The Mod request list

The Snug

The Civ Heretic
Joined
Dec 5, 2003
Messages
1,008
Location
Seattle
Let's make this a working thread regarding mods we would like to see be made. It would also be nice if modders themselves could announce their intentions to make a particular mod here.

Here's an initial list:
Slavery and civil war mod
Africa mod
Asia mod

New Colonizers
Portugal
Scandinavia (Sweden, Denmark, Norway combo)
Russia
Germany
Italy
Belgium (for an African mod)

Personally, I'd like to see a World Colonization mod that would add Asia, Africa, all of the aforementioned civs; and that included the slavery/civil war concepts discussed in another thread.

Of course, for those who would find the slavery addition offensive they could simply choose to not engage in slavery.

Feel free to post other mod requests/ideas.
 
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...
 
Oh, but as far as a mod that might actually happen...

I mentioned in some other thread (where people were talking about Courland) that I'd love to see an OCC-type mod. In Courland's example you'd basically have Tobago, and nothing else. Whatever the mother country would be is irrelevant to me, the key thing is you could only found one colony. The victory conditions would obviously change- I doubt one supercolony, no matter how large, could defeat the REF- but it might be fun to play.
 
I mentioned in some other thread (where people were talking about Courland) that I'd love to see an OCC-type mod. In Courland's example you'd basically have Tobago, and nothing else. Whatever the mother country would be is irrelevant to me, the key thing is you could only found one colony. The victory conditions would obviously change- I doubt one supercolony, no matter how large, could defeat the REF- but it might be fun to play.

I'm not sure you'd need a mod for this. Civ IV, after all, has a OCC option. It just might carry over to this game.

And don't be sure you can't beat the REF with just one colony. On the lower levels, the REF doesn't figure to be that big. On the higher levels, you'd need a lot of skill and some luck, but I bet it's doable.

And to get back to the real topic, we're in dire need of more leaders of our colonies. Eight is simply not enough.
 
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...

I like that idea, MulattoMaker, I think that that would be a good mod to make. :)
 
Some mod suggestions? Hm, how about a few maps with smaller changes?

- Caribian Sea (from Florida to Venezuela, maybe add some Civs like Danmark)
- South America only (f.e. modding the English or French out, but Portugese in)
- North America only (easiest to do, becouse the game allready is US-centic)

some more mod ideas:

1. a more general Colonization, less US-centric:
# rename some founding fathers to less US-centic names; "balace the names out"
# change some buildings to an more genreal look instead of US-like (townhall, cathedrale and so on, maybe even give each colonial power its own look for (military?) units and buildings)
# add more victory conditions (f.e. brazilian or canadian way of independence)
# randomly given names for seasoned scouts (unique explorer names), something like great ppl in Civ4. This may hard or even impossible to do, becouse every unit may become a scout if equiped with horses.
# randomly or ordered names for ships

2. pirate mod
# add a pirate nation (= no home land; no king; something like natives, but with european units - need to be balanced of cource)
# if this nation will be playable, this will need lots of balaning: new victory conditions... since no independence wars should be possible for pirate nation(s); new buildings only for pirates(?) and so on

3. make natives playable
# no concrete idea how to do for now
 
I would like to make a request for the Fountain of Youth to be added back into the game, with possibly the original music.

Also random events to be added.
 
I would like to make a request for the Fountain of Youth to be added back into the game, with possibly the original music.

Also random events to be added.

I'm guessing the fountain of youth will still be in the game, since it was dependent on huts rather than random events.
 
I like that idea, MulattoMaker, I think that that would be a good mod to make. :)

I think the trouble with it would be that it'd really be a one-person game. I've never been into multi-player, so that wouldn't bother me in the slightest, but it would really restrict the game.

Hmm. Unless you threw four new nations together on the same continent. "America, Mexico, Quebec, and Aruba are all independent now. Try not to kill each other."
 
Scandinavia (Sweden, Denmark, Norway combo)

Huh? Why would anyone want that? :confused:

Denmark-Norway and Sweden were both involved in colonisation, but on very different terms. They should not be jumbled together, but be allowed to fill different niches in the game. Denmark-Norway was a trading power, and was heavily involved with slave and sugar trade, and funded its colonies in America by its trading posts in India and Africa. Sweden, OTOH, actually tried to settle North America in the same way as the Netherlands, and did not really take part in the trading game so much.
 
How about a Pirate civ for a Col mod? It would open up a whole new perspective on the gameplay.
 
