So here starts my overly ambitious project to create a mod based on various books, movies, actual history, gaming, other mods and my imagination. With Kael's permission I am going to start with his wonderful Fall From Heaven 1.0 mod (I can't play regular Civ anymore!) as a base and edit from there. I have absolutely no modding experience for any game, so this is going to be interesting. If after reading the rest of this post you are interested in joining me, please PM or e-mail me at wcmodding@gmail.com.
A number of ideas have been taken from various members of these forums; so many in fact that I can't remember where I got them. Some were things I had thought of before discovering someone else had already fleshed it out and done it better than I ever could. Some were things I know I would never have thought of on my own. Some of them have been floating around in my head for a decade while I've dreamed of creating a game. I'm also using graphics posted here as well, so a big thank you to the entire community for unwittingly providing me with the tools I need to work on my vision. I shall try to credit everybody whose works I have used in the readme file once the mod is released, but if you recognize something where no credit is given, please let me know and I'll add it in.
My overall goal with this project was to refine the FFH mod solely for personal use with ideas and personality that I would enjoy and connect with more. I liked the way FFH played, but the world was lacking for me. I decided to borrow and create my own civilizations with my own back story. As for game play, I enjoy drawn out games that span eons and begin with only the rudiments of civilization. The technological and magical levels of the world will be very similar to FFH. As the scope of the ideas I had grew, I figured I would need some help. And if I'm asking for help, I might as well make it a public mod.
Everything that follows has been written down in a notebook sitting on my desk and is in the earliest of early stages. Everything is subject to change and I don't even know if some of it is even possible in Civ4. Nothing has been added to the mod yet, I'm still just trying to hash out all of the ideas and put them together.
If you think of anything you'd like to see in a mod like this, please let me know. If you have suggestions or criticisms of my ideas, feel free to tell me what you think I should do differently.
The basic story idea is a conflict between the Old World and the New World, like in actual human history, but this time the New World can fight back and isn't slaughtered and conquered. A more detailed back story is written down, but I'm saving that for Civilopedia entries.
The following will be moved to another post once some actual progress has been made that I can chart here.
Victory Conditions:
Terrain:
1. Change fallout to a magically destroyed land (Seared?) that is detrimental to health and provides no benefits whatsoever.
2. Create a 'strip mine' like ability to Sear a tile for maximum resources. This can be healed, but much slower than usual land improvement. Detrimental to health as Seared.
3. Create and remove strategic resources. Gunpowder? Tobacco? Orchards? Remove uranium?
4. Create swamps which can be reclaimed for arable land. Detrimental to health when still swamps.
5. Create the ability to terrace hills for farm production but no mineral use. Only on good soil. Cities with aqueducts give production here a further boost (irrigated terraces). Want this above all others.
6. Give the ability to destroy ice floes.
7. Some villages are replaced by ruins that can yield technology, gold, or maps. More cosmetic than anything.
8. Destroyed city tiles give you science points towards a technology the former civilization may have known that you did not. Create the ability for ruined cities to become archaeological dig sites that can continuously provide gold, science, or culture.
9. Cottage/town improvements generate small amounts of food. Maybe lose this ability at higher levels and actually drain food to mimic population growth and less arable land.
10. Improve forests into orchards for food boost? Only on good soil and with irrigation nearby?
Units:
Promotions:
Cities:
Culture:
Tech tree:
Religion:
Civics:
Great People:
Wonders:
Diplomacy:
1. Old World and New World races don't like each other. This means more war between the two groups, more city razing (possible?) and such. Can Light/Dark religions, as well as good/evil race attributes, affect how races interact?
Civilizations:
A number of ideas have been taken from various members of these forums; so many in fact that I can't remember where I got them. Some were things I had thought of before discovering someone else had already fleshed it out and done it better than I ever could. Some were things I know I would never have thought of on my own. Some of them have been floating around in my head for a decade while I've dreamed of creating a game. I'm also using graphics posted here as well, so a big thank you to the entire community for unwittingly providing me with the tools I need to work on my vision. I shall try to credit everybody whose works I have used in the readme file once the mod is released, but if you recognize something where no credit is given, please let me know and I'll add it in.
My overall goal with this project was to refine the FFH mod solely for personal use with ideas and personality that I would enjoy and connect with more. I liked the way FFH played, but the world was lacking for me. I decided to borrow and create my own civilizations with my own back story. As for game play, I enjoy drawn out games that span eons and begin with only the rudiments of civilization. The technological and magical levels of the world will be very similar to FFH. As the scope of the ideas I had grew, I figured I would need some help. And if I'm asking for help, I might as well make it a public mod.
