Paasky
Good News Everyone!
I decided to make a thread out of this little idea I've been having: to make a Crimson Skies mod for Civ4. This ofcourse wouldn't focus on the flying part (so no civ4 flightsim here ), but rather is a scenario of the US (+ Mexico & the two Canada's) that has been split apart due to the numerous failures of the Federal Government. Full story, and lots of other nice things to read about here.
First I thought I'd simply add a few units & make a map, but then I had an idea. And it's a big one
First, the changes:
Units:
Improvements:
Buildings:
Techs:
The map is ready, but is has to be cut in size (what can I use for this?) and I'd like the help of anyone who wants to help with the map, to add the different improvements/road/buildings/city sizes. You can volunteer to do a nation. I'll start with the easy Maritime Provinces & Atlantic Coalition.
First I thought I'd simply add a few units & make a map, but then I had an idea. And it's a big one
First, the changes:
Spoiler :
1) Citizens don't require any food. This way the cities will stay big, even though they don't have huge farms around them.
2) Farms don't create food. They create health & tradable resources. So the People's Collective (N&S Dakota, Nebraska, Iowa & Kansas) would have a huge surplus of food resources to sell to the others.
3) Almost eliminate the natural growth of cities. This way a small town simply can't grow to be a huge metropolis in a few years, as the growth rate of every city is 1 pop per year.
But how can cities grow? Well, every time a city is attacked, 1 pop point will either a) die, or b) turn into a refugee unit, controlled by a civ which doesn't have any cities & open borders with everyone. This unit will auomatically move into another city & join it. So if a nation is constantly in war, the borders will quickly become deserted, while the larger/peaceful cities will grow.
Also, cities won't have factories built in them, they will be built in the surrounding terrain. This is so that the production capacity of a city, or even a nation, can be totally destroyed with strategic bombing (ala Germany 1942-44). Also, the building of any improvements will be very time-consuming, so that the un-united states won't be a paradise full of productive & happy citizens and a perfect railroad network.
To make sure that there's enough food, you need atleast 1 food resource for every 2 citizens in your nation. Note that farms outside of the city radiuses are counted into this. Also, by buying food, you can keep your inhabitants alive. If you have too little food, 1 pop will die per turn from a random city.
2) Farms don't create food. They create health & tradable resources. So the People's Collective (N&S Dakota, Nebraska, Iowa & Kansas) would have a huge surplus of food resources to sell to the others.
3) Almost eliminate the natural growth of cities. This way a small town simply can't grow to be a huge metropolis in a few years, as the growth rate of every city is 1 pop per year.
But how can cities grow? Well, every time a city is attacked, 1 pop point will either a) die, or b) turn into a refugee unit, controlled by a civ which doesn't have any cities & open borders with everyone. This unit will auomatically move into another city & join it. So if a nation is constantly in war, the borders will quickly become deserted, while the larger/peaceful cities will grow.
Also, cities won't have factories built in them, they will be built in the surrounding terrain. This is so that the production capacity of a city, or even a nation, can be totally destroyed with strategic bombing (ala Germany 1942-44). Also, the building of any improvements will be very time-consuming, so that the un-united states won't be a paradise full of productive & happy citizens and a perfect railroad network.
To make sure that there's enough food, you need atleast 1 food resource for every 2 citizens in your nation. Note that farms outside of the city radiuses are counted into this. Also, by buying food, you can keep your inhabitants alive. If you have too little food, 1 pop will die per turn from a random city.
