Hardnight's Modding Wishlist

Discussion in 'Civ4Col - Creation & Customization' started by Hardnight, Oct 13, 2008.

  1. Hardnight

    Hardnight Chieftain

    Joined:
    Oct 13, 2008
    Messages:
    6
    I am no modder but there are a few things I would like to see a competent modder attempt. Feel free to make my dreams come true!

    --Trade allowed with foreign European powers (especially after declaring independence).

    --An increased variety of military units to include:
    ----Indian Scouts (Indian converts turned to soldiers, getting a +1 attack/movement in forest)
    ----Rangers (Seasoned Scouts turned to dragoons, getting a +1 sight/movement)
    ----Marines (Fishermen turned to soldiers, getting a +1 attack from seaward)
    ----Minutemen (Farmers turned to soldiers, getting a +20% settlement defense)
    ----Horse Artillery (Cannon combined with 150 horses, getting a +1 movement)
    ----Siege Mortars (Cannon with -1 movement, -1 defense, bombard range of 2 and +20% settlement attack)
    ----Military Engineers (Pioneers turned to soldiers, can build redoubts, trenches and roads, and get a +20% settlement attack)
    ----Frontiersmen (Lumberjack, Trappers, Mountainmen, Hunters or Miners turned to soldiers, getting a +1 defense/movement in forest)
    ----Light Horse (Cotton Planters, Sugar Planters or Tobacco Planters turned to dragoons, getting a +1 movement)
    ----Continentals (Veteran Soldiers given 150 more guns, gains +1 veteran status)
    ----Spy (Elder Statesman with 150 tools, +1 to movement and invisible to other player's units, can destroy improvements, sabotage buildings, incite Indians against an opponent)

    --More structures:
    ----War College (grants soldiers in the settlement advancement in training over time)
    ----Large Shipyard (can create up to frigate-size ships)

    --More ships:
    ----Sloop-of-war (a privateer with +1 attack)
    ----Brigantine (a starter ship with capacity three in hold)
    ----Schooner (a small ship, hold 2, +1 movement)
    ----Fast Galleon (2 less hold spaces, +1 movement)
    ----Treasure Galleon (2 more hold spaces, -1 movement)
    ----Gunboat (small, cheap ship with +1 attack and -1 movement which must stay within sight of land)

    --More variety in Indian gifts:
    ----Indian Scout (gain an extra unit; see above)
    ----A free unit, expert in the area of expertise of the village
    ----Free quantity of food and/or furs auto transferred to nearest settlement

    --More variety in maps to include:
    ----wild animals (cougars, grizzlies, wolf packs)
    ----wandering herds of buffalo!
    ----migrating pods of whales
    ----randomly generated tornadoes (destroys terrain improvements and buildings in settlement)
    ----randomly generated hurricanes (destroys ships and buildings in coastal settlements, spawns tornadoes when touches ground)
    ----alternate seasons (ea turn could represent 3 months)

    --More variety in colonists skill sets:
    ----hunters (to gain extra food on the deer squares, +2 defense vs Indians)
    ----buffalo hunters (hunters working in tandem with a wagon train, gain 300 food and 300 furs when they land on a wandering herd of buffalo)
    ----Whalers (ships, size of merchants, that find the pods of migrating whales, gain 300 of a new commodity: whale oil—should be as valuable as silver)
    ----Mountainmen (beaver trappers working in tandem with a wagon train, gain 100 fur for each turn he sits on a beaver square, +2 defense vs Indians)

    --Changes in terrain:
    ----Deer squares should multiply food with a lodge not a farm
    ----Should add gold and copper to the existing silver and allow a single unit, a miner, to work on any of them

    --More terrain improvements:
    ----Redoubts (+50% defense to infantry and cannons—must be built within settlement boundaries.)
    ----Trenchworks (+50% defense to infantry and siege artillery—must be built within settlement boundaries.)
    ----Wagon trails (made automatically when a wagon traverses a square three times, gain 1.5 movement rate)
    ----Cobblestone Road (built on an existing road, gain 2.5 movement and extra liberty bells when built inside a settlement boundary)

    --Game mechanics improvement:
    ----Settlement artillery should be able to attack enemy ships in harbor.
    ----Tax rate to increase at a much slower rate.
    ----Expert status should be automatically granted Farmers, Fishermen, Cotton-Sugar-Tobacco Planters, Fur Trappers, Lumberjacks, Miners and Scouts by leaving an untrained unit (colonist, indentured servant, petty criminal, converted native) in the appropriate profession for a set period of time.
    ----Schoolhouse should only train actual professions.
    ----Should be able to create mining camps with a single miner and hunting camps with a single hunter (controls but one square, not four like a settlement).

    --New units provided from Europe:
    ----Veteran General (Baron Von Steuben type unit—works in War College to increase training of soldiers in settlement)
    ----Veteran Admiral (John Paul Jones type unit--works in War College to increase training of warships in settlement)

    If you took the time to read this far, I would appreciate some feedback!

    Thanks.
     
