Mod Idea: City ruins to archeological excavation

Grenouille

Warlord
Joined
Jan 11, 2006
Messages
104
I've had this idea for a while: Say a city gets razed and stays ruins for a few decades before it vanishes. After several centuries, the ruins can be re-discovered. They become the "ancient city ruins" resource and you start an archeological excavation which will provide some research and culture. :)

What do you think?

I don't have any modding ambitions, but if anyone likes the idea, go for it.
 
I like the sound of this!

Not only could you then search for the forgotten cities that lie underneath your occupied land, it could be an incentive to conquer lands to control such ruins. You could also gain wealth, and even possibly lost technologies or ideas.

It's an intriguing thought, but probably hard in practice to incorporate into the game...
 
I was considering adding something so that if you rebuild on ruins (as I often do in cases where barbarians or enemies sack one of my cities or I sack a well-placed city of an enemy just to keep the armies moving) the city would get a free improvement called "Ruins" or something that would give +1 culture or some other small bonus.
 
Hey Zebra, sounds great. Would it be a big trouble if you can also post the procedure (i.e. the files you modified, and what you modified) in order to achieve this? It would serve all the new modders as an example as well (including me) ;-)
 
Some additional thoughts: City ruins from razed cities should become invisible after maybe 10-15 turns and remain hidden until a certain technology, say Scientific Method, is researched. Then they pop up as the Ancient City Ruins resource as historians become interested in the past and have the scientific means for archeology. After the tech is researched, razed cities no longer can become ancient city ruins because they're too modern and noone cares for them until far in the future, when the game is already over. hehe
 
Globetrotter I will be doing it with python. You will be able to see everything I do.
Besides me who else likes Grenouille's idea, this to is possible.
 
Ok, that's cool! Thx
I think Grenouille's new idea makes sense. We should however make it in terms of years, and not in terms of # of turns, and give like a 1000-2000 years delay before any ruins is called "Ancient"
 
I have completed the Compent/Mod, thread is Here.
I didn't make it a resource (If you needed that I could do it) because it would replace any other resources on the plot.
 
Sounds great!!!
Just one question though, why do we actually need to do the "advance -> load mod"? i know it might sound stupid, but is it to avoid recompiling the whole package?
Thx
 
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