2.0 Discussion

Joined
Dec 17, 2002
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Hello everyone! I'm glad we went official now, and I'm glad so many ppl have offered help in this mod. We now have our own development thread, so please, help me keep these threads active!

If you are new to the Second Revolution, feel free to join in and post your ideas.

Please keep political debate in the Debate Thread. Especially if you want to criticize something; I don't want flaming in the Mod discussion thread anymore.


That's it. That's our only rule, beyond whatever rules Thunderfall sets for us :)
Also, please feel free to start new threads as you need them :)



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download v1.5 (65mb)
second mirror at Civ4Files.com
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PATCHPatch v1.6C for versions 1.5 and up here at 3d downloads!!
 
Second Revolution 2.0

Read my strategy guide





I've really enjoyed making the first version of this mod. For any who don't know, this is a fictional mod based on the idea of armed revolt. It is set in an imaginary world of politics gone wrong. It is set one of the most unusual of all modern settings' regions: North America


Playable civ's:



Leader: Felipe Calderon



Leader: Stephen Harper



Leader: The Castro Brothers



Leader: Subcommander Marcos



Leader: None (Syndicalist commitee)

Leader: George W. Bush




This is the old thread from the early beta testing phase of Second Revolution 1.62c.

This is the current release compatible only with Civilization 4 1.62. The new Warlords version is being written right now! , the first playable beta is out.
Please feel free to post bugs or gripes here! I am tired of political flaming posts, so see above strategy guide to blast me there, in the joke thread.
 
Second Revolution 2.0

Read my strategy guide





I've really enjoyed making the first version of this mod. For any who don't know, this is a fictional mod based on the idea of armed revolt. It is set in an imaginary world of politics gone wrong. It is set one of the most unusual of all modern settings' regions: North America


Playable civ's:



Leader: Felipe Calderon



Leader: Stephen Harper



Leader: The Castro Brothers



Leader: Subcommander Marcos



Leader: None (Syndicalist commitee)

Leader: George W. Bush




This is the old thread from the early beta testing phase of Second Revolution 1.62c.

This is the current release compatible only with Civilization 4 1.62. The new Warlords version is being written right now! , the first playable beta is out.
Please feel free to post bugs or gripes here! I am tired of political flaming posts, so see above strategy guide to blast me there, in the joke thread.
 
First I want to say, do not change the picture used to represent the Syndicalist faction. If I held a cloth to my face, I would very much resemble the figure most prominent in the faction image and I get a kick out of that. Although the syndicalists are fancied as anarchists, they would certainly have their top military leader!

Improvements to the mod would include hurricanes, wild fires and other eco catastrophes which would make the mod more realistic (in regards to civil war breaking out all over North America). I'm a big fan of randomized weather events in strategy games.

I would also like to see some barbarian cities in this mod. Maybe if a city's culture rating dropped below a certain point, it would automatically become a barbarian city state?

As for the religions, they don't make sense to me in this mod. I don't think there should be any holy city sites. What I would like to see, is something more like the Cult of the Dragon, as it exists in Fall From Heaven II. It would be so cool if, instead of religions, this mod had secret societies: Scottish Rite Freemasons, English Rite Freemasons, Zionists, Jihadists, Red Army Faction, Earth Liberation Front, etc. These societies should work like the cult of the dragon--meaning when units produced in a city where one of these societies exist, they have a chance of switching over to the side of the player who owns the secret society headquarters (when they enter that player's territory). Of course there should still be religion in the game. I just think it would be better to allow a city to build religion/happiness in the same way they can build wealth, culture and tech.

Also, espionage is usually downplayed in civ games--which really handicaps the potential for realistic strategic play. Why not have spies like FFH2 has magic users? Produce a spy and as that spy gains experience he/she (lets include both genders here. I mean come on, male spies are more kick ass than any other male unit, imo. Lets have both male and female spies). Spies could start out as basic infantry who are invisible to non spy units. They could earn promotions which would allow them to investigate cities, sabotage, steal money, incite unhappiness, erode culture, create pollution/terror and steal tech points.

To make the game even more realistic, why not include marijuanna, opium and cocaine as luxuries? These luxuries should produce more happiness than others. They should also subtract from tech and money. Furthermore, it would make more sense if workers could build agricultural resources like wheat, cows, etc. Oh, and resource sites shouldn't be indestructable.

As far as military units, I'd like to see some rail guns. The Rods from the Gods is totally realistic (geo stational EMPC shooting coil shaped rods); but if this wonder is going to be in the game, then less complex EMPC units should be included. To keep the game out of sci-fi, I suggest including rail gun artillary and snipers.

Even though I have lots of ideas for how to improve civilization, I still think its the best game ever made on a computer. With so many mod making fans, it always will be. Great Job guys!
 
I know that syndicates were there in Civ4 version, but I'm still curious, why are they a faction? Since they are leaderless as well, shouldn't they just be represented as barbarians, attacking and sacking cities instead of building an empire?

I also hope that Cuba doesn't get uber naval as they used to.

Also considering that Castro is still alive, I think anything beyond what's currently in use is bit out of question.
 
Gaizokubanou said:
I know that syndicates were there in Civ4 version, but I'm still curious, why are they a faction? Since they are leaderless as well, shouldn't they just be represented as barbarians, attacking and sacking cities instead of building an empire?

