Proposed Mod (Words of War and Wonder)

Detroitdregs

Chieftain
Joined
Oct 6, 2010
Messages
7
Long time lurker, new-ish poster here. I did some modding for Civ4, mostly for my own use and revolving around making Native Civs more eco-friendly. I'll be spending the next year working overseas and will have no life, so I've decided to apply my attentions to a large comprehensive mod for Civ V.

Here are some of the ideas I'm working with (keep in mind, I do not know if these are all possible at this point) -critiques and suggestions are welcome.

1upt - Limited Stacking: All units can stack, however all stacked units suffer a -33% penalty to attack and defense when stacked. When a stack is attacked, the attacker can select which unit to attack.

The purpose is to streamline movement. Moving unstacked is "moving in battle formation". This will offer a more strategic decision with moving through chokepoints and make road movement simpler and more efficient, at the cost of being more susceptible to attack.

Stationing: Like garrisoning for Non Military Units. One non-combat unit may be "Stationed" per city.

Workers: A Stationed Worker adds 1 free specialist to a city or allows 1 more tile to be worked. Add's incentive not to delete workers, gives them sustained usefulness once tiles are improved and roads/railroads are built.

Great Scientist: +X% boost to city's science output.
Great Engineers: +X% to Wonder Production in the city.
Great Artists: +X% Culture output from the city's Culture buildings.
Great Merchant: +X Gold output from the city.
Great General: Removes all Maintenance cost from +XP buildings )Armory. .etc)

Undecided to what percent would be reasonable, I'm thinking +10%/+33%/+20%/+20%.

Great People will loose the ability to create buildings aside from the Great General, spawn rate reduced for Great Generals (balancing "Station" ability, remove "GG from Companion Calvary to balance, makes Samurai better).

Natural Wonders: Don't feel like Wonders at all, only workable mountains. Planning to change them to give "Wonder Like" bonuses when worked (and only when worked). For example:

The Grand Canyon (Three in line Hexes): +15% Bonus to Fortified Troops within your borders as long as all three Hexes are worked.

The Great Barrier Reef: +3% Science output for the city working as long as you control a University, +3% Science output for the city as long as it has a Public School -bonus is Per Hex, not "must work all".

Angel Falls (mountain hex, must be at river base): As long as Angel Falls is worked, all River Hexes in this city's borders get +1 commerce.

As it is now, I just don't care about natural wonders, and they were one of the coolest ideas for the game imho.

Food Resources: Right now, they're just annoying. 90% of the time they just force me to build an improvement I don't want in place of one I do. The Mod I'm playing right now fixed this well (unique buildings depending on resource, like Leatherworker for Cows). I'll try to incorporate this and expand on the buildings.

New Buildings:

Tourist Center: +2 Happiness, +3 Happiness if City has a Wonder or Natural Wonder. Maintenance: 2. Gained with Radio.

Rail Yard: +1(2?) Movement on Railroads between cities connected by Rail Yards. Maintenance 1. Gained at Railroad.

Federal Building: Allows Stationed Workers to be trained into Ambassadors* and Spies* over X turns. Reduces building maintenance of buildings by 25%. Must be built in your Capital. Gained at Compass.

*See New Units: Ambassadors and Spies.

Governor's Mansion: Reduces Building Maintenance of City by %25, -1 Happy (Damn over paid politicians!). Available @ Economics.

Port Authority: +1 commerce and production from Water Tiles. Maintenance 4. Available at Construction (Moderate-High hammer cost).

Steel Mill: +2 production from each Mine. Maintenance 3. Requires 2 iron. Available at Steel.

Outfitter: +1 Happiness, +1 Culture: Requires Sheep, Silk or Dye. Available at Currency.

Defensive Towers: +3 City Strength and +1 Range. Available at Construction.

New Units:

Ambassador: Upgraded from Worker via Federal Building. Movement 4. Can conduct "Diplomatic Missions". Diplomatic options vary according to several factors.

Having Open Borders
Past Offenses and Aid
City or Capital traveled to.
Past Mutual Wars.
AI Civ or City State.

-ambassadors, once pursuing a "Diplomatic Mission" can not pursue the same Diplomatic Mission for X turns (figuring, on normal about 15 turns). They require twice the unit maintenance of a worker.

-Ambassadors do not need Open Borders to enter another Civ. They can be attacked though. Attacking an Ambassador causes -Relations. An Ambassador in a Civ without Open Borders can enter any city and has two Mission options: "Persuade for Open Borders" and "Gift of Good Faith".

---"Persuade for Open Borders" gives a small +Relation Bonus and asks for an "Open Borders Trade".

---"Gift of Good Faith" gifts a Luxury Resource to the Civ, but unlike doing it through the Diplomacy Menu, doubles the +relations of the gifted resource.

If you have open borders, and are at a Non-Capital City, you have the following options:

---"Gift of Good Faith"
---"Bribe": Gifts a Luxury Resource for double the number of turns and improves the odds of the next Diplomatic Mission's Success (likely through a 1 turn. large boost to +Relations, does not work on "Divide the Spoils").
---"Conspire against XXXX": Makes the AI less likely to trade with XXX. (through a -relations with them, depending on how much +relations you have (likely, they get a -for X turns = to 1/4 your +relations)
----"Liberate XXX": Trades the Civ a city they founded, which you captured from ANOTHER Civ, with 1/2-3/4 +relations bonus of Liberating a capital.


