The Production Project
Resources and Bonuses
There are many changes on the effects of resources and bonuses. Some will also be visible and become obsolete under new conditions. Please have a close look into the pedia .
Initial Yields
Cities start now with an initial production of 2 food, 1 hammer and 2 gold.
Natural and Artificial Irrigation (by Thomas SG)
Farms require irrigation because without enough water cultivation plants wont grow to feed your nation. In moderate climate you wont have to do anything for the irrigation because there is enough rain. So grassland is now natural irrigated. But if you want to do intensive farming in the plains you need fresh water from rivers, lakes or ground water. For the artificial irrigation by near rivers and lakes you need no special technology. But ground water will first be available with steam power!
Health and Sickness from Improvements (by Thomas SG)
Improvements will now influence the health of nearby cities. Especially dirty improvements like workshop, mine and all kinds of settlements will influence the pollution in the whole area.
But improvements doesnt only pollute the environment some make the people working there sick. Especially the hard work in workshops, mines and in the quarry will make your people sick. So serve your people with balanced food, fresh water and medical health care if they are working hard. And in industrial times give your people more free time and a green place to relax (= working forest prereserve) and reduce your pollution by using green energy (= working solarpower and windpark).
Axe and Fire (by Thomas SG)
There are now two ways to remove forest and jungle. You can burn or chop them down. Both methodes will require the same time but if you chop them down you will get a production bonus from the cut trees. There is now a bonus of 30 yields for both feature types.
To burn down you need to know agriculture. For chop down you need metal casting (forest) or replaceable parts (jungle). From the moment you can chop down your workers will do so when they build an improvement.
Multiple and Obsolete Buildings (by Elgor and Thomas SG)
Its now possible to have more than one building of the same building class type in a city. Furthermore buildings can now become obsolete. In CCV every city can have two hospitals, two drydocks, two airports and up to three production buildings of a kind. But with the build of a more modern type the old types will become obsolete and disappear!
Note: The Industrial Trait gives you now also a 50% bonus for factory.
Multi-Building Unit Requirement (by TheLopez)
This adds the ability to specify multiple required and optional buildings
needed to building units. In CCV more advanced units need now also more advanced buildings.
The Experience and Combat Project
Unit Pack (by Thomas SG and many artists Thank you very much for the great stuff!!!)
There are now 150 units in CCV. There are lots of changes that touch old units and there are also lots of new units in game. For all details please have a close look into the pedia.
Here is a list of the new units:
Melee/Gun Powder:
- Longswordsman
- Commando Infantryman
Mounted:
- Horseman
Siege/Armor:
- Culverin
- Flak
- Missile Artillery
- Tank (the old is now the Armor)
Air:
- Jump Jet
- Gunship (the old is now the AT-Gunship)
- Jet Fighter (the old is now the Supersonic Fighter)
- Modern Supersonic Fighter
- Strategic Bomber
- Longrange Bomber + Strategic Longrange Bomber
- Supersonic Bomber + Strategic Supersonic Bomber
- Strategic Stealth Bomber
- Flying Bomb
- Conventional Ballistic Missile
Sea :
- Steamer
- Stealth Transport (not in game because graphic is corrupt => ask The_Coyote)
- Carrier (the old is now the Super Carrier)
- Ironclad (the old is now the Gunboat)
- Dreadnought
- Missile Submarine
- Stealth Submarine
Other:
- Inquisitor
- Great Doctor
- Medic
Turbine (by Thomas SG)
There is a new technology called Turbine that fills the gap between Flight and Advanced Flight. And it is also required for rocketry. This technology brings lots of new units into the game. There is a new early jet fighter, a new bomber type, the first helicopter type and a flying bomb. And after the discover of more powerful engines there is now also a jump jet (=> Jump Jets).
Cargo Damage (by Thomas SG)
The damage of a cargo unit will now damage the cargo unit itself and it will also do a random damage to load units (max. damage = damage change of the cargo unit ).
Unit Building Requirement
Except the early units in game more or less all units require now buildings to build them. It starts with a swordsman that cant be build without a forge and ends with the stealth bomber that requires an airport and an industrial park.
