TC01
Deity
This idea came to me when I was thinking about stuff I might do for Final Frontier Plus. I might make it a gameoption there (since in FF there aren't aliens, at least at present), but it's definitely appropriate for Star Trek, so I thought I'd mention it here. Part of the reason I'm mentioning it is to see if people would like this, since I might make it a modmod if I have time (which I don't have at the moment).
In Star Trek, quite a lot of planets are inhabited. But this isn't reflected in game at present. So my idea is to give a percentage of all solar systems on the map "Alien Population". First, if a city was founded on a system with alien population that city would gain a population point.
Second, systems with alien population would have an invisible improvement on them that acts as a goody hut. So when moving onto systems with alien population, the goody hut gets popped- the equivalent of making First Contact with an alien race. You could get things like credits, techs, alien ships, and maybe even a new city- or maybe a barbarian city and barbarian ships (if first contact goes awry).
As for how I would code this (since I have considered making it a modmod for Star Trek):
-Add a tag to CIV4GoodyInfos.xml "RequiredImprovement", in other words the required improvement type for the goody to be popped. All existing ones would be set to require space wreckage- all new ones would require the invisible alien population improvement.
-Add a new boolean to system data which would represent the alien population.
-Whenever systems are created, roll to determine whether that system should have alien population, and if it does, place one of the invisible alien population improvements (Unless it's a city, of course).
EDIT: I've begun working on this as a Star Trek modmod.
In Star Trek, quite a lot of planets are inhabited. But this isn't reflected in game at present. So my idea is to give a percentage of all solar systems on the map "Alien Population". First, if a city was founded on a system with alien population that city would gain a population point.
Second, systems with alien population would have an invisible improvement on them that acts as a goody hut. So when moving onto systems with alien population, the goody hut gets popped- the equivalent of making First Contact with an alien race. You could get things like credits, techs, alien ships, and maybe even a new city- or maybe a barbarian city and barbarian ships (if first contact goes awry).
As for how I would code this (since I have considered making it a modmod for Star Trek):
-Add a tag to CIV4GoodyInfos.xml "RequiredImprovement", in other words the required improvement type for the goody to be popped. All existing ones would be set to require space wreckage- all new ones would require the invisible alien population improvement.
-Add a new boolean to system data which would represent the alien population.
-Whenever systems are created, roll to determine whether that system should have alien population, and if it does, place one of the invisible alien population improvements (Unless it's a city, of course).
EDIT: I've begun working on this as a Star Trek modmod.