Random stuff pick the era

Oni

Machiavelli
Joined
Jun 23, 2004
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I am not a moder so I don't know if this can be done.

But I thought it would be kewl if there were 4 mods that workded basically the same but different eras.

Each one would give a random map random (but keeps it fair) amount of cities, base techs for that era with then a couple random techs, random units etc etc.

It would just be kewl to start a game at Industrial era or half way through the first era. But then still have the functionality of starting a game up. So we could pick what races, difficulty etc.

Not sure if anyone can do this but with some of the mods I have seen I would think it would be possible.

Please try to make it if you can :D
 
Is it possible then, to have a mod where there are 4 single 'era' tech trees, with all the civs start in different ones, and remain in that 'era' only? I know it is possible to add flavour techs, but if the above was possible then it could make for very easy scenario making because each civ or group of civs (up to 4) would have their very own tech tree.
 
Xyth said:
Is it possible then, to have a mod where there are 4 single 'era' tech trees, with all the civs start in different ones, and remain in that 'era' only? I know it is possible to add flavour techs, but if the above was possible then it could make for very easy scenario making because each civ or group of civs (up to 4) would have their very own tech tree.
You can do this with single or multi-era tech trees. Use the Flavor Techs (Being American, Being European, or whatever) and then have techs unique to each tribe or group of tribes can have a unique tech tree.
 
On starting ranomally (no pre-set map scenario) with an alternate tech tree:

Has anyone figured out how to do a quickstart for cities, development, without hand-touching it?

I thought of a special Settler unit. It can't be built (checked off), it's worth 10 pop (well actually only the first level), they move fast (like 5x normal), can defend themselves, and can work at 20x the normal worker rate. The catch is each Civ gets an equal, but limited number of them.

That is just to simulate a 1000 years of development or so, within the first 10 to 20 turns of the game.

The second gimic is to have a special, cheap improvement called "Culture". It gives culture fast, like 10/turn, has cheap maintenance, allows a city to grow to the second rank (e.g. past 12), and is never obsolete).


I was trying the two together to do some quick-start random versions of the C3C canned scenarios.
BTW, there is a 'canned' Industrial start with C3C.


Anyone have a better way to do this?
 
Giving settlers defense messes up the AI, new cities start at 1 regardless of settler pop cost, and the AI would use them for either settling only (most likely) or worker jobs only (very bad). So that part won't work, but the culture thing should be a good jump-start.
What is the "canned" C3C scenario you are referring to?
 
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