What mods would you like me to make?

If you're going to do that, why stop with just the colonization era?

Imperialism II's resource models gels nicely with other historical periods, as well. The first challenge for me in a game of Imp2 is finding some tin (often difficult), so I can add it to copper (which is usually ubiquitious) to create bronze, in order to make ships (bronze doesn't rust, that's why you need it for fittings etc on the early ships) and the early bronze cannon.

Can anything be better suited to a depiction of how the Bronze Age worked, and the importance of tin during that era? To be honest I find it a little out of place in Imp2's timeframe. Bronze certainly regained alot of importance but tin became alot easier to get owing to deep shaft mining. In the Bronze Age, tin was a critical resource, expensive and not easily obtained. Large amounts were needed for certain things - for instance, the rams on triremes, which were solid bronze and required hundreds of pounds of the metal.

Definitely agree, and that's something I'd like to look at during development. Maybe a side project to implement it into the core gameplay.
 
Well yeah, I'm sure there are. But since we don't really know how the various game mechanics are going to work out, it's pretty hard for us to make any concrete suggestions. I suspect you're already playtesting Civ 5 so you're in a much better position to judge what will be needed than anyone else here.

Well that's going right out on a limb! There's others that suspect since I'm here posting, winging about features and speculating that I'm not. ;)

Other than suggesting various scenarios, and I second the Napoleanic era idea, we're just going to be stabbing in the dark. I did however glance at your idea of adding religions back into the game, which I would heartily approve of. Provided Firaxis isn't already planning on reintroducing them in some future expansion. And some aspects of Colonization would be nice. In particular the possibility of developing some sort of manufacturing industry based on resources.

Religions I gave an idea of, but also commented that I would probably skip that project and concentrate on others. But then I'll probably need some sort of model of religion for my main mod.

Hey for all you know I could just be feeling out possible demand for my idea. Of course, colonisation and manufacturing are central to my idea (if you like to read about it). :)
 
I did not read every post in thread. I read the last 2 pages though.

If needed some ideas on religions I could give them, but I don't want to make suggestions. I just want to answer questions first on possible ideas because I would make it too complex.

The things that Civilization is missing that bother me are mostly things you want to add. Basically completely redo the economy in the end. Manufacturing resources like said, but also creating actually trade routes like something in colonization. Specifically the thing that is missing to me is moving things along rivers. For example I mean the Mississippi river was really important for North American colonies and colonization completely left out how important rivers were.

I would also like to see major change to resources. I would like to any animals or crops be turned into a different not so important resource as ore. For example you are lucky and start we horses and wheat...but later through trade other civilizations learn to raise horses and grow wheat. It does not make sense that wheat and horses would be very important resources to have through most of the entire game. I mean as in a civilization could keep a monopoly on them for the entire game.

Well you asked for suggestions anyway. I don't expect these can be done though. Which is the very reason for my lack of interest in Civilization 5. The map is step up with a hexagon grid, but that was not enough of a change to me. I am looking at Civilization 5, and thinking it is trying too hard to dumb down the map to make more interesting wars in the process sacrificing a better economic model.

Hexagon or not I want use the rivers on the map, and I want some simulation of how I can buy bread(made from wheat first domesticated in the Middle East) in the supermarket.
 
Well that's going right out on a limb! There's others that suspect since I'm here posting, winging about features and speculating that I'm not. ;)

Being a beta-tester for one of the Warlords patches didn't prevent me from coming here and posting. I just had to be careful what I stated.

Religions I gave an idea of, but also commented that I would probably skip that project and concentrate on others.

That's too bad, I'm kind of disappointed that it was dropped in Civ 5. Hopefully they'll bring it back again in some form in a future XP.

Hey for all you know I could just be feeling out possible demand for my idea.

I suspect no matter what you do there will be demand for your work. You've established yourself as one of the top Civ modders and people will want your stuff just to see what you're up to.
 
Being a beta-tester for one of the Warlords patches didn't prevent me from coming here and posting. I just had to be careful what I stated.

This time isn't the case. :p

I suspect no matter what you do there will be demand for your work. You've established yourself as one of the top Civ modders and people will want your stuff just to see what you're up to.

Thanks, I just want to make sure it's something fun and exciting. :)
 
POKEMO...
I mean Fall from Heaven.
Gotta spam em all!
 
Modding is really about changing the game. Anything that alters the original released format is a mod. Anything that deviates away from official patch changes or expansion packs is a mod.

For Civ4Col what they're referring to is my PatchMod, which was adopted later by Firaxis (well 95% of it) for the official patch to Civilization IV: Colonization. I also developed on that base to produce Age of Discovery II, which I believe fills out the game into a much more fun and realistic experience of how the Colonization era was.

Thanks, I kinda thought it was something like that. Where can I get the AoDII mod / patch, and what do I do to install / run / play it?
 
What might be interesting, now that we'll have hex movement and tactical combat, is some recreations of actual battles in history. Kind of like those old board games people used to play before computers came along. Recreate the terrain and the conditions of the Battle of Waterloo and see what some arm-chair Napolean can do with it.
 
Thanks, I kinda thought it was something like that. Where can I get the AoDII mod / patch, and what do I do to install / run / play it?

You'll find all the information in the Civ4 Col forums. Please take that discussion there. :)
 
The Age Of Atlantis

*Pick Nations from Europe
*Goal to befriend Atlantis or something like that

lots of civils
 
Decision modpack! If you ever played EU3 - Give us some national decisions for the nation. :D

Example;

- Investing in tower shields gives melee units a bonus, but at research/economy cost.
- Making a duchy out of a city due to overextension - would gain a city-state-like status.
- Adopt x/y faith.

Loads of fun. :D
 
True start lockations in Cradle of Civilization maps(DLC).
And the DLC civs in Earth maps(CIV5).

Have you work on that?

Thanks
 
Suggest what mods you would like me to make for Civ5. This is your chance now to get in before the list becomes too long. Because then you'll have to wait a year for me to catch up. :)

I'm willing to consider one total conversion mod (like the scale of Road to War for BtS) and numerous smaller mod comps (like the Achievements mod for Civ4Col).

Small and easy mode: make the popup for city growth appear also for cities growing past size 5.
 
Hmmm thread necro. Got to love it.

Can I suggest a mod that allows the placement of signs on the map like we could in civ4? It would be helpfull in SGs in particular.
 
Wow, thread necro!

To answer apanag: I already made the true start location earth maps. They're based off the Firaxis supplied Earth maps and are pretty crap, but I've already made that mod. ;)

In all honesty I'm debating whether to mod Civ 5 or not. I might just take my A New World design and make my own game instead. Though I'll need an artist as I can't draw for nuts.
 
oops didnt notice this was a very old thread
 
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