Modmods Requests Thread

konradcabral

Prince
Joined
Jan 17, 2008
Messages
491
Location
Rio de Janeiro, Brazil
Hello,

I'm starting a new thread for us to post our wanted features that eventually Zappara can't do or don't want to do. I recommend that you ask first Zappara, if you see that he's not going to implement it, then you ask here. If a modmodder is interested in do any of the requests, he should manifest himself: "Hey, I'll do it.", in order to don't get two or more identical modmods.

I'll start with one thing that Zappara said many times he won't do: more resources.

1) Modular resources: Soy, chicken, honey and bees (some dude is crazy about it), etc.. It could come together with a complete revamp of the food, production, gold, happiness and unhappiness, health and unhealth provided by the resources.

And
2) Powerful forts: like posted here.

Cheers,

Konrad
 
I'll start with one thing that Zappara said many times he won't do: more resources.

1) Modular resources: Soy, chicken, honey and bees (some dude is crazy about it), etc.. It could come together with a complete revamp of the food, production, gold, happiness and unhappiness, health and unhealth provided by the resources
I'll clarify it a bit: I won't add any resources that map generator places to plots. However I will add some manufactured resources in RoM 2.8. ;)

1) Check World of Civilization modpack. There's plenty of new modular (WoC format) resources that could be converted to RoM and RoM already has all those WoC resource icons in gamefont files ;)
 
Hi!
It would be very nice to have an ice tile exclusive food resource to help out whaling/mining for gold/silver cities there a bit. I think Seal would fit that role perfectly. I suggest it could be like +1 or +2 :food: without improvements and +2:food: +1:hammers: from camp (+3-4:food: +1:hammers: total)
 
Anglo-Saxon Civ for RIse of Mankind! with a new leader head cause the oen whcih coms with the current mod is a bit rubbish. also with some news uniques....

also i like the Seal idea by aim
 
Here are some past requests I have posted over the years that I think could be done as modmods. If any of these are already made let me know.


Zoo, Aquarium & Petting Zoo

Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Elephant, Deer, Fur
  • Can turn 1 Citizen into Scientist
  • +1 :) from Elephant, Deer, Fur

Aquarium
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Whale, Fish, Clam, Shrimp, Crab
  • Can turn 1 Citizen into Scientist
  • +1 :) from Whale, Fish, Clam, Shrimp, Crab

Petting Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Horse, Cow, Sheep, Pig
  • Can turn 1 Citizen into Scientist
  • +1 :) from Horse, Cow, Sheep, Pig

-----

Bee Keeping

Apiculture (aka Bee Keeping)
Req: Animal Husbandry and Calendar

-Can build an Apiary (aka Bee Hive) - Gives Honey And Wax resources. +Food, +Health

Honey = +Food, +Health
Wax = +Money, +Production

Random Event: Bees!
1. Figure out how to keep bees and build a apiary (Req. Agriculture, 50 gold, +1 Food and +2 Commerce for tile).
2. Raid hives, we need that food now (+6 Food stores)!
3. Leave nature be, the bees are important to the ecosystem (Req. Environmentalism, Free Forest and Forest Preserve on tile).

-----

Space Stuff

It would be cool if after you finished the the "Space Race" you could gain a new trade route with Alpha Centauri. Likewise early on it might be nice to be able to send probes to other planets. Yo of course could not visit them but you could send colonist to them, get additional trade routes and possibly more resources from them. Here are some ideas...

Moon Base (Req Space Colonies)
- Reveals Lunar Minerals
- Can construct Lunar Tourism: Same As Vacation Resort
- Can construct Luna Industrial Complex: Same As Orbital Factory
- Can construct Lunar Laboratory: Same As Laboratory

Mars Base (Req Space Colonies)
- Reveals Mars Minerals
- Can construct Mars Tourism: Same As Vacation Resort
- Can construct Mars Industrial Complex: Same As Orbital Factory
- Can construct Mars Laboratory: Same As Laboratory

