UnOfficial Expansion: Rise and Fall of Empires, Alpha Release Soon

Status Update

First Release: Alpha 0.1 (29-12-2012)

Delevopment Incomplete

Spoiler :
DLL Changes Pendent to test the code. Note to self: send mrc2022 the Mod with .dll for testing
.Spy Sattellite Unit (Allow 2 Invisible Units)
.Technology Yields

Compatibility With Mods

Enchanced Yield

AI Changes

Text and Concepts Editing

Text Strings and Art Assets


Second Release. Alpha 1.0 (3-01-2013)

Spoiler :
New Beliefs
New Social Policies
New Wonders
Text Strings and Art Assets
New Civilizations
Tradeable Food Resources


First Beta Release. Beta 2.0

Spoiler :
New Game Speeds
New Difficulties
New Art Assets and Civiopedia Entries
All New Civilizations Avaible


Second Beta Release. Beta 3.0

Spoiler :
New Spy Rankings
Negotiable Peace Treaty Length
More Extensive C++ Moding


Final Release. Sid Meier's Civilization Wars V Rise and Fall of Empires

Spoiler :
Bug Free Version
Better UI
 
Open for Discussion

Spoiler :
Units Per Tile: 2UPT or 3UPT
Include Tree Growth and/or Reflorestation
Policies Rebalance
New Beliefs
Wich Religions to be Included
Civilizations to be Included
Any other Topic You Wish
[...]
 
AI Changes

Spoiler :
AI is less likely to hate warmongers
AI is more likely to rushbuy units and buildings
AI now is more likely to defend their land with more units
AI should now have more units in their capital city
AI now has less chance to form permanent wars
AI now values much more the policies you chose (Autocracy, Freedom and Order)
AI now values less gold per turn
AI is now more likely to build cities on resource tiles
AI now values hills more
 
GamePlay Changes

Spoiler :
Cities
Spoiler :
Cities have less defensive strength and gain slightly less new strength with new
Cities now only loss 10 per cent of the population when captured
Captured Cities now only lose 30 per cent of their styrength
Cities now heal more slowly

Happiness Mechanincs
Spoiler :
Reduced growth penalty when unhappy.
Reduced production penalty when very unhappy

Gold
Spoiler :
Updgrading units is now fifty per cent cheaper

Units
Spoiler :
Units are fifty per cent cheaper
Settler has now 3 moves
Atomic Bomb and Nuclear Missile Rnage increased (2)

Research Agreements
Spoiler :
Research Agreements have now effect in 15 turns

Puppets
Spoiler :
Puppets now generate more culture and science

Policies
Spoiler :
First Policy cost reduced to 20. Therefore every policy is now slightly cheaper

Starting Locations
Spoiler :
Players will now only start in locations with six or more land tiles
Starting locations will now include more production tiles

Resources
Spoiler :
Strategic Resources are now likely to spread in quantityy of 6

3UPT

Specialists
Spoiler :
Specialists have extra yield

City States
Spoiler :
Enchanced Influence Gained by Trade Missions (50)

Promotions
Spoiler :
Instant Heal now grants you more health

Barbarians
Spoiler :
Increased Max XP Gained from Barbarians (30)

Culture
Spoiler :
Faster Culture Growth
New Cities now increase less cost of acquiring future policies

Diplomatic VC
Spoiler :
Owning the UN grants you now 2 extra votes

Religion
Spoiler :
Great Prophets spam since you acquire 150 faith and have greater chance of spamming once you get 150 faith
Pantheons now only increase costs by 3 faith

Score Calculation
Spoiler :
Technologies Score Value Increased (6)

 
How do you feel about adding More Uniques?

