EmpireOfCats
Death to Giant Robots
Thanks for the offer. My suggestion would be
The Zombie Wars -- "A mod inspired by Max Brooks' World War Z".
I could think of two ways to do this:
"Fighting back the plague": Szenario starts in the modern era with most of the world overrun and only some cities (not: countries) holding out, probably on a smaller map. Would fit in nicely with the concept of grateful city-states. Victory condition is killing every last zombie. Not much new technology, if any.
- Danger of wounded units becoming infected themselves when they lose a battle (fitting into the new combat system).
- Cities run a risk of becoming "infected", in which case they lose 1 population per X turns until completely depulated. The danger of infection increases with the number of roads, airports, harbors, trade routes; decreases with hospitals and "barricades" (walls).
- Great People are "legendary zombie fighters" or "Great Survivors" (have fun with the names here -- Ash; Shaun; Zoey, Bill, Francis, Louis; Rochelle, Coach, Ellis, Nick ...) When they are in a city, the infection is halted, but not cleaned out; that might need a special unit
- Infected can "hide" in forests (fitting into the new combat system as we know it)
- "Slow" ("Romero") zombies move only one squa- (oops) hex per turn and are fairly easy to kill, but appear in large numbers. "Fast" ("28 Days") zombies move fast (whatever that will be) and are harder to kill, but there are fewer.
- "Slow" zombies move randomly, but are attracted by units, cities, fortifications, and tend to stay on roads once they find them. They cannot cross seas or rivers without bridges
- "Fast" zombies move in a straight line, randomly determined (making them more dangerous because they can penetrate deep into countries) and can cross rivers and shallow water
"Zombie-added Civ": Normal Civ V but instead of barbarians, we have zombies during the whole game, with some of the mechanisms above. Other ideas:
- "Zombie cities" produce "waves" of "slow" infected every x turns.
- When zombies overrun a formerly human city, these not only turn out "slow" zombies in waves, but also "fast" zombies (making the lost of a whole city a very serious problem)
- When a capital is overrun, it produces a "Great Zombie" that has a high chance of infecting a city if it reaches it (forcing the player to concentrate all resources on stopping it)
- All continents and islands without human populations automatically have zombies hidden in the forests
- Scouts and explorers have a certain immunity and can see zombies in forests, making them more important
- Atomics can stop the infection but destroy the city, have a small chance of producing a Great Zombie (mutation), and really make people mad by "destroying moral" (increasing the chance of infections spreading to other cities)
- There could be a "zombie fighting tech tree". Should include chain saws.
A lot of this depends on what the final game actually looks like, of course; these would be ideas based a lot on Civ IV. Oh, and thanks again.
The Zombie Wars -- "A mod inspired by Max Brooks' World War Z".
I could think of two ways to do this:
"Fighting back the plague": Szenario starts in the modern era with most of the world overrun and only some cities (not: countries) holding out, probably on a smaller map. Would fit in nicely with the concept of grateful city-states. Victory condition is killing every last zombie. Not much new technology, if any.
- Danger of wounded units becoming infected themselves when they lose a battle (fitting into the new combat system).
- Cities run a risk of becoming "infected", in which case they lose 1 population per X turns until completely depulated. The danger of infection increases with the number of roads, airports, harbors, trade routes; decreases with hospitals and "barricades" (walls).
- Great People are "legendary zombie fighters" or "Great Survivors" (have fun with the names here -- Ash; Shaun; Zoey, Bill, Francis, Louis; Rochelle, Coach, Ellis, Nick ...) When they are in a city, the infection is halted, but not cleaned out; that might need a special unit
- Infected can "hide" in forests (fitting into the new combat system as we know it)
- "Slow" ("Romero") zombies move only one squa- (oops) hex per turn and are fairly easy to kill, but appear in large numbers. "Fast" ("28 Days") zombies move fast (whatever that will be) and are harder to kill, but there are fewer.
- "Slow" zombies move randomly, but are attracted by units, cities, fortifications, and tend to stay on roads once they find them. They cannot cross seas or rivers without bridges
- "Fast" zombies move in a straight line, randomly determined (making them more dangerous because they can penetrate deep into countries) and can cross rivers and shallow water
"Zombie-added Civ": Normal Civ V but instead of barbarians, we have zombies during the whole game, with some of the mechanisms above. Other ideas:
- "Zombie cities" produce "waves" of "slow" infected every x turns.
- When zombies overrun a formerly human city, these not only turn out "slow" zombies in waves, but also "fast" zombies (making the lost of a whole city a very serious problem)
- When a capital is overrun, it produces a "Great Zombie" that has a high chance of infecting a city if it reaches it (forcing the player to concentrate all resources on stopping it)
- All continents and islands without human populations automatically have zombies hidden in the forests
- Scouts and explorers have a certain immunity and can see zombies in forests, making them more important
- Atomics can stop the infection but destroy the city, have a small chance of producing a Great Zombie (mutation), and really make people mad by "destroying moral" (increasing the chance of infections spreading to other cities)
- There could be a "zombie fighting tech tree". Should include chain saws.
A lot of this depends on what the final game actually looks like, of course; these would be ideas based a lot on Civ IV. Oh, and thanks again.