UnOfficial Expansion: Rise and Fall of Empires, Alpha Release Soon

I'll put the Civilizations up in a post... Probably, Sunday, I will have ~1 hour to code and Design More Uniques and Civilizations... Now I'm deep in the Medieval Portugal Forals and Direito Consuetudinário for my History Project...

I hope to code one non-BNW dependent Civilization and at least 5 Unique Components. Btw, for Babylon Qurute (Chariot Archer) or Bowmen? My opinion is Qurute would be an intersting unit, with one extra Movement Point and ranged strenght, and Walls of Babylon pretty moes does the job representing the great Babylonian defense... And Bowmen is hardly an Unique...
 
As you have the neolithic era, you can add the bowman as a regular unit between archer and composite bowman (archer - neolithic; bowman - ancient; composite bowman - classical). And then you wpuld have place for the babilonian chariots and axemen. (Personally, I really enjoy the bowman as a babilonian unique but I see that they are no "unique" at all. Use this idea by adding a unit between archer and composite bowman).
 
Genghis, I think we should discuss the civilizations' design before you do them, make a final version, and then start programing and making images.

In other subject, Here it goes some ideas for new buildings for you to consider. I think I can do them if you need (as the buildingmaker is inactive). It's Something like 4 new buildings: 1 for science, 1 for culture, 1 for faith and 1 for happiness, plus some few bonus buildings. These are my ideas:
[Science] Polytechnic Institute - Requires Medicine (between public school and research lab)
[Culture] Cinema - requires electricity (between museum and broadcast tower)
[Faith] Sanctuary - requires theology (after temple)
[Happiness] Park - requires (between theatre and stadium)

Dock (a neolithic era building, the first sea related building in the game. Provides a small but usefulfood bonus)
Public Baths (a classical era building with happiness and culture bonus)
Typograph (available at printing press. Increases science, culture and religion spreading)
Newspaper agency (requires typograph. Increases science and culture. Increases science output from international trade rotes)
Local Assembly (happiness building that can be put before or after the park or exist isolated in the game. Provides happiness and gold)
Hotel (tourism building)
Train Station (increases tourism and/or gold and/or production)
Metro (increases prodution)

Note: I don't know the new tech tree in medieval and future eras, so the required techs should be changed.


Now some ideas for units:
A new chain that requires no resource but is different from the spearman-pikeman... chain: Axeman (ancient) - Maceman (medieval) - Fusilier (industrial) . The fusilier can upgrade to WWI infantry or something.

Grenadier (after crossbowman and before gateling gun)
Carabineer (before cavalry)

These are just some simple ideas that we can work if you wish :)
 
Are you still going to include a dynamic history scenario and any details on that?

Soon, I will post some major design concepts on it... Probably untill Monday

Genghis, I think we should discuss the civilizations' design before you do them, make a final version, and then start programing and making images.

In other subject, Here it goes some ideas for new buildings for you to consider. I think I can do them if you need (as the buildingmaker is inactive). It's Something like 4 new buildings: 1 for science, 1 for culture, 1 for faith and 1 for happiness, plus some few bonus buildings. These are my ideas:
[Science] Polytechnic Institute - Requires Medicine (between public school and research lab)
[Culture] Cinema - requires electricity (between museum and broadcast tower)
[Faith] Sanctuary - requires theology (after temple)
[Happiness] Park - requires (between theatre and stadium)

Dock (a neolithic era building, the first sea related building in the game. Provides a small but usefulfood bonus)
Public Baths (a classical era building with happiness and culture bonus)
Typograph (available at printing press. Increases science, culture and religion spreading)
Newspaper agency (requires typograph. Increases science and culture. Increases science output from international trade rotes)
Local Assembly (happiness building that can be put before or after the park or exist isolated in the game. Provides happiness and gold)
Hotel (tourism building)
Train Station (increases tourism and/or gold and/or production)
Metro (increases prodution)

Note: I don't know the new tech tree in medieval and future eras, so the required techs should be changed.


Now some ideas for units:
A new chain that requires no resource but is different from the spearman-pikeman... chain: Axeman (ancient) - Maceman (medieval) - Fusilier (industrial) . The fusilier can upgrade to WWI infantry or something.

