{BtS Mod} Events of the World

I've just thought up a very evil quest...

Business Ethics 101

Requires: CorpA is a corporation whose HQ is owned by you. CorpB is a corporation that competes with CorpA and whose HQ is owned by a rival civ.

[CorpA] has always hated the competition presented by [CorpB], but lately their rivalry has escalated to dangerous levels. [CorpA] executives have hinted to government officials that they would like this problem solved... permanently. They recognize that we have no official control over [CorpB], but they've insinuated that [CorpA] could make it worth our while, and that [CorpA] would be run much more smoothly throughout [civ] if [CorpB] were taught some respect.

Goal: Raze CorpB's HQ

Effects: -50% corporation mantainence costs
 
I'd quite like to contribute there but I don't seem to be getting an activation e-mail. Can suggestions still be posted here?
 
A good quest would be the Antarctica Expedition. The first person to lay claim to Antarctica Expedition gets free promotions.
 
When will it be ready? I can't wait!!!!!!!!!!!!!!!!!!!!!!!!

It will not be out until after the WoL expansion mod as it is now being incorpuated into it. Some parts of it may be pre released but that is still being decided.
 
You're (Capitol) City (or random city)
WINS THE CHAMPIONSHIP!
+1 happiness
 
A [Unit] in [city] has gone restless due to [insert reason here], he will raise up a riot to destroy [city improvement] cause of [insert reason here]

options:

-Eliminate this [unit] for starting a riot before he destroys [city improvement]! (lose unit, +1 happiness)
-Donate him [cash] to stop him from rioting. (subtract [cash], -1 unhappiness)
-We have other problems to worry about. (lose [city improvement], -2 unhappiness)
 
ok, for the meteor shower. if a meteor hits, it destroys an improvement of a building in a city. there are several classes to meteors. class 1's burn up, barely visible at night. class 2 enters middle atmosphere, very bright at night, almost invisible during day. class 3 are visible during the day, they may make landfall, minor to moderate damage, would destroy 1 building in a city, no effect on population. class 4 is visible just past the moons orbit, they make landfall and cause moderate to major damage, would destroy several buildings in a city and lose up to 3 population. a class 5 is visible at twice the distance to the moons orbit, it would destroy a city, and the immediately adjacent tiles. and a class 6, a planet killer, would decimate everything on the planet, everything within the first 3 adjacent tiles (in terms of a city, the third culture increase) would be destroyed instantly, the global tempurature would drop by several degrees, dust would be kicked up into the air for several years, plant life would die in 2 years, animal life in 4, all life in 5.
now, the chances for each impact. i'll start from a class 6, which hits once every 65 to 150 million years. a class 5 hits once every 1000-2000 years. a class 4 hits once every 25-100 years. a class 3 hits once every 1-10 years. a class 2 hits twice every 1-30 days. and a class 1 hits once every 1-10 hours.
 
I have an idea for an event:

Scandal
A scandal has erupted within our administration. A major drug ring has been discovered in (Random ForeignCity) Some of the evidence indicates that our popular Chief Adviser may be involved (Civ leader) is demanding action)

Options

1. Fire him immediately (+2 relations boost with (Civ Leader +2 unhappniess in all cities for X turns))

2. Stand by him (-2 Relations boost with (Civ Leader)+2 happnies in all cities for X turns)

3. Wait out the situation and see what happens (Scandal may continue)

If you choose to wait it out the following event may occur (30% chance)

The scandal in (Foreign City) has reached it's boiling point as concrete evidence implicating our adviser has been uncovered. (Civ Leader) has issued a warrant for their arrest. Our citizens think he is being framed.

1. Fire and extradite him to (Civ Noun) (+2 unhappiness in all cities +5 relations boost with (Civ Leader)

2. Fire him but try him in our own country (+1 Unhappiness in all cities, +1 Relations boost with (civ leader))

3. Refuse to take action. (-5 relations with (Civ leader)+4 happiness in all cities) in addition 20% chance for (civ leader) declaring war.
 
