Mod Component Requests Thread

Hello everyone.
Is it possible to make a priority list for automated workers, so they will improve resources and build cottages on all the other tiles?

Been searching around, but without luck

Thanks.
 
In a similar vein to the modcomp that you copy-paste into a map script to make it favour realistic starting positions for civs, can we have one which intelligently chooses which to place? That is; can it decide whether Rome is placed first, and if it is then don't place Byzantium or Holy Rome, if Holy Rome is picked then not Germany, Greece then not Byzantium, and so on.
 
Hi, first post here. Hope I found the right spot.
I want to know how to find a mod that has more than two traits for a leader, or could I do it myself?
Thanks.
 
can someone make a mod like ffh for macs.
Thanks

You should use regular windows with wine emulation on wine, i use it on linux and it works great...
By comments i see around, Mac version of civ4 is really worse.
You can mp me to get some tips on how to set wine prefix for civ4.
 
Hi,

I created a trait that I've called "Idealistic".

Its attributes are :
+2:espionage:
+50% National Wonder Production
Double speed of Jail, Intelligence Agency

These paramaters were really simple to change in a XML file.

But my first intention was to give it this attribute :
-25% war weariness instead of the +2:espionage:

The main purpose of the Idealistic trait is to represent a leader who fight for his ideas (or, more likely, who make his people believe that they fight for a better world ).

I figured that it would not be really difficult because there are civics which reduce war weariness. I think it involves some python programming, but I have no clue on how to do it.

Can you help me ?
 
Does anyone know if there is a way to download just the advanced civics found in the Rise of Man 2 mod? I know they're dependant on technologies and some other things that are specific to that mod, but im willing to work those out through my own XML fixing.

Thanks
 
I just wonder if there is any mods on taxation and a increase in the importance of money?

I would love to see a mod that gives you a possebility to regulate tax(more tax more unhappiness but more money?) and show the importance of cash to support armys.

My idea would be to put a cost per tur, per unit. If your'e out of cash, they disperse or join the enemy if he got the funds for it.

I would also like to see something that make those great harbour trading cities more important, if you see what i mean. Like London, Danzig, Riga, Lubeck in 1600 Europe. They got rich by traderoutes and toll.

Money make the world go round, so should it make my Civ go round!

PS, maby there is some mod i missed like these? please give me a tip! :)
 
I just wonder if there is any mods on taxation and a increase in the importance of money?

I would love to see a mod that gives you a possebility to regulate tax(more tax more unhappiness but more money?) and show the importance of cash to support armys.

My idea would be to put a cost per tur, per unit. If your'e out of cash, they disperse or join the enemy if he got the funds for it.

I would also like to see something that make those great harbour trading cities more important, if you see what i mean. Like London, Danzig, Riga, Lubeck in 1600 Europe. They got rich by traderoutes and toll.

Money make the world go round, so should it make my Civ go round!

PS, maby there is some mod i missed like these? please give me a tip! :)

I thought all of these were already in unmodded Civ... :think:
 
I thought all of these were already in unmodded Civ... :think:

I see what you mean but i would like som drastic increases and changes to this.
For example you could put a +3 cost per turn on archers, a +15 cost per turn on knights and maby +50 on tanks. Now keep in mind that income would also have been increase to make modest armys possible.

The income increase could come from inproved trade routes in larger cities, and some kind of a tax slider.

As i see it now the income(tax) % cant be changes, only how much you spend of it in reserch, culture etc.

The purpose with this would be to make it hard to be a great tecnological empire just as well as a military one.With fewer units you whould have to be more strategic how you use them. Or someting like that, i haven't really thought it trough that much :crazyeye:
 
another thing, is there some mod component that increase the time it takes to reserch techs? I want to produce units relativley fast withouth aging up to fast :(
 
Can someone make something that would allow for various civic-like effects for religions? (However, I would also like the effects for altering the effect of individual resources and resource types under given religions.)
 
I just wonder if there is any mods on taxation and a increase in the importance of money?

I would love to see a mod that gives you a possebility to regulate tax(more tax more unhappiness but more money?) and show the importance of cash to support armys.

My idea would be to put a cost per tur, per unit. If your'e out of cash, they disperse or join the enemy if he got the funds for it.

I would also like to see something that make those great harbour trading cities more important, if you see what i mean. Like London, Danzig, Riga, Lubeck in 1600 Europe. They got rich by traderoutes and toll.

Money make the world go round, so should it make my Civ go round!

PS, maby there is some mod i missed like these? please give me a tip! :)

Dear Sagus, these AREN'T in unmodded Civ... And i have a pretty similar idea of what you meant.
Try looking at this modcomp idea i got going, unfortunately i lost a bit of the inspiration to do it, but it's still a possibility if someone is willing to help me.
link to general ideas thread
link to development thread

So... yeah, take a look and reply to me if that is like something you driving at.
 
gfurst: I think your ideas are great, and it was kind of what i was looking for. Sadly im rather new to civ and have no skill what so ever in modding or programming. I do like to make scenarios though, in worldbuilder.. Send a message if you need help with that :)

New ideas:

1. I like the expanded castels in ROM: A New Dawn. Maby a component with the same concept, but in 1500-1700 ish, when the Star-forts or Trace Italienne. http://en.wikipedia.org/wiki/Star_fort


2. To continue on the fortification track, what about a blockade option for land units, similar to naval units. Maby just with a one-tile radius. But still a possibillity to starve a city to death. Maby just someting to counter the stronger citys with expanded castels.

One again, please give me a tip if i missed something like this, as im kind of new :)
 
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