Playing with the thought of creating a modmod

Imperator Knoedel

Simperator Knoedel
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Nov 11, 2011
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The heart of the beast
As it stands now it is a pure thought experiment but I still wanted to share my brainstorming notes up until now before I actually get to work on it. Maybe I get some useful input from the two or three guys that actually look into this mod´s forum now and then. :lol:

Spoiler :
Units:
Musketman and its UUs buffed to strength 10; don´t forget the Musketeer
Every modern ship (Oil or Uranium based) +5 movement, every steam-powered ship +3, every Renaissance-era ship +2 (don´t forget the East India Man and Carrack) and Medieval ship +1
Increase Cargo Space of all transport ships after Cog by 1, don´t forget East India Man and Carrack

Unique Units and Buildings:
Slightly decrease cost of Jeeps
+1 free Priest for Madrassa but remove one slot
Jaguars/Gallic Warriors start with Woodsman II/ Guerilla II instead of Woodsman I/Guerilla I
Slightly decrease cost of Pavilions
+1 free Priest for Obelisk but remove one slot
Free Drill I promotion for Foreign Legion
Decrease Culture output of Terrace by 1
Slightly decrease cost of Fast Worker
Remove one spy slot of Longhouse
Make Immortal a Spearman with 5 strength and keep March promotion

Wonders:
Red Cross: +1 Health in all Cities in addition to its current effect
Buff Angkor Wat, Chichen Itza, The Hagia Sophia and The Spiral Minaret somehow
Decrease Cost of Leonardo´s Workshop
Increase Cost of The Great Wall and move it to Construction, also buff it somehow
Decrease Cost of The Kremlin, move it to an earlier tech and replace its effect entirely
Consider buffing The Pentagon, The Three Gorges Dam, University of Sankore and Versailles
Replace effect of The Pyramids with something else entirely
Maybe move The Space Elevator back to Robotics
The Statue of Liberty gets The Kremlin´s old effect
The Temple of Artemis receives The Pyramids´ old effect

Specialists:
Consider buffing Priests and Settled GPs a little

Civics:
Despotism: Decrease instability penalties to the levels of old Hereditary Rule
Hereditary Rule: Remove instability penalties and Happiness for Garrison; +1 Culture per Specialist; +1 free Specialist in Capital
Representation: +1 instead of +3 Research per Specialist; reduce amount of happiness in x largest Cities to 1 or 2; +1 free Specialist in x largest Cities
Police State: Remove national instability penalty; +1 Espionage per Specialist, maybe allow to Draft/Whip
Universal Suffrage: +1 Gold per Specialist
Vassalage: Reduce Upkeep to Medium
Bureaucracy: Courthouse +1 Gold
Nationhood: Maybe rename to Collectivism and rise Upkeep; buff it somehow, maybe by allowing Whipping under certain conditions, i.e. more than 10% foreign Culture in a City
Free Speech: Rename to Individualism or something
Slavery: Small chance of capturing enemy Units in battle maybe; Pillaging Cities and Improvements give double gold; either remove Whipping, allow it only in certain conditions or increase Upkeep to High
Serfdom: Give a small boost to Watermills too, as it is now they are inherently worse to Farms
Caste System: +1 free Specialist of every kind in all or x biggest Cities but -50% to Great People Points; somehow penalize any addition of Specialists beyond that.
Emancipation: Maybe +1 national stability or something
Mercantilism: Remove the free Specialist; +100% Trade Route income from Vassals and your own Cities
Free Market: Reduce Upkeep to Low
State Property: Increase Upkeep to Medium or High; Half instead of no Maintenance Costs from Distance; +25% Hammers in all Cities instead of only 10; Maybe boost Factory or Industrial Park somehow; probably still needs some other buff
Environmentalism: Forest +1 Commerce; +1 Free Specialist for every 10 Health in a City
Free Religion: +25% Research instead of just 10

Other Thoughts:
Maybe add Wonder Video/Slideshow for Apollo Program
Trung Trac needs some diplo texts
If Global Warming works the same way as in Vanilla BtS, that needs to be revised
Change Icon of The Internet to something that´s not Al Gore
Forest Preserve +1 Commerce
All Default Civics: +1 national instability/turn for each civ you have contact with that does not run it.


