What mods would you like me to make?

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.

Thanks! Of course, once we learn more details, it would be fleshed out as necessary, but I think it could be a great gameplay element.

(On a side note, I never thought I would say this, but I am really looking forward to the next issue of GamePro (hopefully, and I am assuming so since it is a cover story, there will be a lot of good information about the game).

Anyway, what do you think about my Nomad idea earlier in the thread?
 
Didn't many cities, some that still exist, get their start as Roman forts?
 
Anyway, what do you think about my Nomad idea earlier in the thread?

I think we need to see how city-states play before looking fully into nomads. We don't know anything on how they'll act. If city-states pop up during play, then I don't think there really is a need for nomads. I'll reserve till we know more.
 
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.

Yeah, sorry, food trading is implied. I only didn't mention it because city food trading is already in Rise of Mankind (A New Dawn, I believe).
 
Yeah, sorry, food trading is implied. I only didn't mention it because city food trading is already in Rise of Mankind (A New Dawn, I believe).
I have downloaded it, but not played yet.
 
Of the ideas submitted thus far, my preferences is the American Westward Expansion one. Mostly because it would be different - I've yet to see any Civ mods of that sort. The problem with WWII, Rise of Rome, and such is that there are already such good mods for them in Civ3/Civ4 that there's not an overwhelming need for another such mod in Civ5. Hence why I'd like to see something on an entirely new topic.

A few other areas I haven't seen mods on (granted, I'm not that well-versed in Civ4 mods) that might be interesting:

*A medieval Africa mod. Perhaps about the rise of Mali. I don't know much about this at all, but it'd be different and thus probably quite fun.

*A mod that focuses on the Vikings. There's a lot of mods on medeival Europe in general, but I don't know of any that really focus on the Vikings - making them unique, changing the gameplay style and so forth.

Basically anything that doesn't already have a very good Civ mod would be in my first choices. I wouldn't be too opposed to a remake of something that has only a so-so Civ mod (Napoleon comes to mind from Civ3, although there may be a good Civ4 mod of that I'm not aware of), but a remake of a mod that already has an excellent Civ3 or Civ4 version just wouldn't be as exciting, and WWII pretty much leads that category. You've done one excellent WWII mod, keep it fresh with something new and different.
 
*A mod that focuses on the Vikings. There's a lot of mods on medeival Europe in general, but I don't know of any that really focus on the Vikings - making them unique, changing the gameplay style and so forth.

I like this idea... maybe it could be a little similar to the Mongol scenario from Civ 4 Warlords, only with the Vikings as the group that you control and instead of going around making camps, you have to use your longships and berserkers to perform raids on european settlements, while exploring and colonizing distant lands (Iceland, Greenland and North America).

BTW, thanks for recognizing AWE. :) I understand what you mean about the repeated scenarios. They do get tired, but sometimes it is interesting to try them with the new gameplay features of a new version. One thing I would like to see would be a collection of scenarios which would be a throwback to one of the expansions of Civ III that had scenarios from various points and locations in history.
 
Some of this will be reiteration of previous statements:
-WWII
-Something non-Eurocentric (Islamic Conquests, another Mongol scenario, ect)
-Cold War
-Potentially another FFH-related one, if the team agrees to it?
-Another bullet point purely because I am not anticipating doing actual work
-Final Frontier, but improved (Improve it as you wish, I am merely a messenger.)
 
BTW, thanks for recognizing AWE. :) I understand what you mean about the repeated scenarios. They do get tired, but sometimes it is interesting to try them with the new gameplay features of a new version. One thing I would like to see would be a collection of scenarios which would be a throwback to one of the expansions of Civ III that had scenarios from various points and locations in history.

My knowledge of that topic is near zero. I would not benefit a mod based on that topic sorry. Maybe PM Flintlock from the Civ4Col community, who's working on 'Westward Ho'. :)
 
i second Thorburne's idea. its brilliant :D

One thing id LOVE to see is Unit abilities (if you are familiar with Fall From Heaven, akin to the spells in FFH) and GREATLY expanded promotions (again similarly to in FfH)
 
Road to War for Civ V would be an excellent place to start.
I'm sure FfH will be done.
Also a big Religion mod for those that miss it, if in fact it is gone. Maybe "The European Reformation."

