Hey guys,
Its been a while. First off, I'd like to say excellent work on the mods so far, I like where the ideas and creativity are going. Its nice to see such a massive community of modders out there. So, in the moment of this great Zeitgeist, I have developed a few ideas which, if implemented efficiently and smoothly with classic Civ gameplay, I believe could really add that next dimension which Civ IV failed to bring to the table since Civ III. A fan of history (I am a professor of the profession, a Wizard of Was, if it pleases you), I think Civ IV hits a lot of the key historical ideas well, but a few things it...misses badly. So here is a list of changes/mods which I think would throw Civ IV over the top.
1.) Transmission of civics by trade, immigration as well as science
2.) Transmission of technology by universities- students, teachers, immigration
3.) Technology a global movement- radiates from discovery point- discoverers can explore detailed techs (will elaborate below, this one's trickier)
All nations receive tech after two or three turns after discovered by any nation- first nation has an advantage of exploring a minor tech associated with the discovered tech (i.e. agriculture leads to the minor tech of farming tools, which increases farm building time, etc.)--> (researched alongside another major tech, so there will be two research bars)
4.) Cities, when making barracks, factories, etc. have the ability of making units and buildings at the same time
Units take food, buildings take tools
o Fighting units take only 75% food, settlers 100%, buildings 0%
o Ships count as buildings- advantage for navies
o Granaries, markets etc. reduce this amount over time- lowest is 25% for warriors, 75% for Settlers/workers
5.) Trade on the coast shown with trade route diagrams
o Trade routes must be protected by ships (-trade ships- a new ship, automatically patrols trade lines)
Marauding pirates will attack unprotected lines
Trade on continent shown by different colored dirt paths
o Real roads can improve speed- must be protected (-trade troops-, automatically patrol lines)
6.) Standing Armies tech
No longer have to have armies in every city? when war begins, armies (of size available and of your choice) will be procured and sent to a certain spot? no upgrades without barracks in cities chosen, even then only a percentage of units will have such upgrades (encourages production of specialized units to support these masse recruited troops)
Can produce generals in barracks- not a Great General, only used to organize troops and, every five turns, to give a boost to either speed, attack or defense for that turn only
7.) Ancient world
Barbarian states, in the beginning, are not all hostile
Some can be absorbed if nation is strong enough or cultural enough
o Religion can drive this as well
Others will war with nations- must defeat them to take them
o Usually settled in resourceful locations
8.) Introduction of more liberal civics through science or trade (though not implementation) can lead to uncontrolled revolt
The overall science of a country leads to a desire for more liberal civics
More libraries etc., smarter population (a stat), more revolutions
o Class system based on innate wealth of cities can also cause revolutions, though these are more violent and usually retroactive
o Cannot change civics without these revolutions
Revolutions which change autocracy will force decisions of war, etc. to be decided by committee (AI) (i.e. representation, democracy etc.)
9.) Great Royalty method
Depending on the population of your kingdom and your approval rating (as well as health conditions in the capital, royalty will be born which reflects both your period and age- you can use these to boost your approval in other cities, expand your palace (more culture) build royal estates in other cities (reduce corruption and raise happiness, but cost GPT), or marry them off to other nations to boost friendship
o Royal people can be killed or a royal creation bar wiped out if revolutions occur in the capital city
What do you guys think? I have very litttle (Strike that, no experience) in python, xml, C++ etc. so my expertise along those lines will be scant. However, I will gladly supply research, debug testing, balancing issues etc. if anyone is interested in pursuing these ideas. Anyways, thanks for reading and post your comments. Maybe someone out there has stumbled upon these same issues and has even better ideas!
Its been a while. First off, I'd like to say excellent work on the mods so far, I like where the ideas and creativity are going. Its nice to see such a massive community of modders out there. So, in the moment of this great Zeitgeist, I have developed a few ideas which, if implemented efficiently and smoothly with classic Civ gameplay, I believe could really add that next dimension which Civ IV failed to bring to the table since Civ III. A fan of history (I am a professor of the profession, a Wizard of Was, if it pleases you), I think Civ IV hits a lot of the key historical ideas well, but a few things it...misses badly. So here is a list of changes/mods which I think would throw Civ IV over the top.
1.) Transmission of civics by trade, immigration as well as science
2.) Transmission of technology by universities- students, teachers, immigration
3.) Technology a global movement- radiates from discovery point- discoverers can explore detailed techs (will elaborate below, this one's trickier)
All nations receive tech after two or three turns after discovered by any nation- first nation has an advantage of exploring a minor tech associated with the discovered tech (i.e. agriculture leads to the minor tech of farming tools, which increases farm building time, etc.)--> (researched alongside another major tech, so there will be two research bars)
4.) Cities, when making barracks, factories, etc. have the ability of making units and buildings at the same time
Units take food, buildings take tools
o Fighting units take only 75% food, settlers 100%, buildings 0%
o Ships count as buildings- advantage for navies
o Granaries, markets etc. reduce this amount over time- lowest is 25% for warriors, 75% for Settlers/workers
5.) Trade on the coast shown with trade route diagrams
o Trade routes must be protected by ships (-trade ships- a new ship, automatically patrols trade lines)
Marauding pirates will attack unprotected lines
Trade on continent shown by different colored dirt paths
o Real roads can improve speed- must be protected (-trade troops-, automatically patrol lines)
6.) Standing Armies tech
No longer have to have armies in every city? when war begins, armies (of size available and of your choice) will be procured and sent to a certain spot? no upgrades without barracks in cities chosen, even then only a percentage of units will have such upgrades (encourages production of specialized units to support these masse recruited troops)
Can produce generals in barracks- not a Great General, only used to organize troops and, every five turns, to give a boost to either speed, attack or defense for that turn only
7.) Ancient world
Barbarian states, in the beginning, are not all hostile
Some can be absorbed if nation is strong enough or cultural enough
o Religion can drive this as well
Others will war with nations- must defeat them to take them
o Usually settled in resourceful locations
8.) Introduction of more liberal civics through science or trade (though not implementation) can lead to uncontrolled revolt
The overall science of a country leads to a desire for more liberal civics
More libraries etc., smarter population (a stat), more revolutions
o Class system based on innate wealth of cities can also cause revolutions, though these are more violent and usually retroactive
o Cannot change civics without these revolutions
Revolutions which change autocracy will force decisions of war, etc. to be decided by committee (AI) (i.e. representation, democracy etc.)
9.) Great Royalty method
Depending on the population of your kingdom and your approval rating (as well as health conditions in the capital, royalty will be born which reflects both your period and age- you can use these to boost your approval in other cities, expand your palace (more culture) build royal estates in other cities (reduce corruption and raise happiness, but cost GPT), or marry them off to other nations to boost friendship
o Royal people can be killed or a royal creation bar wiped out if revolutions occur in the capital city
What do you guys think? I have very litttle (Strike that, no experience) in python, xml, C++ etc. so my expertise along those lines will be scant. However, I will gladly supply research, debug testing, balancing issues etc. if anyone is interested in pursuing these ideas. Anyways, thanks for reading and post your comments. Maybe someone out there has stumbled upon these same issues and has even better ideas!