Great Generals From Barbarian Combat (by TheLopez)
Allows barbarians to have great generals and it allows non-barbarian players to generate great generals through combat against barbarians.
Great Doctor (by tsentom1) texte nicht erweitert und übersetzt
This mod brings a new unit, a new great person, two new specialists and a new wonder into game.
Great Doctor:
- Spread Plague (AI-Funktion ist unklar,geht auf beliebige Entfernung, wird derzeit in der Stadt nur als Malus angezeigt!!!)
- Attach itself to a city
- Discover a Growth Related Technology
- Start a Golden Age
Specialists:
Doctor: +2 Food, +2 Research , +1 Production, +3 GP Doctor Points,
Great Doctor: +2 Food, +7 Research, +4 Production, +2 Culture
(dont forget to create real heal points for them and replace the food bonus 1:1
)
New Unit:
Medic - 2 Movement
100 Hammers, available with Medicine, requires Hospital
National Unit (3 Allowed)
Can be Captured
Starts with Medic I, Medic II
New Wonder:
Asklepieion of Kos +4 Culture, +2 GP Doctor Points
250 Hammers, available at Polytheism and Pottery
No Unhealthiness from Buildings (An early game recycling center)
Can add 1 Doctor Specialist
Others:
Hanging Gardens: Doctor points instead of Engineer
National Park: Doctor points instead of Scientist
Aqueduct: Allows 1 Doctor Specialist
Hospital: Allows 2 Doctor Specialists
Medicine: First to research receives a free Great Doctor
Capture Persons (by Thomas SG)
Its now possible to capture persons and make them work for you. You can capture and turn round missionaries, inquisitors, executives, medics, great artists, great engineers, great merchants, great prophets, great scientists and great doctors. Just spies, great spies and great generals cant be captured and turned round (except perhaps by events).
If there is a limit for the captured unit type it doesnt matter. It may just stop the training of a new unit of this type. And if the unit got a special name it will keep it.
Cold War (by The Lopez, Dale and Thomas SG)
The Nuclear Threat has got a new quality in CCV. To be able to build nuclear weapons all teams need now an own Nuclear Weapon Project. After that they can threaten the world with different kind of nuclear armed (single-use) bombers and missles.
But the costs of the project have increased dramatically. While it required 1500 yields in the past it requires now 4500 yields. But the production bonus of uranium also increased from 100% to 500%. So it is now more difficult to finish a nuclear weapon project if you got no source of uranium.
CCV knows four different bomber types and (at the moment) two missile types. While bombers need a landbase and have an increased but of course limited range the missiles can be used against nearly every target. This is possible because of the sea missile carrier units. You can carry nuclear missiles with missile cruisers and with the new missile submarine. The great advantage of the missile submarine is the fact that it is very difficult to detect as a Silent Submarine (=> Advanced Invisibility System). And this ability makes it a perfect second strike unit.
Further more if you use the option Cold War you can now pretarget your nuclear armed missiles and bombers. This requires the new building Strategic Air Command. It gives you the possibility of coordinated nuclear strikes and counter strikes.
Advanced Invisibility System (by Thomas SG)
The new system allows units to see as many invisible classes as you like. Furthermore you can define an independed invisibility probability with an accuracy of 1% for all invisible classes that the unit can see. Moving respectively patroling around in a small area will increase the chance to see an invisible unit but it also increases the chance to betray your position if you are invisible yourself. But in some cases moving may also cause a loss of contact to an already detected unit! Furthermore ships and submarines are now always visible if they are in a port.
There are now three naval invisibility classes in CCV:
- Conventional Submarine => Submarine and Attack Submarine
- Silent Submarine => Missile Submarine and Stealth Submarine
- Stealth Ship => Stealth Destroyer (and Stealth Transport)
Advanced Interception System (by Thomas SG)
The new system is still based on the both well known interception concepts interception by unit and interception by SDI. Aircrafts, flying bombs and guided missiles can be intercepted by units while ballistic missiles are intercepted by SDI.
