New Future Scenario 1.96 - Suggestions are appreciated.

Ondskan

Emperor
Joined
Dec 31, 2007
Messages
1,133
Hello everyone.

Well I have created a new future scenario and ontop of that I am in the process of creating completely new entries for the civilopedia.

There's always bickering about what scenario has what rules/settings.
People nag at each other for picking this or that government and think this or that government is doing this or that. I've always been annoyed by the fact that there's no entries for future scenarios.

Then I look at the UU scenario and can't understand how they somehow managed to create its own Civilopedia entries without it being a complete conquest/mod scenario with art and text folders. Until someone helps me I've added entries in the original civilopedia under for example "Communism_Future, Democracy_Future, Republic_Future".
I plan to in the future add civilopedia entries for everything concerning Future 1.95 and Future 1.90. Or if we can decide, to only use one of them.
Changes that are needed are things like courthouse +culture, special forces and ofcourse governments and general gameplay changes like more resources per player/map.



I also changed some things in the scenario about communism, republic and democracy and I hope you agree with me:

PS: Red=My changes to the old 1.95 scenario, Green=Previous changes not listed in Civilopedia made by others.

COMMUNISM:
Spoiler :
^
^
^In this scenario a communist government will resettle a part of the population in a newely captured city. (-1 Citizens)
As much is owned by the government you have to pay maintenance for the buildings. Since the people see themselves as collectively responsible for society your worker efficiency is 150% and you draft rate is 3. For Mother "Insert Nation Name"! Spies are also elite and will do anything for the nation.
^Worker efficiency 150%
^Hurry Method Forced Labor
^Corruption / Waste Communal
^War Weariness None
^Draft Rate 3
^Military Police Limit 3
^Unit Support
^ per town 4
^ per city 8
^ per metropolis 10


DEMOCRACY

Spoiler :
^
^
^In this scenario a Democratic government reprsents a status quo in where people work by their own will and have many freedoms and voting powers.
You reprsent the will of the people as a whole and as such there is no War Weariness as the people have voted for the war and will in theory vote it away when needed.
The government does not need to pay for maintenance as much is privately owned. Corruption is minimal since most profits go to the individual anyway.
As it is a pure Democracy there is no military police limit. If the people wish to revolt they are free to do so. ^Worker efficiency 150%
^Hurry Method Pay citizens
^Corruption / Waste Minimal
^War Weariness None
^Draft Rate 1
^Military Police Limit 0
^Unit Support
^ per town 0
^ per city 0
^ per metropolis 0


REPUBLIC

Spoiler :

^
^In this scenario the Republic represents the government type we have in most nations today in which the people are told that they rule through their representatives. The government can still subdue minor unrest with military- and riotpolice and as such 1 police limit is allowed. Each town, city and metropolitan area directly or indirectly supports a small number of soldiers representative of a garrison and small parts of the total air and naval fleet. The work rate is a bit lower compared to other governments as it takes some time to hire and organise private contractors for each government decision, it also represents the slightly higher maintance than in a democracy. Maintance is still so low that it is not noticeable compared to communism or fascism and corruption remains a nuisance. War Weariness is none for the sake of ballance and republic remains a quite good allround government.
^
^Worker efficiency 100%
^Hurry Method Pay citizens
^Corruption / Waste Nuisance
^War Weariness None
^Draft Rate 1
^Military Police Limit 1
^Unit Support
^ per town 1
^ per city 3
^ per metropolis 4





I've done this to add some variety to the different governments.
Communism is now great for large empires and endgame with its spies.
Democracy is good for resource filled land areas with alot of rivers (=profit).
Republic is now alot more an "allround" government and great for industrial nations that don't need so much worker efficiency.


So what I need help with is/are additional suggestions for the future scenario and how to incorporate the Civilopedia into the scenario file like for UU.
If this is not possible then I'd like advice on if I should continue name things "****_Future" or just make a whole conquest scenario out of this with its seperate stuff.



PS: The Civplayers 1.95 was bugged when I checked it out. Democracy was still "High" war weariness despite that being changed long ago. So that's fixed in my version.
 

Attachments

  • Future_196 .rar
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this seems very good, are there more governments available on this mod? How is the US done as if there is a US? Is the US a democratic-republic, a federal nation? I would suggest adding Socialism as well
 
Well this is an upgrade of a previous 1.95 version that was a bit weird.
I'm still in the process of fixing some things.
If I manage to fix the civilopedia then this will be like version 2.00! :)
 
this seems very good, are there more governments available on this mod? How is the US done as if there is a US? Is the US a democratic-republic, a federal nation? I would suggest adding Socialism as well

For you unfamiliar with this:

Future is a scenario made mostly for multiplayer games but it also works for singleplayer.

All techs except two (Missile shield and ICBM) have been researched.
All Communism, Democracy and Republic have been changed while Monarchy and Feudualism doesn't exist.
Courthouse gives +1 culture.
Anarchy thing seems to only exist on some versions of the scenario...weird.
Resources are more ballanced.
The scenario is regicide.
New units include Special Forces (basicly upgraded marine) and some changes to older units.
Road building has been lowered for Jungle and so has "cut jungle" I think.
 
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