Re: Modding Challenge. Ancient Advances
I think adding the above techs would complicate things alot... And wouldn't the production bonus be to big? If you build them all you get +100%. Have you suggested three so that if you haven't got stone and copper f.x. you could still get bonus production? I still think these techs are pretty useless though...
I really like these ideas, though. They add diversity, BUT maybe Military Training should come just a little bit later, after Iron Working or something. So that you get it after Swordsmen? That would be better (IMHO).
What's the "Villa" suposed to represent? It's name seems a little bit un-ancient IMO.
I love this one! Cool.
I'd call this tech Imperialism. Many civs have had an empire, but Imperialism is more a way a civ "lives". If it is Imperialistic, it wants to take land and people by force, which i think is what you mean (With slaves and all).
Hmm. I like these govt. specific minor-wonders, but I think you could decrease the number of minor wonders overall. I think there are to many... to confusing.
Isn't it to much with two science wonder? I think the Academy should have a high cost. Mayeb more than shields and maintenance? Like 4 science specialists?
I don't think you should have the Barley resource, there are so many already. Maybe the destillery should require no resources? Or barley could be a luxury?
I like this resource! Sewer Cs should allow city size 4-5? So you could grow just a little bit more? Another name would be the "Qanat" which is the name of old middle-eastern sewers.
Maybe you should use captured workers instead?
Nice ideas! Keep up the good work!
Regards,
H22
I have some far reaching changes to technologies etc that I'd like to suggest to any of the VERY talented modders out there in the community. I realize that some of these changes have already been suggested (or even already done), I just include it all for the sake of completion. I'll start with just the ancient tech tree. If the modders respond favourably to my ideas, then I'll proceed to Middle Ages and up.
Ancient Techs and Units:
Smelting: Prerequisites: Bronze Working.
Allows: Smithy-Improvement. Production-2. Requires Copper resource.
Leads to: Iron Working.
Woodworking: Prerequisites: None.
Allows: Wood-Strategic Resource.
Allows: Carpenters-Improvement. Production-1, requires wood to build.
Leads to: The Wheel.
Stone Crafting: Prerequisites: None.
Allows: Stone-Strategic Resource.
Allows: StoneMasons Workshop-Improvement. Production-1, requires stone to build.
Leads to: Masonry.
Engineering: Allows: Lumber Yard-Improvement. Production-2. Requires wood to build.
Iron Working: Allows: Foundry-Improvement. Production-2. Requires Iron and Smithy to build.
Ancient Techs and Units:
Smelting: Prerequisites: Bronze Working.
Allows: Smithy-Improvement. Production-2. Requires Copper resource.
Leads to: Iron Working.
Woodworking: Prerequisites: None.
Allows: Wood-Strategic Resource.
Allows: Carpenters-Improvement. Production-1, requires wood to build.
Leads to: The Wheel.
Stone Crafting: Prerequisites: None.
Allows: Stone-Strategic Resource.
Allows: StoneMasons Workshop-Improvement. Production-1, requires stone to build.
Leads to: Masonry.
Engineering: Allows: Lumber Yard-Improvement. Production-2. Requires wood to build.
Iron Working: Allows: Foundry-Improvement. Production-2. Requires Iron and Smithy to build.
Military Training: Prerequisites: Warrior Code.
Allows: Military Academy-Minor Wonder. Requires 5 barracks to build.
Allows: Cohorts (3/2/2)-Unit. Like Swordsmen, except better discipline allows them to travel greater distances and retreat from most battles. Requires Iron.
Leads to: Aristocracy (with mysticism).
Cavalry Tactics: Prerequisites: Horseback Riding and Military Training.
Allows: Armoured Horsemen (2/2/2)-Unit. The introduction of the first Barding (horse armour) allows these horse units to absorb more damage. Requires Horses and Iron.
Allows: Military Academy-Minor Wonder. Requires 5 barracks to build.
Allows: Cohorts (3/2/2)-Unit. Like Swordsmen, except better discipline allows them to travel greater distances and retreat from most battles. Requires Iron.
Leads to: Aristocracy (with mysticism).
Cavalry Tactics: Prerequisites: Horseback Riding and Military Training.
