be nice. In particular the possibility of developing some sort of manufacturing industry based on resources.
Religions I gave an idea of, but also commented that I would probably skip that project and concentrate on others. But then I'll probably need some sort of model of religion for my main mod.
Hey for all you know I could just be feeling out possible demand for my idea. Of course, colonisation and manufacturing are central to my idea (if you like to read about it). :)
johny smith Mar 18, 2010, 04:29 PM I did not read every post in thread. I read the last 2 pages though.
If needed some ideas on religions I could give them, but I don't want to make suggestions. I just want to answer questions first on possible ideas because I would make it too complex.
The things that Civilization is missing that bother me are mostly things you want to add. Basically completely redo the economy in the end. Manufacturing resources like said, but also creating actually trade routes like something in colonization. Specifically the thing that is missing to me is moving things along rivers. For example I mean the Mississippi river was really important for North American colonies and colonization completely left out how important rivers were.
I would also like to see major change to resources. I would like to any animals or crops be turned into a different not so important resource as ore. For example you are lucky and start we horses and wheat...but later through trade other civilizations learn to raise horses and grow wheat. It does not make sense that wheat and horses would be very important resources to have through most of the entire game. I mean as in a civilization could keep a monopoly on them for the entire game.
Well you asked for suggestions anyway. I don't expect these can be done though. Which is the very reason for my lack of interest in Civilization 5. The map is step up with a hexagon grid, but that was not enough of a change to me. I am looking at Civilization 5, and thinking it is trying too hard to dumb down the map to make more interesting wars in the process sacrificing a better economic model.
Hexagon or not I want use the rivers on the map, and I want some simulation of how I can buy bread(made from wheat first domesticated in the Middle East) in the supermarket.
Willem Mar 18, 2010, 05:33 PM Well that's going right out on a limb! There's others that suspect since I'm here posting, winging about features and speculating that I'm not. ;)
Being a beta-tester for one of the Warlords patches didn't prevent me from coming here and posting. I just had to be careful what I stated.
Religions I gave an idea of, but also commented that I would probably skip that project and concentrate on others.
That's too bad, I'm kind of disappointed that it was dropped in Civ 5. Hopefully they'll bring it back again in some form in a future XP.
Hey for all you know I could just be feeling out possible demand for my idea.
I suspect no matter what you do there will be demand for your work. You've established yourself as one of the top Civ modders and people will want your stuff just to see what you're up to.
Dale Mar 18, 2010, 05:43 PM Being a beta-tester for one of the Warlords patches didn't prevent me from coming here and posting. I just had to be careful what I stated.
This time isn't the case. :p
I suspect no matter what you do there will be demand for your work. You've established yourself as one of the top Civ modders and people will want your stuff just to see what you're up to.
Thanks, I just want to make sure it's something fun and exciting. :)
Darkhour Mar 18, 2010, 06:38 PM Civ without guns!
Raneman Mar 18, 2010, 06:41 PM POKEMO...
I mean Fall from Heaven.
Gotta spam em all!
fingers Mar 18, 2010, 08:03 PM Modding is really about changing the game. Anything that alters the original released format is a mod. Anything that deviates away from official patch changes or expansion packs is a mod.
For Civ4Col what they're referring to is my PatchMod, which was adopted later by Firaxis (well 95% of it) for the official patch to Civilization IV: Colonization. I also developed on that base to produce Age of Discovery II, which I believe fills out the game into a much more fun and realistic experience of how the Colonization era was.
Thanks, I kinda thought it was something like that. Where can I get the AoDII mod / patch, and what do I do to install / run / play it?
Willem Mar 18, 2010, 08:32 PM What might be interesting, now that we'll have hex movement and tactical combat, is some recreations of actual battles in history. Kind of like those old board games people used to play before computers came along. Recreate the terrain and the conditions of the Battle of Waterloo and see what some arm-chair Napolean can do with it.
Dale Mar 18, 2010, 08:53 PM Thanks, I kinda thought it was something like that. Where can I get the AoDII mod / patch, and what do I do to install / run / play it?
