Mod Based on a Nationbuilding Roleplay

mediterreania

Warlord
Joined
Jun 13, 2011
Messages
189
I'm a member of a nationbuilding/roleplaying forum called Statesmanship, and I thought it would be cool to have SMS nations in a Civ4. However, I have no idea how to mod. So, here's my idea. Any suggestions?

SMS-specific Wonders:
-Harbor Isle [Mediterreania] - replaces Christo Redentor.
-Federal Security Directorate [Cravania] - replaces Kremlin.
-Themata [Zukariaa] - replaces Heroic Epic.
-Reims Agreement [Quiberon] - replaces United Nations.
-Space Shuttle Reach [Arch Islands] - replaces Space Elevator.
-Saint Toast's Academy [Praetonia] - replaces Oxford University.
-Milnet [Confederacy] - replaces Pentagon.


SMS Religions:
-Dharmic Faiths (requires Meditation); holy city wonder: Kashi Vishwanath
-Pantheon (requires Polytheism); holy city wonder: Auir
-Judaism (requires Monotheism); holy city wonder: Shiloh
-Catholicism (requires Theology); holy city wonder: Papal Palace
-Protestantism (requires Code of Laws); holy city wonder: Protestant Courts Union
-Atomism (requires Philosophy); holy city wonder: Ruins of the First Civilization
-Islam (requires Divine Right); holy city wonder: Quds Alaghdas


SMS Corporations
-New World Trading Co. [Questers] - +4 culture, +1 gold; consumes Spices, Ivory, Silk (requires Corporation, Astronomy, Great Merchant)
-Blubber Co. [Praetonia/Wolohanistan] - +2 food; consumes Fish, Whale (requires Corporation, Biology, Great Scientist)
-Colonial Aluminum [Luthoria] - +2 production; consumes Aluminum, Iron (requires Corporation, Industrialism, Great Engineer)
-Cacoquik [Franberry] - +1 happiness, +1 food; consumes Spices, Sugar (requires Corporation, Refrigeration, Great Artist)
-People's Energy Syndicate [Ilva] - city gains access Oil, Coal; consumes Cow, Pig (requires Corporation, Ecology, Great Scientist)
-Farfield Island Arsenal [North Point] - +25% military unit production, +1 exp. for new units; consumes Copper, Iron (requires Corporation, Assembly Line, Great Engineer)



Mediterreania

Unique Unit: Militia (SAM Infantry): Free Intercept I, Ambush I
Unique Building: Cooperative (Forge): +50% production, +1 Engineer, +1 happiness from Gems, Gold, Silver, Aluminum

Leaders:
-Mossadegh (Charismatic, Philosophical); Favorite Civic: Free Speech (Legal)
-Koroushi (Protective, Organized); Favorite Civic: Emancipation (Labor)


Questers

Unique Unit: Motor Rifle (Mechanized Infantry): Free Mobility, Commando
Unique Building: School (Barracks): New land units receive +3 experience points, no experience penalty for conscripts, +2 happiness with Nationhood

Leaders:
-Lord-Protector (Organized, Industrious); Favorite Civic: Nationhood (Legal)
-Gong Iskandar (Spiritual, Charismatic); Favorite Civic: Hereditary Rule (Political)


Doomingsland

Unique Unit: Legionary (Infantry); Free Ambush I, Guerrilla I
Unique Building: Crucifix (Jail): +75% espionage, -50% war weariness, +2 Spies

Leaders:
-Ultor (Aggressive, Imperialistic); Favorite Civic: Police State (Political)
-Doompope (Protective, Spiritual); Favorite Civic: Theocracy (Religion)


Quiberon

Unique Unit: Gendarmie National (Marine): Free City Raider I, Sentry
Unique Building: Public School (Library): +2 culture, +25% science, +2 Scientists, +2 Artists

Leaders:
-Édouard XI (Creative, Organized); Favorite Civic: Bureaucracy (Legal)


Luthoria

Unique Unit: Colonial Militia (Paratrooper); Free City Raider I, City Raider II
Unique Building: Slave Market (Market); +25% gold, no unhappiness from sacrificing population, +2 Merchants, +1 happiness from fur, ivory, silk, whale

Leaders:
-Edward XVII (Financial, Imperialistic); Favorite Civic: Slavery (Labor)


Praetonia

Unique Unit: Shrike (Bomber): +50% attack against naval units
Unique Building: Common Law Association (Courthouse): +2 espionage, -75% maintenance, +1 Spy

Leaders:
-George (Financial, Expansive); Favorite Civic: Free Market (Economy)


