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//                                    //
//   The Ages of Man! - A CTP2 MOD    //
//                                    //
//           By Dale Kent             //
//                                    //
// Concept incepted 20th August 2002  //
//                                    //
//   Finalised 24th September 2002    //
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Design Documentation:
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General:
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- This MOD is to be a complete rewrite of the general CTP2 settings.
- It will use as its base: SAP2 & Cradle settings
- This MOD will represent history from 8000 BC to 2200AD (10200 years).
- The time hops will be less:
	Epoche 1 8000BC - 3000BC: 20 year turns (250 turns)
	Epoche 2 3000BC - 0AD: 10 year turns (300 turns)
	Epoche 3 0AD - 1500AD: 5 year turns (300 turns)
	Epoche 4 1500AD - 1800AD: 1 year turns (300 turns)
	Epoche 5 1800AD - 2200AD: 1 year turns (400 turns)
	This makes a total of 5 epoches, and 1550 turns of gameplay.
- Epoches will have specific goals for humans:
	Epoche 1: Survival and Establishment (Pre-History)
	Epoche 2: Meeting the Neighbors (Anchient)
	Epoche 3: The quest for Empire (Medieval)
	Epoche 4: Colonisation, Discovery & Imperialism (Modern)
	Epoche 5: Civilisation and Global Order (Diamond)

CTP2 Limits:
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- Units: Infinite, but 200 sprites
- City types: Infinite, but 200 sprites
- Buildings: 64
- Wonders: 64
- Govs: ??
- Tile imps: A LOT
- Goods: 4 per terrain type (200 sprites)
- Advances: infinite
- Terrain: ??
- Civs: 63
- Feats: infinite

Individual MODs that will be used:
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- SAP2 & Cradle will make the majority of text file MODs
- CityCapture
- Ultra-gigantic maps 150 * 300
- VisibleWonders
- NaturalWonders
- CityExpansion
- CityMod2
- UnitUpdater
- GoodMod (for the goods)
- Some of the current AI cheat MODs (TileImpsForAI, FortsForAI, PWCheatForAI) - Maybe not needed with the new scripts
- Some new scripts that will be written for this MOD:
	AgroBastard - Script to enhance the attack of the AI
	GreedyBastard - Script to enhance the economics of the the AI
	SmartBastard - Script to enhance the science of the AI
	GrovelBastard - Script to enhance the diplomacy of the AI
	PanicBastard - Script to enhance the defense of the AI
	WetBastard - script to enhance the navy of the AI
	SwoopingBastard - script to enhance the air useage of the AI
	SneekyBastard - script to enhance the stealth use of the AI
- Other new stuff that I'm going to add in:
	More city sprites (on top of CityMod) like the Civ3 types
	New units (EG. chariot)
	Colonisation
	Military maintenance
	Military unit templates
	Religion
	Government Policies
	Specialised cities

Ages of Mankind:
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Epoche 1:
	- Stone
	- Bronze

Epoche 2:
	- Iron
	- Philosophy

Epoche 3:
	- Medieval
	- Renaiscance

Epoche 4:
	- Discovery
	- Industrial

Epoche 5:
	- Imperialism
	- Modern
	- Diamond

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New Concepts:
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Colonisation:
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Colonisation by settler will no longer be available until Epoche 4.  Before Epoche 4, colonisation will only be able to occur by a new method for CTP2.  As you move your units around the map, you discover and uncover the map and its features.  When a favourable location has been found, then settlement of that area will occur automatically.  After that, the settlement will grow as normal for CTP2.  During Epoche 4, the settler unit will be available to be built, but colonisation will also occur automatically under the above circumstances as well.  In Epoche 5, the Urban Planner will be available to settle new cities.

Military Maintenance:
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No longer will there be the original military maintenance of CTP2.  A new concept first pitched by myself in July 2002 will make an appearance.  Military maintenance will still be based on how many units you have in the field, but on the following scale (to be finalised):

	0 - 25: 1 PW per unit * Epoche.
	26 - 75: 2 PW per unit * Epoche.
	76 - 150: 3 PW per unit * Epoche.
	151 - 300: 4 PW per unit * Epoche.
	301 - XXX: 5 PW per unit * Epoche.

This means if you have in Epoche 1:
	20 units: 20 = 20 PW maintenance per turn.
	40 units: 25 + 15*2 = 55 PW maintenance per turn.
	80 units: 25 + 100 + 5*3 = 140 PW maintenance per turn.
	150 units: 25 + 100 + 225 = 350 PW maintenance per turn.
	200 units: 25 + 100 + 225 + 50*4 = 550 PW maintenance per turn.
	500 units: 25 + 100 + 225 + 600 + 200*5 = 1950 PW maintenance per turn.

