Kailric
Jack of All Trades
I have released the first version of this mod and its fairly huge, over 1 GB unzipped. You can check it out at the below link....
http://forums.civfanatics.com/showthread.php?t=407186
Join the Team
If anyone would like to help in this endeavor send me a PM or make a post here. Graphical help is needed most atm. Things such as Flags, Building, City, and Unique Unit art. Also, Tech tree Icons and Tech ideas as well. Once I have a first Alpha version I plan on seeing if we can get this its own Forum.
Update: 5-7-2010
I haven't forgot about this little gem here. I been slowly putting together "parts" that will add to this mod. Like the Inventor/Tech Tree and Journeyman mods. I think I will first just do a whole Graphic exchange mod where I exchange all the graphics to fit a medieval time period. Once that is done I can start working on game mechanics.
List of Civilizations and Leaders currently in the game
Playable
Vicking - Ragnar
Celtic - Boudica
Visigoths - Reccared I
Mongols, Genghis, Kubla
Anglo-Saxons - Offa
Normans - William
Persians - Abdullah ibn Tahir
Arabs - Saladin
Franks - Clovis I, Charlemagne
Turks - Al-Mansur
Byzantine - Justinian
Khmer - Suryavarman
Korean - Wang Kon
Japan - Minamoto no Yoritomo
Barbarians (Natives)
Vandals - Genseric
Magyars - Arpad
Slavs - Samo
Berber - Ziri ibn Manad
Lombards - Alboin
Malinese - Mansamusa
Huns - Attila
Ostrogoths - Theodoric
Other Civ Suggestions
Lithuenia - Suggested by kaibayashi
Goods and Materials
Notes and ideas:
-Gold for spending will be aquired through several means other than selling goods. Some buildings will be taxable. For instance the Tavern will automaticly sell Ale to build your units morale(Liberty Bell Production) and at the same time you gain a Tax bonus in gold for each unit consumed.
-Cattle, Sheep, and Horses will probably be created much like Horses are in Vanilla Col but wheat is required to produce them.
-Morale of your units will play a part in production much like "rebel sentiment". Peasants and such will gain a boost in morale from having Ale in your taverns and Nobles will get a morale boost from having Wine perhaps.
-There will be 4 types of Armor with Leather and Scale being Produced at the start and you must then research Chain and Plate.
-Bonus resources are the ones that require you to have access to the actual bonus in order to Produce the good.
-Invented Goods require you to invent the item and then you are the only one able to create it unless someone steals the technology or you trade the Tech. It will be very valuable in a trade.
Domestic
Cattle -> Hides -> Leather
Cattle -> Cheese -> Food
Cattle -> Meat
Sheep -> Wool -> Coats
Barley -> Ale
Vineyard -> Wine
Cotton -> Cloth
Wheat -> Bread -> Food
Fish -> Meat
Mined
Salt -> Meat -> Food
Ore -> Tools
Military
Horses
Tools -> Weapons
Leather -> Leather Armor
Leather -\
Tools-> Scale Armor
Leather -\
Tools -> Chain Armor
Chain -\
Leather ]-> Plate Armor
Tools -/
Production
Wood
Stone
Tools
Bonus Resources
Gold
Silver
Ivory
Furs
Spices
Invented Goods
Silk
Porcelain
Original Post and Ideas:
http://forums.civfanatics.com/showthread.php?t=407186
Join the Team
If anyone would like to help in this endeavor send me a PM or make a post here. Graphical help is needed most atm. Things such as Flags, Building, City, and Unique Unit art. Also, Tech tree Icons and Tech ideas as well. Once I have a first Alpha version I plan on seeing if we can get this its own Forum.
Update: 5-7-2010
I haven't forgot about this little gem here. I been slowly putting together "parts" that will add to this mod. Like the Inventor/Tech Tree and Journeyman mods. I think I will first just do a whole Graphic exchange mod where I exchange all the graphics to fit a medieval time period. Once that is done I can start working on game mechanics.