Grenadier (after crossbowman and before gateling gun)
Carabineer (before cavalry)

These are just some simple ideas that we can work if you wish :)


@Civilizations. Sure.

@Buildings, Hmmm... I think that we should add way more buildings... I still have to post the Medieval, Renascence, Industrial, Modern, Atomic and Information Technology Tree, but we should aim for 1 Building for every 1-2 techs plus buildings for existing techs. I was thinking about some Information-era Utopian-Wonders, btw: like Panaceia Project (Panaceia was a substence that all Alchemists
sought to discover and had the benefit of healing all diseases)

@ I posted that in the Modpack section, but you brougth a unit to my attention, the Carabineer. It's a good idea. Monday, I will post the a final-like design of:

Civilizations
More Uniques
Extra Units
Dynamic History General Concepts Proposal
Wonders

For near future:

Technology Tree
Programmed Civilizations
Released More Uniques
 
Are you for sure waiting until BNW to release this? I am highly anticipating a Dynamic history scenario.
 
I want that scenario scince the release of civV but it will have to wait, sorry. Beside that, I think a DHS with more civs and a larger map is better.

You can give us some help in order to accelerate the process.


By the way, what do you people think abou 52 civs (instead of 50) if all the 7 civs get in this expansion (and not in BNW)? We would have Pueblo, Armenia, Kongo, Hungary, Sumer, Israel, phoenicia and other 2: Tibet and Italy
 
UnOfficial Expansion: Rise and Fall of Empires

Civilizations

Note: The following Design Document is not final and changes are possible, especially in the scenarios stated below:

a) One or More of the Planned Civilizations is included in the Brave New World Expansion, or future Donwloadable Content provided by Firaxis Games

b) One or More of the Planned Civilizations is well represented in the Brave New World Expansion, or future Donwloadable Content

c) The following Civilizations or Geographical and Cultural Enteties are not included or represented in the Brave New World Expansion:

. Majaphit (Indonesia)
. Morroco (North African Islamic)
. Silk Road Cultures
. One Asian Civilization
. Two African Civilizations
. One American Civilization


Civilizations Design Document

ARMENIAN EMPIRE
Capital: :c5capital: Armavir
Starting Bias: Hills
Leader: :c5greatperson: Tigrannes the Great
Unique Ability: Crossroads of Caucasus - Land :c5trade: Trade Routes provide :c5faith: faith and :c5culture: equal to one eighth of the earned :c5gold: Gold.
Unique Unit: Ayrudzi - replaces Knight. Costs 140 :c5production: , 25 :c5strength:, 4 :c5moves:. Can move after attacking, is stronger near :c5capital: Capital.
Unique Unit: Fedayee - replaces Great War Infantary. Can move into Mountains. Requires no :c5gold: Manenteice Cost.
Unique Building: Vank - replaces Monastery. Provides 3 :c5strength: Defensive Strength, and 1 extra :c5faith: Faith.
Symbol: http://img834.imageshack.us/img834/2643/armenia.png

HUNGARIAN EMPIRE
Capital: Buda
Starting Bias: Plains
Leader: :c5greatperson: Andrew II
Unique Ability: Covenant of Blood - Units have +30% :c5strength: against cities. Pillaging a City provides 20 :c5faith: faith and extra :c5gold: gold.
Unique Unit: Magyar Light Cavalry - replaces Horsemen. 75 :c5production: 11 :c5strength: 14 :c5rangedstrength: 4 :c5moves:. May not Melee Attack, and has Accuracy I and Volley Promotions.
Unique Unit: Black Legion- replaces Knight - Has 22 :c5strenght: unlike the kinight which it replaces
Unique Building: Vegvár -replaces Castle. Defense of 8 :c5strenght: instead of 7 :c5strength:. Provides +2 :c5faith: Faith.
Symbol: http://forums.civfanatics.com/downlo...ungary_o0P.jpg


ANCIENT PUEBLO EMPIRE
Capital: :c5capital: Mesa Verde
Starting Bias: Mountain
Leader:
Unique Ability: Ancient Settlements- Historical sites provide double :c5culture: and Archaeological Sites spawn at double rate.
Unique Building: Kiva - replaces shrine. No maintenance cost; +1 :c5gold:.
Unique Building: Communitary House - avaible at Construction. Costs 130 :c5production: and provides 1 :c5food: , 1 :c5happy: and 1 :c5culture: per Adjacent Mountain. Provides Tourism once Archeology is discovered.
Unique Component #3
Symbol: http://img526.imageshack.us/img526/1070/pubelo.png


