Possible collaborative project: Truly Heroic Mod

Here is a list of some of the extra buildings added by Mylon in his excellent mod:

City buildings:

District Bank. +40% gold, +1 merchant specialist slot, cost 300. Requires 3 banks.

Automated Assembly Plant. +5% production, can be built more than once. Requires Robitcs and costs 600 base.

Tree nurseries. Requires guilds and being worked for 40 turns to turn into a full forest.

District Court House. -20% maitenance, +1 culture, requires Courthose. Cost 200.

Sewer System. Cost 200, requires aqueduct, requires civil service, +2 health.

Wastewater Treatment Plant. Cost 250, requires Sewer System, requires industrialism. +2 health.

Townhall. Cost 120, -20% to city maitenance, +1 culture. Prerequisite for a Courthouse.

Mall. Cost 250. +25% gold, +2 merchant slots, +1 happiness, +2 culture.

Hydropnics farm. Cost 400, requires Ecology. +5% food yield.

Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.

National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.

City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.

National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.

Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.

National Wonders:

Library of Congress. +50% research, +4 culture. +2 scientist specialist slots. Reqires Mass Media, 6x library. Cost: 400

Internet Backbone. Requires that internet has been built. +2 global happiness, +50% global culture happiness, +25% global gold, 1 of each specialist slot for founding city, +2 great engineer person rate. Cost 750.

Unit:

Travelling Performer. National unit, limit of 1. Generates 10 culture/turn in the city it's stationed, multiplied by that city's culture modifier. Can be used to raise the ethnicities of cities at home or convert enemy cities.
 
What about having it so that without having the appropriate training buildings for a unit, you get penlties when building them. Or maybe only a few could be built per city. It does not neccesarily have to be a penalty either, you could just lower the effictiveness of units in general and then when built with barracks, stable, etc., they get bonuses so that they are more normal.
 
Kandalf

you could just lower the effictiveness of units in general and then when built with barracks, stable, etc., they get bonuses so that they are more normal

Yes .... that could well work!! :)

Perhaps an even better idea would be for the warrior to remain the ONLY military unit that could be built without the relevant military buildings. He (by definition) is a fairly weak unit who would not fair particularly well against the appropriate Barracks, Archery Range or Stable units.
 
Son Of Moose,
My proposal:

Barracks - +1 EXP level for MELEE UNITS ONLY
Archery Range - +1 EXP Level for ARCHERY UNITS
Equestrian Academy - +1 EXP Level for MOUNTED UNITS
Shooting Range - +1 EXP Level for GUNPOWDER UNITS
Armory - +1 EXP for ARMORED UNITS
AirForce Academy - +1 EXP for Air Units.
Naval Academy - +1 EXP for NAval Units.

Wain Wright - Required to make Chariots (possibly other wagon like units with SDK...Caravans, More efficient settlers...)
Siege Workshop - Required to build Siege Units
Stables - Required to build Mounted Units
Fletcher - Required to build Archery Units
WeaponSmith - Required to build units more advanced than Axemen (Swords and above)
Gunsmith - Required to make early Gunpowder units
Ship Wright - Required to naval units

Military Recruiter - Reduced unit build time (this would be a way to counterbalance slowing unit building down for game length)
 
One other thing i was thinking about right now for hte most part do resources really do anything other then give u a dif type of food or make it so u can build things? Maybe could make it so that say dif types of food u getter better food rating. So say cow/horse would be a plus 2 food or what ever reatting. But say something like deer would be plus 4. Other animals u could add in to the game to.

deer
cow
horse
bear
fox
tigers
snake

SO many others. The rare the animal the better the boost will be. SO say u have a eagle u have plus 10. it is like 1/100 as a cow might be 1/10 on the map. Just a thought.

Then gems, diamonds, oil, gold things like this give income in to the city. The reare the item the more. So like gold would be 1/2 gems 1/10 oil 1/100 diamonds 1/1000 on the rare lv. So diamonds u might get 1000 as gold u would get 2. Just a thought.
 
FexFX:

BRILLIANT!! :goodjob: :goodjob:

This is both truly comprehensive (seemingly covering ALLthe possible military units throughout the ages) and highly compatible with Civ 4's gameplay. :king:

Just one (very) small suggestion .... how about an Academy for Special Forces in the Modern era? ;) Maybe this might be too much. :blush:
 
Poser002

for the most part do resources really do anything other then give u a dif type of food or make it so u can build things?

