Mod Ideas from my Civilizations Mod Draft (content pasted on the post instead .zip)

DOmar1990

Warlord
Joined
Jan 8, 2011
Messages
218
Location
Puerto Rico, U.S.
Hello, this is my Civilizations Mod Draft... most of my Gamplay changes are already made in other mods, but my Civics, Colonialism, UN, Congress, and Pact Treaties are not (I think...) (I have pasted this files from a text document, and the images that I have included at this text has no paste to this post... so if you want to see the images, I will include the original file so you can download it and see it's original source file with the images.)


1. Gameplay Changes

· The punctuation list will not have the leader’s name as identification, it will be the country’s name.
· The cities that the player have created or conquered can be razed later by pressing a button.
· Larger the maps size. Add a GIANT Map size 210*90 that can be choose to play in a random map, or as a size to start making a new map.
· Remove 18 player’s limit on the game. Put it up to 50 players in game.
· Archer Bombardment; all archer units can perform an archer bombardment to hurt other units.
· Flexible Borders; Enables borders to dynamically alter based on cultural influence driven war outcomes.
· Limited Religions. Each country only can found 1 religion. If a country that already found the Buddhism discovers first the Monotheism (which gives Judaism), then the Judaism will be found by the next country that discovers first the Monotheism that has not founded any religion yet.
· Attitude Icons. Attitude Icons besides the country’s name on the punctuation list based on its relation attitude with you. For example: for pleased, for friendly, for cautious, for annoyed, and for angry.


2. Civics and their effects


++++++++++++++POLITICAL ORGANIZATION+++++++++++++++++++++

TRIBE
(Starting Politic)
+5% Population growth rate in cities.

MONARCHY
(Enabled by Monarchy Technology)
Game’s factory Bonuses.
(When this policy is established, a monarchy symbol should appear besides the country’s name at the punctuation list; just like the religion symbol when a country adopt it as national religion. This policy can be mixed with any economic policy, and if any other politic with symbol is chosen, should appear both symbols for identification. For example, if Parliamentary Monarchy is chosen with a Capitalist Market economy; should appear beside the country’s name in the punctuation list:

REPUBLIC
(Enabled by Constitution Technology)
+5% happiness in the 4 major cities.
(-10%) gold per turn because of corruption.
(By adopting this policy, a National Congress starts operations, which player must share political power.)
(When this policy is established, a democratic symbol should appear besides the country’s name at the punctuation list; just like the religion symbol when a country adopts it as national religion. This policy can be mixed with any economic policy, and if any other politic with symbol is chosen, should appear both symbols for identification.
For example, if player or IA choose Republic as political organization, and communism as economic policy, should appear besides it’s name on the punctuation list: )

FASCIST STATE
(Enabled by Fascism Technology)
+20 free units.
+30% unhappiness in all cities.
+50% appears Great General.
+50% units production
No anarchy-rebellion episodes at all.
Policy LOCKED by: Bill of Rights, Welfare State, and International Rights Act’s policies.
(When this policy is established, a fascist symbol will appear besides the country’s name at the punctuation list; just like a religion symbol when a country adopts it as national religion. Fascist symbol may be the Nazi symbol: .
This policy can be mixed with Capitalist Market, or State Property… The Government’s political organization will not limit the economic options that will have the player or IA.
If, for example, a country establish a Capitalist Market with Fascist State, then should appear two symbols besides it’s name on the punctuation list: )

DIRECT DEMOCRACY
(Enabled by Democracy Technology)
+5 happiness in all cities.
+10% production in all cities.
(The player or IA has to be cautious in what actions takes such as war, international behavior, or other actions –or sanctions by the UN- that provoke unhappiness in the population. If they start to feel that their will is not being respected by the State’s administration and more than the 50% of the nation’s cities are unhappy, anarchy-rebellion episodes will start to happen. The only way to avoid this, is being very diplomatic with other countries, prefer talks before war, and control cities population growth to prevent its overpopulation and other negative points to the population’s happiness. If after a anarchy-rebellion episodes, the player or IA cuts the unhappiness cities to less than 50% of them, then anarchy-rebellion episodes stops to happen until it is not the half and over of unhappiness.)
(If this policy is adopted, a direct democracy symbol should appear besides the country’s name at the punctuation list; just like a religion symbol when a country adopt it as national religion. This policy can be established with any economic policy. If any economic policy that already has a symbol is established with this policy, then should appear both symbols besides the country’s name at the punctuation list. For example, if a country choose Direct Democracy with State Property, then should appear: )

++++++++++++WORKING CONDITIONS+++++++++++++++
CASTE SYSTEM
(Starting Politic)
+50% born great character in all cities.
POLICY LOCKED BY: Bill of Rights, Welfare State, and International Rights Act.

SLAVERY
(Enabled by Bronce Working Technology)
(-25%) population growth per city.
+10% gold commerce in all cities.
+1 unhappiness in all cities.
Workers +75% faster.
+20% probabilities an anarchy-rebellion episodes from slaves take place.
POLICY LOCKED BY: Bill of Rights, Welfare State, and International Rights Act.
(Slavery Abolition can be legislated by Congress and lock it for the rest of the game.)

SERFDOM
(Enabled by Feudalism Technology)
+5% gold commerce in all cities.
Workers 50% faster.
POLICY LOCKED BY: Bill of Rights, Welfare State, and International Rights Act.

WAGE LABOR
(Enabled by Capitalism Technology)
+10% gold per turn.
Workers +40% faster.
+10% production in all cities.

STATE EMPLOYEES
(Enabled by Communism Technology)
+1 happiness in all cities.
+10% research in all cities.
(-20%) gold per turn because of government’s debt increasement to cover payroll.



+++++++++++++++++++ECONOMY+++++++++++++++++++++

DECENTRALIZATION
(Starting Politic)
+10% gold commerce in all cities

MERCANTILISM
(Enabled by Banking)
Game’s factory bonuses and standards

CAPITALIST MARKET / FREE MARKET
(Enabled by Capitalism Technology)
+25% gold commerce in all cities
+100% born rate of a Great Merchant
+2 of insalubrity in all cities
(-1) relations to countries with State Property
(-1) relations to countries with Mercantilism
(When this policy is adopted, a capitalist symbol will appear besides the country’s name in the punctuation, like the religion symbol.)

STATE PROPERTY
(Enabled by Communism Technology)
-50% City maintenance cost
+35% gold commerce in all cities
Workers 25% faster
No foreign corporations allowed (but CAN fund a corporation)
(-1) relations to countries with Capitalist Market.
(When this policy is adopted, a communist symbol will appear besides the country’s name in the punctuation, like the religion symbol.)

CENTRALIZED ECONOMY
(Enabled by Fascism Technology)
+25% Production of buildings
+25% Trade routes
-10% Inflation percent
No foreign corporations allowed. (But CAN fund a corporation)
(-1 relations to countries with Free Market)


+++++++++++++++++++CIVIL RIGHTS+++++++++++++++++++

NONEXISTENT
(Starting Policy)
+10% unhappiness when other known country start to give other civil rights to its population.
+20% probabilities anarchy-rebellion episodes take place.
POLICY LOCKED BY: International Rights Act

LIMITED RIGHTS
(Enabled by Code of Laws Technology)
+2 unhappiness in all cities
+1 insalubrity
+20% to culture growth rate in all cities
POLICY LOCKED BY: International Rights Act.

