CityMod?

DRJ

Hedonist
Joined
Dec 1, 2005
Messages
1,514
Location
Hamburg, Germany
Hi everybody! My wife just asked me if there were city-specific bonuses, that bring some reality in the game.

So i thought about it a bit and had the idea that for example the first 5 of the 20 pre-elected city-names of the civs could trigger certain specific events - if some conditions are achieved, of course. For example my hometown of Hamburg: a flourishing trade port was established there and a merchand guild system from 1200 to 1500 called the Hanse gave economical security (so the event would be triggered if city %Hamburg% is built on the map, lies on a river and has built some form of port upgrade and got some % trading routes, as well as market etc. then it has a chance to get some bonuses that this certain city had in its history - in this case +% trade route income + as well as the specific ability for the city to have trade routes even if pirates blockade it.
A city of France might get a pilgrim bonus in a certain time in history;
realistic bonusses could be found for every city for sure.
Those civs 5 first city names that have been already worked on (I think I might work on european civs, like Germany, France, England) could then be pre-game activated by a citymod check-mark like barbciv etc. and all non-worked-on civs get evened-out non-specific events that have been happening throughout history allover the world (some of them are already in events, though).

So, basicly the ideas first step is to get specific events for the first 5 city names of the civs. As it might be harder to get specific events for the 5th inca city name, a bit of fantasy, history searching and a look on the economical structure of the city site might bring up acceptable results for events.

If all the people reading this add a certain not-overpowered city specific event for their hometown we might soon be done :goodjob:, and - of course - if Afforess :king: would be willing to program it! :crazyeye::cool:

P.S. I often play earth maps so this could be some first "earthmod" modmodmod content... if someone has some other ideas you're welcome?
 
Hummel Hummel! :lol:

One problem I can see is with extinct civilizations: what bonuses would the babylonian cities get for example?
 
Unless someone adjusts City-founding AI to this system, AIs hardly handle this well.
But interesting idea, though.
The only thing I want is just making some civs (having coastal UB) start from coastal tile and build coastal cities as much as possible.
Actually, it's kind of weird when I see a city like Carthage is in-land city in the game. (Ok. Alternative history, I get that. :D)
 
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