In Development

2. Kongo Empire
5. Sumer Empire
6. Hebrew Empire
7. Phoenican Empire
8. Italian Empire
9. Tibetan Empire
 
Civilizations Design Document

ARMENIAN EMPIRE
Capital: :c5capital: Armavir
Starting Bias: Hills
Leader: :c5greatperson: Tigrannes the Great
Unique Ability: Crossroads of Caucasus - Land :c5trade: Trade Routes provide :c5faith: faith and :c5culture: equal to one eighth of the earned :c5gold: Gold.
Unique Unit: Ayrudzi - replaces Knight. Costs 140 :c5production: , 25 :c5strength:, 4 :c5moves:. Can move after attacking, is stronger near :c5capital: Capital.
Unique Unit: Fedayee - replaces Great War Infantary. Can move into Mountains. Requires no :c5gold: Manenteice Cost.
Unique Building: Vank - replaces Monastery. Provides 3 :c5strength: Defensive Strength, and 1 extra :c5faith: Faith.

HUNGARIAN EMPIRE
Capital: Buda
Starting Location: Plains
Leader: :c5greatperson: Andrew II
Unique Ability: Covenant of Blood - Units have +30% :c5strength: against cities. Pillaging a City provides 20 :c5faith: faith and extra :c5gold: gold.
Unique Unit: Magyar Light Cavalry - replaces Horsemen. 75 :c5production: 11 :c5strength: 14 :c5rangedstrength: 4 :c5moves:. May not Melee Attack, and has Accuracy I and Volley Promotions.
Unique Unit: Black Legion- replaces Knight - Has 22 :c5strenght: unlike the kinight which it replaces
Unique Building: Vegvár -replaces Castle. Defense of 8 :c5strenght: instead of 7 :c5strength:. Provides +2 :c5faith: Faith.
Symbol: http://forums.civfanatics.com/downlo...ungary_o0P.jpg


ANCIENT PUEBLO EMPIRE
Capital: :c5capital: Mesa Verde
Starting Bias: Mountain
Unique Ability: Ancient Settlements- Historical sites provide double :c5culture: and Archaeological Sites spawn at double rate.
Unique Building: Kiva - replaces shrine. No maintenance cost; +1 :c5gold:.
Unique Component #2
Unique Component #3
Symbol: Human Left Hand (Representation of Petrolygraphs)

Armenia is good, use the blue/red symbol of the lioness.
About Hungary, The ability is a bit strong. Maybe we should change +30% by +20%. The colours coud be the black and grey (inverse of germany). I think the can fit very well.
The symbol you posted for Ancient Pueblo is perfect. About the unique comonents: they had communitary houses, where a maximum of 700 people lived together. I think that's a mark in the history of the world. That should be represented. The houses could provide culture from mountain or hill tiles or some food OR culture OR happiness. A happiness/food building with culture bonus after archaeology would be great I think, that makes the puebloan player go fast for archaeology in order to have a big boost of culture. Plus, we would have a civilization somehow dedicated to archaeology. The thirsd unique in this civilization is a major problem. Maybe a civilian unit, like a settler or a worker. They had giant migrations trought the valleys of Colorado and had a strong handwork. A worker that works faster or a settler that can be easily produced at the cost of 1 population? I'm not shure about this.

