Post by coloneltreize on Aug 3, 2006 18:05:50 GMT -5
Here is a thread to post any ideas you have for mods or changes that you think would make the game more interesting or realistic. These ideas don't necessarily have to be applicable for ladder games. I'm sure some of these have already been thought of and done. Go crazy with possibilities. Here's a few ideas to get this started:
1. Let’s have a civ’s leader represented by a unit in the map similar to a warlord with special promotions. He or she can be killed, similar to the Alexander scenario. The death of the leader comes with unhappiness or some other penalty until a new leader is installed.
2. Each civ's leader could change over the turns reflected by a change in traits. After all, no one leader lives for 6050 years!
3. Spies can try to assassinate the leader of a civ. It is the hardest mission a spy can attempt with a very low chance of success.
4. Spies can try to steal a technology from another civ.
5. (A personal favorite) Spies can incite revolt in a city. It then changes hands to a random civ.
6. If your gold given per turn to another empire exceeds your current gold, you can incur national debt with other civs that acts as a negative modifier to the attitude of AI civs. I haven't fully worked this one out, but it has a real-life similarity.
7. A fantasy mod that allows Marvel- and DC-like superhero units with powers; something similar to the warlords concept, but on steroids.
8. I think it's been said before, but let's include those siege towers seen in both opening movies as well as battering rams.
9. A self-destruct building (perhaps the nuclear plant?) you can build specifically to deny conquerors the city or the gold from pillaging it.
10. A unit that can lay mines (perhaps workers?). Which begs it's counter, a mine-detection unit that can also render mines non-functional.
11. Captured workers cannot be used unless slavery is enabled.
12. As an alternative to 11., captured non-combatants are taken as POWs in cities or POW camps. They can be used as bargaining chips, they can be stealthily rescued by spies or openly rescued by military invasion (inspired by Guests of the Ayatollah). If you capture a city with POWs from a third party, they can also be traded. You have the option of killing your POWs, earning you a negative modifier if it is an AI civ. Perhaps there is even a chance a POW can escape unaided, but this chance is reduced if there is a jail in the city where the POW is held. Maybe the Red Cross could have a role in this similar to the one it has now. And the UN could pass resolutions regarding the treatment of prisoners, but countries are not forced to follow them. ;D This mod has so many possibilities.
13. There is a pre-ancient mod, but what about a future mod? Why should history end in our era? Laser weapons, telporters, the works. This will ring true to sci-fi fans.
14. Along the lines of 13., a scenario in which an extremely advanced alien species settles on our planet and vies for dominance, culturally and militarily. They are far more powerful than us and their culture just plain impresses humans, but since this scenario starts in the future and most of the planet's land area is already occupied by civilizations, we have the home field advantage. The aliens will fucntion just like a suped up civilization, with only a few scattered cities. They are not outright hostile to every empire, however, and they can form alliances and participate in the UN. They do not suffer unhappiness because they have mastered their emotions. Their biology is different than ours, thus they have different health needs. You can ally with the aliens or with the human resistance against them (inspired by such TV shows as V and Earth: Final Conflict).
Civ 4 is an excellent game with so many modding possibilities...Discuss!
1. Let’s have a civ’s leader represented by a unit in the map similar to a warlord with special promotions. He or she can be killed, similar to the Alexander scenario. The death of the leader comes with unhappiness or some other penalty until a new leader is installed.
2. Each civ's leader could change over the turns reflected by a change in traits. After all, no one leader lives for 6050 years!
3. Spies can try to assassinate the leader of a civ. It is the hardest mission a spy can attempt with a very low chance of success.
4. Spies can try to steal a technology from another civ.
5. (A personal favorite) Spies can incite revolt in a city. It then changes hands to a random civ.
6. If your gold given per turn to another empire exceeds your current gold, you can incur national debt with other civs that acts as a negative modifier to the attitude of AI civs. I haven't fully worked this one out, but it has a real-life similarity.
7. A fantasy mod that allows Marvel- and DC-like superhero units with powers; something similar to the warlords concept, but on steroids.
8. I think it's been said before, but let's include those siege towers seen in both opening movies as well as battering rams.
9. A self-destruct building (perhaps the nuclear plant?) you can build specifically to deny conquerors the city or the gold from pillaging it.
10. A unit that can lay mines (perhaps workers?). Which begs it's counter, a mine-detection unit that can also render mines non-functional.
11. Captured workers cannot be used unless slavery is enabled.
12. As an alternative to 11., captured non-combatants are taken as POWs in cities or POW camps. They can be used as bargaining chips, they can be stealthily rescued by spies or openly rescued by military invasion (inspired by Guests of the Ayatollah). If you capture a city with POWs from a third party, they can also be traded. You have the option of killing your POWs, earning you a negative modifier if it is an AI civ. Perhaps there is even a chance a POW can escape unaided, but this chance is reduced if there is a jail in the city where the POW is held. Maybe the Red Cross could have a role in this similar to the one it has now. And the UN could pass resolutions regarding the treatment of prisoners, but countries are not forced to follow them. ;D This mod has so many possibilities.
13. There is a pre-ancient mod, but what about a future mod? Why should history end in our era? Laser weapons, telporters, the works. This will ring true to sci-fi fans.
14. Along the lines of 13., a scenario in which an extremely advanced alien species settles on our planet and vies for dominance, culturally and militarily. They are far more powerful than us and their culture just plain impresses humans, but since this scenario starts in the future and most of the planet's land area is already occupied by civilizations, we have the home field advantage. The aliens will fucntion just like a suped up civilization, with only a few scattered cities. They are not outright hostile to every empire, however, and they can form alliances and participate in the UN. They do not suffer unhappiness because they have mastered their emotions. Their biology is different than ours, thus they have different health needs. You can ally with the aliens or with the human resistance against them (inspired by such TV shows as V and Earth: Final Conflict).
Civ 4 is an excellent game with so many modding possibilities...Discuss!