The Advanced Interception System assigns to aircrafts and non-ballistic missiles now an air level and to all interceptors an air interception level. Defenders can intercept units up to the next higher level. The interception probability is related to the level. The probability will change by factor 2 per deviate level.
Example:
A fighter with a 100% chance to intercept other fighters has now an effective chance of 50% to intercept jet fighters and is unable to intercept supersonic fighter. On the other side a damaged supersonic fighter with just a 25% chance to intercept other supersonic fighters has still got a 100% chance to intercept enemy fighters.
This system allows also lots of new funny things. For example it makes flak useless against modern jets and bombers or it allows to hunt more or less effective flying bombs with jet fighters as well as hunting guided missiles with supersonic fighters.
Furthermore recon missions are now intercepted too. But the damage is typically much smaller because there are just two air battle round. So typically the unit could be damaged but not destroyed. And of course there are no XP from (intercepted) recon missions.
New Cargo Concept (by Thomas SG)
The new cargo concept allows to reserve parts of the cargo space for special cargos (of disjuct classes). Furthermore a unit can be part of several special unit classes. So units can carry individual spaces of different types.
CCV uses this system to make all ships and subs carry persons, to upgrade older ships like battleship or destroyer with guided missiles and to make a difference between small guided missiles and big ballistic missiles.
Examples:
The Guided Missile has got now two special unit types SPECIALUNIT_MISSILE and SPECIALUNIT_MISSILE_AND_ROCKET
The Strategic Missile has got now two special unit types SPECIALUNIT_ROCKET and SPECIALUNIT_MISSILE_AND_ROCKET
The Super Carrier can carry now: 2x SPECIALUNIT_PERSON + 2x SPECIALUNIT_MISSILE + 5x SPECIALUNIT_MEDIUM_AIR
The Missile Submarine can carry now: 2x SPECIALUNIT_PERSON + 4x SPECIALUNIT_MISSILE_AND_ROCKET
The Transport can carry now: 2x SPECIALUNIT_PERSON + 4x DOMAIN_LAND
Mechanic, Medic and Red Cross (by Thomas SG)
There is now a differnce between non mechanized and mechanized units. While mechanized units can heal faster with a mechanic, non mechanized units can heal faster with a medic, the medic promotions or with the free medic promotion from Red Cross.
The Red Cross is now a Team Project that gives the first medic promotion for free to all units if they can acquire this promotion.
Units can also be hybrid. Those units can theoretical heal extreme fast because they can get the mechanic and medic promotion. Examples for hybrid units in CCV are the Mechanized Infantry and the Machine Gunner.
Note: Units in/under Ice wont heal.
Terrain Tactics (by Thomas SG)
The Terrain Tactics were designed to specialize units with reference to their origin and combat experience.
All Terrain Tactics are high effective promotions. For those promotions units must be made up of people who grow up in the terrain or had 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 promotion is very interesting because it gives the unit a protection against the new feature or terrain damage (=> Feature and Terrain Damage).
There are seven Terrain Tactics in CCV:
City Attack (City Raider) City Defense (City Garrison) Forest Combat (Woodsman) Jungle Combat (Tarzan) Hill Combat (Guerilla) Desert Combat (Bedouin) Snow Combat (Eskimo)
New Promotion System (by Thomas SG)
Once again there is a new promotion system in CCV. And it is very different from all earlier systems. It is different in its promotions (e.g. =>Terrain Tactics, =>Mechanic, Medic and Red Cross) and in its mechanics. And there is no more a general limit of promotions as in earlier versions of CCV.
Especially there are now two promotion lines called combat and drill as before but closer linked to the unit class. The combat line is for close combat while the drill line is for distant and firearm combat. As a result of this close combat units will loose the most of their promotions when upgraded to gun powder units. Archer units wont suffer so much from upgrade.
Promotion Costs and Promotion Heal:
The costs of promotions are now equal. All promotions require now 5XP (Charismatic 20%; 4XP). But units wont heal anymore when promoting.
Aquire Promotions:
Units have now a CombatClass and a SubCombatClass. So for example a horse archer is a mounted unit as well as an archer unit. So he can get the promotions of the mounted class and the archer class.
