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sophist
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If I had the time, I would:
* implement supply lines
* change production to be a function of labor rather than land
* change trade to be a function of networks rather than land
* add a civil unrest/war/self determination model
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
* make resources finite and quantized
* make it so that some units require access to a resource to function (tanks need oil, for instance)
* add random events
* introduce diseases
* incorporate some way for culture to spread through trade networks and the like
* allow vassal type relationships, federations, etc.
* allow per-city RoP
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"
But I don't have 1000 hours of free time to do those things.
Last edited by sophist on 11-08-2005 at 02:28
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Superstring
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Hannover, Germany
Jan 2002 time: 06:37
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In the "worst fears" thread I posted that my worst fear would be a disappointment on the announced extensive modding possibilities.
I very much look forward to play modded versions of other people that definitely add to or even change gameplay.
My dream, however, is that the modded aditions could be added to the standadrd game on a custom basis like plug-ins to programs.
So far, mods can only be played as an entirely new game and not added as an additional feature to the standard game.
And til now it's not possible to combine mods into more complex ones.
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Sabre2th
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Where's the "I don't care enough to mod it myself" option?
Voted banana :P
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Senethro
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If anyones interested in a SMAC mod, swing by the AC forums as we get closer to release. A few discussions about such a project have already taken place.
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TimeTraveler
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I guess what I'd first do is tweak the tech tree. I like the choices of the techs that will be in the game, but I plan to undo things like Magnetism requiring Biology and whatnot. I then plan to add a lot of future techs, thereby extending the game beyond even what they had in SMAC/X. :] Doing so will probably mean I'll want to add enough stuff to fill the future eras.
I think the next thing I'd do is make it where a nation can build any wonder they have the technology for, even if someone else got it first (the UN could be an exception to nations that join other people's UN's). Of course, if a civilization has contact with two nations that build the same wonder, I'll most likely have them more impressed with the older version. (Of course, I already mentioned most/all of this in another thread. :P )
In addition, I've thought of having energy as a base resource in addition to food, hammers, gold/commerce, etc. I suppose it wouldn't be seen much before Mechanization, but afterwards it could be used to fuel vehicles, energy-dependant facilities, etc.
Of course, what I think would be a much bigger (and possibly much more difficult) mod would be the ability to colonize other worlds like Mars after getting space flight! ...and then maybe make it where ones troops can walk on or sail over, say, the north pole of a planet (if they don't die off from the coldness, of course :P ).
Yeah... I think I have a lot of ambitious goals here. ...ones that won't be possible with any game that has already come out. :O
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:37
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quote: Originally posted by sophist
If I had the time, I would:
* implement supply lines
* change production to be a function of labor rather than land
* change trade to be a function of networks rather than land
* add a civil unrest/war/self determination model
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
* make resources finite and quantized
* make it so that some units require access to a resource to function (tanks need oil, for instance)
* add random events
* introduce diseases
* incorporate some way for culture to spread through trade networks and the like
* allow vassal type relationships, federations, etc.
* allow per-city RoP
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"
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Well, I will not bet on this deep level of modding as really available in Civ IV.
You are putting some serius change to game root, and worth them or not, I don't think anyone but Firaxis can change the game engine so much without touching the source code.
I mean, there are limits to phyton, XML data and AI library change.
On the other hand, you can now have hundreds of hours free from your "Impossible Mod" project. Think Positive 
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sophist
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quote: Originally posted by Adm.Naismith
Well, I will not bet on this deep level of modding as really available in Civ IV.
You are putting some serius change to game root, and worth them or not, I don't think anyone but Firaxis can change the game engine so much without touching the source code.
I mean, there are limits to phyton, XML data and AI library change.
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Quite possibly. However, they've said it will be very customizable. That's a very subjective term. If it isn't nearly flexible enough to do what I describe, I'll be disappointed.
My best guesses as to the feasability of my wish list:
* implement supply lines
Hard to do, lots of work.
* change production to be a function of labor rather than land
Easy to do, not a lot of work.
* change trade to be a function of networks rather than land
Hard to do, but not a lot of work.
* add a civil unrest/war/self determination model
Medium difficulty, medium amount of work (mostly tweaking).
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
Medium difficulty, small amount of work.
* make resources finite and quantized
Medium difficulty, small amount of work.
* make it so that some units require access to a resource to function (tanks need oil, for instance)
Medium, small amount of work.
* add random events
Easy, small amount of work.
* introduce diseases
Medium difficulty, small amount of work.
* incorporate some way for culture to spread through trade networks and the like
Hard, but relatively small amount of work.
* allow vassal type relationships, federations, etc.
Easy, but medium amount of work.
* allow per-city RoP
No idea.
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"
Easy and small amount of work.
quote: Originally posted by Adm.Naismith
On the other hand, you can now have hundreds of hours free from your "Impossible Mod" project. Think Positive |
Why do you suppose it is that I don't have 1000 hours?
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