  2. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

    Joined:
    Jul 23, 2004
    Messages:
    8,802
    Location:
    Red Sox Nation
  3. Hardnight

    Hardnight Chieftain

    Joined:
    Oct 13, 2008
    Messages:
    6
    Thanks man! Glad to be amongst ya! :)
     
  4. DonaldAtHome

    DonaldAtHome Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    77
    I second these:
    --Trade allowed with foreign European powers (especially after declaring independence).
    --Alternate seasons (ea turn could represent 3 months) [this is a must]
    --Whalers [pirates are going to make this dangerous]
    --Deer squares should multiply food with a lodge not a farm
    --Should add gold and copper
    --Tax rate to increase at a much slower rate. [necessary for 3 month turns, instead of 1 year turns]
    --Veteran Admiral [not for hire, but you earn points by naval victories.]

    And add this:
    --Smugglers can sell anything in Europe and pay no taxes

    A lot of the suggestions are not right for this time period (based on many trips to Jamestown, Yorktown, Williamsburg, and 10 years RevWar Re-enacting):
    -Animals did not take a significant toll on colonial populations;
    -I don't know of any horse artillery in the Western Hemisphere at this time;
    -Most infantry types can be built using promotions (you might allow each settlement one free promotion type so you can build them);
    -There were few redoubts except as part of sieges, and towns can already be fortified (after "Bunker Hill" the Brits learned to go around);
    -No “large shipyards” or “military schools” in Western Hemisphere in this time period;
    -Destructive storms, plagues, etceteras, just seem like aggravation;
     
  5. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    I think animals are not the most realistic thing (certainly weren't in Civ4), but they make things a bit more fun. They provide opportunity for early XP for your units, and they make exploration of your continent more challenging.
     
  6. Martock

    Martock Warlord

    Joined:
    Jun 19, 2003
    Messages:
    254
    Location:
    South Carolina, USA
    I second this. Trading with Europe isn't something that should just be allowed if you choose the Monarchy civic. I don't even see what that's got to do with Trade to begin with. Trading with Europe should be a gamble though at that point. Perhaps we could have it set so you'd have to send ships in a convoy with Frigates for protection.

    Not to rain on your parade but many of the suggested units are already possible through promotions so I don't really see a need for new ones. However, there are some in this list that merit looking into. I like the idea of a promotion for turning artillery into Horse Artillery. That would be quite useful. Siege mortars would also be useful but there isn't anyway they should have a bombard range of 2. Maybe they could reduce a city's fortitications down or cause collateral damage to all units in a space. Military Engineers would be awesome...if only so they could build forts / redoubts, etc outside a city. Forts still played a very important role at this point in time. Spies would be great. Inciting indians though is just a standard diplomatic request.

    The War College is a great idea. I had suggested something similiar in another thread. Someone came up with an even better option and that was to use the fortifications within a city as the training building. Basically giving any assigned units to it experience based upon length of time. As for the large shipyard, the regular shipyard already does this so it's a redundant building.

    Umm...A privateer fits the job of the sloop of war and already exists. When you say +1 to attack, are you saying it's strength should be higher?
    Brigantine = Portugese / Dutch caravel - no need for this really as it exists in one form or another as a UU for those civ's.
    Schooner = regular caravel. No need to replace that.
    Fast Galleon = Merchantman, again, no need to replace that.
    Treasure Galleon, I suppose could be a UU for the Spanish but it seems a bit overboard.
    Gunboats might be the only ship of value here if only to keep away those pesky privateers.

    The Indian Scout is already kinda doable by giving it experience. As strange as it may sound, I have seen the AI attach Great Generals to civilian units. :confused: Why? No idea. Gaining a free unit, say an expert sugar planter or seasoned scout would be nice. As for free food and stuff, that does happen quite often, especially if you're on good terms with the natives.

    I wouldn't mind seeing animals roam the maps. Quite nice really. Not sure about the idea of wandering herds of animals though. Might be a pain to implement. As for disasters, yes, they should be reintroduced back into the game. I'm still waiting for Firixis to add in a decent Volcano effect. Civ3 had one that eventually looked pretty damn sweet. I'd also like to see them add back in alternate seasons. I'd go so far as to say that no crops could be grown during the winter months which would create some headaches but add a nice bit of realism to the game. You could still fish and hunt though.

    Not sure I like any of these ideas. Don't think we really need a hunter unit that is good against indians and gains extra food from deer, though I do think that squares with deer in them should grant extra food with a lodge and not a farm. I don't like the buff / whale hunter / mountainmen ideas at all. Way to much gain for really nothing at all. I DO like the idea of adding Whales back in and creating a new commodity of whale oil. Good call on that.

    I agree with both of these ideas. I also would like to see it set up so that tobacco and cotton and wheat can all grow on plains, grasslands, and marshlands. Beavers / small furry animals shouldn't be limited to just tundra. Last I checked, my part of the US has plenty of beavers and the like and there's no tundra to be seen...not even in wintertime.