^er... doesn't EotW feed into WoL? :D

:lol: It does, but i'm my life has gone from normal to very busy, but hopefully in the summer holidays (australian ones) i may have some time to get this going. But CU, AE, CFC Parliament, RL, School and other things are all taking my time away:lol:
 
This all sounds great, BUT... What do you predict the impact of all these additions will be in terms of performance? My system already hangs at various and sundry places when playing BTS and if I add any more things that sap memory, my computer will likely go on strike.
 
This all sounds great, BUT... What do you predict the impact of all these additions will be in terms of performance? My system already hangs at various and sundry places when playing BTS and if I add any more things that sap memory, my computer will likely go on strike.
Events and quests don't take that much memory i think ...
 
Events and quests don't take that much memory i think ...

correct.

This all sounds great, BUT... What do you predict the impact of all these additions will be in terms of performance? My system already hangs at various and sundry places when playing BTS and if I add any more things that sap memory, my computer will likely go on strike.

It will be in modular style so you mix and match and only add in the ones you really need if you are having problems with speed.
 
OK, these are a few things I've been thinking of:

Event: A new religion
A person has gathered many people around him with his talks of a new order in which everybody lives in peace and together. Some of his followers have spread out to other cities in your empire and claim their leader makes miracles. A few people are starting to talk of him as a god.
Options:
1: Arrest the leader and his followers and exile them to other empire (-1 happiness in 4 cities, -1 relationship with random civ, 10% of founding a later religion (Christianity, Islam, Taoism, Confuncianism) in a city of your empire, if this doesn't happen the problem will be dealt with in the other empire).
2: Pay someone to kill the leader (-100 gp, 10% revolt of one city, 5% revolt of other 3 cities, 20% of founding a later religion)
3: (Only if you have the Apostolic Palace) Make the leader of [your religion] talk with the leader of the new religion to help him understand the truth of [your religion] (20% founding of later religion in the city that holds the AP, 10% of change of the AP religion to new religion (your religion's leader has been converted by the words the new prophet says), 5% of all followers of your SR to turn to new religion (in this case, if you have the Holy Shrine of your SR, the HS converts to the HS of the new religion: customs are hard to break, you know), 25% that up to 4 of your cities that don't have the SR convert to it and up to 3 foreign to do the same).
4: (Only if you have the Theocracy Civic) Make the Inquisition arrest all the followers of the new religion and accuse them of being "spawns of :satan:", so they are disposed off (20% of founding a later religion, 5% of revolt in one city, 50% of +1 happiness in all cities with your SR (watching those heretics burn is fun!))
5: This man holds the truth in his words! (75% of founding a later religion and then 75% of making it your SR, 75% of the new religion to spread to each of your cities (each city has a 75% chance to have the new religion), 25% to spread to each foreign city that shares your former SR, 50% of -2 relationship with civs that have your former SR, if you have the Holy City and Holy Shrine of your former SR there is a 5% chance that it goes to a foreign city)
6: (Only if you have Free Religion) All the religions are equal in our eyes, let him act as he wishes (50% of founding later religion, if this happens there is a 10% that it spreads to up to 4 cities).
7: (If you have a State Religion) Let him act, but all those who convert to the new religion will pay more taxes (same as No.6, +2 commerce and -1 happiness from each city to which the new religion spreads)

This is a Quest:
The Words and the Works of God
Your god has talked through the words of a prophet: the true faith of [your State Religion] must be spread to all the people of the planet. When this happens, God will shower you with presents and your enemies with rocks from the sky to send them to the hell.

Your goal is to send missionaires of your state religion (of which you must have the Holy City of) to all the enemy civs and spread your religion to, at least, three cities of each civ (if a civ has less than three cities, it'll be enough with two). God himself will grant them powers so that they can go to every civ unmolested (in game, it is like if there is a Open Borders Treat, but only for the missionaires of your SR).

If you manage to do it, you can choose between these things:
1: (Only if you DON'T have the Holy Shrine) Ask all the pilgrims to help in the effort of building the Shrine (2gp for each city that has the religion, Holy Shrine is built)
2: God asks the congregation that they spread the religion in their homelands (at least 1 new city per civ converts to your religion, the chance of your religion to spread to other cities decreases for each city you have already converted and the distance to the Holy City).
3: (Only if you have the Oracle, doesn't matter if it isn't in the Holy City) God, through all his followers, shouts to the whole world "Worship me or suffer the consequences!" (in 5 turns, mystical fire will fall from heaven: civs that have your religion as their SR won't suffer, and cities with your religion that stay in civs that don't have your religion as the SR will only lose religious buildings aren't related to your religion or one other building randomly chosen; cities without your religion will lose half their buildings or half their population)
4: Call for a Crusade (all the countries with your State Religion join you in a Holy Alliance* with you as its leader, a Golden Age will start for your empire**, causes a new event in foreign countries).

