View Full Version : Feature descriptions / Komponentenbeschreibungen
Thomas SG Sep 17, 2008, 06:14 AM Descriptions of some CCV mods
Introduction:
While the Community Civ V became a very complex project it seems to be absolutly necessary to have a library where you can find information about the different mod components. That's especially urgent needed because a lot of components have never been released as standalone mods so that they are almost unknown in the community. This thread should be developed to exactly this library but that will take some time.
NOTE: There are much more mods in CCV than described here! Here are only descriptions of mods that I have done myself and of mods that where significantly changed for CCV.
Thomas SG Sep 17, 2008, 06:25 AM Inhaltsverzeichnis
Thomas SG Sep 17, 2008, 06:56 AM Red Cross Healthcare
basic mod / inspiration: Thomas SG
modification / update: -
The Red Cross is a team project that gives all units of the team the MEDIC I promotion for free if they can acquire this promotion. It is given to all units - existing once and new once!
http://forums.civfanatics.com/attachment.php?attachmentid=249613&stc=1&d=1271348915
National Nuclear Weapon Project
basic mod / inspiration: Dale (Dales Combat Mod (http://forums.civfanatics.com/showthread.php?t=257210))
modification / update: Thomas SG
The Nuclear Weapon Project is now a team project that gives all members of the team the capability to build nuclear armed units like strategic bombers or missiles.
http://forums.civfanatics.com/attachment.php?attachmentid=249614&stc=1&d=1271349283
Thomas SG Apr 19, 2010, 03:59 PM Three Roads
basic mod / inspiration: Thomas SG
modification / update: -
There are three different types of roads in CCV. The AI can handle the new types and even "knows" that it is not always so urgent to update old road types.
http://forums.civfanatics.com/attachment.php?attachmentid=250058&stc=1&d=1271710712
Unsurfaced Road:
Requires Wheel
Travel Costs 1/2 Movement Point
Surfaced Road:
Requires Construction
Travel Costs 1/3 Movement Point
Asphalt Road:
Requires Automobiles
All Units Can Move 10 Tiles/Turn
Railroad:
Requires Railroad
Requires Coal or Oil
All Units Can Move 15 Tiles/Turn
Note: The roads won't auto-update in own territory anymore as in older CCV versions!
Thomas SG Apr 19, 2010, 05:36 PM Axe and Fire
basic mod / inspiration: Thomas SG
modification / update: -
There are two ways in CCV to remove forest and jungle. You can burn them down or you can chop them down. If the needed tech to chop them is available your workers will do so because if you chop them you get a bonus of :hammers: for jungle as well as for forests. Your people can burn down trees after the discover of agriculture. To chop a forest they require the knowledge of iron working and to chop jungle they require the knowledge of replaceable parts. The button and help will tell you what methode will be used.
Here a screen:
http://forums.civfanatics.com/attachment.php?attachmentid=269380&stc=1&d=1287498617
Thomas SG Apr 19, 2010, 05:44 PM Forest Protection
basic mod / inspiration: Thomas SG
modification / update: -
There are only a few improvements that remove forest and jungle in CCV completely. Most improvements can coexist with those features. But in coexistance there is no production benefit from the feature. And the effect on health/unhealthiness is reduced as well. But if the improvement is removed/destroyed the feature will immediately get the territory back and act as a normal forest/jungle again.
Just the area intensive improvements
- farm
- plantation
- pasture
- winery
- well
- airbase
- town
destroy forest and jungle completely.
As a result the CCV world stays typically green until the end of the game.
Note: There is the capability to replant forests with the technology paper in CCV.
Thomas SG Apr 19, 2010, 05:55 PM Natural and Artificial Irrigation
basic mod / inspiration: Thomas SG
modification / update: -
The irrigation concept of CCV is very different from BTS. The main change is the natural irrigation. That means that their is enough rain except in desert and plains. Just in those terrain you will need an artificial irrigation. You need no special technology to do so but water! So you must have a river or sea nearby because the irrigation won't be spread in CCV. The only other way is to get enough water from the ground. But that is only available with good water wells that require an engine. So you need steam power for artificial irrigation with ground water.
