My request for this mod

darkedone02

The Suggestor
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Mar 9, 2006
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Here are some several good ideas that have come to my head, i have also discuss this in the fall from heaven thread in the mod pack

-Religion Transformation: I have thought of this idea today (july 16, 3:15 PM) that once you have a religion, i wonder if you can tranform that religion to something better with a new name, for example let say i have fellowship of the Leaves, what if i research a technology that upgrades my religion with a new name and new abilities and so forth, i have transfrom Fellowship of the Leaves to Leaves of Genesis, i have gain the ability to terraform every desert into a grassland forest, and also have a increase chance that within my borders, ancient trees and forest grow will increase,and so does my movement speed of all my units as well. That is what i'm talking about in religion transformation

-Ages and city upgrades: I like to see my city evolve from the ages that pass on, however we need to put ages in the time zones instead of just tech researching. So here is my plan, every 200 years and it stops at the time victory (whatever year that is) we place in a new age, for example, at the year 200, that be the end of that age and at the next turn, to be in a new age. Each time a age accorded, place in new city graphics and terrain changes as well, so we can play in a ice age or volcanic age.

-Weather System: I like to see some weather changes everywhere in the map, snow, rain, hurricanes, tornados... something that give us a advantage and disadvantage if it affects that place and terrain, for example: it's raining around me and causing all the swamps to get flooded, which give my units a +1 movement cost cause of the flooded swamps. This will be cool to add some challange for us.

-Newspaper Article: I like to have this feature that allows me to select a my own city and click on a newspaper ad to see what's going on to that city, like recent murders, new foundations, citys that i have built, etc. Something to look at for a while to rest my hands from pressing ctrl + all the time. I like get this feature once i have discovered writing and alphabet or education.

please reply of what you think about these ideas, i love to add some good challange in this game, and add some cool things in this game as well.
 
darkedone02 said:
-Religion Transformation: I have thought of this idea today (july 16, 3:15 PM) that once you have a religion, i wonder if you can tranform that religion to something better with a new name, for example let say i have fellowship of the Leaves, what if i research a technology that upgrades my religion with a new name and new abilities and so forth, i have transfrom Fellowship of the Leaves to Leaves of Genesis, i have gain the ability to terraform every desert into a grassland forest, and also have a increase chance that within my borders, ancient trees and forest grow will increase,and so does my movement speed of all my units as well. That is what i'm talking about in religion transformation

Seems rather complicated. Couldn't this "Leaves of Genesis" tech/religion just require the "Fellowship of Leaves" tech?

darkedone02 said:
-Ages and city upgrades: I like to see my city evolve from the ages that pass on, however we need to put ages in the time zones instead of just tech researching. So here is my plan, every 200 years and it stops at the time victory (whatever year that is) we place in a new age, for example, at the year 200, that be the end of that age and at the next turn, to be in a new age. Each time a age accorded, place in new city graphics and terrain changes as well, so we can play in a ice age or volcanic age.

The problem here is that the art team is already really busy. It would be nice to have different ages, but that requires a lot of art. In any case, ages shouldn't depend on time, but rather on tech, just as in vanilla Civ4.

darkedone02 said:
-Weather System: I like to see some weather changes everywhere in the map, snow, rain, hurricanes, tornados... something that give us a advantage and disadvantage if it affects that place and terrain, for example: it's raining around me and causing all the swamps to get flooded, which give my units a +1 movement cost cause of the flooded swamps. This will be cool to add some challange for us.

Interesting idea, but each turn represents a year, and unless the world is really screwed up, I don't think it will rain the whole year in a single location. The idea of natural disasters is different though - those can be one-time events that just happen and disappear. For ex, a hurricane wouldn't stay for a year - it would just devastate the area around where it hit land.
 
what are you trying to do, make this game relistic or something? i know the game don't go month to month (unless keal make a longer game time other then marathon), i know the art team been very busy making units and pictures for them and other stuff, but once they are finish, i wish they add something like my ideas.

