A few quick things first before I get to the business.
For as long as I can remember, Ive wanted to make one long term large mod to one of few game series.
Those being Fallout, X-com, Civilization/AC, Hearts Of Iron
There are about 15-20 games in my list thus far.
Before I die of old age, I want to complete one of these mod projects, so its not something that I want to do just right now but sometime in the future I will.
So, today, I was playing Civilization IV again, FfH2 to be exact.
And I thought of how to mod it to the game I would like it to be.
Now, Ive posted something like this before on the FhH2 subsection, the difference is that this time Ill have a (near) complete list of my ideas, and a better formatted idea. And instead of necroing an old topic, I feel it is smarter to post this as an entirely new topic.
So, understand firstly that I do not plan to make this mod now, nor in the near future (~2 years). And when I start working on one of these Mod ideas, for whatever game I decide to eventually make it. Ill have funding in the thousand dollar range. So right now, Im just entertaining the idea, and brainstorming.
Feel free to give suggestions, criticism, and say if something is absolutely impossible in the CIV engine, and so on.
The reason Im going with CIV IV is that the CIV V engine is massively slow on the scale that I want the game to be, plus it is streamlined too much and cant really allow the level of complexity I need for my idea.
So, without further yammering on, here are the concepts I have for now. Ill start with a short(ish) overview of my concepts, I can clarify any topic if it feels under-explained and will gladly answer questions and brainstorm.
Older thread that had to do with simply a FfH2 related minimod is here: http://forums.civfanatics.com/showthread.php?t=427593
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World / Map:
The mod is designed to be played on a map in the 200x150 size minimum, preferably considerably larger. That should explain why it wont be done yet, as it requires a next gen CPU to be available to even properly run the Mod, without 10 minute waiting times. I have a highly overclocked and optimized 4 core 955be with 4gb ram and I can barely start let alone run maps on the scale that I am talking about.
Most of the map will be undeveloped from start to finish. Keeping in mind that in real life, until the modern era, most of the world was either sparsely inhabited or entirely uninhabited. The cardinal sin of CIV games is that by 1/3rd of the game the entire map is covered in road/farm Road/mine road/forest/mill and so on, with very little to no uninhabited space left.
To go around this the Mod will be designed so that every worker constantly drains your reserves of 1 food, you can redeploy the worker to a new city if you wish to feed it from the new city, but you have to provide it with food every turn or it dies.
Settlers also require 2 food per turn, and soldiers 0.5.
Building a Settler will also remove 2 population from the city, a worker will remove 1 and a soldier will remove 0.5
Every improvement will cause a negative production in one of the 3 categories.
So, say you have a hill with 1f 2p 1g and you build a mine, you will get 0f 3p and 2g.
In addition to that, there will be a new attribute to cities, which is population capacity. Starting cities with 0 culture start with 3 population capacity, for every level of culture they gain the city gains a little bit of pop cap, something like 0.2 and for every town it gains 0.5 and 0.4 for lower levels and so on.
In the early era, the further a production plot is from your city, the less the plot produces. This is to simulate the need to feed and supply workers so far away from your city. So if you have a farm say 3 plots away from your city, the farm will have a 1.5 minus to its production rate. This will encourage the player to improve close to existing cities and leave large gaps that are unimproved until later.
Every unworked improvement will cost 1g to maintain or it will vanish.
For every city that you own your population has a chance to move from highly developed cities to less developed cities, assuming they provide surplus happiness, capacity and health.
So, say you have a city of 7 population that is approaching its cap, and a city of 2 population that is far from its cap. Every turn, the city of 7 has a certain percentage chance of having its population reduced by 1 and given to the less developed city.
This will make it so that it is smarter to build in a controlled manner instead of blobbing out in vast numbers. Either have a few developed cities or a massive amount of underdeveloped slums. Slowly the population in your empire should spread out roughly equally between all its cities, instead of as it is now where cities built last will almost always drag behind, making building new cities around after medieval entirely pointless as bringing a city up to speed takes a great deal of time.