Some would already know, but I was beta testing. And this is the mod I've got so far (with lots more in the works after release):

Code:
This is the ChangeLog for AODII

v0.1
NEW:
- Added Cheat Menu (CTRL-SHIFT-Z)
	- AI Autoplay options
- Added Trait Devout: +25% Cross production
- Added Carrack (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Portuguese
- Added Fluyt (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Dutch
- Added Pirate Ship (replace Privateer): 4 move, 4 strength, 3 cargo - unique unit for Pirates
- Added Pirate colonist: 1 move, 0 strength, SOLDIER default profession
- Added New Portugal - colour DARK PURPLE
	- Prince Henry Aviz: Charismatic (Thanks Ekmek for LH)
	- Martim de Sousa: Co-operative (Thanks C.Roland for LH)
	- Civ trait: Devout
- Added Portugal Europe - colour PURPLE (Portugal LH from Civ4)
- Added Portuguese Leader Diplomacy texts
- Added Pirates Empire - colour BLACK
	- Henry Morgan: Resourceful (Thanks Amra for LH)
	- Pirates have recruitment (Pirate Soldier randomnly appears in Pirate cities)
	- Civ trait: Militaristic
- Added Colonization I map (random bonuses and Indian placement)
- Added Columbus Dream map (random bonuses and Indian placement)
- Added new tag in Civ4CivilizationInfos.xml: bPirates - indicates this Civ is a Pirate Civ (for specific processing)
- Added new region tags in Civ4CivilizationInfos.xml
	- bAsianNative - indicates this Civ is a Asian Native (for specific processing)
	- bNAmericanNative - indicates this Civ is a North American Native (for specific processing)
	- bSAmericanNative - indicates this Civ is a South American Native (for specific processing)
	- bAfricanNative - indicates this Civ is a African Native (for specific processing)
	- bPacificNative - indicates this Civ is a Pacific Native (for specific processing)
- Added new region tags in WBS files
	- bWBAsianNative
	- bWBNAmericanNative
	- bWBSAmericanNative
	- bWBAfricanNative
	- bWBPacificNative
- Added ability to define world regions in the map and which Natives appear in those regions
- Added new tag in Civ4CivilizationInfos.xml: RevArtDefineTage - what the Civs art definition is changed to on revolution
- Added revolution flags for all Civs (England - BetsyRoss, France - Quebec, Spain - Argentina, Netherlands - Netherlands Antilles, Portugal - Brazil)

CHANGE:
- Changed caravel: 4 move (from 3)
- Dutch Europe colour to ORANGE
	- Changed Dutch start unit to Fluyt (from Merchantman)
- Changed number of nations on all World sizes

NOTE: No debates about the changes until after release and you get a chance to try them. :)
 
What? :D
 
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...

This does sound like it would be a good game to play. The USA was plagued with Seperatism for a considerable period, with a short surge of Nationalism during the war of 1812 (particularly in 1815). There were several crises starting in 1820 with the question of Missouri, and they finally came to a head in 1861. The North did a good job of compromising until they could get their industry together; a war before then would have ended in Southern seperation.

I can see the player struggling to avert civil war until those states he controls most firmly are strong enough to hold the Union together by force if necessary. If the player can avert a war altogether by sowing the seeds of unity sufficiently well, that would be the ultimate victory. Even with the North victorious, a Union need not have happened. If not for Grant's generous terms and Lee's intelligent acceptance of them, we might have a police state to keep things under control.
 
Huh? Why would anyone want that? :confused:

Denmark-Norway and Sweden were both involved in colonisation, but on very different terms. They should not be jumbled together, but be allowed to fill different niches in the game. Denmark-Norway was a trading power, and was heavily involved with slave and sugar trade, and funded its colonies in America by its trading posts in India and Africa. Sweden, OTOH, actually tried to settle North America in the same way as the Netherlands, and did not really take part in the trading game so much.

Well, Sweden did have the Caribbean colony of St. Barthélémy (1784-1878), which for a long time made a lot of money as a free port, that is to say, a port where ships of all nationalities were allowed to trade. However, when the doctrine of mercantilism went out of fashion and free trade was adopted everywhere, the colony stopped being so lucrative. It was then sold to France (which had sold it to Sweden to begin with.)

However, I agree with the point that Sweden (with Finland and Estonia) and Denmark (with Norway and Iceland) don't fit as one colonizing power. Non-Nordics probably have difficulties understanding this, but from the 16th century until early in the 19th, there was great enmity between the two blocs, and they were generaly on opposing sides in wars.

Heh. If Denmark and Sweden were included as minor colonizing powers, they could add an interesting dimension to the game. If you had friendly relations with one of them, the other would become your enemy and side with your rivals...
 
How about a third level of goods processing?

eg either A -> B -> C

or A->B, C->D, B+D-E

Can't think of what to call the next tier of goods to make it fit in with the game. Hmmmmm Cigars + Rum -> Mens Gift Pack :)

or

Furs -> Coats -> Royal Robe

It sounds silly but the idea is good. Maybe the specialist to produce a "Royal Robe" appears by chance, so its a lucky bonus. The Royal Robe could be sold or X ammount could be consumed and a diplomacy bonus for interactions with a chosen rival is given, to simulate your diplomat to that rival looking very cool and thus gaining their awe.


Or a third level of goods processing resulting in a special unit produced?

eg Cotton -> Cotton Material -> Advanced Sails. Then 20 Advanced Sails + 20 Lumber -> Improved Combat Ship or Faster Trading Ship

Basically offer the player the chance to make things that don't just get sold for money, allow them to make things to give unit, diplomacy or whatever advantages. The game is strongly economic in play so add to it with a bigger, better (the tough part) economic "tree".
 
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