Oh and the city graphics and Age... I want it to be time only, when you have to reach a time zone so that every other AI get new graphics and such. Not to add new units and other things, but i do like to see the improvement of citys and the age that i'm in, time based.
 
darkedone02 said:
what are you trying to do, make this game relistic or something? i know the game don't go month to month (unless keal make a longer game time other then marathon), i know the art team been very busy making units and pictures for them and other stuff, but once they are finish, i wish they add something like my ideas.

Oh and the city graphics and Age... I want it to be time only, when you have to reach a time zone so that every other AI get new graphics and such. Not to add new units and other things, but i do like to see the improvement of citys and the age that i'm in, time based.

I would love to have the world terrain change. But I would rather have it in relation to some longer term events than seasons or weather. As we work through the armageddon counter in "Fire" we will look at events that could cause the world to drop back into an ice age (and therefor the slow freezing of the map) or the merge with creation and hell (and the corrupted/buring lands that brings).
 
Perhaps then every century - at no specific time during - a random cataclsym might happen? Certainly not of the magnitude of the Armageddon spells but somewhat foreboding and leading up to them (with the magnitude of things ramping up towards the end game?)

Plagues, droughts, earthquakes, raining of fire (random spawning of meteor showers?), floods, pestilence (hate to be a city reliant on floodplains if suddenly my farms were destroyed by locust swarms and unhealthiness in the floodplains doubled or if the river's burst their banks), mana nodes acting as portals and some other things of course.

Personally, I like the concept of weather effects but for them to be present, they'd have to be powerful enough to be present all year round. In the case of rain, that'd mark a heck of a long rain season but peraphs its still viable? After all, the time scale of Civ IV is rather flexible, is it not? After all, it can take years to build marketplaces, couldn't rain effects last as long? *shrugs*
 
It would be cool if the types of mana-nodes you tapped wound up changing the terrain. Nature ones get leafier, earth ones rockier, death ones darker, law ones... um Law-ier? (maybe saboteurs and spies are easier to see or something, or riots are suppressed, I dunno) Chaos I guess would boost culture a little given the novel ideas, Life ones make the healing of units a wee faster, etc.

As for disasters and seasons, that would be interesting. I can just imagine the little unattackable cyclone model rolling across the terrain. Personally, I think the pace of the mod feels far slower than a standard civ one, and epic-speed slows down to a crawl. It's probably because of the added techs, about triple what standard civ has, so to "cap off" it takes a far bit longer. But then, once you have around 8-9 cities with decent workers and research running, it speeds up incredibly and you start learning/building most things in about 2 turns.

As for 1/turn=1/year, it feels monthy based on the movement rates. When it takes a scout a year to move a single or even 2 squares, then the yearly turn is kind of out of whack. But then of course ships sailing around the world in around 20-turns... I think Magellan's circumnavigation went from 1519-1522, so 3 years. This included docking, trading with natives and several landing parties exploring the islands they sailed around. In CIV, it usually takes 25-30 turns/years to circumnavigate with galleons of that nature.
 
there was a mod for the vanilla cis that did random disasters i thought it was cool for the while. you m8ght add something like that to the game mixing in tornados hurricanes earthquakes and such
 
karma_virus said:
It would be cool if the types of mana-nodes you tapped wound up changing the terrain. Nature ones get leafier, earth ones rockier, death ones darker, law ones... um Law-ier?
A couple of those are in, fire makes desert, nature makes forests, and entropy makes fallout.
But if law nodes made lawyers, who would build them?:confused:
 
Law could... make Improvements easier to build around it..? Add defensive bonus?
 
Or it could spawn law bringers that get +100% when pillaging towns, drain happiness, productivity, and commerce, but make big donations to the royal treasury!

/sorry to any lawyers in the forum...

/swears to refrain from anymore lawyer (half) jokes.
 