PUPPET RIGHTS
(Enabled with Civil Service Technology)
+10% probabilities anarchy-rebellion episodes take place.
+30% culture rate growth in all cities.
(Religious Freedom is not guaranteed under this policy. Slavery, Serfdom, and other policies are not locked by this policy.)
POLICY LOCKED BY: International Rights Act.

BILL OF RIGHTS
(Enabled by Constitution Technology)
+2 happiness in all cities
+10% production in all cities
+50% culture rate growth in all cities
(By adopting this policy, Religious Freedom is granted by default on the Religion Politics area; the Caste System, Slavery, Serfdom, and religious oppressive policy would be locked and cannot be established again until Bill of Rights continue being an active law policy. Similarly, the Religious Freedom cannot be revoked or changed until Bill of Rights stills being part of the government’s policies.)

WELFARE STATE
(Enabled by Communism Technology)
+30% happiness in all cities
(-15%) gold per turn because the increasement on the government’s debt to cover health care, social security, and other social programs.
+30% salubrity in all cities
(-25%) probabilities an anarchy-rebellion episode take place.
(Public Education and Advanced Education will the only Education’s policies available to choose with the establishment of this policy. Slavery, Caste System, Serfdom, Private Education, and self-taught/patriarchal education policies are locked under this policy. Religious Freedom is granted by this Policy at the Religion’s politics.)


+++++++++++++++++DEFENSE+++++++++++++++++++

UNORGANIZED
(Starting Policy)
Cities defenses reduced 25%

PROTECTIONISM
(Enabled with Writting)
No unit keeping costs when fighting, moving, or standing in foreign territory.

FOREFRONT
(Enabled with Military Tradition)
+20 free units
+2 experience-training for new units produced in all cities.

COMPULSORY ENLISTMENT
(Enabled with Nationalism Technology)
+50 free units
(-10%) gold per turn
+20% appears great general.
+10% unhappiness in all cities
-15% probabilities anarchy-rebellion episodes take place

PROFESSIONAL ARMY
(Military Tradition Technology)
+30 free units
+2 experience-training points for new units
(-10%) gold per turn
+75% probabilities appears great general.

++++++++++++++++++EDUCATION+++++++++++++++++

SELF-TAUGHT/PATRIARCHAL
(Starting Policy)
+3 for research by each scientist in all cities
+50% born rate of great character in all cities
(-30%) probabilities anarchy-rebellion episodes take place)
POLICY LOCKED BY: Bill of Rights, Welfare State, International Rights Act.

PRIVATE EDUCATION
(Enabled by Alphabet Technology)
+5% gold per turn
+5% research
+25% born rate of great character in all cities.
+10% unhappiness in all cities
(-20%) probabilities anarchy-rebellion episodes take place
POLICY LOCKED BY: Bill of Rights, Welfare State, International Rights Act.

PUBLIC EDUCATION
(Enabled by Education Technology)
(-10%) gold per turn because increase in governments debt to cover the costs of maintain public schools and their payroll.
+10% research in all cities
+2 happiness in all cities
+10% probabilities anarchy-rebellion episodes take place because people know better about ideologies, philosophies, and government’s abuses of power.

ADVANCED EDUCATION
(Enabled by Scientific Method Technology)
(-15%) gold per turn
+20% research in all cities
+3 happiness in all cities
+15% probabilities anarchy-rebellion episodes take place because of an educated population that recognize government’s tricks to fool them.)


++++++++++++++++RELIGION++++++++++++++++++

ANIMISM
(Starting Policy)
+3 salubrity in all cities
+2 happiness in all cities
+10% population growth rate in all cities
(This policy is necessary to establish the Buddhism, Confucianism, and Taoism as state’s main religion. This policy is not necessary to discover and found the holy city of any other religion, it’s jut necessary to establish any of that religions that I mention before as main one.)

POLYTHEISM
(Enabled by Polytheism Technology)
+10% construction of Statue of Zeus, Temple of Artemis, and any other wonder related to polytheist backgrounds.
+50% born great artist in all cities.
(This policy is necessary to establish the Hinduism as state’s main religion. This policy is not necessary to discover and found the holy city of any other religion, it’s just necessary to establish the Hinduism as main one.)

MONOTEISM
(Enabled by Monotheism Technology)
+5% gold per turn
(-50%) anarchy-rebellion episodes take place.
+75% born great prophet.
(This policy is necessary to establish the Judaism, Christianity, or Islam as state’s main religion. This policy is not necessary to discover and found the holy city of any religion, it’s just necessary to establish any of that religions that I mention before as main one.)

OPPRESIVE RELIGION
(Enabled by Theology)
Other religion but the main state one can’t expand to country’s cities.
This is the only policy that enable the Inquisitor unit.
+2 unhappiness in cities by each non-state religion present in the city.
(This policy can be established under any state’s main religion and will retain the State’s religion symbol as the identification one in the punctuation list.)

AGNOSTIC SOCIETY
(Enabled by Liberalism)
+20% Research in all cities
+1 unhappiness for each religion present in the city.
+1 unhappiness in all cities IF the country have a Holy City.
(-1) relations to countries that recognize a religion as main one.
(With this religion policy, the Holy City gains stop be perceived at all in the country’s economy. So, Agnostic Society policy should not be an attractive option for those players or IA’s that have a Holy City in their countries and don’t want to lose the Holy City’s benefits; and should not be at all an option to IA’s with Holy City. Then, this policy just should be an option to countries without a Holy City.
(If this policy is adopted, a symbol of antireligion should appear in the same place that should appear the symbol of state’s religion. The antireligion symbol should look like this one:
(NO MAIN RELIGION)


RELIGIOUS FREEDOM
(Enabled by Liberalism)
+1 happiness with each religion present in the city
+10% research in all cities
+5% gold commerce in all cities
(NO MAIN RELIGION)
(By adopting this policy, the country is marking the separation between church and state, and in honor of this, the profits from the Holy Cities located inside the country would not longer be received; however, instead a 100% of these gains, the country’s economy will only perceive/receive a 30% of the Holy City gains as part of contributions over it. The total gains from the Holy City will still being perceived on the PNB of the nation as national income, even if it only receives a 30% of this gains. Country’s without a Holy City should not see any major economic impact difference with the separation between church and state; they only should perceive the loss of the other religion policy bonuses that they just left behind for this new one.)
If this policy is adopted, a symbol of Religious Freedom should appear in the same place that should appear the symbol of the state’s religion. The Religious Freedom symbol should look like this one:
POLICY GRANTED BY: Bill of Rights, Welfare State


++++++++++++++++++++INTERNATIONAL POLICY++++++++++++++++++++

UNDEFINED
(Initial Policy)
At the beginning, civs can’t conduct diplomacy until they know Writing (game’s factory setting)

COLONIALISM
(Enabled by Astronomy Technology)
+20% commercial trade routes
+10 Maritime units free
+25% production of settler unit
(Countries with this policy are the only ones allowed to have colonies.)