Everything that follows has been written down in a notebook sitting on my desk and is in the earliest of early stages. Everything is subject to change and I don't even know if some of it is even possible in Civ4. Nothing has been added to the mod yet, I'm still just trying to hash out all of the ideas and put them together.

If you think of anything you'd like to see in a mod like this, please let me know. If you have suggestions or criticisms of my ideas, feel free to tell me what you think I should do differently.
The basic story idea is a conflict between the Old World and the New World, like in actual human history, but this time the New World can fight back and isn't slaughtered and conquered. A more detailed back story is written down, but I'm saving that for Civilopedia entries.
The following will be moved to another post once some actual progress has been made that I can chart here.
Victory Conditions:
Spoiler :
1. Time Maybe 2,000 year time limit? A very slow game, one year at a time. Make sure the tech tree is fleshed out enough that the end game and eras are properly timed. Figure out a way so the early game simply isn't end turn/end turn/end turn for a century.
2. Conquest An obvious one.
3. Domination Default win conditions.
4. Cultural Your religion must be the State Religion of every civilization. Is this even possible?
5. Space Race This becomes the race to summon your god(s) to your world. Requires the construction of a series of components replacing the space parts. Altar? Religious monument?
6. Diplomatic Victory Permanent Alliances with every other civilization. Nobody likes each other in this world, I want something near impossible. Can this be done in game?
2. Conquest An obvious one.
3. Domination Default win conditions.
4. Cultural Your religion must be the State Religion of every civilization. Is this even possible?
5. Space Race This becomes the race to summon your god(s) to your world. Requires the construction of a series of components replacing the space parts. Altar? Religious monument?
6. Diplomatic Victory Permanent Alliances with every other civilization. Nobody likes each other in this world, I want something near impossible. Can this be done in game?
Terrain:
Spoiler :
1. Change fallout to a magically destroyed land (Seared?) that is detrimental to health and provides no benefits whatsoever.
2. Create a 'strip mine' like ability to Sear a tile for maximum resources. This can be healed, but much slower than usual land improvement. Detrimental to health as Seared.
3. Create and remove strategic resources. Gunpowder? Tobacco? Orchards? Remove uranium?
4. Create swamps which can be reclaimed for arable land. Detrimental to health when still swamps.
5. Create the ability to terrace hills for farm production but no mineral use. Only on good soil. Cities with aqueducts give production here a further boost (irrigated terraces). Want this above all others.
6. Give the ability to destroy ice floes.
7. Some villages are replaced by ruins that can yield technology, gold, or maps. More cosmetic than anything.
8. Destroyed city tiles give you science points towards a technology the former civilization may have known that you did not. Create the ability for ruined cities to become archaeological dig sites that can continuously provide gold, science, or culture.
9. Cottage/town improvements generate small amounts of food. Maybe lose this ability at higher levels and actually drain food to mimic population growth and less arable land.
10. Improve forests into orchards for food boost? Only on good soil and with irrigation nearby?
Units:
Spoiler :
1. Several unique units for each civilization.
2. Warriors better than basic warriors that require stone rather than metal to help in early game when no metal is around. Slingers?
3. Stone throwers with very weak power, cheap cost, but very good city defense if the city contains palisades/walls?
2. Warriors better than basic warriors that require stone rather than metal to help in early game when no metal is around. Slingers?
3. Stone throwers with very weak power, cheap cost, but very good city defense if the city contains palisades/walls?
Promotions:
Spoiler :
No ideas yet. Continue with FFH basics.
Cities:
Spoiler :
1. After certain tech point, or past a population point (whichever plays best), population now costs 3 food instead of 2. This is intended to balance out swamp reclamation, terracing and cottages creating food.
Culture:
Spoiler :
How does this play and can some of it be integrated? http://forums.civfanatics.com/showthread.php?t=145005
Tech tree:
Spoiler :
Expand, yet streamline, from FFH.
Religion:
Spoiler :
1. http://forums.civfanatics.com/showthread.php?t=156699 How does this play? Can it be integrated?
2. All religions are to be fictitious but based loosely on pieced together historical ones.
3. Space Race becomes the race to summon your god(s) through whatever replaces the space shuttle.
4. All seven religions can be founded at the same point in the tech tree, though the tech tree may be branched at monotheism and polytheism. Each religion will have a miniature tech tree branching out from it that will specialize functions and give UUs.
5. Each religion will have a Light and a Dark side that will provide benefits and detriments, a player can research either but not both. Will this play well? Would love to have this if the AI can adapt.
2. All religions are to be fictitious but based loosely on pieced together historical ones.
3. Space Race becomes the race to summon your god(s) through whatever replaces the space shuttle.
4. All seven religions can be founded at the same point in the tech tree, though the tech tree may be branched at monotheism and polytheism. Each religion will have a miniature tech tree branching out from it that will specialize functions and give UUs.
