Modmods Requests Thread

What is "A New Dawn?"?

Afforess' planned a Megamodmodpack for RoM 2.7/2.8, which contains all known modmods (graphics/units/gameplay) + an installer (to chose which modmods shall be activated)
I am really looking forward to this. :scan:

Here is Afforess' original post on the topic:
http://forums.civfanatics.com/showthread.php?t=333478&page=2
posts #26 and following

Edit: it seems you found it when I was writing the post. Damn! ;) But whatever, perhaps someone else will be interested so I leave the text.
 
you could make the AI rebellion a modular thing that can be disabled perhaps.
 
Here are a new more ideas ...

Unit Req Buildings

What if you had units requiring building before they could be built. I have 2 ideas on how it could be done.

1. Each ERA gets an "Armory" Building. Without the building you cannot make units from that era. Such as a "Medieval Armory".

2. Each TYPE of unit gets its own building. Such a "Swordsmith Building" that only allows Sword based units. Or a "Fletcher Building" that allows only for archery units to be built. Or even make them training school rather than weapon making places.

Or you could combine both 1 and 2 where you need both an armory (era based) and then a training school (unit type based).

---------

University Buildings

Another idea I had was add-ons to the University. This based upon the "Sims 2: University" majors.

University (Art Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Biology Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Drama Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Economics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Marchant.

University (History Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Literature Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Mathematics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Engineer.

University (Philosophy Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Priest.

University (Physics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Political Science Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Noble.

University (Psychology Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

I am sure we can think of other buildings but I was just using the "Sims 2: University" as a guide to common majors.

--------

War Priest

One thing i loved in the old Age of Empire Games were the priests that could convert other units to your team. What if we had a "War Priest" unit for each religion and then special promotions which allow for them to "Convert" enemy units. What do you think?

Alternatively we could maybe have spies "Bribe" enemy units to come to our side.
 
Having those military forces affiliated with Christianity is innovative indeed, but I'm sure that if effort was put into it, other religions could have similar, historically accurate representation.

A fine example would have to be the Shaolin monks of Chan (Zen) Buddhism.


Prerequisite: Meditation, Philosophy, Theology, Buddhism as State Religion

Can train Shaolin Monks (Melee Units), or trains Shaolin Monk ever 5-10 turns?, Obsolete with either Leadership or Social Contract (So as to not allow continued reliance in late game)

Unit: Shaolin Monk
Melee Unit, comes with Martial Arts and Drill 1 promotions

Again, this is just a thought to encourage any modmoders out there, less I eventually find the time and guts to try myself.
 
Here are a new more ideas ...

Unit Req Buildings

What if you had units requiring building before they could be built. I have 2 ideas on how it could be done.

1. Each ERA gets an "Armory" Building. Without the building you cannot make units from that era. Such as a "Medieval Armory".

2. Each TYPE of unit gets its own building. Such a "Swordsmith Building" that only allows Sword based units. Or a "Fletcher Building" that allows only for archery units to be built. Or even make them training school rather than weapon making places.

Or you could combine both 1 and 2 where you need both an armory (era based) and then a training school (unit type based).

I'm thinking about this. I hesitate to add even more buildings, as RoM has plenty already. Instead, why don't we hijack existing buildings, and repurpose them for this. For example, the building the forge allows Swordsmen, and Axemen. Same for Archery Range and Longbowmen.

University Buildings

Another idea I had was add-ons to the University. This based upon the "Sims 2: University" majors.

University (Art Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Biology Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Drama Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Economics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Marchant.

University (History Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Literature Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Artist.

University (Mathematics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Engineer.

University (Philosophy Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Priest.

University (Physics Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

University (Political Science Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Noble.

University (Psychology Building)
Cost: 360

Requires: University

Special Abilities
  • +5% Maintenance
  • Can turn 2 Citizens into Scientist.

I am sure we can think of other buildings but I was just using the "Sims 2: University" as a guide to common majors.

Those buildings probably aren't good enough for the AI ever to value them. HOWEVER, I recently added the TAB modcomp to my SDK, and it unlocks some potiental that we could harness.

What if this occurred:

University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:

It would make those techs more valuable if you had lots of Universities.

