Thinking of a Master Plan... (new AC mod)

SoAB

Chieftain
Joined
Feb 8, 2007
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91
Location
Virginia Beach, VA
Hey all. I'm thinking about rebuilding my AC mod from the ground up. Make it leaner, meaner and a bit more strategic. I'm kicking around a few concepts and I would like to get opinions and advice on them. How feasible they are to implement them in the game, how would the A.I. react, how fun they would be, ect, ect...

1) I'm thinking of is some sort of culturally-based technology trade system:

Tribes would have a free tech untradeable tech that will enable them to discover a unique but tradeable resource. This resource will of course, enable you to build culturally unique units.

But the fun thing about this is that you have to keep up good realations with a country if you want to continue using their resource and building their units since you can't discover that resource on your own.

Think of it as liscense producing units. And staying true to the Ace Combat series the airforces of any given nation will be rather mixed. So I'm hoping that this trade system does this.

2) I'm thinking of some kind of naval airpower system. Maybe a small wonder to produce F-14s, Rafales and the like depending on some kind of free tech. I'm generally trying to cut down on the number of small wonders in the mod but I think I want to go in this direction.

I'm not sure though how I want to make naval airpower more unique than land based aircraft since they all aircraft in Civ can rebase onto a carrier. Any ideas?

3) I'm aiming to make flavor units much, much more unique. Infact, truely unique through this arms trade system. For example: two tribes, Osea and Erusiea can produce F-15C fighters.

The Erusiean model has slightly better defense and bombard than Osean one. It's geared more for bomber escort missions. But the Osean one has slighty more attack and range. It's geared better towards homeland defense.

The player would find ways to mix and use these aircraft (if you built the right alliances) but how would the A.I. handle this. Will an Osean A.I. stick with his own eagles or buy Erusiean. Or look elsewhere and buy Belkan or Yuktobanian made Su-27s.

I know the A.I. tends to go after the most powerfull aircraft but the way I'm making these stats, no one aircraft in a class is vastly superior than the other. They're all roughly equivalent but have minor strengths and weakness.

And of course I'm still going to be using a substitution (see my AC mod link)system when it comes units.

Your thoughts, suggestions and experiences are much appreciated.
 
I don't think you can trade for a resource that you don't have the prerequisite for...
 
The prerequisite is the free tech given to a nation. Unless you're saying that only resources with universal prerequisites can be traded. Though I'm not even sure if that is true.

If I'm not mistaken, the "World 2004" scenario has an arms trading system that's based on natural resources in the form of "liscences." The scenario was a bit too much for my computer so I never got into it. I'm not sure how the A.I. handled that approach.

So anybody who's played that mod or made that mod, please feel free to chime in.
 
I am using a similar idea with mercenary units in my mod. It should work (I have not tested it, but other scenarios have done it). Basically, one civ has a resource that they can all use, but only one has access to it.
 
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