Mod Ideas (Large read!)

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Chieftain
Joined
Apr 26, 2006
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For my first thread on the Civ forums, I thought that I'd post some Mod ideas... They'll probably require a huge amount of scripting.

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A. Custom Units

This would be an addition that would only come into play late in the game, perhaps after you discover Future Technology. From then on, you can make custom units. This is how it would work:

I. Creation

There are several parts to this.

i. You choose a pre-existing unit.
ii. You decide whether this unit will be offensive or defensive.
iii. You add(or subtract, which decreases research time and cost(see II) strength points.
iiii. You choose special abilities. (Some, like "doesn't recieve defense bonuses", decrease research time and cost.)
iiiii. You allot starting experience points.

II. Balancing

i. Once you design your custom unit, you have to do "Research and Development" (which acts like a technology) before you can make it. For every point of strength, every special ability, and every point of exp added, it takes more research points.
ii. Ditto for manufacturing time.
iii. Ditto for maintainance costs.
iiii. If you design an offensive unit(presuming that you add strength or other things instead of removing them), other countries feel threatened. You'll automatically get a penalty of -1 for every custom unit you manufacture, and that number increases with strength. You may need those offensive units if most of the civs on the map attack you at once!

B. Culture Weapons

These are special siege weapons that could turn the tide in a war. They behave like Catapults(you need to invent a new technology for them, though), except that instead of Bombarding, they do significant damage to Culture. (They are very physically weak, so they need to be protected.) The effects of cultural drainage are:

I. While enemy Culture Weapons are camped outside a city, that city's borders shrink by one size. They may shrink permanantly if enough cultural damage is done. If a city's culture is completely obliterated, its population is cut in half.
II. Units occupying the city begin to desert, disappearing from the map. The chance of deserting increases as the cultural damage does.
III. The city gains angry citizens.
IIII. Its chance of revolt for your civilization increases.

You could also add more technologies that would allow upgrades for Cultural Weapons.

C. Mind Wiping

This addition allows you to make civilizations actually LOSE technologies.

I. To Mind Wipe, you need the World Wonder "Unseen Base". The completion of the Unseen Base by ___ is not announced.
i. This allows you to construct the units necessary, the "Agents".
1. Agents behave like Spies, except that they can only do two things: Mind Wipe and Steal Tech.
2. If caught (like Spies can be caught), there is a huge diplomatic penalty.

Agents work best in a major city, with their chances of success depending on how much research it produces (and, like Spies, how many units are occupying it). Mind Wipe, if successful, causes the civilization to lose its most recently gained technology, and all of the work into the technology they're researching. Steal Tech gets that latest technology and the research for the new one(Steal Tech isn't available if you already know both. The chances of success increase if you only have to steal one or the other). You can combine the two, but it drastically decreases your chance for success.

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So, what do you think?
 
I actually think this is an awesome idea. Have you ever played C-Evo?

Well that game is based off of Civ 2. It has Civ 2 style graphics. Although I have never played Civ 2 and have no basis for comparison whether it has something similar or not, this custom unit design is something C-Evo had.

Basically, instead of a future tech, there were 4 specific final techs that could be researched multiple times. Each gave a different bonus. However, unit construction throughout the entire game was customized.

The way it works is, once the player researches a certain tech, I believe it was Military Tradition. (One of the Earliest techs) It gave you a new research option as you are describing above. With this you could make new units and new options within the unit creation screen would open up with certain techs.

When a player would get to the future era and could research the 4 repeatable techs, one of them would add strength and defense to the unit creation screen so that the player could make really powerful tanks, planes, ships, and infantry. The higher level you have the tech at the more of a bonus you received.

The only problem I see with this in regards to Civ 4 is that I think it would have to be hard coded into the gamecore. So, I think the only way to get something like this would be with the SDK and python extentions. Perhaps even some XML. I really don't know as I couldn't do this myself however, I do know it cannot be done with just XML.

I hope someone can make such a thing possible however, one of the biggest problems would be unit graphics. Unless it was possible to build these custom units and actually select the model and art (possibly with an art effect if so desired) then it would be an awesome feature to have. :D

Of course this would also make the CIV4UnitInfo.xml file more or less useless.


As for the mind wiping and stealing technologies this is another great idea. I think that how you described the effect of mind wiping is perfect, however, for stealing a technology it should be available if that particular civ has a tech that you do not. Not just the last two researched. ;)

One other thing, (not to sound picky :p ) but, the unseen base building should be a national wonder. This way all civs can have one. Otherwise it would greatly unbalance the game IMO.
 
As to the mind wiping/stealing technology,

A. I picked that only the last two could be stolen because otherwise Agents would be too powerful. They would already be very useful, but that would be balanced by you not knowing what you would get.
B. If everyone was Mind Wiping everyone else, the flow of the game would basically stop. Everyone would concentrate on it.
 
Hey, I like the first idea about making your own units. It would make the game a lot more intresting. But i think the mind wipe would just annoy people and i dont know what type of unit does damage to culture
 
IrishDragon said:
Hey, I like the first idea about making your own units. It would make the game a lot more intresting. But i think the mind wipe would just annoy people and i dont know what type of unit does damage to culture

A catapult that bombards the cultural areas of a city?

As for mind wiping annoying people- your personal opinion.



Regardless, would there be anyone willing to program one or more of these?
 
Ok i see how the culture idea works and it could work well, it could help you against a civ with a strong culture
 
The SMAC-Civ4 modders at Apolyton are trying to recreate the Workshop from SMAC, which captures a large % of what you're describing. I have no idea how they plan on actually doing it, tho.
 
:bump:

*Looks around for free-range modders*
 
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