Thoughts, questions, comments, critizism?
 
Does anyone know where I can get the Source files for Legends of Revolution?

\Edit: Nevermind that, apparently I can tell the installer to also download the Source Code, so off I go to re-download LoR.
 
What would you think of splitting the Musketman into the Arquebusier and the Musketman (str.11)? Muskets being as strong as knights is a bit ahistorical, considering it was still a weapon in development in late medieval times and likely to fail to fire or even harm it's wielder.
Both Madrassas and Obelisks sound like they'll mess up GP generation.
Jaguars/Gallic warriors is a great idea, I've always found those two units just a little too weak to use, but that'll make them just right.
Maybe you can make environmentalism do something about jungles too?
Changing CS that way is seriously going to mess up GP generation, just saying.
Environmentalism giving free specialists with health is going to give some issues if people decide to research Future tech 500, but hey, not everyone plays until 2800 AD :lol: Good change.
Many mods have the 'Slave' component, which gives slave units after capture, you might want to look into that.
Maybe allow mercantilism to give foreign trade routes but just don't allow it to give your opponents access to your cities?
Free Market doesn't really need a buff. SP, however needs a NERF, if anything. No more bonuses for one of the most OP civics in the game ;) I even saw the AI get over 100 production in some cities with it.
Good point on Leonardo's workshop, I've always thought it was too expensive too.
Nerfing representation that much makes it rather uncompetitive with Monarchy.
What about giving the pyramids 40% wonder production speed in it's city until, say, Civil Service?
 
I have already successfully implemented all changes that could be done by juggling some XML-values around, and the hard part of actual coding is... well, hard. :blush:

What would you think of splitting the Musketman into the Arquebusier and the Musketman (str.11)? Muskets being as strong as knights is a bit ahistorical, considering it was still a weapon in development in late medieval times and likely to fail to fire or even harm it's wielder.

I think the number of Units is good at it is, though you got a point with Muskets being as strong as Knights. But seeing as they got nerfed anyway by putting them on a later tech, I figured they could use a small boost.

Both Madrassas and Obelisks sound like they'll mess up GP generation.

So does the Salon.

Maybe you can make environmentalism do something about jungles too?

Seeing as most jungles will have been cut down ages ago by that point of the game anyway, I´d need to either move the ability to chop Jungles to a late-game tech or make them already somewhat useful before then.

Changing CS that way is seriously going to mess up GP generation, just saying.

I´m still not sure what to do about Caste System to be frank. One of my main goals for this modmod is enhancing the realism of certain civics, and CS ingame is basically the opposite of what it is in Real Life.

Many mods have the 'Slave' component, which gives slave units after capture, you might want to look into that.

I considered that, but Slavery is overpowered as it is, no need to further boost it.

Maybe allow mercantilism to give foreign trade routes but just don't allow it to give your opponents access to your cities?

My current plan is to give the effects of Caste System to Mercantilism, would that make it overpowered or just rightly balanced considering what other Economy civics do?

Free Market doesn't really need a buff. SP, however needs a NERF, if anything. No more bonuses for one of the most OP civics in the game ;) I even saw the AI get over 100 production in some cities with it.
Good point on Leonardo's workshop, I've always thought it was too expensive too.
Nerfing representation that much makes it rather uncompetitive with Monarchy.
What about giving the pyramids 40% wonder production speed in it's city until, say, Civil Service?

That´s the realism aspect again, it just doesn´t feel right that Free Market has higher Upkeep than State Property, but then again that messes up balance.
Actually I did nerf State Property, namely by increasing its Upkeep and reducing its effect on distance maintenance.
As for Representation I decided to let the 3 Happy faces stay and I might increase the number of X biggest cities.