Leader and Leader Promotions:
A unit can get now the leader promotion without a Great General. It is available after combat 3 or drill 3 promotion. And as usually this is the key to the high effective leader promotions. The new leader promotions are March (Heal while moving), Motivation (+25% Combat), Tactics (+30% Withdrawal), Mobility (+1 Move) and Leadership (+100% XP). But there is still the limit of two leader promotions per unit in CCV.
Unit Upgrade:
The unit upgrade wont limit or reduce the XP as before. It removes the highest drill and combat promotion of the unit. All other promotions will be transferred if they are available for the new unit type. If not available the unit gets instead 3XP. If the unit has the leader promotion the upgrade is cheaper (-25%) but no more free.
New XP for Warlord and buildings:
Warlord => 12 XP
Barracks => 6 XP
Ikhanda => 6 XP
Harbor => 6 XP
Airport => 6 XP
Drydock => 0 XP
Citadel => 4 XP
Stable => 2 XP
Ger => 4 XP
Totem => 3 XP
Drillinstructor => 2 XP
Pentagon => 2 XP
Academy => 2 XP
Note: The Aggressive Trait gives you now the Combat1 promotion for melee units and Drill1 for firearm units. And it gives you a bonus for harbor instead of drydock. The Charismatic trait reduces the XP cost now by 20% instead of 25%.
New Vision Concept (by prime0ver and Thomas SG)
There are two new vision improvements - the buoy and the radar tower. Both improve your sight and will improve your chances in war.
The buoy searches for all ships and submarines with a quite high chance to detect them. So it is a good addition to submarines and destroyers especially in defense against missile submarines. And if you got a good air force it will give you a much better chance to defend your country against a sea invasion even without the navy.
The radar tower searches for land units and normal ships. Furthermore it increases the interception probability of your fighters if a plot in the vision range of the radar tower is attacked. Radar towers are the key to a good air defense because fighters have now a base interception probability of 50% instead of 100%. So if your enemy has the same technology level or your fighters are already damaged you got bad cards without a good air recon. Of course also the towers of your team mates will work for you!
Please notice that objects like mountains will block the sight so that you cannot see land units and ships although they are in vision range. But those objects wont block the air recon effect!
Some modern ship types have the air recon function too and give you a bonus. And of course the bonus may also come from team mate ships. But please notice that the bonuses doesnt accumulate. It always counts the highest available bonus.
Your settlements will give you now information about the landscape around them too. Please have a look at the pedia for more details.
Airport and Military Base (by Thomas SG)
Aircrafts require a place to land. While fighters can land on (super) carriers all other units need a land base. In CCV just cities and military bases will allow your aircrafts to land. Forts will no more work as air bases (except for => Jump Jets). The new military bases have the benefits of radar towers (=> New Vision Concept) and are a good substitutes or upgrades for them. But military bases havent got the benefits of cities like forts. So your units wont use their city bonuses and military bases wont exploit resources for you!
Airports give you now +3 space for aircrafts instead of +4. But notice that you can now build two of them in a city (=> Multiple and Obsolete Buildings). So the maximum space of a city is now 10 squadrons!
Jump Jets (by Thomas SG)
There is now really a jump jet in CCV! It is a bit later available than the first jet fighter because it requires a more powerful engine for liftoff than the early jet fighters had. So it comes with rocketry.
The jump jet can use carriers and forts to land while jet fighters and more modern jets require a super carrier or an airbase. So your early smaller carriers can stay in use with helicopters and jump jets.
Furthermore the jump jet doesnt count to the air capaticity limit. Although the limit is increased to a maximum of ten (city with two airports => Multiple and Obsolete Production Buildings) this may be an advantage too. But of course the jump jet is not so powerful as the normal fighters. Especially with supersonic fighters it cant really compete.
Hybrid Helicopters (by Thomas SG)
The helicopter movement is improved dramatically. Helicopters can now fly over water plots if the target plot is a land plot and the current range is large enough. The target plot must be revealed or at least an adjacent plot (you can see for example the coast line). Although the game always draws the direct path (I dont know how to change this) helicopters may also use zickzack paths.