Parthia

Unique Unit: Savaran (Cavalry): Free Blitz, Charge
Unique Building: SAVAK (Security Bureau): +8 espionage, +50% defense against espionage, +2 Spy, -2 unhappiness

Leaders:
-Khosru III (Aggressive, Expansive); Favorite Civic: Hereditary Rule (Political)


Cravania

Unique Unit: Sheriff (Explorer): Free Woodsman I, Sentry
Unique Building: Saloon (Colosseum): +2 happiness, +1 happiness with Wine, +1 happiness per 20% culture rate

Leaders:
-Morrison (Expansive, Charismatic); Favorite Civic: Nationhood (Legal)


Vault

Unique Unit: Defense Grid (Mobile SAM): Free Intercept I, Intercept II
Unique Building: Vault (Bomb Shelters): No population loss from nukes

Leaders:
-Overseer (Financial, Organized); Favorite Civic: Pacifism (Religion)


Confederacy

Unique Unit: Flotilla (Transport): Free Navigation I, Navigation II
Unique Building: Voting Booth (Broadcast Tower): +50% culture, +1 happiness per 10% culture rate, +2 Artists, no unhappiness from population

Leaders:
-Lockhelm (Philosophical, Creative); Favorite Civic: Universal Suffrage (Political)


Zukariaa

Unique Unit: Fireship (Frigate): Free Barrage I, Drill I
Unique Building: Liturgy (Bank): +75% gold, +2 Merchants

Leaders:
-Kallikrates (Aggressive, Imperialistic); Favorite Civic: Vassalage (Legal)
-Daiko Etrato (Spiritual, Protective); Favorite Civic: State Property (Economy)

The graphics would basically be:
  • Mediterreania - based on Arabia.
  • Questers - based on India.
  • Doomingsland - based on Rome.
  • Quiberon - based on France.
  • Luthoria - based on Vikings.
  • Praetonia - based on England.
  • Parthia - based on Persia.
  • Cravania - based on America.
  • Vault - based on Japan.
  • Confederacy - based on Germany.
  • Zukariaa - based on Greece.
 
Since you're probably the authority on the source material (SMS) you should absolutely spearhead any such mod yourself. This, however, also means that you need to be able to do at the very least 90% of the modding involved yourself. Just the way these things works - so the question is: are you up for the task?

The skills involved are very possible to learn, and the things you just can't figure out or be bothered with you will surely be able to get help with. But, and its a big but, you should already have laid most of the ground-work on the mod before requesting actual work hours from others. That shows that you have resolve and that the project can actually be completed, eventually. Otherwise you're just basically wasting other people's time. Its doubtful that anyone would even volunteer.

With that said: I'd be glad to help out with whatever skills I possess (Python scripting, mostly) - once you do finish most of the XML entries for what you suggested (and probably also importing the artwork already available out there). Because we can totally do your idea, no doubt about it. Just don't expect someone else to do it for you - or even understand why it is such a good idea to begin with. (Not everyone knows SMS.)
 
Since you're probably the authority on the source material (SMS) you should absolutely spearhead any such mod yourself. This, however, also means that you need to be able to do at the very least 90% of the modding involved yourself. Just the way these things works - so the question is: are you up for the task?

The skills involved are very possible to learn, and the things you just can't figure out or be bothered with you will surely be able to get help with. But, and its a big but, you should already have laid most of the ground-work on the mod before requesting actual work hours from others. That shows that you have resolve and that the project can actually be completed, eventually. Otherwise you're just basically wasting other people's time. Its doubtful that anyone would even volunteer.

With that said: I'd be glad to help out with whatever skills I possess (Python scripting, mostly) - once you do finish most of the XML entries for what you suggested (and probably also importing the artwork already available out there). Because we can totally do your idea, no doubt about it. Just don't expect someone else to do it for you - or even understand why it is such a good idea to begin with. (Not everyone knows SMS.)

Well, two things. First of all, I'm completely new to modding, and have no idea which XML files to edit, et cetera.
Second of all, there is no artwork available. That's the biggest hurdle; it's a text-based roleplaying forum.
 
Well, two things. First of all, I'm completely new to modding, and have no idea which XML files to edit, et cetera.

You can easily learn that ;).
Take a look at the tutorials forum, at how to add an unit or a civilization. These parts will include the main work, so you have to read them (or to understand that stuff in another way).

Second of all, there is no artwork available. That's the biggest hurdle; it's a text-based roleplaying forum.

