spincrus' cIV Creation & Customization Idea Factory

spincrus

sol invictus
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spincrus' [civ4] Creation & Customization Idea Factory

I've been a modder in the past for [civ3], but I've not done much in terms of graphics for [civ4], and my only modding was to combine certain mod components (as I suck with Python) and do some XML tweaks (as I'm pretty good with XML since it's not hard at all anyway).

I'd like to put together certain ideas I have under this thread.

You're all welcome to add your opinions on these ideas, discuss them, or add your own ideas.

I hope this thread inspires the modders out there :D
 
Colonist
- Costs as much as a settler.
- Once built, removes 1 citizen from the city.
- When brought to another city, can join the city as a new citizen, increasing the city's population.
- Caries ALL the religions of the builder city (adding realism: it might be people of the state's faith and people who are opressed by the theocracy fleeing the country to set sail for the colonies).
 
Settler Ethnicity
- Settlers carry the exact ratio of ethnicity of the city it was built in. Say, the ratio is 50:50, then the settler will also found a city with 50:50 ethnicity.
- Same should apply for the colonists I thought up above...
 
Migration
- Given that the state is not in mercantalism (meaning, the city must have foreign
traderoute2.gif
), has a minimum of 10 population and has no higher than developing culture:

(City has a :mad:) + (City has more than 70% foreign ethnicity) + (City has at least 3 :mad: with "we yearn to join our motherland") + (City has at least 3 :mad: from war weariness) = 1 citizen takes the leave and joins any FOREIGN city that it has a
traderoute2.gif
with...
- Additionally, if the city has a
yuck.gif
, it's 2 citizens that take the leave.
- Happens every beginning of the turn these conditions are met.
- Continues until city size is down to 5.
 
Plague
- Ever miss the good old days with plague? Were you ever saddened by the fact that Sid decided to take it out of the game as it was a "non-fun element", but for some reason that darn global warning is still in the game?
- If the city has
yuck.gif
for 10 consecutive turns, and if the city size is above 6, there is a plague in the city and it loses one citizen.
- If
yuck.gif
still continues, the same thing repeats itself with 10 turn intervals, until the city reaches the lower limit of 6 citizens.
- So, a city of 10 with
yuck.gif
for 10 turns can go down to 6 citizens in a matter of 40 turns.
- The availability of hospitals EITHER eliminates plagues altogether in the city, or just the mere addition of +2
health.gif
is enough.
 
Your ideas sound good, especially the migration and the plague ones. As for the migration, I'd suggest that a city would not just lose population but that a settler unit is built instead. This settler unit would represent refugees and could travel through your (and maybe other's too) territories striving to find a better place to live. Player (or the AI) would not have control over this unit but could capture it and return it back or even kill it.

The reasons for leaving a city could be i.e. unhealthy conditions, nationality, religion etc.
 
Interesting ideas, especially the migration one. An even better idea for this would be to generate a colonist, and if possible, script it to move to the happiest city in your empire. Not only would this represent the movement of dissidents, but also spread the city's ethnicity and religion to the city it emigrated to.
 
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