raystuttgart
Civ4Col Modder
Since orlanth was already trying to create an event using Pirates, I was thinking a little bit about this.
Originally we were thinking of creating a concept similar to our ideas for Wild Animals.
(Using a "Spawning System".)
I suggest a technically easier to implement variant.
(By using existing system of Nations.)
Pirates as a Nation
A) Civilization with 2 possible Leaders and a Parent
B) Not Playable (too many Events, DLL-Diplo-Events, Texts, ... would need to be adjusted)
C) In every game by default, but deactivatable by a Game Option
D) Cannot be extinct (will respawn when last unit destroyed)
E) Will found cities but can produce only a few buildings and yields
F) Only "Bukaneer" and "Petty Criminals" as Colonists (no Specialists)
G) Bukaneer can take Military Professions and also work as Colonist in a few allowed professions
H) Will have a "European Harbor": Port Royal
I) Can build Cannons and 3 Ships (basically 3 sizes of Pirate Ships)
I) In Port Royal they can buy the units already mentioned
K) Ships will get Privateer UnitAI and be able to capture goods and other ships
L) Very aggressive AI (thus also hard to make and keep peace)
M) A few DLL-Diplo-Events
N) Will always burn down captured cities (and cannot capture them) <-- For technical reasons
O) Will always start with a Pirate Ship and one Bukaneer to found a city
P) Function getPiratePlayer() (CvGlobals) will always return that Player
Q) Also a Function isPirate() (CvPlayer) to easier identify
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Summary:
Basically Pirates will be like a stripped down "European Nation" that can do little more than attack the European Nations (or Natives).
(In their cities, they will be able to produce a few goods but nothing exiting.)
The idea is, that they will found a city and start building Pirate Ships (due to little other options).
A small DLL-Event could also create a Pirate Ship in their cities every x rounds.
(Adjustable in XML.)
They would be like a plague that you cannot completely get rid of.
Reasons for this approach:
Reasons against this approach:
@team:
Feedback ?
Originally we were thinking of creating a concept similar to our ideas for Wild Animals.
(Using a "Spawning System".)
I suggest a technically easier to implement variant.
(By using existing system of Nations.)
Pirates as a Nation
A) Civilization with 2 possible Leaders and a Parent
B) Not Playable (too many Events, DLL-Diplo-Events, Texts, ... would need to be adjusted)
C) In every game by default, but deactivatable by a Game Option
D) Cannot be extinct (will respawn when last unit destroyed)
E) Will found cities but can produce only a few buildings and yields
F) Only "Bukaneer" and "Petty Criminals" as Colonists (no Specialists)
G) Bukaneer can take Military Professions and also work as Colonist in a few allowed professions
H) Will have a "European Harbor": Port Royal
I) Can build Cannons and 3 Ships (basically 3 sizes of Pirate Ships)
I) In Port Royal they can buy the units already mentioned
K) Ships will get Privateer UnitAI and be able to capture goods and other ships
L) Very aggressive AI (thus also hard to make and keep peace)
M) A few DLL-Diplo-Events
N) Will always burn down captured cities (and cannot capture them) <-- For technical reasons
O) Will always start with a Pirate Ship and one Bukaneer to found a city
P) Function getPiratePlayer() (CvGlobals) will always return that Player
Q) Also a Function isPirate() (CvPlayer) to easier identify
----------
Summary:
Basically Pirates will be like a stripped down "European Nation" that can do little more than attack the European Nations (or Natives).
(In their cities, they will be able to produce a few goods but nothing exiting.)
The idea is, that they will found a city and start building Pirate Ships (due to little other options).
A small DLL-Event could also create a Pirate Ship in their cities every x rounds.
(Adjustable in XML.)
They would be like a plague that you cannot completely get rid of.
Reasons for this approach:
- It is technically realtively easy to implement and does not need a new "Spawning System".
- Leaderheads would already exist.
- Having them as a nation does allow some interesting DLL-Diplomay-Events
Reasons against this approach:
- Maybe some people would not like to have them as a Nation for atmospherical reasons. (But they could deactivate them by the Game Option.)
- Some graphics (CitySet, UnitArtStyles, ...) might be needed.
- Maybe they will not 100% work as wanted ...
- Historical data would need to be collected (Cities, Generals, Bios, ...)
@team:
Feedback ?