Playground Mod

Ok. Though personally I think it's a bit ironic how an air power specializing force doesn't get stuff that aids in air power. ;)

Thinking about it, how often does the AI use carriers anyways?
 
AI only occasionally uses carriers. It would really be more for a human playing as the BU.

Well, I just spent about 2 hours going through nearly everything in this mod. It's been all nice and fun.:rolleyes:
There's a bunch of civilopedia errors that we need to fix, including three broken links and a bunch of spelling and informational mistakes. We can probably do that later, after we've got everything working.
Okay, here we go:
-The Boy Army improvement really needs to go obsolete eventually. Sure, is nice to get units every 3 turns, and it does help represent the BU's big army, but Boy Mercenaries aren't going to be very useful the later you get into the game, and attempting to upgrade all of them would bankrupt you. Probably should go obsolete at Stricter Rules.
-The three Pokemon versions need to go obsolete at 6th grade. Why are they the only unit producing improvements from the group wars that don't?
-Blissful Anarchy's war weariness needs to go from None to High. Either that or change the civilopedia, cause it says that their war weariness is supposed to be high.
-Masterism and Omeganism need xenophobia. The civilopedia sez they have it checked, and it would lessen the overpoweredness of those two govs.
-Tribal Council needs xenophobia unchecked. Otherwise, there's no reason to have it as a gov when Fascism is just two techs away.
-Gossip Tent should go obsolete with Male Nature.
-Meeting Place should go obsolete with Children.
-Have Combined Forces go obsolete with Omeganism. Reason: After Freak Attack declared itself to be the Freak Attack Empire (And adopted Omeganism as a government), the Combined Forces were dissolved and it's members absorbed into the Empire. Plus it reduces FA's chance of winning diplomatically, making it more likely for them to seek out a military means of victory and just go and kill everything (Making them much more like real life FA!:D )
-We need some kind of coastal resource. Something like fish, or pearls, or something to make those coastal tiles valuable.
-Give the BU a unit called "Underseas Worker" (Maybe dis animation?) that can mine coastal tiles for +1 shields. Then we just explain in the civilopedia that it's mining for underseas resources. Reason: Makes coastal cities much more valuable for the BU, makes building a big navy easier, and makes all those one tile islands they get in the version of the mod with the map actually useful.
-Make the Great Revolution a small wonder go obsolete in 6th Grade, and have all the Reb's 5th grade units upgrade to City Guard (Attack 9, Defense 15, 1 Move, 70 Shields) which comes with Organized Defense, and which upgrades to Boy Alliance Infantry. Reason: Great Revolution's a bloody powerful wonder, dat really needs to go obsolete sometime to weaken them somewhat. And the rebellion did end at the end of 5th grade, so keeping it around after that is historically inaccurate :eek: ! And the change to the units is cause of the huge decline the Rebs underwent in 6th grade, that only ended when they joined the Boy Alliance.
-Make Mercenary Army go obsolete with Stricter Rules (Same reason as The Great Revolution going obsolete), and give it a maintenance of 20 (To represent cost of an all merc army). To counter that, let the UF build a small wonder called "Mercenary Land Grants", that would require Mercenary Army to be built, and lessens the burden by having ever money related box checked (It would be representative of how the UF would, when they were running low on stuff to pay their mercs with, would just give them ownership of small patches of UF land as payment.) It would also put a "Mercenary Barracks" in every city, which would act like a free barracks, and decrease war weariness. But if city went into civil unrest, the barracks could "rebel" (Meltdown.) just like POW camps.
-Also to lessen the burden of Mercenary Army's maintenance, and thus give the UF a bigger incentive to adopt Oligarchy, add in some Oligarchy specific sm. wonders and improvements that make money (Merchants Guild small wonder, which would pay for trade installations, in case they didn't get economic control. And Tax Office improvement, which gives 50% tax)
-Later on, we'll need to do some serious civilopedia adjusting. I'd be willing to add descriptions to the stuff, and redo the civilizations entries.

Umm... Yeah. I feel a bit guilty for thinking of all these dings now, while you're pretty busy with summer school, but my need to post every idea I think of, no matter how ridiculous or completely impossible to implement into the game, outweighs the guilt.:D
 
Ah, hugeness.

