Unleash your creative talent here. Even if it's not quite a new idea for Civ4, it might be something that shows the developers (well, Soren) what you would like it to do.
Here's an example:
Scenario: "Colonizing Planet X"
Story: You're a modern spacefaring civilization that has just landed your first colonist to this new planet. However, others have done the same, too.
Dangers: This planet has 5% water, and is very dry. It is, however, plagued by Ice Meteors, which will provide the planet with more water (and rivers!).
The idea behind scripting ice meteors? Well, you would do this:
1 - Set each meteor as an object (or "barb unit" in this case).
2 - Set each meteor object to a random size.
3 - When a meteor event is triggered (random number), a meteor strike of a random size, and special effects will occur. (Effects would be any terrain changes, as well as the ability to delay the draw time so that you can see an "animation" of sorts, and even popups as the effect is occuring). They can even be clustered in a specific area of the map.
4 - Generate lakes, and other terrain that the meteor would cause. (if it's already in a lake, it would become a sea, then ocean).
5 - Delete any cities, units, improvements, etc. that would be affected by the meteor.
6 - If a civ is taken out completely by a meteor, they are "conquered by barbarians" so to speak. If you're destroyed, then you lose by conquest.
7 - "Barbarians" would be given another name (i.e., "Metoer Strikes" -- CivX destroyed by Meteor Strikes!!!").
8 - After so many meteor strikes, they will cease to happen. (i.e., you might want 100 meteor strikes to try and generate oceans).
Scenario - "Colonies"
Story - Your civ, and others are forced to colonize the new world. However, keeping the people happy will be very tricky.
Dangers: Your people can become unhappy enough that the provinces you build break away and form a new civ.
The Idea:
1 - A "colonist" unit is treated as a special colony unit. When built, it acts like a city, but can be set so that you only gain the benefits of certain functions. (i.e., you only get the gold from the city, and not the production. Production of units and improvements, though, would be under the control of the province). Kind of like a puppet state, in that the province is there just to give you gold.
2 - Provinces would be formed either by preset boundries in the script, or per number of cities, or, even the ability to draw them in the game. (Don't know if the script is *THAT* powerful, probably not).
3 - A province can break away and form a new civ, instantly creating a civil war scenario.
4 - The player can play as the colonists, or the mother-country. If they play as the colonist, they will see the city production, but not be able to gain any gold, since it all goes to the mother-country.
Here's an example:
Scenario: "Colonizing Planet X"
Story: You're a modern spacefaring civilization that has just landed your first colonist to this new planet. However, others have done the same, too.
Dangers: This planet has 5% water, and is very dry. It is, however, plagued by Ice Meteors, which will provide the planet with more water (and rivers!).
The idea behind scripting ice meteors? Well, you would do this:
1 - Set each meteor as an object (or "barb unit" in this case).
2 - Set each meteor object to a random size.
3 - When a meteor event is triggered (random number), a meteor strike of a random size, and special effects will occur. (Effects would be any terrain changes, as well as the ability to delay the draw time so that you can see an "animation" of sorts, and even popups as the effect is occuring). They can even be clustered in a specific area of the map.
4 - Generate lakes, and other terrain that the meteor would cause. (if it's already in a lake, it would become a sea, then ocean).
5 - Delete any cities, units, improvements, etc. that would be affected by the meteor.
6 - If a civ is taken out completely by a meteor, they are "conquered by barbarians" so to speak. If you're destroyed, then you lose by conquest.
7 - "Barbarians" would be given another name (i.e., "Metoer Strikes" -- CivX destroyed by Meteor Strikes!!!").
8 - After so many meteor strikes, they will cease to happen. (i.e., you might want 100 meteor strikes to try and generate oceans).
Scenario - "Colonies"
Story - Your civ, and others are forced to colonize the new world. However, keeping the people happy will be very tricky.
Dangers: Your people can become unhappy enough that the provinces you build break away and form a new civ.
The Idea:
1 - A "colonist" unit is treated as a special colony unit. When built, it acts like a city, but can be set so that you only gain the benefits of certain functions. (i.e., you only get the gold from the city, and not the production. Production of units and improvements, though, would be under the control of the province). Kind of like a puppet state, in that the province is there just to give you gold.
2 - Provinces would be formed either by preset boundries in the script, or per number of cities, or, even the ability to draw them in the game. (Don't know if the script is *THAT* powerful, probably not).
3 - A province can break away and form a new civ, instantly creating a civil war scenario.
4 - The player can play as the colonists, or the mother-country. If they play as the colonist, they will see the city production, but not be able to gain any gold, since it all goes to the mother-country.