Here are some ideas for mods. Since I don't have any fancy graphics program, there's no way I can make graphics for any of these, though.
But, if I do somehow get a better graphics program, I might try to make this mod.
A new concept - "Edicts":
"Edicts" have the same function as improvements or small wonders, but the difference is that they are "invisible" (meaning they don't appear on the city view ). They are to represent certain laws or government programs.
Governments:
*Each government has their own unique buildings or "edicts" ("laws", which are quite simply invisible improvements) they can build.
Notes, some governments have duplicate stats, but are differentiated by the unique buildings and edicts they offer. For example, Representative Democracy and Democratic Socialism are quite similar with their relatively high production, high war weariness, and low corruption, but both offer different unique edicts and improvements. Monarchy and Theocracy also bear similarities, but again, they differ due to their unique buildings/edicts.
Each unique building/edict has a bonus and a downside.
Despotism
Advantage: No real advantages
Disadvantage: The worst government to be in
Unique Building/Edicts:
None
Monarchy
Advantage - Strong military, better than despotism
Disadvantage - Relatively low research cap, lots of corruption
Unique Building/Edicts:
Building - "Provincial Palace" - Reduces corruption and war weariness
Bureaucratic Monarchy (the system of Imperial China)
Advantage - Produces more wealth and luxuries than a regular Monarchy, a step higher than Monarchy
Disadvantage - Still has lots of corruption and no tile bonuses, research cap is still the same as Monarchy
Unique Building/Edicts:
Edict - "Peasant Conscription": Increases production, but reduces happiness
Edict - "Foreign Trade": Increases wealth and luxuries
Building - "City Palace": Reduces corruption
Republic
Advantage: Happier people, better economy, and less corruption than Monarchy
Disadvantage: No free units, still has a bit of a corruption problem
Unique Buildings/Edicts:
Building - "Forum": Increases happiness and reduces corruption
Theocracy
Advantage - Higher happiness, high conscription rate, and more free units
Disadvantage - High corruption and low research rate
Unique Buildings/Edicts:
Edict - "State Religion": Increases happiness, requires a cathedral, but costs a lot to maintain due to strict enforcement of this edict
Small Wonder - "Great Temple": Increases happiness and contributes a lot to culture points
Constitutional Monarchy
Unique Buildings/Edicts:
Edict - "Parliamentary Elections": Increases happiness and reduces corruption, but costs a lot to maintain; requires "Parliamentary System" tech
Representative Democracy
Advantage- Higher productiveness, wealth, and research
Disadvantage - Highly polluting, high war weariness, no free units
Unique Buidlings/Edicts:
Edict - "Corporate Lobbying": Increases wealth and luxuries, costs little to maintain, but increases pollution and causes some unhappiness ( )
Edict - "Free Market Trade": Increases wealth and production
Building - "State Capitol": works like an additional courthouse; requires courthouse and "Constitution" tech
Edict - "Corporate Contract": Increases research, but has a cost
Bolshevism
Advantage - Higher production, powerful military, "Personality Cult"!
Disadvantage - Lower happiness, more polluting
Unique Building/Edicts:
Building - "State Factory": Increases production, but heaby pollution
Edict - "Stalinism": Increases production, but reduces happiness; requires "Stalinism" tech
Small Wonder - "Stalinist Personality Cult" : Similar to the one for Maoism, but is not as effective and it increases production slightly
Fascism
Unique Building/Edicts:
Edict - "Secret Police": Reduces corruption but makes people unhappy
Maoism
Advantage - Higher production, strong military, unlike Bolshevism it can create a strong economy, last but not least-"Cult of Personality"!
Disadvantage - Lots of corruption, lower happiness
Unique Buildings/Edicts:
Building - "Re-education Work Camp": Increases production, but reduces happiness; requires "Maoist Thought" tech
Edict - "Economic Reform": Increases shield production by 1, allows "Special Economic Zone", but increases pollution
Building - "Special Economic Zone": Increases wealth and luxuries, but reduces happiness (since there is some resentment towards foreign companies and corrupt government officials that profit from them); requires "Economic Reform" edict
Small Wonder - "Cult of Personality" ( ): Increases happiness in all cities; This is more of a twisted joke and criticism of Maoism
Democratic Socialism
Advantage - Social programs increase happiness, production, and research, has the tile bonus that "Democracy" has, good worker rate
Disadvantage - You had better have lots of pocket change for this
Unique Building/Edicts:
Edict/Small Wonder - "Proportional Representation": Increases happiness and culture (since minorities have more representation), but costs much to maintain
Edict - "Worker's Rights": Increases happiness and production, but costs much to maintain; requires "Labor Unions" tech
Edict - "Free Health Care": Increases happiness and production, but costs much to maintain
Edict - "Free Education": Increases research, but quite expensive to maintain
Technocracy
Advantage: Faster research, good production, and the only government system where you can have research at 100% (*the max for Representative Democarcy and Democratic Socialism should be set at 70% for balancing issues)
Disadvantage: High war weariness, suffers from more corruption than Representative Democracy or Democratic Socialism since it lacks the edicts or government-specific buildings to reduce corruption further
Unique Units:
*The Unique Units are from times when these nations were very powerful. For example, the Germanic peoples were quite strong during the Middle Ages, thus they have the "Teutonic Knight" UU. Germany was also very powerful in World War II, thus the "Focke-Wulf 190A-8" fighter, which appears at the same time of the Panzer tank to reflect Germany's status as a world power at that time. The Mongol Empire was also a powerhouse in the times around the 13th century (which technically is still the "Middle Ages"), thus they have very powerful medieval UUs.
