ideas from another mod...

Seidrik_The_Gray

Seidrik The Gray
Joined
Jun 26, 2006
Messages
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There is a certain mod available with barb scripting and preset barb cities...It's a huge memory and performance hog, so I vastly enjoy TAM better. However, the barb scripting looked interesting to me. For example, barb uprisings along historical timelines, such as the Huns, Tatars, etc...

The current huge map seems so empty north of Persia and the Medians.

Your thoughts?
 
or what about making the different religions provide varied benefits (a la Fall From heaven) such as varied specific buildings, units, wonders, etc...
 
I really do love the idea of more preplaced barbarian cities, and preferably also some "minor cultures".

Rhye's mod also has a fantastic system of suggesting the correct historical name for a city's placement depending on the tile(s) you place the city on. This would be perfect in building up an ancient world feel, and is still ultimately amendable by the player if they so choose.

I also remember seeing a mod which allowed more flexibility and use of Fortresses, these currently are a little pointless for the most part. I think they need to confer more boni to the defending troops.... I also think that they should be buildable on a separate overlay, so they dont change the tile underneath (i.e can build them in forests and on other improvements).

There are a lot of great mods with a lot of great ideas. :)
 
My top three mods so far are: TAM, TotalRealism, and Rhys'

If they could somehow be merged...I can't wait to see what BtS does to the mod community.

TR with the fort bonuses does make forts more useable, but I still hardly use them, except in highly critical choke points. I would love to treat forts like colonies or outposts, capable of harvesting a resource or sharing the plot with a mine, a pasture, etc...and heck why not treat them like a city with a size 3 or 4 cap on them only capable of working tiles in a cross patern of 5 plots max, including the plot that the fort is on?

This has more to do with a pre-industrial technology I suppose than that available in TAM, but something similar and more limited might also work.

For example, I could see how a fort should give its defenders a first strike, and give a cummulative defense bonus with the terrain it's on (I believe they already do), and you could make their defensive bonus increase with the time period (Stone Age, Bronze Age, Iron Age, Classical, etc...) Additionally, if you have the tech for seige warfare, shouldn't your forts employ some form of counter seige weaponry?
 
The fort modification I would also find quite nice. They could work on the same basis as FfH's settlements, but with a different function.

Also, what I think would also be real nice, would be the abilty to build a 3rd type of colony, wich would act as a port. A bit like Athen's port, or Ostia for Rome. Once again, these would have very limited functionalities. The ports would could use only the sea squares for instance, so they don't affect the "mother" city's growth that much. In FfH, these settlement come with a special building. Using this, we could make special buildings for these ports and forts. In the case of ports, they could enable it to reap ressources also from sea squares, and maybe some commerce in later stages.

We could also have these colonies be able to build basic military. Navy for ports, and archers/spearmen/etc for forts, but no UUs or Armored Infantry and the like.
 
The fort modification I would also find quite nice. They could work on the same basis as FfH's settlements, but with a different function.

Also, what I think would also be real nice, would be the abilty to build a 3rd type of colony, wich would act as a port. A bit like Athen's port, or Ostia for Rome. Once again, these would have very limited functionalities. The ports would could use only the sea squares for instance, so they don't affect the "mother" city's growth that much. In FfH, these settlement come with a special building. Using this, we could make special buildings for these ports and forts. In the case of ports, they could enable it to reap ressources also from sea squares, and maybe some commerce in later stages.

We could also have these colonies be able to build basic military. Navy for ports, and archers/spearmen/etc for forts, but no UUs or Armored Infantry and the like.

I like this idea. It reminds me of a pen and paper wargame that my Dad made up from scratch and that I later modified and built on. This game was allot of fun, but very tedious with allot of book keeping, etc...and also more along the lines of CIV I, which is when I stopped playing my paper wargame :)

Anyway, in our wargame, you had to build army bases to build certain army-style units, you had to build ports for certain naval units, and you had to build air bases and space bases and other buildings for example, as a pre-requisite. Also, naval units could only be built at ports, but air units and ground forces could be built at an army base or an air base or a friendly city, pending that you met the requirements to build said unit.

See, we used ports similar to your suggestion, and I have always been miffed by the concept's mysterious abscence from Civ. In other words, having a city on the coast doesn't automatically allow you to build a battle ship, but simply having a city a tile or two away from the coast shouldn't preclude you from building a battle ship either, IF you have a port...should it???

I also like the concept of settlements (didn't they have something approaching this in Civ III PTW or Conquests, called Colonies?).
 
*drooling at these ideas*

I always loved the colonies in Civ 3 and the above would give that much needed fix!

:D
 
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