Civkid1991
in shade of poison trees
- Joined
- Feb 20, 2006
- Messages
- 871
I'm want to mod but theres a small problem with my idea. I want to have cities that move and act like units. I know this seems impossible, but looking at what some of what you all do (like gray fox, kael and the ffh team, TGA, ect) i think with a bit of help from the forum civver/modders i could possible bring my ideas into reality. Im going to download the sdk and fool around with that a bit and hopefull (after i refresh what i know about c++) will have some codes.
If you have any idea on how to make this work please help....
Edit: I decided to put down some basic ideas:
Concepts:
- City-States: All civs will be city states. In the book London was the only thing left to represent England (im guessing?) so what im thinking for right now is all of the civs will end up being city-states unless they make a permanent alliance with someone.
- Culture vs. Fuel : well because this is a Municipal-Darwinist word people invade your cultural boundaries (if they really existed lol) so im going to eliminate culture and replace it with fuel points. In the game workers will be replaced with engineers(?). Besides having the ability to help the mother city (and sacrificing itself to be used as fuel for that city) it could go out and collect various resources to use for fuel (cutting down, trees, retrieving the remains of old tech cities, harvesting coal and other natural resources).
- Some city specalists- Some of the specialists will be replaced or altered. Like the artist could produce +Happy faces or maybe we can have him do hard labor (^_^) and add +hammers (j/k). But im sure historian will be a specialist. If you can think of more or something to alter the please tell.
- Religion: I can't really remember what the religions were, but i do know some where like polytheistic.
- Undead: Will have some units that are living dead (o joy!)
- Barbs!: this is going to be one of the fun parts of the mod... the anti-traction league. The barbarian will be anti-tractionists. I'm not sure however if i should make them playable or barbian so tell me what you think.
Civs/Cities:
* Benghazi
* Chidanagaram
* Cittamotore
* Edinburgh
* Glasgow
* Gorky
* Gutak
* Jagdstadt Magdeburg
* Juggernautpur
* Kom Ombo
* London
* Manchester
* Montpelier
* Motoropolis
* Murnau
* Nizhny Novgorod
* Panzerstadt-Bayreuth
* Pandzerstadt-Linz
* Paris
* Prague
* Traktiongrad
* Xanne-Sandansky
* Zimbra
Raft Cities
* Brighton
* Grimsby (sunken)
* Marseilles
* Puerto Angeles
Ice Cities
* Anchorage
* Arkangel
* Breidhavik
* Kivitoo
* Wolverinehampton
* Reykjavík
Techs and Eras:
Rebirth:
Theme: Rise of post-60minWar Civilization
+ Fuel Mining: will allow Engineers to mine coal
+Botanical Adulteration: will allow Engineers to cut down forests
+Municipal Militia: will allow city to produce 3 national units: Municipal Police (alternate names: Social Police, Civil Police)
+ Reconnoiter: Can build Land Scouts
+Terra Firma Intensification: cities can get more fuel and food from land
Growth:
Theme: "Know that we have these moving towns, what next? " - Engineers at the traction lab of Traktiongrad
+Airfaring: Can begin to build airships and AirScouts
+International Linguestics: will allow specific culture buildings
+ Tier2 Expansion: will allow hamlets to become towns
+BioEngineering: prereq for Restless Silence: will city to produce suburban colonies (improvement)
Darwinism:
Theme: City Evolution
+Municuple Darwinism
+
+Tier3 Expansion: will allow towns to become Cities
Traction:
Theme: leading up to the traction golden age
+ Traction rail: Engineers can now lay down traction rails, which allows cities to move over land faster, but has the side effect of downgrading the land (grassland->plain->desert) Note* tile has to be deforested by a Engineer first
+ Airdocking : Allow access to the airdock (or should it be called the Air harbor or Airport ?)
Matalic:
Theme: "We've just triggered the golden age of Traction!" -Grand Council of Panzerstadt-Linz
+Tier3 Expansion: Will allow cites to become a metropolis -> allows access to other tiers (tier3+)
+ Lampits: Land-Sea units and allows acces to tier1 lampit dock
+ Air Infantry: Battle Airship
+ Restless Silence : Allows access to stalkers
Green:
Theme: Anti-Traction threat
+Enviromentalism: The begining of the anti-tractionist threat: can replant trees if civs have enviromentalism civic
+ Resettlement: will allow traction cities to settle in one place (hasn't been well developed yet)
+ Advanced Land infantry: Can build AdvLand Infantries
Future:
Theme: "What will the future hold for us...?" - Traction Union of the North Sea
+Traction Union
+ Old tech Revival (may be removed...)
Limited Access Techs:
Theme: Techs that can only be gained through finding them in old tech "goody huts" or sacrificing a historian or archeologist
+ Lasers: will allow founders access to laser infantry? Airships with laser promotion? MEDUSA?
Units:
+Traction City:
Thanks to Chamaedrys for the city graphics
+Airship:
Thanks agian to Chamaedrys for his amazing graphics
+Grimsby Lostboy: this will either be a slaveish unit that will be produced if grimsby attacks a city or a early scout
+Limpit(i forgot what the sea-land units they sailed in where called): will be a grimsby only unit that is like a pirate ship (o and grimsby will have the piracy trait). It can steal resources (maybe) from other cities and is invisible.
