Mod Component Requests Thread

Well, I made an attempt but I'm not sure where I went wrong. I tried adding a second row to the corporation screen but it doesn't look any different. And as far as I can tell, the XML file where I doubled all of the corporations isn't working as intended either.
 
DIPLOMACY IMPROVEMENTS:
1. There shouldn't be any red items on diplomacy screen when you are talking with your vassal. Instead, you may request anything, however they may disagree, in which case it means war!
2. Another diplomacy option: you can ask other civ to give something (resource, money, etc) to the third civ.
3. Suppose Civ A captures city of Civ B. Then suppose you (Civ C) capture and raze that city. Then you should get a negative penalty ("you razed one of our cities") not only for Civ A but also for Civ B (the original owner, and founder of the razed city). Or in this case you could go a bit more advanced and invent another penalty (either "You decided not to return a city previously owned by us to us, and instead kept it for yourself" = -1 OR "You decided not to return a city previously owned by us to us, and instead RAZED it" = -2)
 
Actually, is what I would really like to see done with Diplomacy is the modifiers used to apply bonuses and drawbacks to a civ directly. You're a peace with someone that hates your guts because of diplomacy modifiers? Well, their cities are going to be suffering. Likewise, if your people hate their guts and you're at peace...

Likewise, if you have a number of diplomatic bonuses with another civ and you're at war, war weariness might be higher than usual.

The basic idea behind this is that diplomatic modifiers would matter even for human players. It would be like... "Hey man, I respect you and all, but you did cut off deals with us to appease some silly AI, you are trading with that player which we hate, and you're using a different religion. My people are craving war and the riots are wrecking my economy. So I gotta do this." *marches in some armies*
 
Actually, is what I would really like to see done with Diplomacy is the modifiers used to apply bonuses and drawbacks to a civ directly. You're a peace with someone that hates your guts because of diplomacy modifiers? Well, their cities are going to be suffering. Likewise, if your people hate their guts and you're at peace...

Likewise, if you have a number of diplomatic bonuses with another civ and you're at war, war weariness might be higher than usual.

The basic idea behind this is that diplomatic modifiers would matter even for human players. It would be like... "Hey man, I respect you and all, but you did cut off deals with us to appease some silly AI, you are trading with that player which we hate, and you're using a different religion. My people are craving war and the riots are wrecking my economy. So I gotta do this." *marches in some armies*

Another nice idea! I would like to add to it though:
If Civ A hates Civ B and is at peace/trading with Civ B, then the amount of DISCONTENT in the cities of Civ A (as a result of too much tolearnce for Civ B (in the form of peace and/or even trade)) should correspond to cities' culture! So that Civ A's City 1 with 90%/10% (90 Civ A's culture, 10 Civ B's culture) would have MUCH MORE unhappines then Civ A's City 2 with say 50%/50% culture. It only makes sense. But the effect should probably be limited.... say no more than 10-15 unhappy faces in total, becaus otherwise if a lot of the civs hate you, your citizens will be way too ungry.
 
BTS request:

Unit limit per stack/tile.

Thanks, and if it's already made -- sorry, link pls!
 
I would like to see a Diplomacy mod that lets you set your opinion of other human players. My game opinion of the other humans never seems to match my acual ingame actions.
 
BTS request:

Unit limit per stack/tile.

Thanks, and if it's already made -- sorry, link pls!

I've been meaning to make this mod as it will be really easy in BtS.. I may see what I can do if I get time today. :)
 
I've been meaning to make this mod as it will be really easy in BtS.. I may see what I can do if I get time today. :)


you're my hero if you do!:goodjob:

I used to be a big Civ3 modder... I miss the lack of an editor and simple text file changes. I just don't know code enough to write my own. :(
 
you're my hero if you do!:goodjob:

I used to be a big Civ3 modder... I miss the lack of an editor and simple text file changes. I just don't know code enough to write my own. :(

Well, here you go, you can set the max number of units in a tile and you can also set an addition number of units that can be in a city tile and an additional number of units that can be in a fort tile. :)
 
Request:

"culturally linked starting locations" (a la Civ3)

Essentially, like in Civ3, Asian civs were most likely to start together, Euro together, American together, etc.

I'm requesting the equivalent, or if you're ambitious, such a way where Civs on a given continent are of the same cultural background only (or since maps are usually split into 2 continents, shared with 2 cultures, though separated within). In other words, half of a continent would be asian, the other half euro... and the other continent half arab, half american, etc...
 
Does it prevent allies or foreign units with open border agreement to enter tiles where max limt is reached ?

... umm, durrr, I should have thought of that.. :crazyeye:

Yea, at the moment you wouldn't be able to attack enemies if the tile they are in has the max amount, but I will fix that right now and upload a repaired version. :)
 
It turns out one of the scenarios/mods that comes with the game has support for more corporations. It advertises a whopping 10. I'll have a look at that to see how it fits more corporations onto the screen.
 
You're on the right track, I believe. I checked Crossroads and it has 10 corps showing up by reducing intervals ( I think reaching twelve is possible ). I've also come up with solution like using :gp: instead of "need great people" in whole letter. Just a mouse over text will add sufficient info and it will earn some space in the corp advisor screen. I'm sure actual gamefonts can be used to represent date of founding, etc ...
 
Ok, this is my idea for a diplomacy system I need for my new mod, These Fractured States of America.

