georgestow
Proud to be Awesome
The Mod of Modness(working title) is a mod that I've been working on for about a year. It started off as small, personal mod, with just some extra silly things. However, its been growing and for about half a year, it's been an epic mod in progress. This means many of the silly things I've added in will probably only become available in scenarios, as I wouldn't want my mod to seem too silly, but the scenarios can be. The things that I've added have been trying to lead to a mod where the civs empires grow and fall as they do in real history. This also makes it harder and easier to play as certain civs, which I believe will lead to more interseting games.
Part of the reason of this thread is, obviously, for people to offer suggestions. Where you see a ???, that's where I really have no idea what to do, and need your help. Thanks.
The new concepts my mod has are:
Small Great Wonders:
Great Britain: Houses of Parliament
Greece: Spartan War School
Netherlands: Defence Line of Amsterdam
Germany: Reichstag Building
Sumeria: The Great Ziggurat
China: The Teracotta Army
Russia: St Basil's Cathedral/ The Kremlin
Carthage: Round Harbour
Rome: Circus Maximus
India: Taj Mahal
Inca: Machu Picchu
America: The Empire State Building
Maya: Chichen Itza
Egypt : Sphinx
Scandinavia: Leif's Voyage
Byzantines: Hagia Sofia
Arabia: Kaaba
Babylon: Tower of Babel
France: Notre Dame
Aztecs: Templo Mayor
Celts: Maiden Castle
Hittites: The Wall of Hattusa/Capital Wall
Iroquois: Tree of Peace
Japan : Tokyo Tower/Capital Communications Tower
Korea : Bulguksa
Mongols: ???
Ottomans: Selimiye Mosque
Persia: Zoroastrism
Portugal: Seafaring School
Spain: Plaza de toros de la Real Maestranza de Caballería de Sevilla
Zululand: ???
I've changed them to Great Wonders because otherwise if the city were captured, the small wonder would be destroyed. I originally had it so that civs could win by Wonder victory, but I really don't think anyone could anyway.
Entirely Replaced Leaderheads:
Entirely Replaced Tech Tree Icons:
See next posts.
Entirely Replaced City Graphics:
Image in progress.
New Buildings:
Info in progress.
New Wonders:
Info in progress.
New Units:
See down page for Age of Power units.
Unit lines are downloadable from the bottom of the post.
If a unit's name has an asterix at the end, the colour it's box is in will correspond the the colour of the text of the unit it upgrades to.
Age of Power
A civ's Age of Power is the time at which I have given them more possible units, and stronger units, so that they can build an empire. Winning outside of an age of power is harder than inside, and civs in theirs are very strong.
These units will mainly be unit packs, but for some civs, where units are more scarce, the units will be pieced together from all over the place.
The ages of power will often coincide with their civ-specific wonders.
The Civs who currently have ages of power implemented:
Rome
Greece
Egypt
Scandinavia
Celts
Arabia
China
Byzantine
Great Britain
Aztecs
France
Carthage
Civs Currently Without An Implemented Age of Power:
USA: Modern
Babylon: Early Ancient
Germany: Late Industrial
India: ???
Iroquois: Early Ancient
Japan: Future
Persia: Ancient
Russia: ???
Zululand: Early Ancient
Spain: Late Middle Ages
Ottoman-Turkey: ???
Mongols: Early Middle Ages
Korea: Future
Sumeria: Early Ancient
Portugal: Late Middle Ages
Hittites: Early Ancient
Inca: Ancient
Maya: Ancient
Netherlands: ???
Replaced Terrain Graphics:
Image in progress.
Spans Into The Near Future:
The Mod of Modness goes up to 2200 AD, and much of the Neo-Modern era is my imagination of the future, so expect mechs.
New Governments:
I have currently only added in one new government, Theocracy, but I am planning on another 8 governments:
Kirocracy
Kritarchy
Technocracy
Tribal Council
Demarchy
Noocracy
Absolute Monarchy
Constitutional Monarchy
Theocracy is hard for unit support, but good for espionage and foreign relations.
Building Extensions:
This currently hasn't been implemented at all into my game, other than as a concept in my head.
What I mean by 'Building Extensions' is that you can build extra parts onto certain buildings. This would be done by having the extensions require the original building. They would also cost little, but wouldn't do as much as other 'proper' improvements. Also, they would often cost extra resources, so you can only build these extra things if you have the right resources.