Terraform Mars (Req Mars Base, Req Weather Control)
- Mars Colony: Not Sure

Asteroid Belt Mining (Req Space Colonies)
- Reveals Asteroid Minerals
- Can construct Asteroid Belt Mines: Same As Orbital Factory
- Can construct Asteroid Belt Laboratory: Same As Laboratory

Alpha Centauri Base (Req Interstellar Travel)
- Reveals Alpha Centauri Minerals
- Reveals Alpha Centauri Flora
- Reveals Alpha Centauri Fauna
- Can construct Alpha Centauri Tourism: Same As Vacation Resort
- Can construct Alpha Centauri Industrial Complex: Same As Orbital Factory
- Can construct Alpha Centauri Laboratory: Same As Laboratory

Alpha Centauri Base Mars (Req Alpha Centauri Base, Req Weather Control)
- Alpha Centauri Base Colony: Not Sure.

New Space Resources

o Lunar Minerals: +Production, +Commerce
o Mars Minerals: +Production, +Commerce
o Asteroid Minerals: +Production, +Commerce
o Alpha Centauri Minerals: +Production, +Commerce
o Alpha Centauri Flora: +Food +Commerce
o Alpha Centauri Fauna: +Food, +Commerce

-----

Medieval Stuff

I agree with the Mirrors tech. Mirrors also would be useful in telescopes, parascopes etc. As well as luxury items such as fancy mirrors.

o Hourglass (req. Glassmaking) - Helps maybe with production. But would become obsolete when clockworks comes.

o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

I really think soap should be added or possibly soap and candles. The whole rendering is important. Perhaps a rendering building + to health from having soap but - to happiness from the smell of the rendering building.

Units

petard.png


Petards - A pre-gunpowder unit that can take down city defenses by blowing itself up.

img.php


Balista - An alternative siege unit. Basically a huge crossbow with bombard damage.

-----

Random Units

I think you should add a few more non-unique units such as ...

Prehistoric

Name: Rock Thrower / Slings
Type: Pre-Archery
Req: Stone Tools
Tree: Between Warrior and Archer

Name: Log Ram
Type: Pre-Siege Weapons
Req: The Wheel
Tree: Before Ram

Name: Transport Raft / Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before Galley
Info: Holds 1 Unit

Name: War Raft / War Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before War Galley

Classical / Medieval

Name: Javelin
Type: Archery
Req: Archery
Tree: After Archer
Info: Good vs Horse

Name: Stone Thrower / Scorpion
Type: Siege Weapons
Req: Mathematics
Tree: Before Trebuchet
Info: Different from a Catapult.

Name: Light Ram
Type: Siege Weapons
Req: Mathematics
Tree: After Log Ram

Renaissance

Name: Ballista
Type: Siege Weapons
Req: Gun Powder (Sulfur)
Tree: After Scorpion

Name: Heavy Ram
Type: Siege Weapons
Req: Metallurgy
Tree: After Light Ram

-----

Corporations

Safari Inc
Consumes: Elephant, Deer, Fur, Whale
All Cities: +2 C, +2 S for each resource consumed
Requires: Tourism

Beverages Inc
Consumes: Coffee, Wine, Apple, Lemons, Banana, Glassware (possibly potato, wheat, rice or sugar too if you want more alcoholic beverages)
All Cities: +.75 Food, +.5 +.5 Unhealthiness for each resource consumed
Requires: ?

-----

Prehistoric Stuff

Please add more prehistoric techs!! You had some good ones like Ceremonial Burial and Boat Making in that side project you made with the magic in it. Here are some ideas ...

Techs
o Gathering
o Scavenging
o Bone Working
o Tanning
o Leather Working
o Basketry
o Fishing Traps
o Flint Knapping
o Copper Working
o Tracking
o Boat Making
o Ceremonial Burial
o Oral Tradition
o Cave Painting
o Sand Painting
o Tribal Music

Buildings
o Tannery
o Potter's Hut
o Burial Mound

Wonders
o Legend
o Lascaux Cave
o Mesa Verde

Units
o Rock Slinger
o Mammoth (Barbarian Unit)

I am sure there are plenty more that could be made.

