Alot of people don't like the fact that Leaders (and thus, Armies...or at least your first army, for Military Academy) are too hard to get, and there are already "Build Army" mods out there. But I like the idea of them being somewhat rare...just not *that* rare, and started racking my brain for how to get them more often, but not buildable on demand. I came up with two ideas, both involving goody huts. Neither is particularly satisfactory, but maybe someone else can use them for their own nefarious purposes in their mods...
The first involves the huts that spit out settlers. I don't know how the game decides what unit goody huts spit out, but it would be a simple job either way to create a "buildable" settler that the cities use, and a "goody" settler that only shows up with huts.
The other involves all huts and the "Goody Hut Resource." If I'm understanding the help file correctly...and I haven't tested it, lazy that I am...if you set that to some resource, that resource will appear every time you pop a goody hut.
So if you add a resource to the game (Call it what you will) with a 0 appearance rate and a *high* disappearance rate, set it as the Goody resource, whenever you pop a hut, it'll appear...and if you don't use it fast, it'll disappear. By the industrial age, if done right, there should be none left. Then make a unit with some pansy required tech, but also requiring the Goody resource to build.
Both of these together would be an alternate way to make the Expansionist trait more useful, with their better huts option...but there are plenty of other solutions for that, anyways.
I wanted to do one of these options to create a Build Army Only unit (Barbarian Warlord?) so you can get that first army quicker...and the other for a Rush Wonder only Unit (God only knows what I'd call it)...but either one seems far too common for a rush wonder unit, and its limitation to the Exploration periods means that the AI probably wouldn't be smart enough to conserve them for late game wonders.
A third idea, which the AI would probably roll over and cry on, would be to make one of the Barbarian units a 0/0 capturable unit...but that only lets you spit out workers, or makes it so you can't get workers from rival civs.
Thoughts?
The first involves the huts that spit out settlers. I don't know how the game decides what unit goody huts spit out, but it would be a simple job either way to create a "buildable" settler that the cities use, and a "goody" settler that only shows up with huts.
The other involves all huts and the "Goody Hut Resource." If I'm understanding the help file correctly...and I haven't tested it, lazy that I am...if you set that to some resource, that resource will appear every time you pop a goody hut.
So if you add a resource to the game (Call it what you will) with a 0 appearance rate and a *high* disappearance rate, set it as the Goody resource, whenever you pop a hut, it'll appear...and if you don't use it fast, it'll disappear. By the industrial age, if done right, there should be none left. Then make a unit with some pansy required tech, but also requiring the Goody resource to build.
Both of these together would be an alternate way to make the Expansionist trait more useful, with their better huts option...but there are plenty of other solutions for that, anyways.
I wanted to do one of these options to create a Build Army Only unit (Barbarian Warlord?) so you can get that first army quicker...and the other for a Rush Wonder only Unit (God only knows what I'd call it)...but either one seems far too common for a rush wonder unit, and its limitation to the Exploration periods means that the AI probably wouldn't be smart enough to conserve them for late game wonders.
A third idea, which the AI would probably roll over and cry on, would be to make one of the Barbarian units a 0/0 capturable unit...but that only lets you spit out workers, or makes it so you can't get workers from rival civs.
Thoughts?
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