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Thread: Anything and Everything We Can Add to Civ5

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    Anything and Everything We Can Add to Civ5

    This thread is the merger for many threads that either I myself created or others created all in one. I will constinatly be add/ improving this thread so please aid in any way you can. Thanks in advance.

    Some of the many things in this thread ( click the go to post button, to go to the post the topic is in)

    New Game Concepts
    Gameplay
    Combat
    New Forms of Diplomacy

    Quote Originally Posted by Kevik View Post
    New Civs
    Quote Originally Posted by Kevik View Post
    New Units
    Quote Originally Posted by Kevik View Post
    New Buildings
    New Techs
    New Resources
    New Natural Wonders


    A special thanks to those who helped

    Floating Pants
    MegaBearsFan


    New Game Concepts

    http://forums.2kgames.com/showthread...ld-add-to-Civ5
    http://forums.2kgames.com/showthread...-d-like-to-see ( by Floating Pants)


    Religion - A religion is founded in a civilization or city. It spreads across your empire and into other civs giving happiness, culture, diplomatic issues, etc.

    Corporations - Major corporations are built in cities. They spread their company across other cities to dominate wealth and control. Could also consume resources to create money.

    Regional technology development - Un-researched technologies owned by a neighboring civ will slowing leak into your research bank and possibly be granted to you.

    Immigration/Migration - Citizens from foreign civs can move to another civ's cities; cities from one civ's larger cities will move into its own smaller cities.

    Colonies - Cities far away from capital and on other continents can be liberated to form colonies attached to its colonial "mother". Will provide mother civ with research, resources, etc.

    Health/Disease/Biological Warfare - Health and disease to slow city growth and/or prevent it; Damaging health as an act of war.

    Espionage - Using hidden spies to enter foreign cities and steal money, sabotage production, steal technology, etc.

    Foreign Influence and culture - Tiles and cities being taken and given to other civ by its influence in the land. Induced by one empire's large population or culture. Also, units (mainly workers) could be automatically transfered to civ with higher influence in an area.

    Towns - this would not be like towns in civ4, but a new system altogether. Town would be the smaller versions of cities, population would grow just like cities, as would production (with a 25% production penalty) but would not be able to build wonders or projects or most units. You ask yourself then whats the piont of having them, to expand your territory quickly or to fill in gaps between your cities, and to add research and gold. Town will expand 2 tiles out instead of three. Towns can also become cities if you build a city hall and pay a certian amount of gold.

    Allaince Victory (got idea from Gal civs 2) - You win the game if you have allainces with all surviving players ( perminant allainces ( if thats in the game alreay), vasalage, or defensive pacts) cause no civ wants to fight you because they are all your friends (not including city states). To accomplish this you become friends with all civs or you can just wipe out anyone your not friends with.

    Wonder Victory - You can win the game by building a certian amount of wonders

    Random Events - Good/ Bad events happen that either help or hurt you. Natural disasters, finding a cure ....

    "Social Unrest" / "Civil War" Happiness Mechanic: Make happiness city-based. Culture can already be accumulated in both cities and empire-wide, I don't know why Happiness shouldn't be...
    • Happiness effects from buildings apply to that city (unless otherwise specified, i.e. wonders).
      • For each point of Unhappiness within a city, one citizen goes on strike (refuses to work) (similar to Civ IV).
      • If City Unhappiness > Half the population of the city (rounded down), the city goes into revolt and all output from that city is lost.
      • In order quell the revolt, you must station a military unit in that city and perform a new unit action "Martial Law". Each turn of Martial Law decreases Unhappiness in the city by 1 for X turns (determined by game length, i.e. 10 turns for standard game) up to a maximum of (floor(city population / 2) (bringing Happiness back up to zero). The unit cannot move or take other actions while in "Martial Law" or else it will cancel the "Martial Law" action. Units do not contribute to a city's combat strength when in "Martial Law". Since the duration of the happiness from Martial Law only lasts for a set number of turns, you will have to take action to increase the city's happiness or else it will fall back into revolt again eventually.
    • The average of all your cities' Happiness becomes your National Happiness.
      • When Nation is Happy, add excess happiness to Golden Age counter (as is already being done).
      • Each turn that the Nation is unhappy, add the unhappiness total to an "Anarcy Counter" (similar to Golden Age counter, but opposite).
      • When the Anarcy Counter becomes full (certain social policies and wonders can increase the amount required to fill the counter), the Nation goes into Anarcy, and the top X (depending on game length and map size) cities (except the capital) seceed and form an offshoot nation controlled by AI that is automatically at war with the former owner and any of his/her allies. Each seceeding city will automatically "draft" one modern infantry unit on the turn that the secession occurs (unit does not get to act until next turn), and any of the former owner's military units (or allied units) still stationed in the city automatically move to an adjacent available tile (if no tile is available, the unit is killed).
      • The most populous of the seceeding cities becomes the new offshoot nation's capital. The former player can subdue the rebellion and reclaim the former cities by capturing the offshoot nation's capital through military conquest. NOTE: At this point, the former owner is allowed to raze any of the cities now belonging to the offshoot empire (except the capital), but doing so will result in -1 National Happiness for each population point killed during the razing ("You have massacred our brothers and sisters!").

    This feature is designed to address the complaints that many people have on the forums stating that the AIs and military-focused empires seem to be able to ignore happiness and happiness is not a real check to expansion. This modified ruleset would add very real and potent penalties for not maintaining happiness in your cities. In order for this mechanic to work, AIs would need to have many of their Happiness buffs removed in order to be susceptible to this mechanic, and would need to be programmed to take action to prevent unhappiness from getting out of control.



    Gameplay

    - Add an "Escort" command that allows a military unit on the same tile as a civilian unit to automatically follow that civillian unit, fortify whenever that civilian does not move, and unfortify and follow when the civilian starts moving again. Since we can't move units in stacks, this would help reduce the tedium of manually making military units follow settlers and workers (especially in the early game).

    - Add a "Wait for X Turns" command that allows the player to enter a numeric value, and the unit will fortify/wait on that tile for that number of turns before automatically waking up. This has several uses: leaving a worker inactive until a completing a new research project allows him to build an improvement; camping a military unit until new research allows him to be upgraded; parking a Great Person at a location, waiting for the right time to use one of their abilities; etc.

    - Add a Queued/Automatic Moves Pending Notification that, when pressed, causes all queued movements and actions to occur, so you don't have to wait until the end of your turn or accidentally interfere with a unit's queued actions.

    - Add an "Enemy Unit Sighted" notification for any time an enemy unit enters your line of sight. Currently, the game only provides notifications for when enemy units are within your borders (at which point it is often too late).

    - Show "Turn Remaining" for resources in the top window bar for resources that are part of diplomatic trade deals. i.e rolling over the resource bar at Iron would display:

    Iron 9 (4)
    5 Iron available from cities
    2 Iron available from deals
    1 Iron from India (10 turns)
    1 Iron from China (4 turns)
    2 Iron available from City-States
    2 Iron from Bucharest (20 turns)
    Similarly to the ^ above, show "Turns Remaining" for Luxuries. Highlighting over the Happiness on the top bar will list which resources are coming from Diplomatic deals and City-States and how many turns are left before the deal ends.

    - Ability to Queue up which order you want tiles to be automatically annexed so you're not dependent on the AI's randomly making choices.

    Tile Improvments

    Nature Preserve - (req "Biology", must be built on forest, jungle, or desert): + 1 Commerce, + 1 Science.

    Airfield - (req "Flight", cannot be built on hills): air units can land on airfields in friendly and unoccupied territory that do not already have another Civ's air units on them. Max 3 units.

    Canal - (req "Engineering", cannot be built on hills, must be built adjacent to Ocean or another Canal): 0 Food, +1 Production, +2 Commerce. Allows Naval units to enter tile, and can be used to connect two bodies of water. First Canal tile costs 1 Maintenance, and each new Canal tile built adds +1 to the maintenance cost for all Canals. Harbors add +1 Commerce to all Canal tiles in the city boundaries.

    Watchtower - (req "Construction"): Free line of sight for 3 tiles in every direction (is blocked by terrain). Costs 1 Maintenance.

    Pillbox - (req "Assembly Line"): automatically attacks any enemy unit adjacent to or on the Pillbox and does 2 HP of damage. Units stationed in the Pillbox receive NO combat modifiers. Has Zone of Control. Costs 2 Maintenance.

    Modify Harbors - to allow units to embark and disembark on that city tile without ending their turn.

    Modify Forts - to cost 2 Maintenance. Fort Maintenance goes down by one if they have a military unit garrisoned inside, and go down by one if they are connected to your Trade Network. Forts outside your borders cost +1 Maintenance.

    Bring back Cottages - Improvements that grow over time from being worked by a city add value to older cities and reduce the rewards for building new cities instead of developing/growing your existing cities.


    Combat

    When in a military alliance with another Civ or City State against a third party, you should be able to ask the player you are aligned with to support your military in certain ways:
    - Help defend my cities: if the allied nation believes they can spare the manpower, they will accept and will move some spare units into your borders to defend your cities (this is helpful if you are a cultural or scientific civ with little or no military, or if you are devoting most of your forces to an offensive action).
    - I will defend your cities: you may make a promise to send your units to defend your ally's cities. This will free up their army to go no the offensive.
    - Support my attack: asks your ally to spare some units to help support your offensive army. You can ask for specific types of units as well (infanty, anti-mounted/armor, mounted/armor, ranged, seige, naval, air, anti-air) so if you are lacking a specific type of unit that they have in abundance, they will use that type of unit to support you and will follow your army and attack units based on what your army attacks. For example, if you know your enemy has lots of mounted units, but you only have infanty and seige weapons, you can ask them to use their Spearmen or Pikemen to help defend your army. Alternatively, if you are trying to take a city, and you lack seige weapons, you can ask for seige or air support and the ally will send some of that type of unit to bomb whatever city you are beseiging.
    - Share Maps: you can ask to exchange line-of-sight with your ally for X turns (dependant on game length), so that you can see what they see.
    - Attack target: you can ask them to focus their attacks on specific cities. You should also be able to specify whether you want them to actually capture the target, or just soften it up for you.


    New Forms of Diplomacy

    - Be able to bribe City-States that you are allies with into joining your empire, or City States that you have been allies with for a very long time should be able to ask to join your empire.

    - You should be able to make gold and resource demands of City states (similar to demands to other Civs). Doing so will damage your relations with them as well as any other nations that are friends or allies with them.

    - Should be able to manually withdraw Denouncements, Pacts of Friendship, and Pacts of Secrecy.

    - When a leader denounces a player or declares war on a player, they should Give a specific reason for the denouncement or declaration of war!. They should say "We are declaring war because we want your resources" or "We have denounced you because you declared war on our friend". They should remember the reasons they gave for the denouncement or declaration of war, and if you give in to that request, they should withdraw the denouncement or declare peace. For example, if an AI declares war on you with the message "We need more Iron, so we are taking yours!", if you go into the "Negotiate Peace" screen and offer them your Iron, they should be more willing to accept the peace treaty.

    - With the Joint Victory Conditions listed in my first post, friendly/allied relations should be able to be maintained with AIs for the whole game if both empires could potentially achieve victory. This will decrease the frequency of late-game back-stabs or unprovoked invasions when you get close to a victory condition.

    - Add actual translations of what the leaders are saying.

    - Bring back city/national demographics so that each population point could have a "nationality" (i.e. which civ/city state he/she was born to). When you capture a city, its population retains its original nationality but any new population points have a percentage chance of being "nationalized" (meaning they are considered to be the new owner's nationality). Cities that are in close proximity to foreign cities and which have open borders and a trade route will have a percentage chance that newly-spawned citizens will belong to the neighboring city's nationality. Population points belonging to other Nationalities should become unhappy if war is declared on their nation or if you denounce their nation. Having Protection Pacts and alliances with their parent nations may also lead these national citizens to become extra happy that we are on good terms with their homeland.