And now for something off topic.
actually, ranged bombardment was in civ3.
But even then archers didn't have a range of two tiles, only battleships had that. In Civ3 you could rationalize that the battle occured at the edge of the tile and the catapult doesn't have a range of a hundred miles, its just being rounded up because the stone passes over the line.

EDIT
I see Dale said no Religions because it would be too easy. Neverthless, there would be many challenges to representing the era from 1350 (following the plague, thus empty lands must be recolonized) to 1815 (the end of the Napoleonic Wars). Along the way you have the hundred years war, the thirty years war, etc.. You could detail the different kinds of military technology such as the snaphance and wheel lock. The printing press is invented and improved and has profound effects. Plenty of material. Also it fits on one continent, so map scales can be reasonable.
 
On the subject of keeps and forts, I think that if your attackers are limited to one unit per tile, the maximum that anything should allow is 3 units, and that should be a late-game improvement; a fortress, or army base.
There are other effects that you can throw into the mix to ensure that each upgrade (from whatever to whatever) is beneficial. You can go for the old defensive bonus. You can allow that tile to send resources or productivity to the nearest friendly city. You can cut supply routes, if any are in the game/mod. You can have it lay down culture and claim land.
The watchtower - fort - - - - castle progression could be for outside your borders. The forts clearly allowed for some degree of settlement. I'm not sure that new cities could be a good mechanic, not without the option to say no at least, and also because if it affects gameplay enough to be interesting, forts will cost too much to build, in order to prevent people getting free cities. Perhaps if forts simply allow two units and spread borders that'll be enough of an incentive for a player to colonise his forts; the culture will allow the city to flourish more rapidly.
If forts also convert to barracks inside a city, that'll give incentive to found the city on the fort, not next to it.
You can then have a barracks-keep-castle progression.
 
Just a clarification please? Is it one unit per tile, period? OR is it one civs units per tile, unless there is war?
 
On the subject of keeps and forts, I think that if your attackers are limited to one unit per tile, the maximum that anything should allow is 3 units, and that should be a late-game improvement; a fortress, or army base.
There are other effects that you can throw into the mix to ensure that each upgrade (from whatever to whatever) is beneficial. You can go for the old defensive bonus. You can allow that tile to send resources or productivity to the nearest friendly city. You can cut supply routes, if any are in the game/mod. You can have it lay down culture and claim land.
The watchtower - fort - - - - castle progression could be for outside your borders. The forts clearly allowed for some degree of settlement. I'm not sure that new cities could be a good mechanic, not without the option to say no at least, and also because if it affects gameplay enough to be interesting, forts will cost too much to build, in order to prevent people getting free cities. Perhaps if forts simply allow two units and spread borders that'll be enough of an incentive for a player to colonise his forts; the culture will allow the city to flourish more rapidly.
If forts also convert to barracks inside a city, that'll give incentive to found the city on the fort, not next to it.
You can then have a barracks-keep-castle progression.

Perhaps cities could only start from a fort if there is a set of requirements met. Maybe, length of time at the location, proximity of natural resources, proximity to fresh water, number and activity of own forces, is it or could it be a trade route. And it would require a hefty gold payment.
 
- CivImpII: Bringing Imperialism II to Civ5.

Such Imperialism II conversion is an nice idea. Even if I still would prefer Civ5 Colonization. (But please dont focus to much on WoI, add for example some kind of Dominion or Commonwealth Victory instead.)
 
Such Imperialism II conversion is an nice idea. Even if I still would prefer Civ5 Colonization. (But please dont focus to much on WoI, add for example some kind of Dominion or Commonwealth Victory instead.)

WoI would be something incorporated, but you would play from the perspective of the Mother Country, not the rebels. ;)
 
EDIT
I see Dale said no Religions because it would be too easy. Neverthless, there would be many challenges to representing the era from 1350 (following the plague, thus empty lands must be recolonized) to 1815 (the end of the Napoleonic Wars). Along the way you have the hundred years war, the thirty years war, etc.. You could detail the different kinds of military technology such as the snaphance and wheel lock. The printing press is invented and improved and has profound effects. Plenty of material. Also it fits on one continent, so map scales can be reasonable.

My idea of returning religion would not match how they play in Civ4. I would disconnect religion from techs, except for some basic reliance (eg: obviously you can't found Hinduism if you only have Monotheism, and can't found Christianity if you don't have Monotheism). I would have certain techs increase the chance of a Great Prophet appearing and then the GP founds a religion.
 
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