-----

Hacker

Here is an idea for a new type of feature for RoM.

Is there a way to make a hacker unit from the spy who can remotely (without going to a city) hack other civilizations by trying to steal their technology, line of sight, city research, temporarily turning off city power, etc? Likewise they could do counter hacking and maybe even have a firewall server to protect the city from cyber-hacking? Maybe even the ability to produce computer viruses too. Maybe even a wonder which could give resistance to cyber attacks.

-----

Power

Power Plants

Coal Power Plant (Civ4)
Shale Power Plant (Civ4 - Japan Unique Building)
Nuclear Power Plant (Civ4)
Hydro Power Plant (Civ4)

Oil Power Plant (RoM)

Geothermal Power Plant (New) - A green power plant possibly only located next to peaks.
Wind Power Plant (New) - A green power plant that works best on hilltop cities.
Solar Array Power Plant (New) - A green power plant which works best in desert biomes.
Tidal Power Plant (New) - A green power plant only available for coastal cities.
Biomass Power Plant (New) - A semi-green power plant that reduces trash.

Also it would be neat if you could have more than one power plant in a city. That way the more type you add the more power boost you could get. Thus a Solar or Wind Power Plant might not give all that much power alone but together they could equal one dirty power plant like coal or oil.

-----

Diseases

That's great new that some disease is already in your game! You could definitely add more or even add techs involving it such as ...

Techs

Early Biological Warfare - Gives you the ability for trade caravans to spread Small Pox via blankets to a city they visit.

Leech Treatment - Allows you to build a medieval healers building. Gives some sort of positive and negative health. Perhaps + health for the city but spreads diseases.

Wonders

Cure for AIDS - Similar to cure for cancer.

Also disease ideas ...

o Smallpox
o Bubonic Plague - Increased by present of a granary and farms.
o Malaria - Increased by jungle, marsh, flood plain biomes.
o Yellow Fever - Increased by jungle, marsh, flood plain biomes.
o Bird Flu - Increased by chickens resource (need to add).
o SARS
o AIDS
o Nanobot Virus - Only unleashed in the future after discovering nano technology.

I am sure there are a lot more that could be thought of.

-----

Explosion Unit

o A Petard/Kamikaze/Suicide Bomber unit that can be made cheaper that say a catapult or cannon but can take down city defenses at the price of of the unit dying. Perhaps it could start out as a Petard (Renaissance) unit based on gunpowder then upgrade to Kamikaze (Industrial)with TNT explosives and then have a modern unit with Suicide Bomber (Modern) with Plastic explosives. I have no idea what a future unit would be, maybe like a Vortex Robot that can implode.

-----

Phew Ok that was alot of stuff I found from old posts I made. Hopefully someone like something out of this huge list. Thanks in advanced to anyone who attempts to make anything I suggested. :)
 
plowhorse.gif


I like how the elephant units can be used to build roads, forts and even chop down trees. But what about horses? We really need like a "work horse" unit that can make roads, plow farms and other "worker" like tasks but be able to move faster than a worker. Of course they would not be able to do everything a worker can.
 
Zoo, Aquarium & Petting Zoo

Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Elephant, Deer, Fur
  • Can turn 1 Citizen into Scientist
  • +1 :) from Elephant, Deer, Fur

Aquarium
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Whale, Fish, Clam, Shrimp, Crab
  • Can turn 1 Citizen into Scientist
  • +1 :) from Whale, Fish, Clam, Shrimp, Crab

Petting Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities
  • +10%:science:, +10%:culture:
  • +5% :commerce: with Horse, Cow, Sheep, Pig
  • Can turn 1 Citizen into Scientist
  • +1 :) from Horse, Cow, Sheep, Pig

-----

These wouldn't be hard to do. I would just have to sit down, and code some XML some day.
Bee Keeping

Apiculture (aka Bee Keeping)
Req: Animal Husbandry and Calendar

-Can build an Apiary (aka Bee Hive) - Gives Honey And Wax resources. +Food, +Health

Honey = +Food, +Health
Wax = +Money, +Production

Resources take more time, but this still wouldn't be too hard to do. Again, I just need to have an off week where I have lots of free time, maybe labor day weekend.
Random Event: Bees!
1. Figure out how to keep bees and build a apiary (Req. Agriculture, 50 gold, +1 Food and +2 Commerce for tile).
2. Raid hives, we need that food now (+6 Food stores)!
3. Leave nature be, the bees are important to the ecosystem (Req. Environmentalism, Free Forest and Forest Preserve on tile).