    - Bring back the Pact of Secrecy. It was probably the coolest addition to diplomacy aside form the "give us 10 turns to prepare for war" option.

    More below hopefully
    Last edited by Kevik; 02-20-2011 at 05:48 PM.

  2. #2
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    New Civilizations

    http://forums.2kgames.com/showthread...ilization-Civ5 ( by Black Gates of Mordor)
    http://forums.2kgames.com/showthread...Top-10-Edition ( vote for new civs by Ingersollian)

    This list is taken directly for Black Gates thread go there if you want changes, cause thats where I will get mine from

    Sorry for no colors


    Africa


    Carthage
    Capital: Carthage
    Leader: Hannibal
    Leader: Queen Elissa (Dido)
    UA: Merchant Navy. Carthage's navy was the lifeblood of their nation, and their superiority and stability rested almost entirely on it. It allowed them to trade with peoples far and wide and their navy routinely crushed Rome. In peace time, all naval units contribute +0.5 happiness. In wartime, all naval units gain +2 ranged strength.
    UU: Numidian Cavalry. Replaces Horsemen. Carthage did not have a very strong land army, and so were forced to recruit mercenaries, such as the Numidian Cavalry, which wore much lighter armour and were much faster then regular horsemen. Cost 90, not 80. No maintenance costs. Movement 5, not 4. Strength 12.
    UB: Cothon. Replaces Harbour. Cost 125, not 80. Maintenance 3. Naval construction bonus +40%, not +25%. Naval units stationed in cities with a Cothon heal at double the normal rate. +1 gold for trade routes over water.
    Starting Bias: Coast with desert nearby.
    Strategy: Many of Carthage's strengths lie in peace, but in wartime they can quickly summon a large armada to take out the enemy. With a UU that costs nothing, early tactics consist mainly of quickly running in and striking before getting away behind a wall of spearmen.

    Ethiopia
    Capital: Addis Ababa
    Leader: Menelik II (1844-1913)
    UA: Spiritual Diversity. Golden Ages come 25% faster, but are 10% shorter. Ethiopia is home to major populations of all three Abrahamic faiths.
    UU: Oromo Warrior. Replaces Musketman. Cost 130, not 120. Strength 16. Movement 2. 12 health, not 10. Earns 5 GA points per kill.
    UB: Stele. Replaces Monument. Cost 60. Maintenance 1. Culture 2. Contributes 3 GA points per turn (does not count as happiness).
    Starting Bias: Hills.
    Strategy: War is Ethiopia's main strength, as every kill with the Oromo Warrior will quickly push you towards a Golden Age. As golden ages come much faster, building the Stele will only speed these up. Ethiopia for most of the game will be in or near a Golden Age.

    Morocco
    Capital: Marrakech (Marrakesh)

    Zulu
    Capital: Ulundi (KwaBulawayo)
    Leader: Shaka Zulu (1787-1828)
    UA: African Terror. Every Zulu unit in enemy territory causes -.75 happiness in their (the enemy's) country. Zulus were one of the most terrifying military forces in all of Africa, and no one wanted to cross them, especially not Shaka Zulu. Some people call him "The Black Napoleon" because of his brilliant (but fiercely brutal) tactical innovations.
    UU: Impi. Requires Iron. Production 55, not 50. Replaces Spearman. Movement 3, not 2. Strength 7. +25% strength for against units with 2 movement.
    UB: Ikhanda. Replaces Barracks. Production 90, not 80. Maintenance 1. Reduces city maintenance costs by 15%.



    Americas


    Canada
    Capital: Ottawa
    Leader: Pierre Elliot Trudeau
    UA: Global Mosaic. No penalty for units in C-S territory when they are at war with another civ (not you). It can include your enemies. +0.25 influence per turn during the above stated. Only a single unit in C-S territory can create this effect. More than a single unit does not change that amount.
    UU: Stormtrooper. Replaces Infantry. +15% vs. Cities. +50% against fortified units (effectively, the unit being attacked has no bonus from fortification).
    UI: Trading Factory. Replaces Trading Post, but your workers can build them as well. +5 gold, not 2. Takes double the time. 0.4 unhappiness for every Trading Factory. 0.5 unhappiness for every Trading Factory in the Modern Era. Does not stack with the original unhappiness.
    Starting Bias: Tundra/Forest.

    -Problem. One of the Iroquois cities (I think it could be the eighth or something) is called Montreal. To include Canada, this must be changed.

    Inuit
    Capital: Iqaluit
    Leader (undecided): Tagak Curley
    Abe Okpik
    Nanook (possibly mythical)
    UA: People of the Arctic. +1 food from every tundra or snow tile within 3 tiles of the city. The tile does not have to be worked, and one tile can be shared by one city and both will still get the bonus.
    UU: Qamutik "Snow sledge". Replaces Chariot. Cost 70, not 60. Strength 3. Ranged strength 6. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 4 strength and 7 ranged strength.
    UU: Koryak Archer. Replaces Archer. Cost 80, not 70. Strength 4. Ranged strength 6. Range 2. Movement 2. On tundra and snow the (UU) has 6 strength and 8 ranged strength. (http://en.wikipedia.org/wiki/File:Koryak_armor.jpeg)
    UB: Igloo. Replaces Monument. Maintenance 1. Culture 2. All cities within 20 (?) tiles of ice terrain gain +1 gold.
    Starting Bias: Tundra.
    Strategy: As you can see the Inuit are very heavily based towards tundra and snow. They fight best there and have more food and gold there. Once they leave the ice, they'll have to rely on numbers and tactics...

    Maya
    Capital: Tikal
    Leader: Pakal II
    UA: Mesoamerican Scholars. The Mayans were incredible scientists, devising their own system of writing, making far more accurate astronomical observations (such as determining the length of a year far more precisely than anyone else), and were brilliant mathematicians. However, their scientific study was tied intrinsically to their culture, often determining their daily lives. Jungle tiles produce +1 Science. 15% of science output is added to culture every turn.
    UU: Holkan. Replaces Spearmen. Cost 70, not 50. Strength 8, not 7. Starts with a rough terrain combat promotion (since most of the Yucatan peninsula was either jungle or hills).
    UB: Ball Court. Replaces Colosseum. Cost 150. Maintenance 3. Happiness 4. +1 culture.Has a Scientist OR an Artist slot. This is an in-game decision (AI chooses) made when the first Ball Court is completed.

    *Chichen Itza will be called Chichen, just how the Incans have Machu instead of Machu Picchu.

    Mexico
    Capital: Mexico City - well, technically this is Tenochtitlan, but in civ4 there was the Constantinople/Istanbul cross.
    Leader: Antonio López de Santa Anna (Santa Anna for short)
    OR
    Miguel Hidalgo y Costilla (Miguel Hidalgo for short)
    UA: Grito de Dolores. +33% military land unit production during war with another civ. Rebel forces appear at -12 happiness, not -20.
    http://en.wikipedia.org/wiki/Grito_de_Dolores
    UU: Zapatista. Replaces Rifleman. Cost 180, not 200. Strength 22, not 25. Ignores terrain movement penalty. +25% attack when fighting on hills.
    http://en.wikipedia.org/wiki/Zapatis...can_Revolution)
    UU: Caudillo. Replaces Great General. Same bonuses as regular GG, but does not die when being killed in combat, just sent back to the capital. Can only be lost when building the GG's improvement or golden age. Golden ages began by Caudillos are 50% longer.
    http://en.wikipedia.org/wiki/Caudillo
    UB: Maquiladora, replaces factory. Maquiladoras are large factories in Latin American countries in which major companies relocate there for cheaper labor. They are an enormous boost to the Mexican economy, being located mainly along the American border. Same production cost and production bonuses as factory, but +4 gold generated by the city for each foreign civ with open borders agreement.
    http://en.wikipedia.org/wiki/Maquiladora
    If one UU was to be removed, Floating Pants believes it should be the Zapatista (they were rebels, and the Caudillos were more famous)

    Sioux
    Capital: Sioux Falls
    Leader: Red Cloud (probably the best Sioux leader. Sitting bull worked under him)
    UA: Buffalo Dance. Cattle, Deer, and Sheep provide +1 productivity and +1 food.
    UU: Dog Soldier. Replaces Pikeman. Starts with Open Terrain 3 (only if there is a Totem pole in the city) and Drill 1. Strength 12, not 10. Cost 130, not 100.
    UB: Totem Pole. Replaces Monument. +1 culture, not 2. Cost 70, not 60. Maintenance 1. ranged units (including sea and air) receive two Promotions.
    (Land - Open Terrain 1 & 2, Sea - Targeting 1 & 2, Air - Siege 1 & 2)



    Near East



    Assyria
    Capital: Assur
    Leader: Ashurnasirpal
    UA: Assyrian Fear. The Assyrians were extremely cruel to their captured enemies. Because of this, the mention of their very name put fear into people's hearts. As they had the largest army of that era, they just surrounded their enemies and forced them to surrender. +20% bonus against cities and units. -1 Happiness to every conquered city (puppeted and annexed) until Courthouse built and at least 20 turns have passed. Courthouse costs 700 gold, not 600.
    UA: Primeval War Machine. Influence with military city-states does not decrease while at war. Iron and horse deposits are doubled.
    UU: Siege Tower. Replaces Catapult. Cost 120, not 100. Combat 14, not 4. Ranged Combat 6, not 14. Range 2. Movement 2. May melee attack, but cannot take cities (They can attack cities, however). Siege Towers were used throughout Europe during the Medieval Era, but were first utilised by the Assyrians much earlier. They were usually set up next to city walls and troops inside would then be deployed to take the walls. There were also archers on board to fire at the defenders on the wall and any stray men that were surrounding the structure.
    UB: Resettlement Center: Replaces Courthouse. Production 100, not 200. Maintenance 6, not 5. Like the courthouse, a Resettlement Center eliminates the unhappiness generated by occupied cities.
    UB: Ekal Masharti: Replaces Barracks. Production 80. Maintenance 1. The Ekal Masharti provides +15 XP for all new land units. In addition, it provides a +25% production of land units while in the ancient era. This bonus decreases by 5% with the passage of each era, except when you reach the Modern Era and Future Era, where the bonus stays at 5%.

    Strategy Playing As: Dominate early. Research Bronze Working and Mathematics for the buildings they offer as well as the units. Take advantage of the barracks to quickly build units. Seek out iron and horses aggressively. Form Alliances with military CS's and once you have them, and keep the fires of war burning to maintain influence. Pursue Honor and Patronage policies.
    Strategy Playing Against: Use their warmonger nature to rally other civ's against them. Target military CS's for conquest, or at least try to beat the Assyrians to alliance. Aggressively deprive them of strategic resources.

    Byzantium
    Capital: Constantinople - same city as Istanbul, but they did it in civ4.
    Leader: Justinian I (483-565)
    UA: Legacy of Rome - +35% Production to buildings in the capital, at the expense of -15% Production in all other cities.
    UU: Cataphract. Replaces Knight. Strength 16, not 18. Cost 180, not 150. Movement 3. When defending strength is 22. Tech cost for Chivalry is 420, not 440.
    UB: Hippodrome. Replaces Colosseum. +5 Happiness, not 4. +1 Culture. Cost 160, not 150. Maintenance 3.


    Hebrews
    Capital: Jeruselam
    Leader: King David (1040-970 BCE)
    UU: Commando. Replaces Paratroopers. Cost 370, not 350. Strength 48, not 40. Can only paradrop 4 tiles away (when in friendly territory), not 5. Starts with Rough Terrain 1 & Open Terrain 1.
    UB: Synagogue. Replaces Temple. Cost 145, not 120. Maintenance 2. Culture 4. +10% science.