If you don't succeed with this quest, you'll get -1 happiness for every city in your empire that has your State Religion for 20 turns (really harsh, hehe)

And a event if someone else managed this quest:
A: You don't share the State Religion of the one who completed it.
Religious Crusade: the leader of [Empire that did the Quest], following the precepts of [Religion], has called for a Holy Crusade against those who don't follow their god. [Your Empire] may be devastated by this war, but perhaps a compromise may be reached...
1: Change Religion (your SR is now that of the one who called for the Crusade, 50% of the religion spreading to each city in your empire, 30% of revolts in cities that don't have the SR, you join the Holy Alliance*, Golden Age for a half of the time of the Holy Alliance leader**)
2: Resist the Enemies of the Faith (the Holy Alliance declares war against you, the cities with the Crusading religion have a 50% of revolt, 30% that Military Units production raises by 20% in the face of the upcoming invasion of the Homeland)
3: (Only if you can have the Free Religion civic) Stay Aside and don't act (you have the Free Religion civic, 1 turn of Anarchy, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

B: Your State Religion is the same as the one who completed the quest.
Religious Crusade: The leader of your religion has called for a Holy Crusade against the spawns of devil that populate those cities where non-followers of [your religion] live. Of course, those who live there and share our religion will be helped and saved from them, but the others will not survive. Your God wants you to march against the infidels!
1: Join the Crusade (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance leader**, 75% of the religion to be spread to cities that don't have it)
2: (Only if you can have the Free Religion civic) Stay Aside (you have the Free Religion civic, 1 turn of Anarchy, 10% of revolt in two cities, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

C: You have the civic Free Religion before the Crusade was launched:
1: Let's join the Crusaders, they'll win surely! (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance**, you change from Free Religion to Organized Religion with the religion that started the Crusade as your State Religion, 1 turn of anarchy, 50% chances that the religion will spread to each city)
2: We can't let those backwards puritans do as they want! (you declare war on Holy Alliance, you keep the Free Religion Civic, Military Production raises by 20%)
3: This doesn't concern our Government (relationship with non-Holy Alliance warring civs decreases by one unless you sign a commercial treaty with you giving them weapon-producing resources, relationship with Holy Alliance decreases by two, -2 happiness if other Free Religion civ takes option 2).
*When the countries that join the Holy Alliance are defined, they will declare war onto those that have decided to resist. Of course, the Holy Alliance will hold until all the enemies have changed religions, have been eliminated or until the leader decides that enough is enough and offers peace or the leader changes its civics to Free Religion. If the Holy Alliance loses the war, the religion that launched the crusade will fall in attendance (3/4 of the followers will change to other religions).
** Mausolo's Mausoleum may change this: if the leader of the HA has it, the leader's GA will last 12 turns and the others' GA will last 6 turns; if other empire has it, the leader will have a 8 turns GA, the MM's holder will have a 6 turns GA and the rest will have a 4 turns GA.

The % means the chances of something happening. Of course, if you wish to change the numbers when you add it, there is no problem. And if you add it, please call me! :goodjob:
 
This sounds very interesting to me. When and where can we the mod to try it out.

Something I'd like to see. A little more realism with regards to resources that you have. Split nuclear sources into regular and weapons grade (add plutonimum as a new resource list, if necessary). If you do not have weapons grade material, you cannot build nuclear weapons. Not every civilization on the 'real earth' has access to either nuclear sources for energy or weapons. the latter is a good thing. Imagine if some of today's very radical groups had easy access to weapons grade materials. The '9-11" deal would seem to be very small, with respect to what these folks would have done.