So helicopters are now island jumpers and of course it works for humans and the AI.
But helicopters are no suicide units! They wont attack over water if they are on a move mission. The pilots must return to secure land if they see that the revealed target plot is defended by an enemy. So a single axeman can stop even ten helicopters! If you want to attack use a fitting air mission. But of course the operation range is smaller and is maybe too small
And that is the next point. Helicopters can do now air missions. Like all air units they return to the start plot after the mission. And thats the reason why helicopters can only do air missions in the range of their half movement points left. Helicopters can recon and do all air missions (=> Air Missions).
And this makes helicopters very flexible and very powerful. They can use all carriers, can attack from them or defend them in range 2 or go on land and do what ever they have done in the past when they came with a transport
City Defense (by Thomas SG)
Cities have a defense bonus as in the past. But it is now different in its organisation. Cities get a bonus from wall and castle against all non gunpowder units. Of course this bonus can be reduced by bombardment to 0%. But cities get also a bonus from culture. This bonus has got now two parts. One half of the culture bonus is more like the bonus from wall and castle a technical bonus and can be reduced to 0%. But the other half is a motivation bonus. And of course this part cant be reduced. People are fighting harder for important cities even if lots of buildings are destroyed. And so of course the motivation bonus will work additional to wall and castle! Furthermore there are now two motivation bonuses for being capital and being a holy city.
New Ranged Bombard Concept (by Thomas SG and Dale)
The new bombard concept knows two types of bombardment. There is an archer bombardment and a siege bombardment. Advanced artillery and missile armed units can even do a real ranged bombardment.
The capability of the archer bombardment is to fire a volley when it comes to a direct conflict. So archers in the stack can support fighting (melee) units in battle (=>Combined Combat).
The siege bombardment will do the same but before the archers because of the higher range. Furthermore siege weapons allow to do bombard missions (=> Bombard Missons). And so you can select between ten different targets.
Notice that all units have two bombard power values. The first value tells you the strength against units. The second value tells you the strength against improvements, fortifications, buildings and city defenses. Furthermore units have an accuracy and an accuracy divergence. It tells you the quote of how many projectiles really hit the target and so about the expected damage and collateral damage. Of course the number of hits will vary because of luck, weather conditions and so on. Thats the effect of the divergence.
Combined Combat (by Dale and Thomas SG)
In CCV you should move and fight in stacks. The one on one combat is replaced by a stack combat. That means that air units in stacks will fly strikes against the enemy, after that heavy artillery and missiles will hit the battle ground. Later artillery of short distance and at last archers will fire volleys. So its a good advice to support your melee and gunpowder units with ranged units. Single attacking and also moving units can be easy targets. If you do so the => Active Defense and => Opportunity Fire may kill even overwhelming numbers of units. Dont slaughter your soldiers
!
The Blue Planet Project
20. Environmentalism (by Thomas SG)
There is a new technology called Environmentalism. It requires Medicine and Industrialism or Fission. It obsoletes now whales and ivory. Furthermore it allows the civic environmentalism, the national park and forest prereserves. Environmentalism is also now your way to ecology.
21. Wind Turbine and Solar Power
The wind turbine can be used in every climate exept desert and tundra (former snow) and of course also on the coast. The solar plant can just be build in the desert. Both power plants arent able to serve your cities alone with energy but they can decrease the sickness in nearby cities, increase the happiness and give you a little money.
22. Dynamic Polarcaps (by Thomas SG)
The ice near the pols is no more static. The profile will change from turn to turn. But that may cause trouble for your ships in that region. Except advanced submarines all naval units will sink if they get in contact with the ice. That may be especially a problem for early explorers on their journey around the globe.
23. Forest Protection (by Thomas SG)
Lots of improvements destroyed forest and jungle in the past. That has changed. Just the area intensive improvements city, town, farm, plantation, pasture, winery and well will remove them now. All other improvements can coexist with the features.
Of course you can remove the forest or jungle to get a production bonus. And its now also possible to replant forests without destruction of coexistant improvements.