After doing more random events, I can tell you I hate coding random events. The XML for each one takes 4 times as much work as it would for one building. Then, you have to go in game and make sure everything works... But I could do it. Again, on an off week.
-----
Space Stuff

It would be cool if after you finished the the "Space Race" you could gain a new trade route with Alpha Centauri. Likewise early on it might be nice to be able to send probes to other planets. Yo of course could not visit them but you could send colonist to them, get additional trade routes and possibly more resources from them. Here are some ideas...

Moon Base (Req Space Colonies)
- Reveals Lunar Minerals
- Can construct Lunar Tourism: Same As Vacation Resort
- Can construct Luna Industrial Complex: Same As Orbital Factory
- Can construct Lunar Laboratory: Same As Laboratory

Mars Base (Req Space Colonies)
- Reveals Mars Minerals
- Can construct Mars Tourism: Same As Vacation Resort
- Can construct Mars Industrial Complex: Same As Orbital Factory
- Can construct Mars Laboratory: Same As Laboratory

Terraform Mars (Req Mars Base, Req Weather Control)
- Mars Colony: Not Sure

Asteroid Belt Mining (Req Space Colonies)
- Reveals Asteroid Minerals
- Can construct Asteroid Belt Mines: Same As Orbital Factory
- Can construct Asteroid Belt Laboratory: Same As Laboratory

Alpha Centauri Base (Req Interstellar Travel)
- Reveals Alpha Centauri Minerals
- Reveals Alpha Centauri Flora
- Reveals Alpha Centauri Fauna
- Can construct Alpha Centauri Tourism: Same As Vacation Resort
- Can construct Alpha Centauri Industrial Complex: Same As Orbital Factory
- Can construct Alpha Centauri Laboratory: Same As Laboratory

Alpha Centauri Base Mars (Req Alpha Centauri Base, Req Weather Control)
- Alpha Centauri Base Colony: Not Sure.

There isn't a much better way to do this than National Wonders, I'm afraid. But they are all doable.
New Space Resources

o Lunar Minerals: +Production, +Commerce
o Mars Minerals: +Production, +Commerce
o Asteroid Minerals: +Production, +Commerce
o Alpha Centauri Minerals: +Production, +Commerce
o Alpha Centauri Flora: +Food +Commerce
o Alpha Centauri Fauna: +Food, +Commerce

Despite popular misconception, space doesn't actually have any elements in it that Earth already doesn't have, just in different quantity's. I suppose you could add Titanuam or some such rare element and use that though. The last too, Flora and Fauna are fine though.
Medieval Stuff

I agree with the Mirrors tech. Mirrors also would be useful in telescopes, parascopes etc. As well as luxury items such as fancy mirrors.

o Hourglass (req. Glassmaking) - Helps maybe with production. But would become obsolete when clockworks comes.

o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

I really think soap should be added or possibly soap and candles. The whole rendering is important. Perhaps a rendering building + to health from having soap but - to happiness from the smell of the rendering building.

Adding techs is easy enough, unless the tech tree for that line is full... But otherwise, simple. The building and soap resource shouldn't be too hard, all XML.
Units

petard.png


Petards - A pre-gunpowder unit that can take down city defenses by blowing itself up.

This is actually doable, as I saw a promotion recently that is made with python, where the unit dies after combat, regardless of the results. The only trouble would be getting the actual unit graphics. I don't think there are any petard graphics made, and I'm no artist.

img.php


Balista - An alternative siege unit. Basically a huge crossbow with bombard damage.

Only possible, again, if someone has the artwork for it, otherwise, I can't do it.