List of Civilizations and Leaders currently in the game
Playable
Vicking - Ragnar
Celtic - Boudica
Visigoths - Reccared I
Mongols, Genghis, Kubla
Anglo-Saxons - Offa
Normans - William
Persians - Abdullah ibn Tahir
Arabs - Saladin
Franks - Clovis I, Charlemagne
Turks - Al-Mansur
Byzantine - Justinian
Khmer - Suryavarman
Korean - Wang Kon
Japan - Minamoto no Yoritomo
Barbarians (Natives)
Vandals - Genseric
Magyars - Arpad
Slavs - Samo
Berber - Ziri ibn Manad
Lombards - Alboin
Malinese - Mansamusa
Huns - Attila
Ostrogoths - Theodoric
Other Civ Suggestions
Lithuenia - Suggested by kaibayashi
Goods and Materials
Notes and ideas:
-Gold for spending will be aquired through several means other than selling goods. Some buildings will be taxable. For instance the Tavern will automaticly sell Ale to build your units morale(Liberty Bell Production) and at the same time you gain a Tax bonus in gold for each unit consumed.
-Cattle, Sheep, and Horses will probably be created much like Horses are in Vanilla Col but wheat is required to produce them.
-Morale of your units will play a part in production much like "rebel sentiment". Peasants and such will gain a boost in morale from having Ale in your taverns and Nobles will get a morale boost from having Wine perhaps.
-There will be 4 types of Armor with Leather and Scale being Produced at the start and you must then research Chain and Plate.
-Bonus resources are the ones that require you to have access to the actual bonus in order to Produce the good.
-Invented Goods require you to invent the item and then you are the only one able to create it unless someone steals the technology or you trade the Tech. It will be very valuable in a trade.
Domestic
Cattle -> Hides -> Leather
Cattle -> Cheese -> Food
Cattle -> Meat
Sheep -> Wool -> Coats
Barley -> Ale
Vineyard -> Wine
Cotton -> Cloth
Wheat -> Bread -> Food
Fish -> Meat
Mined
Salt -> Meat -> Food
Ore -> Tools
Military
Horses
Tools -> Weapons
Leather -> Leather Armor
Leather -\
Tools-> Scale Armor
Leather -\
Tools -> Chain Armor
Chain -\
Leather ]-> Plate Armor
Tools -/
Production
Wood
Stone
Tools
Bonus Resources
Gold
Silver
Ivory
Furs
Spices
Invented Goods
Silk
Porcelain
Original Post and Ideas:
Spoiler :
Personal Note:
Here is yet another Idea of mine I would love to see come to fruition. Besides the Golden Age of Piracy the Middle Ages has always been a personal favorite time period of mine. With its Knights, Castles, Chivalry, Crusades, Infidels, you name it, there was just so much going on between 500ad and 1500ad. This will be my pet project to simulate that time period with in the colonization theme.
I will be adding to this thread as more ideas come to me and any of it at anytime is subject to change...
Main Objective and Time period:
Your main objective in this mod will be to become powerful enough to fight for your right to be "King". The main focus will be the "Knight" unit or a Nations equivalent and it will revolve around the Feudalism instituted by Charlemagne. The main location theme will be Europe between 500 ad and 1400 ad. Trade Goods, buildings, and of course the units will all be reworked in order to create the main theme. Some ideas are..
Baron- You will play the role of a "Baron" or Leader in which the King has given you a Vassal to command and the Power to give tracks of land to your knights. Only Knights will be able to found new Cities. To build a Knight unit will be no easy task. You must create his weapons and breed a sturdy warhorse but the most expensive endeavor will be the Knight's Armor. I read one source say that to fund a full harness (knight's don't like the word "suit") of armor would cost today about as much as a Ferrari (215,000 Dollars), so to simulate this Armor will be handle a little differently than normal.
Leader Units- Leaders will be represented on the map by its own Unit. If that unit dies the game may be over. This unit will have several different commands unique only to this unit.
Morale- Morale played a huge factor in battles during this time period. Where as these days you can kill a billion people at the push of a button somewhere miles below ground, back then you fought man to man. Morale then was a very important. An opponents strength in numbers didn't always play the biggest factor in the battle either. So many times high morale and solid leadership won the day. I plan to incorperate these concepts into this mod. Morale will add bonuses to combat as well as keep the Unit in the fight till he wins or loses. If two units do battle and one is supierior in morale while the other is superior in strength the one with high morale will fight till the end where as the other may very well surrender even if he is winning the initial bout.
Piety- The new Leader units will have new commands that let them do various things among them is boost morale. Piety will be saved up much like gold and will be able to be spent for those various things. Such as to Inspire Courage or to hold a Festivals that boosts said morale throught out your kingdom.
