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Civilization 4 - Mod Components
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Ideas by Zuul 2006-09-20
True Movement Mod:
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Description:
* In general all units have x10 as much movement.
* In general all terrain/features have x10 movement cost.
* In general unit actions takes x10 movement cost.
* Diagonal movement takes x1.5 as much.
* You can get negative movement points when the movement cost is higher than the movement points.
* You can not move if you have negative movements.
* Waiting gives back movement points, as much as your movement, until it reaches maximum.
* Horse and wheeled units moves slower in hard terrain like forest and hills.
Examples:
* A Warrior has 10 movement points. It moves to a hill diagonally. Hill have 20 movement cost. Movement changed to -20 (10 - 1.5 * 20). Takes 3 turns waiting until it can move again.
* A Warrior moves to a forest. Forrest has 15 movement cost. Movement changed to -5. After waiting one turn it can move again even though it only have 5 of 10 movement points.
* A Knight has 20 movement points. It moves diagonally to grassland. Movement changed to 5 of 20. It can still move again, but next turn it will start with less movement points.
* A Knight moves though forest. It is a horse unit and have x2 movement cost in forests, so it can only move through forest in every other turn.
* A Warrior has 3 movement points left. It fortifies and that has 10 movement cost. The unit now has -7 movement points.
Energy Mod:
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Requires:
* True Movement mod.
Description:
* Units have energy variable which tells how much movement points it will regenerate each turn to the maximum movement.
* Units get back energy differently on different terrain.
* Units get back more energy in cities/towns/forts and when fortified.
* Energy regeneration can be changed by promotions.
* Different unit actions can take different amount of energy, and can be changed with promotions.
Examples:
* A warrior has 15 movement points and 10 energy. It can move 2 times (on easy terrain with movement cost 10) first turn, but after that only one movement per turn until it has rested one turn.
* A horse archer has 35 movement points and 20 energy.
* A knight has 25 movement points and 15 energy.
* Dessert decrease energy by 25%, so 20 energy becomes 15.
* A unit is a fast and efficient fighter, and only uses 5 energy when attacking instead of 10.
Regeneration Mod:
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Description:
* Units have a regeneration variable which tells how much it will heal each turn if it has used any movement points.
* Regeneration can be changed by promotions.
Example:
* Warrior has healing rate +10% and regeneration rate +2%.
Dangerous terrain Mod:
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Requires:
* Regeneration Mod
Description:
* Each terrain/feature has a chance to damage/heal a unit standing on it (optional for less randomization).
* Each terrain/feature changes/adds/sets healing/regeneration rate on units standing on it (multiplies, and adds, and changes).
* The effect can be set to work negatively only if a unit have more than a certain % left of health (so it can be lethal or not).
* Some promotions make a unit taking less/no damage on a terrain/feature.
Example:
* Each turn in a dessert makes a unit take 0-10% damage and healing rate reduced with 50% and regeneration rate set to one quarter. Can be lethal.
Exploration Mod:
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Description:
* Each unseen plot has a chance to be forgotten (changed to unexplored).
* The chance increases the further away it is from your capital (compared to map size).
* The chance increases the more unexplored plots it has near it.
* The chance increases the more time since last seen.
* The chance decrease with appropriate tech (can be set to zero).
* Alternatively for calculation speed, change all unseen explored plots with 4 or more unexplored plots near to unexplored after a variable turns.
Example:
* Writing halves the chance/time.
* Mapmaking sets the chance/time to zero.
Trail Mod:
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Description:
* A plot will have a trail variable.
* Each time a unit moves to a plot the trail variable will be increased.
* Each turn a unit stands on a plot the trail variable will be increased.
* Each turn a plot does not have any units the trail variable will be decreased (optional).
* Each terrain/feature has a minimum and maximum trail threshold.
* Each terrain/feature has a trail decrease variable.
* When the trail variable on the plot is larger than the max threshold a trail will be created on that plot.
* When the trail variable on the plot is smaller than the min threshold a trail will be removed on that plot.
* A Trail is a type of road that is not as efficient and can not be built.
* Units will have a trail making variable, so some units easier makes trails (optional).
Example:
* A grassland has a max of 10, a min of 7, and decrease variable to 5. A wolf has trail making variable 1. After 10*1=10 times the wolf has moved through the plot a trail will be created. It will take (10-7)*5=15 turns before the trail is removed if it is empty.
Warnings Mod:
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Description:
* With a button/key press, show all the warnings/information, at the start of the turn, again.
