I'm looking for some mods that allow the following:
1. Allow me to dig canals (such as.. after discovering civil service).
Rivers are great, in more ways than one: They connect cities together, just like roads, but they do so much more!
They add extra commerce to the tiles, allow you to place farms without irrigation, and even provide a health bonus if next to a city!
So, why I dig canals so I can spam these wonder strips?
2. Trade food, hammers, and commerce with foreign nations.
Why is it that I can only trade resources? If one of my buddies is in a war and is under-equipped, why can't I export a few hammers to him to help him build up some armies? The closest I can come to doing that is declaring war against their enemy, but that puts me at risk of losing my own infrastructure! Besides, I would like to SELL some hammers, so I can get some coin for it!
And if one of my cities is starving, why can't I ask a friendly neighbor to spare a few slices of bread? Why is it that the only thing I can trade is the resources to get the health bonus? I don't give a damn about the stupid health bonus!
3. Ability to blow up mountains.
When I discover gunpowder, I'd like the ability to use explosives to either blow tunnels through the bases of mountains (enabling roads to be built through, rather than around, them) and the ability to completely destroy mountains over the course of about six times as many turns as it takes to make a tunnel. Destroying the mountain would turn it into a hill that you can build improvements on.
4. More Future Era techs.
There's only two future era techs, and only one of which can be repeated indefinitely.
I'd like the future techs to be more massive, and most of which can be repeated indefinitely.
Here are some suggestions. Although the research points and other specifics are mere suggestions, this should give you an idea of my overall vision:
For "Future Medicine," you get +1 health every time you research it. Takes 3,000 research points (since it's the least important of them all).
"Future Entertainment." You get +1 happiness, but it takes 5,000 research points each time.
"Future Agriculture." Each tile yields +1 food. Takes 7,000 research points.
"Future Production." Each tile yields an extra hammer. Takes 7,000 research points.
"Future Economy." Each tile yields +1 commerce. Takes 10,000 research points.
"Future Government." Reduces civic upkeep and unit maintenance by 10% each time it's researched. Requires a whopping 20,000 research points, but you need only research it ten times to reduce government maintenance costs to a hard-limit 0.1% of its normal amount. No courthouses or organized trait necessary.
5. Ability to adjust sliders by 1%.
Having to adjust my research/culture rates by 10% each doesn't offer me very much flexibility. I'd like the ability to adjust them by 1% each.
6. Crime in your cities.
Crime is a part of life, and something that any government is going to have to deal with. Indeed, it's the whole reason municipal government exists in the first place.
I'd like crime to go up as population goes up. Unemployment (that is... citizens who are neither working tiles nor set aside as specialists) would also increase crime. Population would increase crime by only a twentieth the rate that unemployment would (even though they're connected), since population only increases a would-be criminal's confidence that he won't get caught; unemployment gives people an extra incentive to commit crimes in the first place.
Courthouses and jails reduce crime by a 33.33% each, and military units stationed inside the city would reduce crime by 5% per military unit (since it's presumed that they would dual-serve as the police force whenever the city isn't under attack).
For each crime committed that goes unpunished (that is, the difference after crime is reduced according to the above paragraph), you would lose either a hammer or a commerce (it's a 50% chance of each). It would also stir up unhappiness amongst the working population.
So, are there mods for any of these things?
Moderator Action: Moved to main C&C forum as that is where questions are posted.
1. Allow me to dig canals (such as.. after discovering civil service).
Rivers are great, in more ways than one: They connect cities together, just like roads, but they do so much more!
They add extra commerce to the tiles, allow you to place farms without irrigation, and even provide a health bonus if next to a city!
So, why I dig canals so I can spam these wonder strips?
2. Trade food, hammers, and commerce with foreign nations.
Why is it that I can only trade resources? If one of my buddies is in a war and is under-equipped, why can't I export a few hammers to him to help him build up some armies? The closest I can come to doing that is declaring war against their enemy, but that puts me at risk of losing my own infrastructure! Besides, I would like to SELL some hammers, so I can get some coin for it!
And if one of my cities is starving, why can't I ask a friendly neighbor to spare a few slices of bread? Why is it that the only thing I can trade is the resources to get the health bonus? I don't give a damn about the stupid health bonus!
3. Ability to blow up mountains.
When I discover gunpowder, I'd like the ability to use explosives to either blow tunnels through the bases of mountains (enabling roads to be built through, rather than around, them) and the ability to completely destroy mountains over the course of about six times as many turns as it takes to make a tunnel. Destroying the mountain would turn it into a hill that you can build improvements on.
4. More Future Era techs.
There's only two future era techs, and only one of which can be repeated indefinitely.
I'd like the future techs to be more massive, and most of which can be repeated indefinitely.
Here are some suggestions. Although the research points and other specifics are mere suggestions, this should give you an idea of my overall vision:
For "Future Medicine," you get +1 health every time you research it. Takes 3,000 research points (since it's the least important of them all).
"Future Entertainment." You get +1 happiness, but it takes 5,000 research points each time.
"Future Agriculture." Each tile yields +1 food. Takes 7,000 research points.
"Future Production." Each tile yields an extra hammer. Takes 7,000 research points.
"Future Economy." Each tile yields +1 commerce. Takes 10,000 research points.
"Future Government." Reduces civic upkeep and unit maintenance by 10% each time it's researched. Requires a whopping 20,000 research points, but you need only research it ten times to reduce government maintenance costs to a hard-limit 0.1% of its normal amount. No courthouses or organized trait necessary.
5. Ability to adjust sliders by 1%.
Having to adjust my research/culture rates by 10% each doesn't offer me very much flexibility. I'd like the ability to adjust them by 1% each.
6. Crime in your cities.
Crime is a part of life, and something that any government is going to have to deal with. Indeed, it's the whole reason municipal government exists in the first place.
I'd like crime to go up as population goes up. Unemployment (that is... citizens who are neither working tiles nor set aside as specialists) would also increase crime. Population would increase crime by only a twentieth the rate that unemployment would (even though they're connected), since population only increases a would-be criminal's confidence that he won't get caught; unemployment gives people an extra incentive to commit crimes in the first place.
Courthouses and jails reduce crime by a 33.33% each, and military units stationed inside the city would reduce crime by 5% per military unit (since it's presumed that they would dual-serve as the police force whenever the city isn't under attack).
For each crime committed that goes unpunished (that is, the difference after crime is reduced according to the above paragraph), you would lose either a hammer or a commerce (it's a 50% chance of each). It would also stir up unhappiness amongst the working population.
So, are there mods for any of these things?
Moderator Action: Moved to main C&C forum as that is where questions are posted.