War Priest

One thing i loved in the old Age of Empire Games were the priests that could convert other units to your team. What if we had a "War Priest" unit for each religion and then special promotions which allow for them to "Convert" enemy units. What do you think?

Alternatively we could maybe have spies "Bribe" enemy units to come to our side.

I really must admit, I don't know how the bribe function works. I never use it.
 
I have an almost working version of the python for the Subdue Animals mod but it is causing everyone to get a crusader every so often:confused::crazyeye:. I have compared it to the War Prizes mod and can't see the differences. I will now convert the XML and then look at the python later. It is a strange error and I have had it before but can't remember how I fixed it.
 
I'm thinking about this. I hesitate to add even more buildings, as RoM has plenty already. Instead, why don't we hijack existing buildings, and repurpose them for this. For example, the building the forge allows Swordsmen, and Axemen. Same for Archery Range and Longbowmen.

I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.

Those buildings probably aren't good enough for the AI ever to value them. HOWEVER, I recently added the TAB modcomp to my SDK, and it unlocks some potiental that we could harness.

What if this occurred:

University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:

It would make those techs more valuable if you had lots of Universities.

If it can be done then I am all for it.
 
I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?
 
So I was looking up buildings in Sim City 4. Here is a list. Feel free to pick an choose which you would think fit RoM and what stats they should have.

- Dog Pound or Animal Clinic
- Fire Dock
- Dentist
- Insane Asylum or Rehab Center
- Gym
- Yacht Club or Marina
- Country Club
- Bureau of Farm Management
- Farm Supply
- Farmer's Market
- Fair Grounds
- Playground
- Skateboard Park
- Ice-Skating Rink
- Basketball Count
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

The "Fire Dock" might be good to add to the "Firestorm" modmod. It would also be interesting if the "Ski Resort" could be used with the "Mountain" modmod.
 
Would suggesting other leaders for existing civs be considered a request? I figured maybe a whole thread would be needed for that, but just figured to bring it up.
 
I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.



If it can be done then I am all for it.

Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.

I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?

It probably could be done very easy with python. Ask Dancing Holskuld, or someone who understands python (as I do not) or maybe even The_J's request thread over in the modcomps section.

So I was looking up buildings in Sim City 4. Here is a list. Feel free to pick an choose which you would think fit RoM and what stats they should have.

- Dog Pound or Animal Clinic
- Fire Dock
- Dentist
- Insane Asylum or Rehab Center
- Gym
- Yacht Club or Marina
- Country Club
- Bureau of Farm Management
- Farm Supply
- Farmer's Market
- Fair Grounds
- Playground
- Skateboard Park
- Ice-Skating Rink
- Basketball Count
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

The "Fire Dock" might be good to add to the "Firestorm" modmod. It would also be interesting if the "Ski Resort" could be used with the "Mountain" modmod.

Dog Pound has already been made by Aaranda.

I partially made a modmod for Psychology, and it had stuff like the Insane Asylum, but I quit half-way through because I felt that it was overlapping too much with existing techs/buildings. I could look at it again and see if I could make it feasible though. I like all the farm buildings.

This is a pretty good list. Lets see if I can't flesh them out more:

Fire Dock (Requires: Fire Suppression)

  • +10 Maintenance
  • Only Coastal Cities
  • +1 Happiness
Dentist (Requires: Medicine)

  • +1 Happiness
  • +2 Healthiness
  • +1 Healthiness at Modern Health Care
Gym (Requires: Modern Health Care)

  • +2 Healthiness
  • +10% Maintenance

Yacht Club or Marina (Requires: Tourism)

  • +1 Happiness
  • +10% :gold:
  • -2 Happiness if Communist
  • Can only be built on Coastal Cities
Country Club ( Requires: Tourism)

  • +1 Happiness
  • +10% :gold:
Bureau of Farm Management (National Wonder. Requires: Weather Forecasting)

  • +20% Food stored in City
  • +1 Healthiness in all cities
  • Free Warehouse in all cities
Warehouse (Only available through BoFM):

  • +10% Food Stored in City
  • +1 :gold: with Refrigeration
  • +1 :hammers: with Globalization
Farm Supply (Requires: Chemistry)

