This mod is planned as an epic one. It will be a kind of alternate history -, fantasy- and steampunk- setting. The time frame will be 4000 B.C. till 3000 B.C.
Up to now i want to include the whole world. The playable civs will be not realy existing nations. for example the Prussians that in this mod will represent approximately all german speaking Nations of Europe.
There will be a lot of chances comparing to the vanilla civ- game.
More techs that u can resarch in one single game. this will give the possibility, despite to the limitations of the tech tree, totaly different game sessions to play.
Players have to decide if they research one or the other alternative path. If you research both paths, the effort will become a waste of time and gold.
City placement gets a more importan role than now because many city improvements will be dependent of ressources in its radius.
....
This will be a epic mod. I want to improve several things, well honestly a lot of things in a way that makes the game more enjoyable.
Also i'll try to keep this one as slim as possible and kinda 'generic'.With 'generic' i mean i dont wanna put in thousands and thousands of tech, rexources and units only because i can do it.
the mod shall cover aprox. 5000bc - 3000ad.
To put this into effect I want to change the most parts of the game.(The following points and comparisons reffer to vanilla C3C)
old entry[
First Ideas and thoughs
Thus that this will be a real bunch of work till that will be working i decided to post my ideas here. to keep it clear i'll make a single post for every point mentioned above
process planning
so thats. feel free to share ur thoughts. i know right now its not much. but i guess this one will grow step by step.
Up to now i want to include the whole world. The playable civs will be not realy existing nations. for example the Prussians that in this mod will represent approximately all german speaking Nations of Europe.
There will be a lot of chances comparing to the vanilla civ- game.
More techs that u can resarch in one single game. this will give the possibility, despite to the limitations of the tech tree, totaly different game sessions to play.
Players have to decide if they research one or the other alternative path. If you research both paths, the effort will become a waste of time and gold.
City placement gets a more importan role than now because many city improvements will be dependent of ressources in its radius.
....
Spoiler :
This will be a epic mod. I want to improve several things, well honestly a lot of things in a way that makes the game more enjoyable.
Also i'll try to keep this one as slim as possible and kinda 'generic'.With 'generic' i mean i dont wanna put in thousands and thousands of tech, rexources and units only because i can do it.
the mod shall cover aprox. 5000bc - 3000ad.
To put this into effect I want to change the most parts of the game.(The following points and comparisons reffer to vanilla C3C)
old entry[
First Ideas and thoughs
- More Differences between the 4 culture groups
- - Generic flavor units for each culture group in each era
- - Culture group specific civilization advances
- -city improvements, great and small wonders for each group
- - Religions
- A changed city improvement system
- - cheaper improvements
- - more improvements that become obsolete later
- - dependencies from resources in city radius
- - more dependencies from resources at all
- -
- New organized unit lines and army concepts
- - units get more specialized into their roles (e.g. defenders never above A=1 )
- - captured units become flag units for VP and gold ( no slaves in combat)
- - several units at same time with different resources requirements
- - some obsolete units are only upgradeable into civilians ( workers)
- -movement cost ignore bonuses for units to fit terrain changes
- -Armies become a upgrade for a unit
- -several Armies for several specialized roles
- -
- Resources get overworked
- some Resources for improvements only like stone
- - not enough Resources of every kind for everyone
- - some Resources will represent native people
- -
- Terrain overworked
- -Most tiles get reduced food, shields and commerce before improved
- - movement costs changes to represent easy and difficult worked terrain
- -
- Defence Bonuses changed
- - level 1 cities no bonus
- - level 2 and 3 a increased bonus
- - reduced bonuses for overall terrain
- - increased bonus for fortifications
- -
Thus that this will be a real bunch of work till that will be working i decided to post my ideas here. to keep it clear i'll make a single post for every point mentioned above
process planning
- in this first step i want to make a brainstorming for every part of the stuff, mentioned above. i guess there are many other thingsthat could be included.
- in the next one i try to fit them together, sort the impossible, or simply dismatching parts out.
- i gues i'll have a usable backbone where i can start to add units , improvements and so on.
- then the most tendios part will start. the testing balancing an rebalancing. at this time i'll also start to look for matching graphics etc.
so thats. feel free to share ur thoughts. i know right now its not much. but i guess this one will grow step by step.