Thomas SG Apr 20, 2010, 03:35 AM Dynamic Polarcaps
basic mod / inspiration: Optimizer (The IceBreaker Mod (http://forums.civfanatics.com/showthread.php?t=153566&highlight=dynamic+polar))
modification / update: Thomas SG
The icecaps of the map are now dynamic. Ships that get captured by ice will be destroyed (at the moment)! Submarines that can move under ice like nuclear submarines are an exception.
Thomas SG Apr 20, 2010, 03:55 AM Barbarian World
basic mod / inspiration: Kael (made for RevDCM (http://forums.civfanatics.com/showthread.php?t=262937&highlight=barbarian+world))
modification / update: -
The barbarians start with a free city for each civilization in the game.
Thomas SG Apr 20, 2010, 04:14 AM Settler Religion
basic mod / inspiration: Bhruic (Settler Religion Mod (http://forums.civfanatics.com/showthread.php?t=145729&highlight=settler+religion))
modification / update: Thomas SG
Settler Religion causes all settlers created to have religions based on the religions present in their creating city. All present religions of the city are given to the settler except the nation is running under theocracy. If there is a state religion and the empire is operating under the theocracy civic a settler can only have the state religion. If the city does not have the state religion (even if it has other religions) the settler will have no religion!
Once the settler forms a city that city will automatically get the religions of the settler. The religions of a settler can be seen in the unit help.
Settlers gained from goody huts or created in cities with no religions will not have religions and neither will the cities they create.
Thomas SG Apr 20, 2010, 04:18 AM City Radius by Technology
basic mod / inspiration: Mylon (Larger City Radius and Open Borders Tech Trading (http://forums.civfanatics.com/showthread.php?t=241976&highlight=mylon))
modification / update: Thomas SG
The cityradius is no more static and starts with a radius of 1. It will grow with technology. Cityradius 2 will become available soon with wheel or animal husbandry. Cityradius 3 is available with automobiles. But radius 3 is not near by the city and so there is no related positive or negative influence on health from features or improvements.
Thomas SG Apr 20, 2010, 04:43 AM Dirty Improvements
basic mod / inspiration: Thomas SG
modification / update: -
Improvements will now influence the health of cities. Some improvements influence all nearby cities (radius 2) just by existence while others influence especially/only the working city.
Forest Preserve
+ 0.25 :health: in nearby cities
Plantation
+ 0.25 :yuck: in the working city
Lumbermill / Watermill / Windmill
+ 0.25 :yuck: in the working city
Workshop
+ 0.25 :yuck: in nearby cities
+ 0.25 :yuck: in the working city
Mine / Quarry
+ 0.50 :yuck: in the working city
Well / Offshore Platform
+ 0.25 :yuck: in nearby cities
Hamlet
+ 0.25 :yuck: in nearby cities
Village
+ 0.50 :yuck: in nearby cities
Town
+ 1.00 :yuck: in nearby cities
Thomas SG Apr 20, 2010, 04:44 AM Village Protection
basic mod / inspiration: Thomas SG
modification / update: -
Villages and Towns can't be removed anymore for other improvements. The only legal cause to destroy a village is the exploit of resources. Towns don't need to be removed for resources because they will exploit them for you.
Thomas SG Apr 20, 2010, 04:50 AM Feature and Terrain Damage
basic mod / inspiration: Thomas SG
modification / update: -
Outside of cities, forts and airbases ice, jungle, desert and tundra (former snow) will do now damage in the relation to the current :strength: to your units if they stay in that terrain. Animals and barbarians won’t suffer from that damage! And of course submarines that can move through unpassable terrain won’t get damage from ice.
For all other units if using - Terrain Tactics - a promotion with damage protection will help to avoid the damage.
http://forums.civfanatics.com/attachment.php?attachmentid=269381&stc=1&d=1287499284
Thomas SG Apr 20, 2010, 05:07 AM Terrain Tactics
basic mod / inspiration: Thomas SG
modification / update: -
Specializes units with reference to their origin and combat experience. Terrain Tactic promotions, City Attack (City Raider) – City Defense (City Garrison) – Forest Combat (Woodsman) – Jungle Combat (Tarzan) – Hill Combat (Guerilla) – Desert Combat (Bedouin) – Snow Combat (Eskimo) are only available to units that are made up of people with terrain experience or a successful fight in the terrain. A unit is made up of people with terrain experience if a fitting terrain can be found in the owned city radius of the creating city. Especially the first Terrain Tactic promotions are very interesting if playing with - Feature and Terrain Damage (http://forums.civfanatics.com/showpost.php?p=9115155&postcount=14) - because they give units a protection against the feature or terrain damage.
