[MOD] CivMore

Officer Reene said:
What building help promote Great Generals being produced?
At this point, only the barracks and a few of the new wonders allow the sergeant specialist and/or provide GP points towards a Great General. Note that the 'Military Training' education civic also currently allows unlimited Sergeant spcialists. The attributes of the other buildings will be adjusted in the near future to accomodate the two new Great People.
Is it possible to make Great Generals Units for Armies (like Civ III) or gives morale/offense/defense bonuses to a stack of military units (like in sid's gettysburg)

just a thought
It is theoretically possible, but would require a fair amount of python to work, and (as I've elluded to in previous posts) I'm trying to stay away from using python to alter the gameplay as much as possible, as the AI cannot take the changes into account and plan accordingly (not to mention that these types of python changes are the single biggest culprit of OOS errors in multiplayer).

Note: the mod is great... it works in MP (LAN) (no OOS error)

good job! :goodjob:
Woohoo! I'm glad to hear that the mod works in multiplayer! As I mentioned in my last reply to you, I did not anticipate any problems, but it's good to get an official confirmation of that! How extensively did you test in MP? Exhaustive testing would definitely be grounds for inclusion in the credits for the mod...! (Note: this applies to anyone who helps with testing and provides fairly detailed reports of their findings)

Thanks for the compliments and for your efforts! :goodjob:
 
fitchn said:
[*][Copy 'XML' folder in the 'assets' directory into the 'custom assets' or a new folder in one of the 'MODS' directories, and start changing values! Messing around and experimenting is one of the best ways to figure it out!]
Thank you so much :thumbsup: Fitchn! I'm fiddling with the values right now. Thanks for the clarification about the coding too.:mischief: I'm working with the values, thank you so much:wavey: .
 
Urgent! :)

Manifest Destiny is not working. It costs alot, but dosent remove the maintance cost from number of cities.

I loved the idea of this civic; ive played dozens of mods, each one with a more interesting civics variety, and yet noone used this kind of bonus before! If we can have a civic to remove cost from distance to palace, why not one that remove cost from number of cities? After all, they are under the same tag in the money advisor screen...

But it just dosent work. I was spending 59 gold with cities (19 due to number of cities, 40 due to distance), and after the revolution for MD, i was still spending 59. Changed back, and still were spending 59. Maybe its just me..?

Its 03 AM now, i was playing your mod... Darn JOMTSyndrome.
 
fitchn said:
First of all, thanks for the feedback, and I hope you're enjoying the mod!

I am aware of what is causing the error. I added the UNITAI_GENERAL and UNITAI_AGRICULTURALIST attributes to the new great people (of the same name) as a placeholder to program how the AI should handle them. The particular error that is coming up when the game is first loaded is because these UNITAI's have not been defined in the CIV4BasicInfos.xml file. However, these attributes are hardcoded into the game; If I attempt to add them to this file, the game gets a fatal error and crashes. I will not be able to add these in properly until the SDK is released; I will be pulling these out of the files until then for the next release. As I've mentioned before, the game will essentially ignore these tags since they are not defined; as such, the error has no affect on the gameplay or stability of the mod in any way!


cool.... I'll leave my "patch" to those tag lines until you update them to work correctly...

sorry if I seemed to accuse you of not knowing... Im not very "coded" literate...and was trying to fix the problem with the one in the exavier's composite mod where the error doesnt occur upon start up (it works now ...so far..)

*patiently awaiting next version of mod* :mischief:


It's worth the wait! :goodjob:
 
fitchn said:
Woohoo! I'm glad to hear that the mod works in multiplayer! As I mentioned in my last reply to you, I did not anticipate any problems, but it's good to get an official confirmation of that! How extensively did you test in MP? Exhaustive testing would definitely be grounds for inclusion in the credits for the mod...! (Note: this applies to anyone who helps with testing and provides fairly detailed reports of their findings)

Thanks for the compliments and for your efforts! :goodjob:



Me and my brother are on a LAN connection

we played all day and no problems so far with the mod

We are playing normal time speed at around 1600's (AD) now

all victories applied

simutaneous turns (in MP)

no random seed (forgot to put that on!)


