I want to make a mod, however I am in the learning stages. I am familiar with moding, python and XML, but a learning phase is still necesary. Right now I'm downloading other people's mods and studying them (and playing them xD). In the meanwhile, I wanted to share some of my ideas, just to see what do you think about them. If you want to steal them and make your own mod, I don't mind. Just tell me so I can download and play it.
Nomadism was (and is) important in human history, in my opinion it should be represented in gamplay.
Nomadism
0.- Some resources will be visible from the beggining (exact list would be determined by playtesting and balance).
1.- You start with a Settler-like unit called Nomad. It has Strength (can only defend) and Experience points.
2.- Nomad unit starts with a promotion called Family. It does nothing (or gives some irrelevant bonus).
3.- You start with an active Labor Civic called Nomadism. This civic disables the Found City ability of Settlers and Nomads and gives +1 Movement +40% Strength vs Barbarians to your units. It also gives some very bad malus towards cities, so you don't cheat the civic for those bonuses after you settle (ex. -50% Production in Cities).
4.- You start exploring.
5.- When a Nomad is in the same tile of a food resource (Sheep, Wheat, etc), an ability called Hunt/Gather (animal/vegetal respectively) becomes available to the unit.
6.- Activating the hability will instantly build an improvement on the resource called Wasteland. It will also give XP to the Nomad.
7.- The Wasteland improvement will self-destruct after 20 turns (number just an example).
8.- Let's gt back to point number 5 and retroactively add a new condition for the Hunt/Gather hability: There must NOT be a Wasteland improvment in the tile. This is to keep you from activating the hability every turn in the same tile. You can come back in 20 turns, when the Wasteland is no more.
9.- When your Nomad levels up with enough XP, you get a lineal promotion: Family → Band → Clan → Tribe → Horde.
10.- With enough levels, your Nomad will get the Horde promotion.
11.- The Horde promotion gives you the hability to Settle. However, this ability is disabled by the Nomadism Civic (point 3).
12.- To found a city, you need to change to other Labor Civic, but Nomadism is the only one enabled.
13.- The first technology in the tech tree will be Sedentarism, and the vanilla initial technologies will spawn from it. Sedentarism Tech enables Tribalism Labor Civic (and thus, allows you to free your Nomad from the Nomadism settling prohibition).
14.- But how do you get thec points?
15.- When your Nomad is on top of a non-food resource, it gets the hability to Scavenge. By scavenging you get a one time boost of Tech Points (Can you get tech points if you have no cities?). Again, a Wasteland is spawned in that tile.
16.- You research Sedentarism with enough Scavanges and Tribalism is enabled, allowing your Nomad with the Horde promotion to found a new city, but losing the movement and barb bonus.
17.- Alternatively, for balance, Forested tiles could give a little bit of XP and hill tiles could give a little bit of tech too, once more, a Wasteland would be placed in the tile afterwards.
If it is not posible to research techs without cities, then just scrap the Nomadism Civic and Sedentarism Tech and make the Nomad be able to found cities once it gets the Horde promotion, also make the Scavene hability give XP instead of Thec Points.
I think the most difficult part of this mod will be to teach the AI to understand this new gameplay.
With this mod, you separate your initial exploring phase from the empire building phase. You also get enough time to see where are the resources and plan ahead where you want to settle with enough room to explore. No more "I hould settle immediatly or risk getting behind if I lose 1 turn to move my Settler". It will also be a sort of race to settling, a new early-early game.
In resume (Numbers are examples):
Nomadism
Labor Civic
Conditions:
Technology
Cost: 60 Tech Points
Effects:
Settler Unit
Strength: 2
Movement: 1
Modifiers:
Unit Ability
Conditions:
Unit Ability
Conditions:
Unit Ability
Conditions:
Improvement
Effects:
Settler Units Promotion
Conditions:
Settler Units Promotion
Conditions:
Settler Units Promotion
Conditions:
Settler Units Promotion
Conditions:
Settler Units Promotion
Conditions:
Nomadism was (and is) important in human history, in my opinion it should be represented in gamplay.
Nomadism
0.- Some resources will be visible from the beggining (exact list would be determined by playtesting and balance).
1.- You start with a Settler-like unit called Nomad. It has Strength (can only defend) and Experience points.
2.- Nomad unit starts with a promotion called Family. It does nothing (or gives some irrelevant bonus).
3.- You start with an active Labor Civic called Nomadism. This civic disables the Found City ability of Settlers and Nomads and gives +1 Movement +40% Strength vs Barbarians to your units. It also gives some very bad malus towards cities, so you don't cheat the civic for those bonuses after you settle (ex. -50% Production in Cities).