The AI also knows if it makes sense to promote with a terrain tactic promotion! Especially it knows the benefit of the damage protection.
http://forums.civfanatics.com/attachment.php?attachmentid=269383&stc=1&d=1287499484
Thomas SG Apr 20, 2010, 05:40 AM Firststrike Attack
basic mod / inspiration: Thomas SG
modification / update: -
The Firststrike Attack is a type of Range Bombardment. It's a combination of the firststrike concept, archer bombardment and real range bombardment. Units with firststrike capability can try to attack the best enemy defender with surplus firststrikes from a distant position. So there is no risk of a counter strike for the unit. Just for helicopters there is the risk of interception! The attack gives one 1 XP and allows to do collateral damage.
Some modern units are also able to attack cargo units instead of the best defender immediatly! But this option is only available to invisible units, heavy / missile armed units or gunships.
Here a screen with a heavy armed dreadnought and its firststrike capability of range 1:
http://forums.civfanatics.com/attachment.php?attachmentid=250124&stc=1&d=1271776969
Thomas SG Apr 20, 2010, 10:29 AM Cargo Damage
basic mod / inspiration: Thomas SG
modification / update: -
Allows to do damage or even kill loaded units by attacking the transporter.
Thomas SG Apr 20, 2010, 10:44 AM Advanced Invisibility
basic mod / inspiration: Thomas SG
modification / update: -
Allows to see several invisibility types and to define a visibility chance for each type. Furthermore units can become absolutly invisible with a defined chance per turn for all other units. All information are given in the unit help and pedia.
CCV uses the new concepts for:
- conventional submarines (submarine)
- silent submarines (attack submarine, missile submarine, stealth submarine)
- stealth ships (stealth destroyer)
http://forums.civfanatics.com/attachment.php?attachmentid=269384&stc=1&d=1287499745
Thomas SG Apr 20, 2010, 10:49 AM Advanced (Missile) Interception
basic mod / inspiration: Thomas SG
modification / update: -
optional part:
Older interception systems become useless against modern aircrafts. For example anti-aircraft artillery or fighters are useless against highaltitude longrangebombers or modern jet fighters.
non optional part:
The interception concept of missiles has been changed in CCV. SDI will help to intercept all missiles with a ballistic trajectory. So SDI has a chance to intercept conventional ballistic missiles, tactical missiles, strategic missiles and ICBMs. But SDI is useless against guided missiles!
Furthermore all anti aircraft units have a chance to intercept all non nuclear missiles! So an anti-aircraft artillery or a fighter may be able to intercept a conventional ballistic missile or a guided missile.
http://forums.civfanatics.com/attachment.php?attachmentid=269385&stc=1&d=1287499914
http://forums.civfanatics.com/attachment.php?attachmentid=269386&stc=1&d=1287500536
Thomas SG Apr 20, 2010, 11:03 AM Advanced Cargo
basic mod / inspiration: Thomas SG
modification / update: -
Units can have several separated cargo rooms that can be exactly defined. So it is for example possible to use a cargo room just for guided missiles or rockets. But of course it is also possible to make a cargo room carry guided missiles and rockets! So this new concept is important for all modern ship types. And especially for the missile submarine in CCV. But this new concept is also very important to make a difference between older and modern carrier types. While older carriers can only carry fighters, jump jets and helicopters but no jet fighters or supersonic fighters, modern super carriers can instead carry all aircrafts except heavy bombers.