Imagine something yourself :D.
Since most of the stuff is based on RL civs, you'll definitely find enough units around here. For leaderheads you might either abuse some of the existing ones, which could fit in there, or you use 2D leaderheads (creating them is damn simple, but finding good images is the problem). Flags + buttons -> same as 2D leaderheads, easily doable, but finding sources...


Oh, and good luck with your project :).
 
You can easily learn that ;).
Take a look at the tutorials forum, at how to add an unit or a civilization. These parts will include the main work, so you have to read them (or to understand that stuff in another way).



Imagine something yourself :D.
Since most of the stuff is based on RL civs, you'll definitely find enough units around here. For leaderheads you might either abuse some of the existing ones, which could fit in there, or you use 2D leaderheads (creating them is damn simple, but finding good images is the problem). Flags + buttons -> same as 2D leaderheads, easily doable, but finding sources...


Oh, and good luck with your project :).

Also, note that this was more of a casual doodle than an actual commitment - maybe during the winter, when I actually have some time, I'll do something this complex.
 
mediterreania, you're basically missing the point. And you're also missing out on all the fun that comes with modding. We're not asking you to do any herculean task or anything, just pointing out that modding is something that anyone can learn. The hard part is actually coming up with unique ideas and some good design for the actual implementation, but at least you seem to have stuff you wanna do. And in time, you will be able to make all of it come to life.

All we're saying is that you might wanna consider getting into this modding thing, eventually. Start with something small, and before you know it you will be designing your very own mod! And then you realize that playing the game isn't even half the fun!
 
I would point out that a lot of the "new" stuff is just changing the names of existing stuff. Changing the names of things is one of the easier things you can do. That is, therefore, a good place to start.
 
A valid and good point, indeed.

This mod could actually be made with a head-first approach, where you firstly just change the names of things, then you add other people's content as for new stuff and art. Use place-holders and preliminary artwork while you develop - the point is to not get bogged down, but rather continue development. You would learn as you go, and in time the whole thing could become worthy of a wider release. But in the meanwhile you could have a functioning (well, "in development") mod for your own personal use.
 
A valid and good point, indeed.

This mod could actually be made with a head-first approach, where you firstly just change the names of things, then you add other people's content as for new stuff and art. Use place-holders and preliminary artwork while you develop - the point is to not get bogged down, but rather continue development. You would learn as you go, and in time the whole thing could become worthy of a wider release. But in the meanwhile you could have a functioning (well, "in development") mod for your own personal use.

You know what? You're right. The first civ I'll work on is Questers, since that seems like the most interesting to play as.

First, the UU: Motor Rifle (Mechanized Infantry), which starts with Mobility and Commando. Questerian military doctrine is basically WWI in the modern age; the Motor Rifle division, the most common unit in the Questers Freeholder Army, is basically a mechanized trench warfare unit: soldiers charging the trenches in IFVs and Jeeps. While doing the XML won't be hard, I still need artwork for a technical or troop truck.

Next, the Unique Building: School (Barracks). The unique part of it is that there is no experience penalty for drafted units. This is because Questers is a anarchist barracks state (oxymoron), a militant libertarian nation where teenagers receive military training alongside math and writing. I don't know how to do this in XML, and some help with Python might be needed.

Then there's the Leaders:
First, the Lord-Protector. An elected aristocrat (another one of Quester's oxymorons) he is both Organized and Industrious. The Favorite Civic would be Nationhood (Legal), due to some hard-to-explain circumstances. I have no idea what leaderhead to use.
Then, Gong Iskandar. He's the Spiritual and Charismatic king of the Questerian Malay minority, a symbolic but important title. The Favorite Civic would be Hereditary Rule (Political), because he's a ethnic monarch. The Suryavarman II seems like the best leaderhead choice.

Finally, the corporation: New World Trading Co. [Questers] - +4 culture, +1 gold; consumes Spices, Ivory, Silk (requires Corporation, Astronomy, Great Merchant). I have no idea how to code corporations. Help!
 
First thing to do is probably to check out the associated XML files. Note however that there are both classes and types to consider when it comes to units and buildings. Also note the Modiki link at the top of the page - it contains a rundown of some of the more useful files.

Regarding the UB: What is the drafting penalty, exactly? You propose that all units in any city with the UB will always start with some base amount of XP (like whatever the basic Barracks gives in your mod)? I guess that could be scripted in Python... (Like, "any unit created by any player with the Quester civilization attribute in a city with the UB and no XP receives some amount of XP." I wonder if drafting units register as a unitCreated game event, though? If it does, then I can definitely hook you up with a script. Just get the XML portion completed and working first.)