    Possibly politically dangerous to include.

    Hittites
    Capital: Hattusa
    Leader: Suppiluliuma I
    UA: The First Iron-workers. Half tech cost for Iron Working, +20% production bonus to any unit that uses iron. The Hittites were one of the first civilizations in history to start working in iron, despite being in the middle of the Bronze Age.
    UU: 3-man Chariot (Better name?). Replaces Chariot Archer. Cost 80, not 60. Movement 3, not 4. Strength 6, not 3. Ranged strength 8, not 6. Range 2. Can melee attack. The 3 man chariot had an archer onboard, but the main weapon of choice was a long spear.

    Phoenicia
    Capital: Tyre
    UA: Mediterranean Trade. Phoenicia were the original traders of the Mediterranean. Their sailing skill is so great that there are legends about them circumnavigating Africa and discovering South and North America. One of the supposed appearances of Quetzalcoatl was a white bearded man. Once sailing is researched, coastal cities can connect trade routes without needing a harbor. Harbors generate +1 gold and have no maintenance cost. Each luxury resource within the three-tile radius and in your borders gives the capital +2 gold.
    UU: Bireme. Replaces Trireme. Cost 75, not 60. Strength 9, not 6. Ranged strength 4. Range 2. 5 movement, not 4.
    UB: Chamber. Replaces Monument. Cost 65, not 60. +3 culture, not 2. +2 gold. No maintenance.
    -problem. One of the Egyptian cities is called Byblos. This must be changed for Phoenicia's inclusion.

    Sumer
    Capital: Agade
    Leader: Sargon the Great (2334-2215 BCE)
    UA: Puppet Dictator. Instead of puppeted city-states producing buildings they will produce soldiers. This ability can be changed back to buildings by going into the 'View City' screen. Once the puppeted city begins producing buildings you cannot change it back to units. To produce units you must annex the city.+15% bonus to unit production.
    UU: Vulture Warrior.
    UB: Ziggurat. Replaces monument. +3 culture, not +2, and one artist spot. Maintenance 1. Cost 70, not 60.

    More new civs in next post
    Last edited by Kevik; 02-18-2011 at 04:14 PM.

  3. #3
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    New Civs Cont.


    Asia

    Korea
    Capital: Seoul
    Leader: King Sejong the Great (1397-1450)
    UA: Language of the Common People. Sejong created the Hangul alphabet, which was easily taught to the lower classes, expanding the literacy rate of his country. +1 Science per worked farm.
    UU: Hwach'a. They were a 15th Century Korean version of a cannon, developed by - guess who! - King Sejong the Great (he truly is Great). They could also fire further then typical renaissance cannon. Replaces Cannon. Uses 1 Iron. Strength 10, Ranged strength 28, not 26. Range 3, not 2. Cost 280, not 250.
    UB: Seowon. Replaces Library. Costs 100, not 80. Produces 1 science for 1 population (onto of the UA). Maintenance 1.
    Favoured Win: Technological Victory.

    Tibet
    Capital: Lhasa
    Leader: Gendun Drup, 1st Dalai Lama
    UA: Nonviolence. Any nation that attacks Tibet takes 1 unhappiness for every turn the war is maintained.
    UU: Warrior Monk. Replaces Swordsmen. Cost 120, not 80. Movement 2. Strength 12, not 11. +100% strength when defending. -25% strength when attacking.
    UB: Stupa (A Buddhist place of worship). Replaces Temple. Cost 150, not 120. Maintenance 2. +4 culture, not +3. +3 culture for every mountain within three tiles of the city.
    Starting Bias: Hills and Mountains
    Strategy: Tibet is designed to be a civ that defends itself at the smaller passes and builds up until a later attack. They are a heavily defensive and anti-war civ, with the Warrior Monk able to hold itself all the way to the Late Renaissance, as it's doubled strength when defending can hold against Riflemen and Cavalry (Both Strength 25). Only until the Industrial Era will Tibet possibly begin to falter. The Stupa is designed to be built in a mountainous area to gain a maximum amount of culture. The base culture is still stronger then a normal Temple, however. Tibet's greatest victory would be culture, although the other two peaceful options are also viable.
    Favoured Win: Culture Victory.

    *Potentially politically dangerous

    Vietnam
    Capital: Hanoi
    Leader: Lę Thánh Tông (1442-1497)
    UA: Jungle Insurgents. Units receive +20% defensive bonus for jungle and forest tiles in friendly territory.
    UB: Văn Miếu. Replaces Temple. These are Confucian Academies similar to the Seowon in Korea. +20% science. +2 culture. Cost 120, not 100. Maintenance 2.
    UU: Light Artillery. Replaces Artillery. Ranged strength 28, not 32. Gains +20% defensive bonus for hills, forests, and jungles (ontop of the normal bonus) and has no movement cost for these features.
    Starting Bias: Jungle and Hills.
    Favoured Win: Technological Victory.

    Oceania

    Australia
    Capital: Canberra
    Leader: Sir Robert Menzies (1894-1978)

    Majapahit
    Capital: Trowulan Majapahit
    Leader: Huyam Wuruk (1334 - 1389)
    UA: Empire Mandala. Visitors from Asia remarked that the Majapahit Empire seemed shaped like a giant Mandala, a buddhist meditation circle. +1 Happiness from every City connected to the Capital via a Harbor or Trade Route.
    UU: Kalis Warrior. Replaces Longswordsman. Kalis blades were waved so that there was less chance of them getting snagged on the bones of their prey, thus allowing the wielder to withdraw faster. Cost 100, not 80. Strength 14, not 11. Has a 10% chance of surviving fights that would ordinarily kill it.
    UB: Celengan. Replaces Market. Economists imported Chinese currency for commoners to use for everyday purchases since Majapahit currency was only minted in rather high denominations. +1 gold for every 3 citizens, on top of +25% Gold.
    Favoured Win: Diplomatic Victory

    Polynesia
    Capital: Honolulu
    Leader: Kamehameha the Great (c. 1758 - 1819)
    UA: Polynesian Dream. Land units can travel onto water tiles without the need to research Optics. All units can travel into ocean tiles without the need to research Astronomy. +50% food for all coast and ocean tiles.
    UU: Musket Warrior. Replaces Musketmen.
    UI: Outrigger/Fishery. Additional improvement, can be created by Work Boats on coast tiles. +1 food. +1 gold.
    Starting Bias: Coast/Islands.

    Europe

    Austro-Hungary
    Capital: Wien (Vienna)
    Leader: Maria Theresa
    UA: Royal Connections. Captured cities can still build their former UUs and UBs, as well as the Austrian ones. You can only build one of these various uniques per ten turns per city. The Hapsburg Dynasty was a family of Austrian royalty that eventually spread their connections over Spain and France.
    UU: Jaeger Infantry. Replaces Riflemen. Cost 220, not 200. Strength 25. Double Flanking bonus to allied nearby units. +1 sight. Historically, they played a support role in combat as a recon unit or as skirmishers. They were dangerously effective in both roles.
    UB: Concert Hall. Replaces Opera House. Cost 220. Maintenance 4, not 3. +6 Culture, not +4 (does not include the UA bonus). This reflects their affinity for music.

    Celts
    Capital: Bibracte
    Leader: Boudicia (30 c.-61 CE)
    UA: Pagan Militants. They had a fearsome military might when in rough terrain. 30%+ to military units in rough terrain. They also had a culture that was centered around the forest and spirits. +2 culture per forest tile within your territory.
    UU: Highlanders. Replaces Swordsmen. +10% to military units when fighting in rough territory (on top of the UA)
    UB: Dun. Replaces Walls. +4 defense (base), not 5. +0.5 defense for every hill and/or forest in the vicinity (3 tile radius). Includes the tile of the city. Cost 130, not 100.
    Starting Bias: Forest and Hills.
    Favoured Win: Domination Victory

    Holy Roman Empire
    Capital: Aachen
    Leader: Charlemagne (742-814)
    UA: Imperial Authority. The HRE was a collection of tiny German city-states (and a few Italian ones). Every Allied city state increases unit production by +5%.
    UU: Swiss Guards. They were an offshoot of the Landsknechts. They can only be acquired by being allied with a Militaristic C-S. No cost. Strength 14, not 10. No maintenance. You can still build the Pikeman.
    UB: Rathaus. Replaces Courthouse. Cost 180, not 200. +1 happiness. Maintenance 7, not 5. With such an expensive building, you can build a normal Courthouse as well, but it will cost 250, not 200, and will not have the happiness bonus.

    The HRE is an interesting civ, as you can build all the units, and get your uniques as well. I would find this to be an immensely interesting civ to play as.

    Huns
    Capital: Budapest
    Leader: Attila (406-453)
    UA: The Horde. Double resource yield from Cattle, Horses, Deer, and Sheep; Mounted units do not take city attack penalty if there are no defensive structures in the target city.
    UU: Horse Archer. Replaces Horseman. Cost 90, not 80. 8 strength, not 12. Ranged Strength 10. Range 2. Movement 4. The Huns were famed for their mounted archery.
    UU: Nomad. Replaces Settler. Cost 100, not 89. Strength 3. Movement 3, not 2.

    Netherlands
    Capital: Amsterdam
    Leader: Willem van Oranje (1533-1584)
    UA: Traders of the Sea. 20% Gold increase in all cities, 15% increase along trade routes.
    UA: United East Indian Company - Netherlands Open Borders trade provides +5 happiness to all parties of the trade, while other Civ's Open Borders give +20 culture for each city to the Netherlands. Civs at war with the Netherlands receive a -10% gold income.
    UU: East Indiaman. Replaces Frigate. Requires Iron. Cost 170, not 160. Strength 30. Ranged strength 15, Range 2. Movement 6, not 5. Has Supply promotion upon creation, Gains Gold equal to the ship's combat strength for every attack .
    UB: Paltrok Mill. Replaces Windmill. Cost 220, not 180. +1 production for every farm on open terrain that is being worked, not +15% production. City cannot be on a hill. Maintenance 1, not 2. 2 Engineer specialists.

    Strategy: Netherlands' UA is useless if nobody will trade with you.
    The same can be said for the only thing cool about the Arabs, which is their extra luxuries. People are always willing to pay for happiness.
    Designed towards Cultural/Diplomatic victory, because I don't think we have enough civs who do. Your Open borders acts a luxury that can be traded to everyone and can not be found elsewhere. Going to war with the Netherlands could cause bankruptcy, meaning a small empire has a greater chance of being peaceful and trading. East Indiaman gains gold similar to Aztec's culture per kill. Paltrok Mill increase production for farms, Credits to zephyrtr for the Paltrok Mill.

    Portugal
    Capital: Lisbon
    Leader: Joao II (1502-1557)
    UA: Golden Explorers. +1 gold for every tile explored, but +3 if the tile has not been explored by another civ (includes city-states). Does not include tiles you see at the start. Is not placed into effect until you settle your first city. Loses effect with research of Steam Power.
    Or Trade Routes produce more gold, the further away they are from the capital; Astronomy increases production of workers and settlers by 33%. Stacks with the liberty social policy.
    UU: Carrack. Replaces Caravel. Cost 120, not 100. Strength 22, not 15. Movement 6. Ranged strength 11, not 7. Range 2. Doubles the movement of all embarked units in a 2 unit radius.
    UB: Feitoria, Replaces Bank. Costs 240, not 220.
    +25% city's output of gold, +4 food, +50% production speed if city has a harbour.
    Strategy: No favourable victory, just expansion, benefiting from having coastal cities far away. Carrack provides a good protection ship for moving miltary/settlers/workers, while navigation means that you'll be pumping them out faster. Feitoria are easier to make on coastal cities with harbours, extra food means big coastal cities and more land, and consequentially, more luxuries to sustain that population.

