Playground Mod

Bluemofia said:
2 things.

Ok, the school nurse unit should be something like a specialist unit, because aside from an autoproduced unit, there's like no special use for it. So... Maybe detect invisible if the other teachers can't, or extra movement?

Next, I think it's a bit odd for a cootie bomb, which blows up people like a cruse missile, to upgrade to a person who just plain shoots people.

How about just allow them to upgrade, but not check the upgrade box, that way they cease to be able to make them, but are unable to upgrade? (except for the AI)
Well, if there was a medic option in the editor, I would have selected that for the nurse, but there's not. I like the idea of an extra movement point, though....

Well, the idea is for them to stop being able to build it, but your idea of it upgrading but upgrade not being selected sounds good.
 
Bluemofia said:
And I'm attempting to get more people to contribute their Civs into it, so we will have more than just 11 civs.

I take this to mean you want other people to contribute their own playground "factions?" If so I can tell you about one from my own elementary school days if you're interested.

Don't know why I ignored this mod until now. It looks interesting, but I might wait until version 2 to download since I've heard of some of the problems in version 1.
 
Hooray said:
I take this to mean you want other people to contribute their own playground "factions?" If so I can tell you about one from my own elementary school days if you're interested.

Don't know why I ignored this mod until now. It looks interesting, but I might wait until version 2 to download since I've heard of some of the problems in version 1.
Yes. Interested!

Basically, the issues are only minor. (some units have flags still checked, but not game destroying, other units have little use, because more powerful units come almost immediatly, or older units more powerful, etc)
 
Bluemofia said:
Yes. Interested!

My playground faction didn't have any official name, but I think an appropriate one would be The Chase. Partly because our leader was a kid everyone called "Chase" (actually even though we're now in college everyone *still* calls him that) and partly because chasing people around was the main thing we did.

Our heyday was in 4th and 5th grade. There weren't any other factions as such, so our "battles" consisted mostly of a neverending civil war. Basically we chased each other back and forth across the playground in a rather rough version of something that resembled tag. Occasionally we would regroup behind this big bush with a hollowed out area behind it in order to plan strategy. Sometimes we would chase after foreign targets, especially our archnemesis - the basketball players, who acted like they owned the playground.

In Civ3 terms, The Chase units would probably all have 2 or more movement points, and ignore movement cost on hills. It was a rather hilly playground after all - this being in West Virginia. The only flat part was the basketball court, and even it was kind of uneven.

If you're interested in using this group, I could probably think up some MGLs, SGLs, and city names.
 
Any diplomacy type things? (like during the civil wars?)
 
I'm not sure I can remember. It's been more than 10 years since then.

I'm pretty sure we had formal cease-fires and such, for when we would go after others like the basketball players. Then we were temporarily united again. There might have been territory concessions during some of the peace agreements, but that I'm less certain about. Other than that, I'm not sure what sort of things you're looking for.
 
Yes, that's the sort of thing I'm looking for. (diplomacy, war and peace that has been declared, military alliances, etc.)

Does the Basketball players really do anything with diplomacy? Or do they just act all arrogant, and don't do much?
 
Well, basically whenever a basketball player violated our territory we would chase them off by any means necessary (They were jocks and we were sort of the local misfits, so they liked to try to pick on us). There was no formal declaration of war right away since driving off the basketball threat required immediate decisive action. The formal ceasefire between the civil war factions would take place once things quieted down from the initial confrontation. After that we were in open warfare until either the basketball players agreed to stay out of our territory, or as was usually the case, we had to go back to class. Things would go back to the way they were by the next recess. There were never any formal peace treaties with the basketball players - they would just leave us alone whenever they decided that bothering us wasn't worth the effort anymore. This was a good enough victory for us, and we'd have a little victory celebration. Of course it wasn't long before the civil war would flare up again.

But like I said, we were the only organized faction on the playground, so there wasn't much opportunity for diplomacy. In Civ3 terms, the basketball players would have been more like barbarians than an organized enemy.
 
Ah. And you would say your type of government is more like a permanent civil war competition type thing, right?

Ok, you gave us enough information. You're in.

So:

Faction name:
Noun:
Adjective:

Faction Leader:
Title:

Build often:
Build never:

City Names:
MGLs:
SGLs:

Agression level:

Team Colors:

King unit(s): (go find a few you like, 2-4 king units)

LH: (pick a flag of the world that you like from here. They are flags of the world, Major countries in the past, and all in the present. US State flags included also.)

Favorite govs and least favorite govs will be decided later.
 
@Omega:

I've also noted that the submarine units are really powerful, and especially with the HN status... It'll turn the playground's water into a hidden war, essentially obsoleting a surface navy.
 
Bluemofia said:
@Omega:

I've also noted that the submarine units are really powerful, and especially with the HN status... It'll turn the playground's water into a hidden war, essentially obsoleting a surface navy.
The idea was to give them a higher attack then almost every other sea unit's defence, but give them a low defense. Maybe they should be given a lower defense?
And the reason for HN status is to avoid the sub bug.
 
They also have higher attack than other sea units attack...

Battleship: 14/10/4
Boy Battleship: 19/12/5

Barrel Sub: 28/9/4
Yellow Submarine: 30/12/5

Big difference.

So, I suggest:

Barrel Sub: 12/5/6
Yellow Submarine: 13/7/7

Give them a bit of speed, so they won't be useless, and so they can catch transports.
 
Bluemofia said:
Ah. And you would say your type of government is more like a permanent civil war competition type thing, right?

That's right. It was pretty much constant in-fighting.

