So, I was a big fan of Civ IV and did some minor tinkering and tried out various mods. Now I'm playing Civ V and doing the same. And through both, I realized that at some point, I was only pursuing the same strategies over and over and over again. And then I thought about the ultimate mod (for me) that would add many multiples of playtime for me. Instead of trying to tinker with the tech tree so that it's more realistic, or etc, and having a different vision of that from everyone else, how about a mod that does the following:
Generate the tech tree semi-randomly at the start of each game, right before/after map generation.
This means that every game would be different and require a different strategy. Personally, I think I'd use this most with the "Hide techs you can't research" option I listed at the bottom.
There are two ways of accomplishing this that I can think of:
* Scramble the prereqs for techs, but leave them in their relative tier positions and have each one do what it currently does. (This would already be more interesting than the current game, but less so than the one below.)
* Generate an entire tech tree from scratch each game. Each tech benefit (units, * benefits like irrigation or bridges, buildings, resource reveals, terrain improvements, wonders, etc) would be assigned to a tech in the appropriate era. The number of techs per era could be variable slightly to accommodate this. Each tech would have at least one benefit (maybe a min of 2?) and a maximum of 4 or 5 benefits. The techs would be semi-randomly assigned prereqs from earlier eras (possibly with the requirement that a tech granting a building or a unit has a prereq (or a chained prereq) of the tech which grants the required prereq building or the units that upgrade into it. For the AI's, each tech would be given the flavors depending on what made it up. The names could be random things like "Haberdashery" and "Civil Discourse". They don't have to have any relation to the things contained within (but they could be coded to as well. A tech with a domestic flavor in the modern age could be "Social Networking" and one in the ancient age could be "Public Debate" etc.)
Optional checkboxes (choose at game setup):
* Hide any techs that you can't currently research. (I think I 'd pick this one by default)
* Remove unique units/buildings
* Generic units (Just create a chain for each category: Warriors, Ranged, Siege, Scout, Light Ships, Heavy Ships, anti-maneuver warriors (pikemen, anti-tank gun, etc).)
Here are the possible complaints:
* The game makes no historical sense. You're not recreating history anymore. To which I say "who cares?" You weren't creating history before. No one has ever made a tech tree & unit set that everyone likes for historical accuracy.
* The game's balance would be.... off. It already is, depending on who you listen to. But each game's balance would be a little different.
Here are what I see as the pros:
* You get the option of not knowing how the game will play out. You get to recover that sense of "Exploration" when researching that you had that first time you played your first Civ game. Choices would be made based on "What do I need right now", like true emergency research and not "Where will I be in a hundred years".
* Every game will have an entirely unique flavor, even if you can look over the full tree at the start and plan a strategy, you won't fall into the rut of "Build X, research Y. After 7 turns, do Z." for each strategy.
I would love to see this mod made by someone with more time and modding skill than I have, either for Civ IV or Civ V (or both). I think it would create endless replayability for both games.
<Crosses Fingers>
Generate the tech tree semi-randomly at the start of each game, right before/after map generation.
This means that every game would be different and require a different strategy. Personally, I think I'd use this most with the "Hide techs you can't research" option I listed at the bottom.
There are two ways of accomplishing this that I can think of:
* Scramble the prereqs for techs, but leave them in their relative tier positions and have each one do what it currently does. (This would already be more interesting than the current game, but less so than the one below.)
* Generate an entire tech tree from scratch each game. Each tech benefit (units, * benefits like irrigation or bridges, buildings, resource reveals, terrain improvements, wonders, etc) would be assigned to a tech in the appropriate era. The number of techs per era could be variable slightly to accommodate this. Each tech would have at least one benefit (maybe a min of 2?) and a maximum of 4 or 5 benefits. The techs would be semi-randomly assigned prereqs from earlier eras (possibly with the requirement that a tech granting a building or a unit has a prereq (or a chained prereq) of the tech which grants the required prereq building or the units that upgrade into it. For the AI's, each tech would be given the flavors depending on what made it up. The names could be random things like "Haberdashery" and "Civil Discourse". They don't have to have any relation to the things contained within (but they could be coded to as well. A tech with a domestic flavor in the modern age could be "Social Networking" and one in the ancient age could be "Public Debate" etc.)
Optional checkboxes (choose at game setup):
* Hide any techs that you can't currently research. (I think I 'd pick this one by default)
* Remove unique units/buildings
* Generic units (Just create a chain for each category: Warriors, Ranged, Siege, Scout, Light Ships, Heavy Ships, anti-maneuver warriors (pikemen, anti-tank gun, etc).)
Here are the possible complaints:
* The game makes no historical sense. You're not recreating history anymore. To which I say "who cares?" You weren't creating history before. No one has ever made a tech tree & unit set that everyone likes for historical accuracy.
* The game's balance would be.... off. It already is, depending on who you listen to. But each game's balance would be a little different.
Here are what I see as the pros:
* You get the option of not knowing how the game will play out. You get to recover that sense of "Exploration" when researching that you had that first time you played your first Civ game. Choices would be made based on "What do I need right now", like true emergency research and not "Where will I be in a hundred years".
* Every game will have an entirely unique flavor, even if you can look over the full tree at the start and plan a strategy, you won't fall into the rut of "Build X, research Y. After 7 turns, do Z." for each strategy.
I would love to see this mod made by someone with more time and modding skill than I have, either for Civ IV or Civ V (or both). I think it would create endless replayability for both games.
<Crosses Fingers>