(Note: I am also using the "smart map" mini-mod - just a public map that lets you add resources/goodies/design terrain and land size- shouldnt effect game play- and it works on MP too because we played it for about 1000AD)



no errors/crashes/per se... except occasional connection lag (not from your Mod... but just giving you all the details)

we have to take a break until tuesday because we both have to work the next few days...

but I'll tell you we are hooked to CIV Crack and we will be back at it on tues night... so I will report stuff around weds


so far so good...

the only question I have is that we do not have any of the pics/icons for the new wonders and buildings...

is that normal? (since it is a "work-in-progress" mod)

or am I missing files... or other stuff?

Please advise...

if you need people to design icons/buildings... I can try my hand at it... but tell me what format... (and possible dimensions) of the pics and I will submit some to ya (if you dont have pics already chosen)

(Im not good at coding so if there is coding...sorry I am an idiot at that stuff! :crazyeye: )


Hope this helps... if now... well let me know and Ill try to help more next post...


:goodjob:
 
Tycoon101 said:
Thank you so much :thumbsup: Fitchn! I'm fiddling with the values right now. Thanks for the clarification about the coding too.:mischief: I'm working with the values, thank you so much:wavey: .
My pleasure! Let me know if there is anything else I can help you with, and I'll do what I can! Of course, don't get so caught up in it that you stop playing CivMore! ;)
 
Brancaleone said:
Urgent! :)

Manifest Destiny is not working. It costs alot, but dosent remove the maintance cost from number of cities.

I loved the idea of this civic; ive played dozens of mods, each one with a more interesting civics variety, and yet noone used this kind of bonus before! If we can have a civic to remove cost from distance to palace, why not one that remove cost from number of cities? After all, they are under the same tag in the money advisor screen...

But it just dosent work. I was spending 59 gold with cities (19 due to number of cities, 40 due to distance), and after the revolution for MD, i was still spending 59. Changed back, and still were spending 59. Maybe its just me..?

Its 03 AM now, i was playing your mod... Darn JOMTSyndrome.
Yikes! :eek: Thanks for pointing that out! After reading your post, I checked the relavant files: I had set the value as though it was a boolean, when it should have been an integer! As a result, it was actually increasing the maintenence cost by 1% instead of decreasing it by 100% as it was intended to do! I have fixed it for the next release!

Thanks again for the find, and I'm glad to see that my mod didn't cure you of your 'illness'...:mischief:
 
Officer Reene said:
cool.... I'll leave my "patch" to those tag lines until you update them to work correctly...

sorry if I seemed to accuse you of not knowing... Im not very "coded" literate...and was trying to fix the problem with the one in the exavier's composite mod where the error doesnt occur upon start up (it works now ...so far..)

*patiently awaiting next version of mod* :mischief:


It's worth the wait! :goodjob:
No problem at all... I didn't take it as an accusation by any means; I was just looking to clarify. Thanks for the help and feedback, though! And don't worry, the next release should be just around the corner!
 
Officer Reene said:
Me and my brother are on a LAN connection

we played all day and no problems so far with the mod

*snip*

no errors/crashes/per se... except occasional connection lag (not from your Mod... but just giving you all the details)

we have to take a break until tuesday because we both have to work the next few days...

but I'll tell you we are hooked to CIV Crack and we will be back at it on tues night... so I will report stuff around weds


so far so good...

the only question I have is that we do not have any of the pics/icons for the new wonders and buildings...

is that normal? (since it is a "work-in-progress" mod)

or am I missing files... or other stuff?

Please advise...

if you need people to design icons/buildings... I can try my hand at it... but tell me what format... (and possible dimensions) of the pics and I will submit some to ya (if you dont have pics already chosen)

(Im not good at coding so if there is coding...sorry I am an idiot at that stuff! :crazyeye: )


Hope this helps... if now... well let me know and Ill try to help more next post...


:goodjob:
Thanks for the report; I'm glad to hear that it seems to be working flawlessly! I look forward to hearing more of your findings on Wednesday!

As to the pics & icons of the new buildings and wonders, your assesment is correct; I have not added them into the mod yet. Don't worry though; they will be slowly added as the mod progresses. If you are interested in helping out with some of the icons and/or skins, check out some of the information in the Tutorials section of the Creation & Customization forum.

Thanks again for your efforts! There's no way I could write the mod and fully test it by myself, not to mention that another set of eyes can often find things that I might miss anyway. Your help is much appreciated!
 
fitchn said:
I originally sized the civics screen to my 1280x1024 resolution; changing this to auto-size based on the resolution is one of the (many) things that I have yet to do with it. In the mean time, all of my changes were made using variables set at the beginning of the files; you can change the self.W_SCREEN and self.H_SCREEN variables in CvCivicsScreen.py to better suit your resolution.