Faction name: The Chase
Noun: The Chase
Adjective: The Chase

Faction Leader: Chase
Title: Founder

Build often: Off. Land units, Explore, Science, Growth
Build never: N/A

City Names:
Chase Headquarters
The Ridge
Shrub Fort
Bush Land
Tree Line
Swift Valley
Chase Outpost #1
Chase Outpost #2, etc.

MGLs: Michael, Eric, Rachel
SGLs: Ian, Stephen, Chelsea
(We had both boys and girls in our group)

Agression level: 2 (second lowest)

Team Colors: Light Blue

King unit(s):
My first thought was Plotinus' Voodoo Doll. It's such a silly unit, but Chase is a really silly guy so this unit kinda reminded me of him.
http://forums.civfanatics.com/showthread.php?t=175892

If you wanted a more serious suggestion, Hikaro Takayama's Shinra SOLDIER might be appropriate. Chase and I used to play Final Fantasy all the time, so this unit wouldn't be a bad choice.
http://forums.civfanatics.com/showthread.php?t=128576

Come to think of it, he could probably start as the voodoo doll and upgrade to the SOLDIER. Should I pick a third unit? Most of the other king units seem to have 3 or 4 versions.

Third King Unit would be Hikaro Takayama's Chocobo Knight. Yes, that seems appropriate.
http://forums.civfanatics.com/showthread.php?t=156163

Flag: Isle of Man

If Culture group matters, American would probably be most appropriate.
 
It's something like a Sengoku scenario in the terms of Regicide, so both King units will be put in it. (and up to 2 more if you like) And silly units are fine. This mod isn't like one of those really serious ones, so it's perfectly fine. (we've got Giant Death Robots fighting zombies and Ninjas! :D )

Culture group is mostly a division between Boys, Girls, Senso/Mixed groups, and Teachers.

Ok, now just to give you a bunch of stuff you can fill in at your liesure.

Units:
Provide general offensive land unit line(s) in 1st through 8th grade (if the faction ceased to exist, don't bother with the ones at that time. Either I'll add in some that already exists, or I'll make up some based on what you put.)

Provide general defensive land unit line(s) in 1st through 8th grade

Provide general aircraft lines (if any exist. Otherwise I would use the standard aircraft.)

Provide general sea unit lines (if any exist. Otherwise, I would use the standard ships.)

Government:
Your government type name: (I'm thinking by what you gave me, Constructive Civil War)
Gov unit support:
Gov worker rate:
Draft limit:
Military Police limit:
Flags (require maintenence, Xenophobic, etc.):
Ruler Titles:
Unit support:
Corruption and Waste: (thinking communal, since there is no centralized leadership)
Espirnage immunities+spy/embasy expierence:
 
Bluemofia said:
They also have higher attack than other sea units attack...

Battleship: 14/10/4
Boy Battleship: 19/12/5

Barrel Sub: 28/9/4
Yellow Submarine: 30/12/5

Big difference.

So, I suggest:

Barrel Sub: 12/5/6
Yellow Submarine: 13/7/7

Give them a bit of speed, so they won't be useless, and so they can catch transports.
Oops... I just realized I got Teacher Battlship and Boy Battlshipe mixed up when I was making the stats....:crazyeye:
Those stats sound good.
 
My previous post was editted to include Hikaro Takayama's Chocobo Knight as a third king unit. The king upgrades should go like this: Voodoo Doll -> Shinra SOLDIER -> Chocobo Knight.

Thinking up units will be pretty hard. I wouldn't know where to begin, really. The main emphasis definitely needs to be on weak but fast units, though.
 
Ok! 3 king units, relitivly evenly spaced in the tech tree?

Weak, fast, cheap units. Well, to start, you can work from the beginning (1st grade), and then work on it a grade at a time.

If your group didn't exist at that time, I'll just put in the standard units, or slight variatins of them.
 
Yep, more or less evenly spaced. I think Voodoo Doll would be in 1st and 2nd Grade. Shinra SOLDIER in 3rd, 4th, and 5th grade. Chocobo Knight 6th grade and up. I've only played this mod a little so I don't know how well that's spaced. If they upgrade too early, maybe bump the SOLDIER and Chocobo Knight up by one grade each.

Generic units for for 1st and 2nd grade, as well as 7th grade and up, as our group did not exist at those times. I'll try to think of unit lines for 3rd, 4th, 5th, and 6th grades though. Should I be trying for one unit per grade?

We had no navy or air force, so generic units for those too. Though I would love it if Orthanc's Highwind Jet Mode could be used as a late-game bomber or air transport.
 
No, it's fine the way you put it. The BU has their kings upgrade similar to that.

Meh, a bit more during the golden age I guess. (well, it is the golden age, right?)

Sweet. That'll be your unique aircraft I guess. Bomber/transport combo, along with the bombers, and blimps.
 
Okay, I'll probably have the unique units start showing up in 3rd grade, then there will be many units in 4th and 5th grade when were at our height, then less units in 6th when were were still around but declining. Would something like that be fine?

Really I probably should load up this mod again and look where other civs have their units so I can have a frame of reference. So far I've just played two games as Freak Attack and Senso that I both quit pretty early because the plague/stupidity was getting too annoying. Next time I'll just turn the plague off.

Here's the government, by the way:

Government type name: Civil War Complex
Gov unit support: 1 gold
Gov worker rate: 3
Draft limit: 5
Military Police limit: 3
War Weariness: None
Flags: Requires Maintenance, Xenophobic
Ruler Titles: Founder
Unit support: 5 per town, 6 per city, 7 per metropolis
Corruption and Waste: Communal
Espirnage spy/embassy expierence:
Diplomats are Regular
Spies are Regular
Immune to Steal Plans (our units are too fast to be found!)
 
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