CIVILIZATION IV:iNoc

Voyhkah

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Slogan: No, this one is really going to get finished.

Rumors of my new mod have not be exaggerated at all! No, it's not out yet. Sorry.

iNoc New Concepts (Boy, are there a lot!)
Heroes:
Spoiler :
Each Civilization now has a Hero Unit. Heroes can only be built once, do not regenerate by default, start with Leadership, and lose all their strength at the end of their era. Heroes include Seal Team Six (America), Cortez(Spain), Pilgrimage(Mali), and the Maccabees (Israel). The Nabataea do not have a hero, in stead thay have a unique palace, Petra. This makes the Nabataea gameplay style more unique.
As well as civilization heroes, there are also heroes that any civilization can build, such as Jeb Stuart's Cavalry, the Constitution, the 101st Airborne, Cromwell's Ironsides, Enterprise, 442nd Infantry, Roger's Rangers, Imperial Gaurd, Knights Templar, Lewis & Clark, Great (Spanish) Armada, Golden Hind, Legio XIV Gemina, etc.


Civilization Traits:
Spoiler :
Each Civilization now has a Unique Trait. This does NOT replace leader traits, but rather supplements it. Civilization traits are supposed to effect the strategy for different civs, and most have their ups and downs. For example, the Lakota trait, People of the Plains, allows them to build camps anywhare, adds extra food for camps, and makes them unable to build farms.


Second Unique Units
Spoiler :
This one is sort of self-discript


Resource Stockpiling
Spoiler :
Resources will now be gathered and stockpiled by your improvements. Furthermore, resources can be refined and spent to build units and buildings, or increase commerce and yield production. It is important to differentiate between stockpiles and access. Access is similar to what is already in place in BtS. Happiness and health benifits will be produced by access. However, units such as Swordsmen and Tanks will now require a certain number of resources, not just access, to build.


Stratigems:
Spoiler :
Stratigems are similar to spells in Fall From Heaven, but less magic-y. Stratigems include Ambush, Snipe, Propaganda Bomb, Incinderies, Sacrifice, and many more.


Supply:
Spoiler :
Units now must be supplied in enemy territory. Most units, such as Infantry Riflemen, Macemen, Knights, etc. will require some sort of food, either raw food yield or a food resource (Corn, Rice, Cow, Bread, Potato, etc.) Supplies can be carried by troops or by Supply Trains. When units run out of supply, their morale will fall sharply and they will likely desert. Resources and food can be pillaged from enemy improvements and cities. Supply Trains can also carry Ale and Wine, which can be given to units to boost morale.


New Traits:
Spoiler :
Resouceful: +25% Resource Production
Scientific: +15% Science
Stratigic: Using Stratigems doesn't cost movement points (Will probably add something else)
Reformistic: No Anarchy, -25% Civic Upkeep

Some of the existing traits have also had their powers changed.
Protective now gives +10% city defense
Philosophical now makes your first city start with a free random great specialist
Industrious adds +10% building production
Organized gives a free specialist slot in all cities
Spiritual gives a free missionary on founding a religion and two culture from religions (But loses 'No Anarchy')


Culture Families:
Spoiler :
Civilizations are now grouped into 7 Culture Families: American, African, East Asian, European, Mediterranean, Middle-Eastern, and Indian. Civs get speeded production of wonders in their cultural family and better relations with culturally related civs. Culture families also give a yield bonus.


Natural Wonders:
Spoiler :
There are 15 Natural Wonders. Each one has a unique power.


Advanced Buildings:
Spoiler :
This is an extension of Asaf's Power Up modcomp. Not only can iNoc buildings gain promotions, but they can also have their attributes modified from everything from wonders to civics to whether the player is at war.


Reformed Naval Combat:
Spoiler :
Modern naval battles will no longer be about battleships and missile cruisers duking it out. Carriers will gain a new 'Defensive Attack' ability, in which they attack enemy ships within a few tiles automatically. This will make battleships less powerful, as air units can severely damage them before they get close. Submarines and Stealth Destroyers will be immune to these strikes unless they are visible.


Also 3 New Civic Catagories, 25 New Resources (Last Count)

Screenshots:
America:
Spoiler :


Asoka:
Spoiler :


Mathmetician:
Spoiler :


Briton:
Spoiler :



Warband:
Spoiler :





Knight:
Spoiler :



Modern Armor:
Spoiler :


Gunship:
Spoiler :



Best of all, the spreadsheet of all the new additions of iNoc is online on Google Docs and will update live! Note: Changes that are not obvious are highlighted in orange.
 