+Great Historian
+Great Archeologist
+Stalkers (i believe they were called):undead units for those evil militaristic cities
- Weather Units (Not sure if im going to actually use this or not): Units that are generated at sea during specific times of they year. Hurricans have the ability to attack raft cities... if its near a coast tile then it may generate a thunderstorm... which has a small chance of upgradeing a tile before it "disappears"
If i think of something else ill post an update
If you have any idea on how to make this work please help....
Edit: I decided to put down some basic ideas:
Concepts:
- City-States: All civs will be city states. In the book London was the only thing left to represent England (im guessing?) so what im thinking for right now is all of the civs will end up being city-states unless they make a permanent alliance with someone.
- Culture vs. Fuel : well because this is a Municipal-Darwinist word people invade your cultural boundaries (if they really existed lol) so im going to eliminate culture and replace it with fuel points. In the game workers will be replaced with engineers(?). Besides having the ability to help the mother city (and sacrificing itself to be used as fuel for that city) it could go out and collect various resources to use for fuel (cutting down, trees, retrieving the remains of old tech cities, harvesting coal and other natural resources).
- Some city specalists- Some of the specialists will be replaced or altered. Like the artist could produce +Happy faces or maybe we can have him do hard labor (^_^) and add +hammers (j/k). But im sure historian will be a specialist. If you can think of more or something to alter the please tell.
- Religion: I can't really remember what the religions were, but i do know some where like polytheistic.
- Undead: Will have some units that are living dead (o joy!)
- Barbs!: this is going to be one of the fun parts of the mod... the anti-traction league. The barbarian will be anti-tractionists. I'm not sure however if i should make them playable or barbian so tell me what you think.
Civs/Cities:
Spoiler cities/cities :
* Benghazi
* Chidanagaram
* Cittamotore
* Edinburgh
* Glasgow
* Gorky
* Gutak
* Jagdstadt Magdeburg
* Juggernautpur
* Kom Ombo
* London
* Manchester
* Montpelier
* Motoropolis
* Murnau
* Nizhny Novgorod
* Panzerstadt-Bayreuth
* Pandzerstadt-Linz
* Paris
* Prague
* Traktiongrad
* Xanne-Sandansky
* Zimbra
Raft Cities
* Brighton
* Grimsby (sunken)
* Marseilles
* Puerto Angeles
Ice Cities
* Anchorage
* Arkangel
* Breidhavik
* Kivitoo
* Wolverinehampton
* Reykjavík
Techs and Eras:
Spoiler techs and eras :
Rebirth:
Theme: Rise of post-60minWar Civilization
+ Fuel Mining: will allow Engineers to mine coal
+Botanical Adulteration: will allow Engineers to cut down forests
+Municipal Militia: will allow city to produce 3 national units: Municipal Police (alternate names: Social Police, Civil Police)
+ Reconnoiter: Can build Land Scouts
+Terra Firma Intensification: cities can get more fuel and food from land
Growth:
Theme: "Know that we have these moving towns, what next? " - Engineers at the traction lab of Traktiongrad
+Airfaring: Can begin to build airships and AirScouts
+International Linguestics: will allow specific culture buildings
+ Tier2 Expansion: will allow hamlets to become towns
+BioEngineering: prereq for Restless Silence: will city to produce suburban colonies (improvement)
Darwinism:
Theme: City Evolution
+Municuple Darwinism
+
+Tier3 Expansion: will allow towns to become Cities
Traction:
Theme: leading up to the traction golden age
+ Traction rail: Engineers can now lay down traction rails, which allows cities to move over land faster, but has the side effect of downgrading the land (grassland->plain->desert) Note* tile has to be deforested by a Engineer first
+ Airdocking : Allow access to the airdock (or should it be called the Air harbor or Airport ?)
Matalic:
Theme: "We've just triggered the golden age of Traction!" -Grand Council of Panzerstadt-Linz
+Tier3 Expansion: Will allow cites to become a metropolis -> allows access to other tiers (tier3+)
+ Lampits: Land-Sea units and allows acces to tier1 lampit dock
+ Air Infantry: Battle Airship
+ Restless Silence : Allows access to stalkers
Green:
Theme: Anti-Traction threat
+Enviromentalism: The begining of the anti-tractionist threat: can replant trees if civs have enviromentalism civic
+ Resettlement: will allow traction cities to settle in one place (hasn't been well developed yet)
+ Advanced Land infantry: Can build AdvLand Infantries
Future:
Theme: "What will the future hold for us...?" - Traction Union of the North Sea
+Traction Union
+ Old tech Revival (may be removed...)
Limited Access Techs:
Theme: Techs that can only be gained through finding them in old tech "goody huts" or sacrificing a historian or archeologist
+ Lasers: will allow founders access to laser infantry? Airships with laser promotion? MEDUSA?
Units:
+Traction City:
Thanks to Chamaedrys for the city graphics
+Airship:
Thanks agian to Chamaedrys for his amazing graphics
+Grimsby Lostboy: this will either be a slaveish unit that will be produced if grimsby attacks a city or a early scout
+Limpit(i forgot what the sea-land units they sailed in where called): will be a grimsby only unit that is like a pirate ship (o and grimsby will have the piracy trait). It can steal resources (maybe) from other cities and is invisible.
+Great Historian
+Great Archeologist
+Stalkers (i believe they were called):undead units for those evil militaristic cities
- Weather Units (Not sure if im going to actually use this or not): Units that are generated at sea during specific times of they year. Hurricans have the ability to attack raft cities... if its near a coast tile then it may generate a thunderstorm... which has a small chance of upgradeing a tile before it "disappears"
If i think of something else ill post an update