INTERVENTIONISM
(Enabled by Nationalism Technology)
+30% production of military units in all cities.
+2 experience-training points to new units produced in all cities.
Can train and perform terrorist attacks on foreign cities

PACIFISM
(Enabled by Philosophy Technology)
+25% units maintenance cost.
Can’t declare war to other countries.
+5 relations to countries with Pacifism.
+2 relations with all countries in the game.


INTERNATIONAL RIGHTS ACT
(Enabled by Democracy Technology)
+4 experience-training points to new units in all cities.
(-50%) posibilities anarchy-rebellion episodes take place.
+2 relations with other countries with International Rights act
(The International Rights Act is an international bill of rights which defines the sovereign rights of each country, and the human rights that should enjoy all human beings in the world. It recognizes and seeks the Liberty and Education for all world’s population; and calls for a diplomatic and democratic world. Therefore, when establishing this policy:
Tribe, Fascist State, Caste System, Slavery, Serfdom, Non-existent rights, limited rights, puppet rights, Self-taught/patriarchal education, and private school are Locked.)
(-1) relations to countries with any or each of the following policies: Tribe, Fascist State, Caste System, Slavery, Serfdom, Non-existent rights, limited rights, puppet rights, self-taught/patriarchal education, and private education.
+1 relations to countries with any or each of the following policies: Parliamentary Monarchy, Republic, Direct Democracy, Bill of Rights, Welfare State, Public Education, Advanced Education, and Religious Freedom.



3. Diplomacy between countries and treaties


BORDERS TREATIES

Opening of Land Borders: Only foreign land units can pass the country’s borders. Air units cannot use the cities as land base under this treaty if the Air Borders treaty is not signed.

Opening of Maritime Borders: Only maritime units can pass the maritime borders and use cities as bridges to pass from one ocean to another –like Panama Channel that if you have 1 city in a tile that have water in both sites, you can pass ships cross that cities to cut the way. So maritime units under this treaty can enter or pass into coast cities, but can’t unship any land units in that city if the Land Borders Treaty is not open.

Opening of Air Borders: When this trade is signed between two countries, then foreign airplanes can cross the country’s airspace borders to flight, or use cities as land base for air units.

Trade Openness: Trade Openness works only as an open door for the expansion of foreign corporations into the country. Until this trade isn’t conducted between two countries, no corporation can expand to country’s cities. Corporation’s units to expand can pass the borders if the Land Borders are open to cross the country with destination to another one that already have Trade Openness, but if this treaty of Trade Openness is not signed, corporation units can pass, but not expand the corporation.
(This try to fix the issue that countries in game start to expand their corporations all over other countries without asking or giving the opportunity to the other country to accept or reject the expenses that will result from a foreign corporation’s expansion into the country; making the country lose (-4) for each city with that foreign corporation. So, the land borders may be open, but to expand a corporation, the corporation unit will need first a Trade Openness in order to expand in that cities… Player or IA with a Corporation that wants to expand it, have to start pushing countries to sign Trade Openness Treaty with in order to expand their corporations all over the world.)


POLITICAL RELATIONSHIP TREATIES

Defensive Pact: Just like the one that comes with the game.

Non-Aggression Pact: This agreement between two countries can be performed at anytime if both approve the sign of it. It guarantees that none of both countries will declare war to the other in the next 15 turns. (Like a Peace Treaty of 15 turns). After 15 turns, the Non-Aggression Pact is dissolved automatically, and if the countries want to prolong it, have to sign another one to have another 15 turns of non-aggression pact.
This pact can be used to lower the tension between two countries that are on the verge of a diplomatic catastrophe and war is imminent; or to ensure that an ally country will not intervene in a war conflict against the country that is signing the Non-Aggression Pact. This pact will be enabled with Military Tradition.

National Fusion: National Fusion it’s a redefinition of a Permanent Alliance in the original game. The difference between this National Fusion and the Permanent Alliance, is that under National Fusion only neighbors with 5 or more land squares as shared border can perform this pact. When a National Fusion occurs, the two countries in this transaction becomes one nation, and the weakest country of the two is absorbed by the strongest one (the one with major punctuation of both). In other words, the country with less points that sign this pact, disappears from the game, and the strongest one obtain all the territories, cities, technologies, and units that the weakest country has at the moment of the pact. The leaderhead of the new nation will be the strongest country one, and the color borders of all the nation will unify in one same successive color. (If the strongest country was white color borders, and the strongest was red, then by this pact the white will disappear and the red will advance and replace the places where was the white borders.)
The National Fusion, just like the Permanent Alliance and like a redefinition of this one, can be turned ON or OFF in the game rules before start a new game. When National Fusion occurs at advanced era where both countries are part of the UN, just the strongest country will remain representing the whole nation at the UN and the other one will be deleted. This pact will be enabled with Communism replacing the Permanent Alliances.

These 3 pacts will be the only ones available under the Political Relationships. Subordination will not be a voluntary option under Political Relationship. Similarly, the Colony, Autonomic Zone and Annexation will not be an option to choose as a political relationship between two countries, that nominations are only for new territories and conquered cities’ status choices.


PEACE TREATIES

Ceasefire: Just like the game meaning.

Peace Agreement: The Peace Agreement will be for 15 turns, andin the Peace Agreement Transaction to finish a war, countries both CANexchange cities, money, gold per turn, technology, etc. Peace treaty will not be limited to looser gives it all and winner takes it all, there can be transactions between two countries and looser can receive conquered cities from the winner in the same Peace Treaty at the same time that is giving other city, technology, or money for lose the war.

Subordination: Just like a Vassal request standards from the winner in the original game, just that the Vassal name change to Subordinate. (only can be given by a looser country at war; cannot be asked by a country to another without war, and cannot be voluntary offered by a country to another as a diplomatic political relationship.)

Unconditional Defeat: This only can be asked and given when the results of war have devastated the looser country overwhelmingly, as the loss of 50% of its territory; and everything points to a total occupation of the country. When a country is forced to sign an Unconditional Defeat agreement to finish war, the looser country is forced to adopt the PACIFISM policy and maintain all the borders open with the winner country for 100 turns, making that looser country unable to conduct war or be a threat for a while and an open land for units and commercial route to the winner… but instead, all the occupied cities during war by the winner will be returned to the looser’s country; this Treaty will only guarantee that the looser country will not be a threat in the next 100 turns, and that maybeall the devastation it suffered during the war will prevent him from becoming again a threat at the completion of the 100 turns of this treaty. For IA’s… it would be better accept an Unconditional Defeat Treaty, because they will get back all the territory that they lose in the war by the winner country and have the chance to recover and reorganize it’s forces to start being a great power again at the end of the 100 turns treaty under Pacifism.
Human Players can be forced by IA’s and other human players to accept an Unconditional Defeat too… human players in this mod will take anything that is on the game, and that includes be forced to sign an Unconditional Defeat from a IA or other human player…

Under Peace Treaties, this 4 will be the only ones available treaties to sign peace. Asking the looser country to convert into a colony, or autonomic zone, or annexation will not be possible as a Peace Treaty; these nominations are just for conquered and created territories, not for territories that have not been conquered at all and remains with leader. If the player or IA wants to make the whole country in war a colony, will have to conquest all of it and then define the whole new territory conquered as a Colony.

