Mod Component Request Thread

One mod that might be good is a "Resource Based Tech Rate Modifier". It would require having resources appear earlier than you can use them but, if you have access to the resource, it will reduce the research time for techs related to that resource (so, as an example, having resources like gold, silver or iron will boost the rate at which you can discover Metal Casting). Just a thought!

Aussie.
 
Can I have a modcomponent which makes it so that by getting a certain amount of influence with them they join your empire, or just act as a city in your empire: They are basically puppets which keeep giving you city state bonuses.
EDIT: I would also like one of those, tech by conquest mod components.
 
I found a mod in the browser a while back that ended the tech tree with the industrial era. I prefer that type of game, where tech builds up from mud huts and ends in WWII tech, so a mod that cut out the modern era techs was great. However, Radar is for some inexplicable reason included in the modern era. So, Bombers and Paratroopers (two of my favorite game units) got chopped out. I tried altering the mod in modbuddy to not exclude Radar from the Tech tree, but I apparently can't do it. If this mod exists, or if someone would be interested in making it (i'm sure its a quick thing that I cannot figure out) please let me know. I think it would improve Industrial ended games for those of us who prefer them.
 
I would like a modcomp that removes the embarkation promotion when you exit friendly territory.
 
my mod request is about settler production for more realism.

1) a city citizen based settler production cycle

you may build a new settler only when a city has a citizen value of 10.
the procedure may follow by value of 20 and so on..

2) turn based settler production

when you've reached a turn limit you may produce a new settler even when you haven't reached the required citizen value

is this possible to do? :)
 
Didn't see an already completed Mod for this .....

Any mod finished or underway to allow you Raze (destroy) any city you capture ?

I hate it that I can't destroy a city-state after I capture it.

Same with Capitals, but at least their generally settled in a good position.

I second this. I need it for a scenario I'm planning, but it's also more realistic for how barbarians should treat cities. Anyone figure out a way to do this yet?
 
Hello everyone.
Is it possible to make a priority list for automated workers, so they will improve resources and build trading posts on all the other tiles?

Been searching around, but without luck

Thanks
 
Is it possible to mod in a system that lets you place signs like you could in civ4. This would help the SG community loads.
 
I need a mod comp that makes it so you must spend :c5gold: to start a production. ( units and buildings will cost both gold and production)

I want to make :c5gold: represent resources & have :c5production: be industrial capacity.
I think this could open up a lot of cool possibilities.
Production is more related to industrial capacity then the number of mines you have. Resources can be transported from afar.


Would such a switch even be possible?

Secondly, I would love to have negative yields for specialists as well as resource requirements. I was going to make an electricity resource and make each factory worker require it as opposed to the factory its self. I could then make consumer goods factories which make luxuries (which could be traded). Also I wanted to have advanced scientists yield much more :c5science: at a cost of :c5gold:.
 
I was wondering if it was possible to turn a sea-tile into a land-tile (with a pre-defined resource)? I was thinking of adding a new building in a MOD. Once the building is completed, I want the player to be able to convert a sea-tile into a land-tile.

In the city screen the player should be able to convert 2 tiles he owns from sea tiles to land-tiles (just like he is able to buy tiles).

Would that be possible through a MOD?
 
I was wondering if it was possible to turn a sea-tile into a land-tile (with a pre-defined resource)? I was thinking of adding a new building in a MOD. Once the building is completed, I want the player to be able to convert a sea-tile into a land-tile.

In the city screen the player should be able to convert 2 tiles he owns from sea tiles to land-tiles (just like he is able to buy tiles).

Would that be possible through a MOD?

If you allow such a building, which could only be built on a coastal city of course, you could be prevent being able to build another coastal building such as a lighthouse. Create an eiter/or situation so you have to make a strategic choice. After all, the coast only has so much room.

That reminds me of how in Alpha Centauri the sea levels could be lowered or raised. A random event that causes something like that would be a riot.

What about the possibility of sea cities? This has been talked about or hinted at since Civ 3 but was never ever properly implemented so far as I know.
 
If you allow such a building, which could only be built on a coastal city of course, you could be prevent being able to build another coastal building such as a lighthouse.

I indeed thought of that. So the tiles converted to land tiles should be at least 3 tiles aways from the town (like the tiles with an arrow in the screenshot). So there has to be a build-in rule which prevents to convert the tiles in front of the town.

I want this because I want to add the unique building "polder" to my Dutch Civ Mod. Through building dikes the dutch would be able to convert sea-tiles into land-tiles.
 

Attachments

  • 462112768492893977.jpg
    462112768492893977.jpg
    51.7 KB · Views: 215
Hi, I was trying to make a mod for myself, been reading Kael's guide, and using Mod Buddy, it all seems pretty straightforward.

However, I thought I'd try one small thing, a simple test mod to just create a mod.

I wanted to remove the Barbarian Experience cap for units. It seems it should be a simple change of BARBARIAN_MAX_XP_VALUE in GlobalDefines.xml, but I can't seem to make it work.

I was hoping someone else would give it a look or point me to a mod that does this so I can look at it. I've used the Forums' Search feature to try and find this, but no luck.
 
Back
Top Bottom