Yes .... that would seem to be a good summary of their strategic function. :)

The former category generally increases HAPPINESS (as there are a few other luxury items as well) while the latter often have distinct MILITARY APPLICATIONS by enabling one to build more advanced (modern) units (eg. oil).


Maybe could make it so that say dif types of food u getter better food rating

In principle, I am certainly not against this idea .... although I would be most interested in hearing other people's opinions about possible balancing effects involved. I have certainly read posts from a lot of people who miss the really BIG cities that they were able to develop in earlier versions of Civ .... therefore this idea could feasibly be used to partially address this "problem".

Lets see what the general concensus regarding this idea is. :)
 
Just one (very) small suggestion .... how about an Academy for Special Forces in the Modern era? ;) Maybe this might be too much. :blush:[/QUOTE]


Maybe not for spec ops but for officers that would be a good idea. Spec ops u would want seal trainning not sure the name of there boot camp. Could have a few dif types of training styles. Like how the us has rangers delta, seals so on. COuld also use snipper traning. if u could tie it in to combat could make snippers attack from range like 2 or 3 tiles from there target. Down side so that everyone just does not take a sniper once they attack they cant move away fast. ALso could make it that tehy are concealed so they cant be spoted untill u are right next to them.
 
Well i'm just thinking more along the lines it would make placen a city based on its location with stuff then just placen a city. I know alot of times u build up a and send out a settler to build new city and really dont care where as long as u move ur empire out. This way u have to think about were to place ur city to gain perks and could be really good for multi player maps with friends. I know when u get in to pvp with friends every lil edge helps to wipe them out lol.
 
Poser002

I really like your ideas about the Sniper .... who would then be an extremely powerful (and fairly expensive) unit. :king:

EDIT/ADDITION:

I am not too sure about your second idea .... please remember that the LITTLE mod is not designed as a multiplayer mod. Just imagine the length of your MP game!!! :o

Also remember that the default game already places great emphasis upon optimal city placement .... I have certainly read several posts that have lamented the effects of poor city placement. It can be very expensive (especially in the medium-to-long term). :(
 
oH i know it could take a very long time lol but i also do know alot of people like to play and save. Play an hour a night with a friend or something. Like right now 2 friends play that are in dif countrys with each other. One is in iraq and other is in uk they play and love to play long ass games over 6 months to long for me but they do get fun playing a long game with a friend u know.
 
Poser002

One is in iraq and other is in uk they play and love to play long ass games over 6 months

I must admit that I never really thought of this possibility. :eek: However, it would be "kinda nice" if a few people were willing to play the LITTLE mod in this way. :king:
 
Son of Moose said:
FexFX:

BRILLIANT!! :goodjob: :goodjob:

This is both truly comprehensive (seemingly covering ALLthe possible military units throughout the ages) and highly compatible with Civ 4's gameplay. :king:

Just one (very) small suggestion .... how about an Academy for Special Forces in the Modern era? ;) Maybe this might be too much. :blush:

Special Forces Adademy is certainly not a bad idea! I had not put TOO much thought into the post gunpowder era, and onyl thought about it long enough to come up with the buildings listed above!

How about Officer's Candidate School(OCS)...which offers +1 in addition to all other Academies?
And then Change West Point so that it builds an OCS in all cities rather than giving +4 to units in that one city?
 
FexFX

How about Officer's Candidate School(OCS)...which offers +1 in addition to all other Academies?
And then Change West Point so that it builds an OCS in all cities rather than giving +4 to units in that one city?

EXCELLENT!! :goodjob:

I think that it is really great that we have been able to substantially augment the list of military buildings (which is fairly limited in Vanilla Civ 4). :D In many respects, we have now been able to incorporate many of the standard RTS buildings into Civ 4. :king:


I had not put TOO much thought into the post gunpowder era

No problem :) .... indeed, it is possibly best (as a primary strategy) to concentrate mainly on the Ancient and Classical eras in order to approach them (and their gameplay-related issues) in a more systematic manner. :) However, an equally important secondary strategy might be to consider the new buildings (for all the eras) that we might like to introduce to the game. :cool:

Maybe under the following headings:

Military (probably completed or near to completion) :goodjob:
Aesthetic/Cultural structures/buildings (some progress has been made)
Commercial/Trade-related buildings (less progress .... such as Jeweller)
 
You guys are all awesome!! Down with the modern era!! :)

I can't wait to play your mods, especially the ones that add more ancient structures, technologies, and units!
 