Basically, almost every country in the world has access to iron/steel, aluminum, etc. In order to make the game more athentic, you could utilize the amount that you have available (number of resources) to help determine how fast you could build items that use that resource. In other words, if you had a large city that could build things real fast (large number of shields), they would still be restricted by how much of the resource (or rescources) used by the object being constructed, uses. Ships use lots of steel, so if you only had one source of iron, you would not be able to build it (or as many) as fast as you would with two sources. Also, if you were try to build too many at one time, that would also slow up the build rate for those ships, as well as any other items being built that used steel. The use of research can then be utilized to help make the most out of your available resources by allowing better refinement and efficient use of those reasources (stock piling/storage, recycling, better refinement/processing procedures, etc). This would allow you to build more at a faster rate with less of a particular resource. The same would go for all resources, oil, aluminum, uranium, etc. To add in another variable, allow some resources to 'sprout up' (or become 'unexpectanly available') in various locations later in the game. The chances increase with more when specific research is placed towards that resource. A resource, like uranium or plutonium, would be less likely to 'randomly appear than (say) oil, iron, gold, silver, oil, etc).

With regards towards nuclear weapons. You cannot build any weapons of 'large' mass destruction without researching something like 'enrichment'. Without 'enrichment' (or whatever you would desire to call the research) you would be only allowed to build small 'dirty bombs' and only if you could get access to the resource. You could steal or gain access through the 'black market', but that would only give you the random ability to build 1-4 'dirty bombs'. You would need to research various types security/spy measures to be able to gain access to chances of 'black market' and (of course) 'stealing' the stuff from civilizations that have it. Civilizations that have these resources would need to research better ways to protect it as the game progresses, as better methods to 'steal it' would also become available. This would help keep the 'so-called' big guy on his toes.

There also should be research towards more powerful and accurate non-nuclear weapons. This would allow civilizations without access to nuclear weapons the ability to compete (militarily) and those with nuclear weapons the ability to battle without irradiating the planet. If all the 'real world' counties with access to nuclear weapons go to war wtih nuclear weapons, there would be almost nothing left worth keeping. Environmently speaking, the contamination could spread almost everywhere and the proliferal damage could be drastic. Therefore, the use of these weapons should/would/are limited to deterents. Hitting a civilization with a nuke or two (like Japan in WWII) would cause drastic enough damage to get them to surrender and sign off on peace treaties to end a war, not to take over their country or totally eliminate them. To do that with nuclear weapons (alone) would require rendering the world unfit to live in, thus making everyone a 'loser'.

Stealth - the more you research it, the more 'stealthier' your stealth units become. Also, the greater ability your country has to see stealth units. Submarines, stealth destroyers and stealth aircraft are the main items here. The 'air ballon' (air ship or whatever it is) would not be able to see a submarine with a 'stealth rating' above a given "X" value (where the "X" value is determined by the amount of stealth research). No matter how much stealth research you have, the air ship could only see stealth itmes up to a certain level. Same with the 'conventional destoyers'. Submarines, stealth aircraft and the stealth destroyer would have 'unlimited' research levels. This would force every civilization to continue their research in order to stay competitive. Same thing could be done for spies (security).

Aircraft carriers - these should be able to advance (through research) to become more powerful weapons. Through research, they should be able to carry more planes (increase the number by maybe "2"). The planes should become more powerful with extened ranges (up to 2-3 squares), more stealthiness (not as stealthy as the 'full blown' stealth aircraft) and powerful (be able to drop very power weapons/bombs, smaLL nukes (like those over Japan), not ICBM level nukes). The ships (themselves) should be able to develop stealth levels that would make them harder to find for most ships (unless they are come upon by pure accident) up to a certain level. A WWII level sub or destoyer would need to be very close to the carrier to find it (the carrier would be able to see these items well before they see it). Higher level (stealth point) vessels (stealth destroyer, subs with higher stealth points) would see the carrier sooner (with enough stealth points, will before the carrier could even see them). Attacking would be the same method as currently used in the game (attack the square/tile the enemy is in). The difference is that the attacking unit (with the added stealth points) would have the ability to move out of the enemy vessels range of visibilty after the attack (if the enemy vessel is not sunk on that attack). Firing of a missle of any kind from a ship or submarine, makes that vessel visual to everyone for one full turn. Ships with anti-missle defenses (phalenx, etc) would have a greater defense against incoming missles (carriers, destroyers, etc have these). The anti-missle defenses would require an enemy to fire more of its missles against the ship in order to hit it, thus depleting its supply of 'on board missles' sooner.