Open for proposal

America Navy SEAL (Marine)
Arabia Ansar Warrior (Chivalry; New UnitClass); Berber Knight; Madrassa?
Austria (G&K) Lanwehr (Great War Infantary)
Aztecs Sacrifice Altar (Colosseum) +X Culture per Killed Unit?
Babylon (DLC) Chaldean Infantary (?)
Byzantium (G&K) Via Egnatia (Unique Improvement, Road Unbuildable for Byzantines). Costs no gold Manentaince.
Carthage (G&K) Numidian Cavalry (Horse Archer)
Celts (G&K) Gaellic Warrior (Warrior)
China
Denmark (DLC) Andelsmejeri (Hospital) AND Housecarl (Pikeman) - Replacing Norwegian Ski Infantary
Egypt Obelisk (New Unitclass)
England Redcoat (Musketman)
Ethiopia (G&K) Oromo Warrior? Monolithic Church
France Patisserie :)c5culture: bonus) or Unique Granadier
Germany U Boat (Submarine). Higher :c5strength:
Greece Agora (Market). +2 :c5culture: and +10% :c5culture in this City: or Acropole (City Hall) +1 :c5faith:.
Huns (G&K) Scourge of God (Great General)?
Inca (DLC) Quechua (Warrior)
India Sepoy (Musketman)
Iroquois Tomawahk Soldier (Axeman)
Japan Dojo (Barracks). Extra 15 XP to every unit.
Korea (DLC) Kuguryo Foot Soldier (Swordsman) Seowon (University)
Maya (G&K) Holkan (Pikeman)
Mongolia (DLC) Ger (Stable)
Netherlands (G&K)
Persia Sassanid Clibanarius
Polynesia (DLC) Surf Resort (Stadium). +3 :c5gold: and +1 :c5happy: or Double Headed Canoe (Galley) Costs less and is unlocked at Agriculture
Ottomans Hamam (Same New unitclass as Thermae: Public Baths?)
Rome Thermae (New BuildingClass)
Russia Hind (Helicopter Gunship)
Siam Vietcong (Infantary)
Songhai Sofa (Pikeman)
Spain Rayo Class (Galleon); Three Decker (Galleon)
Sweden
 
2. How about making all luxury resources be related to some building. Like a circus requires ivory(or horses) and a mint requires gold or silver. I know its gonna be hard to fit all resources in, without introducing new buildings or just having the marketplace building provide bonuses to all luxury resources thats not already been "bonus'ed".

I thought a little about how to implement it.

Spoiler :
Copper, Silk, Dyes, Citrus, Gems, spices, Trouffles, Cotton, Sugar, Fur and Salt. These are the bonus resources that is not directly affected by a special building(like gold and silver are by the mint). Whales, Pearls and Crabs get a bonus from the 'Harbor' and 'Sea port' building.

1. Copper should get +1 hammer from the forge building, like iron does already

2. Trouffles and spices should get a +1 gold from the operahouse building, as rich people likes an expensive dinner before they see a show.

3. Cotton, Silk, dyes and furs should get a +1 hammer or gold bonus from a 'Textile mill' building that could be built when you research "Economics".

4. Citrus and salt should get a +1 gold bonus from the 'Sea port' building as citrus was/is vital for combatting scurvy on long sea voyages. Salt was/is important for conserving food on long voyages as well.

5. Sugar, and perhaps wheat, should get +1 gold from a 'distillery' or 'brewery' building.

6. Gems and Pearls should get a bonus from a 'jeweler' building(this one is a little sketchy)

7. I came up with a good suggestion(according to myself) for a new building and tech. A 'Meat cannery' building where food is processed and packed into cans. Should give a bonus to cattle, sheep and fish(maybe crabs, whales and other aswell). This building will then be available with a 'Pastuerization' tech that should be place between the 'Biology' and 'Refrigeration' tech.

I'll shut up now :D
 
Polynesia- 'Vacation resort', replaces stadium. More happiness, +5 gold(3 if you subtracts maintenance), and perhaps some culture.

Russia- 'Hind', replaces Helicopter gunship better combat value and perhaps some promotion.
 
I thought a little about how to implement it.

