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Mod Component Request Thread

Discussion in 'Civ5 - Mod Components' started by TheLopez, Sep 20, 2010.

  1. ilshur

    ilshur Warlord

    Joined:
    Feb 25, 2008
    Messages:
    250
    I dont know how hard it would be, but i would love to see a mod that multiplies the research time and build time of technology, buildings and wonders (not units) during each successive age, to elongate the period of play during each successive age, especially since the game really moves faster, even in Marathon, once you reach the end
     
  2. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Actually, such a mod could be as simple as a single line or two of SQL.
     
  3. ilshur

    ilshur Warlord

    Joined:
    Feb 25, 2008
    Messages:
    250
    Could someone maybe take the moment to do this? increase by a factor of 2, 3 4, 5, 6, etc with each successive age for buildtime of wonders, buildings, and research?
     
  4. RD-BH

    RD-BH Human

    Joined:
    Mar 5, 2009
    Messages:
    818
    Location:
    Formerly: Missouri, USA
    My request:

    A mod component limiting rush/build purchases to items recommended by advisors ONLY.
     
  5. eromrab

    eromrab Naked Pirate

    Joined:
    Nov 6, 2004
    Messages:
    174
    Location:
    Jacksonville, NC
    I created a simple mod that increases the research times drastically. I felt like each age moved through too quick on Quick setting. I love the long age times of Marathon but like the quick building times of Quick, so I created a simple text code to draw out the research. Worked well and makes it more fun for me :)

    Not sure about the other things though.
     
  6. RD-BH

    RD-BH Human

    Joined:
    Mar 5, 2009
    Messages:
    818
    Location:
    Formerly: Missouri, USA
    Is it possible:

    Alter RAs to be a lump sum research amount (like chopping for production).

    If this amount were fixed at the time of the RA creation then you could strategically evaluate the value/timing of RAs.

    When you bulb a tech the interface knows what techs are available for free, the RA value could be based on the average research cost of those techs available to bulb and then awarded at the end of 30 turn RA.

    Balancing could be as simple as increasing/decreasing the percentage of that average.
    (ie 50..150%)
     
  7. a1Basco

    a1Basco Warlord

    Joined:
    Jul 2, 2006
    Messages:
    158
    I don't know if this has been suggested, but I don't think it would be that hard.

    Is there a way to mod it so that you can not trespass in City State land? Like, you aren't allowed to move units through their territory at all unless you have friend status.

    Just want to make it harder to run around the whole continent and meet all the civs so early in the game. A ******** amount of city states and the inability to cross their land should do this fine, I think.
     
  8. PSPSoldier534

    PSPSoldier534 Chieftain

    Joined:
    Jun 23, 2011
    Messages:
    67
    How about an ammo/fuel mod? There was an advanced missiles mod for Civ 4 and a basic one for Civ 5, so how about some more missile types and more missile carriers (since, for example, OCC's can't effectively deliver nukes anywhere. Especially if they aren't coastal. Would greatly help to improve some of the combat in this game. If they wanted to go 1UPT then they could've at least fleshed it out some more.
     
  9. CivOasis

    CivOasis Ahuizotl

    Joined:
    Jun 22, 2011
    Messages:
    3,005
    Location:
    Sawaiki
    A mod that adds canals as a tile improvement. I don't want to have to build a city to ferry ships across a 1 tile stretch, and its quite annoying to have the narrowest point between water be 2-3 tiles. Maybe have maintenance costs, like roads or railroads. Becomes available at engineering.
     
  10. mattpilot

    mattpilot Warlord

    Joined:
    Jan 29, 2004
    Messages:
    184
    I personally would like to see more Tile improvements for strategic purposes.

    - Military base tile improvement ... should allow the basing of aircraft and ships if built near the coast.

    - Radar station / sensor array ... gives 10% combat bonus within 3 tiles to all units

    - Outpost ... a building only a scout can 'build' (consumes scout), but it would provide 5 sight. Destroyed if enemy unit occupies tile.

    Of course these improvements would not allow any other improvement to be built - so player needs to think. These are all improvements we once had in previous civs. A shame they never made a comeback.





    Another mod idea:

    Changing Ice-caps. The floating ice tiles found near N and S pole should vary over time. Randomly grow 'bigger' or 'receede' as time goes on - perhaps tie it in with industrialization where most ice receedes. Thou personally i'd prefer it if it constantly just changes. What might of been a locked off sea patch, could soon be traversable by ships "in the future" - or vica versa.
     