I was thinking of turning back the WxH variables back to my normal play settings... and changing my brother's settings back to his normal settings too..

however heres the thing... I have a desktop comp and he has a notebook comp and the screen settings are diff...

since are WxH setting will be different... will it cause OOS errors?

From my scanning of the forums I believe most OOS errors occur with messing with the pylon files....

so I wonder if we have a different CvCivicsScreen.py files will cause of OOS error?


or is there another way...


fitchn said:
changing this to auto-size based on the resolution is one of the (many) things that I have yet to do with it.


can I make an auto-size based on the resolution, as you mentioned?

and if so...how can I do it?

thanks for your patience and help! :crazyeye:

(NOTE: still wont be able to test MP till Tues/Weds... we work diff shifts... so I can post and reply but can not play MP :rolleyes: )
 
When you will post the next version? What else will change?

What else? Oh yea, i was playing your mod again, custom game, epic, and before i could build an archer, a horse archer barbarian came from nowhere and ruined my fun. The world builder corrected this, but darn!
 
Officer Reene said:
I was thinking of turning back the WxH variables back to my normal play settings... and changing my brother's settings back to his normal settings too..

however heres the thing... I have a desktop comp and he has a notebook comp and the screen settings are diff...

since are WxH setting will be different... will it cause OOS errors?

From my scanning of the forums I believe most OOS errors occur with messing with the pylon files....

so I wonder if we have a different CvCivicsScreen.py files will cause of OOS error?

or is there another way...

can I make an auto-size based on the resolution, as you mentioned?

and if so...how can I do it?

thanks for your patience and help! :crazyeye:

(NOTE: still wont be able to test MP till Tues/Weds... we work diff shifts... so I can post and reply but can not play MP :rolleyes: )
Honestly, I don't know if it would cause OOS errors... I wouldn't think that it would, but then again, that's why your testing it...! ;)

Having different files (eg, where each of you sets the variables differently) would likely cause the errors, so in the meantime, you may want to simply download the file in this post and follow the directions therein.

The autosize feature will be in for the next release, and you can test it then. Hopefully it will work as expected and allow all resolutions to work properly.

Thanks again for your contributions!
 
Brancaleone said:
When you will post the next version? What else will change?

What else? Oh yea, i was playing your mod again, custom game, epic, and before i could build an archer, a horse archer barbarian came from nowhere and ruined my fun. The world builder corrected this, but darn!
Glad to see that you seem to be enjoying the mod! The next version should be released within the next week or so (give or take). It will feature still more buildings, more wonders, and more promotions. It will also include new resources, new techs, and a host of other gameplay and balance changes! Patience...;)
 
fitchn said:
Honestly, I don't know if it would cause OOS errors... I wouldn't think that it would, but then again, that's why your testing it...! ;)


The autosize feature will be in for the next release, and you can test it then. Hopefully it will work as expected and allow all resolutions to work properly.

Thanks again for your contributions!


ok.. i'll wait for the next release... :mischief:

btw...

will the new release work with the older saved games?

your descriptions of the new release sounds cool! :cool:
 
New resources? Ok my opinion..

Once i played a mod with TOO many new resources. Instead of having 10 resources and 5 or so spare to trade, i had 15 different resources, and there were TOO many new buildings and stuff to increase Happy, Health and provide food. In the end, cities were WAY too big.

I advise you introducing more health penalties and happy penalties buildings or stuff to balance this (examples: Goulags, for countries with Police State or Slavery Civics, maybe? Increase production but decrease happy and health; a factory to burn waste, decrease happy [smells terrible, and nearby cities will send their waste there - and thats depressing!] but increase health, and its cheap to build; etc).

Good resources ideas would be those who dont give a bonus, but allow something else to be build. Like, 'Savanah Animals', dont give you no bonus, but allow you to build a National Wonder, "Safari" - increase trade route yeld in that city. Or 'Pre historic site' - only revealed in the industrial age, allow you to build "Museum" in every city, which increase, i dont know, beakers? And make some of them rare, because "Trading" savanah animals is kinda of.. illegal y'know... but selling of archeological stuff is not rare. Another cool resource would be some kind of valuable tree, only appear in forests, gives you notthing but build a lumber mill in there to get +5 wealth or something, and make it not tradeable to avoid unfair trade with the AI.