    Poland-Lithuania
    Capital: Krakow
    Leader: John III Sobieski (1629-1696)
    UA: Religious Freedom. Poland-Lithuania was the world's first democracy (of a sort). They had an elected monarch, elected by the nobles (comprising of 15% of the population). They had a substantive guarantee of rights for the populace, including fairly liberal guarantees of religious freedom. -30% Unhappiness from every city and citizen.
    UU: Winged Hussar. Replaces Lancer. They were heavily armored and their primary tactic was to charge right in and smash through infantry formations. Plus, their horses were bred to be able to carry a great deal of weight over long distances and still be able to make a charge after all of that. Cost 250, not 220. Strength 26, not 22. When being flanked by the enemy there is no bonus. The flanking bonus is +20%, not +15%.

    Norse
    Capital: Trondheim
    Leader: King Canute the Great (985-1035)
    UA: Atlantic Raiders. All land units have a +10% combat bonus when attacking from water tiles, not a penalty.
    UU: Longboat (a Viking ship, basically). Replaces Trireme. Cost 75, not 60. Strength 6. Ranged Strength 4, but when next to the unit being attacked the ranged strength is 6. Range 2. This unit can move up to two tiles away from the coast, and then it must return to coastal waters within ten turns (there would be a little timer in the UI). This is removed once Astronomy is researched.
    UB: Trading Port. Replaces Harbour. Cost 90. Maintenance 0, not 3. +10% gold for naval trade routes. +25% to Naval Unit Production.
    Last edited by Kevik; 02-18-2011 at 04:14 PM.

  4. #4
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    New Units

    http://forums.2kgames.com/showthread...for-the-Empire ( by Kevik)

    Copied striaght from my tread

    Here is a list of units in the game already http://well-of-souls.com/civ/civ5_units.html
    Techs already in the game http://well-of-souls.com/civ/images/tech_tree3.jpg

    Special Thanks to
    mwallyn

    Combat Units

    Priviteer - Pirates (Will be just like it was in civ4)
    Movement: 6; Strength: 20; Ranged Strength: 10; Range: 2; Cost: 110
    Technology: Navigation
    Abilities: May not melee attack, No nationality, can attack without being at war

    Mercenary - Priviteer of the land (brand new unit)
    Movement: 2; Strength: 10; Ranged Strength: 0; Cost: 140; Required Resources: Iron
    Technology: Civil Service
    Abilities: No nationality, can attack without being at war
    Notes: Either can not take cities or if they do a new city-state is born

    Marines - Amphibious attackers
    Movement: 2; Strength: 40; Ranged Strength: 0; Cost: 350; Required Resource: none
    Technology: New tech Amphibious Warfare Prerecs: Electricity and Replaceable parts Leads to Telegraph
    Abilities: Starts out with free Amphibious promotion, and does not use full turn to embark, 30% combat bonus if within 3 tiles of water and a 30% combat penalty if not
    Notes: Combat bonus and penalties should keep the marine from being the replacement to infantry (so you still need both) and will make marines more worth while

    ICBM - Inter Continental Balistic Missile, Doom from afar
    Range: Infinate; Cost: 2000; Required Resources: Uranium
    Technology: Advanced Ballistics
    Abilities: Evasion (70).
    Notes: Kills all units within 2 tiles and can completly destroy a city

    Light Mortor - Infantry ranged unit (Brand new unit)
    Movement: 2; Strength: ; Ranged Strength: ; Range: 2; Cost: ; Required Resource: none
    Technology:
    Abilities: Indirect Fire, may not melee attack, doen't have to set up to range attack.

    Special Forces - They will come for you in the middle of the night
    Movement: 2; Strength: 44; Ranged Strength: 0; Cost: 370; Required Resource: none
    Technology:
    Abilities: ignores terrian costs; starts out with free Drill I ansd Shock I promotion

    Siege Tower - if you can't go through the wall go over it (Brand new unit)
    Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 150; Required Resource: none
    Technology:
    Abilities: +300% combat bonus against cities, -100% combat bonus against any other unit

    Fighter Bomber - mix between a fighter and a bomber (Brand new unit)
    Ranged Strength: 30; Ranged Strength: 30; Range: 8; Cost: 450; Required Resource: Oil
    Technology: Flight
    Abilities: Interception (50%), Air Sweep, Air Recon, Bonus vs. Helicopters
    Notes: Can be based in cities or on Carriers. Fairly good at hiting ground and naval units

    Stealth Destroyer - Were is it on the radar
    Movement: 7; Strength: 35; Ranged Strength: 22; Cost: 450; Required Resources:
    Technology: Stealth
    Abilities: Indirect Fire, +2 Sight range, can see Submarines, Bonus vs. Submarines (+100%), may not melee attack, cannot be seen unless unit is next to it.

    Militia - Cheap Fighting Force ( brand new unit and concept)
    Movement: 2; Strength: 6/7/18/28; Ranged Strength: 0; Cost: 35/70/160/225; Required Resource: none
    Technology: Bronze Working upgades when techs Civil Service/ Rifling/ Replaceble Parts are researched
    Abilities:
    Notes: Upgrades through the ages but is always less powerful and less costly to produce then the standard infantry unit of the era

    Engineer Corps - biuld forts and road in a combat site or at home ( brand new unit)
    Movement: 2; Strength: ; Ranged Strength: 0; Cost:; Required Resource: none
    Technology: Replaceable parts
    Abilities: can build roads/ railroads/ forts at 2x the speed of workers; -50% combat penalty when attacking
    Notes:

    Clone Infantry - why do the all look the same?
    Movement: 2; Strength: 32; Ranged Strength: 0; Cost: 200; Required Resource: none
    Technology: New tech Cloning ( come somewhere in the Future era
    Abilities:

    Skirmishers/ Javelin Throwers
    Movement: 2; Strength: 3; Ranged Strength: 5; Range: 2; Cost: 50; Requires Resource: none
    Technology: Archery
    Abilities: May not melee attack
    Notes: Cheaper version of the archers unless you have any better ideas

    Biplane - we really didn't start air combat with ME 109s did we ( brand new unit)
    Ranged Strength: 30; Range: 5; Cost: 360; Required Resource:
    Technology: Flight ( mover carriers and fighter to another tech)
    Abilities: Interception (70), Air Sweep, Air Recon, Weak against ranged attacks.
    Notes: Can be based in cities or on Carriers.

    Axeman - off with his head
    Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 75; Requires Resource:
    Technology:
    Abilities: +50% against melee

    Cruiser - middle ground between battleship and destroyer
    Movement: 6; Strength: 45; Ranged Strength: 26; Range: 3; Cost: 450 hammers; Required Resources: Oil
    Technology: Electricity
    Abilities: Indirect Fire (can bombard a target it can't see), may not melee attack.

    Mace men - middle ground between pikemen and longsowrdmen
    Movement: 2; Strength: 14; Ranged Strength: 0; Cost: 125; Required Resources: none
    Technology:
    Abilities:




    Non Combat Units

    Spys - Sneaky things that blew our stuff up
    Movement: 2; Strength: 0; Ranged Strength: 0; Cost: ; Requires Resource: none
    Technology:
    Abilities:


    Counter Spies - to protect us from those sneaky people
    Movement: 2; Strength: 0; Ranged Strength: 0; Cost: ; Requires Resource: none
    Technology:
    Abilities: Can see enemy spies and can destroy them


    Police Force - Cops (Brand new unit)
    Movement: 2; Strength: 15; Ranged Strength: 0; Cost: 250; Required Resource: none
    Technology:
    Abilities: +2 happiness when garrisoned in a city, Cannot leave friendly territory, cannot attack anything but rebels, limit of three, will also be good a gaist spies (if they are added)


    Red Colored units/ areas definatly still need work
    Green are new things added that you should discuss


    Unit Ideas that I don't feel like adding above yet that you can disscus amost yourselves

    Nuclear Carrier
    Grenadiers
    Machine Guns
    Trade Caravan
    Fright Truck (upgraded version of Trade Caravan)
    Light Artillery
    Insurgents ( pop up after your city is taken and you control them)
    Battle Cruiser
    Dreadnought
    Guerrillas
    Galleons
    Battle Elephants (uses horses)
    Military Trucks (use for transporting infantry faster)
    Mobile missile launcher (takes your guided missiles and nuke missiles closer to the enemy)
    Warrior Monk
    Pirates (a new barbarian unit)
    Super Destroyer Tank
    Cyborg Infantry
    Torpedo Planes
    Mega Bomber
    Stealth Fighter ( would have to change appearance of the jet Fighter)
    Computer Hackers
    Last edited by Kevik; 02-18-2011 at 04:13 PM.

  5. #5
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    New Buildings

    Special Thanks to
    Floating Pants

    http://forums.2kgames.com/showthread...for-the-Empire ( by zephyrtr)

    Hunting Lodge (Deer, Fur, Ivory) -- Melee and Archery Units built in this City gain the Woodsman promotion. Techs with Trapping.

    Textile Factory (Banana, Cotton, Dyes, Sheep, Silk) -- Related tiles produce +2 gold, 1 Merchant specialist. Techs with Machinery.

    Race Track (Horses) -- Consumes 1 Horse. +2 Culture.
    [*]Salt Refinery (Only in coastal cities) -- +2 Happiness, no Maintenance. Techs with Compass.

    Super Market -- + 1 food for every Fish, Wheat, Bananas, and Cattle near by (extra resources means extra food) maintenance 3 gold

    Jail -- reduces unhappiness by 5%, maintenance 10 gold

    Forttress -- +10 to city combat strength maintenance 5 gold.

    Drydock
    -> Industrial era, 300 hammers to build, +3 maintenance.
    -> Increases production of naval vessels by 50%
    -> +15 XP to all naval units in this city

    Fishery:
    -> Classical or Medieval, 0/1 maintenance, 120 hammers to build.
    -> Must have access to lakes/ocean
    -> +1 food on every coastal and lake tile.

    Coal plant (requires combustion) - A very industrious building used like the solar or nuclear plant. Maintenance: 3. Cost: 600. +25% production. With peat, there is a -6 food penalty to the city. With lignite, there is a -4 food penalty. With anthracite, a -2 food penalty. Requires either 4 peat or 2 lignite or 2 anthracite. I wouldn't consider this without the new coal system, and cannot be built in city with nuclear or wind or solar plant.

    Wind plant (requires flight?) - A cleaner alternative to the dirty coal plants, except they are very expensive to maintain due to the massive amount required to power a large city. Maintenance: 8. Cost: 600. Can only be built on city on hills (or maybe not, undecided). +25% production. Cannot be built with nuclear, solar, or coal plant.

    Railroad transportation center (requires railroad)- A center of commercial and passenger transportation by railroad. Maintenance: 3. Cost: 400. Requires railroad connection to capital, and 2 peat or 1 lignite or 1 anthracite. All railroads within 3 tiles of the city's cultural borders are free/half price (undecided), +2 gold from every resource worked by the city with lignite or anthracite. +25% production of armored units with anthracite. Could possibly be used with just 1 coal without new coal system.

    Patent Office (req "Economics"): + 15% Great Person Generation in this city, + 1 Science from all Specialists in thit city. This may be too powerful, so it may need to be a National Wonder.





    National Wonders:

    National Sports League (Stadiums in all cities) -- Unhappiness from population reduced by 15%. Techs with Mass Media.

    Interstate Highway (req "Combustion"): + 2 movement along roads. + 25% Trade income yield from land-based trade routes. This wonder only makes sense if the suggested change to Railroads from my first post is implemented (since railroads no longer provide the basic movement increase).


