One of the things which disappointed me about civ 4 was the lack of a Star Wars mod. One was in the works, but having read through the thread it was pretty much a mish-mash of all things "Star Wars" without a thought out design. I propose to use civ 5 to change this.
Several things jump out at me:
* It should be set in a specific time period, rather than stretched over many centuries. 10-20 years or so would be the most I'd support.
* There should be only 2 teams - the Rebels and the Empire. More is just confusing and unnecessary for storytelling. Most planets would be represented by city states.
* The two teams should be totally different, to represent their opposing philosophies. Different units, different ways of acquiring units(!), different ways of dealing with neutral planets, even different game goals.
* Story telling (always vital to a SW game) and tactics should be emphasized. Strategy should be essentially dictated by the rules, and advancement and development should be minimal - after all that's not what SW is about.
* City states are a godsend for a SW mod, and should be used to the max. They in turn will need some adjustment to fit into the SW universe.
* Play will be on a space map as in Final Frontier.
Specific proposals
Rebels
These guys will start with very little. Their advantage at the start will be that they start at a random location away from Imperial forces. They will deal with the neutral planets with diplomacy, using a diplomat unit to increase influence. Most of their military will come from (be gifted by) these friendly planets, and non-military planets will provide other bonuses like cash, food and maybe even more diplomat units. They are able to build new bases (although they are not very productive)
Units:
Reb infantry
Wookie Inf. (gifted from Kashyyyk)
Z-95 --> X-Wing
Y-Wing --> B-Wing
A-Wing
Nebulon-B Frigate
Assault Frigate
Dreadnought (comparitively weak ship gifted from neutral planets which can be upgraded to the assault frigate)
Mon Calamari Cruiser (gifted from Mon Cal, naturally)
Corellian Corvette (good against fighters)
Diplomat units (can increase influence with neutrals like a Great Merchant except no gold and the unit isn't consumed)
+whatever else is appropriate along these lines
Empire
These guys start with a decent military and a few very productive planets. What they don't have is the location of the rebels or the ability to influence neutral planets in a positive way. Their capships and infantry are stronger in general, but their fighters are weaker. They are unable to settle new planets.
Units:
Stormtroopers
Victory Star Destroyer --> Imperial Star Destroyer
Strike Cruiser
Carrack Cruiser (good against fighters)
Death Star (can destroy a planet or capships, but can be destroyed by fighters)
TIE Fighter --> TIE Interceptor
TIE Bomber
etc.
Independent Planets
The Galaxy is mostly made up of a loose alliance of independent planets formally known as the republic. The Empire is trying to exert control over it (military force is the only way it knows) but by it's freedom loving nature it naturally gravitates towards the Rebel Alliance. Not without some encouragement, however! The rebels must send diplomats (like Leia) to encourage support. As per the existing mechanic, as the empire attacks more independent planets, the rest will tend to resist (as Leia says "the more you tighten your grip, the more systems slip through your fingers"). Perhaps this can additionally be reflected by increased influence for the Rebels, or more effective diplomats.
As in regular civ, Independent planets come in several flavours:
Militaristic (eg Mon Calamari, Kashyyyk):
These guys will give you units, possible unique to them (Mon Cal cruisers!). Probably the most useful for the rebels, at least to begin with.
Commercial (eg Tatooine, Naboo):
These guys give you money. Helpful!
Industrial (eg Kessel):
Gives your bases some production, so you can build defences, extra units etc.
Agricultural (can't think of one right now):
Provides food.
Special (eg Bothawui, Alderaan)
Gives you a unique benefit - full map visiblity, free diplomats etc)
So obviously the key for the Rebels is to get as many independent planets on-side as possible, and the key for the Empire is to either find the rebel bases and destroy them or just conqueur the galaxy.
Other Concepts
Hyperspace: I envisage a button like the paradrop button allowing any unit to move anywhere in one turn, with the caveat that it cannot move before or after the jump and gets a combat penalty for the rest of the turn, leaving it fairly vulnerable if it lands next to an enemy!
Death Star:
Constructed in (expensive) parts and then assembled in a central location, the Death Star is the only thing that can destroy a planet. Perhaps proximity of the Death Star could reduce Rebel influence with Independent Planets?
Rebel Ion Cannon:
Base improvement which causes all enemy units within a certain radius to have their movement reduced to 1
Starfighters:
Rebel starfighters have a decent range, while TIEs have only a 1 or 2 tile range to represent their lack of hyperdrives.
Resources:
Perhaps there are special resources which are controlled by neutral planets to give an extra incentive to conquer/befriend them? (JabberWockey)
Another thought here, perhaps these provide totally different benefits - like concussion missiles which make fighters better or proton torpedos which improve bombers.
Edit: more thinking on this point - There could be relatively few resources, or even unique? which would be controlled by one of the "special" independent planets. For example, Manaan would control the Kolto which could make your units heal a bit faster.
Smugglers/Bounty Hunters:
These are an important part of SW, but I'm not sure how to best implement them. Ideas?
Edit: how about this - Smugglers are unique units for the rebels which are invisible and have the ability to steal money from the enemy. Bounty hunters (unique imperial unit) are able to see smugglers and neutralise them.
Fear/Hope:
Replacing culture for policies(?) to give various bonuses to each side. Or perhaps the new way of getting techs? I'd base it on GG points. (original idea nismogrendel/JabberWockey)
Anyhow, this has been something of a mind dump. I'll flesh it out more later. Look forward to seeing comments!