@Buildings, Hmmm... I think that we should add way more buildings... I still have to post the Medieval, Renascence, Industrial, Modern, Atomic and Information Technology Tree, but we should aim for 1 Building for every 1-2 techs plus buildings for existing techs. I was thinking about some Information-era Utopian-Wonders, btw: like Panaceia Project (Panaceia was a substence that all Alchemists
sought to discover and had the benefit of healing all diseases)

@ I posted that in the Modpack section, but you brougth a unit to my attention, the Carabineer. It's a good idea. Monday, I will post the a final-like design of:

Civilizations
More Uniques
Extra Units
Dynamic History General Concepts Proposal
Wonders

For near future:

Technology Tree
Programmed Civilizations
Released More Uniques

»»»»About the buildings, I don't think utopian projects are a good way to go. You can have projects like the human genome project or something, but that's a real thing. About the buildings, I have a few ideas, easy to make and goos to the development of the game:

Public School -» Polytechnic Institute (late modern) -» Research Lab (late atomic)
Broadcast tower (early modern) -» Cinema (late modern)
Temple -» Sanctuary (early medieval)
Theatre (early renaissance) -» Park (mid industrial) -» Stadium (late modern)
Typograph (early renaissance) -» Newspaper agency (late industrial) - these buildings provide additional gold and a boost of science related to trade and/or city conections.
City Hall (req. trade) -» Local assembly (early industrial) - provide additional production and happiness according to the number of citezens (ex.: +1 happiness for each 10 citezens)
Dock (late neolithic) -» Lighthouse (early ancient) -» Naval Port (late industrial) - provide additional food from sea tiles
Megalithic Site (late neolithic) - culture bonus and science boost
Arechery Range (late neolithic) - better ranged units
Public Baths (mid/late classical) - increases happiness and culture
Circus (trapping) -» Hippodrome (horseback ridding) - increases happiness and requires specific resources.
Train Station (at railroad) -» Metro (late modern) - increased production. (science boost from trade rotes for the trade station)
Nuclear Centra (as you posted)
Nuclear Fusion Reactor (as you posted)
Granary (neolithic) -» Aqueduct (classical) -» Hospital (early industrial) -» Medical Lab (early modern/late industrial)-» Biological Farm (req. environmentalism) - food carried out after city grows. Note: add granary to the chain. Remove the +2 food and add +15% food carried out after city grows.
Traning Base (late atomic) - bonus for post modern units.

[I was based on the design I made last September and on the buildings decided by mrc2022]

»»»»National Projects:
Olympics - requires an hippodrom in all the cities
National Assembly - requires a local assembly in all the cities.
National Television station - requires broadcast tower in all the cities (I don't like this one)

»»»»World Wonders (we should add +- 10. Puokai has great wonders, I don't mind if we borrow them from him at all...):
1- Sistine Chapel
2- Mt. Carlo Casino
3- The Sphinx
4- Potala Palace
5- Great Temple (or Solomon's Temple)
6- Burj Khalifa
7- Santa Maria del Fiore
8- Sagres Nautical School
9- Metéora
10- Frogner Park
11- Tower of Belem
12- Sacré Coeur
13- Itsukushima Shrine
14- La Sagrada Familia
15- Empire State Building
16- Grand Canal
17- Shwegadon Paya
18- Parténon
19- Ishtar Gate
20- Dome of the Rock
21- Çatal Hoyuk
22- Blue Mosque

These are my ideas for wonders. Coose a half of them


»»»»
About the thirs uniques, reconsider the roman road, remove the norwegian infantry by the units you have chosen but add the Strave Church to Sweden. I think that building must be, The art work already exists, It's so easy...

»»»»
About the civilizations, use that tibet I told you. To Italia, try to keep the Basilica (culture) and Piazza (tourism) buildings.

»»»»
In the dynamic history scenario, will we use Gaedemon's idea? The way he did the mod, we only starting year/turn and area. The starting science/culture... was based on world avarage, the units were "converted" barbarians and the settlers were realted to the starting era. That's awsom work in there. Although, due to my lack of capacity to understand the computer, I could not phisically see the mod Gaedemon post, so I'm not shure if using his idea is possible. You, genghis, understand much better the programming stuff and perhaps could help me.
I was designing the mod as the starting units, settlers and technologies were needed, but if we use the Gaedemon base, we won't need this information. Based on the idea that a civilization has only "starting turn/year" and "starting region", as well as the city states, but I was wondering if a civilization could appear with some "bonus" (like a good fleet for Carthague, that appears after rome and must be as powerful as this one; or like a great prophet for arabia, that should found islam in Mecca; or a strong persian army to conquer much of the mesopotamian land...). Each civilization would appear the regular way, with CS and barbarians converting but would have a bonud that is different from other civs.