  • +1 :food:
  • +1 :food: with Refrigeration
  • +1 :food: from Long Range Forecasting

Fair Grounds (Requires: Tourism)

  • +30% Maintenance
  • +1 Happiness per 10% Culture Rate
  • +1 Happiness

Playground (Requires: Steel)

  • +1 Happiness
  • +15% City Maintenance
  • +1 Happiness with Compulsory Education
Skateboard Park (Requires: Steel)

  • +1 Happiness
  • +15% City Maintenance
  • +1 Happiness with Mass Media
  • -5% :science: (I know I'm going to catch some flak here)

Ice-Skating Rink (Requires: Refrigeration)

  • Must be built above the 40' latitude line
  • +10% City Maintenace
  • +1 Happiness
  • +1 Happiness with Mass Media
Basketball Count (Requires: does anyone get the feeling that we need some sport tech's, I just noticed there aren't any.)
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?
 
Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.

The only problem I have with the suggestion that you can only build specific units in cities with certian buildings is with upgrading units. Currently, in RoM 2.8beta, you can only upgrade trabs to cannon in a city with a cannon forge. This means moving them back to said city. This is a hassle.

I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?

It probably could be done very easy with python. Ask Dancing Holskuld, or someone who understands python (as I do not) or maybe even The_J's request thread over in the modcomps section.

the python should not be hard. However it also requires a new unit the "Super Prophet" and I don't know how to make units :(


Dog Pound has already been made by Aaranda.

Actually it is a kennel not a dog pound. It is for breeding specialist dogs. I have one also in the Subdue Animals conversion I am testing.

Isn't sport just civalised war?
 
The only problem I have with the suggestion that you can only build specific units in cities with certian buildings is with upgrading units. Currently, in RoM 2.8beta, you can only upgrade trabs to cannon in a city with a cannon forge. This means moving them back to said city. This is a hassle.?

I agree, however, it seems more realistic that way. After all, I doubt men in combat just suddenly learned the secrets of cannons and then payed a small gold fee to trade their trebuchets for cannons, all whilst facing down the enemy, one tile away.

the python should not be hard. However it also requires a new unit the "Super Prophet" and I don't know how to make units :(

Can't you just spawn a normal GP?
Isn't sport just civalised war
That's how I see it too, hence why I know nothing about it. I never cared to learn. But I guess, it's an integral part of society....
 
I agree, however, it seems more realistic that way. After all, I doubt men in combat just suddenly learned the secrets of cannons and then payed a small gold fee to trade their trebuchets for cannons, all whilst facing down the enemy, one tile away.

Suddenly? One turn is one hundred years. They have to spend time breeding and training the next generation before the attack. Surely they can get the better weapons in that time :)

Actually, he wanted a super prophet not a normal one. Also, it should be possible as an event only not needing python at all.
 
Suddenly? One turn is one hundred years. They have to spend time breeding and training the next generation before the attack. Surely they can get the better weapons in that time :)

I still disagree. Where would the cannons come from? The ground? The local merchant? :lol:

Of course if you don't like that modmod, I won't force you to play with it. To each his own.
Actually, he wanted a super prophet not a normal one. Also, it should be possible as an event only not needing python at all.

I don't think you can spawn units with XML event code. Nor can the XML tell the game year.
 
I don't think you can spawn units with XML event code. Nor can the XML tell the game year.

So how do the barbarian horde events happen? They are part of the original events, so I assumed they were XML. Yea, remember some discussion about timed events. But "all" you need do is use a hard coded turn number for each speed (and map size?). All theory since I have never looked into events in much detail. Did read the doco ;)
 
Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.

Oh good. :D

Dog Pound has already been made by Aaranda.

I partially made a modmod for Psychology, and it had stuff like the Insane Asylum, but I quit half-way through because I felt that it was overlapping too much with existing techs/buildings. I could look at it again and see if I could make it feasible though. I like all the farm buildings.

