GRM7584
King
I've started mucking about with civ mods again, for unclear reasons, and don't have the time to be doing so. I've skimmed through a few of the helpy threads, but there is a lot of text there, and it isn't very entertaining reading. To the point - I want to get an idea of how difficult several things would be to implement, and perhaps more importantly, how much of it doesn't fall under simplistic XML alterations. Suspicion: None of it does, and I would have to be content with adding units and buildings, and changing civ names.
1. Hiding resources that aren't within player's borders until X technology.
2. Setting a growth rate for cities which adds 1 population every (equation) turns based on the current population, in addition to food-based growth (the latter looks easy enough to tinker with, but I might be wrong)
3. Random events (largely kidding, I suspect this involves lots of poking around and the returns likely wouldn't be worth it)
4. Adding Circumnavigation-type achievements (rewards, temporary or permanent, for being "first" to build/act/research/etc)
5. Adding a Civic Column, and altering civics (just looking for a general idea of difficulty)
6. Adding a 1 gold maintenance cost for every single tile of road/railroad in cultural boundaries, as well as adding a commerce for worked roads (I suspect the second one is easier and doable through XML?)
7. Having Great Wonders generate Great General points without interfering with Warlords' existing system
8. Having resources generate food/production/commerce in all connected cities
9. Having every resource of the same type beyond the first generate an additional (equation) commerce in the capital
10. Religions...I should probably just read through all the religious mods, I haven't looked at them too carefully. I'd like Religions that spawn other religions when they spread to other civs (Japan founds Judaism, Judaism spreads to Rome, which has no holy city, Christianity founded in Rome with discovery of X tech). Most of the other things I'd like to do with Religion I believe are already modded.
11. Changing the city walls tag to affect different types of units (not even entirely sure what I'm talking about, I assume there is a "Defense against Non-Gunpowder" tag or something like that somewhere in...er...something.)
12. Connecting a single trait to each civ, which determines (or is determined by, if that is easier) the start position of said civ (Seafaring = Coast start, for example). I noticed a mod that involved tech distribution based on start, but thats not quite what I mean.
13. Revamping leader traits (as before, looking for general difficulty and where to look for it)
14. I don't even want to talk about UN or Space Race, but I'll touch on both, even though I'm sure they've already been talked to death due to the inadequacy of both systems.
Space Race: Setting up wonders, or series of improvements, leading up to the colony ship, where individual "first" achievements are noted for score.
UN: Having different Member Status for each civ based on decisions and responses (EG Secretary General, Member, *or* what I'd like to see, Rogue State) as well as a mechanic for responding to votes differently (as in, more options), which I'll not go over right now. Maybe in a response if it piques interest for some reason.
15. Lastly, for the moment anyhow, removing most resource requirements (EG Iron for Swordsman) and replacing them with a massive (say 75%) reduction in cost (of course, all units would be 400% more expensive by default...). Thus, lets say a Falxman without Copper and Tin takes 12 turns, but with Copper and Tin takes 3 turns.
Right. Anyhow, just trying to gauge the difficulty of modding such things. If a majority of them are "Hard", "Really Hard", or "ZOMG IMPOSSIBLE", then I will probably abandon the notions of modding I have, since I can't justify the time use. Except for Civics. Because I really do loathe the way civics are set up. Questions about any of the above 'ideas' welcome (insinuation: The ideas are nothing new, but I'm not aware since I haven't waded thru the backpages of the civ4 c&c forums).
Edit: Reduced TEXTBOMB effect with some spacing, to tempt people into responding.
1. Hiding resources that aren't within player's borders until X technology.
2. Setting a growth rate for cities which adds 1 population every (equation) turns based on the current population, in addition to food-based growth (the latter looks easy enough to tinker with, but I might be wrong)
3. Random events (largely kidding, I suspect this involves lots of poking around and the returns likely wouldn't be worth it)
4. Adding Circumnavigation-type achievements (rewards, temporary or permanent, for being "first" to build/act/research/etc)
5. Adding a Civic Column, and altering civics (just looking for a general idea of difficulty)
6. Adding a 1 gold maintenance cost for every single tile of road/railroad in cultural boundaries, as well as adding a commerce for worked roads (I suspect the second one is easier and doable through XML?)
7. Having Great Wonders generate Great General points without interfering with Warlords' existing system
8. Having resources generate food/production/commerce in all connected cities
9. Having every resource of the same type beyond the first generate an additional (equation) commerce in the capital
10. Religions...I should probably just read through all the religious mods, I haven't looked at them too carefully. I'd like Religions that spawn other religions when they spread to other civs (Japan founds Judaism, Judaism spreads to Rome, which has no holy city, Christianity founded in Rome with discovery of X tech). Most of the other things I'd like to do with Religion I believe are already modded.
11. Changing the city walls tag to affect different types of units (not even entirely sure what I'm talking about, I assume there is a "Defense against Non-Gunpowder" tag or something like that somewhere in...er...something.)
12. Connecting a single trait to each civ, which determines (or is determined by, if that is easier) the start position of said civ (Seafaring = Coast start, for example). I noticed a mod that involved tech distribution based on start, but thats not quite what I mean.
13. Revamping leader traits (as before, looking for general difficulty and where to look for it)
14. I don't even want to talk about UN or Space Race, but I'll touch on both, even though I'm sure they've already been talked to death due to the inadequacy of both systems.
Space Race: Setting up wonders, or series of improvements, leading up to the colony ship, where individual "first" achievements are noted for score.
UN: Having different Member Status for each civ based on decisions and responses (EG Secretary General, Member, *or* what I'd like to see, Rogue State) as well as a mechanic for responding to votes differently (as in, more options), which I'll not go over right now. Maybe in a response if it piques interest for some reason.
15. Lastly, for the moment anyhow, removing most resource requirements (EG Iron for Swordsman) and replacing them with a massive (say 75%) reduction in cost (of course, all units would be 400% more expensive by default...). Thus, lets say a Falxman without Copper and Tin takes 12 turns, but with Copper and Tin takes 3 turns.
Right. Anyhow, just trying to gauge the difficulty of modding such things. If a majority of them are "Hard", "Really Hard", or "ZOMG IMPOSSIBLE", then I will probably abandon the notions of modding I have, since I can't justify the time use. Except for Civics. Because I really do loathe the way civics are set up. Questions about any of the above 'ideas' welcome (insinuation: The ideas are nothing new, but I'm not aware since I haven't waded thru the backpages of the civ4 c&c forums).
Edit: Reduced TEXTBOMB effect with some spacing, to tempt people into responding.