Obsolete units. In order to help save computer memory, older units (archers, warriors, catapults, etc) would automatically be purged from your inventory after (maybe) 10 turns from the point you gained access to the 'newer' units that obsolete them. You would have that many turns to 'upgrade' them before they just 'disappear' from your inventory. A civilization that has reasearched nothing would still have warriors, even at the very end of the game.

Barbarian nations would become 'terror organizations', with no true countries, but the ability to ally with a country (not completely) for access to resources. Only high research in the areas of security would allow someone access to see who is allying or helping out with these fanatic groups. These groups would always be 'highly suspect' as they would be able to turn on the civilization aiding them at any time without warning, if that civilization were to let it's guard down. Using these fanatical groups would be useful in attacking larger civilizations (on a smaller scale) causing some 'unrest' and some minor damage in them, slowing the larger civilizations up a little bit without the supporting civilization being readily identified (sort of like the privateer ship). The supporting civilization would have no actual comntrol of the barbarian/terrorist group, other than to tell them who they want attcked (unlike the privateer ship). Civilizations with higher levels of security, could identify the offending civilization sooner, but never imediately. The barbarian 'nations'/terrorist group would be able to have access to whatever researches the civilization that aids them choses to give them (and it becomes permanent; resources can be limited to 1-2 dirty bombs, 1-2 tanks, etc), thus being able to develp those weapons on a small scale (no large nuclear weapons, no stealth aricraft, no stealth ships/subs). They could use small 'dirty bombs' if they could gain access to the materials on their own, as they would now have the knowledge, if the supporting civilization chose to give it to them. They could (on their own) develop bases (like they currently do in the game), which could only be found by accident when units come upon them. The range of visibility to these bases could become as much a two tiles away, depending on the security level the civilization where the base(s) are located has. Once a civilization has found and destoyed a 'terrorist/barbarian' base, the current supporting civilization (if any) of those terrorists/barbarians has an 80% chance of being imediately identified, reguardless of the civilizations security level (this creates the risk involved with supporting these fanatics).

Explores (scouts) - These units currently become almost useless later in the game. The whole map has been seen by some or all (probably the maps have been traded several times). To make these valuable (the scout goes aways/obsolete), all the explorers could be upgraded with the ability to locate unseen resources (those random resources I described earlier). Without these explorers, you would have no access to gain these additional resources.

Just thought I'd submit these ideas to you folks. I'm on the road alot and have little time to create the mods, thus have not had time to learn how to create mods to the game. I'm still trying to learn how to create maps my son and I can play (muliplayer) on when I am home. I can create the maps, but we cannot play them. Only human players are available, but no AI players. There is only two of us, so with no AI's available , the maps are useless.

Thanks

:lol:
 
I have an idea for an event:

Scandal
A scandal has erupted within our administration. A major drug ring has been discovered in (Random ForeignCity) Some of the evidence indicates that our popular Chief Adviser may be involved (Civ leader) is demanding action)

Options

1. Fire him immediately (+2 relations boost with (Civ Leader +2 unhappniess in all cities for X turns))

2. Stand by him (-2 Relations boost with (Civ Leader)+2 happnies in all cities for X turns)

3. Wait out the situation and see what happens (Scandal may continue)

If you choose to wait it out the following event may occur (30% chance)

The scandal in (Foreign City) has reached it's boiling point as concrete evidence implicating our adviser has been uncovered. (Civ Leader) has issued a warrant for their arrest. Our citizens think he is being framed.

1. Fire and extradite him to (Civ Noun) (+2 unhappiness in all cities +5 relations boost with (Civ Leader)

2. Fire him but try him in our own country (+1 Unhappiness in all cities, +1 Relations boost with (civ leader))

3. Refuse to take action. (-5 relations with (Civ leader)+4 happiness in all cities) in addition 20% chance for (civ leader) declaring war.

i like

This sounds very interesting to me. When and where can we the mod to try it out.

