Warlords Mod: Rise of Persia

Discussion in 'Civ4 - Scenarios' started by ohcrapitsnico, Aug 25, 2006.

  1. Drtad

    Drtad It Stinks!!!

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    To tell you the truth, I don't know either.:lol:
     
  2. ohcrapitsnico

    ohcrapitsnico Deity

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    Thankfully I have good news. For the next 2 months I will have lots of free time to work on the mod. Secondly I need you guys to contribute ideas for civics, units, unique buildings, anything that might make this scenario more interesting. Thirdly I need some work that requires a bit more like some flavor units and python scripters. Lastly an update is that I will be including wonders that will be able to be built later along the tech tree like the great lighthouse, or library, and a few others.
     
  3. ohcrapitsnico

    ohcrapitsnico Deity

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    Here are my proposed civics list:
    government:
    despotism
    monarchy
    oligarchy
    imperialism
    republic
    cit state

    religion
    paganism
    organized religion
    Theocracy
    religious tolerance
    free religion

    labor
    tribalism
    slavery
    forced labor
    independent labor
    public works

    economy
    decentralization
    barter economy
    mercantilism
    aristocracy
    free market
    plutocracy

    legal
    tribal council
    barbarism
    religious law
    bureaucracy
    satrapies
    civil law

    Please post your suggestions and comments on this as well as proposals for effects and new civics. With civics I would like each civic to have advantages and disadvantages.
     
  4. Marmoteo

    Marmoteo Chieftain

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    The civis sound pretty much ok for the time that the Rise of Persia had place =).
     
  5. Gordon Farrell

    Gordon Farrell Warlord

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    Hey ocrapitsnico! This looks like it's going to be awesome! I have a great love of ancient history, too. (I did the "Foundations of Empire" mod.) I'd definitely be up for doing some playtesting.

    I have a favor to ask you:

    You've used an html link to display your own images at the top of the thread. Can you tell me what that code is? I've been wanting to do something similar in my own thread!

    Thanks a million!
     
  6. ohcrapitsnico

    ohcrapitsnico Deity

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    You mean my images in my first few posts? I actually just attached them to my post. When you post, you can scroll down and there is a link where you can attach things. I hope that is what you mean.
     
  7. Mrdie

    Mrdie Founder of eRegime

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    Alpha = Barely playable, mainly used for testing.

    Beta = Playable, but the main focus is finding bugs.
     
  8. Drtad

    Drtad It Stinks!!!

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    Where did you get this info on Ancient Cilicia? I might add them in my First Peoples mod.
     
  9. ohcrapitsnico

    ohcrapitsnico Deity

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  10. Antilogic

    Antilogic --

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    I am really looking forward to this scenario.

    For the civics, keeping the same set of religious techs will work, although I'm not sure how you are going to assign attributes to religious tolerance and free religion. At the time period, those seemed to merge a little...I see religious tolerance as something of what Britain had in the 18th and 19th centuries (possibly earlier)...an Anglican state church, but you could worship how you pleased...you just paid money to the state church anyway.

    As for the governments, I think oligarchy and city state are essentially similar forms of government--city states were more of a social organization that were typically headed by oligarchies (or totalitarian military socities, if you look at some of the Greek states like Sparta, or even democracies, like Athens).

    As for effects...I would have to spend some thought. Here's some ideas that I have off the top of my head, though:

    Government
    Despotism: default
    Monarchy: maybe the same happiness bonus?
    Oligarchy: commerce-related...maybe a boost for harbors and marketplaces?
    Imperialism: should have a boost to military and production, I would think +1 hammer per specialist and +50% military unit production
    Republic: the happiness in top cities still works well...as does the science bonus, if you want to keep that

    Legal
    Barbarism: default
    Tribal Council: more culture in all cities, something else?
    Religious Law: should have some effect based around temples, I think...
    Bureaucracy: maybe the same +50% production and commerce in capital?
    Satrapies: maybe a toned down version of vassalage, with only the extra unit support and low/medium upkeep?
    Civil Law: hmm...don't know

    Labor
    Tribalism: default
    Slavery: population rushing
    Forced Labor: this seems redundant with slavery...I would find something else to replace this
    Independent Labor: maybe the +50% terrain improvement construction rate?
    Public Works: cottages grow faster, +20% production for city buildings (irrelevant of state religion)

    Religion
    Essentially the same as Warlords/vanilla civics


    I should warn you I'm from the school of thought that believes civics choices should be restricted to one or two advantages, and then let the disadvantage be the opportunity cost of not using another civic. This doesn't quite mesh with what you are talking about, but maybe some of these ideas can be transformed into something you can use...
     
