Shattered Globe Civ 5 Mod [WIP]
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Shattered Globe Civ 5 Mod [WIP]
This is the thread for a WIP Shattered Globe Mod For Civilization 5.
I will keep an informed and updated log of my events, with an approximate completion percentage.
I will keep an informed and updated log of my events, with an approximate completion percentage.
- Log:
- 12.11.2013: Created the base mod file. 1% Completed.
Last edited by kingnecromancer on Fri Nov 22, 2013 2:14 pm; edited 1 time in total
Re: Shattered Globe Civ 5 Mod [WIP]
So do we make suggestions based on the civilisations? Like UU, UA, UB's?
If so can I make a suggestion for the Testutans?
UA: +1 Food from Bananas, Citrus, Uranium and Wastelands
UB: Zoo replacer, grants +1 Science from Animal based Resources (Cows, Sheep, Horses, Furs, Truffles, Ivory)
UU: Guerilla Infantry (Better Marine? Bonus in Woods and Jungle)
If so can I make a suggestion for the Testutans?
UA: +1 Food from Bananas, Citrus, Uranium and Wastelands
UB: Zoo replacer, grants +1 Science from Animal based Resources (Cows, Sheep, Horses, Furs, Truffles, Ivory)
UU: Guerilla Infantry (Better Marine? Bonus in Woods and Jungle)
Re: Shattered Globe Civ 5 Mod [WIP]
Duly noted.
So far, I have the U.A.S done in terms of gameplay. Feel free to make your faction a little powerful compared to generic civs.
The U.A.S is basically:
UU: Deathbot, Basically the panzer but slightly more powerful.
UB: Water-Float, basically a mayan pyramid, forget what it does.
Their drawback is that they cannot annex or have settlers. They get science bonuses from war and great people spawn more in it (Because everyone there is a great person, pretty much)
So far, I have the U.A.S done in terms of gameplay. Feel free to make your faction a little powerful compared to generic civs.
The U.A.S is basically:
UU: Deathbot, Basically the panzer but slightly more powerful.
UB: Water-Float, basically a mayan pyramid, forget what it does.
Their drawback is that they cannot annex or have settlers. They get science bonuses from war and great people spawn more in it (Because everyone there is a great person, pretty much)
Re: Shattered Globe Civ 5 Mod [WIP]
Okay then,
UA: From the Jungle and the Wastes: +2 Food from Bananas, Citrus, Uranium and Wastelands. Presence of Uranium increases city growth rate by 20%.
UB: Growth Centre: Zoo replacer, grants +1 Science and food from Animal based Resources (Cows, Sheep, Horses, Furs, Truffles, Ivory)
UU: Guerilla Infantry: Slight Better Marine? Bonus to combat strength in Woods and Jungle
I also just thought maybe to make the mod able to emulate a scenario easier why not give every Shattered Globe Civ 2 UU's and 2 UB's? If so I have the other 2 U's for Testutan.
UB: Nuclear Agriculture Program: Replaces Nuclear Bunker, has +4 Food and 10% Food carried over after a citizen is born.
UU: Concealed Commandos: Slight better Paratrooper/XCom? will longer range but can only appear from Forests/Jungles
I have 1 UB which you could use as well but I don't know which ones to use.
UB: Drug Labs: +4 gold from all trade routes emanating from the city and +2 gold from any trade route ending at the city. 25% Food carried over after a citizen is born.
Also which era would we be starting in? Would it be worth adding onto the end of the tech tree to grow past the future era?
UA: From the Jungle and the Wastes: +2 Food from Bananas, Citrus, Uranium and Wastelands. Presence of Uranium increases city growth rate by 20%.
UB: Growth Centre: Zoo replacer, grants +1 Science and food from Animal based Resources (Cows, Sheep, Horses, Furs, Truffles, Ivory)
UU: Guerilla Infantry: Slight Better Marine? Bonus to combat strength in Woods and Jungle
I also just thought maybe to make the mod able to emulate a scenario easier why not give every Shattered Globe Civ 2 UU's and 2 UB's? If so I have the other 2 U's for Testutan.
UB: Nuclear Agriculture Program: Replaces Nuclear Bunker, has +4 Food and 10% Food carried over after a citizen is born.
UU: Concealed Commandos: Slight better Paratrooper/XCom? will longer range but can only appear from Forests/Jungles
I have 1 UB which you could use as well but I don't know which ones to use.
UB: Drug Labs: +4 gold from all trade routes emanating from the city and +2 gold from any trade route ending at the city. 25% Food carried over after a citizen is born.
Also which era would we be starting in? Would it be worth adding onto the end of the tech tree to grow past the future era?
Re: Shattered Globe Civ 5 Mod [WIP]
thunderpants wrote:Okay then,
UA: From the Jungle and the Wastes: +2 Food from Bananas, Citrus, Uranium and Wastelands. Presence of Uranium increases city growth rate by 20%.
UB: Growth Centre: Zoo replacer, grants +1 Science and food from Animal based Resources (Cows, Sheep, Horses, Furs, Truffles, Ivory)
UU: Guerilla Infantry: Slight Better Marine? Bonus to combat strength in Woods and Jungle
I also just thought maybe to make the mod able to emulate a scenario easier why not give every Shattered Globe Civ 2 UU's and 2 UB's? If so I have the other 2 U's for Testutan.
UB: Nuclear Agriculture Program: Replaces Nuclear Bunker, has +4 Food and 10% Food carried over after a citizen is born.
UU: Concealed Commandos: Slight better Paratrooper/XCom? will longer range but can only appear from Forests/Jungles
I have 1 UB which you could use as well but I don't know which ones to use.
UB: Drug Labs: +4 gold from all trade routes emanating from the city and +2 gold from any trade route ending at the city. 25% Food carried over after a citizen is born.
Also which era would we be starting in? Would it be worth adding onto the end of the tech tree to grow past the future era?
I believe we could start midway through the information era and work from there. Creating new tech is a real pain in the rear, but I am sure we could work it out. So it could start in Information, then go to (purely hypothetically and prone to change) eras like : Magnetic Era, Space Era, Sentience Era ending in Unification/Ascension Era. I feel for the sake of things as usual we would have AZ01 in the lead with U.A.S not far behind, U.D.N ways back and Communist party tailing up. The smaller factions (not including AZ01) would be the least technologically inclined, at the exception of the Mercenary faction (maybe replacing barbarians? OR EVEN we could have variations of barbarians for each little faction. Of course this is just an idea. It would be better to have them as major civilizations/city-states).
All this is purely hypothetical of course. I believe I want to restart the mod pack, 1. So that I can isolate what went wrong and 2. It's on my old hard drive anyways.
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