JustAnotherUser
Warlord
- Joined
- Mar 10, 2006
- Messages
- 111
These are some random ideas that could be applied in future mod (or maybe are already in some mod? Let me know) that I think could be fun/interesting and that Ithrow here hoping to inspire some modder. Feel free to comment and add your own.
1 Mercenaries; Mercenaries was an important factor in european history, the key point about them was that you could hire them to fight for you (cheaper and easier than build an army of your people), but they were a danger, because the moment you could not pay them or they get a better offer they would turn on you (in more of an occasion a mercenary leader choose to conquer the city that he was paid to protect)
The problem is that I'm not sure how to make it. the best I could come up is an option to "hurry" military production with money -even without universal suffrage, of course- maybe even at a lower price, but you can't disband those units and you had to pay the maintenance for them (no free unit from population) nd if you don't have the money to pay, the units turn into barbarians and come after you, pillaging and razing your cities.
2 damaging terrains: give to certain terrain a chance to damage the units that move over them. This could apply to desert, snow, jungle, fallout and others. My idea is that it should apply only to ground outside your cultural borders, scout and explorer should be immune (they are made for that, after all) unit with the specific advancement, would have a minor chance to get damage (and there would be advancements for the terrain that don't have one already). mmmh, what else? oh, moving in an unexplored ground (i.e a move that uncover some new terrain or clean some Fog Of War) would have an higher chance to damage. Maybe every square outside cultural border could have a (minimal) chance to represent the hardness of the travel, that would solve the issue of the warrior that explore the whole Pangea coast to coast on feet.
Maybe the same could be applied to sea travel. moving in open sea would have a little chance to make damage, Tempests, short on food, scurvy, etc) moving on coastlines would be safer (and you could get fresh food and greens
). Again, better ships would have lower chances to take damage and some technologies could lower the chances some more.
Some unit could be immune to it (i.e tanks?) other could be more vulnerable (horses?)
It would be more realistic and it could create some interesting strategic choices (now that desert or jungle it isnt just a simple annoyance, but it is a useful defensive line that your enemy must pass throught.
Ooh, another option for this, create field mines with your workers.
3) mutations: I thought that for a hypotetical post-apocalyptic MOD a'la Fallout) it should works like advancements with two important difference, they are random and they can have negative effects. they use Mutation points rather than experience points, mutation points are gained form things passing over fallout terrain, staying in cities with nuclear reactors, etc, etc You know, the usual atomic apocalypse stuff. I'm not even sure if it is doable, but it could be fun.
Also you could put it in a fantasy mod and call it Taint.
1 Mercenaries; Mercenaries was an important factor in european history, the key point about them was that you could hire them to fight for you (cheaper and easier than build an army of your people), but they were a danger, because the moment you could not pay them or they get a better offer they would turn on you (in more of an occasion a mercenary leader choose to conquer the city that he was paid to protect)
The problem is that I'm not sure how to make it. the best I could come up is an option to "hurry" military production with money -even without universal suffrage, of course- maybe even at a lower price, but you can't disband those units and you had to pay the maintenance for them (no free unit from population) nd if you don't have the money to pay, the units turn into barbarians and come after you, pillaging and razing your cities.

2 damaging terrains: give to certain terrain a chance to damage the units that move over them. This could apply to desert, snow, jungle, fallout and others. My idea is that it should apply only to ground outside your cultural borders, scout and explorer should be immune (they are made for that, after all) unit with the specific advancement, would have a minor chance to get damage (and there would be advancements for the terrain that don't have one already). mmmh, what else? oh, moving in an unexplored ground (i.e a move that uncover some new terrain or clean some Fog Of War) would have an higher chance to damage. Maybe every square outside cultural border could have a (minimal) chance to represent the hardness of the travel, that would solve the issue of the warrior that explore the whole Pangea coast to coast on feet.
Maybe the same could be applied to sea travel. moving in open sea would have a little chance to make damage, Tempests, short on food, scurvy, etc) moving on coastlines would be safer (and you could get fresh food and greens

Some unit could be immune to it (i.e tanks?) other could be more vulnerable (horses?)
It would be more realistic and it could create some interesting strategic choices (now that desert or jungle it isnt just a simple annoyance, but it is a useful defensive line that your enemy must pass throught.
Ooh, another option for this, create field mines with your workers.
3) mutations: I thought that for a hypotetical post-apocalyptic MOD a'la Fallout) it should works like advancements with two important difference, they are random and they can have negative effects. they use Mutation points rather than experience points, mutation points are gained form things passing over fallout terrain, staying in cities with nuclear reactors, etc, etc You know, the usual atomic apocalypse stuff. I'm not even sure if it is doable, but it could be fun.
Also you could put it in a fantasy mod and call it Taint.
