The Age of Civilizations

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Figaro said:
This mod looks amazing! If however you want a more historically accurrate rebel setup...

-Get rid of Great Britain. Britain formed as the amalgamation of multipule nations; it came after the others, not before. Therefore it would make more sense if you had England as the starting nation.

-Alternatively, England should be a rebel nation from Germany! Then you could have the Celts, who rebel into Wales, Scotland and Ireland.

I don't know if you noticed rebel civilization are being taken out because of the SDK limit.
 
The new Age of Civilizations Vision

I'm getting rid of:
Civil War/Revolution/Coups
Screw 1 or 2 Unique Units, How About 50% or More of the Units Being Unique?
The Development of Languages
Currency
Rebel Civilizations
Organized Crime/Illicit Drugs/Smuggling
Supply Trains/Caravans
Conscription Army
Will of the People/Gods
Retreats
Escorts
Prisoners of War
Religion Sects
Stack-of-Doom


Check the first page, I updated it.
 
I was thinking of a way to work ourselves around the limit. A pretty unique way:

You said there are no more than 18 civs in a game, so you make 9 civs. These 9 civs when having a revolution split into 2 revolution civs if the civil war is not resolved. Here's the unique part, let's say one civ is England, and it's post revolutionary civs are United States and Great Britian. The English empire collapses and now the two revolutionary civs are born. You pick whichjone you want to be. Also one revolutionary civ will be dominant over the other. So you can pick Great Britian (dominant) over America (non-dominant) if you think it will be too hard to take over America.

Btw, that was my idea I had in the shower the other day.

My proposed civs are:

England- Great Britan & United States
China- Mongolia & People's Republic of China (?)
Rome- Italy & Byzantine Empire
Germany(?)- France and Germany
Greece(?)- Greece & Macedonia
A native American civ- 2 native american civs
Russia- Russia & Former Soviet States (?)
Muslim Empire- Arabia & Spain
Egypt- did Egypt ever have revolutions????

Obviously historically a lot is wrong with the proposed civs, but most of them are placeholders. For instance I put Germany and France together to save space, and in the middle ages, I believe they were closely related.

Agian just a proposed idea though.
 
ice2k4 said:
I was thinking of a way to work ourselves around the limit. A pretty unique way:

You said there are no more than 18 civs in a game, so you make 9 civs. These 9 civs when having a revolution split into 2 revolution civs if the civil
war is not resolved. Here's the unique part, let's say one civ is England, and it's post revolutionary civs are United States and Great Britian. The English empire collapses and now the two revolutionary civs are born. You pick whichjone you want to be. Also one revolutionary civ will be dominant over the other. So you can pick Great Britian (dominant) over America (non-dominant) if you think it will be too hard to take over America.

Btw, that was my idea I had in the shower the other day.

My proposed civs are:

England- Great Britan & United States
China- Mongolia & People's Republic of China (?)
Rome- Italy & Byzantine Empire
Germany(?)- France and Germany
Greece(?)- Greece & Macedonia
A native American civ- 2 native american civs
Russia- Russia & Former Soviet States (?)
Muslim Empire- Arabia & Spain
Egypt- did Egypt ever have revolutions????

Obviously historically a lot is wrong with the proposed civs, but most of them are placeholders. For instance I put Germany and France together to save space, and in the middle ages, I believe they were closely related.

Agian just a proposed idea though.


Hmm, I don't know. It is a good idea, but think of that progamming, it'd be nasty. I think we should stick with 18 civs without rebel civs for now.
 
*Sigh*, still pretty upset about not having them, but I guess I'll have to walk it off for now. Hmm, if I can code (or get someone to code all of that for you) would it be considered as a part of the mod?
 
ice2k4 said:
*Sigh*, still pretty upset about not having them, but I guess I'll have to walk it off for now. Hmm, if I can code (or get someone to code all of that for you) would it be considered as a part of the mod?

Yeah, it would be included if you got it to work.
 
ice2k4 said:
Well, I better get working on blackmailing my friend who does c++. :p

Question, are we using an earth map or is this just a gameplay-type mod?

It will have both, but designed for Earth map.
 
Two other suggestions. Again, you don't even have to consider them.

1) Religous Victory: Found a religion and get 80% of the people in the world to follow it. Religous unity creates peace and harmony, but religous diversity creates war.

2) Appoint foregien governors to your captured cities. Most of the wars today result in capturing cities, and giving them back later on. (This is especially the case in WWII) Now when you catpure a city your choices will be Raze city, Appoint Governor, or Appoint Foriegn Governor. If you choose foriegn governor you give the city to another civilization (who if we can coded enough, can decline if they want.) This also helps to bring friendly civ's that were destroyed earlier a chance to get back in the game.
 
ice2k4 said:
1) Religous Victory: Found a religion and get 80% of the people in the world to follow it. Religous unity creates peace and harmony, but religous diversity creates war.

Actually multiple religions lead to peace, it's only when you get down to a few that leads to trouble, or even one which than divides in on its self.

“If you have two religions in your land, the two will cut each other’s throats; but if you have thirty religions, they will dwell in peace.” -Voltaire

ice2k4 said:
2) Appoint foregien governors to your captured cities. Most of the wars today result in capturing cities, and giving them back later on. (This is especially the case in WWII) Now when you catpure a city your choices will be Raze city, Appoint Governor, or Appoint Foriegn Governor. If you choose foriegn governor you give the city to another civilization (who if we can coded enough, can decline if they want.) This also helps to bring friendly civ's that were destroyed earlier a chance to get back in the game.

But the other idea sounds like a really good idea.

Edit: w00t, 100th post. [party]
 
ice2k4 said:
Two other suggestions. Again, you don't even have to consider them.

1) Religous Victory: Found a religion and get 80% of the people in the world to follow it. Religous unity creates peace and harmony, but religous diversity creates war.

2) Appoint foregien governors to your captured cities. Most of the wars today result in capturing cities, and giving them back later on. (This is especially the case in WWII) Now when you catpure a city your choices will be Raze city, Appoint Governor, or Appoint Foriegn Governor. If you choose foriegn governor you give the city to another civilization (who if we can coded enough, can decline if they want.) This also helps to bring friendly civ's that were destroyed earlier a chance to get back in the game.

1. Great Idea!
2. Good Idea, but I don't know about bringing defeated civs back into the game.
 
Well, the reason I like bringing back a civ is mainly because of world war II. Half of Europe's countries were captured, but in the end (generally) the land was redistubited by the Allies to defeated countries.
 
ice2k4 said:
Well, the reason I like bringing back a civ is mainly because of world war II. Half of Europe's countries were captured, but in the end (generally) the land was redistubited by the Allies to defeated countries.

I know, but I think once a civ gets eliminated, then its gone.
 
ice2k4 said:
Whatever, I thought it would be cool, but I guess it's your decision.

I think it is a cool idea, but I don't think it belongs in this mod.
 
it would be cool if you could be able to get units via trading
 
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