5. Each religion will have a Light and a Dark side that will provide benefits and detriments, a player can research either but not both. Will this play well? Would love to have this if the AI can adapt.
Civics:
Spoiler :
1. This is a tough one. Use pieces of original Civ4 and FFH. Look for good ideas on the forums. Xenophobic yet aggressive conquering cultures abound in this world. Figure it out later.
Great People:
Spoiler :
1. Add Generals, Politicians and maybe one or two others.
Wonders:
Spoiler :
1. Remove all real world references. Use games, movies, etc. for names. Great Wall can stay, other actual Wonders will be used but altered for the game world.
2. Should Wonders become obsolete over time? I never liked that in game.
3. Allow Wonders to be destroyed? Effects changed depending on controlling civ?
2. Should Wonders become obsolete over time? I never liked that in game.
3. Allow Wonders to be destroyed? Effects changed depending on controlling civ?
Diplomacy:
Spoiler :
1. Old World and New World races don't like each other. This means more war between the two groups, more city razing (possible?) and such. Can Light/Dark religions, as well as good/evil race attributes, affect how races interact?
Civilizations:
Spoiler :
New World:
Aerathi Dothraki who have settled into cities on the border of Cairhien. Now a province of Cairhien but very autonomaus.
Alin I also wanted a mystical desert civ, so I'm stealing RoL's name again. Here there be dragons!
Balduvia Barbarians from the north. Heavy magic usage. Celtic/Norse.
Cairhien Standoffish culture. Big on cities and order. Fading power trying to hold onto past glories. Obviously from Wheel of Time.
Dothraki Obligatory horse lords. Nomads whose only cities are trading fairs. From A Song Of Ice And Fire books.
Minotaurs Divided into clans (different leaders): Hurloon, Anaba, etc. from Magic: The Gathering. Peaceful.
Thrulls Aggressive but disorganized. Prefer war more than anyone. Only way to keep large numbers down. Cheap and weak. Former slaves of Cairhien, non-human. M:TG-inspired.
Old World:
Dwarves Few in number, highly technical. Hold grudges.
Icatia The rural humans. Prefer small but numerous towns. Love democracy/bureaucracy and individuality. Peaceful. Loosely from M:TG.
Jhala A jungle people who work with nature rather than against. Humans, but with Elvish qualities. Indian sub-continent provides cultural inspiration.
Kjeldor - Based on the Warhammer Bretonns. Name taken from M:TG.
Orcs What's a fantasy mod without Orcs? Brutish, aggressive but cowardly. Clannish. Will combine with Goblins rather than seperate civs.
Seafolk The name says it all. Get extra bonuses from being near water and receive less land bonuses. Extra naval capabilities. From Wheel of Time.
Vinci I wanted a technologically inspired civ and couldn't think of a name, so Rise of Legend's Vinci will do well enough.
Aerathi Dothraki who have settled into cities on the border of Cairhien. Now a province of Cairhien but very autonomaus.
Alin I also wanted a mystical desert civ, so I'm stealing RoL's name again. Here there be dragons!
Balduvia Barbarians from the north. Heavy magic usage. Celtic/Norse.
Cairhien Standoffish culture. Big on cities and order. Fading power trying to hold onto past glories. Obviously from Wheel of Time.
Dothraki Obligatory horse lords. Nomads whose only cities are trading fairs. From A Song Of Ice And Fire books.
Minotaurs Divided into clans (different leaders): Hurloon, Anaba, etc. from Magic: The Gathering. Peaceful.
Thrulls Aggressive but disorganized. Prefer war more than anyone. Only way to keep large numbers down. Cheap and weak. Former slaves of Cairhien, non-human. M:TG-inspired.
Old World:
Dwarves Few in number, highly technical. Hold grudges.
Icatia The rural humans. Prefer small but numerous towns. Love democracy/bureaucracy and individuality. Peaceful. Loosely from M:TG.
Jhala A jungle people who work with nature rather than against. Humans, but with Elvish qualities. Indian sub-continent provides cultural inspiration.
Kjeldor - Based on the Warhammer Bretonns. Name taken from M:TG.
Orcs What's a fantasy mod without Orcs? Brutish, aggressive but cowardly. Clannish. Will combine with Goblins rather than seperate civs.
Seafolk The name says it all. Get extra bonuses from being near water and receive less land bonuses. Extra naval capabilities. From Wheel of Time.
Vinci I wanted a technologically inspired civ and couldn't think of a name, so Rise of Legend's Vinci will do well enough.