Hydromancerx
C2C Modder
We did not have a thread for this yet so I made one.
This is a thread for proposing techs, civics, wonders, buildings and units for the proposed Dieselpunk alternate history and for debate on their overall design philosophy(How it is different from its contemporary regular history)
Suggestions that are not objected to in 24 hours or whose objections have been resolved to the satisfaction of both parties go up on the list. Objects on the list will be credited to their original suggesters.
When making suggestions about technologies it is helpful but NOT necessary to also suggest what tech(s) the technology may come from and what it may lead to, what civis, buildings, wonders and what units might be attached to it or provide an involved civilopedia entry but ask that you include a note about what it entails to guide people in finding appropriate connections with other suggested techs, civics, wonders, buildings and units. Suggested format below:
Tech name
Requires:
Leads to:
Wonders:
Buildings:
Units:
Special effects:
Civilopedia:
Notes:
When making suggestions about Civics it is helpful but NOT necessary to link them to a technology or give it an involved civiloedia entry but we ask you to include a detailed account of what the civic does. Please refer to existing civics for examples of what can and probably should be done by a civc.
When making suggestions about wonders it is helpful but NOT necessary to link them to a tech or to provide an involved civilopedia entry but we ask you to include other building and resource requirements, it's proposed effects, and some notes about what it entails to help people connect it to appropriate techs. Suggested format below:
Wonder name
Requires: technology/building/resource
Effects:
Civilopedia:
Notes:
Buildings are similar
Building Name
Requires: technology/buildings/resources
Effects:
Civilopedia:
Notes:
When making suggestions about units it is helpful but NOT necessary to link them to a tech or provide a long civilopedia entry but we ask you to include other building and resource requirements, a detailed account of the units stats including what category it is, and some notes about what it entails to help people connect it to appropriate techs and buildings.
Unit Name - Intended Alt History
Requires: technology/building/resource
Stats:unit type(flying, gunpowder, high tech)/strength, speed, first strikes/bonuses or penalties/free upgrades
Civilopedia:
Notes:
The object is to get as many ideas up in a coherent list as possible and worry about putting them together later.
While we are brainstorming connections can be made in the following way:
Hey I think unit X belongs under tech Y. I agree. Me too. *relevant entries have been changed*
Hey I think tech 1 should lead to tech 2. I agree. Me too. *relevant entries have been changed*
Changes to existing entries are made in a similar fashion.
Hey I think Building A is too powerful/not powerful enough and should be This Way. I agree. Me too. Let's ask/PM the original contributor if he/she has any input about the proposed changes. Everyone agrees? *relevant entries have been changed*"
Hey I think Unit Alpha is redundant/no longer fits and should be removed. I agree. Me too. Let's ask/PM the original contributor how he/she feels about that. Everyone agrees? *entry deleted*