OTHER ASPECTS IN DIPLOMACY:

City Sale: In the game, IA’s and Players are only allowed to give a city as gift, but not ask money for it. It would be nice if you can Unlock that, and a player or IA can propose a city sale to another player or IA for money or technology. Of course, IA’s have to be programmed to not put on sale a good city for money or technology, just to offer the ones that are unproductive and their maintenance cost is higher than it’s monetary contribution to the country’s incomes from cities… like islands and cities localized in desserts for example.

Pressure: In the game, there is no button to make pressure over a country in some situation, there is just a button that makes the requirement as a tribute… but that not sounds too nice if comes from countries with International Rights Act for example… so it would be nice if you can change that words to ‘’We require you to take this action’’ , and in the relations, instead of saying ‘’(-x) you refused to give us a tribute’’, it should say: ‘’(-x) you refused to comply with our requests’’; and ‘’(-x) you make us an hostile requirement’’.
There should be two buttons for this diplomatic action, one in the requirement tone like the one that I said before, and the other one in recommendation-friendly tone just to create some pressure on the other country about the picked topic. For example if I go to talk with Russian leader, and I want to make pressure over Catherine to pressure to end Russia’s war against Germany, I choose

SIGN PEACE WITH… HITLER, and should appear this buttons for the action to take about that topic:
-What do you want for this? (game standard choice)
-We require you to take this action… (requirement tone)
-We recommend you to take this action… (friendly tone)
The difference between friendly and requirement tone is that under friendly tone you don’t get immediately the ‘’(-1) you make us an hostile requirement’’, but if you push frequently about same issue in a friendly way, then will appear a ‘’(-2) We feel very pressured by you…’’.
 
4. Congress

The Congress will automatically starts when a Civilization adopts the Republic as political organization policy. With this, the IA or human player would share the country's political power with an active Congress that have to ratify the politics’ changes in the government in order to be established on the country's government. The Congress may sometimes pass legislation to change a government politic because it is beneficial to the country, but this legislation goes on a window to the President to be signed by him in order to take place and be established that legislation.
The window to the President (IA, Human Player) should say for example with Bill of Rights:

''Congress, under population's pressure, have studied the government's policies and made the conclusion that it is more beneficial to the country the adoption of Bill of RightsPolicy.

Which action should the Executive takes over this Legislation?
+Sign the Legislation (politics change immediately without anarchy) +2 relations with Congress.

+Put the Secretary of State in charge of this, to win some time to settle down later the new policy. (politics change postponed for a while, but Congress will continue pressure to sign policy) -1 relations with Congress for each time the Senate push again for the sign.

+Veto the legislation. Legislations like this would never be part of this government under my leadership!!! The Legislation is locked to be present again by the Congress. +1 unhappiness in cities. -2 Relations with Congress. +10% anarchy-rebellion episodes take place in the country.


If the President pays no attention to Congress recommendations and pressure continuously, the sum of all bad relations with Congress will cause a Senate very angry with the President, and will start a power race with the President.
If the President (IA, or Human Player) undergoes a politics change, and the Congress not ratified it, it is better to try again later and keep the pressure on the politic change until the Congress ratify it... the President may establish the change by force in a ''Presidential Order'', but this action could damage the relation between the President and it's Congress, causing a power's competence between the two government's branches that will end up making the Republic's government a political storm and impossible to continue operating the government by that way. If this political storm take place, and the Congress don’t ratify even necessary changes for the country's wealth, the President (IA or Human Player) can change the government politics’ from Republic to Direct Democracy or any else politic by Presidential Order, because the Congress obviously would not ratify nothing coming from President at that moment, and much less if that change is intended to eradicate the Congress itself. To eradicate the Congress with the establishment of other Political Organization, it can be performed just the normal way to other politics change by Presidential Order.

When the President (IA, Human Player) undergoes a politics change, and the Congress ratified it, is established in the next turn, and the message that the Congress ratified it appears in the next turn too. But, if the Congress don't ratified it; should appear a different window in the next turn that should say:

The political change conducted by the Executive branch was rejected voraciously by the Congress, and vetoed by a majority. What action should take the Executive over this situation?
+Let the Congress do it's job... we will have to respect it's decision and try the politics change later when a friendly party takes control of the Congress. +1 happiness in cities. +2 relations with Congress.

+Probably the Congress have no studied yet how beneficial is this political change for the country... lets give them some time to study the Executive proposal. +25% probabilities Congress ratified politics change next time.

+Congress is due to their own interests!!! This is the best thing to the country right now; pass the political change above the Congress by Presidential Order. -1 happiness in cities. -2 relations with Congress. 2 turns of anarchy-rebellion episode to take place the new policy.

Congress will never make legislation or recommendations to establish a government's politic that is harmful for the country and it's population, and will never ratify a politic change from the President such as: Slavery, Serfdom, Limited Liberties, No Liberties, Oppressive Religion, Fascist State, and Caste System. Congress probably will reject any type of changes to the Republic Politic, even to Direct Democracy, because any change in that politic is intended to finish the Congress itself.
The Congress have to sign any declaration of war in order to be declared. The President should not face opposition from Congress if the war is declared on a country that already have declared war before to the nation, or a country that is consider the worst enemy of the nation, or have bad relations with the country. If the Congress gives approval for war, it should appear in a window message in the next turn giving the approval message, and the war is declared in the next turn. If the Congress shows opposition to war, it will appear a window on the next turn that should say:

Congress is deeply divided over the declaration of war to this country. Most feared the political and economic impact that this war may have on the country. What action should take the Executive over this rejection?

+I'ts unusual for a majority party Congress to be so divided, perhaps they have powerful reasons and this war is destined to fail... Let's step back.

+If we let the enemy time to organize, very soon we will find them knocking on the door of our families. Let the Congress some time to think about this... +50% probabilities Congress ratified declaration of war next time.

+This country is dangerous for our country and the whole world. They will thank us later for take the appropriate preventive actions!!! (War is declared immediately by Presidential Order) -2 relations with Congress. +10% unhappiness in cities.

Maintain always a good relation with the Congress doesn’t guarantee approval of next politics changes. The Congress always will act in order of their function: approve beneficial policies, and reject harmful threats for the country's population and economy. Good relations with the Congress only guarantee a good power's balance, and prevention of political disaster and ungovernability under the Republic’s Policy. When the Republic’s Policy is established, and the player wants to perform a politics’ change, the button that says ‘’Start Revolution’’ to change politics, should then say: ''Send bill to Congress for ratification'', and the Congress answer about the politics change will be shown in a window message with the Congress approval, or with the pertinent choices or actions to take (if Congress refuses) about Congress decision, in the next turn.


5. Direct Democracy Policy

When the Direct Democracy Politic is established, the player/IA have to be cautious in what actions takes the country such as war and establishment of other non democratic politics, because this can increase the unhappiness in the cities because of war or undemocratic politics, and start to take place anarchy-rebellion episodes because the population's will about the war and politics isn't being respected. The President should not face too much unhappiness about war if the war is driven on a country that have attacked before the nation, or if the war was declared by the other country; just will face unhappiness when the war goes on by him, without reason, and against a country that have never attacked the country. If the war goes on for a long time, paying no attention to the population's bad feelings against war, and unhappiness increases in the cities because of it, anarchy-rebellion episodes can start to happen.

