What would I need to do to implement these ideas?

bisonbison

Chieftain
Joined
May 13, 2006
Messages
9
So I had a few ideas I was thinking of modding, but I have no idea where to start.

1. Automovement change
When choosing a route to a target space, the AI will pick a path that maximizes speed, then end-turn defensive value. But if it's a multi-move turn, I'd like it to add a tertiary consideration: permafog. That way you can select a route for a scout and know that he'll take the sidelines if it reveals a little more.

Also, automoves should stop at the revelation of a new goody hut.


2. Making World Wonders national wonders or 'known world' wonder
I'd like to make it so that anyone who invests in a world wonder can reap the benefits - England had its stonehenge, easter island had its heads, Afghanistan had its giant cave buddhas...

In the end you might have to move the value down, or give a first finder benefit, but I think it makes it more sense that the aztecs had their pyramids and the egyption theirs.

3. Make religions 'known world' religions and competitive
If you're researching mysticism and you get it, you should found a religion, unless another Mysticism religion exists in a civ you have contact with. If you found polytheism, you should found a religion, unless you another Poly religion exists in a civ you have contact with, and so on.

However, to keep this from being a massive inflationary bonus, Mysticism religions that spread will replace any existing Myst religions. And any religion spread in a city will have a 50% chance of removing another religion at random.

4. Promotion
Where are the promotion variables kept? I'd like to produce a few more medics without micromanaging.

5. Start without UU but keep them in game
any civ that discovers a UU-enabling tech has the choice of making that its UU for the game. UU's are not exclusive, so both France and Germany can choose Panzers as their UU if they haven't used the slot by the industrial age.

6. Starting techs are randomized and weighted by nearby terrain/resources at the start.
Rather than having Poland start every game with agriculture and hunting, it would just get two at random. But every hill adds X% chance to mining, and every river square adds to agriculture, every ocean square adds to fishing, and every land square subtracts from fishing.
 
1) Quite a bit of SDK tweaking needed here to alter the pathfinding. It also suffers from the fact that if you had a settler on auto-move you would want it to stick to visible land. I'm not sure how easy it would be to tweak the pathfinding to get it to do this. I might check it out.

2) XML fix. CIV4BuildingInfos.xml I think.

3) A bit of XML work to add all the extra religions, and then either SDK/python tweaking to get it to work how you want it to. I think you can handle it all in python.

4) I presume you mean with auto-promote units turned on? This will be somewhere in the SDK - beware though, as changes made to the function which controls this will also probably alter the way the AI chooses promotions.

5) Probably could do with a python script

6) Python script - and I like this idea.
 
I agree with TGA on every point... yes I'm feeling lazy today, but hey, thats what you get when you went on a drive that should have taken 2 hours but turned into a 6 hour extravaganza.

Anyways, I like point #6 so much I am starting to work on it right now, if no one objects, bisonbison? Do you object if I implement it?

EDIT: One thing about point #6 how far up the tech tree should I go?
 
TheLopez, go ahead.

As far as depth, I think you should just stick to the first six techs, since most of the second level techs are more powerful/reveal hidden resources.
 
You might also give the player a set quantity of Reasearch Points towards thouse techs so you might get 50 in fishing, 25 Farming, 19 the Wheel ect ect. Under such a system a bit of research into second tier techs wouldn't be too unbalancing if it set up such that you dont typicaly exceed 50% in a second tier tecnology.
 
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