Something I'd like to see. A little more realism with regards to resources that you have. Split nuclear sources into regular and weapons grade (add plutonimum as a new resource list, if necessary). If you do not have weapons grade material, you cannot build nuclear weapons. Not every civilization on the 'real earth' has access to either nuclear sources for energy or weapons. the latter is a good thing. Imagine if some of today's very radical groups had easy access to weapons grade materials. The '9-11" deal would seem to be very small, with respect to what these folks would have done.

Basically, almost every country in the world has access to iron/steel, aluminum, etc. In order to make the game more athentic, you could utilize the amount that you have available (number of resources) to help determine how fast you could build items that use that resource. In other words, if you had a large city that could build things real fast (large number of shields), they would still be restricted by how much of the resource (or rescources) used by the object being constructed, uses. Ships use lots of steel, so if you only had one source of iron, you would not be able to build it (or as many) as fast as you would with two sources. Also, if you were try to build too many at one time, that would also slow up the build rate for those ships, as well as any other items being built that used steel. The use of research can then be utilized to help make the most out of your available resources by allowing better refinement and efficient use of those reasources (stock piling/storage, recycling, better refinement/processing procedures, etc). This would allow you to build more at a faster rate with less of a particular resource. The same would go for all resources, oil, aluminum, uranium, etc. To add in another variable, allow some resources to 'sprout up' (or become 'unexpectanly available') in various locations later in the game. The chances increase with more when specific research is placed towards that resource. A resource, like uranium or plutonium, would be less likely to 'randomly appear than (say) oil, iron, gold, silver, oil, etc).

With regards towards nuclear weapons. You cannot build any weapons of 'large' mass destruction without researching something like 'enrichment'. Without 'enrichment' (or whatever you would desire to call the research) you would be only allowed to build small 'dirty bombs' and only if you could get access to the resource. You could steal or gain access through the 'black market', but that would only give you the random ability to build 1-4 'dirty bombs'. You would need to research various types security/spy measures to be able to gain access to chances of 'black market' and (of course) 'stealing' the stuff from civilizations that have it. Civilizations that have these resources would need to research better ways to protect it as the game progresses, as better methods to 'steal it' would also become available. This would help keep the 'so-called' big guy on his toes.

There also should be research towards more powerful and accurate non-nuclear weapons. This would allow civilizations without access to nuclear weapons the ability to compete (militarily) and those with nuclear weapons the ability to battle without irradiating the planet. If all the 'real world' counties with access to nuclear weapons go to war wtih nuclear weapons, there would be almost nothing left worth keeping. Environmently speaking, the contamination could spread almost everywhere and the proliferal damage could be drastic. Therefore, the use of these weapons should/would/are limited to deterents. Hitting a civilization with a nuke or two (like Japan in WWII) would cause drastic enough damage to get them to surrender and sign off on peace treaties to end a war, not to take over their country or totally eliminate them. To do that with nuclear weapons (alone) would require rendering the world unfit to live in, thus making everyone a 'loser'.

Stealth - the more you research it, the more 'stealthier' your stealth units become. Also, the greater ability your country has to see stealth units. Submarines, stealth destroyers and stealth aircraft are the main items here. The 'air ballon' (air ship or whatever it is) would not be able to see a submarine with a 'stealth rating' above a given "X" value (where the "X" value is determined by the amount of stealth research). No matter how much stealth research you have, the air ship could only see stealth itmes up to a certain level. Same with the 'conventional destoyers'. Submarines, stealth aircraft and the stealth destroyer would have 'unlimited' research levels. This would force every civilization to continue their research in order to stay competitive. Same thing could be done for spies (security).

Aircraft carriers - these should be able to advance (through research) to become more powerful weapons. Through research, they should be able to carry more planes (increase the number by maybe "2"). The planes should become more powerful with extened ranges (up to 2-3 squares), more stealthiness (not as stealthy as the 'full blown' stealth aircraft) and powerful (be able to drop very power weapons/bombs, smaLL nukes (like those over Japan), not ICBM level nukes). The ships (themselves) should be able to develop stealth levels that would make them harder to find for most ships (unless they are come upon by pure accident) up to a certain level. A WWII level sub or destoyer would need to be very close to the carrier to find it (the carrier would be able to see these items well before they see it). Higher level (stealth point) vessels (stealth destroyer, subs with higher stealth points) would see the carrier sooner (with enough stealth points, will before the carrier could even see them). Attacking would be the same method as currently used in the game (attack the square/tile the enemy is in). The difference is that the attacking unit (with the added stealth points) would have the ability to move out of the enemy vessels range of visibilty after the attack (if the enemy vessel is not sunk on that attack). Firing of a missle of any kind from a ship or submarine, makes that vessel visual to everyone for one full turn. Ships with anti-missle defenses (phalenx, etc) would have a greater defense against incoming missles (carriers, destroyers, etc have these). The anti-missle defenses would require an enemy to fire more of its missles against the ship in order to hit it, thus depleting its supply of 'on board missles' sooner.