If at the Capital the following Missions can be enacted:
--- "Justify Tactics": Attempts to Justify attacking a different Civ after denying you were planning an attack, permanently erases -relations of "dishonorably attacking" (depends on Civ's +relations with you, likely requires a "Bribe" Mission the turn before to work).
--- Pax (Insert your Civ Name Here)-ana(aka Pax Americana): Attempts to Justify Warmongering, erasing -relations for Warmongering. Depends on +relations and number of Civs Declared War On, Wiped Out and Foreign Capitals Held. Reduces -relations penalty from these by 1/2. (Likely requires "Bribery" and other missions to get +relations up before working).
---Formal Apology: Gifts gold (100, 500,1000) and offers an apology for breaking your word about settling close or buying land. Erases 1/2 -relations from breaking your word the first time from each gift.
---"Divide The Spoils": If Civ A asks you to assist in War against Civ B, makes the Civ more willing to trade captured cities from Civ B, with a reduction in cost depending on +relations. Likewise, you gain a bonus to trading Civ B's cities to Civ A.*

*Attempt to fix war partnering, too often I'll have a city under siege and a war ally will march up with a single unit and capture it after I've spent 5 turns weakening it, and too often I'm able to do the same. This is an attempt to allow reasonable trade of a conquered Civ's lands.

City States: All gold gifting gives 1/4 the normal +relation as in Vanilla. Keeping an Ambassador in a City State provides a +relation per turn and a +1/4 bonus to +relation from Gold gifts (bringing it to half of vanilla).

The following Missions can be conducted:

---"Supply Resources": Allows gifting of Strategic Resources, +relation per resource gifted.
---"Extort": Attempts to bully CS into giving resources, will not work if allied with another CIV, depends on Military Strength (likely the noticing of massed troops near border).
---"Vow to Defend": Any CIV that attacks CS must declare war on you, must be "friends" with CS, +1/2 +relations from gold and Ambassador Presence.
---"Proxy War": Convinces the CS to declare war on another Civ, does not cause you to Declare.If you are allied, you take a diplomacy hit with the Civ the CS declares on, less of a diplomacy hit if you are Friends, and none if you are Neutral. If you are Neutral, the Civ you are having the CS proxy war must have attacked the CS in the past X turns (normal, 100).

The CS will not declare war without being gifted Units by you (5 or so), and will attempt to make peace as soon as it has less than two units unless you supply more.

Spies: Workers can be upgraded into Spies with the Federal Building, Spies take twice the normal unit maintenance. The Espionage System will be very simple.

Spies are non-combat units and invisible to all units but other spies. Any military unit that lands on a spy, by accident or intent, destroys the spy (like an embarked unit). Spies have two options:

---"Sabotage": Destroy Improvement (takes several turns, no pillaging gold).
---"Sew Dissent" (Gradually decreases Happiness by 1 (5 turns), then 2(10 turns), then 3 (20 turns). Must be in national borders of the opposing CIV, if the Spy moves or is killed, the Happiness gradually returns +1 (2 turns) +2 (4 turns) +3 (6 turns).


Explorer: Available at Compass. Can defend while embarked (ala Songhai), high movement and high embarkation movement. Upgradeable from Scout, looses Blaze Trail, reduced Maintenance costs from Staking Claim.

Other Functionalities

Scouts: Blaze Trail - A temporary road that costs no maintenance and reduces terrain movement penalties for getting armies around quicker. Does not connect cities in trade routes.

Scouts: Stake Claim- Throws up an unofficial cultural border centered on the scout, counts as border for "Don't settle by me" and AI relations. Requires the Scout to fortify, can not be within 4 hexes of another CIV/CS borders, costs gold maintenance (likely high, scaling with Era and map size [if possible]), if the scout moves or acts, he can not "stake Claim for 15 turns, on normal -to keep from following around Settlers and "Staking Claim" everywhere or spamming stakes. Can not Stake Claim within 6 hexes of another CIV's Settler. Can not construct improvements in "claimed land".

Bombers and Gunships: "Transport"- Allows Bombers and Gunships to "pick up" and "drop off" units. Gunships restricted to Infantry/Paratropper type units (no tanks, no Mech Infantry).

Reduced maintenance costs of Walls/Castle. . etc: likely (1,1,2)

Lowered hammer cost of all buildings.

Considering adding "policy Dependant" buildings, like a Military Recruiter for Honor (-20% gold cost of buying military units), tying "Port Authority" into Commerce, etc.

Policy Dependant Wonders: to shore up some weaker policies, keep Egypt with Marble and Tradition from building everything, etc. . .

Seeing if I can make it so you can change policies. Hoping policy dependent buildings will balance it out by obsoleting policy dependent buildings and wonders. Possibly make it a "gradual shift, ala unlearning policies taking time, per policy, not just per policy branch.

CIVS I'd like to add

Maori (Polynesians)
UA: "Great Fleet" (+1 production from Costal Tiles, Settlers and workers can Embark and defend themselves)
UU: Waka (Tireme with more movement and capable of traveling across Ocean)
UB: Moko Warrior: Replaces Pikeman: Enemies receive no bonuses from hills or forests on defense, heals after killing an enemy.

More, but less fleshed out for now.
 
Wow- a lot to reply to here, so I'll just address the 'limited stacking' idea for now. You on the right track with allowing stacking but simply with severe penalties. However, I think a better way to do it would to be apply the penalty on a graduating scale, so that units in a stack of 2 only suffer a penalty of, say, 10% each, but units in a stack of 10 suffer a penalty of, say, 40% each. Perhaps that's something to consider just with that idea.
 
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