Random Units

I think you should add a few more non-unique units such as ...

Prehistoric

Name: Rock Thrower / Slings
Type: Pre-Archery
Req: Stone Tools
Tree: Between Warrior and Archer

Name: Log Ram
Type: Pre-Siege Weapons
Req: The Wheel
Tree: Before Ram

Name: Transport Raft / Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before Galley
Info: Holds 1 Unit

Name: War Raft / War Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before War Galley

Classical / Medieval

Name: Javelin
Type: Archery
Req: Archery
Tree: After Archer
Info: Good vs Horse

Name: Stone Thrower / Scorpion
Type: Siege Weapons
Req: Mathematics
Tree: Before Trebuchet
Info: Different from a Catapult.

Name: Light Ram
Type: Siege Weapons
Req: Mathematics
Tree: After Log Ram

Renaissance

Name: Ballista
Type: Siege Weapons
Req: Gun Powder (Sulfur)
Tree: After Scorpion

Name: Heavy Ram
Type: Siege Weapons
Req: Metallurgy
Tree: After Light Ram

These all have the same problems as the last two, if you can find artwork for these on the CFC forums, great, I can make them, if not, I can not.

Corporations

Safari Inc
Consumes: Elephant, Deer, Fur, Whale
All Cities: +2 C, +2 S for each resource consumed
Requires: Tourism

Beverages Inc
Consumes: Coffee, Wine, Apple, Lemons, Banana, Glassware (possibly potato, wheat, rice or sugar too if you want more alcoholic beverages)
All Cities: +.75 Food, +.5 +.5 Unhealthiness for each resource consumed
Requires: ?

I have some Corporation Ideas too. This shouldn't be too hard.

-----
Prehistoric Stuff

Please add more prehistoric techs!! You had some good ones like Ceremonial Burial and Boat Making in that side project you made with the magic in it. Here are some ideas ...

Techs
o Gathering
o Scavenging
o Bone Working
o Tanning
o Leather Working
o Basketry
o Fishing Traps
o Flint Knapping
o Copper Working
o Tracking
o Boat Making
o Ceremonial Burial
o Oral Tradition
o Cave Painting
o Sand Painting
o Tribal Music


Buildings
o Tannery
o Potter's Hut
o Burial Mound

Wonders
o Legend
o Lascaux Cave
o Mesa Verde

Units
o Rock Slinger
o Mammoth (Barbarian Unit)

The problem with just adding techs is that every tech needs to give something, either a building, resources, something. Techs that do nothing are deadwood, and get cut from RoM, not added. So we would need something unique for every tech. I suppose many of your unit suggestions could go in to the new techs though. This would require a lot of work, because I would basically need to add a new row the front of the tech tree. Do-able though. I just need to you to specify a building/unit/other that gets unlocked with each tech.

Hacker

Here is an idea for a new type of feature for RoM.

Is there a way to make a hacker unit from the spy who can remotely (without going to a city) hack other civilizations by trying to steal their technology, line of sight, city research, temporarily turning off city power, etc? Likewise they could do counter hacking and maybe even have a firewall server to protect the city from cyber-hacking? Maybe even the ability to produce computer viruses too. Maybe even a wonder which could give resistance to cyber attacks.

This would be a major change to the game, and impossible without some radical XML changes. Adding new spy missions is hard enough, then you would have to program the AI to use it, and the new fields in the XML for cyber-resistance...

For all intensive purposes, this is too complex for me.

Power

Power Plants

Coal Power Plant (Civ4)
Shale Power Plant (Civ4 - Japan Unique Building)
Nuclear Power Plant (Civ4)
Hydro Power Plant (Civ4)

Oil Power Plant (RoM)

Geothermal Power Plant (New) - A green power plant possibly only located next to peaks.
Wind Power Plant (New) - A green power plant that works best on hilltop cities.
Solar Array Power Plant (New) - A green power plant which works best in desert biomes.
Tidal Power Plant (New) - A green power plant only available for coastal cities.
Biomass Power Plant (New) - A semi-green power plant that reduces trash.