LateNiteAdvisor

Thank you so much for your support!! :goodjob:


Then you might hopefully be interested in the following possible additional buildings for the Ancient and Classical eras:

Craft-related buildings:

They all provide various much-needed early Health and Happiness bonuses to each city in which they are built:

· Perfumer’s House/Shop (requires Incense)
· Mason’s House/Shop (requires Stone)
· Sculptor’s House/Shop (requires Marble)
· Basket Maker’s House/Shop (requires xxx tech)
· Furnisher’s House/Shop (requires xxx tech)
· Sandal Maker’s House/Shop (requires xxx tech)
· Mat Maker’s House/Shop (requires xxx tech)
· Jeweler’s House/Shop (requires Gems)
· Baker’s House/Shop (requires xxx tech)
· Cosmetician’s House/Shop (requires Dyes)
· Weaver’s House/Shop (requires xxx tech)
· Potter’s House/Shop (requires xxx tech)
· Papyrus Maker’s House/Shop (requires xxx tech)


Defensive structures:

They all provide early defensive bonuses to each city in which they are built:

· Palisade walls
· City Walls [only defensive structure in the default game]
· Fortified Walls
· Citadel Walls
· Watch Tower
· Sentry Tower
· Guard Tower
· Ballista Tower

Two sets of triple improvements for walls and towers

Is this a good idea that will provide even more purpose to the vastly expanded Ancient and Classical eras or something rather excessive?
 
I think you'll need a little bit of extra happy/defense structures but I'd also like to see more buildings that give and take. Instead of offering the obvious alternatives, maybe provide more structures that have trivial advantages or possible disadvantages that better reveal themselves as you build more structures that compliment them.
 
LateNightAdvisor

maybe provide more structures that have trivial advantages or possible disadvantages that better reveal themselves as you build more structures that compliment them.

This is certainly an interesting idea :) .... although I would possibly consider a building with (too many) possible disadvantages as being a bit counter-intuitive. :eek:

[I can't help thinking about Nuclear Power Plants suffering from serial melt downs :sad: ].

However, it might be interesting to possibly produce certain interactive effects (that might be variable under different circumstances .... such as war) between some of the buildings. :cool:
 
Medical Buildings:

They will all long precede Hospital and add Health bonuses to each city in which they are built:

· Physician
· Dentist
· Apothecary
· Surgeon (Barber)
· Public Bath
· Gymnasium

These (yet additional) health bonuses should permit the development of much larger cities .... which seems to be desired by several members of the community (e.g. the Mylon mod).

Indeed, I can see the development of two major possible pathways to success with this mod (although, as always, there is a potential "Middle Path"): :)

  1. The Pathway to Health, Happiness and Growth .... where one will be able to build some potentially extremely large and productive "Powerhouse" cities which can eventually be used to quickly develop a high-tech Grand Army.
  2. The Pathway to Military domination .... where the emphasis is uniformly on the creation of a large and ever expanding (lower-tech) army that can be used to dominate one's opponents from an early stage of the game.

Of course, this is the basic premise of the Vanilla version of Civ 4. In this mod, these strategies will be yet further "fleshed out" and occur along a considerably longer number of moves. :king:
 
However, it might be interesting to possibly produce certain interactive effects (that might be variable under different circumstances .... such as war) between some of the buildings. :cool:[/QUOTE]

But that is how it goes with all major citys. Airports in major citys are good to have air port to take planes but down side is u have high noice from the planes. Or highways cut down forests and make alot of sound when being built. They also up the pollution. Citys need water treatment area's but this is not a pretty thing to look at and dont smell great. Army bases make alot of nose with there jets tanks testing so on. there are many more things u that i could go in to but u get the idea lol. Buildings should have plus's and negitves. Everything built in a city normaly has to be thought about for the long term is it good for the city. Why it might be good for the next 5 years will it be good in 10 years? Alot of times no.
 
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