The city working radius of a fully upgraded city should be about 5-8 plots, and the cultural radius should be about 8-12 plots.
This would make it so that even in the modern era, where say you have a population of 25-30 in a city, due to the large number of potential working plots (100 ish) most of the urban setting will still be unworked and remain unused. Save for the most important sites.
In the start, cities should be buildable only on grass next to a river, as technology advances, cities will be buildable on other terrains as well, except Desert(no oasis or river) or Tundra or Snow. Though such plots can have towns built on them.
In essence, the map/world and its large size is to enable players to actually spread and not worry about building in a perfect symmetrical pattern and utilizing every plot of land. And it would also keep the peaceful players occupied till the very end of the game, giving them the possibility of upgrading their cities and staying out of wars, and still possibly win.
So, building a settler immediately removes as many people from the city as the new city will have when founded, as well as + additional. So say youre in the ancient period, it will remove (new city size = 1 + 1 = 2) + consume 2 food as long as it is alive. This would force players to seriously consider expanding. Workers will remove new city size + 0 (1 in ancient time then).
So, upgrading your city would be as slow plot wise as it is now, but it would be more costly, and the player would also have to worry about increasing the population cap, which is increased by building cottages and town or building city improvements.
Unit movement speeds would be upgraded to match.
In short, the world map is designed so that peaceful players will be able to maintain improving city slots until the end of the game and still have something meaningful to do. Instead of as it is now, where war is a certainty as space runs out end game, if you want anything to do that is.
---
Improvements:
Improvements on the world map would be designed so that they always carry a penalty to at least 1 attribute as they add either twice the penalty to one, or the penalty to two, except in case of resources.
Therefore, mine would remove 1 from food and add 2 to production, while a workshop would remove 0.5 from popcap and 1 from food and add ~2 to production and 1 to gold. And so on.
While unused improvements would always cost to maintain, and used improvements would have their cost removed. This is easy to simulate by adding 1 gold to every improvement and at the end of turn adding together every improvement owned by the player and taxing such an amount from the player.
Every improvement needs to have 5-15 tiers of advancement which open up by researching technology. Such as in the new dawn mod, where you start with cart roads and end up with maglev. Every new tier gives larger bonus and penalties. With the difference being that better roads dont improve production as such but they do make unit movement faster. And they make nearby plots accessible to the city production with less of a penalty.
So, every plot is counted as if a normal unit was standing there, and the time it takes for it to reach the city is reduced from the production of that plot. First from Food, then from Production and lastly from Gold.
This would mean that while a better road does not increase commerce in the slot itself, it improves commerce indirectly as it makes plots easier for the city to access and thus reduces or removes the production penalty from the plot.
Better roads mean easier worker access to the resources and thus higher production.
There would also be specialized improvements that enable things such as Nearby ships gain +1 to combat and +1 to speed (Lighthouse) or Nearby land units gain +1 to defense and so on. Building such a improvement would preclude building any others, save for a road.
---
Resources:
Assuming you have access to an organic resource and a suitable plot, you can use a worker to build a new copy of that resource. For example;
Say you have 1 horse available. You can find a plains plot and counting the nearby plots and their resources it might cost you between say 50-500 gold to build a new version of that resource. So a plains surrounded by forests and grassland and next to a river would be cheap, while a plains in the middle of a tundra with no river would be quite expensive.
Every resource would benefit from having more than one of said resource.
Using the horse as an example again:
1 = Can build basic cavalry as well as getting a small bonus to city production even if plot is unused but in range of said city.
2 = All cavalry units gain +2 experience
3 = All cavalry units gain +3 experience
4< = All cavalry units gain +3 experience and are automatically given one additional upgrade such as plentiful horses which increases healing.
And so on for every resource, including those for cities.
To give another example:
Say you land on a new continent with forests and grasslands all around, but no food resources. The distance between your new city and your closest city with resources is so long that your city does not gain the benefits from the new resources.