Also it would be neat if you could have more than one power plant in a city. That way the more type you add the more power boost you could get. Thus a Solar or Wind Power Plant might not give all that much power alone but together they could equal one dirty power plant like coal or oil.

Honestly, power plants got added to Civ4 as kind of a last minute change really. They aren't really well fleshed out, and there is almost no customizability for them. Plus, I can't make the game only allow buildings next to a certain terrain, so this idea is a no-go as well. Not that it isn't good, it's just impossible with the current game limitations.

Diseases

That's great new that some disease is already in your game! You could definitely add more or even add techs involving it such as ...

Techs

Early Biological Warfare - Gives you the ability for trade caravans to spread Small Pox via blankets to a city they visit.

Leech Treatment - Allows you to build a medieval healers building. Gives some sort of positive and negative health. Perhaps + health for the city but spreads diseases.

Wonders

Cure for AIDS - Similar to cure for cancer.

Also disease ideas ...

o Smallpox
o Bubonic Plague - Increased by present of a granary and farms.
o Malaria - Increased by jungle, marsh, flood plain biomes.
o Yellow Fever - Increased by jungle, marsh, flood plain biomes.
o Bird Flu - Increased by chickens resource (need to add).
o SARS
o AIDS
o Nanobot Virus - Only unleashed in the future after discovering nano technology.

I am sure there are a lot more that could be thought of.

I have no idea how or even if diseases could be added to the game... I doubt it. Prove me wrong though.


Anyways, a lot of good ideas, and about 75% of it is do-able, if I (or anyone else) ever gets free time.
 
@Afforess

1. Yay! I am gad the zoo, aquarium and petting are doable. I based them off the museum building.

2. The bee hive building would only need honey really unless there was a use for wax.

3. Yeah I figured the random events were hard. It was more for if #2 was not doable.

4. I think I might want to rework the space stuff ideas since its pointless if you already finished the "space race" perhaps it should just be if you have done the Apollo program.

5. I really think gaining additional resources and benefits from colonizing planets would be cool especially the alien fauna and flora. Maybe even bring in some techs from Sid Meier's Alpha Centari once you colonize there.

6. Well I am surprised that Soap and the Hourglass were not put in by Zap. They seem like they would be important to Medieval tech. I am glad to hear they are doable.

7. I know there is a "kamikaze" promotion. It would basically need to make a unit with that promotion automatic. Also perhaps the appearance of the grenadier unit could be used for a petard.

8. Yeah. I hope someone made one already :(

9. Well a few of them I know could be done with existing units.

- Rock Thrower / Slings = Peltists (Green Unique Unit) It would be nice to have these as universall units.

- Javelin = Javlinin Thrower (Mongolian Unique Unit) It would be nice to have these as universall units.

- Log Ram, Light Ram, Heavy Ram = I think there might be a hidden one that's not used.

-Transport Raft, Canoe, War Raft, War Canoe = I think there was one in the mega pack for the Polynesian civ.

- Stone Thrower, Scorpion, Ballista = I Guess these are not possible

10. That's good news about Corporations.

11. well this was really old.As you can see ceremonial burial and the tanning building were already added since I originally posted the idea. From the list the following still could be of a use.

- Potter's Building (Gives Pottery Resource)
- Burial Mound (An early Culture + Happiness type of Building)
- Cave Painting Tech (Possibly needed for future art based techs)
- Lascaux Cave (A wonder based on Cave Painting Tech)
- Mesa Verde (A cool wonder but not sure what tech it would fit with)

12. Darn. But Cyber-Espionage would be awesome don't you think?

13. Wait so how do things like harbors work? You can only build a harbor next to the sea, why can't you make say wave power plant building that requires you be a coastal city?

14. Yeah i figure this would be really hard to do.

------

Thanks for responding to all of them. Thanks in advanced if you do any of them!
 
o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

Pre-chemical soap is represented in the Plague Hospital in my Modular Civics Buildings mod if you haven't checked it out yet.
 
Pre-chemical soap is represented in the Plague Hospital in my Modular Civics Buildings mod if you haven't checked it out yet.