Allows: Armoured Horsemen (2/2/2)-Unit. The introduction of the first Barding (horse armour) allows these horse units to absorb more damage. Requires Horses and Iron.
Aristocracy: Prerequisites: Mysticism and Military Training.
Allows: Villa-Improvement. Reduces Corruption and +50% tax revenue.
Leads to: Monarchy (with Polytheism) and Athenian Democracy.
Allows: Villa-Improvement. Reduces Corruption and +50% tax revenue.
Leads to: Monarchy (with Polytheism) and Athenian Democracy.
Athenian Democracy: Prerequisites: Aristocracy.
Allows: Ampitheatre (Forum)-Improvement. Reduces # of cities corruption.
Allows: Parthenon-Great Wonder. Doubles effect of ampitheatres and reduces war weariness in all cities on same continent. Requires stone to build (Athenian Democracy Only).
Allows: Ampitheatre (Forum)-Improvement. Reduces # of cities corruption.
Allows: Parthenon-Great Wonder. Doubles effect of ampitheatres and reduces war weariness in all cities on same continent. Requires stone to build (Athenian Democracy Only).
Empire: Prerequisites: Monarchy and Map Making.
Allows: Slaves (0/0/2)-Unit. Like a worker, except cheaper to build and no maintenance cost. Requires Indigenous Population.
Allows: Slave Labour System-Minor Wonder. Gives +50% Production to all cities on same continent. Requires Indigenous Population. Expansionist characteristics.
Allows: Slaves (0/0/2)-Unit. Like a worker, except cheaper to build and no maintenance cost. Requires Indigenous Population.
Allows: Slave Labour System-Minor Wonder. Gives +50% Production to all cities on same continent. Requires Indigenous Population. Expansionist characteristics.
Changes to Existing Advances:
Republic: Allows: Senate-Minor Wonder. Reduces # of cities corruption for all cities on same continent. Requires min. 5 cities to build. Expansionist characteristics (Republic Governments only).
Allows: Garrison-Improvement. Acts as police station. Militaristic characteristics.
Monarchy: Allows: Governors Palace-Improvement. Reduces distance-based corruption.
Allows: Royal Gaurd (3/4/1)-Unit. These units are the pride of the ruling monarch, and are given the best weapons and armour to destroy the monarchs enemies (Monarchy only).
Republic: Allows: Senate-Minor Wonder. Reduces # of cities corruption for all cities on same continent. Requires min. 5 cities to build. Expansionist characteristics (Republic Governments only).
Allows: Garrison-Improvement. Acts as police station. Militaristic characteristics.
Monarchy: Allows: Governors Palace-Improvement. Reduces distance-based corruption.
Allows: Royal Gaurd (3/4/1)-Unit. These units are the pride of the ruling monarch, and are given the best weapons and armour to destroy the monarchs enemies (Monarchy only).
Mathematics: Allows: Pythagoras' School-Great Wonder. 2x research.
Philosophy: Allows: Academy-Improvement. +50% science.
Allows: School of Socrates-Great Wonder. 2x Research.
Writing: Allows: Scribes' School-Improvement. +50% science.
Philosophy: Allows: Academy-Improvement. +50% science.
Allows: School of Socrates-Great Wonder. 2x Research.
Writing: Allows: Scribes' School-Improvement. +50% science.
Pottery: Allows: Barley-Strategic Resource.
Bronze Working: Allows: Copper-Strategic Resource.
Mysticism: Allows: Opium-Luxury Resource
Bronze Working: Allows: Copper-Strategic Resource.
Mysticism: Allows: Opium-Luxury Resource
Engineering: Should be brought back to Ancient times. Allows: Sewer Channels-Improvement. Allows City Size 3. Adds to Population pollution.
Allows: Lumber Yard-Improvement. Production-2. Requires wood to build.
Allows: Lumber Yard-Improvement. Production-2. Requires wood to build.
New Resources:
Indigenous Population: Required to build Slaves and Slave Labour System. These squares give bonus commerce.
Indigenous Population: Required to build Slaves and Slave Labour System. These squares give bonus commerce.
Yours,
The_Aussie_Lurker
The_Aussie_Lurker
Regards,
H22
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