Camarada78
Chieftain
- Joined
- Jul 26, 2009
- Messages
- 76
Hi,
this is my first thread. Hail to you all! :-D
I'm playing Civ 4 for a while, and recently i installed Rise of Mankind (freaking awesome!).
I have lots of good suggestions to this great mod (RoM).
1. Dynamic Population Demands
I think population wishes are poorly manifested, even in the great mod RoM. They mostly get angry or happy thats all, or they start revolution (if you opted for that) or they turn into a barbarian city, the city gets revolted (all variations of the same aspect, they are unhappy the city will revolt).
I was thinking in something more deep, like this:
Ex 1:
Lets say that Lincoln, leader of a rival Civ, makes a threat against your civ demanding some tech. Immediately some people get angry in your cities: "Do something about arrogant Lincoln". If you do nothing for too long, some events like:
"People in your Capital City are persecuting foreign american citizens". Causing a diplomatic problem with Lincoln.
That could culminate in extremes events like: "The angered citizens of your capital city have mis-declared war against Lincoln". And so your civ starts a war against your wishes.
Ex 2:
If there are other civ units in one of your cities, population gets angry:
"We demand that foreign forces leave town".
This could grow into "The population of City Y is randomly attacking foreign troops" causing a major Diplomatic crisis with that civ.
Ex 3:
You discover a new civic. Randomly people will get angry if you do not adopt that (something like that already happens actually). But if a great number of people are asking for that your civ gets into Anarchy and you auto-change to that Civic.
Ex 4:
You have unhealthy in a city for a while. People will start to complain. If that persists they will sabotage production on that city until you make building with health bonus.
2. Conspiration Nets
A new function to spying and spies. Spies can build Conspirations Cells in foreign cities, adding Spying bonuses. With one Conspiration Cell in the Capital and one in 5 big cities, a spy can declare Revolution and create a new Civ replacing that one.
3. Transferred Settler:
Your settler can go into an existing city and raise by +1 the population creating a +5 unhealthy for 10 of turns).
4. Colonizer Settler:
You could take your settler into a foreign civ town and raise its population but at the same time spreading lots of your culture. That can create diplomatic problems.
5. Political Police
A unit that when consumed enables you to change civics without anarchy but add lots of unhappiness through your civ.
6. Concentration Camps
A "national wonder" building.
All cities in the continent with foreign/barbarian influence gets -1 population but vanish foreign influence and gets 100% of your culture.
During peace:
+100% unhappiness in the city where it is made.
+50% unhappiness in nearby cities.
+15% production
During War:
+50% unhappiness in the city where it is made
+15% unhappiness in nearby cities.
+30% production
- requires slavery
- Requires nationalism
7. Barbarian Advisor
Unit dedicated to "civilize" barbarians. Working similar as a Spy but against barbarian cities. Can steal technology, spread culture, sabotage unit and building.
8. Refugees
When a nation conquers a city, a minor population boost happens in nearby cities, showed by an event: "Refugees from conquered City W are joining your city X". Adding lots of unhealthiness and unhappiness for long periods.
this is my first thread. Hail to you all! :-D
I'm playing Civ 4 for a while, and recently i installed Rise of Mankind (freaking awesome!).
I have lots of good suggestions to this great mod (RoM).
1. Dynamic Population Demands
I think population wishes are poorly manifested, even in the great mod RoM. They mostly get angry or happy thats all, or they start revolution (if you opted for that) or they turn into a barbarian city, the city gets revolted (all variations of the same aspect, they are unhappy the city will revolt).
I was thinking in something more deep, like this:
Ex 1:
Lets say that Lincoln, leader of a rival Civ, makes a threat against your civ demanding some tech. Immediately some people get angry in your cities: "Do something about arrogant Lincoln". If you do nothing for too long, some events like:
"People in your Capital City are persecuting foreign american citizens". Causing a diplomatic problem with Lincoln.
That could culminate in extremes events like: "The angered citizens of your capital city have mis-declared war against Lincoln". And so your civ starts a war against your wishes.
Ex 2:
If there are other civ units in one of your cities, population gets angry:
"We demand that foreign forces leave town".
This could grow into "The population of City Y is randomly attacking foreign troops" causing a major Diplomatic crisis with that civ.
Ex 3:
You discover a new civic. Randomly people will get angry if you do not adopt that (something like that already happens actually). But if a great number of people are asking for that your civ gets into Anarchy and you auto-change to that Civic.
Ex 4:
You have unhealthy in a city for a while. People will start to complain. If that persists they will sabotage production on that city until you make building with health bonus.
2. Conspiration Nets
A new function to spying and spies. Spies can build Conspirations Cells in foreign cities, adding Spying bonuses. With one Conspiration Cell in the Capital and one in 5 big cities, a spy can declare Revolution and create a new Civ replacing that one.
3. Transferred Settler:
Your settler can go into an existing city and raise by +1 the population creating a +5 unhealthy for 10 of turns).
4. Colonizer Settler:
You could take your settler into a foreign civ town and raise its population but at the same time spreading lots of your culture. That can create diplomatic problems.
5. Political Police
A unit that when consumed enables you to change civics without anarchy but add lots of unhappiness through your civ.
6. Concentration Camps
A "national wonder" building.
All cities in the continent with foreign/barbarian influence gets -1 population but vanish foreign influence and gets 100% of your culture.
During peace:
+100% unhappiness in the city where it is made.
+50% unhappiness in nearby cities.
+15% production
During War:
+50% unhappiness in the city where it is made
+15% unhappiness in nearby cities.
+30% production
- requires slavery
- Requires nationalism
7. Barbarian Advisor
Unit dedicated to "civilize" barbarians. Working similar as a Spy but against barbarian cities. Can steal technology, spread culture, sabotage unit and building.
8. Refugees
When a nation conquers a city, a minor population boost happens in nearby cities, showed by an event: "Refugees from conquered City W are joining your city X". Adding lots of unhealthiness and unhappiness for long periods.