My current checklist looks like this btw:

Spoiler :
Checklist for List for Legends of Revolution: Knoedelicious

To Do:
Galleon: Update Civilopedia
Paddlesteamer: Update Civilopedia
Transport: Update Civilopedia
Jaguar: Update Civilopedia
Gallic Warrior: Update Civilopedia
Obelisk: Update Civilopedia
Longhouse: Update Civilopedia
Immortal: Update Civilopedia
Quechua: Update Civilopedia
Red Cross: Update Civilopedia
Angkor Wat: Update Civilopedia
The Hagia Sophia: Remove +50% Faster Worker Actions; Update Civilopedia
Chichen Itza: Add +1 Happiness per Military Unit stationed in a City; Update Civilopedia
The Great Wall: Add enemy players receive only half the regular Gold from Pillaging Improvements and Capturing Cities; Update Civilopedia
The Kremlin: Remove -33% Hurry Production Cost; Update Civilopedia
The Pyramids: Remove Enables all Government Civics; Update Civilopedia
The Statue of Liberty: Remove +1 Free Specialist in All Cities on this Continent; Update Civilopedia
The Temple of Artemis: Update Civilopedia
Hereditary Rule: Remove +1 Happiness per Military Unit Stationed in a City; Add +2 Free Specialists in Capital; Add +1 Free Specialist for Versailles; Add +1 Free Specialist for Forbidden Palace; Update Civilopedia
Representation: Add +1 Free Specialist in 5 Largest Cities; Update Civilopedia
Nationhood: Change name to Collectivism; Update Civilopedia
Free Speech: Change name to Individualism; Update Civilopedia
Caste System: Remove Unlimited Artist, Scientist, Merchant; Remove +1 Hammer from Workshop; Add +1 Free Priest, Artist, Scientist, Merchant, Engineer, Spy in 5 biggest Cities; Update Civilopedia
Emancipation: Add +25% Great Person Rate
Mercantilism: Remove +1 Free Specialist per City; Add +100% Trade Route Income all Cities; Add Unlimited Artist, Scientist, Merchant; Update Civilopedia
Environmentalism: Add +1 Free Specialist in 5 Healthiest Cities; Update Civilopedia

