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.
~
So, what do you think?
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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.
~
So, what do you think?