Civilization 4 - Mod Components
-------------------------------
Ideas by Zuul 2006-09-20
True Movement Mod:
------------------
Description:
* In general all units have x10 as much movement.
* In general all terrain/features have x10 movement cost.
* In general unit actions takes x10 movement cost.
* Diagonal movement takes x1.5 as much.
* You can get negative movement points when the movement cost is higher than the movement points.
* You can not move if you have negative movements.
* Waiting gives back movement points, as much as your movement, until it reaches maximum.
* Horse and wheeled units moves slower in hard terrain like forest and hills.
Examples:
* A Warrior has 10 movement points. It moves to a hill diagonally. Hill have 20 movement cost. Movement changed to -20 (10 - 1.5 * 20). Takes 3 turns waiting until it can move again.
* A Warrior moves to a forest. Forrest has 15 movement cost. Movement changed to -5. After waiting one turn it can move again even though it only have 5 of 10 movement points.
* A Knight has 20 movement points. It moves diagonally to grassland. Movement changed to 5 of 20. It can still move again, but next turn it will start with less movement points.
* A Knight moves though forest. It is a horse unit and have x2 movement cost in forests, so it can only move through forest in every other turn.
* A Warrior has 3 movement points left. It fortifies and that has 10 movement cost. The unit now has -7 movement points.
Energy Mod:
-----------
Requires:
* True Movement mod.
Description:
* Units have energy variable which tells how much movement points it will regenerate each turn to the maximum movement.
* Units get back energy differently on different terrain.
* Units get back more energy in cities/towns/forts and when fortified.
* Energy regeneration can be changed by promotions.
* Different unit actions can take different amount of energy, and can be changed with promotions.
Examples:
* A warrior has 15 movement points and 10 energy. It can move 2 times (on easy terrain with movement cost 10) first turn, but after that only one movement per turn until it has rested one turn.
* A horse archer has 35 movement points and 20 energy.
* A knight has 25 movement points and 15 energy.
* Dessert decrease energy by 25%, so 20 energy becomes 15.
* A unit is a fast and efficient fighter, and only uses 5 energy when attacking instead of 10.
Regeneration Mod:
-----------------
Description:
* Units have a regeneration variable which tells how much it will heal each turn if it has used any movement points.
* Regeneration can be changed by promotions.
Example:
* Warrior has healing rate +10% and regeneration rate +2%.
Dangerous terrain Mod:
----------------------
Requires:
* Regeneration Mod
Description:
* Each terrain/feature has a chance to damage/heal a unit standing on it (optional for less randomization).
* Each terrain/feature changes/adds/sets healing/regeneration rate on units standing on it (multiplies, and adds, and changes).
* The effect can be set to work negatively only if a unit have more than a certain % left of health (so it can be lethal or not).
* Some promotions make a unit taking less/no damage on a terrain/feature.
Example:
* Each turn in a dessert makes a unit take 0-10% damage and healing rate reduced with 50% and regeneration rate set to one quarter. Can be lethal.
Exploration Mod:
----------------
Description:
* Each unseen plot has a chance to be forgotten (changed to unexplored).
* The chance increases the further away it is from your capital (compared to map size).
* The chance increases the more unexplored plots it has near it.
* The chance increases the more time since last seen.
* The chance decrease with appropriate tech (can be set to zero).
* Alternatively for calculation speed, change all unseen explored plots with 4 or more unexplored plots near to unexplored after a variable turns.
Example:
* Writing halves the chance/time.
* Mapmaking sets the chance/time to zero.
Trail Mod:
----------
Description:
* A plot will have a trail variable.
* Each time a unit moves to a plot the trail variable will be increased.
* Each turn a unit stands on a plot the trail variable will be increased.
* Each turn a plot does not have any units the trail variable will be decreased (optional).
* Each terrain/feature has a minimum and maximum trail threshold.
* Each terrain/feature has a trail decrease variable.
* When the trail variable on the plot is larger than the max threshold a trail will be created on that plot.
* When the trail variable on the plot is smaller than the min threshold a trail will be removed on that plot.
* A Trail is a type of road that is not as efficient and can not be built.
* Units will have a trail making variable, so some units easier makes trails (optional).
Example:
* A grassland has a max of 10, a min of 7, and decrease variable to 5. A wolf has trail making variable 1. After 10*1=10 times the wolf has moved through the plot a trail will be created. It will take (10-7)*5=15 turns before the trail is removed if it is empty.
Warnings Mod:
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Description:
* With a button/key press, show all the warnings/information, at the start of the turn, again.