Rallying call for all interested: Colonisation of the Moon mod!

First of all, sorry for not being around for a while :D

As I was doing some 'decal' (logo) -flags for my own mod (stalled for now as I try to help you guys :)), I noticed that the comp will squish and stretch them, so if you want them to be WYSIWYG you'll have to first make the logo 128x128, then divide the height by two and alter the canvas-size back to 128x128.

Hackers are awfully under-rated. Everybody seems to think that they're all bad-guys. There are white-hat hackers, black-hat hackers and gray-hat hackers. I think you can figure out the difference between these three groups.
Communication is important on the moon to help reduce mix-ups and enhance coordination. Maybe there could be white-hat hackers that could build communication networks to act as other type of 'roads'? Black-hatters would be of course militaristic hackers that could destroy of take over these networks?

Possible civics:
Economics:
Power through money (would not be liked by the low-class citizens, causing unhappiness but boosting trade?)
Military
Dominative (lowers support cost for units, lowers research?)
Pacifistic (or maybe this could be set as a 'religion'?)
Social
Nomadic (can not build cities outside cultural borders but culture goes up faster?)
Inturned (is this the right word? A 'civ' that wants nothing to do with other civs. No out-of-cultural-border-trade-routes but boots in growth?)
Equal Rights (tough one, basically every living thing is worth as much. co)
Govermental
Imperialism (couldn't come up with anything for this one :D)
Education
Father-to-son -system (this neither)

Techs:
Organ Replacement (hmm... a bit similar to cloning...)
Cloning (Cloning Labs, boost to growth)
Lagrange Points (allows 'Orbital Settling', an unseen city? A World Wonder?)

Units:
Moon Rover (transport for infantry, can move in allied territory without triggering any hostilities)
Assault Transport (armed Moon Rover, will trigger hostilities)
Jetpack Troopers (first fighter-replacers?)


Hmm... That's about that...
 
I've got civics done. Here's a brief list:
FOREIGN
*Decentralised (basic)
*Isolationism (more internal trade/less revenue from foreign trade; foreign relations are always 'neutral')
*Black-and-White (Free units; randomly improves or lowers foreign relations)
*Cooperation (Raises foreign relations; increased chance of favourable deals)
*Mediation (More foreign trade; better deals involving third parties)
*World Government (Alliance with other world government civs, very high upkeep)
GOVERNMENT
*Despotism (basic)
*Hierarchy (Happiness with garrison; less effective anti-corruption)
*Republic (+1 happiness, less corruption)
*Fascism (Less war weariness, better war production/ -20% culture and can sacrifice population)
*Communism (Free units, more production, less culture)
*Democracy (no corruption, more commerce, +20% culture)
SOCIAL
*Disparate (basic)
*Xenophobia (Free units, more specialists, no foreign culture or non-state religion; unhapiness in cities with foreign citizens)
*Social Engineering (More growth, unlimited specialists, -5% culture)
*Sentient Rights (More happiness and culture, more expensive military units)
*Patriotism (Military improvements give happiness, can draft 2 per turn)
*Free Speech (More culture, science and war weariness; unhappiness in non-free speech civs)
LEGAL
*Arbitrary Justice (basic)
*Habeas Corpus (More unit experience, courthouses give 1 happy unit)
*Bureaucracy (More commerce in largest cities; more corruption)
*Anti-Terrorism (Surveillance Centre gives happiness, less war weariness, can draft 1 unit, less revenue from foreign trade)
*Constitution State (More happiness in 6 largest cities, faster workers)
*Independent Judiciary (+2 happiness per courthouse, +10% war weariness)
ECONOMY
*Unregulated (basic)
*Barter Economy (+1 specialist per city; +1 trade route)
*Closed Economy (no foreign trade, trade units cannot cross borders, more income from commercial terrain improvements)
*State Property (Less corruption, more productive terrain improvements)
*Free Market (More trade routes)
*Virtual Market (Many more trade routes but slightly less income)
SPECIAL
*Normalcy (State of normality)
*State-of-War (Wartime economy, less war weariness, more drafting, more experience, culture freezes in all cities, -25% science, only available if at war)
*National Emergency (Doubles production, research and science in capital city, can sacrifice pop'n, +1 unhealthiness & unhappiness per turn after 10th turn with this civic)
*Fundamentalism (Can train state religion units in any city, less upkeep for state religious buildings, no non-state religion, double effectiveness of state religion buildings, inverse effect for non-state religion buildings)
*National Alert (Foreign units forbidden from coming within a tile of major cities, all units +1 LOS, more experience, +1 unit upkeep, +2 happiness for prisons and courthouses, -5 unhappiness after 10 turns)
*Genetic Screening (More health and science, unlimited specialists and great people, less production from terrain improvements, happiness penalty if re-selected after too short a period)

All the special civics (apart from State of War) are designed to be used for short times. Once they have been de-selected, you cannot engage them again for between 20 and 50 turns. They all incur increasingly crippling penalties if you leave them on too long.