An example would be having a 'Zoo' building. Then, you can have extensions to it, that require different animal resources. Such as 'Seal Attraction' requiring 'Seals'.
Part of the reason of this thread is, obviously, for people to offer suggestions. Where you see a ???, that's where I really have no idea what to do, and need your help. Thanks.
The new concepts my mod has are:
- Civ-Specific Small Wonders
- Entirely Replaced Leaderheads
- Entirely Replaced Tech Tree Icons
- Entirely Replaced City Graphics
- New Buildings
- New Wonders
- New Units
- Each Civ Has It's Own 'Age of Power'
- Replaced Terrain Graphics
- Spans Into The Near Future
- New Governments
- Building Extensions
Great Britain: Houses of Parliament
Greece: Spartan War School
Netherlands: Defence Line of Amsterdam
Germany: Reichstag Building
Sumeria: The Great Ziggurat
China: The Teracotta Army
Russia: St Basil's Cathedral/ The Kremlin
Carthage: Round Harbour
Rome: Circus Maximus
India: Taj Mahal
Inca: Machu Picchu
America: The Empire State Building
Maya: Chichen Itza
Egypt : Sphinx
Scandinavia: Leif's Voyage
Byzantines: Hagia Sofia
Arabia: Kaaba
Babylon: Tower of Babel
France: Notre Dame
Aztecs: Templo Mayor
Celts: Maiden Castle
Hittites: The Wall of Hattusa/Capital Wall
Iroquois: Tree of Peace
Japan : Tokyo Tower/Capital Communications Tower
Korea : Bulguksa
Mongols: ???
Ottomans: Selimiye Mosque
Persia: Zoroastrism
Portugal: Seafaring School
Spain: Plaza de toros de la Real Maestranza de Caballería de Sevilla
Zululand: ???
I've changed them to Great Wonders because otherwise if the city were captured, the small wonder would be destroyed. I originally had it so that civs could win by Wonder victory, but I really don't think anyone could anyway.
Entirely Replaced Leaderheads:
Entirely Replaced Tech Tree Icons:
See next posts.
Entirely Replaced City Graphics:
Image in progress.
New Buildings:
Info in progress.
New Wonders:
Info in progress.
New Units:
See down page for Age of Power units.
Unit lines are downloadable from the bottom of the post.
If a unit's name has an asterix at the end, the colour it's box is in will correspond the the colour of the text of the unit it upgrades to.
Age of Power
A civ's Age of Power is the time at which I have given them more possible units, and stronger units, so that they can build an empire. Winning outside of an age of power is harder than inside, and civs in theirs are very strong.
These units will mainly be unit packs, but for some civs, where units are more scarce, the units will be pieced together from all over the place.
The ages of power will often coincide with their civ-specific wonders.
The Civs who currently have ages of power implemented:
Rome
Greece
Egypt
Scandinavia
Celts
Arabia
China
Byzantine
Great Britain
Aztecs
France
Carthage
Civs Currently Without An Implemented Age of Power:
USA: Modern
Babylon: Early Ancient
Germany: Late Industrial
India: ???
Iroquois: Early Ancient
Japan: Future
Persia: Ancient
Russia: ???
Zululand: Early Ancient
Spain: Late Middle Ages
Ottoman-Turkey: ???
Mongols: Early Middle Ages
Korea: Future
Sumeria: Early Ancient
Portugal: Late Middle Ages
Hittites: Early Ancient
Inca: Ancient
Maya: Ancient
Netherlands: ???
Replaced Terrain Graphics:
Image in progress.
Spans Into The Near Future:
The Mod of Modness goes up to 2200 AD, and much of the Neo-Modern era is my imagination of the future, so expect mechs.
New Governments:
I have currently only added in one new government, Theocracy, but I am planning on another 8 governments:
Kirocracy
Kritarchy
Technocracy
Tribal Council
Demarchy
Noocracy
Absolute Monarchy
Constitutional Monarchy
Theocracy is hard for unit support, but good for espionage and foreign relations.
Building Extensions:
This currently hasn't been implemented at all into my game, other than as a concept in my head.
What I mean by 'Building Extensions' is that you can build extra parts onto certain buildings. This would be done by having the extensions require the original building. They would also cost little, but wouldn't do as much as other 'proper' improvements. Also, they would often cost extra resources, so you can only build these extra things if you have the right resources.
An example would be having a 'Zoo' building. Then, you can have extensions to it, that require different animal resources. Such as 'Seal Attraction' requiring 'Seals'.