A Modders Cooperative Iniative!
So I begin this thread as a place for dreamers to meet and discuss.
The Dream is to have a Col mod that spans the world and it's history.
(This is mostly to stop us filling everywhere else up with off topic posts!!!)
The Current Plans:
Map Size: I would reckon we would need a map about 4 times the current size (Measuring from the Medieval Mod as that was the last one I played)
So that we have an 'Old World' and a West, East and South 'New World'. America, Asia and Africa.
EDIT: It took MINUTES!! To open the worldbuilder, and it took at least a minute to keyboard scroll from north to south pole!
on the Plus side the mini map looked GORGEOUS!! This test was conducted with a 160x240 map size... I think.. 4xHuge! My computer is the equivalent of about a cheap one these days! 4gb Ram Dual Core Processor 32bit.
World Maps I also found these rather tasty world maps from nevermind's thread.
The First Version will be built as a World Map Scenario.
Multiple Invasions: Fullerene is working on this, final state to be confirmed.
We The People: Instead of an Overlord Character in the Role of King/Pope, there will be an Underlord Character who could be your best friend or your worst enemy!
Then 'Tax Hikes' could represent the peoples desire for less tax and tributes, so you start off at 100% Tax, 0% Private Ownership(or whatever name, it is really just a cosmetic shift rather than an actual mechanic change), but over time you have to lower the tax to keep people happy.
If we could also implement a 'Gift' system where you can give money or resources to 'The People' accessed through a button in your Capital (like the 'Trade with Natives' Diplomacy Button) that gave a boost to relationship, we could have it that 'tax hike' events or other demands only come when they are below a certain Diplomatic Relationship then you could conceivably manage your empire in such a way that you never need to 'Crush a Rebellion' (declare Independence/Invasion trigger, including the need to have at least 50% (Indepence/Fealty/Loyalty))
Also when 'The People' are above a certain Diplomatic Relationship 'Gift Events' can be triggered, like them giving you a special unit, resources, or a free settlement (Like in RaR, where the King pays all Native Expenses when founding or is that DOANE....?) Or whatever other kinds of events that could be triggered. (I haven't really looked at how things are done in Col. Only what has been done..) Thus showing their love for their Benevolent Ruler.
If the relationship falls to low, tax hikes will be requested, and if a bad relationship remains, bad things will start to happen, such as riots, buildings being destroyed, yields going missing, etc.
If the Relationship falls to 0, your people will rebel, automatically triggering a revolution.
It could also be that say for every 1000 gold you make in trade you lose 1 point of diplomatic relationship (or whatever values), so the more trade you do, the more generous and sharing you must be to keep the people happy.
There will be a number of positve and negative influences on Relations with the Underlord, and many positive and negative events from this relation value.
Trade:
As to the 'Is it Technically Possible' Questions for trade, I don't think there are any more questions to be answered:
We can do multiple trade screens with different units and prices.
They can be accessed from multiple locations on the map and you can have as much or as little area for each 'colour' of area(as well as multiple locations of the same 'Colour' area) (Like the 'Purple' Silk Road and 'Light Blue' Spice Route in Medieval.) So we could have 'Trade Centres' Around the World from these 'painted Europe Zones'
They can be accessed by a 'Tile Triggered Button' like the Fair in your Cities. I presume that the type of tile trigger could be changed as well?, like Owned City, Foreign City, A City with a building or unique building, A Feature (Like a special mountain tile) or whatever..
They are 'Discoverable' by the trade counter (presumably it would not be too much work to add additional triggers like a Tech or a Building?) Also presumably if they can be switched on (Discovered) then they could also be switched off? (made obselete) As the Economic Forces change.
I think it is also possible to spawn a new city of civ from a tech (or other trigger) (I know it can be done in Civ4)
Perhaps even spawning a set of features that are impassable, except to certain units or promotions. (I know this also has been done for Civ4)
So you could spawn a Great City surrounded by impenetrable walls that acts as a gateway to a Trade Centre.
Imagine a Cross Roads City where traders from East and West exchange wares before heading home.
Then if it can be spawned in, presumably it would not be a much greater task to destroy it later the same way. (Like the Fall of Rome or Byzantium)
When a tech or trade counter level is reached (representing another shift in power or product demands)
Or possibly when a tech (or other trigger) occurs, then Trade Centre X Prices change to 1/100 essentially making it obselete, as everything is too cheap to sell and too expensive to buy from there.
The point is that we have plenty of options for specific trade screens/environments throughout the ages.
Civics:
When you reach the 50% loyalty threshold for your empire, you can trigger a civics change (like in Civ4) where you can change certain civics depending on what you have discovered. When doing this you will have to survive a period of anarchy, where you will be attacked by opposition forces, and any cities that do not have a high enough loyalty will rebel.
You can also use this to reset your diplomatic relationship with the Underlord to Neutral, and reduce the tax level back to 0%.
Now I am no coder (I mostly just whip XML's Butt!) .. But I have seen great things come out of the Col mod teams on here. What Kailric and the DOANE guys have managed to do to Col leaves me genuinely astounded (Not to mention all the other innovations and expansions by Everyone over the years!)... I could list off a whole bunch of stuff... but I won't.
So who knows what kind of modcomp solutions the great Col minds could come up with, to potentially solve such hurdles! If the desire is here.
Tech Tree Thread
Latest Design Sheet
So I begin this thread as a place for dreamers to meet and discuss.
The Dream is to have a Col mod that spans the world and it's history.
(This is mostly to stop us filling everywhere else up with off topic posts!!!)