More details in the bible, which is nearly finished.
 
The bible is getting along nicely - I need to finish off city improvements and touch on units and technologies - then I think I'll be ready to post edition 1.0.

Give me half an hour and I'll have it (give or take half an hour ;) )
 
New Space Worker posted in the Units section. Please tell me what you think and maybe someone can post the screenies for me?
 
Okay. Woodelf, Falconite, Haarbal, Belizan, and anyone else who's interested:

Here's the Moon Bible version 1.0 (at the bottom)

Updates, including resources and technologies, to follow shortly.

This ought to give you an idea of what needs to be done - and what CAN be done. It sould also enable us to see what of this can actually be done, and how we divide up the work.

EDIT: Feel free to point out continuity and balance issues. This is not set in stone. I'll be happy to amend/discuss what I have here.

The file:
 

Attachments

For some reason I can't convert the Bible to anything my computer can open. Any chance you could upload it in Wordpad too?
 
Here's the Moon Bible converted into a .txt -file. It doesn't include the neat photos, though... :(
 

Attachments

Thanks Falkonite. For some reason my Miscrosoft Works didn't like Word 97.
 
That is one heckuva lot work in that bible JBG. Wow, I'm impressed.

If no one else is already doing it, I'm planning on taking a civics screen from FfH or EE3 and convert it to these civics. Planning = trying since I haven't done any Python yet, but it should be simple substitution. I hope.
 
It's not Word 97 - it's Word 2003.

If you like I can tell it to save it as an earlier Word variety - which Word build would you like?

I *always* seek to impress. ;) Any chance you could post previews of those civic screens?

I'm going to start XML-ing shortly. Just need to play around a bit first to see what needs/is what...
 
I can upload them when I finish them so someone else can post them. I curse my settings daily, but don't feel like fiddling with them with Civ4 to play. :D
 
Don't worry - I'll do the leaderhead icons properly once you upload them.

Do you know how easy it is to define new variables in civics (which I'm doing at the moment)? Looks like it's rather more limited than I thought - some civics will have effect changes as a result.

And does anyone have thoughts on how to add delayed handicaps and time limits for the six special civics? They're not vital and can be scrubbed, but I'd like to be able to include them.

I'll start on a new draft of the Moon Bible, this time with some tentative technologies and resources.

Is it possible to specify DDSs in place of resource NIFs? If so it'll be reasonably easy to do...
 
@woodelf:
If you want to upload files larger than 500 KB, then scroll right to the bottom of the page. In the red line of options, along with forum rules and chat room, there is an option (3rd in from the left) called 'upload file'. Click on that and go through the steps. If you want to load a file type that isn't listed in the allowed list, simply put it in a *.zip file and upload it anyway. Then, if you want to link to it, make a hyperlink in your post to it. The on-screen instructions tell you which URL to use.

That's how I uploaded those flags earlier in the post!

Just might be helpful. Please ignore if I'm being patronising/you knew this already.
 
Yeah, I knew it already, but when I click on the upload button my computer freezes for a minute or so and when it unfreezes I'm still there. :(

These civics are harder than I thought as well. Some of the government ones don't match up exactly as your Bible states them. Cutting/pasting from another mod is easier in some respects, but confusing!
 
Apparently it's possible to add a sixth column to the civics screen: I've been reading about it HERE.

I looked over the civics XML file and have been slightly depressed by it. Is there any way to add new variables into the game? Or will that need the SDK?
If so, then I'm happy to hammer out new civic values. In fact I'm doing it now as some of them obviously can't fit into the system.

And how do you mean 'they don't match up'?
 
I'm having a hard time putting into XML some of the things you listed. For example -1 happiness in cities over size 7 for Depotism. I'll find it eventualy....

I'm using a template for 7 civic classes right now. :) Maybe put Education for #7?

Most of Government is done.. :)
 
We might be well-advised to track down the Apolyton Modiki site. I'm trying to find it now - it has reasonable descriptions of most of the variables and booleians in XML files. Finding it will be crucial - and I can't.

If anyone reading this knows where to find it will they please post a link?

I think we're going to need it.

@woodelf: Excellent! If you note down what you can't do/what can't be done (in python, &c) then we can hammer out replacement effects.
I'll work on a seventh category.
Incidentally, I'd suggest inserting the 'seventh' category between 'Economy' and 'Special' so that special civics appear all the way over to the right.
Bear in mind, however, that we don't want *too* many civics. At the moment we've got 6x6 = 36 civics to choose from. 42 might be pushing the boat out a bit... but it's a nice round number.

We need to start hammering out units, buildings and techs too.
 
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