Requested Mods

lets civilian units stack
That reminds me, one *huge* annoyance is that your civilian units can't path through non-hostile opponents, while you military ones can. I get really mad when somebody's scout hogs a road that I built, and my workers/generals/settlers have to go around him! And it's made worse by the "permanent open borders" bug that lets them stay in your territory even though your Open Borders has expired. But I'm not sure this is currently moddable.
 
Anything that made diplomacy more indepth and involving would be wonderful, also the ability to make long lasting alliances with other Civs would be great.
 
I'd love to see some kind of political process in the game. Like have influence bars of certain political ideologies, and religions in the city UI. If anyone is feeling this idea like I am feel free to add.
 
I'd love an in-game World builder, just like Civ IV's. I know we're getting a standalone one, but I want one that I can access on-the-fly, in game.
 
I'd like to see a colony and colonization mod.

It would be a mod where some specialized settlers can be raised quickly, but the drawback is that they are for use only to found independent cities on other continents. These settlers would be called (drumroll) Colonists and any city they found would be, in effect, a Puppet of the country founding them (the "mother country), i.e. independent city states. They would be more or less permanently attached to the mother country, but here's an interesting twist - over time, the colony cities would tend to lose their attachment to the mother country and tend to go independent.

Another twist and difference from puppet city states - colonies could raise and send forth their own colonists, to populate the interior of the new continent. These colonies would be sub-sets of the original colony. If things went on over time, the colonies might band together and declare independence from the mother country.

I think this sort of mod is made to order to use on large Earth/Terra maps, to emulate the rise and fall of colonial empires and the founding of new, independent AI countries.

One more twist - when the colony (and any colonial daughter cities) declare independence from the Mother Country, the human player owning the mother country might be given the option to exchange control of the mother country and assume control of the new colonial country. This would give a play fresh perspective and new incentives to build colonies, if only to experience the shift and to then have to oppose his original creation (the mother country) in open warfare as the mother country tries to take back control of the rebel colonies.

I'm not a programmer, so building this would be up to someone who has talent and ability and of course who believes in the concept. An attribution for the inspiration would be nice!
 
I want to see a mod that improves the diplomacy alot.
Think of Civ merged with the diplomacy of Europa Univesalis III. Now that would be an interesting game. Royal marriages, vassals, religous wars etc and even rebellion inside your territory.

- Changing rulers during game ( like EU3, who lives for 6000 years really?)

- Dual layer maps ( i miss that from Civ ToT )
- Workable mountains ( at least make them passable with tunnel improvment or something )
- More resources
- Bigger maps! ( Like the european landmass map but with the entire world. I would need a supercomputer but who cares! :D )
- Lots and lots more civs.
- More diffirent terrain types. You can play on an archipelago map but there is on such terrain ingame?

- Way more techs
- Unit Maintenance - display how much each unit cost or perhaps go back to basic / civ 1 ) 1 unit = -1 prod.
 
I'd like a tile improvement similar to the fort or modded fort to store / place my units during peace time instead of having to place them out in the open - it can get crowded. Maybe some sort of an army base / camp, also I'd like to see tile improvement "airbase" to store aircraft there instead of in the cities and to use it as an advance base. :)
 
I made this request in the mod component section, but I guess the correct location is here.

I would like a mod that fixes unit maintenance cost and prevents from increasing with the number of turns. I know there is already a mod called "Simple Unit Maintenance"

http://forums.2kgames.com/forums/showthread.php?t=91328

But this mod does not deliver. I started a new game with it and in the late game I was paying 750 gpt for an army of 23-24 units, no workers and no great people. And it was still going up.

If someone can deliver a simple mod that fixes the rate at 1gpt per unit, I would really appreciate it.
 
Can we please add some kind of war weariness (esp. for the aggressor):

- the simplest method would probably be to add unhappy people if war lasts > xxx turns
- but since one strategy is just to ignore unhappiness there should probably be some other penalty, maybe production/science/gold/food - xxx %

The biggest problem would probably be to make the A.I. recognize that feature, so that it actually makes peace in order to avoid the consequences.

Without the possibility to wage endless war, the gameplay might get a bit more varied
 
Change the victory condition for Conquest from
- capture all capitols to
- capture all capitols AND hold them for 20 * x (dependend on game length mode) turns
 
I'd like to see a different Military Base tile improvement which can be created only by a specialist military unit (can't think what that would be called, say a Base Builder for the time being although it's a horrible name!)

The sole advantage that this Military Base would have would be the ability to hold an unlimited number of units at the same time (or a high limit.)

This could be either created in the player's own territory for free, or in a friendly civ's territory for an agreed price. There could then also be a Saboteur promotion (not easy to achieve) for certain units which would allow them destroy the Military Base along with a random percentage of the units stationed there, although the success of this sabotage would depend on various factors such as whether a scout was in the MB (might spot the saboteur,) tech levels of the two civs involved, and a random factor.

If the MB was in another Civ's territory and war is declared by this Civ on the player, the MB would be automatically removed and all units would move to the closest tile in friendly/neutral territory (expulsion prior to war being declared.) If the player declares on that Civ, however, there'd be a 50% chance for each unit of being able to stay in the MB, which might give a big advantage in the war!
 
Someone should create a simple mod that does nothing but sets the minimum distance a city can be from another city by a certain amount of tiles. A chain of these mods each with different values "like 5, 6, 7, and maybe even one for 8 tiles" would be much appreciated by the community I reckon.
 
I think someone's already done that. Check the mod browser.
 
A mod where unit maintenance is based on what percentage of your total unit support capability you've used, would be great. So let's say you have 10 units, and your civilization is capable of supporting 50. Since you've used 20% of your capacity, your total unit maintenance cost would be 20% of the gold you produce. Just an idea, and I'm sure it would need some tweaking to work.

This would (hopefully)eliminate the need for inflation, and allow people to play at their own pace without worrying about going broke every ten turns. I'd love to make this mod myself, but I'm afraid my capabilities at the moment are...limited at best.
 
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