24. Feature and Terrain Damage (by Thomas SG)
Outside of cities Ice, Jungle, Desert and Tundra (former Snow) will do now massive damage to your units if they stay in that terrain (-10% and Ice 100%). Animals, barbarians and units with a damage protection promotion wont suffer from that damage. Submarines that can move through unpassable terrain wont get damage from ice.
25. Replant Forests (by Thomas SG)
Workers can now replant forests after the invention of paper. Forests can be replant on grassland, plains and taiga (former tundra) if there is no (young) forest or jungle. After the replantation there will be for twenty turns a young forest that will give you less benefits. After that it will be a normal forest that you can chop down again, use for better defense, production, health and happiness.
If you can replant a forest on an improvement that would normally remove forest (farm, plantation, well,
) the new forest will destroy that improvement. If it doesnt the improvement will stay as it is.
26. Forest and Jungle Growth (by Thomas SG)
If forest or jungle spread it wont appear as a full grown feature anymore. Just like replanted forests it will appear as a young feature and will turn into the full feature after 20 turns.
27. Advanced Global Warming (by Thomas SG)
The Advanced Global Warming is now a very complex thing. The new system includes lots of factors. The new system considers the terrain of the planet, it considers if the ice on peaks is melting, if the sea gets warmer and isnt able to store greenhouse gas as good as in the past. It depends on the value of trees and ice, it depends on bright and dark areas.
And of course it depends on the pollution. It depends on the bad health of all cities, their pollution from buildings, bonuses and power plants. And also the pollution from improvements counts.
And so the risk of global warming is low before steam power and industrialism. But after that it may increase dramatically. To fight against global warming use clean energy, build recycling centers and support public transport systems. Also more modern production buildings can help. The pollution from an industrial park is not so bad as from factories with the same production! So replace your dirty factories in time. Have a look for the tree value, dont chop too much without to replant. Use the environmentalism civic. And dont be afraid of the AI. The AI wont usually chop all the trees and force a global warming effect. Typically the civ world of CCV stays green.
And perhaps dont deal too much with dirty technology. The less players are at the same time in the dirty industrial era the less the risk of global warming. But thats just a thought
But if it really happens that the environment is polluted too heavy the global warming will hit the planet. But with a delay! And thats the reason why even a well balanced industry wont stop the global warming effect suddenly. But I give you a good advice act as fast as you can. Because the effect of the same pollution before the beginning of the global warming is worser than after the beginning of global warming. The global warming effect may speed up itself!
And so its a good idea to avoid wars. It gives you and the other nations the chance to speed up the research and use green technology. And perhaps even spend green technology. But thats just a thought too
The effect of global warming has changed too. Typically global warming is a bad thing but there may be exceptions. Especially if your living in a desert zone you may be lucky. Sometimes the desert may turn into plains or even grassland. But maybe not for ever. Also players in regions near the pols may be lucky when tundra turns into taiga or taiga into plains. That is the good side of global warming.
But the bad side of global warming is seen more often and it can be really bad. Global warming melts ice and leads to desertifications. Good grassland will turn into plains and plains into desert. In some cases you might even loose plots at the coast to the sea. The global warming may cause fish, whales and other sea resources to move (out of your range) or to disappear. Also on land food resources may disappear.
// future plan (if somebody tells me how to do it
I dont know how to call a disaster (or event in general) from SDK.)
And global warming will also increase the number of natural disasters (->events<-) like tornados, floods, forest fires and freak waves.
Found Bugs:
- AI Auto Play will create for the human player cities even if he plays a One City Challenge
- Ships can blockade water terrain of the other side of a land bridge although they could never go there. It even happens if the port is on the other side of the land bridge. (Example: Block trade between Amerika and Europe from Pacific)
- FreeBuildings from wonders are created even if this building is already in the city and could normally be build no more.
To merge from non-final versions (perhaps make it fit to the new stuff):
Opportunity Fire
Active Defense
Air/Bombard Missions
To finish development:
Advanced Global Warming
Nuclear Winter
Advanced Dynamic Civ Names
Combined Combat
and at last find the bug of the save problem