Lawyers aren't necessarily that bad now to cause points of unhappiness. One court case doesn't stop a few thousand people down tools, last I checked.
If a Lawyer-type unit were present (and I think its kind of a silly idea for them to be in dark fantasy ^^; ), it could be like a Gypsy Wagon of sorts- not a weapon of war as such but a more underhand thing.
When present in an enemy city, it might increase Maintenance (since we don't have Corruption from the old Civ) and siphon some of the commerce off (giving some profit to the owner of the Lawyer? ). Specifically, it might not effect commerce generated from the land, but generated by the bonuses of buildings like the Money Changer- causing it to say give only +15% commerce to the owner of the Money Changer. The other 10% would still exist though but instead of going to the city, half of it is considered the lawyers fee, half is given on to the lawyer's civ-... I think I've gone too far with a silly idea ^^;
 
Law nodes could spread their owner's culture to adjacent tiles, making them harder to flip. Although this could also be a good effect for Mind or Spirit nodes.

(sorry, no lawyer-related jokes in my mind ATM, though I did have a laugh at the above posts :lol:)
 
Law suppose to bring justice and peace thoughtout the land, so they have to give out positive improvements to good and neutral, but bad improvements on evil and neutral. Death Suppose to bring, Death and despair, Bad Improvements on good and neutral, good for evil and neutral. See what i'm saying? Let mana become useful or bad depending on our alignment.
 
darkedone02 said:
Law suppose to bring justice and peace thoughtout the land, so they have to give out positive improvements to good and neutral, but bad improvements on evil and neutral. Death Suppose to bring, Death and despair, Bad Improvements on good and neutral, good for evil and neutral. See what i'm saying? Let mana become useful or bad depending on our alignment.

Are you trying to say you can't rule by law as an evil leader? I mean, come on — Starwars: you have chaotic good (the Rebelion) and you have the lawful evil (the Empire). Yes it's fiction, but isn't FfH a bit off of reality anyways?

I'll explain further, once the Emperor took control over the galaxy, it was his rule, his law. Hence, the Rebels are chaotic compared to the Empire. :borg:
 
Law in FfH is more like Bureaucracy and Discipline than the kind of loop-hole law stereotypical lawyers mess about with. FfH law is swift, brutal and unyielding. I don't think there is much use for lawyers when you have angels, priests, wizards and omnipotent rulers wielding the power of Law.

Law nodes could perhaps slow down enemy units (red tape: "Have you filled the 'Invade sovereign state' form in ten exemplars before starting this campaign? No? Then I'm afraid you're going to have to fill out the special 'Pre-emptive strike' form and pay the 'Unexpected work' fee. This may take a while to run through the system. Please wait."):lol:
 
wilboman said:
Law in FfH is more like Bureaucracy and Discipline than the kind of loop-hole law stereotypical lawyers mess about with. FfH law is swift, brutal and unyielding. I don't think there is much use for lawyers when you have angels, priests, wizards and omnipotent rulers wielding the power of Law.

Law nodes could perhaps slow down enemy units (red tape: "Have you filled the 'Invade sovereign state' form in ten exemplars before starting this campaign? No? Then I'm afraid you're going to have to fill out the special 'Pre-emptive strike' form and pay the 'Unexpected work' fee. This may take a while to run through the system. Please wait."):lol:

You say that now....but when an angel gets sued for using excessive force in an exorsism, its going to be the possesie who's laughting all the way to the bank.

"How dare you sue me, i am divine!"
"Mr. Angel did you or did you not directly interviene with a perfectly legitimate contract?"
"It was a contract on his soul?! He sold his soul to the dev.."
"Thank you, it'll please the court if you answered the question."
"OF course i stopped him, he was going to lose his sou..."
"Thank you, as you can see the defendant admits to having intereferred with the independant will of the plaintiff. Who willingly and knowingly entered into a contract, bound by law..."

Lawyers love lawyer jokes. :)

-Qes
 
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