Warlords-style nomadism

Redking

Prince
Joined
Dec 13, 2002
Messages
387
Location
Where all roads lead to
I've looked, and am left wondering if anyone has put out a mod or mod component that expands the nomadism from the Warlords Mongols/Genghis scenario to be a option/civic for any civ.

Yes, I've seen Optimizer's "Nomadism" mod. And no, that's not what I'm after.

Thank you.
 
Well, I don't see why not... If handled like the Genghis Khan scenario, the AI won't have to do much...

I'm giving nomadic civs bonuses to beakers from capturing cities (when combined with Lopez's Tech Conquest mod) and extra gold from pillaging because that's really the only way they'll be able to keep up.. maybe extra good stuff from goody huts too would work.

But their penalty is that they have trouble holding cities... so they're good when raiding, but they're not particularly good at keeping what they take. At least not early on...

So the AI will declare war on the first people they come across since that's really the only way they'll be competitive.
 
You forget, the AI never has to play as Genghis in the Mongol senario. IT does indeed seem to me that the AI will be the biggest challenge to making this work.
 
What does the AI have to do? Units would spawn automatically and the AI already knows how to move units, attack, etc... The key to staying competitive for a nomadic civ would be to successfully make war on its neighbors... it doesn't have to conquer them... just raid them. And if they hold some of those cities, all the better... the AI understands that.
 
The AI would need to know that they have to leave the Camps on certain terrain in order to get certain units.

Idea! What if a nomadic civ could at some point or after a certain condition is achived (or maybe the camp could spawn a special great leader that would allow the civ to unite) the civ could hold cities like normal civs and no longer can recive camps.
 
Promotions. The promotions are going to be representing a couple of things... once you've discovered domestication, when the tribe encounters new animal resources, they get a promotion with a picture of the animal which opens the possibility to get cavalry units... once you have the necessary tech to get cavalry units.

Promotions will also represent specialists moving with the tribe... think of it like buildings but without the... uh... building. And these people would affect the percentages of spawned units. As the Camp grows, more promotions become available. They're not earned through combat, but are given each time the camp grows one size.

But I figure that no player is going to be fully nomadic for more than 50 turns... By that time, they'll probably have captured a barb city or some other player's city by then and the camps will be more for providing additional units.
 
Sorry, I guess it's easy to understand when it's your idea ;) What I meant to say was that promotions are the way in which the odds of getting one unit over another change... and some promotions give a boost to the chance of getting a unit.

So, for example, you might get a promotion that says "Blacksmith" and it will increase the chances of getting melee and mounted units.
 
Top Bottom