Rick Drayson
Chieftain
- Joined
- Jun 9, 2020
- Messages
- 74
Hi, I thought I would share my upcoming Mod which I am creating to address a couple of things I believe VP could benefit from. I have no doubt that this community will provide many - feedbacks.
2 Core aspects
1. Continuing work on pre-existing unit stacking is... unit stacking as follows. (done)
2. Player Leader (on the map): Basic premise. A single unit at start of game that is named after the civilizations Leader. that cannot be replaced . No defenses, represents the civs leader. Dying does not remove Civilization Leader traits (probably want to rename them dynastic). Can perform many functions which causes the opportunity cost each player must decide to pay. What they can do:
-Customize each leader for each civ's flavor (diplomacy civs get better diplomatic leader etc) Civ unitclass overrides.
-AI to utilize these features.
-Artwork. Uggh.
-Better descriptions/help
-Barbarians more roaming more aggressively game start , making outposts and the leader vulnerable if defenseless.
I'm having fun and it is teaching me a lot about modding civ v.
May not be well received but VP can only benefit from trialing new ideas.
2 Core aspects
1. Continuing work on pre-existing unit stacking is... unit stacking as follows. (done)
- 3 units per City, making them very defensive early on
- 3 units per Citadel
- 2 Units per fort and outpost
- 3 Units per Great General. Which counters city defenders. Once you get 2 GG you can really threaten cities
- 2 Units per Player Leader
2. Player Leader (on the map): Basic premise. A single unit at start of game that is named after the civilizations Leader. that cannot be replaced . No defenses, represents the civs leader. Dying does not remove Civilization Leader traits (probably want to rename them dynastic). Can perform many functions which causes the opportunity cost each player must decide to pay. What they can do:
- Can open goody huts. The cost being it steals xp from your scout (done)
- Can act as a General. Gives a unit stack, Gives defensive boost. Gives healing boost. (done but not final values)
- Can build an outpost. This mini fort can be built outside borders. Takes many turns to build. Costs Gold per turn. Provides 25% def boost. Claims land radius of 1. Can only be built upon rare starting resources like Gold. Grants 1 happiness. Destroyed upon pillage. No tile yield increases. (done)
- Can increase worker build rate. Being present on top of a worker increases build rate. (done)
- Can increase city build rate. Being present on top of a city increases build rate.
- Can conduct build within city state to add influence. Takes many turns, unit not lost.
- Can enter into other nations borders (done) and add positive relations or spread religion.
- Can capture barbarian units adjacent for a gold cost.
-Customize each leader for each civ's flavor (diplomacy civs get better diplomatic leader etc) Civ unitclass overrides.
-AI to utilize these features.
-Artwork. Uggh.
-Better descriptions/help
-Barbarians more roaming more aggressively game start , making outposts and the leader vulnerable if defenseless.
I'm having fun and it is teaching me a lot about modding civ v.
May not be well received but VP can only benefit from trialing new ideas.