Okay, I got my teeth cut on modding with a couple of mod components. Now I'm looking to make a more significant mod for Civ5, this one centered around espionage! All those interested in helping out with this project should post here.
Goals of this mod project: Provide an extra layer of strategy on top of the base game through the use of espionage. Reduce the amount of 'free' information given to the player and give that information back to them through accumulating espionage points. Apply an additional use for gold through covert operations. If possible, not modify the base game so that it may be used in conjunction with other mods (this may conflict with the part about concealing information given freely in the base game).
Basics parts of the mod:
So it's a pretty big project, all in all, but I think it can be tackled! The XML is flexible enough to allow the inclusion of a new yield type and saveutils can be used to track espionage points. The missions themselves are mostly pretty simple. Deduct gold, kill unit for example.
Positions needed:
UI programmer: adding the buttons and screens.
Art designer: Art for the mission buttons, the spy model, building icons, and espionage symbols.
Lua programmers: Programming the missions and game logic. I can handle this, but more won't hurt!
AI programmer: Adding information so the AI makes use of these new changes or at least emulates this through occasional forced undertaking of espionage actions.
Let's make a mod that everyone will want to use!
Goals of this mod project: Provide an extra layer of strategy on top of the base game through the use of espionage. Reduce the amount of 'free' information given to the player and give that information back to them through accumulating espionage points. Apply an additional use for gold through covert operations. If possible, not modify the base game so that it may be used in conjunction with other mods (this may conflict with the part about concealing information given freely in the base game).
Basics parts of the mod:
- Additional buildings. Spymaster for classical era production and a Customs House for medieval or reinnasance era (mixed with gold) and an embassy later still. Names are subject to change.
- Additional unit, the spy. This is an invisible non-combat unit that can undertake missions for gold.
- Espionage points. In keeping in line with Civ5's style to keep things more simple, espionage points are not divided as they are in Civ4. They apply to everyone equally and once certain thresholds are reached, they provide different benefits like information on the enemy's military, information on their current production, information on their cities, and a reduction in spy mission costs, and an increase in enemy thresholds required. These will decay over time, however, so it is possible to ruin an enemy's espionage capabilities. Thresholds for nations currently at war with are higher as they are on guard. This can cause the loss of some information on a war declaration.
- Missions. Missions include building destruction, production sabotage, unit defection, unit assassination, relationship snafu, city poisoning (population reduction), suitcase nukes, counterespionage, city defense reduction, unhappiness creation, improvement destruction, culture attack (reduce progress towards next social policy).
- UI. Add UI elements such as a spymaster screen which provides information on other empires, thresholds required for certain bits of information. Will also need buttons for the new actions.
So it's a pretty big project, all in all, but I think it can be tackled! The XML is flexible enough to allow the inclusion of a new yield type and saveutils can be used to track espionage points. The missions themselves are mostly pretty simple. Deduct gold, kill unit for example.
Positions needed:
UI programmer: adding the buttons and screens.
Art designer: Art for the mission buttons, the spy model, building icons, and espionage symbols.
Lua programmers: Programming the missions and game logic. I can handle this, but more won't hurt!
AI programmer: Adding information so the AI makes use of these new changes or at least emulates this through occasional forced undertaking of espionage actions.
Let's make a mod that everyone will want to use!