    New Technologies

    these closely related to the New units page

    Amphibious Warfare Industrial era tech
    Prerecs: Electricity and Replaceable parts, Leads to: Telegraph
    Allows for the construction of Marines

    Cloning Future era tech
    Prerecs: , Leads to:
    Allows the construction of Clone Infantry


    need help in this area for sure



    New Reasourses

    http://forums.2kgames.com/showthread...for-the-Empire

    Strategic
    -Copper
    -Titanium (slowtarget)
    -Hardwood (slowtarget)
    -Rubber (Moondome)
    - Peat (division of coal) - Found commonly near rivers and in marsh, can be used just like coal but requires double the normal amount and/or reduces food in the city with the factory. Ironclads with peat receive a movement and combat penalty. (Floating Pants)
    - Lignite (division of coal) - Found in general areas, used just as standard coal in the game is now. The most common, for strategic reasons. (Floating Pants)
    - Anthracite (division of coal) - Found very rarely in high hills, used like standard coal but will produce a wealth or production bonus in the city or an advantage for ironclads using anthracite. (Floating Pants)

    Bonus
    -Corn
    -Pig
    -Crab
    -Rice
    -Potatoes
    -Seals (NovaCameron)
    -Fowl (Moondome)

    Luxury
    -Limestone
    -Tea (slowtarget)
    -Tobacco (slowtarget)
    -Coffee (slowtarget)
    -Salt (zephyrtr)
    - Cocca (Floating Pants)

    New Natural Wonders

    Grand Canyon (two tiles): 0 food, 2 Commerce, 1 Science, + 1 Happiness from working tile

    Mt. Everest: 0 food, 2 Production, 3 Commerce

    Matterhorn: 1 food, 3 Production, 1 Commerce

    Galapagos Islands: 0 food, 0 Production, 3Commerce, 2 Science
    Last edited by Kevik; 02-20-2011 at 12:57 PM.

  6. #6
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    Okay last one for now

  7. #7
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    So anyone want to comment? ( and please do suggest ideas for any category)

  8. #8
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    Nice piece together of various threads. I remember posting on several of these threads and, oh well, some of my ideas didn't get put on the main post. Here's a few you might want to add.

    Resouces

    Luxury:
    Cocoa
    Poppy Seed

    Bonus:
    Poultry
    Pork

    Strategic:
    • Peat (division of coal) - Found commonly near rivers and in marsh, can be used just like coal but requires double the normal amount and/or reduces food in the city with the factory. Ironclads with peat receive a movement and combat penalty.
    • Lignite (division of coal) - Found in general areas, used just as standard coal in the game is now. The most common, for strategic reasons.
    • Anthracite (division of coal) - Found very rarely in high hills, used like standard coal but will produce a wealth or production bonus in the city or an advantage for ironclads using anthracite.


    After completion of a factory or ironclad, the player is prompted for which fuel he wishes to use. Perhaps it could be changed during any time, or not.

    With all this extra coal, what in the world are we going to use this on? I'll tell you: buildings.

    Buildings

    Coal plant (requires combustion) - A very industrious building used like the solar or nuclear plant. Maintenance: 3. Cost: 600. +25% production. With peat, there is a -6 food penalty to the city. With lignite, there is a -4 food penalty. With anthracite, a -2 food penalty. Requires either 4 peat or 2 lignite or 2 anthracite. I wouldn't consider this without the new coal system, and cannot be built in city with nuclear or wind or solar plant.

    Wind plant (requires flight?) - A cleaner alternative to the dirty coal plants, except they are very expensive to maintain due to the massive amount required to power a large city. Maintenance: 8. Cost: 600. Can only be built on city on hills (or maybe not, undecided). +25% production. Cannot be built with nuclear, solar, or coal plant.

    Railroad transportation center (requires railroad)- A center of commercial and passenger transportation by railroad. Maintenance: 3. Cost: 400. Requires railroad connection to capital, and 2 peat or 1 lignite or 1 anthracite. All railroads within 3 tiles of the city's cultural borders are free/half price (undecided), +2 gold from every resource worked by the city with lignite or anthracite. +25% production of armored units with anthracite. Could possibly be used with just 1 coal without new coal system.
    Last edited by Floating Pants; 02-17-2011 at 06:22 PM.

  9. #9
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    Quote Originally Posted by Kevik View Post
    So anyone want to comment? ( and please do suggest ideas for any category)
    I think (not 100% sure, correct me if I'm wrong) that with the upcoming patch all unique buildings will be zero maintenance, so that should be reflected in the design of the new civs.

    Dutch UA suggestion: Excess gold per turn contributes to empire wide culture (similar to Mandate of Heaven social policy, but at a 10-15% rate rather then 50%).
    Dutch Unique National Wonder: Handelsbeurs. Requires a Bank in every city. Generates 2 gold for each luxury resource.

    (Yep, that forces you to the Commerce/Patronage track and have a massive capital. But that's what they looked like in the 17th century.)

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    I'd suggest a suggestions sub-forum, but that would make it easier to ignore our suggestions.

  11. #11
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    Quote Originally Posted by Floating Pants View Post
    Wind plant (requires flight?) - A cleaner alternative to the dirty coal plants, except they are very expensive to maintain due to the massive amount required to power a large city. Maintenance: 8. Cost: 600. Can only be built on city on hills (or maybe not, undecided). +25% production. Cannot be built with nuclear, solar, or coal plant.
    I like the peat/lignite/anthracite idea. For the wind plant, it should be that they can be built in a city as long as there is a worked hill tile in said city/or it is on the coast/or both. There would be a small graphic and animation of the giant windmills on the tile. This would mean that they can be placed in most cities, but then you couldn't build nuclear, solar, or a coal plant.

  12. #12
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    Quote Originally Posted by Calouste View Post
    I think (not 100% sure, correct me if I'm wrong) that with the upcoming patch all unique buildings will be zero maintenance, so that should be reflected in the design of the new civs.
    I just looked back on the patch notes and it's only China's Paper Maker that doesn't have maintenance (although I've always thought it never had maintenance).

  13. #13
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    Victory Conditions
    • Allow for "joint victories". This is absolutely essential since AIs are playing to win rather than just to provide a challenge. In order for diplomacy to really be meaningful, there has to be a way for players to win in tandem. This does NOT have to take the form of "Permanent Alliances" as they worked in Civ IV.
    • Add "Runner Up" values for players who are NOT the winner(s). Players that meat certain criteria could be labeled as "runners up" if another player wins. Examples of runners up could be: Any Civ who has completed 5 social policy trees but does not win the game could be a "Cultural Runner Up". Any Civ that has built X number of space ship parts could be a "Science Runner Up". Any Civ that contorls more than 2/3 of the capitals of other Civs could be a "Conquest Runner Up". Any Civ whose score is greater than the player who ends up actually winning at the time of the other player's victory could be "Score Runner Up".


    Interface
    • Add an "Escort" command that allows a military unit on the same tile as a civilian unit to automatically follow that civillian unit, fortify whenever that civilian does not move, and unfortify and follow when the civilian starts moving again. Since we can't move units in stacks, this would help reduce the tedium of manually making military units follow settlers and workers (especially in the early game).
    • Add a "Wait for X Turns" command that allows the player to enter a numeric value, and the unit will fortify/wait on that tile for that number of turns before automatically waking up. This has several uses: leaving a worker inactive until a completing a new research project allows him to build an improvement; camping a military unit until new research allows him to be upgraded; parking a Great Person at a location, waiting for the right time to use one of their abilities; etc.
    • Add a Queued/Automatic Moves Pending Notification that, when pressed, causes all queued movements and actions to occur, so you don't have to wait until the end of your turn or accidentally interfere with a unit's queued actions.
    • Add an "Enemy Unit Sighted" notification for any time an enemy unit enters your line of sight. Currently, th egame only provides notifications for when enemy units are within your borders (at which point it is often too late).
    • Show "Turn Remaining" for resources in the top window bar for resources that are part of diplomatic trade deals. i.e rolling over the resource bar at Iron would display:
      Iron 9 (4)
      • 5 Iron available from cities
      • 2 Iron available from deals
        • 1 Iron from India (10 turns)
        • 1 Iron from China (4 turns)
      • 2 Iron available from City-States
        • 2 Iron from Bucharest (20 turns)
    • Similarly to the ^ above, show "Turns Remaining" for Luxuries. Highlighting over the Happiness on the top bar will list which resources are coming from Diplomatic deals and City-States and how many turns are left before the deal ends.
    • Ability to Queue up which order you want tiles to be automatically annexed so you're not dependent on the AI's randomly making choices.


    Natural Wonders
    • Grand Canyon (two tiles): 0 food, 2 Commerce, 1 Science, + 1 Happiness from working tile
    • Mt. Everest: 0 food, 2 Production, 3 Commerce
    • Matterhorn: 1 food, 3 Production, 1 Commerce
    • Galapagos Islands: 0 food, 0 Production, 3Commerce, 2 Science


    Natural Disasters
    • Hurricane (affects coastal squares only): destruction of any fishing boats, loss of food and gold from a small number of tiles on or adjacent to the coast for the turn the storm hits.
    • Earthquake (usually near mountain ranges or oceans): improvements become "pillaged", loss of production, commerce from any tiles affected on that turn.
    • Volcano (from a specific volcano terrain, or a mountain could become a volcano): "pillage" adjacent improvements, loss of food, production, commerce from affected tiles for that turn.
    • Tornado (affects plain, grassland areas): improvements become "pillaged", loss of food, production, commerce in tiles affected for that turn.
    • Blizzard (affects tundra, ice): these areas are bad enough already, this only causes loss of production and commerce from affected tiles for that turn.
    • Sandstorm (affects deserts): again, these areas are usually bad enough, this only causes loss of production and commerce from affected tiles for that turn.
    • Add new techs relating to these Disasters:
      • Geology (Renaissance): reduces damage from Volcano and Earthquake Disasters.
      • Climatology (Industrial/Modern): reduces damage from Hurricanes, Tornado, Blizzard, and Sandstorm Disasters.


    Tile Improvements
    • Modify roads and railroads so that they can run parallel to one another on the same tile (railroads no longer overwrite roads). A unit stationed in a "node" (i.e. city) that has railroad access can travel to ANY "node" connected to that railroad network, but units can only enter and exit the railroad at "nodes". This way, roads are still useful.
    • Railroad Station improvement (req "Railroad" tech, must be built on top of a railroad): +1 Production, +2 Commerce. Acts as a "Node" on the railroad network, allowing units to enter/exit railroad for transport. This improvement may need restrictions on how close together they can be built or how many can be built on one stretch of rail in order to avoid spam abuse.
    • Toll Booth (req "Construction", must be built on top of a road): +2 Commerce, +1 Commerce everytime a rival unit enters that tile (once per turn, per toll booth). + 2 additional Commerce once "Combustion" is researched. This improvement is also probably prone to spam abuse, but its just an idea.
    • Nature Preserve (req "Biology", must be built on forest, jungle, or desert): + 1 Commerce, + 1 Science.
    • Airfield (req "Flight", cannot be built on hills): air units can land on airfields in friendly and unoccupied territory that do not already have another Civ's air units on them. Max 3 units.
    • Anchorage (req "Compass", must be built adjacent to coast): allows naval units to enter that tile and heal (even if in enemy or unclaimed territory and the unit does not have the "Heal outside friendly territory promotion"). Naval units cannot enter this improvement if another Nation's unit is stationed on the tile (i.e. you can block an enemy from using your Anchorages by stationing a land unit on it).
    • Canal (req "Engineering", cannot be built on hills, must be built adjacent to Ocean or another Canal): 0 Food, +1 Production, +2 Commerce. Allows Naval units to enter tile, and can be used to connect two bodies of water. First Canal tile costs 1 Maintenance, and each new Canal tile built adds +1 to the maintenance cost for all Canals. Harbors add +1 Commerce to all Canal tiles in the city boundaries.
    • Watchtower (req "Construction"): Free line of sight for 3 tiles in every direction (is blocked by terrain). Costs 1 Maintenance.
    • Pillbox (req "Assembly Line"): automatically attacks any enemy unit adjacent to or on the Pillbox and does 2 HP of damage. Units stationed in the Pillbox receive NO combat modifiers. Has Zone of Control. Costs 2 Maintenance.
    • Modify Harbors to allow units to embark and disembark on that city tile without ending their turn.
    • Modify Forts to cost 2 Maintenance. Fort Maintenance goes down by one if they have a military unit garrisoned inside, and go down by one if they are connected to your Trade Network. Forts outside your borders cost +1 Maintenance.
    • Bring back Cottages. Improvements that grow over time from being worked by a city add value to older cities and reduce the rewards for building new cities instead of developing/growing your existing cities.
    Last edited by MegaBearsFan; 02-18-2011 at 05:13 PM. Reason: added Anchorage improvement.