This means if you have in Epoche 3:
	20 units: (20) * 3 = 60 PW maintenance per turn.
	40 units: (25 + 15*2) * 3 = 165 PW maintenance per turn.
	80 units: (25 + 100 + 5*3) * 3 = 420 PW maintenance per turn.
	150 units: (25 + 100 + 225) * 3 = 1050 PW maintenance per turn.
	200 units: (25 + 100 + 225 + 50*4) * 3 = 1650 PW maintenance per turn.
	500 units: (25 + 100 + 225 + 600 + 200*5) * 3 = 5850 PW maintenance per turn.

I anticipate this to cause problems for the human later in the game when the Civ is very spread out, and the cost of maintaining those armies (I like to call it beauracracy) will create weaknesses in the humans defense.  Consequently, the AI should be able to take advantage of these weaknesses.

Any unit outside of the Civ's borders gets hit by double-maintenance (cost of shipping supplies to that area).

Military Unit Templates:
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Military units will no longer be different units for each science jump.  To the player, they will receive one unit of each type (scout/land/mobile/ranged/air/sea) and with progressive science advances, the stats of these units will improve.  EG: Epoche 1, you will be able to build a Scout, Warrior, Mounted Warrior, Slinger.  While discovering advances, instead of getting new units for each discovery, you're units will receive upgrades.  If you research Copper Smelting, then your warrior's defense will increase (bronze armour).  When you advance to the next Epoche's template, you will need to upgrade your units.

In underlying programming terms, a new unit will actually have to be used for this jump (CTP2 doesn't support changing unit template stats [though recently the mod_* discussion came up again with testing begun - keep eye on it]), but this will be an invisible upgrade which is free.  The Epoche template upgrade will be performed by Peter's UnitUpgrade script, and will cost the human.

Religion:
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Throughout history, religion has played a major part in human life.  Religion will be included in the MOD in a basic but functional way.  The religious components of the MOD will be:
	- State religion.  A Civ can choose a state religion (AI's will have 75% chance of choosing religion based on city-style) after the beginning of Epoche 3.  (Advance: Christianity)
	- Crusades.  Randomly throughout the game, a crusade can be called against one religion by another.  All Civs within the Crusading religion will be asked to declare war on all Civs of the target religion.  If any Civ refuses, it will take a global regard hit and be excommunicated by the religion.
	- Excommunication.  Only caused by refusal to Crusade.  The affect is that Civs of the same religion as the excommunicated Civ (if AI) will declare war on the excommunicated Civ at 10% checked every ten turns.  If any allies join the excommunicated Civ, then they will not be excommunicated.  It wasn't seen as a Cassus Belli if an ally of your enemy declared war on you.  If an AI Civ is excommunicated, then the Humans will receive an invitation to join the war on either the side of the Church, or the excommunicated Civ, or neither (don't declare war on either).

NOTE: This may need to be reviewed again based on how hard it will be to program the AI component.

Government Policies:
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In order to accomodate for the concept of colonisation and religion, government policies will be introduced.  Thes policies will affect how the script for colonisation runs.  At this point I am thinking of implementing the following policies:
	- Tight city placement (radius 5 from home city)
	- Spaced city placement (radius 6 from home city)
	- Wide city placement (radius 7 from home city)
	- No colonisation encouragement (no pop-growth points to colonisation)
	- Fast colonisation land (every second pop-growth point to colonisation in radius from growth city)
	- Normal colonisation land (every fourth pop-growth point to colonisation in radius from growth city)
	- Slow colonisation land (every sixth pop-growth point to colonisation in radius from growth city)
	- Fast colonisation sea (every second pop-growth point to colonisation near coast from growth city)
	- Normal colonisation sea (every fourth pop-growth point to colonisation near coast from growth city)
	- Slow colonisation sea (every sixth pop-growth point to colonisation near coast from growth city)
	- Choose State Religion (after Epoche 3, advance: Christianity)

Specialised Cities:
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Each city is going to be able to build a standard foundation of buildings.  However, once certain key buildings are created, that will lock in a specialisation for that city and lock out buildings of other specialisations.  EG: A city of yours is situated near many mountains, and a couple of mountain goods, thus forcing production through the roof in that city.  After selecting a production specialisation, all advanced production buildings become available.  However, all advanced buildings of other specialisations are NOT available.  Therefore, you'll end up with cities that specialise in gold/trade, production, science.  Happiness is NOT a specialised area, but government will be.  Capital, Forum, Castle and Parliament will be specialised, only the capital city can build these buildings (each has a pre-req of Capital).

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Tech Tree:
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By using the tech trees of SAP2, Cradle and Civ3 as a base, a fairly extensive tree is created.  However, I am going for a complete map of history, with many more techs than this.  To give a comparison, the tech tree for AOM has been finalised up to 0AD: Christianity, and contains approximately 3-4 techs for each Cradle tech.  Obviously, this will mean that each tech will take only a couple of turns to complete.  This massive amount of techs will hopefully also allow for many unit upgrades.
