Post by Soma on Jul 28, 2007 7:07:40 GMT -5
Here is a bunch of ideas for a possible mod.
Let me give a highlight on it:
ROADS AND LANDS
This mod aims at to give roads a more significant and realistic role. Coming from the realistic concept of road, such elements as tile improvements in city area and in the country, crossing rivers, separate imperial and economic road come into the picture.
Imperial road means supply for the units. There will be thus concept of attrition, and blocking of supply.
This involves forts and strongholds, which are important by their own right, too.
In the end, some ideas deal with units of military and the settler.
I. Economic roads and improvements of the land
I/1/a. Economic roads
I/1/b. Pillaging tiles in city area
I/2. Improvement of country (non-city area) tiles
I/3. Brigands capturing resource supply
I/3/a Captures and Trade
I/4. Blocking of resource supply by enemy unit
I/5. Pillaging of improvement out of city-area
II. Imperial roads
II/1. Creation of imperial road
II/2. Economic function of imperial road
II/3. Imperial road as means of supply
III. River crossing and Bridges
III/1. Crossing a river without bridging
III/2/a. Construction of a bridge
III/2/b. Destroying a bridge
IV. Forts and Strongholds
IV/1. The number of forts and strongholds
IV/2. Building and destroying of fort or stronghold
IV/3. Fort or stronghold as military base
IV/4 Fort or stronghold in peace - production
IV/5. Fort or stronghold as means to block supply
IV/6. Stronghold producing economy - the manor improvement
IV/7. Stronghold as cultural unit
V. Supply and attrition
V/1. Presence of supply
V/2/a. Supply blocked on land
IV/2/b. Supply by harbor
IV/2/c. Supply by ship
IV/3. Attrition - the result of lack of supply
IV/4. Starvation of units in own fort/stronghold or city
IV/5. The Medic I promotion
VI. Military units
there may be no idea here (on number restrictions)
VII Settler
VII/1 Settler and population
Let me give a highlight on it:
ROADS AND LANDS
This mod aims at to give roads a more significant and realistic role. Coming from the realistic concept of road, such elements as tile improvements in city area and in the country, crossing rivers, separate imperial and economic road come into the picture.
Imperial road means supply for the units. There will be thus concept of attrition, and blocking of supply.
This involves forts and strongholds, which are important by their own right, too.
In the end, some ideas deal with units of military and the settler.
I. Economic roads and improvements of the land
I/1/a. Economic roads
I/1/b. Pillaging tiles in city area
I/2. Improvement of country (non-city area) tiles
I/3. Brigands capturing resource supply
I/3/a Captures and Trade
I/4. Blocking of resource supply by enemy unit
I/5. Pillaging of improvement out of city-area
II. Imperial roads
II/1. Creation of imperial road
II/2. Economic function of imperial road
II/3. Imperial road as means of supply
III. River crossing and Bridges
III/1. Crossing a river without bridging
III/2/a. Construction of a bridge
III/2/b. Destroying a bridge
IV. Forts and Strongholds
IV/1. The number of forts and strongholds
IV/2. Building and destroying of fort or stronghold
IV/3. Fort or stronghold as military base
IV/4 Fort or stronghold in peace - production
IV/5. Fort or stronghold as means to block supply
IV/6. Stronghold producing economy - the manor improvement
IV/7. Stronghold as cultural unit
V. Supply and attrition
V/1. Presence of supply
V/2/a. Supply blocked on land
IV/2/b. Supply by harbor
IV/2/c. Supply by ship
IV/3. Attrition - the result of lack of supply
IV/4. Starvation of units in own fort/stronghold or city
IV/5. The Medic I promotion
VI. Military units
there may be no idea here (on number restrictions)
VII Settler
VII/1 Settler and population