Mod Component Request Thread

Raze city states...

I'm sure it's been done but I can't find it... Can anyone direct me to a Mod that enables the razing of city states? And/or Capital cities?
 
Hello all Civ fans. I though of the idea of Army, Naval, and Air bases. Like you could keep said amount of land units in the army base, said amount of naval, and said amount in air. And you would also be able to produce either army,navy,or air units in the specified base. Oh and also it would be cool to have nuclear silos like in real life. You could also be able to produce nuclear missles at the silos. I don't like taking up my cities pro. to make missles when i could be doing buildings, its a thought. I wish I had the skill to do it my self but I guess that is what this thread is for right!
 
Hello all Civ fans. I though of the idea of Army, Naval, and Air bases. Like you could keep said amount of land units in the army base, said amount of naval, and said amount in air. And you would also be able to produce either army,navy,or air units in the specified base. Oh and also it would be cool to have nuclear silos like in real life. You could also be able to produce nuclear missles at the silos. I don't like taking up my cities pro. to make missles when i could be doing buildings, its a thought. I wish I had the skill to do it my self but I guess that is what this thread is for right!

I've got a mod ready for this sort of thing. Can't do everything you've listed, but it covers air and missile bases.

Unfortunately, there appears to be an issue uploading mods at the moment, so until someone somewhere sorts it (or tells me how to fix it!) I've no idea when I'll be able to put it up :(
 
I've got a mod ready for this sort of thing. Can't do everything you've listed, but it covers air and missile bases.

Unfortunately, there appears to be an issue uploading mods at the moment, so until someone somewhere sorts it (or tells me how to fix it!) I've no idea when I'll be able to put it up :(

Ahh! I want itt hahaha, please put it up as soon as possible!! I would defintely download your mod!
 
>: hi guys can some one help me close some technologies untill ww2 time<helpme>: like before jetfighter and sam anti air<helpme>: like i think mini mode:eek:
 
Would like to see a mod that shows the Cultural Outline Border of your current city in city view. Currently if you are trying to decide to sell the city or decide if you want to puppet city there is nothing that says these are the actual hexes you are going to gain or lose. A simple line that shows the current cultural borders would be awesome. IS that Silk in the city or not?

Also a City Overview Button that allows you to get to the economic overview screen from the cityview screen, (the one that shows all of the cities and what their current projects are and current gold etc). When I see that one of the national wonders is available and I am trying to decide if I want to build in the current city or another currently I believe I need to close out of City View then open the Economic Overview through the top left menu.

Also to add to my Canal request. Bridge/ Tunnels/ Chunnels that can span one or two hex shallow water hexes. Also Mountain Passes in the form of roads that can be built over mountains at a huge cost.

Airports to be able to move ground units by flight!

Econimic Sanctions that allow you to remove either an Open Borders, Research Agreement or Trade Agreement after Denouncing an Opponent.

EDIT: 1/31/12 I would love to see an Automate Worker but stay on the same freekin' CONTINENT option. Late game when just about every city has improvements built I usually put my workers on automate. As soon as I conquer something overseas they all jump into the ocean and get picked off one by one!

All of those Civ 4 automation options would be awesome. Stay near this city. Don't remove trees, don't remove old improvements, only improve trade network etc.
 
I would love to see a mod that makes multiplayer turnbased. I have seen one that does this, but only for human players. One for human players AND AI would be grand.
 
Any word on a tech trading mod?? Please tell me that some wonderful person is working on this...
 
Yeah, I heard that you'll be able to steal tech. Good that's returning. Still would like a tech trading mod, though. :king:
 
I'm not sure if this is the right place to ask, but

I am looking for some type of mod, that will pick a random name from my and the AI's city lists each time a city is settled. I never build more than 3-5 of my own cities, so I always see the same cities over and over. Does anyone know of one, or know how I would go about doing this?
 
I would like to see something that allows you to quickly see which CS's are open for peace. In the current game I am in, Oda will not let me out of the current war even though I am kicking his ass. But he started with like 8 - 10 CS's allied to him. Now there are about 5 or 6 other Civs that are vying for those CS's and it is getting very convoluted. Each turn I can get upwards of 10 notifications that this CS is allied to that etc. Difficult to pick them all out amongst the declarations or war and peace that go along with each.

Perhaps a Yellow War sysmbol next to the name of the CS in the Diplomatic Corner rather then red... or something.

Seems easy enough to do.
 
im looking for a mod that allows you to move citizens between cities, is there one out there if not would someone be willing to make it?
 
Here is a suggestion. This mod necessitates a prerequisite: Terrain types must be clumped together in large batches. (if anyone is familiar with the independently made Tectonics map type from civ4 then you have an idea of what I thinking of).

Here is the main idea: In the early stages of the game most terrain produces things much as they do, grassland gives two food, plains give a food an a hammer etc. The idea in this case is to give a civ the opportunity to specialize in their local terrain. Here is an example, a civilization located in a very hilly area would choose to go the "hill" tech path, which provides increased production/food to hills tiles, certain special units that gain bonuses in hills, cheaper purchases of new tiles if they are hills, and similar. A plains or desert-based civ would get different bonuses, a maritime tech path would also exist. This would exist in conjunction with the Nights Mod's cultural policies tree so that the effects can be cumulative.

The core of the idea is that the tech tree would be created in a way that in the early stages of the game forces the player either to choose a given path that gives specific bonuses, or spread its efforts if it dominates many different terrain types. This would give smaller civs in the peripheral areas (deserts or similar) a competing chance in the early game and also make for interesting early choices: Should I expand from my small hill civ down to the grasslands requiring me to tech to make that area productive, or should I stay on high and keep specializing?

At a certain point in the tech tree the branches (which can somewhat intermix slightly) merge together in the "early industrial" tech that changes the societies means of production, in effect nullifying the differences, creating the possibility for large imperialist nations of the industrial age.
 
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