I've been thinking of running a face to face D&D campaign based on Fall From Heaven. I think this should work well since the world was originally a homebrewed D&D world.
What I'm planning on doing is loading up a game of Fall from Heaven and have that be the world that the players play in, as they wander around the campaign world they'll run into all of the various things on the in-game map. What I plan to do is play a few turns before each session and have that be "what will happen if the PCs do nothing" and then after each session load the game and modify things in keeping with what the PCs do (for example if the PCs kill some barbarian lizardmen themselves, I'll erase them from the game with the editor, etc. etc.).
The PCs themselves won't have any in-game representation since that they do will be represented by D&D rules, not Civ rules. I'll just edit stuff to account for PC actions and let Civ rules take care of everything else (with a little DM tweaking here and there).
To make this mod work as a setting generator for D&D here's a few things I'd like to change. I haven't done any Civ modding since Civ 2, so a bit of help with the specifics would be helpful:
-I'd like barbarians to hang onto a good chunk of the world for as long as possible. I'm thinking of doing this by turning on raging barbarians and giving the barbarians a bonus to city defense. How would I go about giving barbarians a global bonus of this type and how much of a bonus should I give them to make them difficult for the AI to dislodge from their cities but at the same time not totally invulnerable to the AI Civs?
-I'd like to slow down the spread of the elf and dwarf religions (runes and fellowship) so they don't spread all over the map. What would be a good amount to turn down the spread of these religions without completely nerfing them? Would turning off natural spread of religion entirely work at all, or would that mess up the game?
-I don't want the PCs to go off on one adventure and then return and find that the city they left has tripled in size. How much can I slow down city growth (by increasing the amount of food necessary for increased city size) and settler cost without making the game do really weird things?
-How much do I have to lower global tech costs to compensate for slower city growth so that the amount of time it takes to research each tech stays about the same as a normal Epic speed FfH game?
-Make the world as big and with as many civilizations as my computer can handle on Epic speed without it producing errors. I'll be using my company laptop (so I can transport it around for game sessions) and I'm not sure of its exact settings (the operating system is all in Korean and its a version of Vista that won't let me change the language) but it probably was the cheapest available Dell laptop for sale last fall. How big of a map can I get away with?
-I'm thinking of running the Erebus map script. Anything specific I should do with it?
-Would you recommend using Fall Further or any other game mod? Is that ModMod stable? I really don't want any messed up saved game files. Any other good ModMods that you can recommend? I don't really care about balance or playability I just want lots of flavor.
If any of this borks playability I don't really care as long as it doesn't make the AI do really weird things or makes the game break since the purpose of this mod isn't to play it
What I'm planning on doing is loading up a game of Fall from Heaven and have that be the world that the players play in, as they wander around the campaign world they'll run into all of the various things on the in-game map. What I plan to do is play a few turns before each session and have that be "what will happen if the PCs do nothing" and then after each session load the game and modify things in keeping with what the PCs do (for example if the PCs kill some barbarian lizardmen themselves, I'll erase them from the game with the editor, etc. etc.).
The PCs themselves won't have any in-game representation since that they do will be represented by D&D rules, not Civ rules. I'll just edit stuff to account for PC actions and let Civ rules take care of everything else (with a little DM tweaking here and there).
To make this mod work as a setting generator for D&D here's a few things I'd like to change. I haven't done any Civ modding since Civ 2, so a bit of help with the specifics would be helpful:
-I'd like barbarians to hang onto a good chunk of the world for as long as possible. I'm thinking of doing this by turning on raging barbarians and giving the barbarians a bonus to city defense. How would I go about giving barbarians a global bonus of this type and how much of a bonus should I give them to make them difficult for the AI to dislodge from their cities but at the same time not totally invulnerable to the AI Civs?
-I'd like to slow down the spread of the elf and dwarf religions (runes and fellowship) so they don't spread all over the map. What would be a good amount to turn down the spread of these religions without completely nerfing them? Would turning off natural spread of religion entirely work at all, or would that mess up the game?
-I don't want the PCs to go off on one adventure and then return and find that the city they left has tripled in size. How much can I slow down city growth (by increasing the amount of food necessary for increased city size) and settler cost without making the game do really weird things?
-How much do I have to lower global tech costs to compensate for slower city growth so that the amount of time it takes to research each tech stays about the same as a normal Epic speed FfH game?
-Make the world as big and with as many civilizations as my computer can handle on Epic speed without it producing errors. I'll be using my company laptop (so I can transport it around for game sessions) and I'm not sure of its exact settings (the operating system is all in Korean and its a version of Vista that won't let me change the language) but it probably was the cheapest available Dell laptop for sale last fall. How big of a map can I get away with?
-I'm thinking of running the Erebus map script. Anything specific I should do with it?
-Would you recommend using Fall Further or any other game mod? Is that ModMod stable? I really don't want any messed up saved game files. Any other good ModMods that you can recommend? I don't really care about balance or playability I just want lots of flavor.
If any of this borks playability I don't really care as long as it doesn't make the AI do really weird things or makes the game break since the purpose of this mod isn't to play it