1. Yeah, I was sort of unsure on what to do with it.
2. Because I know people who still play Pokemon red and blue occasionally in high school. And I need to have something to balance out the fact that the other wonders pump out massive numbers of units just by building a single wonder, while you need to build an improvement in every city what wants to pump out units.
3. It isn't already? Ok, I'll change it to high.
4. It isn't checked? I'll check it.
5. K.
6. Doesn't matter. It's a cultural building, and it should disappear when captured by any civ. But I'll make it go obsolete anyways.
7. This is for the barbs, right? Sure. Though the same thing as 6 applies to it.
8. Sure.
9. This will be a problem. The worker units won't be able to be handled by the AI then, as they have no idea on how to use the unit. Maybe a really cheap Offshore Platform clone for them available only with Masterism gov?
10. Ok. Makes sense. And I'll drop the Group Wars Wonders down to 5th grade instead.
11. Ok for the first part. The Second part, well they already need to support those mercs once they are spawned, so your point ends up being fairly moot. The third part I like, but I'll just put it as sort of a Barracks upgrade that the UF get with their Unique tech, a 10 shield "mercenary quarters" that reduces corruption and war weariness. But can meltdown.
12. Moot, same as 11. Though adding a cash wonder for an incentive for them to be in Oligarchy is a good idea.
13. Ok.

Meh. It puts things on my "To do" list.
 
How about making a shield-producing coastal resource that only appears with a tech that only the BU can research. The cheap oil platform-equivalent is a good idea too.

Any more thought on new city graphics?
 
How about making a shield-producing coastal resource that only appears with a tech that only the BU can research. The cheap oil platform-equivalent is a good idea too.

Any more thought on new city graphics?
Sounds good.

I haven't thought of it, but it's a good idea.
 
Speaking of which, I do need to fix up some more of the civpedia picture files. The mixed civs currently are set in the culture group pics to be civpedia large to be with the boy civs, and civpedia small to be with the girl civs. (or vice versa)
 
I just thought of something.

The Kool-ade man was just recently made. And since that stuff is more addicting than combining marijuana and cocaine, why not make it be like the treasure chest unit that is used in the age of discovery? Kids with access to sugar or money resource can build a Kool-ade improvement (sugar will generate it faster than money, but cost more shields. Must have the imp. in the city bounds. Requires the tech "Children". And generates 1 culture per turn so it will be auto-destroyed when others take the city.) which spawns the Kool-ade man as the treasure chest. Then they bring it to their capital for like a 1K gold or something. The Kool-ade man can then be built by individual cities, but would cost some absurdly large amount of shields, so it's only useful to spawn them. (Teachers would kill the Kool-ade man when they "capture" it because they can't build it.)

Good idea?

(Note to self.)
City Improvements.
-mercenary quarters (barracks upgrade with WW and Corruption)
-Merchants guild (pay trade)
-Tax office (+50% trade)
-Navy Piers (produce Boy Battleships 10 turns, Naval dominance)
-Offshore Mining (produces shields, Naval dominance)
-Offshore Factory (acts as factory, Naval dominance)
Techs.
-The Civil War Complex (Text files only)
-Naval Dominance (Picture, text files, position)
-Girl Civilization (Picture, text files, position)
Resources.
-Oil (lots of shields and money, appears in coast, appears with Naval dominance)
-Inspiration (edit pic and text files)
Units.
-Naval Carrier (BU, Fighters tech)
-City Guard (Rebs, Organized Defense)
-Champions
-Unique Workers
 
The Kool-ade man can then be built by individual cities, but would cost some absurdly large amount of shields, so it's only useful to spawn them.

The problem is that the AI will waste time trying to build them anyway. Better to have them spawn only.

How often would they spawn? If it's fairly often, then 1000 gold may be too much. All the Children civilizations will have a glut of money before you know it.
 
Just basing it off the age of discovery one. In that game, you are allowed to build it. Just that no one does, because the AI flags associated with it is that it is used for flag captures, not combat.

Thus the AI should spend less time building it.

Or I can make it available with a resource that's unavailable period. Then it would be one of those unbuildable things.

The spawn will probably be like 15 or 20 turns. That seems like a fair number.
 
After looking at the Age of Discovery, EFZI, and a few others, I don't think this idea will work very well. (flags associated with it are annoying so that even teachers get it, only works with capture the unit, etc.)

So I am regrettably scrapping it.
 
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