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Dromon:
Spoiler :




Foreign Legion:
Spoiler :

[/IMG]


Vercingetorix:
Spoiler :



Longswordsman:
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Umozo Swordsman:
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Foreign Gun Warrior:
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Devil's Table:
Spoiler :
 
This too
 
And this
 
I'm not actually sure what these are for, only that everyone does it. There must be a reason, ergo, I follow.
 
The "cultural families" idea is pretty interesting, but I would divide the families differently. For instance - the "European" and "Mediterranean" families. France is culturally closer to Italy/Rome than to Germany, but such a division would group France together with Germany and England rather than with Rome/Italy. Even stranger, Spain would be in the European cultural group together with Russia, rather than be in the same group as Rome.

I think a more appropriate division would be: American, African, (East) Asian, Germanic, Hellenic, Latin, Slavic, Celtic, Middle-Eastern, Indian and Turkic.

So under such a system we would have the civilizations divided in the following manner:

African
Benin
Ghana
Malinese
Nubian
Songhai
Zulu

American
Aztec
Inca
Iroquois
Lakota
Maya

Asian
Chinese
Hawaiian
Japanese
Khmer
Korean
Mongol
Srivijaya

Celtic
Britons
Gaul
Scots

Germanic
American
Dutch
English
German
Holy Roman
Norse
Swedish

Hellenic
Byzantine
Greek

Indian
Indian

Latin
French
Mexican
Portuguese
Roman
Spanish

Middle-Eastern
Almoravid
Arabian
Assyrian
Babylonian
Carthaginian
Egyptian
Ethiopian
Israel
Nabataea
Persian
Sumerian

Slavic
Polish
Russian

Turkic
Khazar
Ottoman
Seljuk
 
I tried something like that, but have you ever tried finding a large collection of celtiv wonders? I think my system with less families is better.
 
Mediterranean is supposed to be sort of like your 'Hellenic' group, but a bit more general. I see your point, though.
 
Voyhkah, I really think Cultural Famalies are an intresting innovation!
 
I love the creative new wonders!
 
The spreadsheet lists all of them:

Spoiler :
The Great Barrier Reef
Zion
Yellowstone
Victoria Falls
Aurora
Grand Mesa
Sequoia Park
Angel Falls
The Rock of Gibralter
Mount Fuji
Uluru
Igazu Falls
Blue Holes
Everglades
Lake Titicaca


Each one has a unique power like a World Wonder.

And for graphics, I think I'll manage. There are some interesting ones in Fall From Heaven 2, and I might be able to convert some stuff from Zoo Tycoon 2.
 
I'm not actually sure what these are for, only that everyone does it. There must be a reason, ergo, I follow.

:lol:

Cool looking mod, by the way.
 
Thanks!
 
I'm not actually sure what these are for, only that everyone does it. There must be a reason, ergo, I follow.

I will tell you why...
Because it seems that images are limited to 30 per post, which I am facing problems now in my thread since I never reserve posts :lol:
 
:yup: additionally there's a 30000 characters limit per post, so you might run into space trouble if you want to properly represent your mod.
BUT moderators can also inject posts at random places in a thread, so if you need more space, then send me a PM :).
 
Thanks.

Not to be tooting my own horn, but one of my favorite features is Civilization Powers. These don't replace traits, and are intended to give Civilizations their own unique feel. Some radically change gameplay. For example, the Lakota cannot build farms. Instead, they can build camps anywhare and camps give extra food. The Maya get a dynamic science bonus that fluxuates from +0% to +33%. Mexico gets +1 food from Deserts and can build farms on deserts. The sumerians get +20% production in all cities for the first 20% of the game. Almoravid Cottages, Hamlets, and Farms produce +1 commerce and their villages and towns produce +2 Commerce, but their banks only give +40% gold and their markets and grocers produce only +20% gold.The Babylonians get +20% science and +10% culture, but produce units 15% slower. All Assyrian units get +1 strength, but every time they capture a city that was never theirs, the city loses one population. This can result in cities being unintentionally razed.
 
New feature I'm pondering: Reworked Naval Combat. This feature would more correctly mimic the modern form of naval warfare. Now, Aircraft Carriers would be able to perform defensive strikes against any nearby enemy unit, during the enemy turn. This would make carriers the most powerful unit on the sea again.
 
Got some screenshots up!
 
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