Grishnash
Mad Scientist
Spoiler More Ideas that would change the subject from armies so you don't have to read it if you don't want :p :
Okay, new idea. Traffic! Heavy Traffic tends to populate cities, like during world war II when America was pumping out troops towards Japan, cities like San Diego benefited from it in terms of growth due to the amount of troop traffic, which not only brought people to start shops for the traffic, but triggered building of hotals and other such projects, at wars end many of the soldiers stayed adding to the size of the city.
So, the Traffic idea is this: If a large amount of units continuously pass through a city(or into a city) the city will get +10% of the food it took to build the unit (If units take food. If not, then like 1 food?)
When the Traffic stops, the city will no longer get that extra food, and while even lose food for a few turns.
That's for cities inside the units own land. Cities outside the units own land get hit with other/more effects.
Units passing through cities that are not their own spread their culture (In very small amounts) as well as their faith (maybe?) as well as the food their give. The effects only happend if a large number of units passes through.
Well, that's just an Idea I came up with while playing civ
Another Idea I came up with a while ago but didn't post.
Religions:
You know how religions spread city by city, and once a religion gets in a city the only way to get another in is if you send some missionaries in to spread the faith. Well, I have an Idea that 'Might' be more realistic. I think religions should spread just like culture, matter of fact, I think culture should spread religions too.
It's just like culture, a city with said religion will spread that religion like it would it's culture, anything that religion-culture ( in lack of a better name ) spreads over is that religion, so if you build a city within that religion-culture (Note: religion-culture is Not the civ/city's culture) will start out as that religion. Cities get effected just like culture, cities can have religion-culture spread in them, like normal culture does if too close to another city. I.e. Rome has 75% Taoism and 25% Islam
. Religion-culture influence is just like if the culture spreads in that city, for every like 10% in the city, whatever the religion does, happends in a way, like for every 10% +1 happy or something, also, 10% makes that city that religion, unless that city has a religion with more then 10%. Also, for every 10% of culture that spreads in your cities, 1% of that cultures religion also spreads over.
Anyways that hows religions spread. Every tile the religion-culture is in, spreads that religion like a city's culture. Missionaries spread 25% of their religion, inquisitions take away 10% of whatever religion(s). A city officially has a religion in it once that religions culture passes 10%, and effects happend every 10% after that (Unhappy for non-state religion. 10%
. Whatever). Religion buildings give more religion-culture too spread and overcome the other religions in your lands. (Just like culture and culture building)
I just think that would be a better way to have religions spread then the way they do now. What do you think? I would add more to it, but I just can't think atm (soooo hot...)
So, the Traffic idea is this: If a large amount of units continuously pass through a city(or into a city) the city will get +10% of the food it took to build the unit (If units take food. If not, then like 1 food?)
When the Traffic stops, the city will no longer get that extra food, and while even lose food for a few turns.
That's for cities inside the units own land. Cities outside the units own land get hit with other/more effects.
Units passing through cities that are not their own spread their culture (In very small amounts) as well as their faith (maybe?) as well as the food their give. The effects only happend if a large number of units passes through.
Well, that's just an Idea I came up with while playing civ

Another Idea I came up with a while ago but didn't post.
Religions:
You know how religions spread city by city, and once a religion gets in a city the only way to get another in is if you send some missionaries in to spread the faith. Well, I have an Idea that 'Might' be more realistic. I think religions should spread just like culture, matter of fact, I think culture should spread religions too.
It's just like culture, a city with said religion will spread that religion like it would it's culture, anything that religion-culture ( in lack of a better name ) spreads over is that religion, so if you build a city within that religion-culture (Note: religion-culture is Not the civ/city's culture) will start out as that religion. Cities get effected just like culture, cities can have religion-culture spread in them, like normal culture does if too close to another city. I.e. Rome has 75% Taoism and 25% Islam

Anyways that hows religions spread. Every tile the religion-culture is in, spreads that religion like a city's culture. Missionaries spread 25% of their religion, inquisitions take away 10% of whatever religion(s). A city officially has a religion in it once that religions culture passes 10%, and effects happend every 10% after that (Unhappy for non-state religion. 10%

I just think that would be a better way to have religions spread then the way they do now. What do you think? I would add more to it, but I just can't think atm (soooo hot...)
Spoiler Reasons for reasons.. lol :
Hmm, first off, the reasons things was more of a big joke, but I've been told I'm not the best at telling Jokes1. Don't understand the 1500 pop. part. Lol and about sending soldiers to do some work, I don't know what I could do unless we can double them as workers. But then, why would we get workers in the first place? Lol we all know that soldiers don't do any constructive work thoughKidding, I wouldn't know


Now, I mean, 1500 pop, if you have ten warriors and a size five city, you'd have more soldiers then citizens and that would just be dumb... Come to think of it, I don't quite understand it myself... *Slaps head* Anyways I meant sending the soldiers to work as in giving "Food" to the city (like I said in 1


The mods gonna be year by year? That's cool, But wouldn't that mean... 6000 turns or more?3. Uh... perhaps a little too exacting. Doubt that this will be neccessary, especially remembering that the passage of years is ONLY a timeline for the tech tree so civs will research optics near 1500, education 1700, etc... The movement of the units is independent of this. And the mod would be year by year until the 1900s, and maybe weekly after 2008
But, still, having a unit from 100BC to 1000AD, yeah, younger men...

Oh, I was just saying you'd pay less for units in reserve. Theres a 'Army Unit cost' and a 'Unit cost'. In reserve units would only take the 'Unit cost' and not the 'Army Cost'6. Where is this issue in the game?
Oh, just why units in and out of cities would give unhappy8. lol, where were you going with this?

Nevermind9. I don't get it![]()

Well, if it reduced city size, I just thought that would be too much. But if you say so, ( I rearly go to war anywaysAnother comment: why should sending out soldiers not reduce city population? This was clearly visible in France under Napoleon, who was quite ambitious with his recruitments

1: Vote [Yes]Now, here are things things, concerning the points above, that we must decide upon:
1. SHOULD UNITS COST FOOD?
2. KEEP UNIT REPRESENTATION AS IT IS OR MAKE THEM INTO PLATOONS REPRESENTING SEVERAL UNITS?
3. SHOULD WE HAVE TO MAKE/BUY WEAPONS/AMMUNITION, THEN ATTACH IT TO A UNIT?
2: Vote [75% Yes/25% No]
3: Vote [Undecided]
Thats alright, as long as it comes, I was starting to think that you had killed the mod without telling us.Grishnash, admittedly progress is extremely slow

Why won't anyone help!?! *Is yelling*I would love to assemble a team, but really the purpose of that would be to catch up on the bulk work once I have a working mod, as this huge problem is pushing everything else back. What I need more anything is someone, anyone, who can understand code and help me figure out where the problem is, or even just someone (anyone) who can give me suggestions as to what I can do to get closer to finding it, as I am pretty much directionless.

Oh, and will WHM use scripts, like Rhye? Or no?
Anyways, keep up the good work!!!