Mod in Progress

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)
  • 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
Testing so far is positive. Except the lack of AI taking advantage of GG.

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.
Major things still to do is
-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.
 
Sounds like some cool ideas that I'll definitely try out if you get it finished!

My only feedback would be on the second idea. Now personally if I had a super-unit that can never be replaced in the whole game and has 0 defense I'd probably find myself losing that unit often and just reloading to before I lost it every time. I wouldn't want to continue playing a game with my leader dead. I think a system that didn't encourage savescumming like that would be more fun personally. Like if the unit is "lost" it's sent back to the capitol and you lose some gold. That would probably be better for the AI too, since I doubt they're good at protecting their leader if their behavior with great generals is anything to go by. Excited to see what you come up with :) .
 
. I wouldn't want to continue playing a game with my leader dead
I agree, I used to name a soldier after myself in xcom and save scum, as a rule, if he died 😂

However there's some potential here I think, I've always wanted a little more rp-character in my civ game... Sometimes have imagined some kind of expanded civilian system, including "NPC's" that just kinda do their thing... Not sure if that's the thought in op, but i enjoy the premise on some level.

However they're implemented, I'd def make them respawn somehow, similar to spies... Maybe you go without a leader for a few turns, but eventually a new level 0 leader spawns. Each one gets name with "the 2nd" or "the 3rd" etc, gameplay will be trying to keep this number low, just for bragging rights.

Anyway nice to see some new creativity here 🙂
 
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