C2C: Children Of Dharma (Brainstorming)

The "Spawn a Civ" mod is not yet in C2C. StrategyOnly asks me to every year. Up until last year I felt that it added nothing that "Barbarian Civ" did not give. However it then dawned on me that t would be ideal for Scenarios but useless in random maps. Getting it to work will not be hard but I don't know if there will be balance issues etc once it is working.

Actually for what i have planned it might(dont know for sure yet), i take it you saw the Barbarian thread i was making, it might come in handy once i get that python from SOMEONE to start working on it again (hint hint):p:p
 
What is the best way to spawn resources over time? I would like for India to start off relatively sparse in resources, but grow more rich as time passes (The Vedic Aryans would spread cattle far and wide across India, the various Muslim states would bring fruits from the middle east, the Europeans would bring new world produce, etc).
 
What is the best way to spawn resources over time? I would like for India to start off relatively sparse in resources, but grow more rich as time passes (The Vedic Aryans would spread cattle far and wide across India, the various Muslim states would bring fruits from the middle east, the Europeans would bring new world produce, etc).

We haven't made a mechanism for that yet. I have seen a mod where you get special workers who can only plant a crop or animal and are consumed in the process.
 
We haven't made a mechanism for that yet. I have seen a mod where you get special workers who can only plant a crop or animal and are consumed in the process.

Would it be possible to kludge this using the event system, perhaps by having certain events occur at a certain date?
 
Probably the easiest way to achieve what I want is to move the "Resource Revealed at Tech" around the tree a bit, so that cattle are revealed shortly before the arrival of the Aryans, and produce like tomatoes are revealed at the time that the Portuguese or French arrive.

Although it is succeptible to revealing things far earlier than I anticipated, particularly since research rates can be fairly unpredictable in this mod, at times. As an example, in my current game, It is 946 AD and I have just finished researching the Industrialism tech. A goodly number of my cities have electricity.
 
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