hannurabi
Warlord
- Joined
- Aug 29, 2005
- Messages
- 173
I'm planning a total conversation mod for CivDOS. I write down my idea here so that I can get comments/thoughts and I won't forget my ideas
The mod will have changed game rules and new unit graphics. It is played on specially created scenario map and the goal is to become ruler of Mediterranean by Conquest or by being declared as Pope.
List of Buildings:
Building (replaced building) [special info]
* Mod will apply the no pollution patch by DarkPanda. However the patch doesn't remove the unhappiness by pollution, so the in the mod the pollution is replaced by "injustice of slavery" which causes some unhappiness. (If I'm not mistaken.)
List of Wonders
Wonder (replaced wonder) [info]
List of Units:
Unit (replaced unit) A-D-M [info]
Some game concepts:
Hun army:
In the eastern europe there will be a special terrain called steppe. Steppe has very high movement cost and it will take hundreds of turns to get across. But once the Huns (dozens of horse archers) have come out of Steppes, you better have you defense lines well prepared. I haven't yet tested if this concept works, maybe the AI will delete units or gets lost in steppes.
Church Council:
The spaceship is replaced by the Church Council. Instead of spaceship parts you build Cardinals and Priests so you can launch the Council. Once the Council is finished to select you as the Pope, you win the game.
List of Civilizations:
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Now I only have to create the mod (graphics, map,texts,hex editing... lot of work)
The mod will have changed game rules and new unit graphics. It is played on specially created scenario map and the goal is to become ruler of Mediterranean by Conquest or by being declared as Pope.
List of Buildings:
Building (replaced building) [special info]
- Granary
- Barracks
- Monument (Temple)
- Temple (Colosseum)
- Colosseum (Cathedral)
- Marketplace
- Coin Mint (Bank)
- Library
- Academy (University)
- Courthouse
- Aqueduct
- City Walls [expensive to produce but no maintenance cost, very important early game against barbarians]
- Code of Law... (Mass Transit) ["social policy" building. Social policy building is cheap to produce but expensive to maintain. Code of Law removes some Injustice* from city]
- Palace
- Forge (Factory)
- Slave Market/ Slavery (Power Plant) [ High injustice* levels ]
- Work Service (Hydro Plant) [removes some injustice* and gives extra production]
- Civil Service (Mfg Plant) [effective but expensive to maintain "social policy"]
- Slave Freedom Policy (Recycling Center) [removes some injustice*]
* Mod will apply the no pollution patch by DarkPanda. However the patch doesn't remove the unhappiness by pollution, so the in the mod the pollution is replaced by "injustice of slavery" which causes some unhappiness. (If I'm not mistaken.)
List of Wonders
Wonder (replaced wonder) [info]
- Hanging Gardens
- Oracle
- Temple of Salomon (Bach Cathedral)
- Flavian Amphitheatre (Michelangelo's Chapel)
- Pyramids
- Colossus
- Plato's Academy (Isaac Newton's college)
- Hanno the Navagator's voyage (Magellans)
- Great Library
- The Lighthouse
- Hadrian Wall (Great Wall)
- Archimedes' workshop (Darwin's Voyage)
- Parthenon (Shakespeare's theatre)
- Apostolic Palace (Apollo Program)
- Pax Romana (United Nations)
- Common Citizenship (Women's suffrage)
- Common Work Service (Hoover Dam)
- Temple of Artemis (Cure for Cancer)
List of Units:
Unit (replaced unit) A-D-M [info]
- Militia 1-1-1 [cheap unit for emergencies]
- Phalanx 4-4-1 [defencive unit that can also wipe out attacking units]
- Nomad Raider (Cavalry) 3-1-3 [barbarian horsemen are very fast and dangerous during early game]
- Axemen (Legion) 4-2-1 [unit produced in barbarian cities, dangerous during early game]
- Chariot 3-1-2 [early offensive unit]
- Archer (Catapult) 1-2-1 [ main defence unit]
- Horse Archers (Knights) 6-3-3 [ attila the hun will arrive with lot of these near end game]
- Elephant 8-4-1 [unique unit for carthge. This unit cannot be researched but at start of the scenario few carthagean cities are set to produce these units. Human player may decide to keep producing these units and never change the production of those cities. Expensive but strong unit]
- Legion (Riflemen) 6-4-1 [ Strong and relative cheap unit]
- Catapult (Bomber) 8-0-1 [Ignores walls when attacks city, no defence]
- Ballista (Artillery) 6-0-1 [Ignores walls when attacks city, no defence]
- Light Cavalry (4-1-3) [Fast attacking unit]
- Heavy Cavalry (7-4-2) [ Strong and expensive unit that becomes available near the end of the tech tree]
- Swordmen (Musketeers) 5-1-1 [good early attacking unit]
- Carvel (Trireme) [early ship, may sink at open sea]
- Penteconter (Sail)
- Bireme (Frigade)
- Trireme (Ironclad)
- Quadireme (Cruiser)
- Merchantman (Transport) [good for transporting units]
- Greek Fire (Submarine) [slow unit, strong attack, poor defence, can only attack other ships]
Some game concepts:
Hun army:
In the eastern europe there will be a special terrain called steppe. Steppe has very high movement cost and it will take hundreds of turns to get across. But once the Huns (dozens of horse archers) have come out of Steppes, you better have you defense lines well prepared. I haven't yet tested if this concept works, maybe the AI will delete units or gets lost in steppes.
Church Council:
The spaceship is replaced by the Church Council. Instead of spaceship parts you build Cardinals and Priests so you can launch the Council. Once the Council is finished to select you as the Pope, you win the game.
List of Civilizations:
- Rome
- Carthage
- Egypt
- Babylon
- Greeks
- Minor nations (Huns,Spartans,Celts)
- Macedonians or Hittites
- Barbarians [ Germanic tribes, Thracians, Numidians, Armenians, etc
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Now I only have to create the mod (graphics, map,texts,hex editing... lot of work)