  11. MAGBaxter

    MAGBaxter Warlord

    Joined:
    May 19, 2011
    Messages:
    200
    Location:
    Britain, England
    Some ideas i have in mind is
    - change the hideous Fort improvement into the castle graphic, it smaller looks better and it should be able to garrison up to 5 units at a time.

    - Citys built along a river should be able to build a harbor and it can be used as a trade route

    - Change the time scale so every era it goes up one year at a time until you enter a new era it changes to the appropriate year, example is you are in the Ancient era and the year is 2000BC, it goes up one year at a time until you enter the classical era and the year changes to 300BC, the into the medieval era and it changes to 1099 AD, then 1499, then 1865 then 1969, then 2011. The tech tree would have to change to suit the tech in each year but it would be a good way to experience every era in the appropriate time frame, when you enter the industrial though it should go 12 turns until it enters a new year, to have more time for the late eras.

    i doubt these even get read or considered but it thought i might as well give it a shot.
     
  12. Adrenaline15

    Adrenaline15 Chieftain

    Joined:
    Feb 25, 2006
    Messages:
    43
    let there be a civ5 mod for the just, the fair and the masochistic.

    remove city auto bombardment when getting attacked. AI and human player.
     
  13. isitanos

    isitanos Chieftain

    Joined:
    Aug 18, 2010
    Messages:
    15
    I don't think I've seen (even a request for) a mod that allows stacking one civilian unit from each allied country in a single hex. This way our workers or great generals wouldn't be blocked anymore by a single pesky worker from a friendly city-state or nation.

    Stacking unlimited civilian units would also be an interesting mod, but with exploit issues I guess... just stack all your workers in a corner to protect them from incoming enemies.
     
  14. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
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    14,450
    Location:
    Crestview FL
    It's currently impossible to stack just civilians; It's all or nothing. Once we have the DLL that will change.
     
  15. Jorlem

    Jorlem Chieftain

    Joined:
    Jun 16, 2011
    Messages:
    91
    I'd like to second mattpilot's suggestion for some kind of airbase tile improvement, hopefully one that could be built outside your borders (and function like a city, so it could do stealth bombers too). If it could be used by the last civ to have a ground unit on it (or currently has a ground unit on it), it would provide something for civs to fight over out in the ocean, so having a decent navy could actually be usuful for more than city bombardment.
     
  16. KIEJ.MANIK

    KIEJ.MANIK Tlaneloli

    Joined:
    Mar 12, 2010
    Messages:
    139
    Location:
    El Sereno
    I would like to see a hollywood wonder, I know they have one in the building made fun mod but I don't like that mod because you have to cut down the jungles to build trading posts, and I don't wanna cut down my beautiful jungles :(

    So if anyone could release a mod that adds hollywood just by itself I will be pleased :)
     
  17. agoodfella

    agoodfella Prince

    Joined:
    Nov 12, 2001
    Messages:
    591
    Location:
    USA
    Is there a simple Clock mod that works with the latest patch? I installed the Civilization Clock mod (v.1) which worked prior to the patch but doesn't seem to work anymore?

    Thanks!
     
  18. trickster3

    trickster3 Chieftain

    Joined:
    May 29, 2009
    Messages:
    30
    I cant remember which CIV had Spies, but I miss them. they were fun, added a little mischeviousness. But they need to be a little more effective.

    My initial thoughts are:
    What wonder(s) are being built
    Sabotage buildings , units, Happiness
    Cultural influence reduction on border cities
    City-State Loyalty
    Steal Technology, production, culture,gold
    Rumors: ie "encourage" a little anger amongst enemies.

    Just a thought :lol:
     
  19. teejing

    teejing Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    62
    Mod request : auto-stack identical units, no manual stacking/unstacking allowed



    reason: makes this game a lot more like chess where you only have limited pieces to work with, also makes positioning your pieces, especially the highly stacked ones very sttrategical.
    As a bonus i dont have all fields occupied by a unit.
     
  20. dwaxe

    dwaxe is not a fanatic

    Joined:
    Aug 11, 2007
    Messages:
    1,506
    Location:
    The Internet
    How about an automatic production feature. When I've got a gargantuan sprawling empire, I don't want to micromanage the production of every single one of my cities. A return of the Civ 4 style optional governors would be very welcome.
     

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