  14. #14
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    Awesome ideas Floating Pants and MegaBearsFan I will add them in as so as I get the chance. (and to figue out what categories they go in )

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    There after about 15 minutes I included Floating Pants and MegBearsFan's suggestion, if you have any please post them

  16. #16
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    I would like an option to keep certain agreements going continuously unless one side decides to end the agreement after the first 20 turns of the deal.

    It would be nice if Open Boarder agreements remain in place unit one side decides to end the agreement.

  17. #17
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    -- Page 2 -- This is a continuation of my previous post (#13)


    Misc. New Buildings and Wonders
    • Change the "Coliseum" building to be called "Arena". Add a new World Wonder called "The Coliseum" (req "Construction"): + 1 Happiness per city connected to your Trade Network, + x culture, + 2 Great Engineer point.
    • new National Wonder "Interstate Highway" (req "Combustion"): + 2 movement along roads. + 25% Trade income yield from land-based trade routes. This wonder only makes sense if the suggested change to Railroads from my first post is implemented (since railroads no longer provide the basic movement increase).
    • Change the name of the "Great Lighthouse" to "The Pharos".
    • New building, "Patent Office" (req "Economics"): + 15% Great Person Generation in this city, + 1 Science from all Specialists in thit city. This may be too powerful, so it may need to be a National Wonder.


    Trade and Economics: these are all modular features that can be optionally added or changed unless otherwise noted.
    • Change resources so that a resource-collecting improvement within a city's boundaries ONLY provides that resource to your Civilization IF that city is connected to your trade network. Otherwise, only the city that the resource is within the boundaries of will have access to the resource (this should be able to work within the framework of the game, because Marble only provides its bonus to the city within range).
    • Change the Trade Route mechanic so that there are three types of Domestic trade routes that can stack with one another: Land, Sea, and Air
      • Land Trade Routes: Cities that are connected to your capital via roads/railroads are considered connected via a "Land Route" and receive trade income. The road/railroad line must be UNBROKEN (i.e. a city on another continent cannot be connected via a land route, and cities that are connected via a road that runs through enemy territory is not considered connected, but roads that run through friendly territory are considered connected). Indicate a land trade route with a Brown or Green trade arrow icon.
      • Sea Trade Routes: After researching "Sailing", cities that have a river or unbroken visible coast line with your capital are considered connected via a sea trade route automatically (as in Civ IV). This allows sea-focused empires to skip roads altogether if they want (but having a road connection as well would add an additional trade route and more income, so it would still be beneficial). The value of sea trade routes should start off fairly small, but Harbors increase the value of the route. Sea routes can be indicated by a blue trade arrow icon.
      • Air Trade Routes: A new "Airport" Building is available with "Flight" technology. Building an Airport in a city connects that city to your capital (assuming the capital also has an Airport). The airport can also increase the stacking limit of planes within a city and provide bonus exp to all air units that are constructed. Air Trade Routes can be indicated with a White trade arrow icon.
    • When cities are connected via a trade route, remove the happiness cap that applies to buildings in that city (since people can now travel from city to city and enjoy the effects of other cities' luxuries).
    • International Trade routes Add a new subsection to the Economic Overview for "Foreign Trade Routes".
      • If your capital has a connection to any other Civilization via either a road, railroad, harbor (should be required for international sea trade), or airport, AND you have an Open Borders agreement with that Civilization, then you are considered to have a "Foreign Trade Route" with that Civilization. A foreign Trade route with another Civilization can be indicated with the current yellow trade arrow icon next to your capital city's name on the map as well as another yellow trade arrow icon next to the name of the capital of the other Civ that you have the trade route with. Furthermore, the value of the trade route could be increased if you have more than one type of connection to the capital (land, sea, or air).
      • If your capital has a connection (land, sea, or air) to any City State that you are currently Friends or Allies with, then you will be considered to have a "Foreign Trade Route" with that City State. Trade routes with City States provide a very small amount of trade income, but will also slow the degradation of relations with that City State by a small amount. Trade routes with City States can be indicated with a grey trade arrow icon on your capital and on any City States that you have trade routes with.
    • Piracy: When at war with another Civilization or City State, you may Fortify a military land unit on a road or railroad tile that connects that Civilization or City State to a trade partner to "Seize" 50% of the value from that trade route for each turn that you are fortified. fortifying a naval military unit near a city with a Harbor will allow you to "Seize" 50% of their sea-based trade income for each turn that you are fortified. Both actions will decrease the value of the trade route by 50% each turn until it gets to a minimum of 2, at which point one Gold goes to you, and one Gold goes to the Civilization who you are Seizing the trade from. This is to prevent players from basing their entire economy around starting wars just to pirate gold from other players' trade routes.
    • Tax Rate Slider in the Social Policies screen (unlocks with "Currency"). Increasing the Tax Rate will decrease the cummulative Maintenance Cost of buildings, units, and improvements, but will cause unhappiness within the population.
      • The Courthouse building could be changed to be able to be built in all cities, and its effects would be: Reduces Unhappiness from conquered cities, and reduces unhappiness from Taxation.
      • New building: Tax Collector's Offic (req "Currency"): + 25% gold from taxation within the city, - 1 Happiness, no maintenance, 1 Merchant specialist slot.
      • The Piety Social Tree could also have a "Tithes" policy added: -50% unhappiness from taxation.
    • Units garrisoned in a city with a Barracks have 25% less upgrade cost.


    "Social Unrest" / "Civil War" Happiness Mechanic: Make happiness city-based. Culture can already be accumulated in both cities and empire-wide, I don't know why Happiness shouldn't be...
    • Happiness effects from buildings apply to that city (unless otherwise specified, i.e. wonders).
      • For each point of Unhappiness within a city, one citizen goes on strike (refuses to work) (similar to Civ IV).
      • If City Unhappiness > Half the population of the city (rounded down), the city goes into revolt and all output from that city is lost.
      • In order quell the revolt, you must station a military unit in that city and perform a new unit action "Martial Law". Each turn of Martial Law decreases Unhappiness in the city by 1 for X turns (determined by game length, i.e. 10 turns for standard game) up to a maximum of (floor(city population / 2) (bringing Happiness back up to zero). The unit cannot move or take other actions while in "Martial Law" or else it will cancel the "Martial Law" action. Units do not contribute to a city's combat strength when in "Martial Law". Since the duration of the happiness from Martial Law only lasts for a set number of turns, you will have to take action to increase the city's happiness or else it will fall back into revolt again eventually.
    • The average of all your cities' Happiness becomes your National Happiness.
      • When Nation is Happy, add excess happiness to Golden Age counter (as is already being done).
      • Each turn that the Nation is unhappy, add the unhappiness total to an "Anarcy Counter" (similar to Golden Age counter, but opposite).
      • When the Anarcy Counter becomes full (certain social policies and wonders can increase the amount required to fill the counter), the Nation goes into Anarcy, and the top X (depending on game length and map size) cities (except the capital) seceed and form an offshoot nation controlled by AI that is automatically at war with the former owner and any of his/her allies. Each seceeding city will automatically "draft" one modern infantry unit on the turn that the secession occurs (unit does not get to act until next turn), and any of the former owner's military units (or allied units) still stationed in the city automatically move to an adjacent available tile (if no tile is available, the unit is killed).
      • The most populous of the seceeding cities becomes the new offshoot nation's capital. The former player can subdue the rebellion and reclaim the former cities by capturing the offshoot nation's capital through military conquest. NOTE: At this point, the former owner is allowed to raze any of the cities now belonging to the offshoot empire (except the capital), but doing so will result in -1 National Happiness for each population point killed during the razing ("You have massacred our brothers and sisters!").

    This feature is designed to address the complaints that many people have on the forums stating that the AIs and military-focused empires seem to be able to ignore happiness and happiness is not a real check to expansion. This modified ruleset would add very real and potent penalties for not maintaining happiness in your cities. In order for this mechanic to work, AIs would need to have many of their Happiness buffs removed in order to be susceptible to this mechanic, and would need to be programmed to take action to prevent unhappiness from getting out of control.


    Diplomacy
    • Be able to click on another Civ's (or City State's) unit and be given the option to either "ask" or "demand" that the owning player move that unit so that your unit(s) may pass. If you have Open Borders with a nation, and you "ask" nicely, they should be more than happy to oblige, but may move the unit back to that location within a few turns. Nations you are unfriendly with may refuse if you use the "ask" option. If you "Demand" they move the unit, it will incurr diplomatic penalties (similar to other Diplomatic Demands) whether you are on friendly terms or not. If they do not fear you, they may refuse your demand.
    • Bring back city/national demographics so that each population point could have a "nationality" (i.e. which civ/city state he/she was born to). When you capture a city, its population retains its original nationality but any new population points have a percentage chance of being "nationalized" (meaning they are considered to be the new owner's nationality). Cities that are in close proximity to foreign cities and which have open borders and a trade route will have a percentage chance that newly-spawned citizens will belong to the neighboring city's nationality. Population points belonging to other Nationalities should become unhappy if war is declared on their nation or if you denounce their nation. Having Protection Pacts and alliances with their parent nations may also lead these national citizens to become extra happy that we are on good terms with their homeland.
    • Bring back the Pact of Secrecy. It was probably the coolest addition to diplomacy aside form the "give us 10 turns to prepare for war" option.
    • When in a military alliance with another Civ or City State against a third party, you should be able to ask the player you are aligned with to support your military in certain ways:
      • Help defend my cities: if the allied nation believes they can spare the manpower, they will accept and will move some spare units into your borders to defend your cities (this is helpful if you are a cultural or scientific civ with little or no military, or if you are devoting most of your forces to an offensive action).
      • I will defend your cities: you may make a promise to send your units to defend your ally's cities. This will free up their army to go no the offensive.
      • Support my attack: asks your ally to spare some units to help support your offensive army. You can ask for specific types of units as well (infanty, anti-mounted/armor, mounted/armor, ranged, seige, naval, air, anti-air) so if you are lacking a specific type of unit that they have in abundance, they will use that type of unit to support you and will follow your army and attack units based on what your army attacks. For example, if you know your enemy has lots of mounted units, but you only have infanty and seige weapons, you can ask them to use their Spearmen or Pikemen to help defend your army. Alternatively, if you are trying to take a city, and you lack seige weapons, you can ask for seige or air support and the ally will send some of that type of unit to bomb whatever city you are beseiging.
      • Share Maps: you can ask to exchange line-of-sight with your ally for X turns (dependant on game length), so that you can see what they see.
      • Attack target: you can ask them to focus their attacks on specific cities. You should also be able to specify whether you want them to actually capture the target, or just soften it up for you.
    • See the "international Trade" bullets of the "Trade and Economy" section!
    • Be able to bribe City-States that you are allies with into joining your empire, or City States that you have been allies with for a very long time should be able to ask to join your empire.
    • You should be able to make gold and resource demands of City states (similar to demands to other Civs). Doing so will damage your relations with them as well as any other nations that are friends or allies with them.
    • Should be able to manually withdraw Denouncements, Pacts of Friendship, and Pacts of Secrecy.
    • When a leader denounces a player or declares war on a player, they should Give a specific reason for the denouncement or declaration of war!. They should say "We are declaring war because we want your resources" or "We have denounced you because you declared war on our friend". They should remember the reasons they gave for the denouncement or declaration of war, and if you give in to that request, they should withdraw the denouncement or declare peace. For example, if an AI declares war on you with the message "We need more Iron, so we are taking yours!", if you go into the "Negotiate Peace" screen and offer them your Iron, they should be more willing to accept the peace treaty.
    • With the Joint Victory Conditions listed in my first post, friendly/allied relations should be able to be maintained with AIs for the whole game if both empires could potentially achieve victory. This will decrease the frequency of late-game back-stabs or unprovoked invasions when you get close to a victory condition.
    • Add actual translations of what the leaders are saying.