By the way, the starting year/region for all the 48 civilizations (I miss the last 4 from BNW to make the 52) is already done. If that's wat we need of design, good. I'm making this a simple thing and we need much more stuff I will design the other things we need. Gaedemon idea of "converting" was beter than starting techs + starting units + starting cities ... That would be a good thing to use in this scenario...

I think I can try to learn how to create this scenario, and do it, removing some work from you. I only ask you to answer this questions about it, please, and to provide me some base ideas on how to do it (I will figure out everything later, I just need to know how to work with the base code).
 
About the icons and graphics, there are many fans that provide for free their work. We can talk to them and borrow it.

Here are the ones I found:

Kwadjh http://forums.civfanatics.com/showthread.php?t=453289 - interesting icons for early units and buildings and for some neolithic/ancient technolgies.

Sukritact http://forums.civfanatics.com/showthread.php?t=422446 made these interesting maps.

Horem has interesting resources here http://forums.civfanatics.com/downloads.php?do=file&id=19926 and we should have new resources.

janboruta with some interesting maps http://forums.civfanatics.com/showthread.php?t=481619

By the way, take a look at this work - http://forums.civfanatics.com/showthread.php?t=408756 - it can be what we need.

You are already aware of Irkala's work (and certainly of these ones)


I made some circular icons (from existing images) that are not that bad. The only problem is to gind the source I guess. How do you want the icons (size, background color, etc.)? I can send them to you.

Anno Domini mod has good icons (I just noticed that some of them are simmilar to the ones I created)
 
Armenia is good, use the blue/red symbol of the lioness.
About Hungary, The ability is a bit strong. Maybe we should change +30% by +20%. The colours coud be the black and grey (inverse of germany). I think the can fit very well.
The symbol you posted for Ancient Pueblo is perfect. About the unique comonents: they had communitary houses, where a maximum of 700 people lived together. I think that's a mark in the history of the world. That should be represented. The houses could provide culture from mountain or hill tiles or some food OR culture OR happiness. A happiness/food building with culture bonus after archaeology would be great I think, that makes the puebloan player go fast for archaeology in order to have a big boost of culture. Plus, we would have a civilization somehow dedicated to archaeology. The thirsd unique in this civilization is a major problem. Maybe a civilian unit, like a settler or a worker. They had giant migrations trought the valleys of Colorado and had a strong handwork. A worker that works faster or a settler that can be easily produced at the cost of 1 population? I'm not shure about this.



»»»»About the buildings, I don't think utopian projects are a good way to go. You can have projects like the human genome project or something, but that's a real thing. About the buildings, I have a few ideas, easy to make and goos to the development of the game:

Public School -» Polytechnic Institute (late modern) -» Research Lab (late atomic)
Broadcast tower (early modern) -» Cinema (late modern)
Temple -» Sanctuary (early medieval)
Theatre (early renaissance) -» Park (mid industrial) -» Stadium (late modern)
Typograph (early renaissance) -» Newspaper agency (late industrial) - these buildings provide additional gold and a boost of science related to trade and/or city conections.
City Hall (req. trade) -» Local assembly (early industrial) - provide additional production and happiness according to the number of citezens (ex.: +1 happiness for each 10 citezens)
Dock (late neolithic) -» Lighthouse (early ancient) -» Naval Port (late industrial) - provide additional food from sea tiles
Megalithic Site (late neolithic) - culture bonus and science boost
Arechery Range (late neolithic) - better ranged units
Public Baths (mid/late classical) - increases happiness and culture
Circus (trapping) -» Hippodrome (horseback ridding) - increases happiness and requires specific resources.
Train Station (at railroad) -» Metro (late modern) - increased production. (science boost from trade rotes for the trade station)
Nuclear Centra (as you posted)
Nuclear Fusion Reactor (as you posted)
Granary (neolithic) -» Aqueduct (classical) -» Hospital (early industrial) -» Medical Lab (early modern/late industrial)-» Biological Farm (req. environmentalism) - food carried out after city grows. Note: add granary to the chain. Remove the +2 food and add +15% food carried out after city grows.
Traning Base (late atomic) - bonus for post modern units.

