What mods would you like me to make?

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.

That is a good idea. I think that beyond techs, other factors that could lead to the available religions to found could be resources available to the host Civ, as well as other religions. For example, you may need incense (a very important resource in many religions), and in order to found Christianity, you need Judaism within your borders (the holy city would be founded in (one of) the city(-ies) that has Judaism.

Also, I think that a civ shouldn't be able to adopt a religion until it is available in the capital city.
 
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.

What's say we bring back a more civil thread...

Anyway, I was thinking about the whole fort/castle idea and I have to say that I do kind of prefer making them seperate improvements. When I think of forts, I usually think of the frontier forts (or coastal forts like Fort McHenry in Baltimore, MD:D) that were used primarly for defense or as a base for military troops. Castles, on the other hand, were more defence and government centers where the local lords would reside and govern and tax the local provinces (hence the reason for commerce boost to the closest city). I think I would prefer castles as an external element to the city as they were more often not within a city limit.

That said, I do understand how having two improvements which have the same basic function (to act as garrison locations for troops) can seem a bit reduntant and possibly make things a little more complex then they need to be. I also like your idea about allowing forts the chance to turn into towns after upgrading to a certain point. And, of course, as I suggested earlier, you should be able to name the fort after you get to a certain level.

In any case, I definitely think that it is worth exploring, especially once we learn more about the mechanics of Civ V. And no worries about AWE! If Firaxes releases the tools that help to simplify modding a bit (;)), then I may try my hand at it myself.
 
My dream is an Great "Age of Discovery/Colonization/conquistadores" MOD!!!!!

With a lot of new civilization to meet/conquest or to play:
Sioux, iroquois, apaches, navajos...
Inuits, Haidas, Yupiks, Tlingits in north A
Arawaks and Carribs in carribean
Mapuches, tupis and guaranis in south A

And
Benin, Nubians, Kongo, Monomotapa, Mali...for africa

and
Polynesian, maori, aborigene, papuan for pacific


Yes I know I'm greedy ;)
 
I really like themed mods after various historical periods, like British isles after the fall of Rome, Afrika in the Middle Ages, Japan before united Japan, Mediterranean after the death of Alexander and so on.

Also, mods after different games I like: Warhammer 40k, Vampire: The Masquerade (no idea how to transfer it to civ... make all map a one huge city where various clans struggle for power?)
 
WoI would be something incorporated, but you would play from the perspective of the Mother Country, not the rebels. ;)

Indeed, it is. :)

What I love about Col is the economic system: producing and consuming every single good. And having pretty deep control about it.

What I dislike is just the fact im basicly forced to go for Independence. Well, it is possible to play without WoI, but thats not the game is designed for.

What I would love to see, is something much more flavourish. Just an very small Example based on C4C: The King should be not just the bad guy, like in C4C. I would love if he were both - sometimes nice, sometimes bad.
Maybe he is lends me out an second caravell. I will get this with the fixed order "We heard about the spanish settlement of Isabella*. Sail out and find it." So I have to explore. Once I moved next to Isabella with exactly THAT caravell(!), the job is done. Maybe the King wants his ship back now, or he will gift/sell it to me.

*Put in what you want to be searched/transported... Seven Cities of Gold, Colorado, The Valley of Death, all Europeans, a fixed Number of Furs ... whatever.

OTOH, he may force me into wars or want me to DO something else. Not just asking for Gold. Thats how I think it shloud be.
 
I see what you mean, Zulu. It's hard to say what mods to make if we don't know what will be included in Civ 5. However a few modcomps come to mind:

Civ Specific Great People

Let's leave that one to the experts on the matter. ;) :D

MY ideas so far:
- CivImpII: Bringing Imperialism II to Civ5.
- CivPG: I'm surprised no one asked for Panzer General.

I would like to see something along the lines of Pacific General. Wolfshanze did an excellent mod for it back in the day, though sadly it doesn't seem to be hosted anymore. I'd even be willing to help you out. :mischief:
 
WWI
WWII
RoM & AnD

And something like a mix between hearts of iron 3 and CIV :D.

Or am i going to be banned for saying something like that? :crazyeye:
 
With one unit per tile and the apparent degree of importance that each tile is going to have and the difficulty in occupying tiles (from what has been rumored), a WWI trench warfare mod will be essential and extremely fun. This combat system sounds like the perfect system to finally give the trench warfare of WWI its due justice. In every other civ I have ever played WWI mods were never any good. I am certain that if the combat system is as we believe it will be, all of this will change.
 
