I've done some digging, and it appears that someone tried to start a catan mod but abandoned it after creating a banner image.
Well I'm a bored coder looking for a side project and a chance to brush up on my Python, so I'm going to use this concept to cut my teeth on Civ4 moding. I created a few custom scenarios back in the Civ2 days, but it wasn't much more than image editing back then, so I'm looking forward to some of the new API.
If you've got any constructive suggestions, would like to contribute Civpedia entries or other content feel free to jump in.
Here are my rough thoughts:
Directly porting Catan wouldn't be much use other than a personal project, since it's already been done as a stand-alone game by the professionals. But there are a million ways you could improve upon the games rigid board game standards, and I expect to find some fun variations along the way to create a completely unique and enjoyable game.
Hopefully when I'm through with this I will have at least one rigid mod, and another set of Catan scenarios that lean heavier on Civilization gameplay concepts.
For example, what about resource scaling based on city improvements. Or a hostile takeover of a neighbours resources.
So if you're interested in helping, this thread will serve as development home for me. I'm not going to be burning the midnight oil on this one, but I think the project has a realistically small scale and should be a success. At the very least entertaining.
Well I'm a bored coder looking for a side project and a chance to brush up on my Python, so I'm going to use this concept to cut my teeth on Civ4 moding. I created a few custom scenarios back in the Civ2 days, but it wasn't much more than image editing back then, so I'm looking forward to some of the new API.
If you've got any constructive suggestions, would like to contribute Civpedia entries or other content feel free to jump in.
Here are my rough thoughts:
Spoiler :
No new models
- there are plenty out there that should fit the bill
Resources collected from developed land around cities
- for non-strict game play maybe look into scaling this with development rather than just randomness
Of course allow users to trade resources
Units are bought from resources
- Settler Units cost same as board game's City, and can only build cities
- Road Building units cost 1 brick 1 wood and are consumed on construction
- possibly give units unlimited travel, or all terrain 0 movement cost to allow for freedom.
- each initial city starts with a general maitenance unit for upgrading land and capitalizing on resources? maybe just makes the land pritier to give a lived in feel.
Restrict Building Cities to certain "node" terrain squares.
- lock these in place during terrain generation, rest of the squares will get generated based on the octagon pattern, or close to it.
- find a way to restrict to nodes connected to roads (have a few ideas but don't want to get ahead of myself on this)
Showing the user the terrain roll values may be unnecessary.
- A simple text report saying "this turn generated 1 wheat in New York for Player1, 2 bricks for Player2 in Athens...." may be enough.
Hijack the space-race concept to create a point-race objective
Barbarians rob
- many ways to implement this AI.
Strip/ignore everything else
- there are plenty out there that should fit the bill
Resources collected from developed land around cities
- for non-strict game play maybe look into scaling this with development rather than just randomness
Of course allow users to trade resources
Units are bought from resources
- Settler Units cost same as board game's City, and can only build cities
- Road Building units cost 1 brick 1 wood and are consumed on construction
- possibly give units unlimited travel, or all terrain 0 movement cost to allow for freedom.
- each initial city starts with a general maitenance unit for upgrading land and capitalizing on resources? maybe just makes the land pritier to give a lived in feel.
Restrict Building Cities to certain "node" terrain squares.
- lock these in place during terrain generation, rest of the squares will get generated based on the octagon pattern, or close to it.
- find a way to restrict to nodes connected to roads (have a few ideas but don't want to get ahead of myself on this)
Showing the user the terrain roll values may be unnecessary.
- A simple text report saying "this turn generated 1 wheat in New York for Player1, 2 bricks for Player2 in Athens...." may be enough.
Hijack the space-race concept to create a point-race objective
Barbarians rob
- many ways to implement this AI.
Strip/ignore everything else
Directly porting Catan wouldn't be much use other than a personal project, since it's already been done as a stand-alone game by the professionals. But there are a million ways you could improve upon the games rigid board game standards, and I expect to find some fun variations along the way to create a completely unique and enjoyable game.
Hopefully when I'm through with this I will have at least one rigid mod, and another set of Catan scenarios that lean heavier on Civilization gameplay concepts.
For example, what about resource scaling based on city improvements. Or a hostile takeover of a neighbours resources.
So if you're interested in helping, this thread will serve as development home for me. I'm not going to be burning the midnight oil on this one, but I think the project has a realistically small scale and should be a success. At the very least entertaining.