Several things jump out at me:
* It should be set in a specific time period, rather than stretched over many centuries. 10-20 years or so would be the most I'd support.
* There should be only 2 teams - the Rebels and the Empire. More is just confusing and unnecessary for storytelling. Most planets would be represented by city states.
* The two teams should be totally different, to represent their opposing philosophies. Different units, different ways of acquiring units(!), different ways of dealing with neutral planets, even different game goals.
* Story telling (always vital to a SW game) and tactics should be emphasized. Strategy should be essentially dictated by the rules, and advancement and development should be minimal - after all that's not what SW is about.
* City states are a godsend for a SW mod, and should be used to the max. They in turn will need some adjustment to fit into the SW universe.
* Play will be on a space map as in Final Frontier.
Specific proposals
Rebels
These guys will start with very little. Their advantage at the start will be that they start at a random location away from Imperial forces. They will deal with the neutral planets with diplomacy, using a diplomat unit to increase influence. Most of their military will come from (be gifted by) these friendly planets, and non-military planets will provide other bonuses like cash, food and maybe even more diplomat units. They are able to build new bases (although they are not very productive)
Units:
Reb infantry
Wookie Inf. (gifted from Kashyyyk)
Z-95 --> X-Wing
Y-Wing --> B-Wing
A-Wing
Nebulon-B Frigate
Assault Frigate
Dreadnought (comparitively weak ship gifted from neutral planets which can be upgraded to the assault frigate)
Mon Calamari Cruiser (gifted from Mon Cal, naturally)
Corellian Corvette (good against fighters)
Diplomat units (can increase influence with neutrals like a Great Merchant except no gold and the unit isn't consumed)
+whatever else is appropriate along these lines
Empire
These guys start with a decent military and a few very productive planets. What they don't have is the location of the rebels or the ability to influence neutral planets in a positive way. Their capships and infantry are stronger in general, but their fighters are weaker. They are unable to settle new planets.
Units:
Stormtroopers
Victory Star Destroyer --> Imperial Star Destroyer
Strike Cruiser
Carrack Cruiser (good against fighters)
Death Star (can destroy a planet or capships, but can be destroyed by fighters)
TIE Fighter --> TIE Interceptor
TIE Bomber
etc.
Independent Planets
The Galaxy is mostly made up of a loose alliance of independent planets formally known as the republic. The Empire is trying to exert control over it (military force is the only way it knows) but by it's freedom loving nature it naturally gravitates towards the Rebel Alliance. Not without some encouragement, however! The rebels must send diplomats (like Leia) to encourage support. As per the existing mechanic, as the empire attacks more independent planets, the rest will tend to resist (as Leia says "the more you tighten your grip, the more systems slip through your fingers"). Perhaps this can additionally be reflected by increased influence for the Rebels, or more effective diplomats.
As in regular civ, Independent planets come in several flavours:
Militaristic (eg Mon Calamari, Kashyyyk):
These guys will give you units, possible unique to them (Mon Cal cruisers!). Probably the most useful for the rebels, at least to begin with.
Commercial (eg Tatooine, Naboo):
These guys give you money. Helpful!
Industrial (eg Kessel):
Gives your bases some production, so you can build defences, extra units etc.
Agricultural (can't think of one right now):
Provides food.
Special (eg Bothawui, Alderaan)
Gives you a unique benefit - full map visiblity, free diplomats etc)
So obviously the key for the Rebels is to get as many independent planets on-side as possible, and the key for the Empire is to either find the rebel bases and destroy them or just conqueur the galaxy.
Other Concepts
Hyperspace: I envisage a button like the paradrop button allowing any unit to move anywhere in one turn, with the caveat that it cannot move before or after the jump and gets a combat penalty for the rest of the turn, leaving it fairly vulnerable if it lands next to an enemy!
Death Star:
Constructed in (expensive) parts and then assembled in a central location, the Death Star is the only thing that can destroy a planet. Perhaps proximity of the Death Star could reduce Rebel influence with Independent Planets?
Rebel Ion Cannon:
Base improvement which causes all enemy units within a certain radius to have their movement reduced to 1
Starfighters:
Rebel starfighters have a decent range, while TIEs have only a 1 or 2 tile range to represent their lack of hyperdrives.
Resources:
Perhaps there are special resources which are controlled by neutral planets to give an extra incentive to conquer/befriend them? (JabberWockey)
Another thought here, perhaps these provide totally different benefits - like concussion missiles which make fighters better or proton torpedos which improve bombers.
Edit: more thinking on this point - There could be relatively few resources, or even unique? which would be controlled by one of the "special" independent planets. For example, Manaan would control the Kolto which could make your units heal a bit faster.
Smugglers/Bounty Hunters:
These are an important part of SW, but I'm not sure how to best implement them. Ideas?
Edit: how about this - Smugglers are unique units for the rebels which are invisible and have the ability to steal money from the enemy. Bounty hunters (unique imperial unit) are able to see smugglers and neutralise them.
Fear/Hope:
Replacing culture for policies(?) to give various bonuses to each side. Or perhaps the new way of getting techs? I'd base it on GG points. (original idea nismogrendel/JabberWockey)
Anyhow, this has been something of a mind dump. I'll flesh it out more later. Look forward to seeing comments!