What mods would you like me to make?

Make a real city states mod, where cities can expand themselves by creating suburbs/boroughs via a new settler analogue to take in more land and increase the productivity of the city. You could then add in multiple new mechanics, ie each new borough adds a new build queue but increases corruption/maintenence. You'd have a whole new avenue of how to approach the game: more city states, or larger city states. Probably got a whole new game economy to balance if you wanted to.
 
I would like to point out that 'Blood and Iron', the WWI mod I was really hoping for, will not likely make it before Civ5 is out. I would really like to see a well done WWI mod with lines of supply and everything.
 
OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:

Urban Sprawl:

I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.

Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.

Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.
 
Something similar to Rhye's is the mod I'd like. Separate victory conditions for various civilizations, stability issues, etc. Might even ask the real Rhye!
 
Zulu, I like that idea. I think the only catch would be to allow for trading for food if the mega city gets so large that it has no farmland left. Or perhaps a building like Vertical farms? in RoM2. A real world example could be Singapore or Hongkong. Neither has enough farmland to support it's own population.
 
:think: looking at probably available graphics, probably available coding knowledge...
I guess, the first total conversion will be a historical mod, because this can use most of the included graphics and will not need many extra features.
Most probable i guess is a medieval or an ancient rome mod.
We'll see :).
 
I'd love to see an Ancient Mesopotamia or a Rise of Rome scenario/mod.
 
OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:

Urban Sprawl:

I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.

Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.

Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.

I helped on that mod for CTP2. It was really cool to see your city expand and eat up the land around it. Cities could graphically join, but not functionally.
 
Road to War would be nice.
I also would like to see a near future war mod featuring some sort conflict between China and Taiwan going hot and then dragging in the rest of the Pacific powers and forcing the US to decide weather to help Taiwan. There's a lot of potential for diplomacy in this one.

That's how the 5th age begins in my personal future Fantasy. China attacks Taiwan, the US and Europe retaliate, etc...

Why don't you do some of the scenerios that I suggested?
 
Why don't you do some of the scenerios that I suggested?

Religions? Too easy. I'd leave that for someone else to play with. As I explained earlier, I prefer (and enjoy) the more complex modcomps.
 
I liked the changing seasons in Road to War. That would be a nice addition.
 
Yes indeed, weather is one thing that has always lacked in Civ. However, it would be very difficult to model weather in a game where 1 turn could be 50 years or 1 year depending what stage of the game you're in. :)
 
Yes indeed, weather is one thing that has always lacked in Civ. However, it would be very difficult to model weather in a game where 1 turn could be 50 years or 1 year depending what stage of the game you're in. :)
True.:sad: But perhaps it could be an option that is enabled for turns that take weeks.
 
I liked the changing seasons in Road to War. That would be a nice addition.

I think that changing seasons would be good for my idea (American Western Expansion... on the second page of this thread), as well. Especially if the timing is done on a seasonal or monthly interval.

Depending on the ease of the mod tools and my time availablity, I may give it a stab myself. Though, I would probably still need assistance with the extra elements like none core civs, units, etc. That is, unless they offer tools that would make the creation of such things relatively easy (I'm thinking tools like the Sims and Spore Creat-a-<blank>, only not as in depth... just basic enough so that we can modify leader and unit graphics with simple clothing and pallete swaps, draw or import civ flags, etc and define the attributes of the given civ/leader/unit, etc.)

Anyway, I just thought of something that might just be up your ally, Dale... Nomads! Coming from my American Western Expansion idea, what I am thinking is that it could possibly be based on the city-states. Instead of being fixed, however, the civ can pack up and move along elsewhere. The biggest challenge would be implementing why they move. Of course, if a regular civ settles a city near the nomad camp (and the camp falls within or close to the cities borders) they are forced to move. In other words, they become packed up and kicked out of the closest border. While in wander mode, they cannot produce anything until they settle again. Another cause for them moving could be that when they settle near game resources, they receive a significant bonus allowing them to produce simple structures (like totems and specific huts which give bonuses) and units. After a few turns of being "mined" by the nomads, the resource dissappears and reappears at another location.

I think that in American Western Expansion, this would be perfect for Native American tribes. Beyond that, it could also lend itself towards other scenarios like a stoneage based scenario or could even be implemented in a full game towards the beginning. It could also extend the full version where the player starts out as a nomad civ in a prehistoric age who has to move around the map conflicting and competing with other nomad tribes while they follow the herd and seek a place to settle. Once they reach a certain point (like the techs that form the foundation of civilization), they can settle down and create a city-state which then moves on to become an empire.

What do you think? Of course, a lot of it may depend on what can be accomplished with the tools... but it sounds like it could be a cool feature.
 
well of course I'd like to see The Ancient Mediterranean mod evolve with the new game, with a bigger map that covers part of northern Europe, Arabia, and the Indian subcontinent.
 
well of course I'd like to see The Ancient Mediterranean mod evolve with the new game, with a bigger map that covers part of northern Europe, Arabia, and the Indian subcontinent.
Oh Crap!:eek: I forgot about that one. Such a great mod.
 