You bring a few workers over and start to clear out the forests, as soon as you have one grassland plot ready, you order the worker to plant Rice. Since your empire has Rice but the city doesnt, it costs tremendously and takes a bit of time but it can be done. After it is built, your city now has access to 1 rice, giving it a specific bonus, and your empire has +1 rice to its global stockpile, while the ports across the sea still have their old number of rice. As transport technology advances and the new cities connect to the old cities via the ocean (Say, you get faster ships + ports + lighthouses along the way and the pathfinding determines that it is only X amount of moves by the fastest ship from the old cities and thus they connect.) both sides connect all their resources. Until then the colony has to build its own resource gathering areas or be without any.
All resources give bonuses to units as well.
So, say you have 3 different types of food, for example:
A basic warrior at 2 health.
The city that builds the warrior has 1 rice 1 banana and 2 wheat.
The unit gets a bonus that is calculated like this:
1+1+1.5 = 3.5 = higher than 3 lower than 4, rounding up since its 0.5, it gets the 4th upgrade tier from good food ability. Great Food Variety giving it additional healing attributes + strength.
As soon as the unit leaves the range of the city as calculated from the furthest edge of the city usable plot, it starts to lose these benefits at a rate of 1 per turn dropping 0 unless supplied by other cities. A supply wagon unit can be disbanded in the same plot to bring the unit up to 3-4 again.
That would make it so that it is always smart to gain as many resources as possible, and try to spread organic resources. And if you have raiders going behind enemy lines you could try to burn their farming areas and reduce their STR accordingly. And sieges would be far more interesting since you would actually have to wait for the defenders to run out of food before you invade. It would bring supply lines and wagons into the game as a integral component.
---
Combat:
All units would start with a 25-50% chance of escape, and have their movement speed reduced according to how much damage they have received. So that if you have 1-25% you move at 1/4th 26-50 1/3rd 51-75 ½ 76-99 3/4th and 100 at 100% speed. That way damaged units can withdraw, if you protect them, but left alone they will be run down by a much faster enemy very quickly.
The stack of doom style combat would be reduced by giving most units a very slight damage to all units in a stack bonus. This would make it so that it is smart to spread out your units into smaller stacks instead of one megastack, as two similar megastacks would both suffer from their combined damage to all units in a stack attack. This would mean that it would be significantly smarter to deploy your units into smaller relatively balanced stacks instead of one megastack. Add to that, all plots with hostiles in them give you a slight combat -% So an enemy that is spread to 3 plots with the same number of units as your 1 megastack will win against you.
Combat would also seek to borrow as much as is possible from proven concepts, such as spells from FfH and several added combat rules from New Dawn.
---
Fantasy:
If I make it into a fantasy style mod, it would involve race specific areas. For the most part this is also implementable in a realistic setting, but Ill discuss it in terms of fantasy games since it is easier to understand that way.
Humans would start as having no specific benefits or negatives to any attribute.
Elves would start with a bonus in forest, negative in plains, severe negative in forests and ice and large bonus in jungles. Including founding cities in forest and jungle plots but not being able to found them in desert even next to water or tundra.
Dwarves would start with a bonus in hills and mountains, negatives in jungles and coast, found cities in mountains and hills but not on plains or desert.
And so on.
With every typical fantasy racing having its specific environment, and most having the ability to connect 2 cities through a race only tunnel. Humans being the one exclusion.
So that 1 isolated city surrounded by forests and encircled by plains and deserts inhabited by human nations could build a elf airport which uses the concept of all forests are essentially one forests and connect to the larger elf nation somewhere else. This applies to all races except humans.
So that a aquatic race that gets even one settler to the middle of a inland sea would be able to the found a city there and connect it in time to its main area somewhere else.
---
Sea and ocean:
The Sea and Ocean areas in the original game serve their purpose quite well, considering that humans by and large dont live underwater. But if it is taken to a fantasy setting then the sea and ocean areas need significantly more variety. Including rifts, barriers, underwater mountains, plains and so on.
A whole new underwater ecosystem to balance out the land based ecosystem would need to be implemented, with underwater resources and economies to match.
