Grand Mod Proposal: The Modern Age

Joined
Jul 21, 2003
Messages
7,819
Location
Adelaide, South Australia
Something which keeps coming up-again and again-is how boring the modern age is (a sentiment I agree with, BTW). Now several modders here (I am especially looking at you TheLopez, Dale and jDog ;) ) have individually come up with many ways to alleviate the worst of the boredom, but I thought I might raise all of them again here, along with some of my own, and propose a means of consolidating these ideas into a grand compilation for improving the later ages of the game. So where to begin:

1) Problem #1 starts waaaay back in the Ancient Age. Aside from mountains, no terrain really acts to truly hamper Land Movement. This often means that the entire map is exposed before the end of the renaissance-which gives you little to do in that regard in the Industrial and Modern Ages. However, when we look at the Terra Map, we notice that the latter ages in these games are MUCH more exciting. Why? Because you have a WHOLE new set of lands to discover-and tame-post 'Optics'. So what I am thinking is 'why not adapt this same philosophy to ALL movement in the pre-renaissance age?' This would be, by far, the easiest change to make-as it largely involves boosting the movement costs of deserts and tundras to 2, and making these and jungles impassable to all foot units except scouts, explorers, workers and settlers. Even though it won't massively slow down expansion and exploration, it will do so enough-I believe-to allow for the formation of some interesting 'Minor Nations' in the gaps left by each major Civ. This, in turn, would have a beneficial impact on the latter game, as it would keep barbs as a viable force in the game for much longer-especially if jDogs mod was incorporated.

2) OK, this one comes down to victory conditions. Even if we overlook the 'be all and end all nature' of the victory conditions, the major problem is that there are simply too few strings to the victory bow. This, in turn, makes the modern age effectively a 'fait-a-complis.' This problem is fairly difficult, but not impossible, to solve. Step 1 would be to add a couple of new victory conditions-namely Religious, Economic and Ideological-this adds a couple of new strings straight away. Step 2 would be to overhaul the entire nature of existing victory conditions, to make them more 'progressional'. For instance, instead of having the Diplomatic victory hinge entirely on being Elected World Leader, perhaps this can be just one of many achievements you can get along the path. Each successful UN motion you get, and every time you get elected SG, could give you points towards a diplo victory. Step 3 would be to alter the AI's behaviour so that it values ALL victory conditions equally (or, at the least, values them according to the leader's traits-such that an aggressive, Expansive or Imperialist leader will heavily pursue domination or conquest, wheras a Spiritual Civ will pursue a Religious or Cultural victory).

3) The next problem starts towards the end of the renaissance, when you get Liberalism. At this point one of the key definers of inter-civ relations, namely religion, has been blunted by the arrival of the 'Free Religion' civic. So how do we deal with this? First we start by adding religion as a victory condition, as stated above, so that 'Free Religion' isn't always the immediate and best choice for players. Second, and most important, is to add something NEW to spice up relations: IDEOLOGY. This could work in both an identical and parallel fashion to Religions. Namely, when you discovered certain techs first-like Divine Right, Communism and Corporation-you found the respective ideology, such as Absolutism, Socialism or Capitalism. Each Ideology could be adopted and spread in an identical fashion to religion, with each ideology having buildings which serve a similar function to temples, cathedrals, shrines and even monastaries in cities whose ideologies match those of the state. So, for instance, if a civ had Liberalism as its State Ideology, then Liberal cities might get a happiness/culture bonus from theatres, and a culture/research bonus from Universities. Fascist Civs might get similar benefits from jails and courthouses respectively. Just with religion in earlier ages, Ideologies would effect diplomatic relations, but they could also be more specialised than religions-with each Ideology having a preferred and banned civic, a special bonus and a special penalty. On its own Ideologies could add a huge amount of spice to the late-game, particularly in combination with other mods.

4) The next issue deals with the problem of a lack of internal dynamics. All threats to a civ are pretty much external, never internal. Now jDog has solved this problem through his Revolutions mod, but imagine if it were also combined with my Ideology suggestion above, or if Spies could be used to provoke a revolution within rival civs. Suddenly the outcome of the game is no longer a 'fait acomplis' as it currently is.