Regarding art, I suggest you use place-holders at this point and focus on getting things working first. Just pick some unit/building/leaderhead for now - you will always be on the lookout for better art anyways, this is just the nature of relying on other people's stuff.

edit: This mod seems more interesting with any bit of information made available. At some point you might even consider writing up Civilopedia entries for all of it... :p

edit2: There isn't a Corporations Info XML file? Have you looked?

edit3: Would the corporations be restricted by civilization? Perhaps you could make the executive units UU:s, then?
 
First thing to do is probably to check out the associated XML files. Note however that there are both classes and types to consider when it comes to units and buildings. Also note the Modiki link at the top of the page - it contains a rundown of some of the more useful files.

Regarding the UB: What is the drafting penalty, exactly? You propose that all units in any city with the UB will always start with some base amount of XP (like whatever the basic Barracks gives in your mod)? I guess that could be scripted in Python... (Like, "any unit created by any player with the Quester civilization attribute in a city with the UB and no XP receives some amount of XP." I wonder if drafting units register as a unitCreated game event, though? If it does, then I can definitely hook you up with a script. Just get the XML portion completed and working first.)
Drafting units with Nationhood gives them half the XP that a built unit in that city would get...I'm looking to make it so their UB gives drafted units the same XP as built ones.

Regarding art, I suggest you use place-holders at this point and focus on getting things working first. Just pick some unit/building/leaderhead for now - you will always be on the lookout for better art anyways, this is just the nature of relying on other people's stuff.

edit: This mod seems more interesting with any bit of information made available. At some point you might even consider writing up Civilopedia entries for all of it... :p
http://statesmanship.co.uk/wiki/Main_Page

edit2: There isn't a Corporations Info XML file? Have you looked?
I know that there probably is one, but I don't know much of its contents.

edit3: Would the corporations be restricted by civilization? Perhaps you could make the executive units UU:s, then?
No, it's just that, in the original source, that corporation would have been founded there.
 
No, it's just that, in the original source, that corporation would have been founded there.
Well, its your mod. You could have corporations always be founded in their proper locations, if you like. Or you could have them spawn like religions do. Or you could have a quest for each civilization/corporation. Or...
 
Anyways, here's all the civilizations, explained.


Praetonia, or the Praetannic Commonwealth, is basically Britain if it had become a capitalist anarchy in the mid-17th century.
Its UU, the Shrike (Bomber; no penalty against naval units) is a land-based, anti-ship bomber. [I don't know whether the ship penalty is contained in the Python or XML; I'll have to check that out]. I'd need an artist to get this to 3D.
Its UB, the Common Law Association (Courthouse; extra -25% maintenance) is based on the unique voluntary law in Praetonia.
Its leader, George (Financial, Expansive) has a favorite civic of Free Market (Economy), as he "reigns" over anarcho-capitalism. I would probably use the William of Orange leaderhead.


Doomingsland, or Imperium Dumanum, is basically SMS Rome. Modern-day Dumanum is a fascist crusader state with a vendetta against Questers. In any scenario (though importing the SMS map would be hard), it would be the worst enemy of Questers.
Its UU, the Legionary (Swordsman; starts with Guerrilla I, Formation) is based on the historic Roman legionary, so I would use the already existing Rome UU art.
Its UB, the Crucifix (Jail; extra +75% :espionage:, -25% war :mad:) is based on the Imperium's...unique method of justice.
Leaders:
Emperor Ultor (Aggressive, Imperialistic) has a favorite civic of Police State (Political), as he is the slightly-insane head of a fascist state. I would use the Stalin leaderhead.
Pope Urban (Protective, Spiritual) has a favorite civic Theocracy (Religion), as he is the head of a theocratic, state-approved church. I would use the Justinian leaderhead.​


Zukariaa is basically Greece. Its military, the Themata, was and still is the most experienced military on the Axackal Sea.
Its unique unit, the Phalanx (Spearman; starts with Amphibious, City Raider) conquered much of the Axackal Sea. I would probably use the existing Phalanx artwork.
Its UB, the Liturgy (Bank; extra +25% :gold:) is based on the Zukariaan tradition of public service by the rich.
Leaders:
Kallikrates (Aggressive, Imperialistic), is basically the SMS Alexander, and has a favorite civic of Vassalage (Legal).
Daiko Etrato (Spiritual, Protective), being a communist revolutionary in 19th century Zukariaa, has a favorite civic of State Property (Economy).​


Quiberon is basically France. It is very neutral in international conflicts (though it occasionally faces Praetannic revolts in its border cities), and is the home of the Reims Agreement diplomatic organization/world wonder.
Its UU, the Gendarmie National (Marine; starts with City Raider I, Sentry) is a paramilitary police unit, so I know what kind of art to look for.
Its UU, the Public School (Library; extra +2 Artists) represents the comprehensive Quiberonnais educational system.
Its leader, Édouard XI (Creative, Organized) has a favorite civic of Bureaucracy (Legal) due to Quiberon's deeply ingrained civil service. I would use the Roosevelt leaderhead.