This is a pretty good list. Lets see if I can't flesh them out more:

Fire Dock (Requires: Fire Suppression)

  • +10 Maintenance
  • Only Coastal Cities
  • +1 Happiness
Dentist (Requires: Medicine)

  • +1 Happiness
  • +2 Healthiness
  • +1 Healthiness at Modern Health Care
Gym (Requires: Modern Health Care)

  • +2 Healthiness
  • +10% Maintenance

Yacht Club or Marina (Requires: Tourism)

  • +1 Happiness
  • +10% :gold:
  • -2 Happiness if Communist
  • Can only be built on Coastal Cities
Country Club ( Requires: Tourism)

  • +1 Happiness
  • +10% :gold:
Bureau of Farm Management (National Wonder. Requires: Weather Forecasting)

  • +20% Food stored in City
  • +1 Healthiness in all cities
  • Free Warehouse in all cities
Warehouse (Only available through BoFM):

  • +10% Food Stored in City
  • +1 :gold: with Refrigeration
  • +1 :hammers: with Globalization
Farm Supply (Requires: Chemistry)

  • +1 :food:
  • +1 :food: with Refrigeration
  • +1 :food: from Long Range Forecasting

Fair Grounds (Requires: Tourism)

  • +30% Maintenance
  • +1 Happiness per 10% Culture Rate
  • +1 Happiness

Playground (Requires: Steel)

  • +1 Happiness
  • +15% City Maintenance
  • +1 Happiness with Compulsory Education
Skateboard Park (Requires: Steel)

  • +1 Happiness
  • +15% City Maintenance
  • +1 Happiness with Mass Media
  • -5% :science: (I know I'm going to catch some flak here)

Ice-Skating Rink (Requires: Refrigeration)

  • Must be built above the 40' latitude line
  • +10% City Maintenace
  • +1 Happiness
  • +1 Happiness with Mass Media
Basketball Count (Requires: does anyone get the feeling that we need some sport tech's, I just noticed there aren't any.)
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?

Oh those look nice! And I agree that there are not many "Sports Techs" besides say "Athletics" which is aviable very early on. I do not think its appropriate for some of our modern sports.

Actually it is a kennel not a dog pound. It is for breeding specialist dogs. I have one also in the Subdue Animals conversion I am testing.

Ah. Which mod is it in? Also how early is it available. My idea was more for the "modern era".
 
Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?

I am not familiar with the history of Sports however that's what wikipedia is for. So here are some ideas for a "Sports Mod" if you would like to attempt such a mod.

Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Medieval Era

Martial Arts (Req Combat Sports, Feudalism, Buddhism)
- Aikido Dojo (Req Martial Arts)
- Judo Dojo (Req Martial Arts)
- Jujutsu Dojo (Req Martial Arts)
- Kendo Dojo (Req Martial Arts)
- Sumo Wrestling Arena (Req Martial Arts)

Tournaments (Req Combat Spots, Chivalry)
- Jousting Arena (Req Tournaments)

Renaissance Era

Dueling (Req Tournaments, Leadership)
- Fencing Academy (Req Dueling)

Team Sports (Req Tournaments, Humanism)
- Cricket Field (Req Team Sports)
- Rugby Field (Req Team Sports)
- Polo Field (Req Team Sports)

Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
- Basketball Court (Req Lawn Sports)
- Croquet (Req Lawn Sports)
- Football Field (Req Lawn Sports)
- Golf Course (Req Lawn Sports)
- Hockey Rink (Req Lawn Sports, Refrigeration)
- Softball Field (Req Lawn Sports)
- Soccer Field (Req Lawn Sports)
- Tennis Courts (Req Lawn Sports)

Modern Era

Extreme Sports (Req Modern Sports, Globalization)
- X-Games (Req Extreme Sports)

Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

Motor Sports (Req Modern Sports, Motorized Transportation)
- Racetrack (Req Motor Sports)

Robotic Sports (Req Modern Sports, Robotics)
- Battlebot Arena (Req Robotic Sports)

-----

Phew! Ok that was hard and I am sure I missed a lot of sports. But i think this gives a good start. Other sports that i was not sure where they fit in were; Swimming, Diving, Surfing, Rowing, Track & Field, Volleyball, Ping Pong, Bowling, etc.
 
Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.
 
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