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Gregor
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Louisville, KY
Jan 1970 time: 05:14
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Here is my idea for the Mod: (just in case anyone is interested)
Starts around dark ages:
4 linked maps, each one the largest size and representing significant quadrants of the globe. (My new western europe map is quite splendid)
Units will have much higher base move rates, but terrain knocks down a larger percentage of movement (even flatlands). Roads take a bit longer to build.
A few different lines of troop upgrades:
Troops in all civs upgrade automatically.
. A/D/FP/HP/MV
City Garrisson 0/2/1/1/0
Hvy Garrison 0/2/1/2/0
Elite Garrison 0/4/1/2/0
Advanced Garr 0/5/2/2/0
Lt. Inf 1/1/1/1/3
Lt. Inf 2/2/1/1/4
Lt. Inf 3/2/1/1/5
Lt. Inf 4/2/1/1/6
Hvy Inf 1/3/1/2/2
Hvy Inf 2/4/1/2/3
Hvy Inf 3/5/1/2/3
Hvy Inf 4/5/1/3/3
Lt Cav 1/1/1/1/4
Lt Cav 2/1/1/1/5
Lt Cav 3/1/1/1/6
Lt Cav 4/1/1/1/7
Hvy Cav Similar
(3 more)
Artillery 4/1/1/1/1
Artillery 5/1/2/1/1
Artillery 7/1/2/1/1
Artillery 8/1/2/2/2
Ships
-5 Light Escorts
-4 Heavy Escorts
-4 Transports
-2 Carriers
-2 Subs
Various other troops including
Settlers
Seabees (combat settlers)
Engineers
Spies, Diplomats, etc.
Of course, the Tech would change quite a bit, but not senslessly. I'd just like to play with a slightly better tech tree, troops that are upgraded automatically (where it makes sense- obviously horses don't upgrade into tanks, you have to pay for that).
Also, for some of the units, I am using Age of Kings troops (ooh, exciting)
So, my questions are:
1. The one on the post above about Leo's.
2. Is there any way to make a settler that cannot build cities?
3. Can you mix maps and terrain (of the linked maps)?
4. Is it possible to add additional techs to the tree (besides the open slots)?
5. Is their an "upgrade unit" in the events file, or is it possible to add one.
6. Using the event flags, can we make units cost tax money?
7. Can all of the 4 linked maps begin at the same time, and how many Civ's can be on each map? Is it possible that 7 civs could start on each map at the beginning of the game (i guess three maps would be max for that)?
8. Is there an event we could use for the Plague that would wipe population a bit?
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John Possidente
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Hunt Valley, MD USA
Jun 1999 time: 00:14
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1. The one on the post above about Leo's.
Wonders are all, technically, city improvements. The effects of Leo's and its identification as a Wonder are based on its location in the list in rules.txt. Neither of those can be changed.
2. Is there any way to make a settler that cannot build cities?
Not that I'm aware of.
3. Can you mix maps and terrain (of the linked maps)?
I don't understand the question.
4. Is it possible to add additional techs to the tree (besides the open slots)?
The slots that are in rules.txt are all there can be. If you need to open slots, you'll have to remove some existing advances.
5. Is their an "upgrade unit" in the events file, or is it possible to add one.
There's nothing explicit, but with enough inventiveness, it might be possible to manipulate what there is to get that effect.
6. Using the event flags, can we make units cost tax money?
See the "Unit Pay?" thread. We're not sure, but it seems possible.
7. Can all of the 4 linked maps begin at the same time, and how many Civ's can be on each map? Is it possible that 7 civs could start on each map at the beginning of the game (i guess three maps would be max for that)?
Yes. As many as you like. There is still a 7 civs per game limit, though.
8. Is there an event we could use for the Plague that would wipe population a bit?
Not a bad idea. Again, there's no explicit "ChangePopulation" event action, but some clever person might be able to figure out how to jury-rig one using the existing events in odd combinations...
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