Exploring the limits - how drastic can a mod be?

tndp

Chieftain
Joined
Nov 1, 2005
Messages
16
I'm just dipping my toes in this - still trying to get the XML and python figured out - but I wonder if anyone more advanced than I could answer whether or not any of the following mods might be possible? POSSIBLE is definitely the operating question here, as many of these would require fantastic amounts of work. I'm sorry if this has already been answered - personally, I seriously doubt that disabling search is going to save them bandwidth.

Is it possible to add new unit commands? What are the limits on what new commands could do? Could you add Alpha Centauri style bombardment to land-based artillery? Lets go nuts - could you add Magic Spells (to the missionary units, say)?

Can you add additional trackers besides money? Can you add non-player positions that engage in diplomacy and are capable of various actions (hurling barbarians at you, say)?

How heavily can you customize each civlization? You can give each civ as many custom units as you want (lizardmen, klackons, you see where this is going...) If the different leaders can be given, say, magic picks - this game could be modded all the way into master of magic II (though take a look at dominions II first - the graphics are positively ugly but the gameplay is astonishing). Geothermal boreholes would be easy. In a similar vein of complete madness :crazyeye: could you implement mindworm capture and psionic combat?

Can you change any of the more fundamental mechanics? Could you make the maltese-cross for cities bigger? Can I give additional advantages for heavily outnumbering an opponent (an advantage which would, itself, be mitigated by fortification). Suppose that I wanted to make all units much, much, faster - could I implement an "intercept" order that would allow them to automatically attack any hostile land unit that came within a certain distance? Could you introduce parallel build queues in cities? One for units, one for buildings? One for units, one for buildings, one for magic spells or something equally zany?

Civilization: Call to Power was a silly game in most ways, but I liked the system of building improvements by ordering them into being on the map instead of by walking workers around. Could you implement this? If you can, you could presumably implement MoM II global spells, as well.

Thanks
 
You're mostly limited by your coding skill; once the AISDK comes out, you'll be ONLY limited by your coding skill. It takes a lot of work, but you could theoretically make a new Civic that's only available to civs that have explored 23.7% of the map before aquiring 12 certain techs, and this civic founds a new religion in every city called "Death Cult" that gives the barbarians ICBMs and makes all your units transform into Fast Workers. Or you could make an RPG out of Civ, complete with towns and shops and wandering NPCs (that would take a lot of work, though).
 
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