Your Ideas For Mods

KieranC

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I'd like to know what any of you would like to see in a Mod, Your Ideas for Mods.

Although I am not a modder, maybe some will see this thread and see any Ideas that have been Posted. Any Ideas, ANY. Full conversion Mods or regular Earth Mods. Please Post your ideas.

Which Civ 4 would you like it on? Vanilla, Warlords, Or BtS???
 
Quote from Hoopsnerd, From last thread in BtS Discussions.

"My favorite idea for a mod is to assign different abilities to different religions. The later-founded religions should have slightly better abilities in order to motivate players to actually found the late religions regardless of the prominence of hinduism and buddhism. I don't like the fact that Islam is entirely useless in every game I play, and a randomly selected 2 of Taoism, Christianity, and Confuscionism are also useless. In fact, I've never even played a game in which more than 1 AI had Islam, Taoism, or Confucionism as a state religion. It's always one of the first 3 founded... whats the point of having 7?"

"Edit: I also think they should have less UUs come early and more come late... too many come early, especially for civs that weren't even in existence when their UU is dominating."
 
An idea for a mod:

The Dark Middle Ages

An entire game devoted to the period from the vikings and early medieval times and up to the 16th century.

Tech-tree should be uprooted and redesigned - techs should be far more marginal - "Bodkin arrows", "Scythed chariots", what do I know... A lot of blind end techs with small improvements (like the ones mentioned just above), and techs enough that 1) the game will last for it's turns without hitting research end halfways. 2) A serious techlead does matter!

Map should be like Terra, all people starting in the old world, lots of barbs on the new world. Resources would be slightly different, removing some of the later... Aluminium, Uranium, Oil, whatever... And adding more proper ones - maybe like "salt" and other important resources from that era. Leather would be fine too, but I'd like that from the cow resource. Horses would mean a lot.

Ideas are welcome.
 
An new version to the classic Civ-Life on Civilization II Multi Gold Edition.
To people who aren't that old, it's a scenario that transforms everything in cells.
Cities are Colonies, Settler is a Daughter Cell, Warrior is the Cyanobacteria and so on...
Techs are DNA Coding, Enzymes etc... 'till Claws, Teeth, until the Medieval Knight unit becomes avaiable.
Buildings were Vacuoles, Reef Barrier...

An unique mod to be made, that's for sure!
 
has any considered or seen a mod that gives more control to how the treasury is handled.

My idea would be that you enable more control over raising taxes and where the income is spent.

spending would be divided up at least 3 ways

Military budget: This kind of speaks for itself..it dictates the funding for military units but brings also a new element which is Military R&D..the more money you put into this budget the faster and more likely you will research and develop things that will better equip your empires military for current and future battles. This would also impact on how the world around you perceives your empire more money you spend on your military the more you are a perceived as a military super power and possible expansionist which can have positive and negative impact on your global relationships.

Civil budget: This means finances for things that increase your civ's cultural impact on the world, the more you spend on this the faster you can research and build the wonders, and increase your civ's cultural influence it also effects the cost of units such as workers.

Research budget: speaks for itself this effects the speed at which you research the rest of things you need to research to increase the strength of your empire.


You could further break it down and the military budget can have further options such as a increase/decrease R&D, Unit funding, or even espionage funding which could be a better element in BTS.

How you manipulate and tinker with your budget gives you more control over the overall running of the empire and you can bring out your true colors as a civilization leader.

This is just one idea for one area that can be modded.
 
Same ideas as always from me;

Forts give a unit to exhibit ZOC. Or a unit self having ZOC.

Artillery units go back to being 'hardware' like in Civ 3 so can do defensive bombards and be captured if left unguarded. With ZOC, an artillery unit able to fire on a unit trying to bypass the unit.

Political borders not being defined by culture but by placement of cities and forts.

A single unit-to-unit battle doesn't result in complete annihilation for one unit but rather it will result in damage. Make units last longer so it isn't about "Attack with 20 units cause 15 will died trying to weaken the enemy".
 
New Victory Condition: Economic Victory.

Found a Corporation and spread it to 75% of the world's cities.

Sufficiently late in the game so as not to become too dominating, and sufficiently difficult (what with Mercantilism and State Property) so as not to be the only realistic choice.
 
I've always thought some sort of Stargate mod would be cool. It could possibly be a total conversion for Final Frontier with ships and so on, or could be a smaller mod based on Earth where there is a single stargate (as a resource) randomly on the map, and finding it and controlling it would allow for the research of techs which would advance your technology even further. For example, there could come a point where you upgrade your Jet Fighters to F-302s and your Gunships to Puddlejumpers, and so on. There could also be additional resources to go with your new research potential, such as Naquadah, Trinium, and Neutronium. Perhaps there would be the odd spawning of Goa'uld or Ori motherships as barbarians which you would then have to fight off.
 
I think there should be a mod for Beyond the Sword that gives civilizations with 1 or 2 leaders 1 more leader and civilizations with 3 leaders should have 2 more leaders.