One system for deep water / ocean, and another for shallow / continental shelf. With deepwater going all the way to the coastline and sometimes ashore, with the shallow sometimes going to the deepwater and being generally amphibian.
A ocean player would have absolutely no need to fight a dwarf player, and they would almost never interact anyway, save for sharing some technology and resources, and for most part the resources would not benefit the other player all that much.
This would make it so that there are 5 distinct styles of gameplay, where some players just do not fight one another.
The standard civs which would mean human civilizations
The elves which would mean those that prefer Jungles, and forests and avoid plains and cold.
The dwarves which would mean those that prefer mountains, hills and the cold and avoid warm, heat and plains.
The amphibian which would mean those that prefer coast, lake, swamp, and next to coast or lakes, avoid anything too far inland and too far out to sea.
The deep ocean which would mean the deep parts of the ocean up to the coastline.
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Terraforming:
This is something that was entirely lacking in CIV IV. But which I believe offers the most promise. Fact of life on our Little Blue Marble, is that humans up until the very modern era faced the strongest threats from nature, not form one another. And in the modern era that only changed due to high yield nukes.
To that end, the plots should change pretty much at random with larger environmental trends. So that an area that had forests and grassland, if the entire forest is cut down then the area turns into a plains and might even turn into a desert. Areas that are plains but surrounded by irrigated farms might turn into a grasslands or even a march (overflow from fertilizers) and so on.
The player can plant forests but the forests might not want to grow and just vanish a few years later, and so on. Balance with the environment is what is needed the most and this should really be simulated. And a destruction modifier should be added to cities, where population + production + gold automatically depletes nearby plots when worked. So a farm that cost 10 gold to build will produce food but will eventually turn the land fallow and go from a grassland with a farm, to a plains with no farm. Turning it back to a grassland will cost money or take workers a long time. That way the player needs to have a constant number of workers improving the landscape or risk the cities turning into fallow areas.
To cut back the tedium on this you can automate workers to rebuild any plots whereby they automatically move and rebuild plots the way the player built them before and avoid doing anything else.
Imagine, just as you are fighting a crucial defense battle and supplying your armies with healing and supply wagons, your rice plot fails because of overfarming and turns from a grassland hill to a plains hill, and all your units go from +1 to +0 str and you lose the battle. But had you paid attention to your citys needs you would let the province go fallow for at least a few turns and rotate your city workers to another plot.
The risk of destruction will be displayed as percentage over every plot and you can automate your citizens so that if province risk = X then move away and select another plot So that if you conquer an enemy city and you know youll lose it within a dozen turns at most you can instruct the citizens to work their butts off and stripmine everything, once done youll just torch all the improvements and run away.
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Production / City:
Cities can divert their production to another city either entirely or partially. This would allow the player that is building a new city to receive a specific amount of production from the capital every turn so that his city will be up and running quicker.
City improvements will be made so that each improvement has a new upgrade for a new city size.
So a small city has a small hospital, but if the pop cap reaches a certain threshold, the city will go from a Small City, to a Medium City, thus requiring Medium Hospital and so on.
This would mean that every tier that your city expands, you have to spend time building basic infrastructure for the city, such as new hospitals and so on. So there would be less types of building than in New Dawn or FfH, but most buildings would have a tiered system for different city sizes.
This would also require a redesign of the city interface so that the interface can display more than the 2 rows it does now, as well as organize them based on the category they belong to. So that there are different panels you can click that open new sections for buildings. Such as clicking Health, Military, Production, Gold and so on will only show buildings of that specific type.
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I have pages and pages of these ideas ready, but like I said, Im just brainstorming here, I do plan to build a Mod one day, but it wont be for years, so right now it is just to start a bit of debate and brainstorm ideas. And I also don't want to post 40 ish pages of ideas and text here, no one would read it and it isnt exactly the best way to introduce a new mod concept...
So, please, comment and feedback!
For as long as I can remember, Ive wanted to make one long term large mod to one of few game series.