Also, i never used some of your new buildings. Some of them provide both health and 5% food with a resource?? 5%?? How that works? We already have grocer, market, harbor, and those buildings who increase the usefullness of some resources, i dont think we need even more.. Maybe make them give +1 food with one or two resources (example: Seafood Industry, +1 food with fish, crab), but dont make them give both food and health, or my cities will get even bigger! I had a couple cities all over size 17, and i had no farm, just cottages and tons of resources!

Some resources give happines and some give health; can you make a resource give culture? Maybe make a wonder called "Beethoven" and another called "Mozart" or whatever, make each one give 3 "Classical Music" resources, who gives +2 culture each... Owning one of those is like buying the Creative Civic, totally worth! And it will happen mid game, so not that overpowered unless you play Enlightment age starts.

But im in favor or buildings who give +x% to trade routes yeld; +x% to commerce is too good, and trade routes always give me 2 or 3 gold, rarely more than that; several buildings giving +x% to trade over a few resources is cool for me.

I know your mod is SUPOSED to give us more, since its called CivMore... but more buildings, more civics, more units, thats cool, you got to pay for them, but RESOURceS is something you cant just create more. Unless they are "alternative" (like my examples, Classic Music, Savanah Animals, etc), they may make the game unballanced... or the cities unrealistic big!

Other ideas, Wonders! I have a few ideas (but who dosent)

-Im brazilian, and AFAIK we have the world largest dam, so whats that three gorges dam sh*t? At least, rename it to the chinese three dragons dam or something, which will be, soon, THE fking largest dam...

-Another brazilian wonder, the Cristh (sp?) statue, in Rio de janeiro.. its pretty big and beautiful, and its on the top of a big mountain! Sounds like a wonder to me :) Make it spread the State Religion like a Shrine would (we have a 'second' and 'third palace' with Versailles and forbidden palace, why not a 'second shrine'? Ive read the Indians are building a huge statue of buda somewhere in their country, maybe thats your third shrine :) )

-Olympic games! Make it give +300% trade route yeld to that city, seems reasonable, even weaker if you use the wrong civics;

-More 'good for everyone' wonders, like the manhattan project... Example: World Cup!! Make it give alot of culture (like, +10 to that city), and +20% foreign trade route yeld to everyone.

-Wonders that start golden age, man i find the Indian Big Palace (forgot its name... taj majal?) the most original wonder of the entire civiliation series. Plus, you changed the Colloseum building to Arena, so make the Colloseum start a Golden Age, since it was built at the peak of the roman empire!

-Wonders that reveal civics; make a "Silk Road" wonder to unlock all Economic Civics (there may be a better example of economic wonder like that, but this one is just an example).

-A cool wonder: 'amazon tradition', a statue of a female warrior; unlocks Universal Sufrage :) Ok maybe thats not realistic enough.

-'Kama Sutra': +1 food and health on largest cities (for real man :) )

Oh, and make the Slavery civic have a small % of chance of converting enemy units into workers; i saw that in a mod, 20% of my defeated enemies became workers for me :) VeRY cool! We need more wonders that are not really "wonders" but "feats", like, origins of the species (sp? that darwin sh*t!); more buildings who give only culture (a generic "monument" buildings), maybe buildings who give Great Person Points? Public School: Give 2 GPP (generic, or great citizen, or whatever) and allow for 1 citizen to become Enginner or Artisan specialists

Not so serious ideas now:

'Harem' (or... Ladies house): give +1 food and -1 health :) oh, and +1 commerce lol :) . And maybe a special building, called 'Mimic School': gives you notthing, but reduces unnemployment :). 'Gaming Industry', requires Internet: reduces health and production but gives happy :). Hollywood or whatever the wonder who gives you 5 'Hit Movies' resources should also give you 1 'Chuck Norris' Resource: allow you to build a expensive soldiers (like 25k hammers) who is basically a walking nuke.

Man i have such ideas, i wish i could mod! But i suck.. I tried to, and had to reinstall civ 4.
 
Officer Reene said:
ok.. i'll wait for the next release... :mischief:

btw...

will the new release work with the older saved games?

your descriptions of the new release sounds cool! :cool:
Unfortunatly, no, saved games from one version to the next are not compatible.
 
Oh boy, i played Sevo mod (lots of mods togheter) and the changes on the interface are incredible useful. Ill wait for your next version then ill start to mix the two togheter... i love your mod civics and specialists, and most of the new stuff (i could live without the promotions, or some of those buildings), but the game plays much better in that mod.

