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. 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.