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#1 |
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Chieftain
Join Date: May 2011
Posts: 15
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Remove Europe?
Is there any way to delete Europe\Migration, and to change first position of nations (make them to appear not in ocean, but at land like in simple Civ IV)?
Just to make Colonization like Civ 4, but with awesome economic system. |
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#2 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,156
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Quote:
![]() Kaliric has done things like that with Medieval: Conquests. But if you want to do something like that yourself be warned: This really requires heavy heavy modding skills (DLL, Python, ...) ! |
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#3 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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It is possible. The problem is that if Europe is gone, you would need another way to sell goods such as coats.
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#4 | |
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Storm God. Yarr!
Join Date: Nov 2001
Posts: 1,205
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Quote:
Migration could be decreased or eliminated using the following in civ4unitinfos: <iEuropeCost>- <iEuropeCostIncrease> <iImmigrationWeight> <iImmigrationWeightDecay> You would still need a way for players to access skilled colonist types, but you could make them buildable in colonies using goods if you want. As Androrc pointed out, each civ has to have a Europe parent civ to have prices set for the various goods. If your goal is for civs to have more of an internal economy and you want to try this without heavy heavy modding skills (which I also dont have ), it might be easier to leave Europe in but make it difficult (or even impossible) to get to by increasing travel time and/or removing the Access to Europe tiles. Then if you want to have colonies generate cash from goods, you could try using Buildings that have <iOverflowSellPercent>.
__________________
Colonization: 2071 Religion and Revolution mod team 200 New Terrains for Civ4 Modding : Arctic, Barren, Fertile, and many more |
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#5 |
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Chieftain
Join Date: Aug 2009
Posts: 19
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Making Colonization to play more like Civilization is something I'd like to see. I wonder if it's possible within the modding tools we have.
Indeed, removing Europe Screen is possible, or at least you can remove access to it. But I wonder if removing the king player is possible? In civ, nations are all independent so there obviously shouldn't be king popups about rising taxes and so on. Some broad ideas about the possible Civilization4:Colonization:Civilization mod:- Every city could have its own 'Europe' screen. In these screens you could sell goods like coats and sugar for the abstract citizens. Prices would be determined by population and recent history what city has bought. It would be also possible to sell goods in foreign cities, and maybe you could gather taxes from foreign traders who sell goods in your cities or something like that. Goods sold in cities would just disappear, because they are consumed by the peoples. -There already exists somekind of invention mod with tech tree for Civ4:Col , so tech advancement is certainly possible.Maybe the founding father points could be fusioned with tech advancement. For example, when you explore water tiles , you gain navigation points which are required/help to discover seafaring technologies. Generating crosses helps to discover religious techs,building a wonder boosts engineering skills... There's lot of possibilities. -Liberty Bells could expand borders, like they do already. - Every unit could have a nationality and maybe a religion too.So Elder statesmen could try to convert your conquered cities to your own nationality and preachers to religion. Well, I have lot of ideas for game like this but first we need some basic info: 1.) Is it possible to do? Does game engine allow removing king player? 2.) Do we have modders who are interested in this? I can do some programming myself, but don't expect me to write decent AI behaviour or things like that. 3.) Of course not only heavy modding skills, it requires heavy modding work. Is it worth it? |
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#6 | |||
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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Quote:
Quote:
and many others (such as KJ Jansson) have been as well, but it takes work.Although not exactly what you want, you may want to check out my Domestic Market modcomp, as well as KJ Jansson's 1492 Global Colonization mod development thread. Quote:
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#7 | |
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Chieftain
Join Date: May 2011
Posts: 15
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Wow, so many ideas.
Quote:
I got idea about inner trade: There would be special building (let's call it "Market") So, Market will have its menu, where player can choose which resources are tradeable, and which are non-tradeable. Then, "Market" will consume "tradeable" resources (amount of consumed resources will depend on number of population) Culture: So, someone in this topic said, that we don't need to change "liberty Bells" Well, maybe just change an icon, and rename it to "culture"? And change category of founding fathers - "Politics" to "culture" (and "religion" to "science") excuse my english, if smth wrong
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