6. Anarchy-Rebellion Episodes

The anarchy-rebellion episodes is an alternate civil war. I have seen in the Revolutions Mods that Civil War isn't working very good at all... because the IA's always have too many civil wars and from one IA's country comes up like 4 or 5 new tiny and weak countries, and that's not the idea for this mod. So, in this mod I want anarchy-rebellion episodes instead of civil wars. This anarchy-rebellion episodes don't breaks the country into pieces like revolution’s civil war mods, it is just anarchy episodes for some turns alike the ones that comes with the game when you change a politic to another... So, let's not break the country but leave the same pressure on the player when anarchy-rebellion episodes happens many times in a row because of political policies, wars, UN sanctions, etc.
The anarchy-rebellion episodes dont goes on without a reason. For example, if the player have policies that the population feels like oppressive, inhumane conditions, poor labor conditions, etc, then each respective policy have already an assigned % on it’s bonuses of anarchy-rebellion episode possibility. If anarchy-rebellion episode takes place, will continue increasing the next times from 2 turns the first time, then 3 turns the second time, then 5 turns the third and more times, and if later than several anarchy-rebellion episodes with 5 turns of anarchy the player or IA has not change the policies for better, starts an endless coup d'etat until the player change for better the policy (ies) or it's international and domestic behavior.


7. Conquered cities, distant territories-cities, and received new cities from other player or IA

When the player or IA receive cities from other players or IA by gift or any other reason, its necessary to immediately identify which status will have this new city respect the nation like another city taken by force at war.
When a player or IA conquest a city during war, this city will remain as ''Occupied City'' in color grey, and can't produce nothing until the war finish and the city is officially under the invader sovereignty after a peace treaty. When the war ends, and the peace treaty take place with the official assignment of that occupied cities to the winner, the player or IA have to determine if that new city (cities) will be: 1. annexed to the country, 2. be an autonomic zone of the country, 3. rises as an independent country, or 4. a Colony (if Colonialism is active as policy). When one or a group of cities are created by a player or IA, and is (are) not connected by land with the rest of the country where is the capital, should goes up a window asking for determine a status for that city (cities) in other continent or not land connected with the rest of the country (like an island). IA’s have to be programmed to be balanced in these area, for not being giving Independence to each city or cities that have conquered from other’s countries, and to give Annexation to cities that are bordering around the current country’s borders like an expansion; and IA should prefer the Autonomic Zone or Colony over independence and annexation of conquered cities or cities created in other continents or overseas. For conquered cities inside it’s own continent and not overseas, IA should prefer Autonomic Zone, or Annexation. For example, if a war finish and you have new cities, or if you expand your country with new cities in other continents, or make just 1 city on an island, should go up a window asking for choose one of the 4 choices, and if you put the mouse over each of them, should show the meaning of each status in other tiny window for explanation.

Which will be the new city (cities) situation regards this nation??
Cities: Washington, New York, Detroit, Miami, San Francisco

+Annexation: city (cities) are incorporated to the country
+Autonomic Zone: city (cities) becomes province of the nation
+Independence: a new independent civilization emerge, with NO vassal relation... just a new civ like any other.
(will not be available as status for just 1 city in other continent or island… in order to take this status, have to be co-border relatives cities/colonies to get its Independence.)
+Protectorate: the territory becomes a new civ, but in a vassal relation. (Status locked when Decolonization Resolution aproved on UN).
+Colony: city (cities) becomes possessions of a Colonial Power
(Colonial status for city (cities) only available for countries with Colonialism Policy)


Meaning and Effects of the 4th Status for Conquered cities, distant territories-cities, and received new cities from other player or IA.

-Annexation: City (cities) becomes city-states of the country like any other city created by the player on the continental land’s country. IA’s should only prefer this action if the conquered city is co-border relative to it’s country.

-Autonomic Zone(s): City (cities) becomes provinces of the nation… this means that the cities will be autonomic zones part of the country but will have autonomy over its territory, workers, production, and resources. It would be just like a City-State from Civilization 5 that have its own trades with countries, but have no leader because it belongs already to another country with a leader, the Autonomic Zone will appear on the punctuation list under the Country’s name like a subdivision of this (like a vassal grouping in some mods) and when pressed to talk will appear just a window for commercial resources trades… The autonomic zone will always have total open borders with the country, and will adopt the same borders treaties that the country perform with other countries. For example, if an Autonomic zone has rice, fishes, and gold, it can trade that resources with any other country. If the country which that autonomic zone signs a Open Land Borders treaty with other country, that treaty will apply to the autonomic zone because it’s borders will be identified with the same color that the national country, and borders treaties from the National Leader with other leaders will apply to autonomic’s territory too as part of the whole nation. The cities denomined as Autonomic Zone will not have any maintenance costs to the player/IA; they will cover their own debt as an autonomic place.

-Independence: With this choice, cities becomes a new civilization with a new leader, independent of it’s creator, and will NOT BE VASSAL, SUBORDINATE, OR COLONY of this one; just like another country in game. When the independence is granted by the country, the new civilization starts friendly with its creator, and will have a different creator’s border color and government’s policies according to their needs. To give independence to a country, it’s necessary to have at least 3 shared-borders cities to grant independence. Independence to isolate 1city island, and cities far between themselves will not be possible to give Independence as a single nation. To give Independence, or to ask for it, it is necessary to have another cities or colonies next to one of another in order to receive an Independence and unification under the same flag. For example, the independence of Madrid, Moscow, Pekin, and Washington as a single new country will not be possible to grant because they are not shared-border cities/colonies… but the independence of Madrid, Paris, Berlin, Rome, and London will be possible because are cities that have shared-borders in common (in a civilization scaled earth map...)

-Colony: This status can only be adopted as a new territory status when the Colonialism Policy is established as International Policy. When adopted, the city or cities becomes colonies of the country. When the nation have colonies, there is a +25% in the commercial trade routes. The colonies borders colors remains like it’s creator’s color.
Colonies that have unhappy population for many turns, because it’s cities are just being used for resource exploitation and military strategic points, without pay care of build necessary buildings for the cities such as theater and coliseums to low the population’s discontent with the colonial status, may start a revolution by it’s own and declare Independence. Only colonies with shared-borders can declare Independence under a same flag. If Independence is declared by the colonies with shared-borders in North America, the colonies of the same country in Africa or Australia will not be part of this new country and Declaration of Independence because they don’t share any borders with the others. If a country have several colonies that share borders in America, several ones that share borders in Australia, and both have unhappy population, then the Colonial Power can face two Declaration of Independence of two new countries… from the colonies from America, and the colonies from Australia at the same time without being the same Independence Declaration and without being the same new country. By this, a Colonial Power should never face Independence Declaration of an isolate one city island, because it don’t meets the standards of a Independence status shown before; by the Independence Rule shown before, it have to be more than 3 cities/colonies that have share-borders in common in order to unify under a same flag; but if there is an Archipelago and colonies are settled with shared maritime borders, then they can declare it’s independence as a new country. The new country will rise with all the technologies that already have the colonial power at that moment, and all the colonial power units that was inside the borders of the colony will be expelled to colonial power friendly’s territory. When a colony declare Independence, should appear a window message to notify the colonial power about the Declaration of Independence of its colony, and ask the player or IA what action take over that situation. The window should be shown like this with 3 choices:

The colonies of Washington, New York, Detroit, Miami, and San Francisco have conspired against us in their common council, and have resolved a Declaration of Independence of our great country. What action should we take?