Units:
Spoiler :
Code:
*TYPE* <-Zeppelins
Fighters | Infantry | Strength | Hammers | Movement
Light Cargo Zep
1 | 1 | 5 | 100 | 5
Medium Cargo Zep
1 | 2 | 6 | 150 | 5
Heavy Cargo Zep
1 | 3 | 8 | 200 | 4
Light Carrier Zep
2 | 0 | 7 | 175 | 5
Medium Carrier Zep
2 | 0 | 9 | 250 | 4
Heavy Carrier Zep
3 | 0 | 10| 300 | 3
*TYPE* <- Aircraft
vs Fighters | vs Bombers | Strength | Hammers | Max bomb damage | Max collateral | Bomb strength | Range
Light Fighter
+50% | -20% | 3 | 50 | 20% | 1 | 2 | 3
Medium Fighter
+10% | +20% | 4 | 60 | 40% | 1 | 4 | 4
Heavy Fighter
-40% | +50% | 5 | 90 | 60% | 2 | 6 | 5
Fast Fighter
+75% | -20% | 4 | 150| 10% | 1 | 1 | 4
Strike Bomber
-50% | +50% | 4 | 60 | 100%| 1 | 7 | 3
Tactical Bomber
0% | 0% | 5 | 100| 60% | 3 | 5 | 5
Strategic Bomber
0% | 0% | 6 | 200| 30% | 7 | 5 | 7
*TYPE* <- Land Units
Strength | Movement | Hammers | Withdraw chance | Extra info
Milita
3 | 2 | 30 | 50% | No upkeep
Infantry
5 | 1 | 70 | 0% | +100% vs militia
Mechanized Infantry
5 | 2 | 100| 30% | +50% vs tanks
Machine Gunner
3 | 1 | 50 | 0% | +200% vs inf
Light Tank
4 | 2 | 200| 30% | +75% vs inf, can't capture cities
Heavy Tank
3 | 1 | 300| 10% | +100% vs tanks, can't capture cities
Artillery
3 | 1 | 50 | 60% | collateral=4, max damage=75%
Mobile Artillery
3 | 2 | 100| 70% | collateral=4, max damage=70%
*TYPE* <- Sea Units
Strength | Movement | Hammers | AA | Capacity (Air/Land) | Extra info
Submarine
3 | 4 | 150 | 0 | 0 | +100% vs ships, invisible
Large Submarine
4 | 3 | 300 | 2 | 1(A) | +100% vs ships, invisible
Destroyer
4 | 6 | 160 | 1 | 1(L) | +100% vs subs, can see subs
Cruiser
5 | 5 | 200 | 3 | 1(L) |
Battleship
6 | 4 | 300 | 5 | 2(L) |
Aircraft Carrier
5 | 5 | 400 | 6 | 3(A) | Can only carry Light Fighters/Strike Bombers
Improvements:
Spoiler :
*All resource producing stuff adds 1 commerce on the plot. 4 farms/factories are needed to create a resource.
Wheat Farm | Creates 1/4 wheat
Rice Farm | Creates 1/4 rice
Chicken Farm | Creates 1/4 chicken
Cattle Farm | Creates 1/4 cattle
Sheep Farm | Creates 1/4 sheep
Radio Factory | Creates 1/4 radios
Car Factory | Creates 1/4 cars
Electronics Factory | Creates 1/4 electronics
Clothes Factory | Creates 1/4 clothes
Brewery | Creates 1/4 beer
Factory | 5 hammer
Cottage etc | Same effect
Wheat Farm | Creates 1/4 wheat
Rice Farm | Creates 1/4 rice
Chicken Farm | Creates 1/4 chicken
Cattle Farm | Creates 1/4 cattle
Sheep Farm | Creates 1/4 sheep
Radio Factory | Creates 1/4 radios
Car Factory | Creates 1/4 cars
Electronics Factory | Creates 1/4 electronics
Clothes Factory | Creates 1/4 clothes
Brewery | Creates 1/4 beer
Factory | 5 hammer
Cottage etc | Same effect
Buildings:
Spoiler :
These + defaults
Aircraft Plant | +50% aircraft production
Recruitment Office | +50% land unit production
Tank Plant | +50% tank production
Aircraft Plant | +50% aircraft production
Recruitment Office | +50% land unit production
Tank Plant | +50% tank production
Techs:
Spoiler :
Any suggestions?
The map is ready, but is has to be cut in size (what can I use for this?) and I'd like the help of anyone who wants to help with the map, to add the different improvements/road/buildings/city sizes. You can volunteer to do a nation. I'll start with the easy Maritime Provinces & Atlantic Coalition.