Those being Fallout, X-com, Civilization/AC, Hearts Of Iron
There are about 15-20 games in my list thus far.
Before I die of old age, I want to complete one of these mod projects, so its not something that I want to do just right now but sometime in the future I will.
So, today, I was playing Civilization IV again, FfH2 to be exact.
And I thought of how to mod it to the game I would like it to be.
Now, Ive posted something like this before on the FhH2 subsection, the difference is that this time Ill have a (near) complete list of my ideas, and a better formatted idea. And instead of necroing an old topic, I feel it is smarter to post this as an entirely new topic.
So, understand firstly that I do not plan to make this mod now, nor in the near future (~2 years). And when I start working on one of these Mod ideas, for whatever game I decide to eventually make it. Ill have funding in the thousand dollar range. So right now, Im just entertaining the idea, and brainstorming.
Feel free to give suggestions, criticism, and say if something is absolutely impossible in the CIV engine, and so on.
The reason Im going with CIV IV is that the CIV V engine is massively slow on the scale that I want the game to be, plus it is streamlined too much and cant really allow the level of complexity I need for my idea.
So, without further yammering on, here are the concepts I have for now. Ill start with a short(ish) overview of my concepts, I can clarify any topic if it feels under-explained and will gladly answer questions and brainstorm.
Older thread that had to do with simply a FfH2 related minimod is here: http://forums.civfanatics.com/showthread.php?t=427593
---
World / Map:
Spoiler :
The mod is designed to be played on a map in the 200x150 size minimum, preferably considerably larger. That should explain why it wont be done yet, as it requires a next gen CPU to be available to even properly run the Mod, without 10 minute waiting times. I have a highly overclocked and optimized 4 core 955be with 4gb ram and I can barely start let alone run maps on the scale that I am talking about.
Most of the map will be undeveloped from start to finish. Keeping in mind that in real life, until the modern era, most of the world was either sparsely inhabited or entirely uninhabited. The cardinal sin of CIV games is that by 1/3rd of the game the entire map is covered in road/farm Road/mine road/forest/mill and so on, with very little to no uninhabited space left.
To go around this the Mod will be designed so that every worker constantly drains your reserves of 1 food, you can redeploy the worker to a new city if you wish to feed it from the new city, but you have to provide it with food every turn or it dies.
Settlers also require 2 food per turn, and soldiers 0.5.
Building a Settler will also remove 2 population from the city, a worker will remove 1 and a soldier will remove 0.5
Every improvement will cause a negative production in one of the 3 categories.
So, say you have a hill with 1f 2p 1g and you build a mine, you will get 0f 3p and 2g.
In addition to that, there will be a new attribute to cities, which is population capacity. Starting cities with 0 culture start with 3 population capacity, for every level of culture they gain the city gains a little bit of pop cap, something like 0.2 and for every town it gains 0.5 and 0.4 for lower levels and so on.
In the early era, the further a production plot is from your city, the less the plot produces. This is to simulate the need to feed and supply workers so far away from your city. So if you have a farm say 3 plots away from your city, the farm will have a 1.5 minus to its production rate. This will encourage the player to improve close to existing cities and leave large gaps that are unimproved until later.
Every unworked improvement will cost 1g to maintain or it will vanish.
For every city that you own your population has a chance to move from highly developed cities to less developed cities, assuming they provide surplus happiness, capacity and health.
So, say you have a city of 7 population that is approaching its cap, and a city of 2 population that is far from its cap. Every turn, the city of 7 has a certain percentage chance of having its population reduced by 1 and given to the less developed city.
This will make it so that it is smarter to build in a controlled manner instead of blobbing out in vast numbers. Either have a few developed cities or a massive amount of underdeveloped slums. Slowly the population in your empire should spread out roughly equally between all its cities, instead of as it is now where cities built last will almost always drag behind, making building new cities around after medieval entirely pointless as bringing a city up to speed takes a great deal of time.