Spoiler :
Copper, Silk, Dyes, Citrus, Gems, spices, Trouffles, Cotton, Sugar, Fur and Salt. These are the bonus resources that is not directly affected by a special building(like gold and silver are by the mint). Whales, Pearls and Crabs get a bonus from the 'Harbor' and 'Sea port' building.

1. Copper should get +1 hammer from the forge building, like iron does already

2. Trouffles and spices should get a +1 gold from the operahouse building, as rich people likes an expensive dinner before they see a show.

3. Cotton, Silk, dyes and furs should get a +1 hammer or gold bonus from a 'Textile mill' building that could be built when you research "Economics".

4. Citrus and salt should get a +1 gold bonus from the 'Sea port' building as citrus was/is vital for combatting scurvy on long sea voyages. Salt was/is important for conserving food on long voyages as well.

5. Sugar, and perhaps wheat, should get +1 gold from a 'distillery' or 'brewery' building.

6. Gems and Pearls should get a bonus from a 'jeweler' building(this one is a little sketchy)

7. I came up with a good suggestion(according to myself) for a new building and tech. A 'Meat cannery' building where food is processed and packed into cans. Should give a bonus to cattle, sheep and fish(maybe crabs, whales and other aswell). This building will then be available with a 'Pastuerization' tech that should be place between the 'Biology' and 'Refrigeration' tech.

I'll shut up now :D

Thank you for your suggestions altough some are a little...

I like the 1,4,5 and maybe the 6, in a different way. Mint should give bonus to those to

The 7, I am not so sure, but for the next release maybe I'll include more Technologies. Pasteurization seems a great idea
 
Policies Ideas

BEFORE AFTER

TRADITION MONARCHY
LIBERTY REPUBLIC
HONOR WARRIOR STATE
NONE MERITOCRACY/BUREAUCRACY
PIETY THEOCRACY
PATRONAGE VASSALAGE
COMMERCE MERCHANT STATE (?)
RATIONALISM (?)
FREEDOM DEMOCRACY
AUTOCRACY FASCISM or DICTATORSHIP
ORDER SOCIALISM

Great Deal, buy it

Maybe bringing back Civics in a certain way
 
The purpose of this customization of Sid Meier's Civilization V is to provide a source of entretainment to the people who play and who delevoped this mod. Entretainment leads to happiness, a critical dimension of Human beings. Altought some players want to play competitively against the others, the purpose of that desire is merely for their self enjoyment.
Many people live only for their happiness, when others prefer to leave their mark, even if small, even if invisible in the World. Even the people, as I do, who want to make a difference in the world, even if they are not recognized by Histoy, need sources of entretainment and happiness.
Every effort in creating this mod was for our and your entretainment. We are thankfull for you to play our mod.

-- Genghis.Khan, Sid Meier's Civilization V UnOfficial Expansion: Rise and Fall of Empires Lead Designer. Not even enough age to be called a Teenager.
 
How do you feel about adding More Uniques?

It seems you forgot 'Siam'.

Siam- 'Vietcong' replaces 'infantry'. Gets the 'woodsman' promotion and perhaps the 'drill' lvl. 1 promotion too.

Denmark- 'Andelsmejeri' (loosely translated into 'cooperative dairy') replaces 'hospital', get a gold bonus and a small production bonus. look here for further info: http://en.wikipedia.org/wiki/Danish_cooperative_movement
 
Another Idea: Names for every unit

Roman Spearmen - Triarii

and UniqueNames (as Great People) for ships et caetera

English Battleship- King Edward VIII Battleship

Only for Units that allow it.
 
And some more ideas.

Civic Classes: GOVERNMENT - SOCIETY - ECONOMY

Bringing Back the 'Wars' from Civilization V. Maybe higher flavors to DOW and to try to win for the AI should do the trick.
 
A More Complex Version of My Civics Idea.

Five Major Trees: Economy, Society, Government ( Customs))

The Society Tree has 4 SubTrees: Rights, People and Focus and Systems

Each Minor Tree is Mutually Exclusive to the Minor Trees in the same SubTree.