Here two screens that show the new possibilities:
http://forums.civfanatics.com/attachment.php?attachmentid=269384&stc=1&d=1287499745
http://forums.civfanatics.com/attachment.php?attachmentid=269387&stc=1&d=1287501096
Thomas SG Apr 20, 2010, 11:08 AM Jump Jets
basic mod / inspiration: Thomas SG
modification / update: -
Allows to define and use units as real jump jets. Jump Jets can use smaller carriers with the - Advanced Cargo (http://forums.civfanatics.com/showpost.php?p=9116058&postcount=20) - and they can start and land from forts while normal jets require in CCV a military airbase.
http://forums.civfanatics.com/attachment.php?attachmentid=269388&stc=1&d=1287501694
Thomas SG Apr 20, 2010, 11:29 AM Hybrid Helicopters
basic mod / inspiration: Thomas SG
modification / update: -
Allows helicopters to move more realistic. Helicopters have now a dynamic airrange. Within this range they can do recon missions or firststrike attacks. They return to where they started after the mission. And with Hybrid Helicopters it's also possible to jump over small water areas. In combination with - Advanced Cargo (http://forums.civfanatics.com/showpost.php?p=9116058&postcount=20) - helicopters can use carriers and with - Firststrike Attack (http://forums.civfanatics.com/showpost.php?p=9115249&postcount=16) - even attack sea targets.
http://forums.civfanatics.com/attachment.php?attachmentid=250137&stc=1&d=1271781136
http://forums.civfanatics.com/attachment.php?attachmentid=250138&stc=1&d=1271781136
Thomas SG Apr 20, 2010, 12:21 PM Cold War
basic mod / inspiration: TheLopez (MAD Nukes Mod (http://forums.civfanatics.com/showthread.php?t=168858&highlight=nukes))
modification / update: Thomas SG, macsbug
Cold War is a modification of the M.A.D. Nukes Mod (Mutually Assured Destruction Nukes Mod). It changes the way that nuclear armed units work in the game depending on the configuration of the mod. By using this mod cities can be completely destroyed including all of the units in the city and the plot the city is on is devistated and reduced to a water plot.
Especially, players are able to target the cities of their enemies and future enemies with their nuclear warheads once they have discovered the satellites technology.
http://forums.civfanatics.com/attachment.php?attachmentid=269405&stc=1&d=1287512934
Thomas SG Apr 20, 2010, 12:28 PM Great Generals From Barbarian Combat
basic mod / inspiration: TheLopez (Great Generals From Barbarian Combat (http://forums.civfanatics.com/showthread.php?t=180991&highlight=great+generals))
modification / update: Thomas SG
Allows barbarians to have great generals and non-barbarian players to generate great generals through combat against barbarians.
Thomas SG Apr 20, 2010, 12:30 PM Motivated Defenders
basic mod / inspiration: Thomas SG
modification / update: -
Defenders of the capital or a holy city have an additional defence bonus of 20%.
Thomas SG Apr 20, 2010, 12:32 PM Capture Persons
basic mod / inspiration: Thomas SG
modification / update: -
Makes it possible to capture persons and make them work for you. You can capture and turn round missionaries, inquisitors, executives and great persons. If there is a limit for the captured unit type it doesn’t matter. It may just stop the training of a new unit of this type.
Thomas SG Apr 20, 2010, 12:41 PM Force Production Infrastructure
basic mod / inspiration: TheLopez (Multi-Building Unit Requirement (http://forums.civfanatics.com/showthread.php?t=187624&highlight=multi+building))
modification / update: Thomas SG
If enabled many units will require advanced buildings in a city to be trained. So especially the loss of buildings by air bombardments may weaken your infrastructure and make it impossible to build the best unit types available. The required buildings are shown in the hints and pedia.
Here an example screen:
http://forums.civfanatics.com/attachment.php?attachmentid=269393&stc=1&d=1287503127
Thomas SG Apr 20, 2010, 12:56 PM Unit Era Art
basic mod / inspiration: Thomas SG
modification / update: -
This makes it possible to have an individual era unit art style for each era, rather than merely in groups of early, middle and late. The new art styles are called Ancient, Classical, Medieval, Renaissance, Industrial, IndustrialLate, Modern, ModernLate and Future artdefinetag. The ancient works as the default arttag.
The IndustrialLate is used in industrial era if "Assembly Line" is discovered or later eras.
The ModernLate is used if "Stealth" is discovered.
The old arttags Early, Middle and Late will work also. But the game uses them with lower priority!