Here are my ideas:

America: Theodore Roosevelt, Thomas Jefferson
Arabia: Abu Bakr
Aztec: Acamapichtli
Babylonia: Nebuchadnezzar II
Byzantium: Constantine the Great
Carthage: Hamilcar Barca
Celtia: Vercingetorix
China: Sun Yat-sen
Egypt: Cleopatra
England: Margaret Thatcher, Queen Elizabeth II
Ethiopia: Haile Selassie I
France: Napoleon III, Francois Mitterand
Germany: Wilhelm II
Greece: Leonidas
Holy Rome: Otto I
Inca: Pachacuti
India: Aurangzeb
Japan: Showa
Khmer: Norodom Sihanouk
Korea: Syngman Rhee
Mali: Modibo Keita
Maya: Smoke Jaguar
Mongolia: Ogadei Khan
Native America: Hiawatha
Netherlands: Queen Wilhelmina
Persia: Khomeini
Portugal: Henry the Navigator
Rome: Trajan
Russia: Vladimir Lenin, Ivan the Terrible
Spain: Charles I
Sumeria: Alulim
Turkey: Mustafa Kemal
Vikings: Sweyn Forkbeard
Zulu: Cetshwayo
 
Replace the combat system with one that trips the Rome: Total War engine, so you can fight in style.
 
I had this crazy idea a while back of creating a Mortal Kombat mod that plays through, on a strategic level, everything covered in detail by any of the games, and any time in-between, complete with main characters as hero-units shifting allegiances every so often, and allowing for the possibility of things ending differently.
 
I have a good idea, but I can't mod to save my life. Basically, it adds in more things like Religions and Corporations, but...

Organized Crime Mod​

Adds five Crime Organizations, which act like corporations or religions, but instead of taking a resource, they have a negative on cities.

The Mafia - Adds 10% commerce to a city, but adds 2 to unhappiness

The Triad - Adds 10% growth rate to a city (person smuggling), but 2 to unhealthiness (foreign desieses and such)

The Drug Cartel - Adds 2 happiness, but 2 unhealthiness.

The Russian Mafia - Adds 20% military unit production, but adds 2 to unhappiness

The Motorcycle Gang - Adds 10% commerce to a city, but reduces production by 10%.

Crime groups do not remove corporations. There can not be more than one in a city at a time.

Just an idea, and not a well developed one, but they could be interesting.
 
I have a mod that I'm currently working on and it’s close to beta level. It's similar to the old Panzer General games - if you are familiar with them then you have a rough idea what it's like. It's all world war II combat - no research, commerce, etc. It has multiple maps with the next map loading automatically when the current map is finished. Your generals are saved from map to map so that they can build experience through out the whole game (assuming they survive). The idea of the game is to beat the high score (or at least get your name in the high score list).

The combat system is changed considerably. It uses some of the features from Dale's combat mod - ranged bombardment and strategic bombing. Other changes include: You can only have a limited number of units per tile and per city. Units have a ZOC. Tanks have ranged attack. I added built in transport for some units like infantry, artillery, and AA. - You can toggle the unit between a truck and its original unit. The truck is faster, but easy to destroy. There are two types of reinforcements. Off screen - caused by events like turn number and capturing a city to name a few. On screen - created by buildings (with other optional buildings adding experience). These building can be damaged using air power and will eventually be rebuilt or they can be permanently destroyed by taking the city.

I have been putting off finishing the mod because I have my doubts whether anybody out there is interested in a combat only mod. I would be interested in hearing if anybody is interested - maybe it would get me psyched to finish it.
 
I have a mod that I'm currently working on and it’s close to beta level. It's similar to the old Panzer General games - if you are familiar with them then you have a rough idea what it's like. It's all world war II combat - no research, commerce, etc. It has multiple maps with the next map loading automatically when the current map is finished. Your generals are saved from map to map so that they can build experience through out the whole game (assuming they survive). The idea of the game is to beat the high score (or at least get your name in the high score list).

The combat system is changed considerably. It uses some of the features from Dale's combat mod - ranged bombardment and strategic bombing. Other changes include: You can only have a limited number of units per tile and per city. Units have a ZOC. Tanks have ranged attack. I added built in transport for some units like infantry, artillery, and AA. - You can toggle the unit between a truck and its original unit. The truck is faster, but easy to destroy. There are two types of reinforcements. Off screen - caused by events like turn number and capturing a city to name a few. On screen - created by buildings (with other optional buildings adding experience). These building can be damaged using air power and will eventually be rebuilt or they can be permanently destroyed by taking the city.

I have been putting off finishing the mod because I have my doubts whether anybody out there is interested in a combat only mod. I would be interested in hearing if anybody is interested - maybe it would get me psyched to finish it.

I´d love to see a combat only mod. especially if the AI can handle it well.
 
I´d love to see a combat only mod. especially if the AI can handle it well.
Thanks for the response seZereth. My mod doesn't use the SDK so there will be some problems such as the AI not using the build in transports. However I think I can get around most of the problems by giving the AI some special units and by using reinforcements in a creative way.
 
Here's an idea, when one of your units is in opposition territory for a certain amount of time it changes to "Neutral".

e.g. after 5 turns the units tile becomes neutral, after 10 turns the tile surrounding it become neutral.
 
A Wild West mod might be interesting. It could take place on a large land-locked desert map with city mechanics not unlike the system from the Barbarians mod. Playable factions would include Americans, Mexicans, different native tribes, and possibly an outlaw faction. The only Victory condition would be domination.

Come to think of it, It might work as a mod for Colonization.
 
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