Next version :)
 
Brancaleone said:
New resources? Ok my opinion..

Once i played a mod with TOO many new resources. Instead of having 10 resources and 5 or so spare to trade, i had 15 different resources, and there were TOO many new buildings and stuff to increase Happy, Health and provide food. In the end, cities were WAY too big.

I advise you introducing more health penalties and happy penalties buildings or stuff to balance this (examples: Goulags, for countries with Police State or Slavery Civics, maybe? Increase production but decrease happy and health; a factory to burn waste, decrease happy [smells terrible, and nearby cities will send their waste there - and thats depressing!] but increase health, and its cheap to build; etc).

Good resources ideas would be those who dont give a bonus, but allow something else to be build. Like, 'Savanah Animals', dont give you no bonus, but allow you to build a National Wonder, "Safari" - increase trade route yeld in that city. Or 'Pre historic site' - only revealed in the industrial age, allow you to build "Museum" in every city, which increase, i dont know, beakers? And make some of them rare, because "Trading" savanah animals is kinda of.. illegal y'know... but selling of archeological stuff is not rare. Another cool resource would be some kind of valuable tree, only appear in forests, gives you notthing but build a lumber mill in there to get +5 wealth or something, and make it not tradeable to avoid unfair trade with the AI.

*snip*
Not to worry! I am being very careful as to what I add in and how much of it I add in; I'm not adding things in just for the sake of adding them in! As my first post states, I am trying to create more options and more decisions, while adding more content that provides new opportunities and mechanisms. I am trying to be very careful that I don't throw off the balance of the game. For the resources, I am only adding in 4 or 5 (at this point). I will be countering their addition by one or more of the following:
  • One of the new resources will require a wonder
  • One or more of the resources will become obsolete
  • The frequency of some of the resources (new and old) may be reduced, such that their not so easily accessible
  • Each of the game difficulty levels will be adjusted to provide less free health and happiness
  • One of the new resources will provide strategic benefits only, similar to Marble and Stone (many of the wonders will also be adjusted to use this new resource instead)
Additionally, with CivMore is possible to have larger cities; as such, you may very well need these additional resources. To be sure, though, everything that is added to the mod is subject to play testing and balancing; if it doesn't make the game fun (and especially if it takes away from it) it will come out! As a matter of fact, everything in the mod will be completely scrutinized and balanced out before the final full-release! This is the main point behind releasing the alpha (and later, the betas).

As per your other comments, I don't have the opportunity to reply to them at this point, but you did take the time to post it, so I will definitely get back to you and respond to each one of them...
 
Oh dont rush i was at work, and suddently got bored and started writing. And getting back to work would be boring'er, so i didnt stoped.

Man what i love in your mod is the civics. Once i designed a huge tree of civics; there where 9 kinds i think, or 10 (from government, economy, etc, to family values, health care and military tradition! Not exactly government but still..) and up to 10 choices under each kind; so i started writing them into civilization and ruined the original files.

I dont know why im fascinated with the governments. Maybe its this crazy thing of playing a democracy with a totallitarian immortal Leader as a "president"! Or because i love history books, and RTS, and for me playing a monarchy IS different from playing a democracy with slavery and merchantilism and whatever is bad/ i WILL play different y'know?

And im fascinated with modern monarchy - theres only one true monarchy today, a ****ed up country in africa - every other 'king' nowdays has some prime minister or other tool limiting him. But i have played rpg´s (and found some very interesting books) ambiented (sp?) in modern kingdoms, man that was cool "Hail the King!" while polishing my stinger-bazooka, recently fired at soldiers of the United States of the elves lol :)

Damn i must be the only guy who roleplays civ4...
 
Brancaleone said:
*snip*

Also, i never used some of your new buildings. Some of them provide both health and 5% food with a resource?? 5%?? How that works? We already have grocer, market, harbor, and those buildings who increase the usefullness of some resources, i dont think we need even more.. Maybe make them give +1 food with one or two resources (example: Seafood Industry, +1 food with fish, crab), but dont make them give both food and health, or my cities will get even bigger! I had a couple cities all over size 17, and i had no farm, just cottages and tons of resources!
These new buildings are intended to provide further incentive to obtain access to as many resources as possible, and to make it possible to have your cities grow larger than that of Civ IV Vanilla. Basically, the 5% bonus gives you an extra 1 food/commerce/hammer for every 20 already produced by the city for each food/luxury/strategic resource that you have access to. In regards to your suggestion to have each resource provide +1 food only, this was my original intention, but there is no parameter in the XML files that will allow this. Also, the +1 health provided by the three food-boosting buildings is to provide some insentive to build the building, even if you do not have access to any of the specified food resources. As I mentioned in my previous post, these elements are still subject to play testing and balancing.