Done:
Musketeer: Give 1 First Strike; Update Civilopedia
Musketman: Change Strength to 10; Update Civilopedia
Redcoat: Change Strength to 10; Update Civilopedia
Oromo Warrior: Change Strength to 10; Update Civilopedia
Submarine: Change Movement to 10; Update Civilopedia
Dreadnought: Change Movement to 8; Update Civilopedia
Carrier: Change Movement to 12; Update Civilopedia
Cog: Change Movement to 3; Update Civilopedia
Work Boat: Change Movement to 4; Update Civilopedia
Attack Submarine: Change Movement to 11; Update Civilopedia
Boomer Submarine: Change Movement to 10; Update Civilopedia
Supercarrier: Change Movement to 12; Update Civilopedia
Foreign Legion: Add 1 First Strike Chance; Update Civilopedia
Galleass: Change Movement to 3; Update Civilopedia
Caravel: Change Movement to 5; Update Civilopedia
Carrack: Change Movement to 6; Update Civilopedia
Galleon: Change Movement to 5; Change Cargo Space to 4
East Indiaman: Change Movement to 7; Change Cargo Space to 5; Update Civilopedia
Ship of the Line: Change Movement to 5; Update Civilopedia
Paddlesteamer: Change Movement to 7; Change Cargo Space to 5
Frigate: Change Movement to 6; Update Civilopedia
Privateer: Change Movement to 6; Update Civilopedia
Ironclad: Change Movement to 5; Update Civilopedia
Transport: Change Movement to 11; Change Cargo Space to 6
Ironclad Cruiser: Change Movement to 8; Update Civilopedia
Ironclad Battleship: Change Movement to 6; Update Civilopedia
Destroyer Escort: Change Movement to 9; Update Civilopedia
Heavy Cruiser: Change Movement to 11; Update Civilopedia
Destroyer: Change Movement to 12; Update Civilopedia
Battleship: Change Movement to 10; Update Civilopedia
Stealth Destroyer: Change Movement to 13; Update Civilopedia
Missile Cruiser: Change Movement to 12; Update Civilopedia
Jaguar: Remove Free Woodsman I Promotion; Add Free Woodsman II Promotion
Gallic Warrior: Remove Free Guerilla I Promotion; Add Free Guerilla II Promotion
Obelisk: Remove 1 Priest slot; Add +1 Free Priest
Terrace: Change Culture to +1; Update Civilopedia
Longhouse: Remove 1 Spy slot
Immortal: Add 1 First Strike Chance
Red Cross: Add +1 Health in all Cities
Angkor Wat: Add +1 Commerce from Priest in All Cities
The Hagia Sophia: Remove Obsolete with Steam Power; Add Obsolete with Computers; Add +100% Trade Route Yield; Add +1 Free Priest; Add 25% Defense in All Cities
Chichen Itza: Remove 25% Defense in All Cities
Leonardo´s Workshop: Change Cost to 700 Hammers; Update Civilopedia
University of Sankore: Change Cost to 500 Hammers; Update Civilopedia
The Spiral Minaret: Change Cost to 500 Hammers; Update Civilopedia
The Great Wall: Change Cost to 250 Hammers; Change Culture to 4; Change Requirement to Construction; Change Can only be built on X or earlier starts to Classical
The Kremlin: Change Requirement to Military Tradition; Remove Obsolete with Fiber Optics; Add Obsolete with Smart Matter; Add +1 Free Specialist in All Cities on this Continent; Add Can only be built on Industrial or earlier starts; Add +4 Culture
The Pyramids: Add Workers Build Improvements +50% Faster; Add Obsolete with Steam Power; Change Cost to 400 Hammers
The Statue of Liberty: Add -33% Hurry Production Cost; Change Cost to 1200 Hammers; Add Obsolete with Fusion
The Temple of Artemis: Remove +100% Trade Route Yield; Remove +1 Free Priest; Remove Obsolete with Scientific Method; Add Enables all Government Civics
Forest Preserve: +1 Commerce
Despotism: Change local instability penalty per turn in each city to +2; Change national instability penalty per turn to +3; Change City distance instability penalty to ++20%; Update Civilopedia
Hereditary Rule: Remove +2 local instability penalty per turn in each City; Remove +3 national instability penalty per turn; Remove City distance instability penalty; Add +1 Culture per Specialist
Representation: Change Research per Specialist to +1
Police State: Add +1 Espionage per Specialist; Remove +3 national instability penalty per turn; Add +1 Happiness per Military Unit stationed in a City; Update Civilopedia
Universal Suffrage: Add +1 Gold per Specialist; Update Civilopedia
Vassalage: Change Upkeep to Medium; Update Civilopedia
Serfdom: Add +1 Commerce from Watermill; Update Civilopedia
Mercantilism: Add +1 Hammer from Workshop
State Property: Change Upkeep to Medium; Remove No Maintenance Costs from Distance to Palace; Add -50% to Maintenance Costs from Distance to Palace; Change +% Hammers in All Cities to 25; Add Workers Build Improvements +50% Faster; Add +1 national stability bonus per turn; Update Civilopedia
Environmentalism: Add +1 Happiness for Public Transportation
Free Religion: Change +% Research in All Cities to 15; Update Civilopedia
Free Market: Change Upkeep to Low; Update Civilopedia
Trung Trac: Fix diplo text
Apollo Program: Add Wonder Video
The Internet: Change Icon
Quechua: Remove Free Combat I Promotion; Add 1 Free First Strike Chance
The Bismarck: Change Movement to 12

To Consider:
If Global Warming works the same way as in Vanilla BtS, that needs to be revised
All Default Civics: +1 national instability/turn for each civ you have contact with that does not run it.
Consider buffing settled GPs a little
Maybe adjust some improvement yields
Some Civilopedia entries don´t fit
Sid´s tips?
Does Organized work as intended or not?
Need to find out how Settler costs increase for starting era and rework that
More ideas for changing Caste System

Notes:
Include Rhye in Credits for Internet Icon
Got Apollo Program Movie from http://forums.civfanatics.com/downloads.php?do=file&id=9742
Better keep an eye open for weird Icons

Currently working on:
Giving Chichen Itza MP


Thank you for your input, I just hope I find time to actually manage what I begun.
 
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