    Multiplayer
    • Allow players to continue to take actions once they have clicked End Turn, but once every player has clicked End Turn, the turn ends (even if someone was still trying to do something).
    • Show unit animations.
    • Add a notification on the right of the screen for when another Civilization has been met (since we don't get the leader screen in multiplayer).
    • Change the message saying what we got from a Goody Hut into a Notification on the right of the screen. Highlight the location of the Goody Hut when we click on the notification.
    • Give us a notification when an enemy unit enters line of sight! This goes double for Multiplayer!
    • Let us save multiplayer games.


    Miscelanious
    • Forts should act as Airbases and Naval Harbors (unless the Airfield and Anchorage improvements are added, as this would be redundant).
    • I would like to see Triremes, Caravels, and Ironclads somehow be able to move uprivers. Not sure how that would work though.
    • AA Guns should have a zone of control that applies to Helicopters and should be able to auto-intercept Gunships that pass w/in one tile (doing a small amount of damage).
    • Mark Barbarian encampments on the map (a black or grey dot).
    • Bring back the "Drawing Mode" from Civ IV in which players could draw lines and put labels on the map. This would be especially useful with the game's tactical combat emphasis and would give the player a reminder of what he/she was doing if they haven't played a save game for a while.
    • Fix German and Ottoman National Abilities: Germany: Upon breaking up a Barbarian camp, 50% chance a Barbarian
      will join you. Otherwise, you get Gold (based on Game speed/map size). Ottoman: Upon encountering a Barbarian naval
      unit, 50% chance the unit will join you. Otherwise, you get Gold (based on Game speed/map size). This way, the Germans and
      Ottomans will always get something from fullfilling the conditions of their National Ability.
    Last edited by MegaBearsFan; 02-23-2011 at 06:24 PM. Reason: added to Misc.

  18. #18
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    Quote Originally Posted by Edward_TC View Post
    I would like an option to keep certain agreements going continuously unless one side decides to end the agreement after the first 20 turns of the deal.

    It would be nice if Open Boarder agreements remain in place unit one side decides to end the agreement.
    I like that idea! I think all agreements (except research pact) should work like that. You should have the option to continue the deal for X amount of turns, OR select "Until canceled" (can be canceled after 10 or 20 turns). This could apply to resource and GPT trades too. The problem though, is that then it would make the AI's decision-making harder because it wouldn't be able to just multiply the amount of gold per turn by the number of turns in the deal in order to decide whether or not its worthwhile...

  19. #19
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    For new resources, I'd like to propose:

    Aspirin (luxury): +1 commerce to base tile. Not sure what the improvement would be, but it should add +1 Science to the tile. Aspirin could also have the added benefit of a building that uses it as a prereq giving military units a free Medic promotion.

  20. #20
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    Dang MegaBearsFan you certinally put all your brian power behind that, I now have to use all my brain power just to figure how to fit all that in.

  21. #21
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    a suggestions subforum, perhaps?

  22. #22
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    I'd like to see an add on, perhaps for an extra price, to make Civ V into the ideal war game using some of the concepts of that old war game from Avalon Hill back in 1960: "Tactics II."

    I'd pay up to $ 50 to buy it.

  23. #23
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    Quote Originally Posted by foucalt View Post
    a suggestions subforum, perhaps?
    Think of it this way, this is the suggestions subforum

  24. #24
    I think it would be interesting if you could divide your nation into provinces. Possible benefits could be lower maintenance, national guard units spawned in cities without a garrison, and lower road maintenance and also if the cities were recently captured putting them in a separate province would end the revolts in the cities. Disadvantages could be more unhappiness and the possibility of the province breaking off or rebelling.

  25. #25
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    Really like a lot of the ideas suggested, and I hope that at least some of them are inculcated into the game, however this is a bit much to be discussing absolutely everything, from new civs to new technologies, all in one thread. We already have separate threads on these subjects, and in each of these threads we can simple focus on one subject (a thread for diplomacy, a thread for units), while in a thread like this it would be difficult to keep up with the abundance of ideas that are sure to pore in. This will be just chaos.

  26. #26
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    Hello champs! My name is Pavel Alex and I greet you all from Romania, central Europe. I'm new to these forums and came here to see how's the civ community doing and probably give out a few suggestions.
    I hope nobody fiinds any reasone to denounce me if I give allready suggested suggestions, but I cannot find the time to fully search this forum.(all suggestions for singleplayer, having limited time I do not venture myself so much in the multiplayer area, sadly)
    -Most of my ideeas are allready here, like the possibility of asking something from the AI in the same way the do too, we all know how irrational an cheap the AI is in a trade agrement, they won't give even 1 gold for nothing ...
    -What id also like to see, it's the natural causes from civ 4, where an earthquake that may destory a tile improvement, or a healthy rain that will give extra production on that turn etc. I think it makes the world more dynamic and adds a little more spice to the gameplay .
    -What I'm really looking forward of seeing in future updates, is the possibility of making joint millitary operations with the AI that is at war wit the same nation as you, if nothing more complex, at least the one like in civ 4 where you could of propose or make an agreement that you would atack this city if the AI atacks that city.
    -The possibility of proposing a wager battle to the AI and viceversa, where you or the AI selects an area on the map(between your empires of coures, or within) as a battlezone, both nations must gather in a limited turn time units in that locations. Winning term - the one that reatreats loses and cities should act as wagers. Of course, to prevent human exploits, i suggest something like an invisible dome that surrounds the area(big enough for cavalry to do flanks etc.) so the player cannot run away with his units, or if he does exit the dome with units that are already inside(units my enter but not exit), that means he is reatreating and the enemy has one the wager match. Cities won from the wager battle may not be atacked for at least 5 turns so the AI may gather some defense in case the wise-guy deliberatly left some units arround that city to take it back fast.
    Update:
    -Something that keeps bugging me at times, it is the fast pace tech increase the AI makes (I play at difficulty: King) which compels me to discover new techs as fast as I can. I wish for a game mod in which tech is reaserched slow like in maraton game type (well, actually not that slow) but where resources etc go at normal speed, so that I may have my time with every era .
    Last edited by iAlex; 02-20-2011 at 06:39 AM.

  27. #27
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    Quote Originally Posted by Hawk View Post
    Really like a lot of the ideas suggested, and I hope that at least some of them are inculcated into the game, however this is a bit much to be discussing absolutely everything, from new civs to new technologies, all in one thread. We already have separate threads on these subjects, and in each of these threads we can simple focus on one subject (a thread for diplomacy, a thread for units), while in a thread like this it would be difficult to keep up with the abundance of ideas that are sure to pore in. This will be just chaos.
    Yeah it could get kinda confusing, but I am not suggesting that we don't continue the other threads too. ( Its just that several of them are dead and I am giving them a new lease on life.) I also thought it would be a convinent place to store every new idea in one place so you didn't have to go looking for them. And Hawk I am trying my best to keep up ( Which is pretty esay cause not many people are posting here yet)

  28. #28
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    Quote Originally Posted by Kevik View Post
    Yeah it could get kinda confusing, but I am not suggesting that we don't continue the other threads too. ( Its just that several of them are dead and I am giving them a new lease on life.) I also thought it would be a convinent place to store every new idea in one place so you didn't have to go looking for them. And Hawk I am trying my best to keep up ( Which is pretty esay cause not many people are posting here yet)
    or you could take brxbrx's brilliant idea (gotta love that guy, at least he can spell Foucault): that of a suggestions subforum

  29. #29
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    Quote Originally Posted by foucalt View Post
    or you could take brxbrx's brilliant idea (gotta love that guy, at least he can spell Foucault): that of a suggestions subforum
    It would certinally help, and then this thread could be moved there. But till then this is the suggestions subforum

  30. #30
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    Quote Originally Posted by Kevik View Post
    Dang MegaBearsFan you certinally put all your brian power behind that, I now have to use all my brain power just to figure how to fit all that in.
    Thanks. Its pretty much just an accumulation of notes that I've made as I played the game on how I wold like things to work, or things I would change if I were to make a mod. And hey, you did say "Anything and Everything" LoL.

  31. #31
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    Quote Originally Posted by Kevik View Post
    Yeah it could get kinda confusing, but I am not suggesting that we don't continue the other threads too. ( Its just that several of them are dead and I am giving them a new lease on life.) I also thought it would be a convinent place to store every new idea in one place so you didn't have to go looking for them. And Hawk I am trying my best to keep up ( Which is pretty esay cause not many people are posting here yet)
    Well if you feel you can keep up then good, but I just find it way too confusing. I like to keep different discussion subjects separate so we can more easily deal with all the issues involved.

  32. #32
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    I agree with the following ideas.

    Corporations - Major corporations are built in cities. They spread their company across other cities to dominate wealth and control. Could also consume resources to create money.

    Regional technology development - Un-researched technologies owned by a neighboring civ will slowing leak into your research bank and possibly be granted to you.

    Immigration/Migration - Citizens from foreign civs can move to another civ's cities; cities from one civ's larger cities will move into its own smaller cities.

    Colonies - Cities far away from capital and on other continents can be liberated to form colonies attached to its colonial "mother". Will provide mother civ with research, resources, etc.

    Health/Disease/Biological Warfare - Health and disease to slow city growth and/or prevent it; Damaging health as an act of war.

    Allaince Victory (got idea from Gal civs 2) - You win the game if you have allainces with all surviving players ( perminant allainces ( if thats in the game alreay), vasalage, or defensive pacts) cause no civ wants to fight you because they are all your friends (not including city states). To accomplish this you become friends with all civs or you can just wipe out anyone your not friends with.

    Wonder Victory - You can win the game by building a certian amount of wonders

    Random Events - Good/ Bad events happen that either help or hurt you. Natural disasters, finding a cure

  33. #33
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    Quote Originally Posted by Hawk View Post
    Well if you feel you can keep up then good, but I just find it way too confusing. I like to keep different discussion subjects separate so we can more easily deal with all the issues involved.
    I will try my best ( however we can still keep the other threads going expeccially the 50+ civs one and I will try again to get the New Units thread pumping again)

    Edit: Yes I agree it will get a little confusing, any suggestion on organization would be much appriceated.

  34. #34
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    My ideas:

    I made some minor edits here and there.

    ==Morocco==

    Explanation: The Moors conquered much of Spain, and in a later subsequent Moroccan dynasty they also conquered Songhai. They are an underrated African civilization that is especially deserving of inclusion now that Songhai and Spain are both part of Civilization.