Another thought I had was for creating some kind of advanced system of diplomacy.

I don't want the map to include Europe and Asia, it would be too much clutter/too big, but certainly you can't tell the story of America without including some kind of foreign policy. So I was thinking of a creative way to simulate that without actually having any foreign civs in the game.

So I'm thinking of creating a new type of specialist - the diplomat.

I have a few ideas on how to implement it, I'm not sure which would be best. Both sound like they would be difficult to code. Maybe TheLopez could help out.

First is to have diplomat specialists produce some special type of yield. "diplo-points" or something like that instead of hammers, science, gold, etc. These "diplo-points" could be used to build diplomatic projects. These specialists could also create GPP and spawn a Great Diplomat who can finish a diplomatic project or do other elements of diplomacy (stop wars, sign permanent alliances, etc). Another thought is the "diplo-points" could be used to build regular diplomats (instead of diplomatic projects) and they could do smaller things like be sacrificed to boost relations with a civ, or sign defense treaties, etc.

To implement this first idea we'd need to create an entirely different type of yield and accommodate a second build box in the city (one for standard production, and one for diplo-point projects). That could be a bit too complicated/intensive for us. So that leads me to my second idea - replacing great people with the diplomacy system.

Instead of great scientists, engineers, merchants, etc, we could have just one type of great person - the great diplomat. You could still place scientist, priest specialists, but they wouldn't create GPP (they'd be compensated with a boost to their yields). All GPP would go towards creating master diplomats.

This would be simplier in that we wouldn't need a new type of yield. But we'd lose other great people and it'd be entirely reliant on the great diplomats instead of using minor diplomats. Unless perhaps a great diplomat could either be sacrificed to create like half a dozen minor diplomats, and/or he could create a building that spawned minor diplomats every few turns. Anyhow... one thing this system would allow us to do is create more types of great diplomats.

For example you could have an English diplomat, a French diplomat, a Spanish Diplomat, etc. And those would be able to broker agreements with those individual nations.

For example, during the Civil War (the real one), one thing that could have turned the tide for the South would have been support from England or France. They worked on it, but couldn't pull off an agreement. For this scenario imagine there are all sorts of smaller American nations all jockeying for support from the great powers.

So ok, lets say Texas is at war with California and builds a French embassy and places 2 French diplomats (or ambassadors or whatever). They build French diplomacy points and after some time a great French diplomat spawns. That great diplomat can be used for actions to help in the war vs. California like:

1. War support - Free units spawn to help Texas with their war effort.
2. Blockade - California's trade reduced greatly.
3. Sever relations with enemy - All French diplomat points that California has built up are erased. And/or all French embassies in California are removed.
4. Remove Blockade - A blockade that California had placed on Texas (like from England or Japan or whoever) is removed.
5. Trade partnership - Additional trade routes in Texan cities.
6. Supply agreement - Texas gets free resources (iron, coal, etc).
7. Sign peace treaty - The war with California ends (text could be, "French diplomats broker a peace agreement between California and Texas, Treaty of Paris signed)
8. Build permanent French consulate - Free minor French diplomat specialists placed in a Texan city

Using the Great Person system allows us to combine different nations this way. Lets say you place 2 Spanish diplomats and 1 English diplomat. Then you roll the dice to see which great diplomat you get. And there can be all sorts of buildings and modifiers that affect the results.

Oh! Another thought. Trade has always been incredibly important for the United States. International trade needs to take on more significance here too. Not just trade routes, but resource trade as well. So lets say the Confederacy has a lot of cotton it wants to sell. It is at war with the USA and none of the smaller powers can offer enough for it. The CSA could either use a diplomat, or build a building that consumes one cotton resource and produces X amount of gold. Or produces a different resource it needs. That would simulate trading that resource with a European power.

Then diplomats could be used to break off that trade, or sign exclusive trade agreements. Lets say Texas and CSA are both selling cotton to England. CSA creates a great English diplomat who signs an exclusive cotton supply deal with England and from then on no other power can sell cotton to England.

Events could be used to spice things up as well.

Thoughts?

Although I'm thinking now that I'd like to keep the regular Great People instead of replacing them. Is it possible to have two separate pools for GPP?

Can anyone help with this?
 
Another Specialist:

Entertainer:
- +2 (or may be 3) happy faces, +5 culture, +2 money
- should be limited in number (say no more than 4 per city), the limit should depend on city size and availability of other speciualist. If there is no such limit, then it would be possible for a city of any size to have zero unhappy citizens, which is unrealistic.

Great Entertainer
- +4 (or may be 5) happy faces, +10 or +15 culture, +5 money
- can construct some happines building that reduces the amount of unhappy citizens by half
- can make ALL citizens happy in a city for X turns
- can start a golden age (just as other GP)
- can entertain citizens of other civs in a city so that some population from that city will join your city (the amoiunt depends on the distance between your and other civ's city, as well as the other city's size)
 
Request:

"culturally linked starting locations" (a la Civ3)

Essentially, like in Civ3, Asian civs were most likely to start together, Euro together, American together, etc.

I'm requesting the equivalent, or if you're ambitious, such a way where Civs on a given continent are of the same cultural background only (or since maps are usually split into 2 continents, shared with 2 cultures, though separated within). In other words, half of a continent would be asian, the other half euro... and the other continent half arab, half american, etc...

IIRC, that option is in the custom game setup screen.
 
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