Civ4_RealWorld
Chieftain
- Joined
- Nov 5, 2005
- Messages
- 4
I will not reveal who I am or who any current contributors are and their affiliation with any game development studios / publishers but this mod will have production and development contributions by actual individual game developers on their own time. One or more of us have been in the trenches and fully understand game development. This is not to say that this project is in development by an actual development studio, this is a completely free lance hobby project being proposed by people that possess actual game development experience.
We have been looking at the potential of the Civilization 4 engine. After realizing the customizability of the engine and coming to the realization that Firaxis had to go out of their way to exclude things in the game which would offend others, I have decided to gather feedback on my proposed additions in the first version of the Real World Mod.
Here are some concepts :
1. Significant changes to oil resource. Many more oil resources will be available on the world once oil becomes viewable. New structure type to go with it, the "oil well" which when built generates a source of significant cash flow. Some areas will be more oil prone based off terrain which will be geared towards influencing major wars for oil and / or heavy oil trade.
2. Epidemic / Plague events. Either spawned by exploring a specific tile (one or two per map) or a random event. This will infect a city in the civilization and all units inside (workers, military units). City will lose one population a turn until it reaches a city size of 3 and all units inside will become epidemic / plague bearers. Units will drop to a power of 1.0 and these units will infect all other units and cities (both friendly and enemy) if they go within one tile of them. The only way to eradicate an epidemic from spreading is to eliminate the infected units.
3. Fascism and Nazism. Nazism allows the construction of the Führerbunker wonder which enables the builder to access the Holocaust civic. The Holocaust severs all ties with all current allies and in turn declares war on them. The Holocaust then increases military production at a rate of 2x the standard rate for all units. All captured cities are reduced to a population of 1.
4. Suicide Bombers. These units use up a population point but are invisible to all but enemy spies, explorers and special ops. If detonated in an enemy city or on a unit stack, they cause a check similiar to a nuclear bomb on all units inside the city or unit stack. If they fail, they die.
5. Flamethrower unit. This cheap late game unit causes severe collateral damage but suffers from a very weak strength and defense penalties.
6. Major artillery changes. Bombard damages single units and / or buildings in a city or stack while frontline attacking does the same thing as it did before.
7. Long range artillery. Very expensive and fragile but it is capable of bombarding over 8 tiles. (To be determined if this is possible due to the lack of tile select currently.)
8. Unit damage from ship bombard. Finally ships will be useful and there will be a point to making a strong naval fleet.
9. Special Ops units. These units will act as Spies except they have a very high success rate at destroying enemy buildings. They can wreak havoc on enemy cities until the enemy has the technology to build special ops of their own and / or spies.
10. Biological Weaponry. It will be possible to invent two different biological weapons / units. One will be the suitcase biobomber. This unit is invisible to all but explorers, spies and special ops. If it penetrates an enemy city, it can initiate a pandemic which also kills off the affected city population to a size of 3. The other weapon is the BioICBM which performs the same thing but without the need to sneak a unit in.
11. Electron ICBM. This missile disrupts enemy research and production for two full turns in each city affected.
12. V2 Rockets / Cruise Missiles. These units will act as a mini-nuke with damage in one specific tile and less of a chance of killing units / buildings.
13. Nuke changes. Current ICBM becomes "Nuclear Missile". True ICBM will be much more expensive and affects a 6x6 radius with much more damaging effects.
14. Junk Food "Religions" and "Missionaries". These will act almost as religious missionaries but they will spread unhealthyness in cities while providing income to the person that invented the junk food "religion". McCivalds and Burger Syd are two possible examples.
15. Bonuses for each religion type. Religions will not be the same anymore as they will each give their founders and followers specific bonuses. There will also be a limit to one religion per side until the Free Religion civic is chosen.
Any and all feedback would be appreciated. If this mod receives a warm welcome, then we will begin hunting for volunteer Artists, Animators, Programmers and Sound Engineers. This mod is not meant to offend anyone but it will no doubt do so with some of the sensitive items being proposed.
We have been looking at the potential of the Civilization 4 engine. After realizing the customizability of the engine and coming to the realization that Firaxis had to go out of their way to exclude things in the game which would offend others, I have decided to gather feedback on my proposed additions in the first version of the Real World Mod.
Here are some concepts :
1. Significant changes to oil resource. Many more oil resources will be available on the world once oil becomes viewable. New structure type to go with it, the "oil well" which when built generates a source of significant cash flow. Some areas will be more oil prone based off terrain which will be geared towards influencing major wars for oil and / or heavy oil trade.
2. Epidemic / Plague events. Either spawned by exploring a specific tile (one or two per map) or a random event. This will infect a city in the civilization and all units inside (workers, military units). City will lose one population a turn until it reaches a city size of 3 and all units inside will become epidemic / plague bearers. Units will drop to a power of 1.0 and these units will infect all other units and cities (both friendly and enemy) if they go within one tile of them. The only way to eradicate an epidemic from spreading is to eliminate the infected units.
3. Fascism and Nazism. Nazism allows the construction of the Führerbunker wonder which enables the builder to access the Holocaust civic. The Holocaust severs all ties with all current allies and in turn declares war on them. The Holocaust then increases military production at a rate of 2x the standard rate for all units. All captured cities are reduced to a population of 1.
4. Suicide Bombers. These units use up a population point but are invisible to all but enemy spies, explorers and special ops. If detonated in an enemy city or on a unit stack, they cause a check similiar to a nuclear bomb on all units inside the city or unit stack. If they fail, they die.
5. Flamethrower unit. This cheap late game unit causes severe collateral damage but suffers from a very weak strength and defense penalties.
6. Major artillery changes. Bombard damages single units and / or buildings in a city or stack while frontline attacking does the same thing as it did before.
7. Long range artillery. Very expensive and fragile but it is capable of bombarding over 8 tiles. (To be determined if this is possible due to the lack of tile select currently.)
8. Unit damage from ship bombard. Finally ships will be useful and there will be a point to making a strong naval fleet.
9. Special Ops units. These units will act as Spies except they have a very high success rate at destroying enemy buildings. They can wreak havoc on enemy cities until the enemy has the technology to build special ops of their own and / or spies.
10. Biological Weaponry. It will be possible to invent two different biological weapons / units. One will be the suitcase biobomber. This unit is invisible to all but explorers, spies and special ops. If it penetrates an enemy city, it can initiate a pandemic which also kills off the affected city population to a size of 3. The other weapon is the BioICBM which performs the same thing but without the need to sneak a unit in.
11. Electron ICBM. This missile disrupts enemy research and production for two full turns in each city affected.
12. V2 Rockets / Cruise Missiles. These units will act as a mini-nuke with damage in one specific tile and less of a chance of killing units / buildings.
13. Nuke changes. Current ICBM becomes "Nuclear Missile". True ICBM will be much more expensive and affects a 6x6 radius with much more damaging effects.
14. Junk Food "Religions" and "Missionaries". These will act almost as religious missionaries but they will spread unhealthyness in cities while providing income to the person that invented the junk food "religion". McCivalds and Burger Syd are two possible examples.
15. Bonuses for each religion type. Religions will not be the same anymore as they will each give their founders and followers specific bonuses. There will also be a limit to one religion per side until the Free Religion civic is chosen.
Any and all feedback would be appreciated. If this mod receives a warm welcome, then we will begin hunting for volunteer Artists, Animators, Programmers and Sound Engineers. This mod is not meant to offend anyone but it will no doubt do so with some of the sensitive items being proposed.