snipperrabbit!!
Deity
- Joined
- Nov 23, 2006
- Messages
- 3,396
best will be twelve each, but I can live with eleven.
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*
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.![]()
you're my hero if you do!![]()
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.![]()
Does it prevent allies or foreign units with open border agreement to enter tiles where max limt is reached ?
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?
Using population to add happy faces should not add anything else: The city gets the benefit of using one extra citizen, which can produce a lot of food or commerce, depending on the situation.
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...