Arabia
Camel Rider (replaces horseman)
Scimitar Swordsman (replaces medieval infantry)
China
Chu-ko-nu (replaces longbowman)
Tongkang (replaces frigate)
Japan
Ashigaru (replaces spearman)
ZERO Fighter (replaces fighter)
England
British Regular (replaces musketman)
Royal Marine (replaces marine)
America
B-52 Stratofortress (replaces bomber)
M1A1 Abrams Tank (replaces modern armor)
Russia
Red Army Infantry (replaces infantry)
IS3 Tank (replaces tank)
Korea
Hwarang (replaces longbowman)
Kobukson "Turtle Ship" (replaces frigate)
Aztecs
Atl-atl Slinger (new unit for Ancient Age)
Eagle Warrior (replaces warrior)
*Jaguar Warrior now replaces swordsman
Persians
Parthian Horse Archer (replaces horseman)
Sassanid Elephant (replaces knight)
Egyptians
Bireme (replaces galley)
Mameluke (replaces knight)
Germany
Teutonic Knight (replaces knight)
Focke-Wulf 190A-8 (replaces fighter)
Iroquois
Iroquois Scout (replaces scout, but scout can defend itself)
Native American Guerilla (replaces guerilla and has significant terrain bonus)
Mongolia
Nomad (settler with defense ability and 2 movement)
Mangudai (new unit; all terrain as roads advantage)
Scandanavia
Huskarl (replaces swordsman)
Viking Longboat (replaces caravel)
Spanish
Spanish Galleon (replaces galleon)
Other additions I'll add to are UUs, other additional techs and improvements, wonders, and graphics for each culture group.
But, if I do somehow get a better graphics program, I might try to make this mod.
A new concept - "Edicts":
"Edicts" have the same function as improvements or small wonders, but the difference is that they are "invisible" (meaning they don't appear on the city view ). They are to represent certain laws or government programs.
Governments:
*Each government has their own unique buildings or "edicts" ("laws", which are quite simply invisible improvements) they can build.
Notes, some governments have duplicate stats, but are differentiated by the unique buildings and edicts they offer. For example, Representative Democracy and Democratic Socialism are quite similar with their relatively high production, high war weariness, and low corruption, but both offer different unique edicts and improvements. Monarchy and Theocracy also bear similarities, but again, they differ due to their unique buildings/edicts.
Each unique building/edict has a bonus and a downside.
Despotism
Advantage: No real advantages
Disadvantage: The worst government to be in
Unique Building/Edicts:
None
Monarchy
Advantage - Strong military, better than despotism
Disadvantage - Relatively low research cap, lots of corruption
Unique Building/Edicts:
Building - "Provincial Palace" - Reduces corruption and war weariness
Bureaucratic Monarchy (the system of Imperial China)
Advantage - Produces more wealth and luxuries than a regular Monarchy, a step higher than Monarchy
Disadvantage - Still has lots of corruption and no tile bonuses, research cap is still the same as Monarchy
Unique Building/Edicts:
Edict - "Peasant Conscription": Increases production, but reduces happiness
Edict - "Foreign Trade": Increases wealth and luxuries
Building - "City Palace": Reduces corruption
Republic
Advantage: Happier people, better economy, and less corruption than Monarchy
Disadvantage: No free units, still has a bit of a corruption problem
Unique Buildings/Edicts:
Building - "Forum": Increases happiness and reduces corruption
Theocracy
Advantage - Higher happiness, high conscription rate, and more free units
Disadvantage - High corruption and low research rate
Unique Buildings/Edicts:
Edict - "State Religion": Increases happiness, requires a cathedral, but costs a lot to maintain due to strict enforcement of this edict
Small Wonder - "Great Temple": Increases happiness and contributes a lot to culture points
Constitutional Monarchy
Unique Buildings/Edicts:
Edict - "Parliamentary Elections": Increases happiness and reduces corruption, but costs a lot to maintain; requires "Parliamentary System" tech
Representative Democracy
Advantage- Higher productiveness, wealth, and research
Disadvantage - Highly polluting, high war weariness, no free units
Unique Buidlings/Edicts:
Edict - "Corporate Lobbying": Increases wealth and luxuries, costs little to maintain, but increases pollution and causes some unhappiness ( )
Edict - "Free Market Trade": Increases wealth and production
Building - "State Capitol": works like an additional courthouse; requires courthouse and "Constitution" tech
Edict - "Corporate Contract": Increases research, but has a cost
Bolshevism
Advantage - Higher production, powerful military, "Personality Cult"!