The city working radius of a fully upgraded city should be about 5-8 plots, and the cultural radius should be about 8-12 plots.
This would make it so that even in the modern era, where say you have a population of 25-30 in a city, due to the large number of potential working plots (100 ish) most of the urban setting will still be unworked and remain unused. Save for the most important sites.
In the start, cities should be buildable only on grass next to a river, as technology advances, cities will be buildable on other terrains as well, except Desert(no oasis or river) or Tundra or Snow. Though such plots can have towns built on them.
In essence, the map/world and its large size is to enable players to actually spread and not worry about building in a perfect symmetrical pattern and utilizing every plot of land. And it would also keep the peaceful players occupied till the very end of the game, giving them the possibility of upgrading their cities and staying out of wars, and still possibly win.
So, building a settler immediately removes as many people from the city as the new city will have when founded, as well as + additional. So say youre in the ancient period, it will remove (new city size = 1 + 1 = 2) + consume 2 food as long as it is alive. This would force players to seriously consider expanding. Workers will remove new city size + 0 (1 in ancient time then).
So, upgrading your city would be as slow plot wise as it is now, but it would be more costly, and the player would also have to worry about increasing the population cap, which is increased by building cottages and town or building city improvements.
Unit movement speeds would be upgraded to match.
In short, the world map is designed so that peaceful players will be able to maintain improving city slots until the end of the game and still have something meaningful to do. Instead of as it is now, where war is a certainty as space runs out end game, if you want anything to do that is.
---
Improvements:
Spoiler :
Improvements on the world map would be designed so that they always carry a penalty to at least 1 attribute as they add either twice the penalty to one, or the penalty to two, except in case of resources.
Therefore, mine would remove 1 from food and add 2 to production, while a workshop would remove 0.5 from popcap and 1 from food and add ~2 to production and 1 to gold. And so on.
While unused improvements would always cost to maintain, and used improvements would have their cost removed. This is easy to simulate by adding 1 gold to every improvement and at the end of turn adding together every improvement owned by the player and taxing such an amount from the player.
Every improvement needs to have 5-15 tiers of advancement which open up by researching technology. Such as in the new dawn mod, where you start with cart roads and end up with maglev. Every new tier gives larger bonus and penalties. With the difference being that better roads dont improve production as such but they do make unit movement faster. And they make nearby plots accessible to the city production with less of a penalty.
So, every plot is counted as if a normal unit was standing there, and the time it takes for it to reach the city is reduced from the production of that plot. First from Food, then from Production and lastly from Gold.
This would mean that while a better road does not increase commerce in the slot itself, it improves commerce indirectly as it makes plots easier for the city to access and thus reduces or removes the production penalty from the plot.
Better roads mean easier worker access to the resources and thus higher production.
There would also be specialized improvements that enable things such as Nearby ships gain +1 to combat and +1 to speed (Lighthouse) or Nearby land units gain +1 to defense and so on. Building such a improvement would preclude building any others, save for a road.
---
Resources:
Spoiler :
Assuming you have access to an organic resource and a suitable plot, you can use a worker to build a new copy of that resource. For example;
Say you have 1 horse available. You can find a plains plot and counting the nearby plots and their resources it might cost you between say 50-500 gold to build a new version of that resource. So a plains surrounded by forests and grassland and next to a river would be cheap, while a plains in the middle of a tundra with no river would be quite expensive.
Every resource would benefit from having more than one of said resource.
Using the horse as an example again:
1 = Can build basic cavalry as well as getting a small bonus to city production even if plot is unused but in range of said city.
2 = All cavalry units gain +2 experience
3 = All cavalry units gain +3 experience
4< = All cavalry units gain +3 experience and are automatically given one additional upgrade such as plentiful horses which increases healing.
And so on for every resource, including those for cities.
To give another example:
Say you land on a new continent with forests and grasslands all around, but no food resources. The distance between your new city and your closest city with resources is so long that your city does not gain the benefits from the new resources.