  11. Antilogic

    Antilogic --

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    Oops, forgot to mention some economic ideas:

    Decentralization: default
    Barter Economy: no ideas here...
    Plutocracy: increase commerce output by a flat 10%?
    Free Market: the trade route idea from vanilla works...
    Mercantilism: the specialist idea from vanilla might work, although I might move that benefit elsewhere...I don't know...
     
  12. ohcrapitsnico

    ohcrapitsnico Deity

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    REligious tolerance is what Cyrus used, he allowed people's to worship their only religions, and repatriated banished gods, etc etc, except only to what benefited him or his religion.Free religion is a total release from religion. Forced labor is the use of using your citizens to do the work or conscripting them like with the pyramids in egypt where it was a duty like serving 2 years in the military, slavery is forcing a group of people for the rest of their lives in most cases to do work. I agree with you that civics shouldn't affect gameplay too much, they shouldn't give a huge advantage or disadvantage to the civ using them, I'll remember that, I'll tone down the effects.
     
  13. Antilogic

    Antilogic --

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    Okay, were their any major players in this era that actually operated under the Free Religion civic? Or is it an option to simply rename 'Free Religion' as 'Religious Tolerance'? I'm just throwing out ideas here...

    Going off what you mentioned for Forced Labor...maybe something that boosts military support (the extra X units free bonus?). That overlaps with what I posted for satrapies, though...maybe that can provide a different bonus.

    And don't let me push you into adopting my stance on the civics...it's just I find it easier if you only have one or two major effects. That way, people can learn what everything does more easily, and they don't get overwhelmed.
     
  14. Stellan_87

    Stellan_87 Chieftain

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    Hi i got problems with playing your mod/Scenario, it chrashes shortly after the loading screen have arrived, but i can play what i think would be your first version (the smallest map file), i use default map folder and have tried placing it in public maps among wbs etc.with no results would apriciate help :)

    Im just curious, where have you gotten all the information needed for a scenario like this?
     
  15. Drtad

    Drtad It Stinks!!!

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    The scenario is not playable yet, and he answered the information question that I asked a few posts up. Its a website that has info on ancient stuff.
     
  16. ohcrapitsnico

    ohcrapitsnico Deity

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    In addition to that website I spent weeks pouring over the internet, books, encyclopedic websites, etc etc. It was arduous work but thats over(not completely):D .

    @Antilogic
    The free religion are just some things that I added as possibilities that could have happened, like I'm adding in some wonders that can be built later on like the great library, great lighthouse. That reminds me if anyone has any ideas for wonders, fiction or non fiction please tell me, since I want this mod to be a what-if Persia never fell to macedon or conquered the greek city states.
     
  17. Drtad

    Drtad It Stinks!!!

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    Another possibility could be if Persia was conquered by the Medes.;)
     
  18. ohcrapitsnico

    ohcrapitsnico Deity

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    Persia was, they were vassals to Medes, as was Armenia;) Maybe not totally subdued.;)
     
  19. Drtad

    Drtad It Stinks!!!

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    By the way, ohcrapitsnico, how much of the mod/scenario do you think is complete? (percentagewise) I can't wait to try it out.
     
  20. Antilogic

    Antilogic --

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    I have a suggestion for the civics (again):

    Have you seen Aussie_Lurker's Civics Expander? Not the 7-group crazy one with thousands of combos, just the source code he posted for it? If you use that, you can give more specific benefits, like an Oligarchy giving you a free merchant specialist in every city (not any other kind), or boosting the research output of certain buildings...

    It's just a thought, but mixing a benefit or two like those new ones in that aren't in the standard game will give it some more unique flavor.
     

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