I'm thinking of making a mod

Joined
Sep 19, 2005
Messages
510
The problem is that I don't know much about modding I was wondering if anyone would sign on to make my vision a reality here's what I am planning to do is it feasible? And will someone help me do it

* New resource types Drugs.

Drugs will be divided into soft drugs (Tobacco, coffee, Marijuana, alcohol etc.) and hard drugs (Opium, cocaine, etc.). Soft drugs will be your basic resources that might cause a bit of unhealthyness espically when combined with a corporation (see below).

Hard drugs will begin as normal resources but after the discovery of corporation after which you can found Cartels which act as corporations but bring in much more money to the owner of the HQ and lots of trouble ( :yuck: :mad: etc.) for the cities they are in. (this is open for debate if someone has a better idea please let me know) They can be neutralized by adopting police state or by getting the UN to band them.

* The UN will be altered. First it will have the ability to expel voting members (those who defy resolutions). Once a person is expelled they are vulnerable to mass declare wars from the UN.

Once two or more civilizations are expelled from the UN there will be an option for the expelled members to build the United Council (UC) an alternative UN (Someone else had this idea before me)

There will be several new resolutions:

1. Expel Member (50% +1) as mentioned before it removes a member from the UN and makes them immune to all resolutions both the bad and the good (you won't have to follow the Nuke ban but you won't get the extra trade routes)

2. Repatriate member (50% +1) nullifies an expulsion cannot be granted after the UC has been founded.

3. Drug ban: Drug resources cannot be used, Cartels have no effect.

4. Alliance with all members: available after the UC is founded makes all members permanent allies.

The UC will have the same resolutions save for the touchy feeley civics resolutions.
 
New Corporations:

Shaw's Brewing:
+.5 :culture:
+.5 :gp:(or whatever would be balanced)
with corn, wheat, rice, wine, banana

(one of my co moderators names) Pharmacy
+.05 health with Opium, marijuana, spices Immune to UN drug laws

(Co-creator) Food
+.05 :food:with pig, cow, deer, wheat

(Co-creator) Fashion
+.05 :Culture:
+ .05 :)
With Silk, fur, whale
 
New Technologies

Conservatism (requires Nationhood, )
"freedom is special and rare, it's fragile it need protection" Ronald Regan

First to discover gets a Golden Age

Can build: National Mall (World wonder, see below) Vice Building
Libertarianism

"government is a broker in pillage, and every election is sort of an advance auction sale of stolen goods" HL Mencken

First to discover receives great merchant

Can build World Trade Center (world wonder see below)

Chemical Warfare (requires chemistry, rocketry)
"You can't say that civilization don't advance, however, for in every war they kill you in a new way." Will Rogers

Can build Weapons lab (see below)
 
New wonders

National Mall
Reduces maintain in nearby cities
Increases chances of generating great Spy
+50% Espionage in the city

World Trade Center
Requires Wall-Street (in any city)
+100% Trade routes
Increased chance of great merchant

United Council
Must have at least 2 expelled UN members
Guerentees Eligibility

NORAD (national wonder)
Allows MAD nuke targeting (requires rocketry)
 
Bar
Requires Guilds
+ 1 :) with Drugs, wine
+5% :commerce:

Weapons lab National project
Allow the consturction of chemical weapons
+ 10% :science:

Vice Building
Requires Conservatism
-30% Cartel effect in city
 
Smuggler: A corporate executive for the drug cartels.

Sarine Bomb stationary, can only attack tiles outside of city, causes 50% damage to all gunpowder, melee, archer and mounted units in area with a 10% chance for a total kill. Causes negitive diplomatic relations. 5% chance of premature detonation (each turn like a nuclear plant) causing %-25 population +10 :yuck: +5 :mad: (temporary) as damage to all stationed units

EMP Bomb Causes 50% damage to artillery, and helicopter units with a 10% chance of a total kill. 5% chance of a premature detonation (each turn) causing temporary: -75% science, +15 :mad: (Due to power loss.)

Vice officer Can remove cartels for a cost small chance of -1% modifier with civ that owns that cartel
 
Nuke overhaul

Nuke need to be completely revamped

To start with the MAD nukes mod (HT: the Lopez) needs to be incorporated. After building NORAD you should be able to point you nukes at enemy cities. Depending on your :espionage:level with each civ you will be able to see what they have pointed at you. Once a civ launches a nuke at you any nukes pointed at them will launch.

A nuke should cause -50% population, 50% damage to all units 50% chance per building of building being destroyed. With an additional 10% chance of city being totally destroyed.

Spies should have the ability to plant a nuclear device in a city causing the same effects as a nuclear strike, it can be avoided through an event (Large: :espionage: and :gold: cost) if you're caught planting a nuke there should be MAJOR diplomatic consequences (expulsion from the UN if possible)
 
Ok guys those are my ideas can anyone here help make this dream a reality please let me know I really want to do this.
 
Yeah but I'm hoping that this entire idea of a mod (cartels new techs etc.) could be implemented can anyone here make a mod like this?
 
good news i now have limited modding skills (xml; i know nothing of python)
(apology 4 double post(although i did bring this post to front page))
 
Back
Top Bottom