The Bitter End

lugaru

Chieftain
Joined
Feb 10, 2008
Messages
46
Location
Boston
Hi there! I’m working on a gameplay mod that doesn’t so much focus on realism or balance as it does on simply providing a fun, altered gameplay experience. The main purpose is to minimize some of the factors that give players a huge advantage from beginning to end (i.e. founding 4+ religions) while providing new options to make every era more fun.

Remixed Civics (done): Many civics have been renamed and re-balanced to make your options clearer and create more synergy between buildings, improvements and other civics. I have also added a Welfare column that follows how your civilization treats its inhabitants. Here are some examples of new civics:
Warchiefdom: discovered with horseback riding. Think guys like Genghis Khan who unify an empire from the back of a horse. It improves great general emergence and creates happiness with troops but increases the distance maintenance cost.
Barter System: Reduces your gold income but increases your food income. Discovered with currency, that way you don’t have to wait several thousand years to have an economic strategy.
Religious Law: with priesthood. Most ancient laws are based on religious text so this one provides an experience bonus and happiness bonus to all cities with the state religion. On the other hand each foreign religion causes one unhappiness, so you want to keep religions from spreading and killing off missionaries.
Herbalism: +1 health from granaries, +1 happiness from Tea and Spices.

Modified requirements: (done) a slight modification as to when certain things appear, such as wine with pottery instead of monarchy and Cannons with Rifling instead of Steel.

1 free culture point (done): Each city starts with a 'town square' provided by the palace much like Stonehenge provides monuments. This 'town square' building exists only to pump out 1 point of culture, that way early civilizations arent forced to research mysticism and build a monument in each town for their borders to expand, although of course it is still a huge advantage to build monuments.

New Resources (done): Tea, Cacao, Apples, Lemons, Coffee, Cotton, Olives, Salt.

New Religion: (done) I would like to add one ANIMISM based religion to the start of the game so that 3 different civilizations start with religions instead of two. So far I’m thinking of using resources from “Gods of Old” for this but if somebody makes a witch doctor missionary I’m so using that.

Remixed religion: find a way to alter religions so that somebody with multiple shrines doesn’t have a monster income each turn.

Remixed Corporations: corporations bring less income but each one produces a unique resource (similar to hit movies) known as commodities. That way you have something extra to trade and to create happiness or health with such as designer clothes, pharmaceuticals, instant food, jewelry, automobiles or whatever corporations I end up doing.

New units: For example Stone Axmen and Wooden Spearmen are slightly cheaper and less effective than the metal using counterparts but then again it beats being stuck with nothing but warriors if you don’t spawn near metal. Once you get bronze or iron you can upgrade them so they do one more point of damage. Also I would love to code in some inquisitors, Diplomats (sets up Embasies that bring you espionage but benefit your ally), mine fields (boom!), battering rams and other things that change the strategic landscape.

Nextwar content (done): Everyone loves cyborgs.

NEW Nextwar content: new civics, technologies, units and wonders. The new civics are sci-fi related such as controlling citizens with brain implants or genetically engineering your people to be healthier (and better fighters). New wonders will be ‘doomsday devices’ or something that helps you end the game giving you a major advantage. More on this as I find out what I can actually pull off, but Fall From Heaven has shown me that a lot is possible.

INTEGRATED MODS

Varietas Delectat 3.6 merged in (done)

SUPER SPIES 2.3 (done)

Inquisition (done)
 
Thanks for the encouragement. Yeah, this thing is far from finished but it has been LAN tested as is so hopefully in a week or two when it is different enough from other mods I'll upload an early version. I also need to add the HINT text strings and do some other stuff but unfortunately I only get to mod when my GF is asleep or at studying. I'll add inquisitors to my list of new units and expand that a little, they would be extremely helpful in religious law. The idea is that you can keep the first generation of civics (or any for that matter) until the end and still have a competitive civilization, even though the most modern civics are quite potent. Hopefully that should allow for things such as a fundamentalist country running on religious law until the bitter end.
 
The idea is that you can keep the first generation of civics (or any for that matter) until the end and still have a competitive civilization, even though the most modern civics are quite potent. Hopefully that should allow for things such as a fundamentalist country running on religious law until the bitter end.

I like this way of doing things personally. When I do some XML modding for myself I almost always remove the penalty for Emancipation. This is so you can run caste all game. It may be unrealistic but it gives you more options for how to play. Looking forward to this one.
 
I will see your mod with interest, keep working...
 
Mmm... still working on this one most mornings. It's going quite nice, I was able to add a new religion (which was a PAIN) and I'm calling it Paganism for now while I decide exactly what direction I want to take it into. Also I've been trying to add the awesome super spies mod but I've ran into a couple of roadblocks along the way.
 
Well we tested it over the weekend and it went well on LAN with a balanced and challenging game. On the other hand around the year 1000 one player started to get a lot of CTD's and we got tired of it after a while and quit to desktop. I'll build the corporations in the game after which I should release a BETA online to get help locating the source of this crash.

Also my g.f. is going home for the month of June meaning I'll have a LOT of free time to pour into the mod, so I hope to have a 1.0 out by July.

Thanks!
 
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