[I was based on the design I made last September and on the buildings decided by mrc2022]

»»»»National Projects:
Olympics - requires an hippodrom in all the cities
National Assembly - requires a local assembly in all the cities.
National Television station - requires broadcast tower in all the cities (I don't like this one)

»»»»World Wonders (we should add +- 10. Puokai has great wonders, I don't mind if we borrow them from him at all...):
1- Sistine Chapel
2- Mt. Carlo Casino
3- The Sphinx
4- Potala Palace
5- Great Temple (or Solomon's Temple)
6- Burj Khalifa
7- Santa Maria del Fiore
8- Sagres Nautical School
9- Metéora
10- Frogner Park
11- Tower of Belem
12- Sacré Coeur
13- Itsukushima Shrine
14- La Sagrada Familia
15- Empire State Building
16- Grand Canal
17- Shwegadon Paya
18- Parténon
19- Ishtar Gate
20- Dome of the Rock
21- Çatal Hoyuk
22- Blue Mosque

These are my ideas for wonders. Coose a half of them


»»»»
About the thirs uniques, reconsider the roman road, remove the norwegian infantry by the units you have chosen but add the Strave Church to Sweden. I think that building must be, The art work already exists, It's so easy...

»»»»
About the civilizations, use that tibet I told you. To Italia, try to keep the Basilica (culture) and Piazza (tourism) buildings.

»»»»
In the dynamic history scenario, will we use Gaedemon's idea? The way he did the mod, we only starting year/turn and area. The starting science/culture... was based on world avarage, the units were "converted" barbarians and the settlers were realted to the starting era. That's awsom work in there. Although, due to my lack of capacity to understand the computer, I could not phisically see the mod Gaedemon post, so I'm not shure if using his idea is possible. You, genghis, understand much better the programming stuff and perhaps could help me.
I was designing the mod as the starting units, settlers and technologies were needed, but if we use the Gaedemon base, we won't need this information. Based on the idea that a civilization has only "starting turn/year" and "starting region", as well as the city states, but I was wondering if a civilization could appear with some "bonus" (like a good fleet for Carthague, that appears after rome and must be as powerful as this one; or like a great prophet for arabia, that should found islam in Mecca; or a strong persian army to conquer much of the mesopotamian land...). Each civilization would appear the regular way, with CS and barbarians converting but would have a bonud that is different from other civs.

By the way, the starting year/region for all the 48 civilizations (I miss the last 4 from BNW to make the 52) is already done. If that's wat we need of design, good. I'm making this a simple thing and we need much more stuff I will design the other things we need. Gaedemon idea of "converting" was beter than starting techs + starting units + starting cities ... That would be a good thing to use in this scenario...

I think I can try to learn how to create this scenario, and do it, removing some work from you. I only ask you to answer this questions about it, please, and to provide me some base ideas on how to do it (I will figure out everything later, I just need to know how to work with the base code).

> Civilizations
Hungary - will change. Maybe to "all Units recieve Siege Promotion"
Pueblo- Communitary Houses as an UB, but not replacing anything. Avaible at some technology. A Settler replacement is a good idea. Will research on this site when I have some time: http://www.native-languages.org/keres.htm. Will post soon new uniques.
Tibet- I still havent got time to see Pouakai's Civ, but I think it will not need any rework (as Kongo from the Zambezi Project)
Italy- Ok for the Piazza but the Basilica doesn't really fit the definition of an Unqieu

>Buildings
I like most of them. Expect a new post *
*when I have time :sigh:

>National Wonders
Hmm... Olympics is already a World Congress resolution... And I don't really like the other two...

>More Uniques
Rome: Faster Roads could be on the UA, but not as an UI.
Sweden: Will do

>Dynamic History
Gedemon's Idea: I am not sure exactly what you are talking about... But if it is the Blancing part of the Historical Spawn Dates Mod, then yes, i'm thinking about using it.
City-State Converting is impossible I think... and Barbarian too... Will check...
Those bonuses are possible and easy to implement. I think Starting Cities should be put over Starting Settlers. Please remember me to change Min City Placement Distance for the Scenario. Plus, I will post the General Ideas... *I hope today....

About the icons and graphics, there are many fans that provide for free their work. We can talk to them and borrow it.

Here are the ones I found:

Kwadjh http://forums.civfanatics.com/showthread.php?t=453289 - interesting icons for early units and buildings and for some neolithic/ancient technolgies.

