This is a thread for changes I personally would like to make but don't think they ought to be in the "core" mod. I would be interested to hear what people think and also, how other people play in less standard ways and what you would like to see as a personal game experience change or enhancement. Also if anyone has any ideas to make my games more fun, it is your duty to share!
How I like to play:
In addition to traditional gameplay, I like playing an "adventurous world".
Wildlands, Barbarian world, no settlers, living world. Often "No City Razing" too.
Creates a feel of a world of epic adventure with large areas of dangerous wilderness between pockets of civilization.
What I would like to do:
1. Increase number of Lairs (done, changed iAppearanceProbability in CIV4ImprovementInfos.xml)
2. Make lair types act like the Graveyards - you have to actually send someone in to flush them out. (Spawn on bad result would be based on type of lair) Perhaps even make them explorable multiple times - keep going until you get a good result, find the hidden treasure and collapse the lair! This might mean more events which can happen when exploring. Mutated, teleported away, trapped and killed, turned Barbarian, release a powerful evil, rescue a princess, etc)
3. Add variable numbers of barbarian cities (found section in SDK but had compile trouble)
4. Make towers/forts place a temporary culture footprint based on strength of forces garrisonned there.
What I mean by this, if I have too few soldiers in fort, there is no effect. If I have enough, their strength adds my culture to surrounding tiles. A 3x3 area would gain a culture points value calculated based on total current strength.
So a tile might become 51% "me" if I have a fort on my border and loads of soldiers in it. When I move them out, the culture goes away. In this way I could push the borders back, but only while I commit forces to the task. Or, I could build a mine in the wilderness to gather some vital resource, but only have access to it while local fort it manned.
Coupled with this, I would need the AI to see forces in a fort near their border as quite hostile, and, make them want to garrisson forts. Make them treat fort-building in a similar way to city-building.
5. Make settler/city events. Such as, members of a non-state religion present in a city want to leave. If you let them, you gain a settler or they set up a city in target tile... pop drops in city of origin, religion is removed from city, chance new city becomes Barbarian based on relative status of religions and on overall happiness of nation. Or, chance that a fort you control attracts a community and wants to grow into a city (starts with walls perhaps! Or a special "Fort Town" building, so new city is defended)
6. Make cultural growth a bit slower. Make cities wait a bit for the second ring, make them wait a lot for third, then fourth "ring" happens only in highly cultural cities. I suspect this is easy, but I've not looked into it yet.
7. Make King Beasts - Or Boss Monsters, creatures which spawn levelled up a bit, for extra challenge. Maybe some chance that spawned monsters have Mutation. Perhaps based on Armageddon Counter.
8. More magic items. I am sure I can mod these in as rewards for adventuring - items which give some possibly small, but valuable, boost. Various affinity items, spellcasting items, one-shots, weapons which grant marksman, that sort of thing.
How I like to play:
In addition to traditional gameplay, I like playing an "adventurous world".
Wildlands, Barbarian world, no settlers, living world. Often "No City Razing" too.
Creates a feel of a world of epic adventure with large areas of dangerous wilderness between pockets of civilization.
What I would like to do:
1. Increase number of Lairs (done, changed iAppearanceProbability in CIV4ImprovementInfos.xml)
2. Make lair types act like the Graveyards - you have to actually send someone in to flush them out. (Spawn on bad result would be based on type of lair) Perhaps even make them explorable multiple times - keep going until you get a good result, find the hidden treasure and collapse the lair! This might mean more events which can happen when exploring. Mutated, teleported away, trapped and killed, turned Barbarian, release a powerful evil, rescue a princess, etc)
3. Add variable numbers of barbarian cities (found section in SDK but had compile trouble)
4. Make towers/forts place a temporary culture footprint based on strength of forces garrisonned there.
What I mean by this, if I have too few soldiers in fort, there is no effect. If I have enough, their strength adds my culture to surrounding tiles. A 3x3 area would gain a culture points value calculated based on total current strength.
So a tile might become 51% "me" if I have a fort on my border and loads of soldiers in it. When I move them out, the culture goes away. In this way I could push the borders back, but only while I commit forces to the task. Or, I could build a mine in the wilderness to gather some vital resource, but only have access to it while local fort it manned.
Coupled with this, I would need the AI to see forces in a fort near their border as quite hostile, and, make them want to garrisson forts. Make them treat fort-building in a similar way to city-building.
5. Make settler/city events. Such as, members of a non-state religion present in a city want to leave. If you let them, you gain a settler or they set up a city in target tile... pop drops in city of origin, religion is removed from city, chance new city becomes Barbarian based on relative status of religions and on overall happiness of nation. Or, chance that a fort you control attracts a community and wants to grow into a city (starts with walls perhaps! Or a special "Fort Town" building, so new city is defended)
6. Make cultural growth a bit slower. Make cities wait a bit for the second ring, make them wait a lot for third, then fourth "ring" happens only in highly cultural cities. I suspect this is easy, but I've not looked into it yet.
7. Make King Beasts - Or Boss Monsters, creatures which spawn levelled up a bit, for extra challenge. Maybe some chance that spawned monsters have Mutation. Perhaps based on Armageddon Counter.
8. More magic items. I am sure I can mod these in as rewards for adventuring - items which give some possibly small, but valuable, boost. Various affinity items, spellcasting items, one-shots, weapons which grant marksman, that sort of thing.