raystuttgart
Civ4Col Modder
Hi guys,
for a long time I have believed that my old concepts / prototypes from PttT may be too "radical" for WTP.
--------
Examples of concepts already in WTP that were originally from PttT are e.g.

(WTP versions are often simplified / streamlined / improved versions of original / hardcore PttT version though.)
--------
So within the next weeks I am going to merge a few more of these "experimental prototypes"...
I am not going to spoiler all of the suprise though - because I first need to try them ingame myself.
Also currently my plans change daily.
I have day where I am so wasted that I can not even igamine modding the next weeks.
Then I sit at home and need to do something creative and start modding again.
You can be sure about the following though:
1. They tie in nicely with existing gameplay and are intended to make the mod more immersive / realistic.
2. They are generally "overhauls" / "improvements". (Making existing stuff "better" / "more interesting".)
3. They are going to be designed in ways that AI will not be harmed. (It might get easier rules though.)
--------
For now I just tell the next 2 prototype I will integrate "New Barracks System" and "Ship Canals".
(Of course it will be fully XML configurable and also easily deactivatable by a single XML setting.)
Stay tuned and get surprised ...
for a long time I have believed that my old concepts / prototypes from PttT may be too "radical" for WTP.
--------
Examples of concepts already in WTP that were originally from PttT are e.g.
- 2-Plot-City Radius (first actually implemented / tried in PttT)
- "Happiness" (originated as "Satisfaction System")
- "New Harbour System" (originated as "Space Port System")
- "New Monastery and Fort City Effects" (originated as "Improvement City Effects")
- "Different Road Levels" (originated as "Mag-Rails", later became "Trains" in RaR)
- ...

(WTP versions are often simplified / streamlined / improved versions of original / hardcore PttT version though.)
--------
So within the next weeks I am going to merge a few more of these "experimental prototypes"...

I am not going to spoiler all of the suprise though - because I first need to try them ingame myself.
Also currently my plans change daily.

I have day where I am so wasted that I can not even igamine modding the next weeks.
Then I sit at home and need to do something creative and start modding again.
You can be sure about the following though:
1. They tie in nicely with existing gameplay and are intended to make the mod more immersive / realistic.
2. They are generally "overhauls" / "improvements". (Making existing stuff "better" / "more interesting".)
3. They are going to be designed in ways that AI will not be harmed. (It might get easier rules though.)
--------
For now I just tell the next 2 prototype I will integrate "New Barracks System" and "Ship Canals".
(Of course it will be fully XML configurable and also easily deactivatable by a single XML setting.)
Stay tuned and get surprised ...