Thomas SG Apr 20, 2010, 01:11 PM Dynamic Civ Names
basic mod / inspiration: jdog5000 (Dynamic Civ Names (http://forums.civfanatics.com/showthread.php?t=226609&highlight=dynamic+names))
modification / update: Thomas SG
This component renames civs based on their civics choices and other status factors. A civs names will change many times over the course of a game. While it has no actual effect on gameplay, it adds dynamic variety to the game.
Dynamic Civ Nation
basic mod / inspiration: Thomas SG
modification / update: -
Requires Dynamic Civ Names! This component changes the civ description itself. As an example the English start as Anglosaxian but become British and English over the course of a game. The flag also changes by era!
If playing with - Dynamic Civ Leader (version 4.07+) - even the leader may influence the shown flag! In his historical leader era a special flag can be used! So for example Germany shows in the industrial era if under the rule of Hitler the Swastika. In other eras or under the rule of another leader another flag is shown.
Here three screens from the same game:
http://forums.civfanatics.com/attachment.php?attachmentid=250156&stc=1&d=1271787325
http://forums.civfanatics.com/attachment.php?attachmentid=250157&stc=1&d=1271787325
http://forums.civfanatics.com/attachment.php?attachmentid=250158&stc=1&d=1271787325
Thomas SG Apr 25, 2010, 04:17 AM Dynamic Civ Leader
basic mod / inspiration: Thomas SG
modification / update: -
This component changes the leader of a nation depending on the current player era. So for example Louis IX or Napoleon will rule France in the Renaissance while De Gaulle will rule in the Industrial Era.
Dynamic Civ Leader looks best if playing with - Dynamic Civ Names and Dynamic Civ Nation (http://forums.civfanatics.com/showpost.php?p=9116382&postcount=29) -.
Here two example screens from the same game (with Dynamic Civ Names and Dynamic Civ Nation):
http://forums.civfanatics.com/attachment.php?attachmentid=250620&stc=1&d=1272225248
http://forums.civfanatics.com/attachment.php?attachmentid=250621&stc=1&d=1272225248
Thomas SG Apr 25, 2010, 06:58 PM The Great Commandment
basic mod / inspiration: killmeplease (Commanders (http://forums.civfanatics.com/showthread.php?t=352036))
modification / update: Thomas SG
This component changes the leader behaviour to make a leader more individual.
When a Great General is born he gets by random one of the three promotions - leadership, tactics and morale. These promotions are given now to the leader himself and there is no other way to get these promotions! And now these promotions will work for all units (of the same domain) on the same plot! Units will get them if they are on the same plot on gameturn start or when the Great General is born. They get the promotion for one whole turn! So the promotion will stay even if the unit leaves the stack with the leader.
Even if the Great General leads a special unit of a stack his special leader promotion will take effect for the complete stack and not just for his unit! Furthermore the leader will give his 10 free XP just to the unit he is going to lead.
But while these three promotions are exclusive for Great Generals all units with a Commander (this is now for almost all units a valid promotion!) can get now nine new promotions. The commander can get these new promotions! Like the unit itself the commander collects experience points through combat. But the commander promotions work different. They are not given to the stack they are just working for this one unit.
And the best at the end -> the AI knows how to use it!!!
http://forums.civfanatics.com/attachment.php?attachmentid=269392&stc=1&d=1287502870
http://forums.civfanatics.com/attachment.php?attachmentid=257210&stc=1&d=1278407231
http://forums.civfanatics.com/attachment.php?attachmentid=257211&stc=1&d=1278407231
Thomas SG Apr 29, 2010, 11:51 AM Next War
basic mod / inspiration: Paul Murphy
modification / update: Thomas SG
With version 4.08 finally comes the Next War into CCV. You will notice some differences between the CCV version and the original version but at last it's Next War. If you don't want to play with the futuristic techs, buildings and units just disable the futuristic era by gameoption. The space race is not touched!
Here a screen with the disabled futuristic techs:
http://forums.civfanatics.com/attachment.php?attachmentid=269390&stc=1&d=1287502530
Thomas SG Apr 29, 2010, 12:20 PM Limited Era Progress
basic mod / inspiration: Thomas SG
modification / update: -
The techs off all eras can be enabled/disabled by a gameoption! So you can limit the progress for example to the renaissance era. There is an option for each era.