Obsolete units. In order to help save computer memory, older units (archers, warriors, catapults, etc) would automatically be purged from your inventory after (maybe) 10 turns from the point you gained access to the 'newer' units that obsolete them. You would have that many turns to 'upgrade' them before they just 'disappear' from your inventory. A civilization that has reasearched nothing would still have warriors, even at the very end of the game.

Barbarian nations would become 'terror organizations', with no true countries, but the ability to ally with a country (not completely) for access to resources. Only high research in the areas of security would allow someone access to see who is allying or helping out with these fanatic groups. These groups would always be 'highly suspect' as they would be able to turn on the civilization aiding them at any time without warning, if that civilization were to let it's guard down. Using these fanatical groups would be useful in attacking larger civilizations (on a smaller scale) causing some 'unrest' and some minor damage in them, slowing the larger civilizations up a little bit without the supporting civilization being readily identified (sort of like the privateer ship). The supporting civilization would have no actual comntrol of the barbarian/terrorist group, other than to tell them who they want attcked (unlike the privateer ship). Civilizations with higher levels of security, could identify the offending civilization sooner, but never imediately. The barbarian 'nations'/terrorist group would be able to have access to whatever researches the civilization that aids them choses to give them (and it becomes permanent; resources can be limited to 1-2 dirty bombs, 1-2 tanks, etc), thus being able to develp those weapons on a small scale (no large nuclear weapons, no stealth aricraft, no stealth ships/subs). They could use small 'dirty bombs' if they could gain access to the materials on their own, as they would now have the knowledge, if the supporting civilization chose to give it to them. They could (on their own) develop bases (like they currently do in the game), which could only be found by accident when units come upon them. The range of visibility to these bases could become as much a two tiles away, depending on the security level the civilization where the base(s) are located has. Once a civilization has found and destoyed a 'terrorist/barbarian' base, the current supporting civilization (if any) of those terrorists/barbarians has an 80% chance of being imediately identified, reguardless of the civilizations security level (this creates the risk involved with supporting these fanatics).

Explores (scouts) - These units currently become almost useless later in the game. The whole map has been seen by some or all (probably the maps have been traded several times). To make these valuable (the scout goes aways/obsolete), all the explorers could be upgraded with the ability to locate unseen resources (those random resources I described earlier). Without these explorers, you would have no access to gain these additional resources.

Just thought I'd submit these ideas to you folks. I'm on the road alot and have little time to create the mods, thus have not had time to learn how to create mods to the game. I'm still trying to learn how to create maps my son and I can play (muliplayer) on when I am home. I can create the maps, but we cannot play them. Only human players are available, but no AI players. There is only two of us, so with no AI's available , the maps are useless.

Thanks

:lol:

many of these ideas are good. but you've placed too much emphasis on stealth. nothing is completely invisible.

now, i have another thing...
there are several levels of nukes
  1. Atomic: this would be built in a city to look like the bomb from the "Manhattan Project" project. it can't be used against a city on its own (unless the city it is currently in is captured, in which case it could hypothetically detonate, leveling the city). it can be re-based to another city, or fort (i have an expansion for this too). in order for it to be used it must be loaded onto a bomber (like loading a unit onto a boat), and once inside the bomber now has the ability to nuke a city (Paratroopers would work the same way, but could be dropped anywhere, not just a city or fort). the radiation effects the city only.
  2. Hydrogen: similar, but more powerful. the radiation effects would spread to the immideate surrounding tiles of the destroyed city (the tiles of a new city), not just the city itself.
  3. Thermonuclear: this would be a typical ICBM... but divided into several categories itself. the radiation of all of them is the same, the second level of tiles surrounding the city (first culture growth of a new city).
    • SRBM: Short Range Ballistic Missile. range of 5. best for border cities (either launching or attacking).
    • MRBM: Medium Range Ballistic Missile. Range of 10. best for cities deeper into enemy territory.
    • LRBM: Long Range Ballistic Missile. range of 20? best for cities opposite the country.
    • ICBM: Inter-Continental Ballistic Missile. Unlimited range.
    The range of each could be changed, excluding the ICBM. and each level should be double the distance of the one before it.