Sukritact http://forums.civfanatics.com/showthread.php?t=422446 made these interesting maps.

Horem has interesting resources here http://forums.civfanatics.com/downloads.php?do=file&id=19926 and we should have new resources.

janboruta with some interesting maps http://forums.civfanatics.com/showthread.php?t=481619

By the way, take a look at this work - http://forums.civfanatics.com/showthread.php?t=408756 - it can be what we need.

You are already aware of Irkala's work (and certainly of these ones)


I made some circular icons (from existing images) that are not that bad. The only problem is to gind the source I guess. How do you want the icons (size, background color, etc.)? I can send them to you.

Anno Domini mod has good icons (I just noticed that some of them are simmilar to the ones I created)


Try to see kael's guide on how to create the icons. And try to mantain Firaxis' style.

NOTE: crawf0rd has made some extra beliefs... That part of the Project is mostly done
 
>Dynamic History
Gedemon's Idea: I am not sure exactly what you are talking about... But if it is the Blancing part of the Historical Spawn Dates Mod, then yes, i'm thinking about using it.
City-State Converting is impossible I think... and Barbarian too... Will check...
Those bonuses are possible and easy to implement. I think Starting Cities should be put over Starting Settlers. Please remember me to change Min City Placement Distance for the Scenario. Plus, I will post the General Ideas... *I hope today....

I was talking about what is needed to create with the mod. Do we need to programme starting science, cities, culture, faith, ... ? or are those things covered by Gedemon's mod and based on average? I think they are and we only need starting year and region.

But if this is not true, then tell me what do we need please.





Plus, about Kongo, I did not finished my research, but the Pombo is a nice unque amd could be stronger against units without full power, the Raffia Mill should be a jungle imrpovement that provides 1 gold and 1 production, the third unique could be a slave market that adds much less gold than the market but a luxury resource: slaves, that can be traded. To balance the civ, Pombo shouldn't be too strong and the Raffia Mill ony provides small bonus from jungle.
 
UnOfficial Expansion: Rise and Fall of Empires

Dynamic History Scenario General Design


Map: Gedemon's Giant Earth (Minor Adjustments) Historical Placed Resources
Civilizations: (List Soon)
Spawn Dates: Historical Gedemon's Mod Component
City Names: Historical Location FramedArchitect's Mod Component
Scripted Events: Wars No Suicidal Wars
Scripted Events: Unit Spawn
Barbarians: Off
Barbarian Civilizations: On Civilizations without Starting Cities
Compatibility: Brave New World

Code Templates: (Soon)

Unit Spawn (Human Player)
Code:
[COLOR="SeaGreen"]-- LuaScenarioSpawnUnits.lua
-- File Version: 2.3 (05.05.2013 14:19)
-- Author: Genghis.Khan
-- Special Thanks: NotSoGood, Craig_Sutter and whoward69
-- Notes: This Code Template is Free To Use and To Be Modified, As Long as in the Terms of The Modiquette
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------[/COLOR]
if Player:IsHuman then
              if Player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_XYZ"]) then
                              if (Game.GetGameTurnYear() >= XXXX) then
                                                  if (Players[ID]:GetNumCities() > 0) then
					 	                  Players[ID]:AddFreeUnit(GameInfo.Units["UNIT_NAME"].ID, "UNITAI_TYPE" );
elseif (Players[ID]:GetNumCities() == 0) then
                                                                  Player[ID]:ChangeNumGold(0);
                                                     end
                               end 
              end
end
 
I liked the idea of Gademon about barbarians that turn into civ units when that civilization spawns and city states that get friedly when you spawn near them, you recieve techs/culture... according to the world average. Think about that.

About the list, I made this one with all the civs in Vanilla+DLCs+GaK+BNW (no polynesia). It is quite big, and could make the game very slow.

https://docs.google.com/spreadsheet/pub?key=0Apsz--Hvqa-_dEI3WFEtMDNqRm5HRkU1cG42WUlVbUE&output=html

Tell me if I need to add starting units/settlers/techs/culture/faith/tourism... please.

By the way, I will send to your e-mail some few icons 256x256 with black background. I hope they turn out useful.
 
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