With the futuristic era you enable Next War (http://forums.civfanatics.com/showpost.php?p=9142716&postcount=32).
Thomas SG Jun 25, 2010, 05:41 AM Terraforming
basic mod / inspiration: avain (Terraforming, Forest Planting mod (http://forums.civfanatics.com/showthread.php?t=320354))
modification / update: Thomas SG
CCV allows to do three terraforming opperations. And all of them got now a good AI support!
Put the AI to an absolutly flat area without hills and trees so it will plant some forests to produce more :hammers:. Put the AI into a desert area and it will transform the desert to plains. And put the AI in an area full of hills it will make parts of the area flat to produce enough and efficient :food:.
http://forums.civfanatics.com/attachment.php?attachmentid=256331&stc=1&d=1277460177 Replant Forests
With the discover of paper workers become able to replant forests on grassland, plains and tundra. The workers build a tree nursery that will produce in 20 turns (normal game speed) a new forest. Of course the trees will grow without being worked by a city. But a tree nursery needs enough water for the young trees! So replanting in the plains may be impossible before you got good water wells with steam power (-> Natural and Artificial Irrigation (http://forums.civfanatics.com/showpost.php?p=9113844&postcount=7)) .
http://forums.civfanatics.com/attachment.php?attachmentid=256332&stc=1&d=1277461126 Terraform Desert to Plains
With the discover of ecology workers become able to transform desert to plains. The workers build a terraform dome in the desert that will transform in 40 turns (normal game speed) the desert to plains. Of course the transform will go on without being worked by a city. When finished the dome will be removed and a new fructuous area is yours.
http://forums.civfanatics.com/attachment.php?attachmentid=256334&stc=1&d=1277462293 Terraform Hills to Flatlands
With the discover of ecology workers become able to transform hills to flatlands. The workers start immediately to flatten the landscape. When finished a new flat area ideal for farming is yours.
Thomas SG Jun 25, 2010, 07:06 AM Airbomb Missions
basic mod / inspiration: Dale (Dale's Combat Mod (http://forums.civfanatics.com/showthread.php?t=257210))
modification / update: Thomas SG
CCV allows now air units to do up to ten different missions. And the AI knows to use them all and much smarter than ever before! The successrate depends on the choosed mission and your technology. And the damage also depends on the bombard capability of the unit type.
http://forums.civfanatics.com/attachment.php?attachmentid=256335&stc=1&d=1277463484 AI Bombardment
Let the AI choose the mission for you. The AI will select the target for you exactly the same way it would select it for itself. There is no unfair advantage for the AI in combat against you.
http://forums.civfanatics.com/attachment.php?attachmentid=256336&stc=1&d=1277463487 Area Bombardment
Allows you to bombard an area without special target. But the risk of bombarding civil targets is high. So if you want to bombard an unrevealed area this is your mission. If you want to destroy civil buildings to reduce the :culture: :science: :commerce: output of a city this is your mission, too. But always keep in mind that the risk to kill civilian population is high!
http://forums.civfanatics.com/attachment.php?attachmentid=269376&stc=1&d=1287497777 Precision Bombardment
Precision bombardments are difficult. And so the chance to hit what you want is lower than to hit anything with the area bombard mission. The chance for a successful strike may even vary a bit from mission to mission. It's easier to destroy an aircraft on the ground than to destroy a nuclear silo. It's easier to find the harbor and to damage or even sink a ship than to find an industrial area and to destroy all the production buildings. And keep in mind that also a precision bombardment can miss it's target and hit something else or civilians.
But the chances to hit what you really want can be improved by technology! Computer and Laser increase the basic hit chance by 100%. So if there is a chance of 30% for your early bombers there is a chance of 90% for your stealth bombers. But don't get it wrong. The increased chance doesn't depend on the unit type. After the discover of computer and laser also your early bombers may drop smart bombs.
Bombard Defense
Allows you to bombard city defense percentage. Also allows to bombard improvements that act as cities or airbases.
