[MOD] Cinzas, a Post-Apoc Mod Concept

Pattousai

Chieftain
Joined
Apr 7, 2007
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CINZAS, A POST-APOCALYPTIC CONCEPT MOD FOR CIVILIZATION V
Well met, my friends. I come to you to present this mod for Civ V. It first started on Vanilla Civ IV, but my absence of time and lack of knowledge prohibits me to take this any further. So, I think it is best to present this to you, hoping someone would take this concept and create the project.

BACKGROUND
The world ended in a Nuclear War. The true reason for it is unknown. After a hundred years, several Factions decided to land, and recreate Civilization. You are the Leader of one of those Factions.

THE SCALE
The game is played as if each city represents a settlement of hundreds of people (at the start). They may have firearms and such with them, but not in enough quantity to make a single combat unit. They also lack the knowledge to craft ammunition. That’s why Joe may have a shotgun and a dozen shells, but the city of New Eden cannot produce a Shotgun Combat Unit till much further.

THE SECURITY
In a post-apocalyptic scenario, Culture is the least important thing to think off. Borders grow based on how many Security you can provide to your citizens. Enough Security allows you to implement Policies. Each new city adds to the Security Bar to unlock new Policies, since you have to provide Security to all your cities.

THE RAIDERS
Raiders are the post-apoc Barbarians: They take what they want, and don’t create anything. They always have the most advanced weaponry, acquired by force.

THE RUINS
Ruins may have old technologies, hidden cash, people, weapons, or ways to help build Security to your new Civilization.

THE FACTIONS
Each Faction follows a theme. No one is named; each is represented by a Codename. Each has an Unique Ability, Unique Unit and an Unique Building, and an unique way to tell the end of the world. Which one is the real account, no one knows.
The eleven Factions with their Codenames are:

[00]VAULT
Origin: Common people chosen to go to public Vaults.

[01]SURVIVORS
Origin: People that knew how to survive in the wastelands.

[02]GOVERN
Origin: Govern politicians and influential people protected in secret Vaults.

[03]MERCHANTS
Origin: Corporations that survived in private Vaults.

[04]TRIBE
Origin: Descendants of natives that were very far from the cities at the time of the war.

[05]MILITARY
Origin: Honored, hierarchical people that rules by the power of weapons.

[06]SCIENTISTS
Origin: People that want to govern using only logic and reason.

[07]FANATICS
Origin: Religious people thinking this is the Armageddon, and they must win it.

[08]LUCKY
Origin: Survivors that were on a humongous Cruiser at the time of war.

[09]ILLUMINATI
Origin: A not-more-secret society that finds this the perfect time to build the NWO.

[10]EX-MINORITY
Origin: Not-more-minority that now have the opportunity to be the majority.


THE STRATEGIC RESOURCES IN THE BEGINNING
The first 3 Strategic Resources are Scrap Metal, Mechanical Parts and Chemical Reagents.

THE UNITS IN THE FIRST ERA
Gang: Uses their fist. Weak first unit. No resources required.
Knife Wielder: Bonus vs. Crowbar Thug. Uses Scrap Metal.
Crowbar Thug: Bonus vs. Axe Fighter. Uses Scrap Metal.
Axe Fighter: Bonus vs. Knife Wielder. Uses Scrap Metal.
Stone Slingers: First Ranged Unit. No resources required.
Crossbowmen: Ranged Unit. Bonus vs. Ranged. Uses Mechanical Parts.
Molotov Squad: Ranged Unit. Bonus vs. Cities. Uses Chemical Parts.
Knife Throwers: Ranged Unit. Bonus vs. Melee. Uses Scrap Metal.


BUILDINGS OF THE FIRST ERA
(Note: Is there a way to implement Health and restrict it to Cities, and not Empire-wide? This way buildings like the Bar can provide Happiness, but takes away Health to show the negatives aspects of drinking.)

Observation Post: Add +2 Security.
Bar: Add +2 Happiness.
Trader’s Market: +25% Gold.
Library: +25% Science.
Training Grounds: +15xp to Land Units.

SOME TECHS OF THE FIRST ERA
(Note: Similar to Civ IV, each Faction starts with 2 techs. No Faction has the same couple at the start of the game. The techs below are not organized by pre-requisites and are not a full list of the First Era.)

Agriculture: Allows Workers to Farm (Corn, Wheat, Rice).
Exploration: Allows Workers to Road.
Gathering: Allows Workers to Scavenge Site (Debris, Rubble and Scrap Metal*).
Domestication: Allows Workers to Pastures (Cow, Sheep and Pig).
Reconstruction: Allows Workers to Clear Ruins**.
Barter: Cities may build Trader’s Market.
Ancient Knowledge: Cities may build Library.
Distillation: Cities may build Bar.
*Scrap Metal is a Strategic Resource.
** Civ V Vanilla’s Forests are replaced by City Ruins (do NOT mistake them with Ruins). Jungles are replaced by Forests. This try to emulate the quantity of the old world is left, and the sparse existence of remaining forests.
 
Cinzas... cenizas... "ashes", eh? Seems an apropos name for a post-apocalyptic mod. :)
 
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