The Current Plans:
Map Size: I would reckon we would need a map about 4 times the current size (Measuring from the Medieval Mod as that was the last one I played)
So that we have an 'Old World' and a West, East and South 'New World'. America, Asia and Africa.
Spoiler :
EDIT: It took MINUTES!! To open the worldbuilder, and it took at least a minute to keyboard scroll from north to south pole!
on the Plus side the mini map looked GORGEOUS!! This test was conducted with a 160x240 map size... I think.. 4xHuge! My computer is the equivalent of about a cheap one these days! 4gb Ram Dual Core Processor 32bit.
World Maps I also found these rather tasty world maps from nevermind's thread.
The First Version will be built as a World Map Scenario.
Multiple Invasions: Fullerene is working on this, final state to be confirmed.
Spoiler :
A way to have multiple invasions (incase the name didn't make that clear!?!) A way to make defeating the invasion, not a victory and a way to make the invaders stop short of total victory (if necessary) Then 'reset' the whole invader mechanic in connection with my next point.
Betray Your Colony The reason I posted this is the 'Triple Cross' Statement... Could this be a first step key?
Betray Your Colony The reason I posted this is the 'Triple Cross' Statement... Could this be a first step key?
We The People: Instead of an Overlord Character in the Role of King/Pope, there will be an Underlord Character who could be your best friend or your worst enemy!
Spoiler :
Then 'Tax Hikes' could represent the peoples desire for less tax and tributes, so you start off at 100% Tax, 0% Private Ownership(or whatever name, it is really just a cosmetic shift rather than an actual mechanic change), but over time you have to lower the tax to keep people happy.
If we could also implement a 'Gift' system where you can give money or resources to 'The People' accessed through a button in your Capital (like the 'Trade with Natives' Diplomacy Button) that gave a boost to relationship, we could have it that 'tax hike' events or other demands only come when they are below a certain Diplomatic Relationship then you could conceivably manage your empire in such a way that you never need to 'Crush a Rebellion' (declare Independence/Invasion trigger, including the need to have at least 50% (Indepence/Fealty/Loyalty))
Also when 'The People' are above a certain Diplomatic Relationship 'Gift Events' can be triggered, like them giving you a special unit, resources, or a free settlement (Like in RaR, where the King pays all Native Expenses when founding or is that DOANE....?) Or whatever other kinds of events that could be triggered. (I haven't really looked at how things are done in Col. Only what has been done..) Thus showing their love for their Benevolent Ruler.
If the relationship falls to low, tax hikes will be requested, and if a bad relationship remains, bad things will start to happen, such as riots, buildings being destroyed, yields going missing, etc.
If the Relationship falls to 0, your people will rebel, automatically triggering a revolution.
It could also be that say for every 1000 gold you make in trade you lose 1 point of diplomatic relationship (or whatever values), so the more trade you do, the more generous and sharing you must be to keep the people happy.
There will be a number of positve and negative influences on Relations with the Underlord, and many positive and negative events from this relation value.
Trade:
As to the 'Is it Technically Possible' Questions for trade, I don't think there are any more questions to be answered:
Spoiler :
We can do multiple trade screens with different units and prices.
They can be accessed from multiple locations on the map and you can have as much or as little area for each 'colour' of area(as well as multiple locations of the same 'Colour' area) (Like the 'Purple' Silk Road and 'Light Blue' Spice Route in Medieval.) So we could have 'Trade Centres' Around the World from these 'painted Europe Zones'
They can be accessed by a 'Tile Triggered Button' like the Fair in your Cities. I presume that the type of tile trigger could be changed as well?, like Owned City, Foreign City, A City with a building or unique building, A Feature (Like a special mountain tile) or whatever..
They are 'Discoverable' by the trade counter (presumably it would not be too much work to add additional triggers like a Tech or a Building?) Also presumably if they can be switched on (Discovered) then they could also be switched off? (made obselete) As the Economic Forces change.
I think it is also possible to spawn a new city of civ from a tech (or other trigger) (I know it can be done in Civ4)
Perhaps even spawning a set of features that are impassable, except to certain units or promotions. (I know this also has been done for Civ4)
So you could spawn a Great City surrounded by impenetrable walls that acts as a gateway to a Trade Centre.
Imagine a Cross Roads City where traders from East and West exchange wares before heading home.
Then if it can be spawned in, presumably it would not be a much greater task to destroy it later the same way. (Like the Fall of Rome or Byzantium)
When a tech or trade counter level is reached (representing another shift in power or product demands)
Or possibly when a tech (or other trigger) occurs, then Trade Centre X Prices change to 1/100 essentially making it obselete, as everything is too cheap to sell and too expensive to buy from there.
The point is that we have plenty of options for specific trade screens/environments throughout the ages.
Civics:
When you reach the 50% loyalty threshold for your empire, you can trigger a civics change (like in Civ4) where you can change certain civics depending on what you have discovered. When doing this you will have to survive a period of anarchy, where you will be attacked by opposition forces, and any cities that do not have a high enough loyalty will rebel.
You can also use this to reset your diplomatic relationship with the Underlord to Neutral, and reduce the tax level back to 0%.
Now I am no coder (I mostly just whip XML's Butt!) .. But I have seen great things come out of the Col mod teams on here. What Kailric and the DOANE guys have managed to do to Col leaves me genuinely astounded (Not to mention all the other innovations and expansions by Everyone over the years!)... I could list off a whole bunch of stuff... but I won't.
So who knows what kind of modcomp solutions the great Col minds could come up with, to potentially solve such hurdles! If the desire is here.
Tech Tree Thread
Latest Design Sheet