    UP: Sahara Survival (The Moors gain +1 food, +1 wealth and +1 production on all desert squares)

    UU: Black Guard (Replaces riflemen. They are slightly stronger, don't use any MP when pillaging and receive double the pillage bonuses)

    UB: Madrassa (Replaces university. Adds +1 happiness and +1 culture to the university bonuses)

    Leader: Ahmad al-Mansur

    Comments: They aren't really geared toward any particular purpose. Instead their main strength over other civilizations is their ability to settle desert lands. Desert areas that have lucrative resources but are otherwise barren are suddenly more appealing. Even better are desert hill or river tiles that ALREADY have production or food on them. With some luck, good city planning and the ability to settle areas that for other civilizations would be untouchable, the Moors could perhaps be a force to reckon with. On the Earth map, the closer they start to Africa and the Middle East, the better. They would have a start bias for desert-filled areas anyways. They receive a mid-game UU, which is useful if used well.

    Capital: Marrakesh


    ==Ethiopia==

    Explanation: One of the oldest Christian kingdoms in history, and one of only 2 states in Africa that survived the European "Scramble for Africa."

    UP: Modernization (Any technology that has been researched by another faction already is researched 2x faster by Ethiopia)*

    UU: Shewa Cavalry (Replaces the Lancer. Receives a combat bonus against gun units and has no defense penalty when fighting in own territory)

    UB: Stone-Carved Churches (Replaces Monastery. Works the same as Monasteries, except that the culture bonus applies to ALL Plantation Resources)

    *-Must be a nation that Ethiopia has encountered.

    Leader: Menelik II!

    Capital: Axum

    Comments: The Ethiopians would likely make a good comeback civilization. More importantly than that though, modernization, a defensive UU and stone carved churches would allow the Ethiopians to carve a niche as a pretty decent civilization for cultural victories. With modernization, a smaller Empire becomes more lucrative and competent at keeping up with the top dogs.

    ==Vietnam==

    Explanation: Historically was frequently able to drive out external invasions. Vietnam also had several successful dynasties after they won independence from China.

    UP: Resistance (City bombardment can be carried out twice and is very slightly stronger. Jungle squares within your territory give a +20% defense bonus)

    UU: People's Army (Starting from the medieval era, this UU replaces workers, which can be upgraded to People's Army. The People's Army acts as workers who can also fight in combat. Their attack strength is about on par with spearmen, sans cavalry bonus, but it increases with every new era. In each new era they are a somewhat weak unit that can nonetheless serve as either workers or soldiers. They also change aesthetically from the Medieval era to the Renaissance era; from the latter onward they have guns instead of spears)

    UB: Temple of Literature (Replaces the temple. Provides a science as well as culture bonus)

    Capital: Hanoi (no longer city state)

    Leader: Le Thanh Tong

    Comments: Defensively minded civilization that could perhaps work well for cultural victories.


    ==Korea==

    Explanation: A great East Asian civilization that has frequently found itself in conflict with China and Japan. Although it has at times been subject to either, it also notably repelled the Chinese invasions of the Sui dynasty and Japanese invasions of Toyotomi Hideyoshi. Korea also produced one of the greatest admirals in world history, Yi-Sun Shin.

    UP: Taegeuk (Units on the same tile as great generals can attack twice. Great Generals can also stack with ships at sea and provide the same dual attack bonus there)

    UU: Hwacha (Replaces trebuchet. When Hwacha attack cities, they also hit all surrounding enemy units for peripheral -1 damage. This includes a unit garrisoned in the city itself. Hwacha strength is otherwise the same as a trebuchet)

    UU: Turtle Ships (Replaces frigates. Turtle Ships receive a +25% defense bonus in all coastal, not oceanic, squares. They also are slightly more powerful than frigates)

    Both the hwacha splash damage and turtle ship defense bonuses carry on when upgrading either unit.

    Leader: Gwanggaeto the Great

    Capital: Seoul?

    Comments: Like the Phoenicians and English, they have a naval UU. This means they are probably best geared towards maps where they can make use of it. Hwachas add some offensive vigor to the Koreans. Overall they are a militaristic civilization. That UP is powerful under any circumstance, and with the right honor social policy, they are guaranteed to get good use of it on land or on sea. Taegeuk+hwachas mean that if the enemy has their units clustered too close together, you will be dealing 2 damage to several units every turn. This can be potentially increased if you have multiple hwacha and great generals: a deadly combination.

    ==Navajo==

    Explanation: One of the largest Native North American tribes.

    UP: Navajo Nation (Workers can build improvements on tiles outside of the Navajo borders. If those tiles have resources, so long as those are connected with a road to any city, they will become part of the Navajo's pool of luxury or strategic resources.)

    UU: Navajo Scout (Similar to scouts, but they can carry out ranged attacks and have increased defense bonuses on rough terrain. They stop being available in the Medieval era)

    UB: Hogans (Replaces barracks. Gives +20 exp instead of +15, and also increases the population of the city by 1. )

    Navajo Scouts can later be upgraded to swordsmen. The upgraded units keep the scout bonus of being able to move through rough terrain or across rivers with only 1 MP. They also get the increased rough terrain defense bonus. However they lose the ability to carry out ranged attacks. The same goes for subsequent upgrades.

    Leader: Manuelito

    Comments: A good civilization for early game military might I'd hope. Navajo Scouts mean that you can take on barbarians and are more likely to get better use out of exploring the map. The scout upgrades, easier access to iron and hogans give the Navajo great tools to work with early on. If the Navajo are able to plop out a lot of upgraded Navajo scouts before the Medieval Age, their military can pose a serious threat.

    ==Israel==

    Explanation: They got one of the most competent modern armies and are also part of an elite group of non-Western first world nations. Their cultural impact on the world is substantial as well.

    UP: Mossad (When declaring war, part of the enemy's unexplored territory is revealed. Enemies at war with Israel receive a 25% research penalty)

    UU: SRCWS Vehicle (Replaces rocket artillery. These units automatically shoot anything that moves into their range of fire before said enemy units can do anything else. They are powerful, but it's a disadvantage in of itself that you get them so late in the game)

    UB: Synagogue (Replaces Temple. Provides +1 extra culture and +10 extra start exp for infantry/ranged units)

    Leader: King Solomon

    Capital: Jerusalem

    Comments: There's lots of other options for Israel. They could probably have a UU that makes use of the uzi, or a replacement for the paratrooper, tank or nearly any other modern military unit. I chose a rocket artillery replacement because its a bit more unique. King Solomon is a good choice for a leader because he is not nearly as controversial as some more modern Israeli leaders. Mossad can be used pretty strategically to cripple even adversaries that aren't directly fighting with Israel. Synagogue is pretty generic for a UB, but it's the best thing I could think of for a more ancient Israeli perk, which I thought would be a good idea for balance. More importantly it reinforces the link between religious fervor and military strength that was evident among ancient Israelis.
    Last edited by SlickSlicer; 04-27-2011 at 08:38 PM.

  35. #35
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    Maybe have buildings that convert one luxury into another, allowing use of additional copies. i.e. a Chocolatier building, requires 1 Cocoa / Chocolate resource, and provides 1 Fine Chocolates resource. Another could be a Jeweller, which requires 1 gems or 1 gold, and provides 1 jewellery (2 jewellery if the player has both gems and gold)

    Additional buildings:

    Airstrip, Requires Flight, +15 XP for all air units trained in the city.

    Airport, Requires Radar, +15 XP for all air units trained in the city. Also allows trade route with capital if capital or city with trade route has an airport. City must have an Airstrip

    International Airport, Requires Air Travel (New Tech), +15 XP for Air units trained in the city, +1 Gold for International trade routes with the city. City must have an Airport.

    Military Airfield, Requires Lasers, All air units trained in the city recieve Interception 1, or Siege 1, depending on purpose. City must have an Airport.

    New techs

    Air Travel
    Requires Flight
    Allows international airport

  36. #36
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    Quote Originally Posted by Pouakai View Post
    Maybe have buildings that convert one luxury into another, allowing use of additional copies. i.e. a Chocolatier building, requires 1 Cocoa / Chocolate resource, and provides 1 Fine Chocolates resource. Another could be a Jeweller, which requires 1 gems or 1 gold, and provides 1 jewellery (2 jewellery if the player has both gems and gold)
    Looks like somebody should be playing Colonization!

    Quote Originally Posted by Pouakai View Post
    Additional buildings:

    Airstrip, Requires Flight, +15 XP for all air units trained in the city.

    Airport, Requires Radar, +15 XP for all air units trained in the city. Also allows trade route with capital if capital or city with trade route has an airport. City must have an Airstrip

    International Airport, Requires Air Travel (New Tech), +15 XP for Air units trained in the city, +1 Gold for International trade routes with the city. City must have an Airport.

    Military Airfield, Requires Lasers, All air units trained in the city recieve Interception 1, or Siege 1, depending on purpose. City must have an Airport.

    New techs

    Air Travel
    Requires Flight
    Allows international airport
    I don't know why airports aren't in the game already. I really think that land, sea, and air trade routes should all be separate from each other and should stack, and that trade connections and Open Borders agreements should allow different Civs and City States to trade with each other for additional revenue. This game's trade and economics really needs an overhaul! The fact that foreign trade is not implemented at all makes diplomacy feel hollow and worthless.

  37. #37
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    Quote Originally Posted by MegaBearsFan View Post
    Looks like somebody should be playing Colonization!
    I got the idea from RoM for BTS.


    Quote Originally Posted by MegaBearsFan View Post
    I don't know why airports aren't in the game already. I really think that land, sea, and air trade routes should all be separate from each other and should stack, and that trade connections and Open Borders agreements should allow different Civs and City States to trade with each other for additional revenue. This game's trade and economics really needs an overhaul! The fact that foreign trade is not implemented at all makes diplomacy feel hollow and worthless.
    I made a post a while back at CivFanatics, 'Complete overhaul of Trade System' which mentioned what you said, with the addition of having a trade caravan sent to a foreign city to establish trade, but my internet died without me knowing, and I hadn't saved it, so I lossed it all. :/

  38. #38
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    Malaysia

    Explanation: Ancient traders of the East and West and a culture center for all races.

    UP: Culture center (Open to a mix of culture, tolerance from unhappiness upon captured cities is reduced by 1)

    UU: Pendekar Silat (Replaces swordsman. Uses the poison tip kris dagger – short sword and martial arts. Lethal at close range. Unit damaged by the pendekar will -1hp every turn unless pause or heal for a turn.

    UB: Pelabuhan (Replaces port. Adds +1 gold and +1 culture)

    Leader: Parameswara (Founder)

    Comments: http://en.wikipedia.org/wiki/Malaysia#History.

    Capital: Kuala Lumpur-Current / (First state in history was Malacca)

  39. #39
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    Quote Originally Posted by kikikukiki View Post
    Malaysia

    Explanation: Ancient traders of the East and West and a culture center for all races.

    UP: Culture center (Open to a mix of culture, tolerance from unhappiness upon captured cities is reduced by 1)

    UU: Pendekar Silat (Replaces swordsman. Uses the poison tip kris dagger – short sword and martial arts. Lethal at close range. Unit damaged by the pendekar will -1hp every turn unless pause or heal for a turn.

    UB: Pelabuhan (Replaces port. Adds +1 gold and +1 culture)

    Leader: Parameswara (Founder)

    Comments: http://en.wikipedia.org/wiki/Malaysia#History.

    Capital: Kuala Lumpur-Current / (First state in history was Malacca)
    Good idea. Southeast Asia is super underrepresented, and Malacca was one of the most important trade cities in the world for a time, especially under Parameswara.

  40. #40
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    @ Polar Bear, you didn't mention your Wildlife thread.

    I hope one day some can be added.

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