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Mod Idea thread

Discussion in 'Mods Repository' started by Drakle, Sep 19, 2020.

  1. Recursive

    Recursive Covets Lands That You Currently Own Moderator

    Dec 19, 2017
    No and yes, respectively.
  2. Asterix Rage

    Asterix Rage Warlord

    Jun 6, 2010
    Gift unit with all promotions or not? It can make a big difference.
  3. InkAxis

    InkAxis Prince

    Feb 24, 2020
    Well you can just make a custom mission (custom action the unit can do, can be done to any unit through lua), and then unit:kill() the unit and then init a new unit. You would be better able to control where and when you can gift a unit (just being adjacent to enemy territory). You would probably be able to store the promotions it has, and give those to the new unit, but I'm less sure about that. Enabling unit gifting in the DLL is a little different because then any civ will be able to do it.
  4. Hinin

    Hinin King

    Aug 1, 2014
    Happy April's Fool Day everyone ! To mark the occasion, here is a new wonky civ concept. Enjoy ! :clap:

    Spoiler Wyveria :

    Wyveria (from the Monster Hunter franchise)

    Leader - His Immenseness
    Capital - Dundorma

    UA - Tale of the Five

    When attacking a unit whose Technology requirement hasn’t been met by you, gain additionnal XP and a portion of the :c5science: Science cost of that Technology. If the Technology has already been researched, gain :c5production: Production and :c5culture: Culture in the nearest City instead (bonuses scaling with Damages inflicted and Era).

    UU1 - Hunters (no replacement)

    Unlocked at Philosophy

    130 :c5production: Production cost (increased by 50 :c5production: at each new Era)
    2 :c5moves: MP
    15 :c5strength: CS

    Preparation - Gain 5 base :c5strength: CS per new Era. +25 % :c5strength: CS against Units whose Technology requirement hasn’t been met by you.
    Ignores Terrain cost
    Has access to the Drill, Shock, Trailblazer and Survivalism promotion trees

    UNW - Hunter’s Guild (no replacement)

    Unlocked at Guilds
    135 :c5production: Production (120 :c5gold: Gold), increased by your number of cities
    Population requirement similar to East India Company

    1 Civil Servant specialist
    +1 XP for all Units per worked specialist in Empire (+25 XP max.)
    Hunters can now airlift to or from any city you controle, and can paradrop up to 3 tiles away.

    Spoiler MUCfVP compatibility :

    UU2 - Airfleet (replaces Zeppelin)

    Unlocked at Navigation (instead of Steam Power)
    350 :c5production: Production cost (instead of 650)
    22 :c5rangedstrength: RCS (instead of 25), 1 Range; 25 :c5strength: CS
    3 :c5moves: MP

    (when attacking, inflicts the “Spotted” plague, making the unit always visible and inflicting a -25 % :c5strength: CS malus when attacked for 2 turns)

    UB - Canteen (replaces Grocer)

    +1 :c5food: Food per 4 :c5citizen: Pop, +1 :c5happy: Happiness

    Carries over 15% :c5food: Food of after City growth

    When you kill a unit, gain 1 turn of :c5happy: WLTKD in the city

    -1 :c5unhappy: Unhappiness from Poverty in City and -2 % :c5unhappy: War Weariness on Empire

    Spoiler Peace Theme - To Those Alive :

    Spoiler War Theme - Moonquake :

    Last edited: Apr 1, 2021
    KaoticKanine and gwennog like this.
  5. KaoticKanine

    KaoticKanine Chieftain

    Mar 27, 2018
    Not sure how receptive this idea would be, but a modmod I'd absolutely love to see for VP is one that incorporates Climate Change. Not just for some real-life accuracy, but I think it would add to the challenge of the game by making certain buildings and improvements have a negative impact come the Industrial Era: provoking increasingly deadly storms, causing droughts, and so on. And it could add some new things to diplomacy and WC by having new proposals that relate to climate change and, of course, influencing Civ relations based on how vulnerable a civ's home location is to CC and which civs are contributing the most to CC's development
    Hinin likes this.

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