+Let them sink in their own misery... soon they will regret their actions and it will be too late for a reinstatement. Take out the dross that tarnishes our glory!!! (The colony's independence is recognized by the colonial power. Relations between the new country and its past colonial power start in CAUTIOUS.

+Send our best diplomats to make an autonomic zone's proposal to this uprising's leaders to see if we can still retain the territories as Autonomic Zones before recognizing their independence; it would be terrible to lose these territories... besides, we are not in our best conditions to start a war in distant lands...
(50% probabilities the rebellion ends and the colony becomes an Autonomic Zone status. If the Colony refuses the proposal, a window will appear with the news of rejection in the next turn, and there will be only one choice to take about this rejection: RECOGNICE INDEPENDENCE...

+Independence? Never! The only independence that they are getting is the independence of its sovereignty... Prepare our troops to bring order to our territories in rebellion!! (Starts a war between the former colony and the colonial power) (the new civilization that have emerged from the colony is consider the worst enemy of the colonial power while the war remains. Other countries that start commercial trades with the new civilization during the war, be for submission of strategic resources to ensure their victory against the colonial power, or any other exchange of resources and technologies will provoke a ''-4 You trade with our worst enemy!'' in the relations with the colonial power.

So, if the colonial power wants the colony back into the country, have to send the best diplomats to convince them to convert to an Autonomic Zone, or conquest them in war. Because of this, when a colony declare independence, will receive 4 advanced units in each city, and 7 maritime units to defend itself from the colonial power’s efforts to conquest them, or other Colonialist country that would war them to make them a colony again to a different colonial power.
The new country will always be open to diplomacy with the colonial power during the war, with hope that the Colonial Power’s visit is intended to end the war and recognize it’s independence with a Peace Treaty; so the colony (new civ) should never refuses to talk with the Colonial Power even if the war just begins. The sign of a Peace Agreement treaty between the colonial power and the former colony recognizes the sovereignty and self-government of this one by the Colonial Power.
 
8. UN ORGANIZATION

I think that the UN that comes with the original game is a very inflexible one, and too standardized. In this mod, it will be more flexible and weighty organization. For example, in the game’s factory settings, there are resolutions to make policies a world one only for: Free Market, Environmentalism, Universal Suffrage, etc. That’s unfair because it shows support to some policies, but does not take in mind a resolution to make State Property a world policy, clearly supporting the Capitalism as international policy. This UN should be more flexible on that, and give the option to the UN President to choose any of the following policies to be a world one (at least the same between the UN Members…) but without forget that the UN is based on the International Rights Act.

The following are the only resolutions options for the President to carrying voting:
(Game’s factory resolutions that are not listed here should be deleted from options)

+Decolonization (under this resolution, all vessels and colonies broke up subordination relation with their masters, vassals get their full independence and sovereign powers, and colonies emerge like new civ (or ask annexation to a close country before choose being a new one).
+Establish Republic as the UN-Members common policy.
+Establish Direct Democracy as the UN-Members common policy.
+Establish Bill of Rights as the UN-Members common policy.
+Establish Welfare State as the UN-Members common policy.
+Establish Capitalist Market as the UN-Members common policy.
+Establish Property State as the UN-Members common policy.
+Establish Public Education as the UN-Members common policy.
+Establish Advanced Education as the UN-Members common policy.
+Establish International Rights Act as the UN-Members common policy.
+Establish a single currency between the UN-Members. (Game's factory settings)
+Non-Proliferation Treaty of Nuclear Weapons (game’s factory settings)

+Ensure the Independence of the Colonies (Washington, Detroit, Miami, and Seattle… for example)
(the colonial power have to be a UN-Member in order to appear this option at the UN resolutions list. If the Colonial power has refuse belong to the UN at the first time, should not appear here any resolution related to colonies of UN non-members because they do not have to obey nothing coming from the UN.

+Appoint the UN President as the world’s diplomat leader. (Resolution for Diplomatic Victory)
+Slavery Abolition (this resolution if approved, lock the Slavery for all UN-Members.

+Sanction to (country name) : The sanction to a country will result in the termination of all UN-Members commercial trades and political treaties with that country. UN-Members should only give its approval to a Sanction resolution against a country if this one have used nuclear weapons, or has led a war against a Pacifist country. Although clearly, a Sanction Resolution against a country should not happen or chosen to vote round if the Presidency of the UN is occupied by a friendly country of the belligerent country. This sanction pointed to a specific country will only appear in the resolutions list against countries that have declared war on Pacifist Countries, or have used Nuclear Weapons. This sanction may be taken against a UN non-member, because the action of cancel all trades and treaties is coming from UN-Members, and the affected country doesn’t have to approve nothing or obey nothing about it… it’s a UN-member obey action.

+Assign the city of (Washington for example) to it’s original country. (Game’s factory resolution)

When the UN Organization is created, the countries HAVE TO ratify their consent and acceptance to belong and to abide any resolution approved under this organization. Countries will have the right to refuse their membership in this organization; that’s why, when the UN is created, should pop-up a window notifying the player or IA that the UN have been created, and if wants to join it, or remain alien to it. The players that confirm at first time their membership in that window, will not allow to withdraw from it; and have to obey any resolution approved under UN if that country not veto the resolution to stop it’s ratification. Players that confirm their membership to the UN will have this symbol besides their names on the punctuation list, besides it’s religion symbol and politics’ symbol to identify them as UN-Members.

The players that not ratify their membership to the UN, will not be part of the UN resolutions votes rounds, and does not have to obey any resolution that the UN issues after votes; but the non-UN member may be sanctioned by the UN if the UN-members approve a resolution to sanction that country between UN-Members. Similarly, the sanction will only be respected by those UN members only…

For example; if a country reject the UN membership, and there is a vote round about non-proliferation of nuclear weapons and it gets approval under the UN, ONLY the members of the UN will obey this resolution, but the members that reject at first time be part of UN, will not have to obey this resolution and can continue with their nuclear weapons production. Similarly, if the UN emits a sanction against Russia (a non-UN member) to cease trading with that country because of it’s negative international behavior, only the UN-members will have to cancel all their trades and treaties with Russia if none of them veto it, and those countries that reject at first time be an UN-Member, will continue all trades and treaties with Russia.