4.- You start exploring.
5.- When a Nomad is in the same tile of a food resource (Sheep, Wheat, etc), an ability called Hunt/Gather (animal/vegetal respectively) becomes available to the unit.
6.- Activating the hability will instantly build an improvement on the resource called Wasteland. It will also give XP to the Nomad.
7.- The Wasteland improvement will self-destruct after 20 turns (number just an example).
8.- Let's gt back to point number 5 and retroactively add a new condition for the Hunt/Gather hability: There must NOT be a Wasteland improvment in the tile. This is to keep you from activating the hability every turn in the same tile. You can come back in 20 turns, when the Wasteland is no more.
9.- When your Nomad levels up with enough XP, you get a lineal promotion: Family → Band → Clan → Tribe → Horde.
10.- With enough levels, your Nomad will get the Horde promotion.
11.- The Horde promotion gives you the hability to Settle. However, this ability is disabled by the Nomadism Civic (point 3).
12.- To found a city, you need to change to other Labor Civic, but Nomadism is the only one enabled.
13.- The first technology in the tech tree will be Sedentarism, and the vanilla initial technologies will spawn from it. Sedentarism Tech enables Tribalism Labor Civic (and thus, allows you to free your Nomad from the Nomadism settling prohibition).
14.- But how do you get thec points?
15.- When your Nomad is on top of a non-food resource, it gets the hability to Scavenge. By scavenging you get a one time boost of Tech Points (Can you get tech points if you have no cities?). Again, a Wasteland is spawned in that tile.
16.- You research Sedentarism with enough Scavanges and Tribalism is enabled, allowing your Nomad with the Horde promotion to found a new city, but losing the movement and barb bonus.
17.- Alternatively, for balance, Forested tiles could give a little bit of XP and hill tiles could give a little bit of tech too, once more, a Wasteland would be placed in the tile afterwards.
If it is not posible to research techs without cities, then just scrap the Nomadism Civic and Sedentarism Tech and make the Nomad be able to found cities once it gets the Horde promotion, also make the Scavene hability give XP instead of Thec Points.
I think the most difficult part of this mod will be to teach the AI to understand this new gameplay.
With this mod, you separate your initial exploring phase from the empire building phase. You also get enough time to see where are the resources and plan ahead where you want to settle with enough room to explore. No more "I hould settle immediatly or risk getting behind if I lose 1 turn to move my Settler". It will also be a sort of race to settling, a new early-early game.
In resume (Numbers are examples):
Nomadism
Labor Civic
Conditions:
- None
- Cities: -50% Production
- Units: +25% Defense vs Barbarians
- Units: +1 Movement
- Settler Units: Disables Found a City
Technology
Cost: 60 Tech Points
Effects:
- Enables: Tribalism Labor Civic
- Enables: Fishing, The Wheel, Ariculture, Hunting, Misticism, Mining Technologies
Settler Unit
Strength: 2
Movement: 1
Modifiers:
- Can only defend
- Starts with Family Promotion
- Starts with Hunt, Gather, Scavenge Habilities
Unit Ability
Conditions:
- Unit: Nomad
- Tile: Animal Resource
- Tile: No Improvements
- Tile: No Wasteland Improvement
- Unit: +5 XP
- Tile: Builds Wasteland Improvement
Unit Ability
Conditions:
- Unit: Nomad
- Tile: Vegetal Resource
- Tile: No Improvements
- Tile: No Wasteland Improvement
- Unit: +5 XP
- Tile: Builds Wasteland Improvement
Unit Ability
Conditions:
- Unit: Nomad
- Tile: Non-Food Resource
- Tile: No Improvements
- Tile: No Wasteland Improvement
- Empire: +15 Tech Points (or Unit: +5 XP if can't research)
- Tile: Builds Wasteland Improvement
Improvement
Effects:
- Can't be sacked
- Self destruction after 20 turns
Settler Units Promotion
Conditions:
- Nomad Unit
- +5% Defense vs Barbarians
Settler Units Promotion
Conditions:
- Family Promotion
- +5% Defense vs Barbarians
- +20% XP Gain
Settler Units Promotion
Conditions:
- Band Promotion
- +1 Vision Range
- +5% Defense vs Barbarians
- +20% XP Gain
Settler Units Promotion
Conditions:
- Clan Promotion
- +1 Movement
- +5% Defense vs Barbarians
- +20% XP Gain
Settler Units Promotion
Conditions:
- Tribe Promotion
- Can found new cities
- +5% Defense vs Barbarians
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