Starting this topic to get some ideas rolling about mods that either will never be made, would be fun/funny to see happen, or that just have no value other than frivolous amusement and switching up the game.
Some random ideas have come up with so far:
1. Crossfire mod: Archers have friendly fire on the battle field like onagers. More realistic for battles, but more destructive, and not good for a player's eco budget. Extra arrow upgrades available in each age at the blacksmith and also extra upgrades for unit armor/pierce armor. Use of monks and the extra armor would be a must in any mixed unit battles with archers on the field involved.
2. OP Units In Place of Regular Units Mod: Examples- Elephant archers in archery range for archers (for the same cost as regular archers), Mamelukes in the place of Skirmishers (for cost of skirms), Frank level paladins (with a bit more HP added for the sake of balancing) for Castle Age Knights for all civs, Kamayuks instead of spears, Spanish Supremacy beefed up Villagers for all civs starting in Feudal Age, etc. Dark Age Infantry starts at Longswords, goes up to Champion available starting in Castle Age.
3. No siege, Except Petards Mod: Self explanatory, except- Petards can be made at siege workshop, and not just castle.
4. All Gaia Animals Move 2X Faster Mod: Not sure if this is even possible, changing the speed of animals in the game. But this would make deer luring to TC's quicker and more viable, but then would also make boar luring a bit more risky... unless players use sheep for lure blockers. This would also make it much more risky for sending out forward builders and wallers, as wolves would become sprinters on steroids.
5. Redemption in Dark Age to Feudal Age Mod: Monasteries made available in Dark Age, with Redemption already researched for free when Monastery is made, for all civs. Game does not go beyond Feudal Age. The monk warfare would supplement the drushing and infantry warfare, and Feudal units would be to help counter the monks (archers, scouts).
6. Perfect Kills Mod: All the highest upgraded units in the game, regardless of researching last or any blacksmith upgrades, kill any other unit in the game, besides siege, in one hit. But as soon as the research for this unit finishes, let's say their unit price doubles, triples, or quadruples for balance.
7. All Cavalry Get Trample: Starting in Feudal, Scouts and any other cavalry in game do trample damage. To balance this some, maybe could add +1 range to a regular spear line's attack strike.
Others who want to post ideas? Feel free to. I'm sure most of these ideas would probably never happen, they just would seem interesting to see made.
Some random ideas have come up with so far:
1. Crossfire mod: Archers have friendly fire on the battle field like onagers. More realistic for battles, but more destructive, and not good for a player's eco budget. Extra arrow upgrades available in each age at the blacksmith and also extra upgrades for unit armor/pierce armor. Use of monks and the extra armor would be a must in any mixed unit battles with archers on the field involved.
2. OP Units In Place of Regular Units Mod: Examples- Elephant archers in archery range for archers (for the same cost as regular archers), Mamelukes in the place of Skirmishers (for cost of skirms), Frank level paladins (with a bit more HP added for the sake of balancing) for Castle Age Knights for all civs, Kamayuks instead of spears, Spanish Supremacy beefed up Villagers for all civs starting in Feudal Age, etc. Dark Age Infantry starts at Longswords, goes up to Champion available starting in Castle Age.
3. No siege, Except Petards Mod: Self explanatory, except- Petards can be made at siege workshop, and not just castle.
4. All Gaia Animals Move 2X Faster Mod: Not sure if this is even possible, changing the speed of animals in the game. But this would make deer luring to TC's quicker and more viable, but then would also make boar luring a bit more risky... unless players use sheep for lure blockers. This would also make it much more risky for sending out forward builders and wallers, as wolves would become sprinters on steroids.
5. Redemption in Dark Age to Feudal Age Mod: Monasteries made available in Dark Age, with Redemption already researched for free when Monastery is made, for all civs. Game does not go beyond Feudal Age. The monk warfare would supplement the drushing and infantry warfare, and Feudal units would be to help counter the monks (archers, scouts).
6. Perfect Kills Mod: All the highest upgraded units in the game, regardless of researching last or any blacksmith upgrades, kill any other unit in the game, besides siege, in one hit. But as soon as the research for this unit finishes, let's say their unit price doubles, triples, or quadruples for balance.
7. All Cavalry Get Trample: Starting in Feudal, Scouts and any other cavalry in game do trample damage. To balance this some, maybe could add +1 range to a regular spear line's attack strike.
Others who want to post ideas? Feel free to. I'm sure most of these ideas would probably never happen, they just would seem interesting to see made.