    Yes to all but redoubts or forts shouldn't be limited to settlement boundaries. Trenchworks should though. I like the idea of wagon trails and cobblestone roads but don't think the CS should allow for extra liberty bells. That doesn't make much sense to me. CS should be limited to your cultural boundaries while WT's should be allowed anywhere outside of it.

    Yes to all but the Schoolhouse limitation. Artillery really should be able to bombard vessels that end their turns in a hex next a city which has Artillery stationed in it. Not enough to sink even a majorly damaged vessel but enough to keep the perimeter clear of ships.

    Though I do like the idea of WC's, I don't care much for a unit that makes them even more powerful. Best to shelve this and see if the WC could be implemented in a way to train military units.
     
  7. Hardnight

    Hardnight Chieftain

    Joined:
    Oct 13, 2008
    Messages:
    6
    Love the smugglers idea, Donald. And I think Dom has it right with the animals. You have to ride a fine line between realistic and BOOORING. And animals (and hunting) adds to the fun IMO.
     
  8. Hardnight

    Hardnight Chieftain

    Joined:
    Oct 13, 2008
    Messages:
    6
    Thx for the detailed feedback, Martock! I think most of your arguments hold water and I particularly concede the point concerning the military and ship units (really just wanted to open up an avenue for more graphics).
     
  9. Martock

    Martock Warlord

    Joined:
    Jun 19, 2003
    Messages:
    254
    Location:
    South Carolina, USA
    I'd love to see more graphics in such that british units differ from french units, etc. I'd be estatic if the indian units were all different.
     
  10. henryMCVII

    henryMCVII Warlord

    Joined:
    Apr 29, 2008
    Messages:
    237
    I would love to see such things modded in. :)
     
  11. Optimizer

    Optimizer Sthlm, SWE

    Joined:
    Dec 29, 2001
    Messages:
    692
  12. Hardnight

    Hardnight Chieftain

    Joined:
    Oct 13, 2008
    Messages:
    6
    Yeah Optimizer, I think we're on the same page. It just makes sense to me that certain civilian skills should translate into military skills. Fact is IRL, farm boys do make better marksmen and cavalry because of their experience on the farm, etc.
     
  13. akr71

    akr71 Chieftain

    Joined:
    Nov 25, 2005
    Messages:
    10
    Location:
    Amherst, NS
    Love the smuggling idea! Being able to trade with foreign Kings would be cool too - sell them their own goods after you plundered their ships!

    I'd also like to see Privateers capture enemy vessels rather than sink them. They could either be converted to more Privateers or towed to a safe port for repair.
     
  14. The Rusty Gamer

    The Rusty Gamer Prince

    Joined:
    Dec 31, 2001
    Messages:
    497
    Location:
    Christchurch, New Zealand
    What about being able to steal colonists from foreign docks with a privateer?
     
  15. Dale

    Dale Mohawk Games Developer

    Joined:
    Mar 14, 2002
    Messages:
    7,235
    Seems pretty far fetched. Would the Spaniards in Andulasia, or the Poms in Portsmouth have allowed a pirate to just sail up to the docks?
     
  16. BobTheBull

    BobTheBull Warlord

    Joined:
    Dec 29, 2007
    Messages:
    189
    Location:
    New Orleans
    Actually that did happen. Pirates and privateers didn't sail into ports flying their true colors. More likely, though, they took captives in more remote coastal areas. This practice continued until the 20th century. Well, actually it still goes on today, just not as widespread. At least we hope it's not.

    But it certainly go on in colonial America.
     
  17. Wheldrake

    Wheldrake Warlord

    Joined:
    Nov 14, 2008
    Messages:
    255
    Yes, it's called "pressganging". However, the numbers so "recruited" were small, and intended to crew the ship, not to create slave labor in New World colonies. I wouldn't consider this an important feature.

    Not to mention the fact that privateers are incapable of carrying colonists, as the game stands.

    Cheers, --- Wheldrake
     
  18. The Rusty Gamer

    The Rusty Gamer Prince

    Joined:
    Dec 31, 2001
    Messages:
    497
    Location:
    Christchurch, New Zealand
    Press-ganging - now, that's an idea. Any unprotected/unarmed colonists (even specialists) wandering around the new colonies, particularly near the coast, have a chance of being press-ganged - they simply disappear!

    You might get a message like "One of your tobacconists has disappeared. Rumour has it he has been press-ganged" or somesuch.
     
  19. BobTheBull

    BobTheBull Warlord

    Joined:
    Dec 29, 2007
    Messages:
    189
    Location:
    New Orleans
    Now that is a good idea! It would force changes in how you play the game, as you would have to protect any units or settlements on the coast, I would say within two tiles. It would also make sense that wagons near the coast could be raided for their cargo (or just destroyed). All this would be very realistic historically.
     
  20. The Rusty Gamer

    The Rusty Gamer Prince

    Joined:
    Dec 31, 2001
    Messages:
    497
    Location:
    Christchurch, New Zealand
    And of course, you could introduce a new unit - the bandit - which is the land equivalent of a privateer.
     

Share This Page