Larger Map mod concepts

kristopherb

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May 23, 2006
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I was toying round with the idea of larger maps in Civ4, the other day. Assuming i take neverminds' mod component "XXL world" as a base, which adds 3 larger map types. For quick note a Giant map size is 50/32 while a large map is 26/16.

When I played the mod I realised that it is hard to wage war early on in the game due to the meagre movement points on the units. So i was thinking "just double all movements points" but why not go all out and customise the movement points say horses are faster then foot troops with tanks are faster then the lot, while elephants are slightly faster then foot troops but not as fast horse based troops and so on....

With the added space in the map brings the 2 tile radius the standard city enjoys would not be suitable, 3 or 4 tiles radius maybe? Maybe a changing of the city settling distance?. But this seemingly simple change would bring other problems to the table, such as citizen management (mainly the happiness levels,what should the base happiness be?) , or should we just take the approach that means a specialist/citizen would be worth less (overall) and get drowned out.

By this time, I thought to myself "i'd taken a concept (the movement of units) and expanded it in relation to the map size" But there are some concepts that can't be expanded linearly or otherwise with the map size, but these seemed to escaped me at the time. In my mind the size of units have always irked me is it 100 men or 10,000men, this definition of unit would the first step in deciding what to do with it, do we leave units alone or do we change the costs and upkeep to make each unit less significant on the larger scale because more units will be built and needed or the reverse?

So the questions for discussions are...

Assuming a MOD for Civ 4 BTS were to focus on the "large map aspect" of the game how would other concepts change with this increase in map size and to what extent?

What concepts/mechanics should we fiddle/or not fiddle with to balance the game?

At what point do we say "this mechanic works but it effects another mechanic marginally, so we'll leave it" or " this row of domino's has gone on for long enough"?

and the questions posted in the text above :p
 
The only thing that could make this idea, beyond it being made :lmao:, would be more civs and maybe something like RevDcm were civs can be made over time.


About the movement I think it should change every era, Modern Cavalry would be a lot more efficient than Horse Archers. So if a horse archer moves 4 square its modern counter part maybe should double it(Not to sure how quick that can become op).

Also is there a way to allow land units to transport troops? Imagine having your army require vehicles to properly function. What like siege weapons they dictate a war. But then id also want decaying resources so that one oil fountain doesn't allow a huge army. Disallowing nations with oil to dominate a country without it.

Imagine having map trading a important aspect of the game. That guy who maps out Australia might just get good money, maybe even technologies for his map.
 
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