5) Lastly, what truly defines the modern age in the real world is Global economics and diplomacy. Something greatly lacking in Civ in ALL its incarnations. The solution to this problem is more general-and vague-but largely involves increasing the number of ways you can interact with other civs. As I said above, ideologies and internal struggles help, as does jDogs mod which allows barbs to become proper civs. Another thing which would help, though, is an ability to undermine-or boost-other civs culturally and economically. What would also help, though, is if we were able to move the resource system beyond its '1-size fits all' approach. If more of a resource was better than one, and if larger nations had greater resource demands, then suddenly international trade (and monopolies on certain resources) would be more important. Whether resource scarcity/abundance impacted food/hammer and gold production, or merely the cost of cities, having a demand for more than 1 deposit of a resource would open up trade in a HUGE way.

Well, those are the most obvious things which come to my mind, and their possible solutions. Anyone else have any suggestions, or criticisms, please feel free to air them here :).

Aussie_Lurker.
 
I am working on a mod currently that incorporates and hopes to incorporate a few of the ideas you have already suggested! Feel free to email me at DerwinUMD at gmail dot com
I will post more about it once it is further along in development.
As of right now, even my most basic py scripts are not functioning 8x. lol
Great idea though, would love to get involved.
 
Ideology sounds to me to be more or less an extention of religions post-FreeReligion, perhaps we simply want to eliminate the "No state Religion" clause of FreeReligion so the player continues to maintain a Religion/Ideology and all the the good and bad that comes from that. Adding more modern things for your society to be based on is a nice idea but I think it would be much more straitforward to make these things "religions" at the mechanical level.

Spies and Nukes are in my opinion the 2 major things the SHOULD make the Modern area fun but arn't pulling their weight, Nukes because their so totaly Nerfed and Spies because they are so useless. Improving these would realy add new dynamics to the late game.
 
Do you actually want a Modern Combat mod or just an Modern Era mod - in the former case, I actually want you to join my Modern Combat mod, in the latter case - its fine to start off yourself.

I heard your main concerns were the fact you start in the Ancient Age; you can edit it to change starting era, starting date etc. - I think you will figure it out, you can otherwise search it through modding forum as I am to ****ing lazy to do so! :p You can then hide all technologies of other ages (its long work but possible) which I did in Civ 1918 and giong to do in Modern Combat.

Kaiserguard
 
I am actually a pretty poor modder myself, at least beyond the XML level. What I am doing here is highlighting what I believe are the key problems with the modern era, and suggesting possible modding solutions to them. I am less interested in combat-specific elements of the modern age as I am the socio-political elements of the modern age. Hopefully my little dissertation will generate both debate and ideas in this regard.

Aussie_Lurker.
 
i agree with most of your ideas but i think it would be better to improve religion than to implement ideologies.
 
Impaler[WrG] said:
Ideology sounds to me to be more or less an extention of religions post-FreeReligion, perhaps we simply want to eliminate the "No state Religion" clause of FreeReligion so the player continues to maintain a Religion/Ideology and all the the good and bad that comes from that. Adding more modern things for your society to be based on is a nice idea but I think it would be much more straitforward to make these things "religions" at the mechanical level.

Spies and Nukes are in my opinion the 2 major things the SHOULD make the Modern area fun but arn't pulling their weight, Nukes because their so totaly Nerfed and Spies because they are so useless. Improving these would realy add new dynamics to the late game.

Impaler, I highly agree with you in regards to both points. That's why I am overhauling my M.A.D. Nukes Mod. Care to be one of the testers? :p
 
Aussie, I definitely think that #1 is the most likely to yield results. I'd like to see a mod that does this, because it seems relatively self contained, and has some bang for buck.

The other ideas sound good in principle, but there's still a fundamental problem... the late game essentially inherits the circumstances of the early game. It doesn't matter how many features you add to the late game -- if having a lead come 800 AD (or even being tied with an AI) is enough to guarantee victory, then everything after that is moot.

They've curtailed the snowball effect. It used to be that if you were in good shape by 0 AD, you were guaranteed victory. If they curtailed the snowball effect much more, it's hard to imagine the game being fun. There wouldn't be much of a reward for ANY kind of success, no?
 
I am not entirely sure I agree, DH_Epic. You see, for me, what makes the later ages boring is not so much whether I know who is gonna win or not, it is about keeping things intriguing regardless of that knowledge. This is why I am so big on Ideologies, because I see it as a relatively easy way to add a lot of spice to the later ages, as well as potentially giving some late-comers a route to victory which they had lacked previously.
Also, the ability to wage assymetric warfare would be a way to at least allow less powerful nations a CHANCE to peg back their rivals.
The biggest thing I agree, though, is having more to explore post-renaissance-so yes I do hope to emphasise ground movement in future modding attempts.

Aussie_Lurker.
 
