View Full Version : Thoughts for a mod


CelestinChild
May 30, 2004, 08:56 PM
Been working on a mod, and came up with a few ideas and wanted to know a few things, like:

Has anyone done this before?
Does it work?
What do you think about doing this for a mod?

Following in the steps of BBW and DYP, I'm creating special techs that allow me to better represent the strengths of various civilizations. However, my thought was to use a strength tech to represent what that civilization is best at, and a culture tech like eastern, european, etc. The culture tech would then control a lot of things like ancient wonders, so that you don't have the Chinese building the Pyramids, or Sun Tzu's showing up in London.

My thought was, make the culture tech grant all cultural improvements, units, etc, and then have the tech that would normally allow you to build that item reveal a resource needed to build it, or a building required for that wonder.


So for instance, the European Tech would grant the ability to build Camelot (As an alternative Crusades that builds paladins) but you need at least 3 castles, an improvement not available until feudalism.

WS78
May 30, 2004, 09:35 PM
Well, it takes a heluvalotta time, I'm working on my on Mod and I'm still in unit planning (due to those excellent units being released).

Those cultural techs may seem good in the beginning, but it does cut out some wonders for some civs. Although it's realistic, it's also a clamp on gameplay and strategy. Maybe you're adding too many wonders.

Instead of creating wonders, maybe just some more civ specific units? Not just military btw.

Good luck!

CelestinChild
May 30, 2004, 09:40 PM
Well, that's the thing, I'm adding new civ-specific and culture specific units, but part of the point behind culture-specific wonders was so that I could add several similar wonders and not have to worry about how broken it could be for a single civilization to build them all.

WS78
May 30, 2004, 09:45 PM
Maybe just one for each culture group? Or just one per group each era?

CelestinChild
May 30, 2004, 11:31 PM
Well, certainly I won't be using a lot of culture-specific wonders, so it will likely be close to one per group per era.

So, the Middle Ages might look like:
Roman - Crusades (Crusader)
European - Camelot (Paladin)
Asian - Legendary Academy (Kensai)
American - Manifest Destiny (Improved Settler)
Mideast - Jihad (Fanatic)

CelestinChild
May 31, 2004, 02:37 AM
Hmm...here's a good question: Is there any easy way to wipe all resources off a map without damaging the terrain?

The Last Conformist
May 31, 2004, 03:08 AM
Doesn't seem like.

Dease
May 31, 2004, 03:07 PM
To get rid of all resources from a map then simply edit the rules so that no resources are allowed on all types of terrain, then they dissapear! :D :cool:

CelestinChild
May 31, 2004, 04:19 PM
Thanks! Europe is coming along nicely, and for once I'm going to have a map that actually DEPICTS North Sea oil!

WS78
May 31, 2004, 10:14 PM
Good idea! Like it a lot.

WildWeazel
Jun 02, 2004, 07:30 PM
Sounds good, or instead of limiting wonders to certain cultures, give each culture a small wonder from each age.

CelestinChild
Jun 02, 2004, 10:32 PM
Well, the point is to duplicate limited wonders, so that if you can't build something, it's because you -can- build something similar.