TheLopez's Mod Component Library Thread and more

I have noted with interest that you are working on a Royal Bloodlines mod.

Is it possible for leaders to be given a set of randomly generated, culturally influenced values that act as multipliers to everything they involve themsleves in? (ie, so a particular leader enhances or degrades unit combat values when present, production in a city, happiness, whatever.)

I would like to see the game modified so that it could play like the PBEM game Lords of the Earth, so that one is dependent on leaders and their abilities to do anything. And of course, these leaders die of natural causes at appropraite ages.

As it stands, nations don't suffer from the ups and downs of having different leaders. We keep playing at the same level of play throughout, minus the effects of sleep deprivation.

Takeda Shingen, Frederick the Great or Napoleon are either never born, or never die (depending on our skill level). Loius XIV will never be succeeded by Loius' the XV and XVI.

If every signifigant game action requires a leader, it also forces us to the historical reality of delegating authority. Napoleon , Davout and Lannes can't be everywhere, so we actually have a reason to send a corps with Bernadotte.

And, government type becomes more important. Royalty are stuck with with the abilities of their relatives to choose from for successors. USA style republics have a ridiculous 4/8 year leader turnover. Parliamentary democracies face the possiblity of leader replacement at every crisis. Dictators' subordinates plot to overthrow them, etc.

Is this possible?
 
Iluwen, that sounds like an interesting idea, though I suspect it would take a great deal of work to implement.

I, too, have wanted to see some sort of leadership change implemented in Civ for a long time. I've never figured out a way to implement it very well though.

One problem I could see would be the republics having a 4 year turnover. Given Civ's time scale, at some points you would be having a new leader ever couple turns or so, which could get annoying. Then again, later in the game, turns progress by the month, I think, so it would work then. You could even perhaps incorporate some kind of public oppinion into it so that if a leader does things that to public disagrees with and doesn't try to appease them, the next leader's traites my be almost a polar opposite, which might make some interesting gameplay. That would only be with republic type governments.
 
I also suspected it would be difficult to do. But being unable to do more than meddle with XML myself, I find many of the things already modded around here quite amazing.

Yes, Republic present a problem. If one gets one early enough in the game, one might actually have more than one ruler per turn.

But it would go a long way towards showing why the Roman Republic was so unstable. Or even why representative government took so long to catch on.
 
TheLopez: Would be nice if you could give a progress report. What components you are working on, and explain a few of them.

Also from the todo list, what is "Road and lands" and "Unit crews".


Im writing a long and very detailed list of what components I miss. So either I or others could do them. 7 mods in the list now and counting. Will make a thread about it soon.

Edit:

Here is the idea list:
http://forums.civfanatics.com/showthread.php?t=186749
 
I would like to make a request: Obsoleting religions.

The idea is simple. As with Wonders and Units, when a certain technology is discovered, it obsoletes a particular religion. The religion disappears from all cities, and any active missionaries are deleted. Religious buildings stay, but only their culture bonus has any effect (flavour being the temples of ancient religions are no longer used for their religious purposes, but are still tourist attractions).

Is this possible? Thanks in advance.
 
Dryhad said:
I would like to make a request: Obsoleting religions.

The idea is simple. As with Wonders and Units, when a certain technology is discovered, it obsoletes a particular religion. The religion disappears from all cities, and any active missionaries are deleted. Religious buildings stay, but only their culture bonus has any effect (flavour being the temples of ancient religions are no longer used for their religious purposes, but are still tourist attractions).

Is this possible? Thanks in advance.

Not a bad idea. Now that religion is getting fleshed out more this would not be a bad tag to add. It's effect in the vanilla game would not be that big, but when you get up into the teens and more of religions, this would become quite usefull. :)
 
Hello, this looks exciting! Is it for warlords, i can't tell?

With the mercenaries, is it possible to rent transports? Sometimes a landlocked civ just needs to pay the ferryman. :D
 
With your mod, it seems to me that it would be easy to modify the barbarians/pirates for a fantasy setting, so that orcs, dragons, and sea-serpents could attack? Mind you the main problem would be the graphics work... that's pretty much the case across the board with mods i expect.

Have you already thought of setting up some sort of bridge/ferry network workers could build over the coastal waters? In games with islands, it can be a real pain loading a worker onto a galley, hopping one step, unloading, work work work then reload go to next island rinse repeat?

I like just automating my workers and focussing on bashing. Mmmm basshhhinggg :drool:
 
Lopez, small small small request - I am using you doc mod, can you create a mod for an entertainer that provides extra happy faces?
 
xau99 said:
Lopez, small small small request - I am using you doc mod, can you create a mod for an entertainer that provides extra happy faces?
Wouldn't that just be a duplication of the great artist? Now that I think of it , it wouldn't since great artists give culture. How about this: get me the names for the great entertainers and the artwork and I'll do it. You might want to talk to one of the unit makers for the units... how about elvis for the modern great entertainer and I have no clue what for the earlier version...
 
TheLopez, fyi, Customizable Domestic Advisor and Enhanced Foreign Advisor don't work in Warlords 2.08. Any chance of an update? Thanks for the great work.
 
Thornburgh said:
TheLopez, fyi, Customizable Domestic Advisor and Enhanced Foreign Advisor don't work in Warlords 2.08. Any chance of an update? Thanks for the great work.

That is a bummer...we are putting the Domestic Advisor in this week's ViSa patch...well I hope :)

But I am sure it can't be too much work....just about finding time :lol:
 
Thornburgh said:
TheLopez, fyi, Customizable Domestic Advisor and Enhanced Foreign Advisor don't work in Warlords 2.08. Any chance of an update? Thanks for the great work.

Yes, I am working on updating all of the mods.
 
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