Diplomacy- You will be able to make deals with the natives or "barbarian tribes" and or of course conquer them as in the Vanilla game. You can also acquire allies and hire their units as mercenaries.
The Knights Armor- Armor will be built much like a unit. You will need the required building, the tools and materials, and perhaps an armor smith to boot. Once built your Armor total will be increased by one in your goods storage screen. Then a Knight with Weapons and a good mount will be able to equip the armor and thus become a full Armored Knight, ready to do battle.
The Knights- To build the Knight unit you will also need an acceptable warrior. Besides the starting Knight unit, which maybe like a Hero unit representing the player, acquiring more knights will be a lengthly process in itself. First your town must produce a "Page" or son of a Knight through food growth. The Page can then work in your colony doing various tasks, this in turn trains him and will determine his abilities once he reaches Knight status. The Page will soon become a "Squire". Squires can work in your town as well but you can place a Squire in a Church building, there he will learn Chivalry and once that is in his head he will be Dubbed a Knight.
Knights Specials- Knights will have special abilities and there own leveling system. They will be like the Pirates in my other mod, graded on Courage, Charisma, and Strength. If a Knight unit dies and there is an available "Squire" unit that Squire will take on the attributes of his "Father Knight" so to speak the nthe Knights legacy will live on.
Other Towns Folk- most of the other units will work as normal. As far as military goes your units can take on the Infantry, Archer, or maybe other army professions, but only the Knights as mentioned above can ride the Powerful Warhorses and done the sturdy Plate Armor (or a Nations equivalent).
Kings Commission- Here is where I'll implement my other idea about Kings Commissions. Kings will also sometimes ask for military support in some venture or another. You can pay him a "scutage" fee or loan him one of your Knights. Thus said knight wont be available until he returns. But he will gain experience and perhaps other things from his endeavor.
The Yields:
Military: Tools, Weapons, Armor, WarHorses, and Leather
Trade Goods: Cotton, Cloth, Cigars, Tobacco, Ore, Gold, Lumber, Skins, Grapes, Wine, Wheat, and Food.
Food: Food was very vital to a knight and his followers. I may do something special with food but at the moment I am thinking Fish gathered becomes food. Wheat gathered must be turned to Bread, thus food, by your Bakers.
Europe: Land or Sea units can travel to your Kings Domain to trade goods and services.
Crosses: Want be the factor in Immigration. I am thinking of something special for Crosses it that you can spend them to Inspire your units to Crusade or Holy War!!
Liberty Bells: want be used or not as normal. Liberty and Independence want be a factor.
Founding Fathers: will be reworked and probably offer military or technological advances much like that other mod with a funky name.
Some Playable Nations ideas:
Normans- start on land, special unit the Norman Knight
Vikings- start from the sea, special Unit the Berserker
Persians- start on land
Byzantine- start on land, special Unit the Cataphract
Arabian- start at Sea
Franks- start on land
Anglo-Saxon- start at sea
Mongols- start on land
Turks- start on land
Native Populations:
Vandals, Visigoths, Magyars, Slavs, Berber, Lombards, Avars, Huns, Ostrogoths, Bulgars, and Khazars
Thats some of what I got so far. Anyone else who cares to chime in feel free.
Here is yet another Idea of mine I would love to see come to fruition. Besides the Golden Age of Piracy the Middle Ages has always been a personal favorite time period of mine. With its Knights, Castles, Chivalry, Crusades, Infidels, you name it, there was just so much going on between 500ad and 1500ad. This will be my pet project to simulate that time period with in the colonization theme.
I will be adding to this thread as more ideas come to me and any of it at anytime is subject to change...
Main Objective and Time period:
Your main objective in this mod will be to become powerful enough to fight for your right to be "King". The main focus will be the "Knight" unit or a Nations equivalent and it will revolve around the Feudalism instituted by Charlemagne. The main location theme will be Europe between 500 ad and 1400 ad. Trade Goods, buildings, and of course the units will all be reworked in order to create the main theme. Some ideas are..
Baron- You will play the role of a "Baron" or Leader in which the King has given you a Vassal to command and the Power to give tracks of land to your knights. Only Knights will be able to found new Cities. To build a Knight unit will be no easy task. You must create his weapons and breed a sturdy warhorse but the most expensive endeavor will be the Knight's Armor. I read one source say that to fund a full harness (knight's don't like the word "suit") of armor would cost today about as much as a Ferrari (215,000 Dollars), so to simulate this Armor will be handle a little differently than normal.
