Wildfire Mod Request

nate022

Chieftain
Joined
Apr 28, 2006
Messages
23
Location
Washington
This idea is for people who do not have a current project. Excpect little to no help from me cause my knoweldge of modding civ4 extends only to xml.

Improvments in your territory under specific conditions and multipliers can set ablaze and spread to neigboring tiles. The effect, simple is the destruction of improvments and a after effect similiar to fallout.Wildfires can spread to a city and destroy some fo your improvments(Parthenon will be less likely to burn than a temple)Workers and later firefighters can contain the fires. You can also raze your enemy's terriory by setting it on fire and watching their empire burn to the ground:lol: Certain buildings can reduce the chance of a fire in your cultural boundaries(firehouse, Indoor plumbing,etc.)Cities , if left on fire can burn to the ground.Fires also effect units on that tile by removing strength per turn depending on the magnitude.

I can help with ideas but that's about it. I hope is interested cause im lookin forward to slash and burning my enemy's
 
Hmm, interesting idea, I'm currently working on a few other projects, but when I get free time, if no one else has done it yet, I might look into this. :)
 
Lord Olleus said:
Well fires are really to short lived to be represented in a game where a turn is several years.

But turns don't have to take years, they can just as easly be a month, week, season, or single year. :)
 
Well I guess the mod can be applied to a short mod such as mod spanning only a year or so. The mod also doesnt have to be realistic like everything else everyone is trying to do(As if the true goal of civilization is to accurately mimic real life:rolleyes:) lets have fun for a change rather than makin everything perfect!!
 
Lord Olleus said:
Well fires are really to short lived to be represented in a game where a turn is several years.

Well, areas struck by fire sometimes take years or even decades to fully recover... especially if they have a spate of bad fires over the course of several years of unusually dry weather.

I would say that any fires should be calculated for a single turn... so if a fire starts on a Plantation, for example, it won't be on that tile one turn, then the adjacent tile the next and maybe hit a city the turn after that...

You would just have one tile selected as the epicenter and then a random seed that would generate the amount of destruction to be dealt in that one turn.

Of course, as I said, there tend to be years at a time of bad fires... so you could have the same general area struck for several turns... though, if you do that, I would suggest that you don't have five tiles burning down every turn as that would leave absolutely nothing left by the time it ended...


One of the ideas I'd had was interdependent disasters/random events...

So, maybe you could have many different kinds of disasters:

Earthquake
Volcanic Eruption
Hurricane
Draught
Climate Shift
Flood
Fire
Plague

Anyway, Fires and Floods would certainly happen on their own, but they could also be the byproduct of other disasters...

For example, you might have several years of Draught start at one point, during which there will be a much higher chance of forest fires in the affected area. Similarly, Earthquakes and Volcanic Eruptions could trigger forest fires in the turn in which they strike.

And a general global Climate Shift would cause draughts in some places, wetter weather (and thus Floods and Hurricanes) in others. Wetter conditions as well as Floods could increase the chance of Plague also which would attack population and reduce unit strength...

It would certainly provide something to do in those inter-war periods... as well as keep Workers busy at a time when in the standard game, most of them have been placed in cities and forgotten or otherwise disbanded.
 
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