Cool!

-----

Ok more ideas...

Ancient Firefighting
Type: Tech
Req: Sanitation
Benefit: Fire Brigade Building

Fire Brigade
Type: Building
Req: Ancient Firefighting
Benefit: +1 :health: +1 :)

Modern Firefighting
Type: Tech
Req: Modern Sanitation
Benefit: Fire Station Building

Fire Station
Type: Building
Req: Modern Firefighting
Benefit: +2 :health: +2 :)
Obsoletes: Fire Brigade

Maybe even a high tech firefighting but i am not sure if its needed.

-----

Landfill
Type: Building (1 Per Nation)
Req: Modern Sanitation
Benefit: +1 :health: in every city, +1/per city :yuck:

In other words it simulates taking one unhealthy away from every city and then adds that amount of unhealthiness to the city the landfill is in.
 
Ancient Firefighting
Type: Tech
Req: Sanitation
Benefit: Fire Brigade Building

Fire Brigade
Type: Building
Req: Ancient Firefighting
Benefit: +1 :health: +1 :)

Modern Firefighting
Type: Tech
Req: Modern Sanitation
Benefit: Fire Station Building

Fire Station
Type: Building
Req: Modern Firefighting
Benefit: +2 :health: +2 :)
Obsoletes: Fire Brigade

Maybe even a high tech firefighting but i am not sure if its needed.

Hate to break it to you, but Benjamin Franklin created the first Firestation, so the appropriate tech would have to be much later.

Ignore.
 
Hate to break it to you, but Benjamin Franklin created the first Firestation, so the appropriate tech would have to be much later.

Source: http://en.wikipedia.org/wiki/History_of_fire_brigades
Rome

The first Roman fire brigade was a group of slaves who were hired by an aedile Marcus Egnatius Rufus. Augustus took this idea from Rufus and then built on it to form the (Vigiles) in AD 6 to combat fires using bucket brigades and pumps, as well as poles, hooks and even ballistae to tear down buildings in advance of the flames. The Vigiles patrolled the streets of Rome to watch for fires and served as the police force. The later brigades consisted of hundreds of men, all ready for action. When there was a fire, the men would line up to the nearest water source and pass buckets hand in hand to the fire.

Rome suffered a number of serious fires, most notably the fire that started near the Circus Maximus on 19 July AD 64 and eventually destroyed two thirds of Rome. The Emperor Nero was blamed for the conflagration, and may in fact have allowed the fire to burn.

And if you meant for Modern Firefighting i think the Req of "modern Sanitation" is actually later than say Benjamin Franklin's time period.
 
Ok - I wrote this im RoM main thread, but maybe it would be better as mod.

I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.
This also would make more balanced and playable if there was more religions (for example from AAranda (I hope I wrote it correctly) modmod)

I know there are inquisitors with intolerant civics - but I would like some passive way of this process.
 
Ok - I wrote this im RoM main thread, but maybe it would be better as mod.

I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.
This also would make more balanced and playable if there was more religions (for example from AAranda (I hope I wrote it correctly) modmod)

I know there are inquisitors with intolerant civics - but I would like some passive way of this process.

This can only be done with SDK changes, and since I'm the only person on the RoM forums who knows any C++ at all (Jooyo does to, but he's never on anymore), I would have to do them. Not That I don't like these ideas. I would love to do them, but they are at the bottom of my to do list, on the Afforess's Modmod thread.

Might I be able to request that somebody develop a modmod that prohibits advancement into or beyond the tech era of the player's choice?

You mean like this?
 
This can only be done with SDK changes, and since I'm the only person on the RoM forums who knows any C++ at all (Jooyo does to, but he's never on anymore), I would have to do them. Not That I don't like these ideas. I would love to do them, but they are at the bottom of my to do list, on the Afforess's Modmod thread.

Ok - I am glad, they are on the list - no matter where :-P
 
Just an FYI to Hydromancerx, the Firestations ideas and Zoo ideas have been made into two new modmod's. Please check my thread for more details.
 
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