The countries that does not accept a membership at first time, will have the chance to request membership later, but this time instead of having the right to membership as at first time when the UN was created, the membership’s assignment will be subject to acceptance of the UN-Members. If a player don’t ratify it’s membership at first time, lose the opportunity to vote on the UN constitution. If wants join later, in the CONDITIONS FOR VICTORY BUTTON – MEMBERS area which shows members of the UN, resolutions, President, etc… will appear a button that says REQUEST MEMBERSHIP. If the player or IA request a membership after UN is created and start operations, immediately will pop-up a window to players and IAs that will say:


(Germany) has requested its incorporation to the UN Organization, which has sucite an unexpected round of voting to determine the answer to the request; what is your to Germany’s request?
+Yes
+No
+Never! Veto resolution
If the majority says yes without a veto, Germany is accepted as a UN-Member with the same rights as the others, and will have to shape to all provisions and resolutions already approved in the UN like establishment of policies as common ones, and to the established constitution whose votes round Germany do not participate. So, if Germany is accepted into the UN, immediately all it’s Politics will be changed to the ones that the UN has defined as common ones for UN-Members under resolution previously approved.

Immediately the UN is created and countries decide if they want to be a UN Member or refuse it's membership, a UN-Constitution vote round will start between all the countries that accept their membership. The following choices will be the only ones that the countries will vote to determine how will work the administration of the UN Organization.

Presidency:
Option 1: Election of UN President every 19 turns.
Option 2: Every 19 turns the UN President will automatically changed randomly to another UN-Member country.
Option 3: Permanent Presidency of the first chosen President.

Number of Votes Needed for Approve Resolutions:
Option 1: Dominant majority (51% or more of votes)
Option 2: Based on votes needed to pass (game’s factory setting)

Resolutions’ Frequency:
Option 1: 1 resolution vote round every 6 turns. (3 resolutions by President if Presidency Option 1 or 2 is chosen)
Option 2: 1 resolution vote round every 9 turns. (2 Resolutions by President if Presidency Option 1 or 2 is chosen)

Resolution’s Veto:
Option 1: Unlimited
Option 2: Limited – up to 5 vetoes per country only
Option 3: Without Veto

Number of Votes per country:
Option 1: 1 vote per country
Option 2: Number of votes subject to countries population (game’s factory setting)


9. Units, Wonders, and Resources:

New Units:

Police Unit: each police unit has the effect to reduce 10% the unhappiness in the city where it is standing; so every 10 unhappiness faces, the police unit will delete 1 of those 10. Give an extra 10% to the city defenses. Unit enabled by the Fascism technology. Unit will be very weak on war battlefield, it’s just for civilian order, not for war but police units can be transported to place in conquered cities to maintain unhappiness low…

Inquisitor: the inquisitor unit will be enabled by Theology technology, and will be available only for countries with Oppresive Religion as Religion Policy in order to purge the non state religions from their cities.

Airplanes CANNOT enter the airspace of a country without an Air Openness treaty between countries. The only airplanes that will be allowed of violating this rule are the spy ones… known as stealth bomber (the black one in the game) that will not have any identification of which country it belongs and can be used for espionage…
This airplane will have a 50% probabilities from being intercepted and shot down while performing espionage missions over countries.

***Petroleum resources will be life-limited. Each petroleum resource will have a random lifetime about 50 to 200 turns from the time its starts to be exploted, and at the end of that random lifetime turns, the resource will dissapear. For example, if I discover a petroleum resource at my land, and later send a worker to construct a hole to extract petroleum, at the time that hole is constructed, that petroleum resource will be there only for 123 turns, and after that will dissapears, so then I have to go to another petroleum source and construct another hole to extract another one and keep having petroleum for construct units... but that other one have a lifetime random turns assigned too... until all petroleum on planet dissapears.


Terrorism
A unit like inquisitor will be used for terrorist unit. The unit can be produced by countries with Intervencionism as International Relations Policy. The terrorist unit can perform a terrorist attack on a foreign city to destroy a city's building like library for 1,000 of gold for each attack, or perform a terrorist attack to a city's world wonder to destroy it at a cost of 10,000 of gold. All terrorist attacks will have a standardized 25% to fail and be discovered by the attacked country. (this % will increase with the intelligence and counterintelligence buildings that will aport % to the terrorists attacks fail.


10. BUY, SELL, CLAIM, EXCHANGE, OR CESSION OF TERRITORY


A new system for buy, sell, claim, or exchange territory.

This system will use the map squares and the each plot Y and X code to be used as reference for selected territory. There will be a window on which you can select the plots you are interested, and after you select the plots, you will chose on a site of the window:

What do you want to do with this selected territory?

-Buy from *plots owner player name* (if you select to buy this selected territory, a window will pup up asking you how much do you offer the other country for that territory. The offer will immediately send to the territory owned and his answer will be received on the next turn. If accepted, the transaction will be made automatically on the next turn, you will receive the territory, and the other the money that will be withdrawn from your treasury.) ***IA's will be teach when to accept sell their territory based on their size, territory importance and type of territory, resources on the territory, economic value, relation with the buyer, and strategic aspects of the territory. IA should never accept sell a territory that have a valued resource (unless it have a lot of that resource on the rest of the territory), a territory with a powerful city that gives an important portion of economic power, or a vast territory that will downsize dramatically the nation's territory.***

-Sell to *here will be a list of all players* (after select the player who you want to sell your selected territory, a window will pop up to specify the amount you ask for that territory to the player that you have selected to make the sell offer.) After you select how much do you want for that territory, it will be send to the buyer that you selected and its answer will be received on next turn. If accepted, the transaction will be made automatically; you will get the money, and the buyer the territory)
***IA will be teach to determine the value of a territory offer based on size, type of territory, resources on the territory, and strategic advantage on the territory.***

-Claim territory (You can claim a territory that is not yet colonized by any country, or claim a territory that have been already colonized by other to make push a territory cession to you. For example, when you are exploring the world with a caravel, you can claim the islands and empty territories that you find at the ocean... like you do not have any settler aboard to colonize it, you can claim that island because you discover it and you will on colonize it as soon as you have a galleon with a settler. However, this claim doesnt mean that it is fully yours because you claim it; other countries can claim them too, and even colonize them when they are already claim by others because this claim doesnt place your borders on the territory... You can claim territory that already belongs to other countries too (and others can claim your territory). When a claim is made on an already taken territory, the claim will only push others to know that you think that territory belongs to you, and the city that its build on that territory will always appear as *CityName* (Liberate) at the diplomatic screen of the leader that have their cities on the claimed territory.)
This will a nice tool for the colonial powers to claim the territories that they are discovering trough exploration.

-Cession of territory to *here will be a list of players* (after you select the player who you want to make the cession, will pop up a window asking you to confirm the cession. This can be used to ease territorial conflict with neighbor countries, making a cession of plots that your country is not using, and may be beneful for the neighbour city. For example when a city is invading a foreign city boders but yo do not want that territory... so you can select only the territory that its invading and make a cession to the foreign country to erase the -1 our closed borders are making tensions.)
***A cession have to be accepted by the receiver, the offer of cession will be sent, and you will have the accept or refuse offer on the next turn. IA will be teached to know what territories accept -most likely to accept if it is a neighbor territory- and not likely to accept if its a far territory without valued resource.***

-Exchange of territory (after select the territory and choose to exchange territory, then you will pass to another screen to choose the foreign territory that you would like to exchange for the one that you have selected from your own.)

