Im not a modder at all, I just have a need I hope some one can fix(well 2 really). If they already exist, please point me in the right direction.
#1 A tech tree better balanced historically. Real simple tweak of sailing being replaced by pottery and fishing taking pottery's place. Fishing would have workboats, fishing, embarking so that island civilization and archipeligo map users can get a faster start. Then cargo ship and trireme go into optics. If someone could just tell me how to do this with the visual editor, I'd do it myself but I cant figure it out. Cant think of any other changes but if you know a tree that has something like this already, again, link me up.
#2 a Real life speed. By that I mean I want 6000 turns between 4000bce and 2000ce. I want units to be built in a realistic timeline FROM the beginning. I have no problem waiting 10 turns for a scout, 15 a worker/warrior, and 30 for a settler on year 4000. I just dont want that to be 3 ing centuries! Thats not realistic to me. If I had to deal with 15 year increments, it had better take one turn to make anything. Thats 15 years each turn gone at the marathon modded speed. When do I have time to make a religion and an army, and city/civilization worth marveling at. The egyptians didnt have just war chariots, or just the pyramids, or just polytheism, or just the anything. THEY HAD IT ING ALL. Why cant I in civ 5?
Thats all I want. I want units and buildings to take realistic turns, great pyramid was built in 20-30 years. In civ 5 20-30 turns can be half a millenia and they usually make it at least 50 turns. Colossous of rhodes took 12 years. And I dont want workers working on farms or roads for 100s of years to build them. It takes 5 years to make a good farm, max(guessing of course but its like 30 turns on marathon for some stupid ing reason). I want an army, I want war, I want to feel like I just lived through a simulation of the entire last 6000 years.
As silly as this sounds, I would actually like to try this.
Yeah, yeah, Civilization is far from history simulation, everything starts at the same turn and only grows, nothing crumbles, degrades, no new empires rise. No "Roman Empire" empire crumbling. Everything just evolves all the time, and someone might eliminate others.
But maybe with that silly realistic timeline this could be changed. There won't be constant evolving, there would be stagnation surely, unless you constantly fueling yourself like Romans, constantly expanding the empire. And maybe overstretching and degrading as you won't have tech evolving all the time to support your growth.
BUT:
I think it need a few complementary mods with it, all intertwined with. They're not thoroughly thouth, just what suddenly comes to mind.
1. "Beyond Earth" like "later spawns" with additional starting bonuses to be competitive. The spawns could be random and until medieval (or maybe renaissance, US after all) for example. Civs will spawn according to how many are alive, so as to keep the determined number (10 civs in game setup for example). If lots of civs get eliminated early, then more will spawn randomly until the end of "insert era", to try and keep 10 by the end of "insert era".
A good idea would be to randomly spawn civs by their uniques, so if the world (or one nasty empire) is just entered medieval, then Mongols could spawn with a few Keshiks and Khans at their disposal, or Vikings with berserkers. So a new threat might emerge once in a while, that could tear down a bit a stagnant / overstretched empire.
2. City sacking. I want not to conquer, not to puppet, but to sack a city. A city stays under the old ownership, you just pillage the heck out of it, receiving gold, culture and science according to what the city has. The more buildings (science and culture buildings giving science and culture bonuses) & population, the bigger the booty. You destroy lots, maybe 90% of buildings and some population. This is needed to get much needed boosts in a world that is not constantly evolving. Haven't figured how it's going to differ from razing. Perhaps razing doesn't yield science & culture bonuses, as you just angrily burn it to the ground
3. Tributes. More straightforward than civ 5 and works with other civs. You just move your troops within 2-5 tiles form a target city and demand a tribute, so the city won't get sacked. AI should simply take into account the amount of your troops near the city and their troops
in range. They might have a big army on other side of the continent, but will they won't have the time to move in time, so they'll might give in depending on the importance (size and development). But if they have a good army, they'll probably retaliate later, after giving it to demand, just as you'd do. You'll be faced with same dilemma, when say mongols emerge from uninhabited eastern part of the continent with 4 keshiks, a khan and 3 pikes, and ask for tribute to stop them from sacking the easternmost city when your legions are fighting Monty on your western reaches. You can also make a constant little tributes from weaker civs (in the form of 5 gpt for 30 turns) without specific city sacking threats.
4. Revolting. If you puppet / conquer a city far away from your capital, it will need means to keep it under your control. You need a road connection (or harbor) and a garrison in the city to suppress chance of revolt, if you have none, it will revolt pretty fast. Annexed more likely to revolt than puppets, so if you want a functioning city on the other side of the world, it's going to be very hard. Your own cities might become detached and revolve too, if you were so reckless as to live it be unconnected without garrison so far away. They won't revolt right away, but unhappiness will grow and they'll ask for independance and if you can't fix the situation, then you can grant it, it becoming a city-state with a random specialization.
- How revolting works: if no garrison, city just "converts" to rebels* with a couple of units for say 10 turns. You have time to put down rebellion and reclaim the city. If you didn't do it in 10 turns, it becomes sovereign nation (a city state if your own, CS originally or joins the previous owner if they still exist).
- If with garrison then a few units will appear in the countryside and attack the city.
* Rebel faction that is hostile to host (those they rebel against) but neutral to others. Other nations may supply units to rebels.
5. Slaves. Units cost maintenance, workers including. Slaves don't. You get slaves from captured, sacked cities (population points). 2 pop points for example could be transformed into slave worker maintenance free (yes maintenance free, it's game), 1 pop point could be moved into your cities for slave citizens (don't consume food or consume half
). Can sacrifice to boost production. Slaves don't count towards unhappiness. No one askes their opinion, they're always unhappy, duh. Only happiness of free citizens is what matters. Slaves can revolt, i.e. rebel units will appear depending on how much slave citizens there are in the city (each slave citizen is transformed into rebel unit, if slave workers are captured by them, they get transformed into rebel unit too).They may sack and raze your cities if unprepared. Chance of revolt depends on garrison and units in vicinity (up to 3 tiles form city) and slave to regular population percentage.
Can be abolished in world congress. Can also free slaves, become regular citizens who consume food normally and cost maintenance in case of workers. If there are "free" nations in the known world, chance of revolt grows, as well as unhappiness from your regular citizens. Obviously diplo penalties with "free" nations. More towards the modern times, pressure will grow through more "free" nations, techs and ideologies (not sure if this should be freedom only or freedom and order). It will be next to impossible to keep slavery in modern times to sheer pressure, not saying growing hostility form "civilized" nations, unless somehow world became a big dystopia, where there's no "free" nations to give additional pressure to begin with.
6. Costly wars. Wars cost money. So if you're up for some, make sure it's affordable. In addition to usual maintenance cost of a unit (or not, if certain policies etc.), you also get 1.5x
maintenace in neutral lands and double in hostile lands. Plus morale, which depends on your empire policies. It also diminishes when in hostile lands. Pillaging helps to restore morale and offset expenses, again depending on policies, something like "professional army" = high morale much longer, war spoils = higher morale and gold gain form pillaging, probably mutually exclusive. So vikings with berserkers would be a very good city sacking experts, and terrifying if on your borders. Romans with "professional army" more suited for long conquests etc. I had an awesome idea here how pillaging could have positive and negative effects, but I complitely forgot now