You'll find all the information in the Civ4 Col forums. Please take that discussion there. :)
Ahovking Mar 21, 2010, 10:05 PM The Age Of Atlantis
*Pick Nations from Europe
*Goal to befriend Atlantis or something like that
lots of civils
Magma Mar 22, 2010, 12:43 AM Decision modpack! If you ever played EU3 - Give us some national decisions for the nation. :D
Example;
- Investing in tower shields gives melee units a bonus, but at research/economy cost.
- Making a duchy out of a city due to overextension - would gain a city-state-like status.
- Adopt x/y faith.
Loads of fun. :D
apanag Dec 29, 2010, 03:24 AM True start lockations in Cradle of Civilization maps(DLC).
And the DLC civs in Earth maps(CIV5).
Have you work on that?
Thanks
lietkynes Dec 29, 2010, 03:27 AM Suggest what mods you would like me to make for Civ5. This is your chance now to get in before the list becomes too long. Because then you'll have to wait a year for me to catch up. :)
I'm willing to consider one total conversion mod (like the scale of Road to War for BtS) and numerous smaller mod comps (like the Achievements mod for Civ4Col).
Small and easy mode: make the popup for city growth appear also for cities growing past size 5.
grandad1982 Dec 29, 2010, 03:30 AM Hmmm thread necro. Got to love it.
Can I suggest a mod that allows the placement of signs on the map like we could in civ4? It would be helpfull in SGs in particular.
Dale Dec 29, 2010, 03:34 AM Wow, thread necro!
To answer apanag: I already made the true start location earth maps. They're based off the Firaxis supplied Earth maps and are pretty crap, but I've already made that mod. ;)
In all honesty I'm debating whether to mod Civ 5 or not. I might just take my A New World design and make my own game instead. Though I'll need an artist as I can't draw for nuts.
Sepulchre Dec 29, 2010, 03:37 AM Religion, religion and I say again religion. I loved that aspect to CivIV and miss it terribly.
lietkynes Dec 29, 2010, 03:39 AM oops didnt notice this was a very old thread
Dale Dec 29, 2010, 03:40 AM Religion, religion and I say again religion. I loved that aspect to CivIV and miss it terribly.
See DUCKS Mod.
Androrc the Orc Dec 29, 2010, 03:49 AM A mod for Civ4Col which brings the best features of Civ5 in your opinion.
Babri Dec 29, 2010, 04:06 AM Make a mod which makes different civs more unique & makes colonization more fun. Little tweaks to diplomacy would also be appreciated like vassal system & option of liberating colonies.
Oops ! I am asking for a full new expansion. :D
Sepulchre Dec 29, 2010, 05:22 AM See DUCKS Mod.
Any link to that? I'm probably being thick but I can't seem to find it anywhere. Even using the forum search tool.
Babri Dec 29, 2010, 05:28 AM Any link to that? I'm probably being thick but I can't seem to find it anywhere. Even using the forum search tool.
Check THIS (http://forums.civfanatics.com/showthread.php?t=391739).
Sepulchre Dec 29, 2010, 05:32 AM Lol I literally just found it and came to say "nvm" but thanks anyway Babri :)
SHaW1986 Dec 29, 2010, 10:08 AM ducks looks great.
apanag Dec 30, 2010, 12:41 PM :) Hello Dale!
a) I don't speak for Firaxis Earth maps sizes,
but for Firaxis DLC Maps (Americas,Asia,Mediterranean,Mesopotamia)-true start lockations
b)How can play DLC Firaxis New world mod with firaxis map "Americas"?
c)In Firaxis Earth maps have Babylon Mongolia Inca and Spain true lockations?
LoavesAndFishes Dec 30, 2010, 09:37 PM I would like to see a Mesopotamia mod/scenarios that incorporated various religious struggles for land etc. Also...
-Feudal Japan
-The Cold War (with the prerequisite espionage factor)
-Africa (with a much more populated variety of tribes/city-states)
-Rhye's and Fall of Civilization
-3 Kingdoms of China mod
-American Revolutionary War mod/scenarios
-Any map that adds true locations
|
|