Bombard Units
Allows you to bombard units. And CCV knows no aircombat limit. You can sink ships, destroy tanks,...
Bombard Cargo Units
Allows you to bombard cargo units (instead of the best defender) if they are in the open sea.
Bombard Seaport
Allows you to bombard anchoring ships in cities and improvements. And to damage or sink an anchoring ship is much easier than to do the same in the open sea!
Bombard Airport
Allows you to bombard aircrafts on the ground in cities and improvements. There is no easier way to destroy them.
Bombard Industrial Buildings
Allows you to bombard industrial city buildings. And if you need infrastructur to produce units (-> Force Production Infrastructure (http://forums.civfanatics.com/showpost.php?p=9116305&postcount=27)) your enemy may be soon in big trouble.
Bombard Military Buildings
Allows you to bombard military city buildings.
Bombard Nuclear Silo
Allows you to bombard nuclear silos with the chance to destroy some or even all ICBMs. And of course the silo itself can be destroyed, too.
Bombard Current Production
Allows you to bombard the current city production. Use heavy bombers instead of small fighters for maximum effect!
Bombard Routes
Allows you to bombard traffic systems outside of cities.
Thomas SG Sep 15, 2010, 04:38 PM Advanced Nuke Effect
basic mod / inspiration: Thomas SG
modification / update: -
The new system is very complex. The idea is that the hit terrain between you and the detonation will influence the done damage. Lets have a look at an example. The plot in the middle will be nuked with a nuke of radius 2 for illustration. This the power of the super strategic bomber in CCV.
http://forums.civfanatics.com/attachment.php?attachmentid=269409&stc=1&d=1287514127
And that's the result.
http://forums.civfanatics.com/attachment.php?attachmentid=269410&stc=1&d=1287514127
As you can see the damage is reduced in dependece of the terrain. Here some information about the base damage reduction:
- 20% for city, forest and jungle
- 40% for hills
- 100% for peaks
Furthermore all nuke explosion will loose power from inside to outside. The minimum damage is 10%. The intervall over the whole explosion area is 35% - 135% damage. So if a nuke of radius 0 is used (just hits the detonation plot) all units get a basic random damage of 35% - 135%. In the example from above the basic random damage is from inside to outside 101%-135% -> 68%-101% -> 35%-68% (without reduction from terrain protection). So you may just survive the bomb from above in the center plot if you are in a city or better in a city in the hills. But even if you survive you are almost dead.
Conclusion: There is now a real difference between the tactical nuke (1), the strategic nuke/ICBM/strategic bomber fleet (9) and the super strategic bomber (21).
Thomas SG Sep 22, 2010, 04:52 AM Culture by Trade Routes
basic mod / inspiration: TheLopez (Culture Over Trade Routes (http://forums.civfanatics.com/showthread.php?t=377967))
modification / update: Thomas SG
Trade routes will gain money as well as culture to a city. The value of the culture bonus (+1-3:culture: per route and turn) depends on the culturally development of the trading partner. So trade with good developed cities may push the development of your own city culutre but if it is a foreign trade route it will also bring foreign influence to your city with all consequences!
http://forums.civfanatics.com/attachment.php?attachmentid=264643&stc=1&d=1285149031
Thomas SG Oct 19, 2010, 02:11 PM Advanced Support
basic mod / inspiration: Thomas SG
modification / update: -
While in BTS the upkeep is the same for all units (1:gold:/turn and unit) it's no more in CCV if you are playing with Advanced Support.
The Advanced Support defines an individual unit support for all unit types. The new unit upkeep has two components - a gold component and a population component! While the gold component is the same as in BTS (individual and increased) the population component is a new concept.
All units require a defined number of humans. And so you got a defined number of required humans over all your units. But if your population is too small in relation to the needed population the upkeep cost will increase. For each missing population point you will need to pay 1 extra gold!
As a result the total number of units is decreased; especially in the later eras. A typical empire can support 50 - 150 units. So Advanced Support reduces the effect of SoDs and slow turn times in the later eras.
http://forums.civfanatics.com/attachment.php?attachmentid=269415&stc=1&d=1287515768
http://forums.civfanatics.com/attachment.php?attachmentid=269416&stc=1&d=1287515768
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