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Heir
Isn't there already a modmod like that by merijn_v1?
I wonder if modding in the Camp unit from the Mongols mod from Warlords (which occasionally spawns certain types of units) to represent the nomadic "barbarians", such as the steppe nomads or all the minor tribes would be a welcome addition.
How about creating some fundamentally new experience instead of building on top of the existing features? Here is just one example:
There were 2 fundamentally different types of civilizations in history: nomadic and sedentary. Sons of Cain and Sons of Abel. This fact is not a secondary feature, it is a fundamental piece of historical reality like religion, like wars, like culture, like science. Ignoring this reality in the game called Civilization is like ignoring females in the game called Humans.
Civilization series have engine that revolves around sedentary civilization only, only Sons of Cain are present. Barbarians suppose to represent nomads, but they too become city dwellers early in vanila game. The only time I saw something close to represent Nomads as they are -- was Mongols scenario in Warlords: I am talking about Mongol Tent unit.
That is a good starting point. Imagine playing civilization with mobile "cities". Just a new object that can move. Call it horde. Horde has population points, which can work tiles in BFC. It can build regular units and animals instead of buildings. Animals like horses or sheep act like mobile improvements on tiles they are parked on. Horde does not generate money. You have to move your animals into cultural border of sedentary (regular) civ to cash them. You can also pillage and capture cities which will act like puppets in Civ5: AI manages them for you and creates units and tributes for you. You can always raze them. You can also cash the culture of the city you have captured. Techs are not researchable. You discover them from huts, buy them from others, or occasionally capture them in wars.
Something along these lines. I hope you got an idea.
Oh, really? I should look that up then, thanks.Isn't there already a modmod like that by merijn_v1?
I completely agree, it's hard to implement for actual civilizations unfortunately (notably because the AI have no clue how to play without cities). However, barbarian ones could work, just to give some additional resistance here. Currently, Russia really grinds my gears. I suppose it's for balance reasons that they start so early and get so much area for founding cities (because they need to colonize Siberia later on, as the only civ who is even allowed to do so), but a lot of regions they simply settle required military expeditions against native tribes. Again, though - Civilization IV doesn't really represent actual history and it takes quite a bit of skill to make it do it at least somewhat accurately, like in DoC. Whew, I can't really stop myself from writing too much...Yes, many years ago I was arguing that civilizations on this planet have been essentially 2 types: sons of Cain and sons of Abel. Cain built a first city while Abel was happy with Pastorialism until his jealous brother killed him. So having cities to be in the ONLY center of the game called Civilization is simply wrong. Fundamentally new "moving city" concept has to be created, Mongol Camp from Warlords was the closest in that regard. Along with some ways to steal technologies from city dwellers, of course. But those talks went no were.
Only cultural defences disappear, I don't think walls and castles are useless against them.About Russia: I actually expected in a game with Poland that Russia would be vassalized by Mongols and they will come to Europe as well - was kinda afraid of them knowing what happened historically. But that would probably block Poland from achieving UHV...
Btw does it help to build castles against Mongols? Because this is how Hungary beat their second invasion. But I guess the unrest makes the defence bonus futile.
Yes they are, the Mongol UP puts cities into unrest which negates all defences from any source.
Hungary isn't even in this game and the Mongols don't usually reach this region.
Indonesia has a single (green) flip zone that is orange
Iran has foreign little bit of flip zone. No flip for bits of north and south inside their own core. If you look at Persia, they have a proper/core flip zone.
Khmer, single spot of 1 foreign area (NE) (green flip)
Mexico has little bits in the north and north/east.
Mughal have a little (green) flip zone of Tibet (foreign)
Phoenicia, little bit (green) foreign flip. (little matter so early though)
Portugal doesn't flip south portugal, and that part isn't core either (historical).
Russia Flip foreign areas to the west, part of Poland's core.
Spain can't be in 1 spot of South East spain (Murcia I think). Even while they can flip it (green)![]()
"Under capitalism, man exploits man. Under communism, it's just the opposite."
In Capitalism man exploits manOpposite
What?
rainierwolfcastle.jpgIn Capitalism man exploits man
But in Communism man exploits man
What?