Leader Units- Leaders will be represented on the map by its own Unit. If that unit dies the game may be over. This unit will have several different commands unique only to this unit.
Morale- Morale played a huge factor in battles during this time period. Where as these days you can kill a billion people at the push of a button somewhere miles below ground, back then you fought man to man. Morale then was a very important. An opponents strength in numbers didn't always play the biggest factor in the battle either. So many times high morale and solid leadership won the day. I plan to incorperate these concepts into this mod. Morale will add bonuses to combat as well as keep the Unit in the fight till he wins or loses. If two units do battle and one is supierior in morale while the other is superior in strength the one with high morale will fight till the end where as the other may very well surrender even if he is winning the initial bout.
Piety- The new Leader units will have new commands that let them do various things among them is boost morale. Piety will be saved up much like gold and will be able to be spent for those various things. Such as to Inspire Courage or to hold a Festivals that boosts said morale throught out your kingdom.
Diplomacy- You will be able to make deals with the natives or "barbarian tribes" and or of course conquer them as in the Vanilla game. You can also acquire allies and hire their units as mercenaries.
The Knights Armor- Armor will be built much like a unit. You will need the required building, the tools and materials, and perhaps an armor smith to boot. Once built your Armor total will be increased by one in your goods storage screen. Then a Knight with Weapons and a good mount will be able to equip the armor and thus become a full Armored Knight, ready to do battle.
The Knights- To build the Knight unit you will also need an acceptable warrior. Besides the starting Knight unit, which maybe like a Hero unit representing the player, acquiring more knights will be a lengthly process in itself. First your town must produce a "Page" or son of a Knight through food growth. The Page can then work in your colony doing various tasks, this in turn trains him and will determine his abilities once he reaches Knight status. The Page will soon become a "Squire". Squires can work in your town as well but you can place a Squire in a Church building, there he will learn Chivalry and once that is in his head he will be Dubbed a Knight.
Knights Specials- Knights will have special abilities and there own leveling system. They will be like the Pirates in my other mod, graded on Courage, Charisma, and Strength. If a Knight unit dies and there is an available "Squire" unit that Squire will take on the attributes of his "Father Knight" so to speak the nthe Knights legacy will live on.
Other Towns Folk- most of the other units will work as normal. As far as military goes your units can take on the Infantry, Archer, or maybe other army professions, but only the Knights as mentioned above can ride the Powerful Warhorses and done the sturdy Plate Armor (or a Nations equivalent).
Kings Commission- Here is where I'll implement my other idea about Kings Commissions. Kings will also sometimes ask for military support in some venture or another. You can pay him a "scutage" fee or loan him one of your Knights. Thus said knight wont be available until he returns. But he will gain experience and perhaps other things from his endeavor.
The Yields:
Military: Tools, Weapons, Armor, WarHorses, and Leather
Trade Goods: Cotton, Cloth, Cigars, Tobacco, Ore, Gold, Lumber, Skins, Grapes, Wine, Wheat, and Food.
Food: Food was very vital to a knight and his followers. I may do something special with food but at the moment I am thinking Fish gathered becomes food. Wheat gathered must be turned to Bread, thus food, by your Bakers.
Europe: Land or Sea units can travel to your Kings Domain to trade goods and services.
Crosses: Want be the factor in Immigration. I am thinking of something special for Crosses it that you can spend them to Inspire your units to Crusade or Holy War!!
Liberty Bells: want be used or not as normal. Liberty and Independence want be a factor.
Founding Fathers: will be reworked and probably offer military or technological advances much like that other mod with a funky name.
Some Playable Nations ideas:
Normans- start on land, special unit the Norman Knight
Vikings- start from the sea, special Unit the Berserker
Persians- start on land
Byzantine- start on land, special Unit the Cataphract
Arabian- start at Sea
Franks- start on land
Anglo-Saxon- start at sea
Mongols- start on land
Turks- start on land
Native Populations:
Vandals, Visigoths, Magyars, Slavs, Berber, Lombards, Avars, Huns, Ostrogoths, Bulgars, and Khazars
Thats some of what I got so far. Anyone else who cares to chime in feel free.