Mod X - creation and discussion thread

Don´t you want to have them as munits? A pack of Velociraptors or an horde of fanatics carrying warheads (like in MDK1) would just be great, if you want any help with that I´ll do it, I´ve got to do the Egyptian Army pack, (includes ballistae), and some more units, but in amonth I would be free.
 
I am definitely interested in mUnits - particularly those of the mixed unit variety. I know those can be a bit tougher, but if you are up to that challenge then excellent. If not, there are a few regular mUnits I can use (eagles, Jaguars, Gallimus, etc.). If you are good at resizing, I really need 2 mini-Amazons for the Godzilla scenario.
 
I have posted my main resource file here. This file contains all the resources I use for all my mods (past, present, and future) at this point. Several of them are by me, most are not. There are a few new ones I made specifically for this mod.
Please note I have also posted a chart of which mods I plan on releasing these resources to. I could use the help of some aspiring artist in creating shadows and/or Civilopedia pics for the resources being used in this mod. I will be listing all contributors in the credits for the mod.
I will be creating a seperate resource file containing just the resources used by this mod once all of the resources have been finalized.
If anyone has any resources that would be specific to this mod that you would like to see in it, please let me know and I will see if I can work it in.
Please keep mod-specific discussions in this thread, and only post comments on the main file itself in this thread.
 
All right, I´ll do what I can, only I already have 5 units and about 10 munits on my to-do list, so, it´s gonna take a little time to get started.
 
Takhisis said:
All right, I´ll do what I can, only I already have 5 units and about 10 munits on my to-do list, so, it´s gonna take a little time to get started.

Any help you can do is much appreciated. :)
 
Virote_Considon said:
I could help, if you wanted. One thing I woudn't mind knowing is are you going to reperesent the Slave Trade, and if so, how?

Hey VC - Any help you can give would be great! :) You bring up a good topic...

Focus: Slavery
I know this is a sensitive topic, but it is part of the world's history, and should therefore be included. It will work to some degree like a Drug Trade in reverse. At some point in the early tech tree, cities that have the Indigenous People resource in their borders can build the Small Wonder of the Slave Trade. This puts a Slave Camp in all cities, as well as generates some extra gold to help offset their cost. Slave Camps increase production by 1, and generate an Enslaved Worker every 10 turns or so. They come at a heavy price, though - 2 gold to maintain, increases pollution, +2 unhappy citizens, and -2 to culture. The SW will be made obsolete with an optional Equality-based tech in Late Industrial / Early Modern times - eliminating all Slave Camps. I would only reccommend building this for wealthy civs in dire need of terraforming. There will be a Equal Rights type Small Wonder available with this tech that produces 2 culture and 1 happy citizen in all cities. The numbers may change a bit when we start playtesting for balance, but this is the basics of how it will work.
 
The problem I see with this is that Small Wonders can not produce Improvements in all cities, only Great wonders can. :sad:

I suggest it being a small wonder, requireing the Indigenous People resource, that can only be built in cities with the palace, and can produce a slave (Immobile, tradeable worker, upgradeable to worker, uses Captured Worker graphics) every 10 or so turns. If you trade, this will give you a nice large sum of workers not needing an Upkeep (reperesenting treating the slaves badly).

The problem with this is that the AI tends not to upgrade their units, so it'd require play testing.

The downsides you mentioned wouldn't need changing, exept maybe the -2 happy faces. The reason the Slave-Trade went on so long, is because it gained high-support. Maybe make it government specific, too, e.g. Monarchy.

Well, that's my suggestion on the matter.
 
The mod has enslaved workers already that use the Captured Worker graphics. They work at 75% the rate of normal workers, but don't upgrade. Why would you want them immobile?

I will have to play with the Slave Trade/Camp idea a bit more it looks like. Your idea of it requiring the capitol is a decent option. I might reduce the unhappy faces to 1, but there should be some, as there were always dissenters, even if they were in the minority.
 
Yes and yes - but both need the resource within the city limits to be built. Both resources are monopolizable, allowing you to build a monopoly once you have 5 of the improvements. Their are many resources that will follow this pattern.

Sugarcane will also allow you to build a Rum refinery - with its own Great Wonder. This will have the downside of addiction.

Gold will be very important throughout the timeline.
 
I was thinking to myself today, maybe the Manhattan Project should be a GW built, worth A LOT more than it is, in a city with loads of SW's. Sort of like a Space Race, but all in one city, and the game doesn't end when completed...
 
There are a few things (like the Great Zoo and Dino Park) that in some ways mimic the Space Race without ending the game already in. To be honest I haven't put too much thought into the rise of nukes yet. I do like the idea of a SW being a prerequisite for it, although the game restrictions will only allow one improvement prereq per improvement. Icould make it a string of small wonders, though. I am also not too sure about it being a GW. All things to think about though... :)
 
I meant that it should be a string of small wonders, with the aim of a GW at the end, the GW being a more beefed-up Manhattan Project, if you get me.
 
Cool. The only problem is, what could the big prize be at the end of it all... Maybe it could be increased trade (Trading around the Information for Nukes), and increased Science (Using Missiles for testing)...
 
Not sure about the boost in trade, but certainly science. Perhaps a nuke generated every n turns, but that might be a bit unbalancing unless it is 50 turns or more, and then it is fairly pointless... Perhaps a +1 to production as well? Or should it allow some improvement to be built in all cities?
 
What about silk and spice caravans? Ranching? Farming? How in depth do you plan to go with the trade world?

(This has nothing to do with the manhatan project...)

Another thing, do you have all the techs mapped out as to what connects with what, or just a long list of techs, or are you still missing some, etc.
 
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