Systems has the Following SubTrees: Institutions and Systems

Institutions has the following Policies:

. No instituitons (Default)
.Parliament (if Democracy)
.Senate (if Republic)
.Royal Court (if Monarchy)
.Assembley (if Monarchy + Democracy)
.Single Party (if Dictatorate)

Systems

.Caste System
.Classes System
.Merit System
.Class Equality

Rights SubTree has the Following Minor Trees: Work and Rights.

Slavery Minor Tree has the following Policies:

-Slavery (with Mutually Exclusive SubPolicies: Hostility, Neutral, Friendly)
-Serfdom (with Mutually Exclusive SubPolicies: Hostility, Neutral , Friendly)
-Enmancipation

Rights Minor Tree has the Following Policies:

-Men Equalty
-Racial Rights
-Gender Rights
-Universal Suffrage
-Nationality Rights
-Death Penalty Abolish
-Free Religion
-Free Political Ideology
-Free Speech
- (and if not criticized) Homossessuality Rights

Focus has the following (2 can be chosen)

- Merchant (With SubPolicies as Mercantilism, etc)
- Science (With SubPolicies in Rationalism)
- Agriculture
- Industry (or Other Name)
- Religion
- Arts
- Military
- Naval
- Politics

People (The Class with the most relevance; can be chosen 1 or 2):

- Centralization
- Nobelty (Wonder and Military Bonus)
- Clergy (Religion Bonus)
- Military (Military Production Bonus)
- People (Happiness and Growth Bonus)
- Burguesy (Gold Bonus)

Government has 2 SubTrees: Government and Method.

Government has 3 Minor Trees, featuring the unexclusive government types (e.g. Republic, Monacrhy) and the exclusive Governments (e.g. Socialism; Democracy; Feudalism; Vassalage. There is also one tree for non-exclusive policies but mutual exclusive policies. Those are:

- Bureaucracy
- Corruption
- Nationhood
- State
- Federalism
- Empire (Req. Monarchy)
- Kingdom (Req. Monarchy)
- Colonialism
- Tribalism ... etc

Method is the Election Method and are all mutually exclusive

Customs is the People's Culture and it regulates how much your bonus increase:

- Military (producing Military Buildings enhaces this possibility)
- Science ( same as above for science ones)
- Arts (the same for all below)
- Religious
- Ignorance (lack of buildings enhaces Religion, Growth and Happiness)
- Industry (production buildings)
- Agricultural (improvements and resource buildings)
- Merchant (Merchant Buildings)

-Great People also influence customs

Also Roads should provide Culture Bonus and Science Too (+10% and +5%)

Ideologies is how your people are like (this applies to the civs not in game, canot be chosen) as

- Rebbelious (revolutions are quicker, adopting new policies cost is decreased)
- Traditional (less revolutions, policies cost is increased)
- Scholar (more research, less religion since Industrial Era)
- Superstitious (less research, more religion)
- Militaristic (Military buildings are units are cheaper, growth is slowed)
- Peacefull (military buildings and units are more expensive and growth is increased)
- Expansive (settlers are cheaper, founded cities cost less unhappiness, growth is slowed)
- Unexpansive ? (settlers are more expensive, founded cities cost more unhappiness and growth is increased) -- New Trait for India
- Merchant (gold yields are increased (especially from Open Borders), revolutions are more frequent. Growth rate is decreased)
- Shunned (policy cost are increased a lot, changing policies is much harder and open borders trading cannot happen (open borders should now give gpt to players, but when war is declared, they should be allowed to stay in borders). Happiness is greatly increased and growth too)

And others.

So, Cultural and Diplomacy VC rework and Ozyas poem on defeat.

Also, from Modern Era onwards Religious have to be seriously nerfed (losing about 90 per cent of Faith)

Huge, pot but I general this would be the upgrade I want to see in Civ5
 
Top Bottom