Mediterreania is the crossroads of the world; though it is majority Parthian, it has a diversity of languages and cultures, as it is home to the Kabaa. Its famous Harbor Isle trading post has been a seat of power in the region since the original Luthorian colonization. It's also the nation I wrote!
Its UU, the Militia (SAM Infantry; Free Intercept I, Ambush I) is based on the revolutionaries of 1979, which overthrew the Luthorian colonial regime. I would probably use the artwork from this Afghanistan mod.
Its UB, the Cooperative (Forge; extra +25% :hammers:, +1 :commerce: from Aluminum) is based on Mediterreania's unique balance of syndicalism and the free market.
Leaders:
Mossadegh (Charismatic, Philosophical), being based on the real-life Mohammad Mossadeq, has a favorite civic of Free Speech (Legal).
General Koroushi (Protective, Organized) led a slave revolt against the colonial regime, and has a favorite civic of Emancipation (Labor).​


Luthoria is a prestigious, if socially backwards, empire, known especially for its use of slavery in the modern day.
Its UU, Colonial Fleet (Galleon; Free Navigation, Sentry) was necessary to reach its colonial holdings in Mediterreania and the Arch Islands. I would use the East Indiaman artwork.
Its unique building, the Slave Market (Market; no unhappiness from sacrificing population) allows Luthoria's backwards labor policies to continue to this day.
Its leader, Edward XVII (Financial, Imperialistic); has a favorite civic of Slavery (Labor).


Cravania is basically America. A colony of Praetonia, tension still exists between the colonists and natives over the resource-rich Black Hills.
Its UU, the Sheriff (Explorer; starts with Woodsman I, Sentry) represents the rural tradition of justice in Cravania. I would need to find artwork for this, maybe from a colonization mod?
Its UB, the Saloon (Colosseum; extra +1 :) with Wine) is based on Cravania's drinking tradition.
Its leaders, Morrison (Expansive, Charismatic) has a favorite civic of Nationhood (Legal). I would probably use the Lincoln leaderhead.


Parthia and Confederacy explained next post.
 
I must say that the idea of playing Civ on a random map with fictional civs is a grand idea! I actually think I suggested something like this myself once, in some context or another.

Question: Would this mod be 20th century only or would it more or less play as a normal game of Civ?

Suggestion: Since your remolding all of the civs (I'm supposing that you wont be including any of the standard, historical ones, right?) you could easily stray from the default game setup also. Like having one UB and UU each - it could be two or some other number (or it could vary). Or you could skip having "leaders" as such, and replace the leaderhead with a flag or an emblem (static image). Then it would simply be a matter of dealing with the current leader of each civ, rather than some ageless symbolic figurehead. Stuff like that, whatever works best for you. (I know the Glory and Greatness mod introduced unique powers for each civ. 3 each, to be exact! :eek:)
 
I must say that the idea of playing Civ on a random map with fictional civs is a grand idea! I actually think I suggested something like this myself once, in some context or another.

Question: Would this mod be 20th century only or would it more or less play as a normal game of Civ?
I was hoping to make it a normal game of Civ. The only problem is that most of the roleplays done with these nations are in modern times. Maybe I could make a mod AND a scenario, like Next War?

Suggestion: Since your remolding all of the civs (I'm supposing that you wont be including any of the standard, historical ones, right?) you could easily stray from the default game setup also. Like having one UB and UU each - it could be two or some other number (or it could vary).
I'd prefer to stay on the standard Civ4 format.

Or you could skip having "leaders" as such, and replace the leaderhead with a flag or an emblem (static image). Then it would simply be a matter of dealing with the current leader of each civ, rather than some ageless symbolic figurehead.
I get the idea, but some of these nations do have important figures in their history.

Stuff like that, whatever works best for you. (I know the Glory and Greatness mod introduced unique powers for each civ. 3 each, to be exact! :eek:)
I'll be sure to check that one out.:cool:
 
Back
Top Bottom