You bring a few workers over and start to clear out the forests, as soon as you have one grassland plot ready, you order the worker to plant Rice. Since your empire has Rice but the city doesnt, it costs tremendously and takes a bit of time but it can be done. After it is built, your city now has access to 1 rice, giving it a specific bonus, and your empire has +1 rice to its global stockpile, while the ports across the sea still have their old number of rice. As transport technology advances and the new cities connect to the old cities via the ocean (Say, you get faster ships + ports + lighthouses along the way and the pathfinding determines that it is only X amount of moves by the fastest ship from the old cities and thus they connect.) both sides connect all their resources. Until then the colony has to build its own resource gathering areas or be without any.
All resources give bonuses to units as well.
So, say you have 3 different types of food, for example:
A basic warrior at 2 health.
The city that builds the warrior has 1 rice 1 banana and 2 wheat.
The unit gets a bonus that is calculated like this:
1+1+1.5 = 3.5 = higher than 3 lower than 4, rounding up since its 0.5, it gets the 4th upgrade tier from good food ability. Great Food Variety giving it additional healing attributes + strength.
As soon as the unit leaves the range of the city as calculated from the furthest edge of the city usable plot, it starts to lose these benefits at a rate of 1 per turn dropping 0 unless supplied by other cities. A supply wagon unit can be disbanded in the same plot to bring the unit up to 3-4 again.
That would make it so that it is always smart to gain as many resources as possible, and try to spread organic resources. And if you have raiders going behind enemy lines you could try to burn their farming areas and reduce their STR accordingly. And sieges would be far more interesting since you would actually have to wait for the defenders to run out of food before you invade. It would bring supply lines and wagons into the game as a integral component.
---
Combat:
Spoiler :
All units would start with a 25-50% chance of escape, and have their movement speed reduced according to how much damage they have received. So that if you have 1-25% you move at 1/4th 26-50 1/3rd 51-75 ½ 76-99 3/4th and 100 at 100% speed. That way damaged units can withdraw, if you protect them, but left alone they will be run down by a much faster enemy very quickly.
The stack of doom style combat would be reduced by giving most units a very slight damage to all units in a stack bonus. This would make it so that it is smart to spread out your units into smaller stacks instead of one megastack, as two similar megastacks would both suffer from their combined damage to all units in a stack attack. This would mean that it would be significantly smarter to deploy your units into smaller relatively balanced stacks instead of one megastack. Add to that, all plots with hostiles in them give you a slight combat -% So an enemy that is spread to 3 plots with the same number of units as your 1 megastack will win against you.
Combat would also seek to borrow as much as is possible from proven concepts, such as spells from FfH and several added combat rules from New Dawn.
---
Fantasy:
Spoiler :
If I make it into a fantasy style mod, it would involve race specific areas. For the most part this is also implementable in a realistic setting, but Ill discuss it in terms of fantasy games since it is easier to understand that way.
Humans would start as having no specific benefits or negatives to any attribute.
Elves would start with a bonus in forest, negative in plains, severe negative in forests and ice and large bonus in jungles. Including founding cities in forest and jungle plots but not being able to found them in desert even next to water or tundra.
Dwarves would start with a bonus in hills and mountains, negatives in jungles and coast, found cities in mountains and hills but not on plains or desert.
And so on.
With every typical fantasy racing having its specific environment, and most having the ability to connect 2 cities through a race only tunnel. Humans being the one exclusion.
So that 1 isolated city surrounded by forests and encircled by plains and deserts inhabited by human nations could build a elf airport which uses the concept of all forests are essentially one forests and connect to the larger elf nation somewhere else. This applies to all races except humans.
So that a aquatic race that gets even one settler to the middle of a inland sea would be able to the found a city there and connect it in time to its main area somewhere else.
---
Sea and ocean:
Spoiler :
The Sea and Ocean areas in the original game serve their purpose quite well, considering that humans by and large dont live underwater. But if it is taken to a fantasy setting then the sea and ocean areas need significantly more variety. Including rifts, barriers, underwater mountains, plains and so on.