A territory obtained through sell, buy, cession, or exchange treaties will be received with 100% cultural influence owned to the receiver. If a selled, buyed, cession, or exchanged territory was culture influence shared territory like 70% american, 30% mexican, the only one that can offer sell that territory will be the one with the higher %, and the buyer one will receive a territory with a 70% of dominion (just and only the % that belongs to the seller at the moment of the transaction).
When this kind of transactions are made, the one that have made the cession, have exchanged, or have selled the territory cannot claim that territories on the future, and it's cultural influence cannot penetrate those territories even if a city is near them, or if an artist is used trying to expand its cultural influence... the action of influencing that sell or cession territory will be useless because through the transaction have loose their capacity to have again those territories (but at war).

The cession of selected territory can be requested on peace treaties.
 
And have you actually done anything, besides creating these ideas?
 
I have to doubt it. What he's proposing would mean revolutionary SDK changes, more perhaps than my mod, and my mod's a total conversion alien mod. I think this is a VERY ambitious project.

@DOmar1990: I recommend you start small, with XML.

http://forums.civfanatics.com/showthread.php?t=262402 : This is THE starting tutorial for modding. Try it out before you do anything else. After that, you should probably start with making Units, Buildings, Leaders, Civilizations, and Promotions.

Do you have any programming experience?
 
Yes, I thought so too.
 
And have you actually done anything, besides creating these ideas?


I have just make some XML changes until now... Right now I'm learning how to mod XML files, add units, buildings, civilizations, etc. (the only problem is that instead if I learn how to add them, many of them has no graphics yet at civfanatics... I know that some are already made in other mods but when I go to extract them, they use a very unusual structure and I dont know how to extract them completely; and I don't know how to make a unit graphic or any graphic to do them myself).
After I learn all that, I will make that changes and then start learning about Python and DLL (SDK) files to see if I can do all this ideas. So until now it's just that... ideas :-/

But I already start doing my mod, which you can find the first release here:

http://forums.civfanatics.com/downloads.php?do=file&id=17217


This first release just contains XML changes, and I will update is with expansions at the same pace I learn more stuff and add more on that mod.
 
I have to doubt it. What he's proposing would mean revolutionary SDK changes, more perhaps than my mod, and my mod's a total conversion alien mod. I think this is a VERY ambitious project.

@DOmar1990: I recommend you start small, with XML.

http://forums.civfanatics.com/showthread.php?t=262402 : This is THE starting tutorial for modding. Try it out before you do anything else. After that, you should probably start with making Units, Buildings, Leaders, Civilizations, and Promotions.

Do you have any programming experience?




Yes I have already see that tutorial, thanks for that tutorial I have made my first mod that I release yesterday with XML changes: http://forums.civfanatics.com/downloads.php?do=file&id=17217

I do not have any programming experience... so Im learning with the stuff and tutorials that modders have post here at civfanatics. Right know im on XML learning and modding. Later after I fully manage XML, I will pass to Art, DLL (SDK), and Python tutorials.
 
Just by glancing your proposal, I'd say you need to know C++ and SDK modding than you need Python. You would only need to bother with Python for the game interface changes, but Python could still be a good entry point for programming as such. Its just that you almost don't need it for your mod.
 
Just by glancing your proposal, I'd say you need to know C++ and SDK modding than you need Python. You would only need to bother with Python for the game interface changes, but Python could still be a good entry point for programming as such. Its just that you almost don't need it for your mod.

Ohh ok, thanks :)
 
10. BUY, SELL, CLAIM, EXCHANGE, OR CESSION OF TERRITORY


A new system for buy, sell, claim, or exchange territory.

This system will use the map squares and the each plot Y and X code to be used as reference for selected territory. There will be a window on which you can select the plots you are interested, and after you select the plots, you will chose on a site of the window:

What do you want to do with this selected territory?

-Buy from *plots owner player name* (if you select to buy this selected territory, a window will pup up asking you how much do you offer the other country for that territory. The offer will immediately send to the territory owned and his answer will be received on the next turn. If accepted, the transaction will be made automatically on the next turn, you will receive the territory, and the other the money that will be withdrawn from your treasury.) ***IA's will be teach when to accept sell their territory based on their size, territory importance and type of territory, resources on the territory, economic value, relation with the buyer, and strategic aspects of the territory. IA should never accept sell a territory that have a valued resource (unless it have a lot of that resource on the rest of the territory), a territory with a powerful city that gives an important portion of economic power, or a vast territory that will downsize dramatically the nation's territory.***

-Sell to *here will be a list of all players* (after select the player who you want to sell your selected territory, a window will pop up to specify the amount you ask for that territory to the player that you have selected to make the sell offer.) After you select how much do you want for that territory, it will be send to the buyer that you selected and its answer will be received on next turn. If accepted, the transaction will be made automatically; you will get the money, and the buyer the territory)
***IA will be teach to determine the value of a territory offer based on size, type of territory, resources on the territory, and strategic advantage on the territory.***

-Claim territory (You can claim a territory that is not yet colonized by any country, or claim a territory that have been already colonized by other to make push a territory cession to you. For example, when you are exploring the world with a caravel, you can claim the islands and empty territories that you find at the ocean... like you do not have any settler aboard to colonize it, you can claim that island because you discover it and you will on colonize it as soon as you have a galleon with a settler. However, this claim doesnt mean that it is fully yours because you claim it; other countries can claim them too, and even colonize them when they are already claim by others because this claim doesnt place your borders on the territory... You can claim territory that already belongs to other countries too (and others can claim your territory). When a claim is made on an already taken territory, the claim will only push others to know that you think that territory belongs to you, and the city that its build on that territory will always appear as *CityName* (Liberate) at the diplomatic screen of the leader that have their cities on the claimed territory.)
This will a nice tool for the colonial powers to claim the territories that they are discovering trough exploration.

-Cession of territory to *here will be a list of players* (after you select the player who you want to make the cession, will pop up a window asking you to confirm the cession. This can be used to ease territorial conflict with neighbor countries, making a cession of plots that your country is not using, and may be beneful for the neighbour city. For example when a city is invading a foreign city boders but yo do not want that territory... so you can select only the territory that its invading and make a cession to the foreign country to erase the -1 our closed borders are making tensions.)
***A cession have to be accepted by the receiver, the offer of cession will be sent, and you will have the accept or refuse offer on the next turn. IA will be teached to know what territories accept -most likely to accept if it is a neighbor territory- and not likely to accept if its a far territory without valued resource.***

-Exchange of territory (after select the territory and choose to exchange territory, then you will pass to another screen to choose the foreign territory that you would like to exchange for the one that you have selected from your own.)

A territory obtained through sell, buy, cession, or exchange treaties will be received with 100% cultural influence owned to the receiver. If a selled, buyed, cession, or exchanged territory was culture influence shared territory like 70% american, 30% mexican, the only one that can offer sell that territory will be the one with the higher %, and the buyer one will receive a territory with a 70% of dominion (just and only the % that belongs to the seller at the moment of the transaction).
When this kind of transactions are made, the one that have made the cession, have exchanged, or have selled the territory cannot claim that territories on the future, and it's cultural influence cannot penetrate those territories even if a city is near them, or if an artist is used trying to expand its cultural influence... the action of influencing that sell or cession territory will be useless because through the transaction have loose their capacity to have again those territories (but at war).

The cession of selected territory can be requested on peace treaties.
 
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