Dale - While discussing in another thread about the 1 unit per tile issue, I came up with another idea. Of course, it depends on the gameplay and how it works, but the idea follows in the quote box (after the link to the discussion):

Still, there would have to be some sort of defensive units in a city. Maybe if a garrison (as you mentioned) in a city allows for multiple units to be stored inside the city, I could see it (perhaps a barracks - as a base - could allow X number of units and a will will allow +Y additional units and so on, I could see that working out.

Forts could also work the same way, just outside of the city. That could make the taking of forts to be a crucial part of a war. For them, their base number could expand through improvements over time (either built manually or done automatically like in Civ 4 with cottage->village-> town and fort graphics). Maybe the player could build a watch tower at the beginning, which in turn could be upgraded to a keep, then a fort or castle.

To expand a bit, in Civ IV (and earlier civs if my memory serves me correctly), Castles were always a building improvement. However, I think with the above description, they could now be an external element to the city (which I would feel to be a bit more realistic). I think that the way it would work would be like this...

First, a note... this whole idea is assuming that the gameplay will feature one-unit-per-tile gameplay, but allow for garrisons to be kept in cities and such. As such, let me break down my hypothesis first, however, keep in mind that any numbers I give are purely speculative.

In basic cities, the player can have a garrison of two units. As they build up the city, certain buildings (and maybe even civics... or whatever replaces them) will allow additional garrisons. For example, barracks could add an additional garrison and walls could add a couple more. This could keep increasing (possibly to a max number) as new buildings are built.

With that in mind, forts and castles could work similarly. Early in the game, the player will be able to build a watchtower. The watchtower can be built anywhere on the map outside of other nations borders. In other words, they can be built inside your borders, or in the neutral (open) territory. They will allow for a garrison of two units. Once the player reaches a certain tech, they can then upgrade the watchtower to a keep. This will increase the total garrison number by another 2 units. Further along the tech tree, they can then upgrade the keep to a fort. (At this point, they could even name the fort, like Fort Sumter or Fort Bob, etc.) A fourth stage could possibly be a citadel.

For castles, they work similarly, but with some important differences. First of all, they can only be built within a nations own borders (though, if they are taken by an invading army, the invaders can then use it as a foothold for the invasion... or they could just destroy it). Second, because they are within the border, they provide additional revenue to the closest city. It would also allow for an additional defenders during an invasion to help the city. Finally, castles would become available at a later time (late classical ore early middle ages) and would become obsolete after a certain point (shortly after gunpowder). They could still be used to defend, but only against non-gunpowder (or later) units. Garrisons could still be kept there in accordance to there level, but they can no longer be improved and no new ones can be build once they are made obsolete. In addition, the city loses the revinue from them. However, castles that survive to the modern ages could possibly return revinue again (to demonstrate tourism).

With Castles, a similar progression to the forts could be used, only there would be fewer levels or less time between availabity. It would naturally start with the Motte and Bailey castle and progress up to a full fortress. Maybe Motte and Baily -> Castle -> Fortress. (Additional levels could be included, but I am drawing a blank on my castle lingo at the moment.) Once they reach the Castle stage, again, the player could name them.

On a final note, the castle/fort progression could be done automatically (a la Civ 4 cottages) or be built and upgraded manually. Whicever the case, once a particular level is available, the player can build any lever (with longer time taken to do so). For example, if the player has reached the tech to build a fort, they could choose to build a watchtower (for a quicker build) or go straight to the fort, though it will take longer to complete.

Well, that is my idea. Again, I am assuming that the gameplay is (as suggested) one-unit-per-tile only, but that multiple units could be garrisoned for defense. If that is the case, though, it may already be in the game that way. (Though, I would be really surprised... not to mention really proud of myself... if what I just described is already how it works in the game.) If it is not, however, this could be a good mod comp for you (or other willing experts) to explore.
 
Thorburne, AWESOME idea man!

Let's extend it a little further..........

Once the tile reaches Keep or higher, there is a small chance of population settling in that tile. This chance would be influenced by nearby resources, threat level and even Keep level and contained garrison. If the conditions are good, then a population unit will settle there and the Keep (or higher) turns into a city. Then you can do all the normal city things.

To accommodate this in fashion, Keep and higher would exert control over the adjacent tiles. A neat way of expanding your borders without the expense of a settler. And over time if the Keep is in the right place then it may turn into a city.

I would change your flow slightly, watchtower --> fort --> keep --> castle. Once it reaches castle, and has a settlement (ie: a city on that tile) it automatically transforms into the city building "castle" and can follow that path.

This process would not be possible for watchtowers or forts.
 
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