Some resources give happines and some give health; can you make a resource give culture? Maybe make a wonder called "Beethoven" and another called "Mozart" or whatever, make each one give 3 "Classical Music" resources, who gives +2 culture each... Owning one of those is like buying the Creative Civic, totally worth! And it will happen mid game, so not that overpowered unless you play Enlightment age starts.
The XML files do not provide any elements in their structure that would allow resources to provide bonus to culture. This could be done with python, but as I've mentioned in many previous posts, I am trying to refrain from making these types of changes with python (as the AI will not be able to anticipate them and they are a main source of OOS errors in MP).

But im in favor or buildings who give +x% to trade routes yeld; +x% to commerce is too good, and trade routes always give me 2 or 3 gold, rarely more than that; several buildings giving +x% to trade over a few resources is cool for me.
Again, this is due to a limitation in the XML files.

I know your mod is SUPOSED to give us more, since its called CivMore... but more buildings, more civics, more units, thats cool, you got to pay for them, but RESOURceS is something you cant just create more. Unless they are "alternative" (like my examples, Classic Music, Savanah Animals, etc), they may make the game unballanced... or the cities unrealistic big!
I think I've already touched on this with my previous post...

Other ideas, Wonders! I have a few ideas (but who dosent)

-Im brazilian, and AFAIK we have the world largest dam, so whats that three gorges dam sh*t? At least, rename it to the chinese three dragons dam or something, which will be, soon, THE fking largest dam...

-Another brazilian wonder, the Cristh (sp?) statue, in Rio de janeiro.. its pretty big and beautiful, and its on the top of a big mountain! Sounds like a wonder to me :) Make it spread the State Religion like a Shrine would (we have a 'second' and 'third palace' with Versailles and forbidden palace, why not a 'second shrine'? Ive read the Indians are building a huge statue of buda somewhere in their country, maybe thats your third shrine :) )

-Olympic games! Make it give +300% trade route yeld to that city, seems reasonable, even weaker if you use the wrong civics;

-More 'good for everyone' wonders, like the manhattan project... Example: World Cup!! Make it give alot of culture (like, +10 to that city), and +20% foreign trade route yeld to everyone.

-Wonders that start golden age, man i find the Indian Big Palace (forgot its name... taj majal?) the most original wonder of the entire civiliation series. Plus, you changed the Colloseum building to Arena, so make the Colloseum start a Golden Age, since it was built at the peak of the roman empire!

-Wonders that reveal civics; make a "Silk Road" wonder to unlock all Economic Civics (there may be a better example of economic wonder like that, but this one is just an example).

-A cool wonder: 'amazon tradition', a statue of a female warrior; unlocks Universal Sufrage :) Ok maybe thats not realistic enough.

-'Kama Sutra': +1 food and health on largest cities (for real man :) )

Oh, and make the Slavery civic have a small % of chance of converting enemy units into workers; i saw that in a mod, 20% of my defeated enemies became workers for me :) VeRY cool! We need more wonders that are not really "wonders" but "feats", like, origins of the species (sp? that darwin sh*t!); more buildings who give only culture (a generic "monument" buildings), maybe buildings who give Great Person Points? Public School: Give 2 GPP (generic, or great citizen, or whatever) and allow for 1 citizen to become Enginner or Artisan specialists

Not so serious ideas now:

'Harem' (or... Ladies house): give +1 food and -1 health :) oh, and +1 commerce lol :) . And maybe a special building, called 'Mimic School': gives you notthing, but reduces unnemployment :). 'Gaming Industry', requires Internet: reduces health and production but gives happy :). Hollywood or whatever the wonder who gives you 5 'Hit Movies' resources should also give you 1 'Chuck Norris' Resource: allow you to build a expensive soldiers (like 25k hammers) who is basically a walking nuke.

Man i have such ideas, i wish i could mod! But i suck.. I tried to, and had to reinstall civ 4.
While some of these ideas are great, most of them are unfortunatly not possible given the current XML file structures. Some of them I already have plans to implement (either in a different form or under a different name).

Thanks for the suggestions and feedback! Keep 'em coming!
 
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