Wud luv 2c an atlantis mod, mor than enuf history n space games.
1st version: Takes place on ocean floor, perhaps factions like smac: Science oriented, warriors, laborers etc...
Start with domed cities, (grafx from dunewars mod) later tech enables suspended "bubble like cities" (remembr jaja binx city in star wars?).
Surface dwellers are barbs, animals are giant squid, sharks n whales etc...but neither barbs nor animals decrease during game.
(landscape can borrow from planetfall mod) kelp or seaweed forrests (random event of getting stuck n suffocating), of course fish, clam/pearls, crabs etc... Shipwreck treasure huts (ffh grafx), malestroms random event (final frontier black hole grafx wud work).
COLORFUL CORAL REEFS IN COASTAL AREAS YEILD FOOD, COMMERCE AND HAMMERS MAKING THEM ATTRACTIVE TO BOTH ATLANTEANS AND LAND DWELLERS (BARBS), USE REEFS AROUND ISLANDS TO MAKE SMALL ISLANDS MORE ATTRACTIVE TO ALL.
Perhaps the pacificans (breakoff faction from orignal sinkng of atlantis) are the other continent(sea)?
I'm sure there are plenty o' stargate atlantis fans cud contribute ideas.
Victory: Atlanteans unite (domnatn or diplo) or emerge/surface (replaces spaceship by constructing floating city or tech to surface the bubble cities).

Scenario: Atlantis emerges/ surfaces
atlantis is another nation in standard civ game (like pirates in SMACX) but typically only settle watr tiles, due to receiving combat, defense penalty on any land form, cities get litl or no fortficatn bonuses, but receive all corresponding bonuses in water: Lakes n streams, rivers get hill bonus, coastal get higher, then open water get mountain bonuses. Xtra food, econ n prod boons from water as well, from open water also.

P.S. PERHAPS MER-PEOPLE?
Thanx 4 yur attention n consideration,nz
 
Conservatization: The Trustworthy mod.

Civilization has too long shown a liberal bias that is counterfactual to the observed conservative reality that the principles of the founding fathers and Judeo-christian thought were responsible for all thats good in the world. I advocate a mod where the value of religion and the true face of communism is shown, Ronald Reagan as America's leader and the removal of the global warming mechanic.
 
nude patch.

joking aside, im a fan of anything that expands the tech tree and gives more building options. its likely that there will be some pretty big gaps that will need to be filled in, if civ4 is any indication. ancient-medieval era especially benefited from the additions in RoM+AND.
 
perhaps a pirate themed mod to capitalize on its current popularity? (if a redo of sid's please loose the dancing, gives me carpel tunnel evry time i play it, especially on laptop). the upgradeable ships, cannons, swords, rifles and types of cannon shot would jive well with that sub tech idea.

i liked the previously posted idea of a revisit to the civ3 snearios mesopotamia and the mesoamerica scenario redone but expanded, to include north america, so you start with aztecs, mayans etc in central america but native americans (indian tribes) in north america. at appropriate time frame (depending on setting) the colonists begin appearing.
 
How about a mod where you take city specialisation to a new level. For example you could make a city a 'production city' a 'commerce city' or a 'food city' each being able to build different buildings (possibly units, if you make some units require buildings) and have different strengths and weaknesses. Production cities would get a bonus on their production and provide an empire production bonus (i.e. adding production to the production a city would gain from the tiles it works) as well as having more hit points, and slowed growth, and have access to buildings associated with military and production, Commerce cities would have a bonus on their commerce and provide an empire wide commerce bonus (i.e. adding commerce to that which a city already produces) (and have normal hitpoints and growth rates) and have access to research and gold increasing buildings, and food cities would provide an empire wide food bonus (i.e. some extra food would be added to the food a city gets from the tiles it works) as well as growing faster and having lower hitpoints.

Another one would be the ability to 'move' your population around. For example if City A is three population points over the happy cap, and City B is three under it, you can move the 'excess population' to city B (possibly sending those cities into revolt, depending on whether you think that's neccesary).
 
A nomadic mod where you actually had the ability to pack up and move your cities, including the improvements, would be cool, especially if done on a smaller time scale that would allow for changes in the tiles that would make you want to move your cities, and a good representation of the Mongol conquests would work well, especially with that nomadic system.(the Warlords one wasn't exactly "good").
 
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