If you've seen some of the PMs TheLopez and I were cc'ing you on, Aussie, you might know I agree with you with regards to Idoelogies. Impaler's got a point that Ideologies could basically be made into modern religions, tacking them onto the end of the Religion tree.

The question, though, would be how to make Ideologies just a bit different from Religions? Would it make sense for the nation that founds the Ideology to build a "shrine" then collect tithes? I don't think gold should be one of the tangible results in this case. The other consideration: how will the AI react to a new stack of modern day religions? Will the old ones pass away in favor of the newer ones as state religions? How could they be made more appealing to the AI, and under what circumstances?

Of course, some of the civics will need to be reworked to encompass both Religions and Ideologies.

I'm already starting to iron out some potential designs for these things. If you want, I'll keep you updated on my progress.
 
The thing is, though, that from what TheLopez has told me, making a seperate Ideology system-based on religion-would not be that difficult to do. Personally, I want religions and ideology to exist side-by-side. Because they do in real life. Plus, I plan to make ideologies actually have both shared and individual effects. It is easier to get away with this than with religions-as ideologies do fit into certain 'pigeonholes.'
Anyway, as soon as I get over my initial SDK 'teething problems', I do plan to tackle ideologies in a big way.

Aussie_Lurker.
 
Aussie_Lurker said:
The thing is, though, that from what TheLopez has told me, making a seperate Ideology system-based on religion-would not be that difficult to do. Personally, I want religions and ideology to exist side-by-side. Because they do in real life. Plus, I plan to make ideologies actually have both shared and individual effects. It is easier to get away with this than with religions-as ideologies do fit into certain 'pigeonholes.'
Anyway, as soon as I get over my initial SDK 'teething problems', I do plan to tackle ideologies in a big way.

Aussie_Lurker.

I'd prefer that myself. The two major concerns I have, though, are:

1) will the AI recognize it and use it as a second system? Of course, I'm not sure how well it'll transition as a single tree if the religions are already well established...

2) how significant will the changes be in the civics?

And, actually, I have a third:

3) Will the AI be able to handle TWO geopolitical systems running in parallel? In short, how will a Fascist, Jewish England interact with a Communist, Jewish France? Bonus on the religion, but similar malus on the ideology? Would world wide peace break out because the AI goes into a form of schizofrenia and siezes up?

What I'd like to see is this stuff combined with a modern day inquisitor. I'll need to play around with the Inquisitor mod a bit to see if the AI actually uses them to keep their empire a single religion.
 
Well, what you have to remember is that-if I am able to get my entire way-certain ideologies won't view each other too unfavourably. For instance, Capitalist and Liberalist civs will probably have little to no malus in their relations-nor will Liberalists and Socialists. However, Socialists and Capitalists will probably have a -2 to -3 malus, and Socialists and Fascists would have a -3 to -4 malus. At the same time, you have to remember that ideologies occur largely in the post-Liberalism environment, when most civs have switched to the Free religion civic-thus removing the diplomacy impacts of religion!

Aussie_Lurker.
 
There's nothing wrong with a mod that doesn't care too much about competition. Heaven knows lots of players that love to play through the game just because they like building an empire, not because they care about who wins.
 
Here's an odd thought -- what if your nation is the founder of all the modern ideologies? Would this not throw the modern diplomatic issue out of wack?

EDIT: Perhaps there's an XML way we can make it so that if you found one ideology, you cannot found any others?
 
One thing to slow exploring is having the explored map "shrink" until you learn writing and map making (random tile on edge gets unexplored if not visited for a while).
 
Well, like religions, it wouldn't be an issue as to how many Ideologies you found-all that would matter is which one you adopt as your STATE ideology. Also, though, when I finally get around to doing an ideology mod, you will get a -1 malus to happiness for every non-state ideology a city has-making it pretty pointless founding too many! This is something I also plan to do with religions in the pre-Liberal age.

Aussie_Lurker.
 
Aussie_Lurker said:
Well, like religions, it wouldn't be an issue as to how many Ideologies you found-all that would matter is which one you adopt as your STATE ideology. Also, though, when I finally get around to doing an ideology mod, you will get a -1 malus to happiness for every non-state ideology a city has-making it pretty pointless founding too many! This is something I also plan to do with religions in the pre-Liberal age.

Aussie_Lurker.

I was thinking along similar lines, but with slightly larger penalties for Ideologies as a means to keep things hopping in the later eras. In retrospect, people get more upset if their religious views are infringed than their political ones. :lol:
 
Back
Top Bottom