I also hope that Cuba doesn't get uber naval as they used to.

Also considering that Castro is still alive, I think anything beyond what's currently in use is bit out of question.
You have a point about the syndicalists, but we need to represent this ethically. remember, they wouldn't be sacking cities like barbarians, but "liberating" them from tyranny (in my opinion).

And the "Rebel Coalition" isn't all syndicalists, it is a collage of many different factions in the US and canada that desire revolution, ie black block anarchists, leftist communists, progressive socialists, eco-revolutionaries, as well as the michigan militia, quebec, and of course the syndicalists.

i feel that the rebel coalition should be a playable civ and that perhaps they would need a syndicalist-style commitee to lead such a diversivied group, rather than a personalistic approach, like marcos.
 
Mode said:
First I want to say, do not change the picture used to represent the Syndicalist faction. If I held a cloth to my face, I would very much resemble the figure most prominent in the faction image and I get a kick out of that.

Wouldnt we all... ;)

Improvements to the mod would include hurricanes, wild fires and other eco catastrophes which would make the mod more realistic (in regards to civil war breaking out all over North America). I'm a big fan of randomized weather events in strategy games.
We might want to see what kind of random disaster mods are out there...

I would also like to see some barbarian cities in this mod.
I seem to recall a "revolution" mod that is for the mechanic of cities quitting your empire and going barbarian...(?)

As for the religions, they don't make sense to me in this mod. ... It would be so cool if, instead of religions, this mod had secret societies...
I agree with you, this mod is already very politically volitile. I dont need to piss off any religious folk. and that is not my aim, as i am in acceptance with all religion. a few other ppl were talking about using the religion mechanic like you are suggesting: as political ideology. but as far as affecting the game, it wouldnt do much other than add a few gold/science/culture to the city its from (with my basic knowlage)

Also, espionage is usually downplayed in civ games--which really handicaps the potential for realistic strategic play.
thats why i'm making spy's free to produce at any city :evil:

To make the game even more realistic, why not include marijuanna, opium and cocaine as luxuries?
I agree with you, but if i do implement this, i would want a generic resource/graphic to represent "narcotics". i dont want individual drugs mentioned in the mod for obvious reasons :mischief:


As far as military units, I'd like to see some rail guns.
i do need a futuristic artillery...can you model in 3ds max?????????

Even though I have lots of ideas for how to improve civilization, I still think its the best game ever made on a computer. With so many mod making fans, it always will be. Great Job guys!
thank yourself, because you can contribute as easily as anyone else!

How can I change my avatar pic to the picture used to represent the Syndicate?
i have attached a jpeg to this post that should work as a civfanatics avatar, but first, do me the favor of posting madly in this subforum until you get 30 posts, then you will be allowed to change from default avatars (not my rule)
 

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I would like to help with this mod. How do I sign up? I can do XML and a little python.
 
you just did ;)


right now, i need help with the techinfo.xml file. i need more pairs of eyes to see what is causing an error i cant fix.




XML Error

Tag: in Info class was incorrect
Current XML file is: Technologies/CIV4TechInfos.xml

next one:


XML Error
Tag: in Info Class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml

here are the xml's:
http://forums.civfanatics.com/attachment.php?attachmentid=137910&d=1157876430

edit: btw, your python experience will be invaluble when we start integrating SDK mods and python scripts
 
GarretSidzaka said:
thanks woodelf, and you experience in modding is always welcome in these threads ;)

I can try to stimulate conversation and generate some ideas. Any basic models (resources or buildings) I might be able to handle as well.
 
Mode said:
As for the religions, they don't make sense to me in this mod. I don't think there should be any holy city sites. What I would like to see, is something more like the Cult of the Dragon, as it exists in Fall From Heaven II. It would be so cool if, instead of religions, this mod had secret societies: Scottish Rite Freemasons, English Rite Freemasons, Zionists, Jihadists, Red Army Faction, Earth Liberation Front, etc. These societies should work like the cult of the dragon--meaning when units produced in a city where one of these societies exist, they have a chance of switching over to the side of the player who owns the secret society headquarters (when they enter that player's territory). Of course there should still be religion in the game. I just think it would be better to allow a city to build religion/happiness in the same way they can build wealth, culture and tech.


I was looking for something about that.
I don't know if secret societies could work...
I was thinking about international organisation like World Trade Organisation, Via Campesina, International Workingmen's Association, the not yet created International Syndicalist Confederation (first congres november 2006), etc...
So we would have cities or socities anarchists, other capitalist, etc...
What do you think about that ?
 
Fabrysse said:
I was looking for something about that.
I don't know if secret societies could work...
I was thinking about international organisation like World Trade Organisation, Via Campesina, International Workingmen's Association, the not yet created International Syndicalist Confederation (first congres november 2006), etc...
So we would have cities or socities anarchists, other capitalist, etc...
What do you think about that ?

You mean replace religion with ideology? I like that idea.
 
That's it.
But it could be something else like non-violence, anti-racism, colonialism, imperialism,...
The problem is to find something that not interfer with political options in the game : it wouldn't be logic to have rebel coalition that found colonialism at the end of first turn of game.
We have to discus and find the good idea...
 
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