The Mod of Modness(working title) is a mod that I've been working on for about a year. It started off as small, personal mod, with just some extra silly things. However, its been growing and for about half a year, it's been an epic mod in progress. This means many of the silly things I've added in will probably only become available in scenarios, as I wouldn't want my mod to seem too silly, but the scenarios can be. The things that I've added have been trying to lead to a mod where the civs empires grow and fall as they do in real history. This also makes it harder and easier to play as certain civs, which I believe will lead to more interseting games. Part of the reason of this thread is, obviously, for people to offer suggestions. Where you see a ???, that's where I really have no idea what to do, and need your help. Thanks. The new concepts my mod has are: Civ-Specific Small Wonders Entirely Replaced Leaderheads Entirely Replaced Tech Tree Icons Entirely Replaced City Graphics New Buildings New Wonders New Units Each Civ Has It's Own 'Age of Power' Replaced Terrain Graphics Spans Into The Near Future New Governments Building Extensions Civ-Specific Small Great Wonders: Great Britain: Houses of Parliament Greece: Spartan War School Netherlands: Defence Line of Amsterdam Germany: Reichstag Building Sumeria: The Great Ziggurat China: The Teracotta Army Russia: St Basil's Cathedral/ The Kremlin Carthage: Round Harbour Rome: Circus Maximus India: Taj Mahal Inca: Machu Picchu America: The Empire State Building Maya: Chichen Itza Egypt : Sphinx Scandinavia: Leif's Voyage Byzantines: Hagia Sofia Arabia: Kaaba Babylon: Tower of Babel France: Notre Dame Aztecs: Templo Mayor Celts: Maiden Castle Hittites: The Wall of Hattusa/Capital Wall Iroquois: Tree of Peace Japan : Tokyo Tower/Capital Communications Tower Korea : Bulguksa Mongols: ??? Ottomans: Selimiye Mosque Persia: Zoroastrism Portugal: Seafaring School Spain: Plaza de toros de la Real Maestranza de Caballería de Sevilla Zululand: ??? I've changed them to Great Wonders because otherwise if the city were captured, the small wonder would be destroyed. I originally had it so that civs could win by Wonder victory, but I really don't think anyone could anyway. Entirely Replaced Leaderheads: Entirely Replaced Tech Tree Icons: See next posts. Entirely Replaced City Graphics: Image in progress. New Buildings: Info in progress. New Wonders: Info in progress. New Units: See down page for Age of Power units. Unit lines are downloadable from the bottom of the post. If a unit's name has an asterix at the end, the colour it's box is in will correspond the the colour of the text of the unit it upgrades to. Age of Power A civ's Age of Power is the time at which I have given them more possible units, and stronger units, so that they can build an empire. Winning outside of an age of power is harder than inside, and civs in theirs are very strong. These units will mainly be unit packs, but for some civs, where units are more scarce, the units will be pieced together from all over the place. The ages of power will often coincide with their civ-specific wonders. The Civs who currently have ages of power implemented: Rome Greece Egypt Scandinavia Celts Arabia China Byzantine Great Britain Aztecs France Carthage Civs Currently Without An Implemented Age of Power: USA: Modern Babylon: Early Ancient Germany: Late Industrial India: ??? Iroquois: Early Ancient Japan: Future Persia: Ancient Russia: ??? Zululand: Early Ancient Spain: Late Middle Ages Ottoman-Turkey: ??? Mongols: Early Middle Ages Korea: Future Sumeria: Early Ancient Portugal: Late Middle Ages Hittites: Early Ancient Inca: Ancient Maya: Ancient Netherlands: ??? Replaced Terrain Graphics: Image in progress. Spans Into The Near Future: The Mod of Modness goes up to 2200 AD, and much of the Neo-Modern era is my imagination of the future, so expect mechs. New Governments: I have currently only added in one new government, Theocracy, but I am planning on another 8 governments: Kirocracy Kritarchy Technocracy Tribal Council Demarchy Noocracy Absolute Monarchy Constitutional Monarchy Theocracy is hard for unit support, but good for espionage and foreign relations. Building Extensions: This currently hasn't been implemented at all into my game, other than as a concept in my head. What I mean by 'Building Extensions' is that you can build extra parts onto certain buildings. This would be done by having the extensions require the original building. They would also cost little, but wouldn't do as much as other 'proper' improvements. Also, they would often cost extra resources, so you can only build these extra things if you have the right resources. An example would be having a 'Zoo' building. Then, you can have extensions to it, that require different animal resources. Such as 'Seal Attraction' requiring 'Seals'.