Robert Surcouf
Civ4Col Modder
In the next release (or in one of our releases) we've considered adding inventions.
Kailric has done a great amount of work with his inventor mod (and modcomp).
In this thread, I'd like to discuss the general concepts, the general goals we would like to achieve.
This is not a technical thread. If you want to discuss the technical aspects, check out this thread: http://forums.civfanatics.com/showthread.php?t=476045
I would also avoid discussing specific inventions. (see here: http://forums.civfanatics.com/showthread.php?t=476046)
So what is are global approach or rather what should it be?
First of all, adding inventions enables us to:
- More units/professions/buildings and some evolution in game. Sometimes nothing happens for five or six turns in vanilla Colonization!
- More diplomatic options. We can trade inventions with outher leaders (or not if they refuse to trade). For now diplomatic options are still too poor...
- Early games would be a little more difficult but things would get easier. Let me explain ! In my early storm and light mod, I changed the food threshold too 300 instead of 200. You actually need to have 300 food to give birth to a new colonist at the beginning of the game. But with some inventions you can lower the threshold. (Those inventions mean you've actually learned how to cultivate corn, potatoes etc...). With late games threshold could be lower than 200.
What is (or was) granted in Vanilla Col or in Religion and Revolution will have to be earned by researching specific inventions...
What do you think?
Kailric has done a great amount of work with his inventor mod (and modcomp).
In this thread, I'd like to discuss the general concepts, the general goals we would like to achieve.
This is not a technical thread. If you want to discuss the technical aspects, check out this thread: http://forums.civfanatics.com/showthread.php?t=476045
I would also avoid discussing specific inventions. (see here: http://forums.civfanatics.com/showthread.php?t=476046)
So what is are global approach or rather what should it be?
First of all, adding inventions enables us to:
- More units/professions/buildings and some evolution in game. Sometimes nothing happens for five or six turns in vanilla Colonization!
- More diplomatic options. We can trade inventions with outher leaders (or not if they refuse to trade). For now diplomatic options are still too poor...
- Early games would be a little more difficult but things would get easier. Let me explain ! In my early storm and light mod, I changed the food threshold too 300 instead of 200. You actually need to have 300 food to give birth to a new colonist at the beginning of the game. But with some inventions you can lower the threshold. (Those inventions mean you've actually learned how to cultivate corn, potatoes etc...). With late games threshold could be lower than 200.
What is (or was) granted in Vanilla Col or in Religion and Revolution will have to be earned by researching specific inventions...
What do you think?