Forts. if a fort acts as a city for combat purposes, then it should have building upgrades correct? there would be a couple upgrades. and eah upgrade requires that the player have entered that era before it can be built. the first military tech from that era would be required to build it.
  • Wall: a wall would have the same purpose as a wall for a city. this would allow for ancient and classical units to be stationed in the fort.
  • Castle: the castle upgrade would be similar to the castle for a normal city. allows for medieval and renniassance units to be stationed in the fort.
  • Armory: the "armory" upgrade would allow for industrial units upward to be stationed there.
  • Base: the "base" upgrade would act as a harbor. it could only be built on a fort that has been built on a tile next to water. it would allow for naval units prior to the ironclad to be stationed in the fort.
  • Base II: the "base II" upgrade would act very similarly to the "base" upgrade. it would allow for naval units from the ironclad up to be stationed there.
  • Field: the "field" upgrade would allow for aircraft to be based in the fort.

Aircraft. there should be several aircraft instead of the typical 4, and the airship. here is a list of each one. in an ordered list.

AIRSHIP LIST
  • Airship: already in game. upgrades to a zeppelin. requires a home base (i.e. carrier, city, fort).
  • Zeppelin: larger and stronger than the airship. upgrades to an aeronaught. can hold 2 fighters (prior to Advanced Fighter, explained later). it can explore like a normal unit and can cross oceans. has 2 movement points.
  • Aeronaught: similar to a zeppelin, but nuclear powered (i.e. requires uranium). also requires aluminum to be built (its all metal, excluding the gas bags, which is a thick plastic/rubber/leather membrane). it has 3 cargo space. 2 for fighters (any) for defense, 1 for MRBM's and weaker nukes, or paratroops. has some stealth. it would act like a normal unit, it can explore and cross oceans. has 5 movement points.

FIGHTER LIST
  • Biplane: unit already made several times, it may be in-game already, haven't gotten that far. uses a different model for each country (Sopwith Camel for Britain, Fokker Dr.I for Germany, Boeing F4B for USA).
  • Fighter: already in game. uses different models for each country. (P-51 for USA, Spitfire for Britain, Bf-109 for Germany, Yak-3 for Russia)
  • Jet Fighter: already in game. uses different models for each country (F-86 for USA, MiG-15 for Russia, Me-262 for Germany).
  • Advanced Fighter: stronger than the Jet Fighter. uses different models for each country (F-15 for USA, MiG-29 for Russia).
  • Modern Fighter: stronger than the Advanced Fighter. has some stealth. uses a different model for each country (F-22 for USA, SU-37 for Russia).

BOMBER LIST
  • Bomber: already in game. uses differnet models for each country (B-17 for USA, Avro Lancaster for Britain, He-111 for Germany, Tu-4 for Russia).
  • Jet Bomber: stronger than the Bomber, uses different models for each country (B-52 for USA, Tu-95 for Russia, Avro Vulcan for Britain).
  • Advanced Bomber: stronger than the Jet Bomber. different model for each country (B-1 for USA, Tu-160 for Russia).
  • Stealth Bomber: already in game.

Oil would be required for all of the fighters and bombers. the zeppelin would require oil, but the airship wouldn't, and the aeronaught would require uranium, as stated.

air battles should also be possible... kinda like a ship battle. two zeppelins or aeronautghts would enter the same tile, and fight. the zeppelin would have the sound of machine guns, and launch fighters. the aeronaught could have cannons in rows on each side, or turrets. there would be either 2 or 4 turrets. 2 on the top deck or an additional 2 on a lower deck. each one would have no more than 2 guns. that one would commence like a normal ship on ship battle. it could also launch fighters...
 
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