ThesaurusRex
Archaeologist with a Civ addiction
- Joined
- Mar 12, 2011
- Messages
- 91
I tried looking for an existing thread, but it's kind of hard to know what to search for so I decided better to just make one.
Basically, I'm just curious about all the ways people have introduced or altered a mechanic in the editor (vanilla or cracked) to produce a novel gameplay result. Not really anything specific, just whatever and whenever they pop into peoples' heads. I'm sure people have had plenty over the countless years. Maybe by having them all in one thread other people could get inspired for their own scenarios, who knows. I'm sure some people already had some of the ideas I had though.
I remember way back I made a simple edit preventing anyone from producing Settlers naturally. Some civs were still able to have two or more cities (from goody huts I imagine) but it was largely a big city-state free-for-all and surprisingly engaging and competitive for just a small edit. AI was relying a lot more on colonies. Could be worth me looking over again.
Something else I've been wanting to try only makes sense on large maps, but involves movement costs. A movement higher than 1 is the default for units, but almost all terrain has some sort of movement cost to it. Different units (also maybe from different civilizations) can ignore the costs of these terrain types. I haven't tried it so I don't completely know what ramifications it could have.
Going off discussions from another thread, I've figured a way to make more dynamic "barbarians". It's basically just hidden nationality units tied to whatever AI civs you've designated unplayable. Give them the Enslave option where they can produce another one of themselves or a different unit to 'upgrade'. Since they probably won't be able to keep their numbers up from enemy civs alone, you may still need to give them large numbers of real barbarians to "eat" as part of a stateless food web. And if you have competing HN units from another civ, things could get really interesting. Only thing a barbarian can do that a faux-barb can't (other than indefinitely spawn) is sack a city, whereas the latter can't touch them, so I think it works out pretty well.
I've also been trying and failing to think about realistically making an island-type terrain a thing: too small to believably build "cities" on, but enough land to garrison units. I thought I could do it by making a LM Coast (using the cracked editors), increased defense bonus, that could allow forts & airfields to be placed, but then I forgot...can't edit LM terrain that far Could try with a land tile, but then can't have sea units without a city and then it kind of defeats the point.
Basically, I'm just curious about all the ways people have introduced or altered a mechanic in the editor (vanilla or cracked) to produce a novel gameplay result. Not really anything specific, just whatever and whenever they pop into peoples' heads. I'm sure people have had plenty over the countless years. Maybe by having them all in one thread other people could get inspired for their own scenarios, who knows. I'm sure some people already had some of the ideas I had though.
I remember way back I made a simple edit preventing anyone from producing Settlers naturally. Some civs were still able to have two or more cities (from goody huts I imagine) but it was largely a big city-state free-for-all and surprisingly engaging and competitive for just a small edit. AI was relying a lot more on colonies. Could be worth me looking over again.
Something else I've been wanting to try only makes sense on large maps, but involves movement costs. A movement higher than 1 is the default for units, but almost all terrain has some sort of movement cost to it. Different units (also maybe from different civilizations) can ignore the costs of these terrain types. I haven't tried it so I don't completely know what ramifications it could have.
Going off discussions from another thread, I've figured a way to make more dynamic "barbarians". It's basically just hidden nationality units tied to whatever AI civs you've designated unplayable. Give them the Enslave option where they can produce another one of themselves or a different unit to 'upgrade'. Since they probably won't be able to keep their numbers up from enemy civs alone, you may still need to give them large numbers of real barbarians to "eat" as part of a stateless food web. And if you have competing HN units from another civ, things could get really interesting. Only thing a barbarian can do that a faux-barb can't (other than indefinitely spawn) is sack a city, whereas the latter can't touch them, so I think it works out pretty well.
I've also been trying and failing to think about realistically making an island-type terrain a thing: too small to believably build "cities" on, but enough land to garrison units. I thought I could do it by making a LM Coast (using the cracked editors), increased defense bonus, that could allow forts & airfields to be placed, but then I forgot...can't edit LM terrain that far Could try with a land tile, but then can't have sea units without a city and then it kind of defeats the point.