Minor Annoyance
Deity
Three times I've seen someone asking how they can mod the game to make it stop at a certain level of technology, not just slow down like with the speed setting. Having seen this several times I'm thinking there might be a market for a mod, or rather several mods, and that no one has uploaded one yet. The future era is too small for it to make a difference if just it's removed and I don't think anyone really wants to be stuck with just ancient techs, so that leaves four mods that end with Classical, Middle ages, Renaissance, and Industrial. Now it wouldn't be too hard to just hack off the end of the tech tree but that might just be a quick and dirty job that could be done better. For one thing I could clean up some parts like:
-Remove space victory and other options that are no longer needed
-Remove events that can't occur
-Remove civics that can't be used
-Remove Units/buildings that can't be built
-Possibly remove resources than can't be used. I was thinking it would affect map scripts, but since map scripts for regular civ work in FfH and vice versa while having different resources it probably doesn't matter.
-Remove corps/religions that can't be founded
Those are things wouldn't really hurt anything if left in but I think I heard that the game loads up everything at start up so removing them could improve speed. Some things that would be actual concerns are:
-civs missing unique units/buildings
-Legendary culture being unobtainable
-Shwedagon Paya/Pyramids being overpowered
A game that has no industrial era would leave germany and america at a disadvantage without a UU or UB. It might be a good idea to remove that civ entirely but someone might want the leaders and their traits. Now the best solution would be to create all new unique units and buildings but that's far beyond my ability in both modding ability and knowledge of history. Also America didn't exist in the classical era so there's nothing for them there. Another way would be to move the leaders to different civs, but most of them wouldn't make sense. I'm wondering if I can have leaders that aren't assigned to any civ but be available when unrestricted leaders is on. Could it be as simple as deleting the civ but not the leaders? Probably not.
Culture is hard to figure out. I only once did a cultural victory and it was out of desperation and sacrificing all research so I can't even guess how it would be affected.
The Shwedagon Paya and Pyramids would be much more important because while they get civics earlier in a normal game, now they would be the only way to get some civics. I should probably increase their cost to offset the larger advantage they give.
Also there are issues for specific eras
Industrial's last techs:
Artillery
Industrialism
Fascism
Fission
Medicine
Combustion
I'd probably pick Fission and Industrialism for the prerequisites for future tech.
There would be no rival corp for Sid's Sushi so I might have to move Cereal Mills to an earlier tech.
There would never be a counter for airships. Many people hate airships for being so early without a counter and now there would never be one, although I've never found them to be that big a threat.
Renaissance's last techs:
Democracy
Rifling
Astronomy
Corporation
Military science
Not sure which to be required for future tech. Democracy probably but I don't know what else.
Middle ages' last tech:
Music
Philosophy
Divine Right
Paper
Banking
Optics
Divine right and paper primarily give access to wonders and if someone builds them they become mostly useless techs, so they might make good choices for links to future tech.
The Caravel only ocean going ship which is a big problem is a map has continents. I'd probably change it to be more like a regular ship. (carries any unit and no ignoring boarders.
Classical's last tech:
Literature
Drama
Calender
Construction
Code of Laws
Monarchy
Metal casting
Compass
Don't know what to make the links to future tech.
This would leave out Islam, Taoism, and Christianity. I could nail them to other techs but I don't know which ones would make remote sense.
There would be no ocean travel at all. The easiest way to fix that would be to let galleys move through ocean at compass the same way work boats can at astronomy.
Lastly cutting techs would result in a huge portion of the game having no research. Some people actually would want that but it would remove a large portion of strategy so I should try and stretch out research times to fill out more turns.
Now does anyone have thoughts on all of this? Like how complex would any of these changes would be, what files I'd have to change or if I've overestimated the demand for a mod of this type?
-Remove space victory and other options that are no longer needed
-Remove events that can't occur
-Remove civics that can't be used
-Remove Units/buildings that can't be built
-Possibly remove resources than can't be used. I was thinking it would affect map scripts, but since map scripts for regular civ work in FfH and vice versa while having different resources it probably doesn't matter.
-Remove corps/religions that can't be founded
Those are things wouldn't really hurt anything if left in but I think I heard that the game loads up everything at start up so removing them could improve speed. Some things that would be actual concerns are:
-civs missing unique units/buildings
-Legendary culture being unobtainable
-Shwedagon Paya/Pyramids being overpowered
A game that has no industrial era would leave germany and america at a disadvantage without a UU or UB. It might be a good idea to remove that civ entirely but someone might want the leaders and their traits. Now the best solution would be to create all new unique units and buildings but that's far beyond my ability in both modding ability and knowledge of history. Also America didn't exist in the classical era so there's nothing for them there. Another way would be to move the leaders to different civs, but most of them wouldn't make sense. I'm wondering if I can have leaders that aren't assigned to any civ but be available when unrestricted leaders is on. Could it be as simple as deleting the civ but not the leaders? Probably not.
Culture is hard to figure out. I only once did a cultural victory and it was out of desperation and sacrificing all research so I can't even guess how it would be affected.
The Shwedagon Paya and Pyramids would be much more important because while they get civics earlier in a normal game, now they would be the only way to get some civics. I should probably increase their cost to offset the larger advantage they give.
Also there are issues for specific eras
Industrial's last techs:
Artillery
Industrialism
Fascism
Fission
Medicine
Combustion
I'd probably pick Fission and Industrialism for the prerequisites for future tech.
There would be no rival corp for Sid's Sushi so I might have to move Cereal Mills to an earlier tech.
There would never be a counter for airships. Many people hate airships for being so early without a counter and now there would never be one, although I've never found them to be that big a threat.
Renaissance's last techs:
Democracy
Rifling
Astronomy
Corporation
Military science
Not sure which to be required for future tech. Democracy probably but I don't know what else.
Middle ages' last tech:
Music
Philosophy
Divine Right
Paper
Banking
Optics
Divine right and paper primarily give access to wonders and if someone builds them they become mostly useless techs, so they might make good choices for links to future tech.
The Caravel only ocean going ship which is a big problem is a map has continents. I'd probably change it to be more like a regular ship. (carries any unit and no ignoring boarders.
Classical's last tech:
Literature
Drama
Calender
Construction
Code of Laws
Monarchy
Metal casting
Compass
Don't know what to make the links to future tech.
This would leave out Islam, Taoism, and Christianity. I could nail them to other techs but I don't know which ones would make remote sense.
There would be no ocean travel at all. The easiest way to fix that would be to let galleys move through ocean at compass the same way work boats can at astronomy.
Lastly cutting techs would result in a huge portion of the game having no research. Some people actually would want that but it would remove a large portion of strategy so I should try and stretch out research times to fill out more turns.
Now does anyone have thoughts on all of this? Like how complex would any of these changes would be, what files I'd have to change or if I've overestimated the demand for a mod of this type?