The next diplogame is probably far away, but I had some ideas for a mod I think we should try and we can do a bit brainstorming about it. I don't know too much about modding but the features I suggest surely can be modded in. (by the time we'd need it I'd have it done.)
The main aim of the mod would be to lessen the gap between good and not so good players, big and small empires, active and not so active players etc. Civ4 has many feaures which work in this direction, all I really want to do is to increase this effect.
There is one change I'm really insisting on, the others are up to consideration. So that change is:
-Increase the science bonus for researching techs known by other civs This science bonus exists in the game, it's about 25-30% if you are researching a tech which is known by every other civs. I intend to increase this bonus to 100%, that roughly means that the first player will pay 100 beakers for a tech the next one 97, then 94 and so on, for the last it will cost about 50. This idea comes from an other mod used in similar type of games than our diplogames. I'm sure this will work much better than our old rule to give away free techs which belongs to ancient eras.
Optional changes:
-More national wonders. National wonders help small empires, since everyone can have only one of those independetly of the empire's size. I have some ideas, one example: national library (I'm not good at names), +10% science + 1 free scientist , it's basically a lesser great library. (I think giving great person points also helps smaller empires, but it's quite complicated and long to explain here how). I also think that the requirement to build national wonders should be lessened somewhat. I mean: we like to play on huge maps, usually one need 8 universities to build the Oxford, but sometimes civs just don't have as many cities so they fall behind even more. (a requirement of 5 would be more resonable)
-Increased maintenance Probably doesn't require much explanation, later in the game with 4 trade routes, possibly free specialists it's just to easy to maintain huge empires without any disadvantage. I may try to find a way to fine tune maintenance so it would increase only late game and not in the beginning.
-altering the yield of goody huts Some of us like to play with huts on, others don't like the luck factor. so as a compromise I would change them a bit: they would only give cheaper techs, a bit less gold, but no barbarians either. So they would be in but with lesser effect.
-Random events: just one change here: we should remove the barbarian invasion events. They can really screw one player if He gets it, not worth risking it.
-No score mod would also be in use, games are better that way.
most of these have been done in this mod:
So it would be a good base to build on
So what do you think? Would you like to use mod like this? any suggestion? I could come up with many ideas to balance out buildings, civ traits, units etc, but I'd also like to have as few changes as possible so no need to relearn the game.
The main aim of the mod would be to lessen the gap between good and not so good players, big and small empires, active and not so active players etc. Civ4 has many feaures which work in this direction, all I really want to do is to increase this effect.
There is one change I'm really insisting on, the others are up to consideration. So that change is:
-Increase the science bonus for researching techs known by other civs This science bonus exists in the game, it's about 25-30% if you are researching a tech which is known by every other civs. I intend to increase this bonus to 100%, that roughly means that the first player will pay 100 beakers for a tech the next one 97, then 94 and so on, for the last it will cost about 50. This idea comes from an other mod used in similar type of games than our diplogames. I'm sure this will work much better than our old rule to give away free techs which belongs to ancient eras.
Optional changes:
-More national wonders. National wonders help small empires, since everyone can have only one of those independetly of the empire's size. I have some ideas, one example: national library (I'm not good at names), +10% science + 1 free scientist , it's basically a lesser great library. (I think giving great person points also helps smaller empires, but it's quite complicated and long to explain here how). I also think that the requirement to build national wonders should be lessened somewhat. I mean: we like to play on huge maps, usually one need 8 universities to build the Oxford, but sometimes civs just don't have as many cities so they fall behind even more. (a requirement of 5 would be more resonable)
-Increased maintenance Probably doesn't require much explanation, later in the game with 4 trade routes, possibly free specialists it's just to easy to maintain huge empires without any disadvantage. I may try to find a way to fine tune maintenance so it would increase only late game and not in the beginning.
-altering the yield of goody huts Some of us like to play with huts on, others don't like the luck factor. so as a compromise I would change them a bit: they would only give cheaper techs, a bit less gold, but no barbarians either. So they would be in but with lesser effect.
-Random events: just one change here: we should remove the barbarian invasion events. They can really screw one player if He gets it, not worth risking it.
-No score mod would also be in use, games are better that way.
most of these have been done in this mod:
So it would be a good base to build on
So what do you think? Would you like to use mod like this? any suggestion? I could come up with many ideas to balance out buildings, civ traits, units etc, but I'd also like to have as few changes as possible so no need to relearn the game.
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