Disadvantage - Lower happiness, more polluting
Unique Building/Edicts:
Building - "State Factory": Increases production, but heaby pollution
Edict - "Stalinism": Increases production, but reduces happiness; requires "Stalinism" tech
Small Wonder - "Stalinist Personality Cult" : Similar to the one for Maoism, but is not as effective and it increases production slightly
Fascism
Unique Building/Edicts:
Edict - "Secret Police": Reduces corruption but makes people unhappy
Maoism
Advantage - Higher production, strong military, unlike Bolshevism it can create a strong economy, last but not least-"Cult of Personality"!
Disadvantage - Lots of corruption, lower happiness
Unique Buildings/Edicts:
Building - "Re-education Work Camp": Increases production, but reduces happiness; requires "Maoist Thought" tech
Edict - "Economic Reform": Increases shield production by 1, allows "Special Economic Zone", but increases pollution
Building - "Special Economic Zone": Increases wealth and luxuries, but reduces happiness (since there is some resentment towards foreign companies and corrupt government officials that profit from them); requires "Economic Reform" edict
Small Wonder - "Cult of Personality" ( ): Increases happiness in all cities; This is more of a twisted joke and criticism of Maoism
Democratic Socialism
Advantage - Social programs increase happiness, production, and research, has the tile bonus that "Democracy" has, good worker rate
Disadvantage - You had better have lots of pocket change for this
Unique Building/Edicts:
Edict/Small Wonder - "Proportional Representation": Increases happiness and culture (since minorities have more representation), but costs much to maintain
Edict - "Worker's Rights": Increases happiness and production, but costs much to maintain; requires "Labor Unions" tech
Edict - "Free Health Care": Increases happiness and production, but costs much to maintain
Edict - "Free Education": Increases research, but quite expensive to maintain
Technocracy
Advantage: Faster research, good production, and the only government system where you can have research at 100% (*the max for Representative Democarcy and Democratic Socialism should be set at 70% for balancing issues)
Disadvantage: High war weariness, suffers from more corruption than Representative Democracy or Democratic Socialism since it lacks the edicts or government-specific buildings to reduce corruption further
Unique Units:
*The Unique Units are from times when these nations were very powerful. For example, the Germanic peoples were quite strong during the Middle Ages, thus they have the "Teutonic Knight" UU. Germany was also very powerful in World War II, thus the "Focke-Wulf 190A-8" fighter, which appears at the same time of the Panzer tank to reflect Germany's status as a world power at that time. The Mongol Empire was also a powerhouse in the times around the 13th century (which technically is still the "Middle Ages"), thus they have very powerful medieval UUs.
Arabia
Camel Rider (replaces horseman)
Scimitar Swordsman (replaces medieval infantry)
China
Chu-ko-nu (replaces longbowman)
Tongkang (replaces frigate)
Japan
Ashigaru (replaces spearman)
ZERO Fighter (replaces fighter)
England
British Regular (replaces musketman)
Royal Marine (replaces marine)
America
B-52 Stratofortress (replaces bomber)
M1A1 Abrams Tank (replaces modern armor)
Russia
Red Army Infantry (replaces infantry)
IS3 Tank (replaces tank)
Korea
Hwarang (replaces longbowman)
Kobukson "Turtle Ship" (replaces frigate)
Aztecs
Atl-atl Slinger (new unit for Ancient Age)
Eagle Warrior (replaces warrior)
*Jaguar Warrior now replaces swordsman
Persians
Parthian Horse Archer (replaces horseman)
Sassanid Elephant (replaces knight)
Egyptians
Bireme (replaces galley)
Mameluke (replaces knight)
Germany
Teutonic Knight (replaces knight)
Focke-Wulf 190A-8 (replaces fighter)
Iroquois
Iroquois Scout (replaces scout, but scout can defend itself)
Native American Guerilla (replaces guerilla and has significant terrain bonus)
Mongolia
Nomad (settler with defense ability and 2 movement)
Mangudai (new unit; all terrain as roads advantage)
Scandanavia
Huskarl (replaces swordsman)
Viking Longboat (replaces caravel)
Spanish
Spanish Galleon (replaces galleon)
Other additions I'll add to are UUs, other additional techs and improvements, wonders, and graphics for each culture group.
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