A whole new underwater ecosystem to balance out the land based ecosystem would need to be implemented, with underwater resources and economies to match.
One system for deep water / ocean, and another for shallow / continental shelf. With deepwater going all the way to the coastline and sometimes ashore, with the shallow sometimes going to the deepwater and being generally amphibian.
A ocean player would have absolutely no need to fight a dwarf player, and they would almost never interact anyway, save for sharing some technology and resources, and for most part the resources would not benefit the other player all that much.
This would make it so that there are 5 distinct styles of gameplay, where some players just do not fight one another.
The standard civs which would mean human civilizations
The elves which would mean those that prefer Jungles, and forests and avoid plains and cold.
The dwarves which would mean those that prefer mountains, hills and the cold and avoid warm, heat and plains.
The amphibian which would mean those that prefer coast, lake, swamp, and next to coast or lakes, avoid anything too far inland and too far out to sea.
The deep ocean which would mean the deep parts of the ocean up to the coastline.
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Terraforming:
Spoiler :
This is something that was entirely lacking in CIV IV. But which I believe offers the most promise. Fact of life on our Little Blue Marble, is that humans up until the very modern era faced the strongest threats from nature, not form one another. And in the modern era that only changed due to high yield nukes.
To that end, the plots should change pretty much at random with larger environmental trends. So that an area that had forests and grassland, if the entire forest is cut down then the area turns into a plains and might even turn into a desert. Areas that are plains but surrounded by irrigated farms might turn into a grasslands or even a march (overflow from fertilizers) and so on.
The player can plant forests but the forests might not want to grow and just vanish a few years later, and so on. Balance with the environment is what is needed the most and this should really be simulated. And a destruction modifier should be added to cities, where population + production + gold automatically depletes nearby plots when worked. So a farm that cost 10 gold to build will produce food but will eventually turn the land fallow and go from a grassland with a farm, to a plains with no farm. Turning it back to a grassland will cost money or take workers a long time. That way the player needs to have a constant number of workers improving the landscape or risk the cities turning into fallow areas.
To cut back the tedium on this you can automate workers to rebuild any plots whereby they automatically move and rebuild plots the way the player built them before and avoid doing anything else.
Imagine, just as you are fighting a crucial defense battle and supplying your armies with healing and supply wagons, your rice plot fails because of overfarming and turns from a grassland hill to a plains hill, and all your units go from +1 to +0 str and you lose the battle. But had you paid attention to your citys needs you would let the province go fallow for at least a few turns and rotate your city workers to another plot.
The risk of destruction will be displayed as percentage over every plot and you can automate your citizens so that if province risk = X then move away and select another plot So that if you conquer an enemy city and you know youll lose it within a dozen turns at most you can instruct the citizens to work their butts off and stripmine everything, once done youll just torch all the improvements and run away.
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Production / City:
Spoiler :
Cities can divert their production to another city either entirely or partially. This would allow the player that is building a new city to receive a specific amount of production from the capital every turn so that his city will be up and running quicker.
City improvements will be made so that each improvement has a new upgrade for a new city size.
So a small city has a small hospital, but if the pop cap reaches a certain threshold, the city will go from a Small City, to a Medium City, thus requiring Medium Hospital and so on.
This would mean that every tier that your city expands, you have to spend time building basic infrastructure for the city, such as new hospitals and so on. So there would be less types of building than in New Dawn or FfH, but most buildings would have a tiered system for different city sizes.
This would also require a redesign of the city interface so that the interface can display more than the 2 rows it does now, as well as organize them based on the category they belong to. So that there are different panels you can click that open new sections for buildings. Such as clicking Health, Military, Production, Gold and so on will only show buildings of that specific type.
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I have pages and pages of these ideas ready, but like I said, Im just brainstorming here, I do plan to build a Mod one day, but it wont be for years, so right now it is just to start a bit of debate and brainstorm ideas. And I also don't want to post 40 ish pages of ideas and text here, no one would read it and it isnt exactly the best way to introduce a new mod concept...
So, please, comment and feedback!