Mod Idea: Civilization Revolution Style Traits

ThePsychoBear

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Oct 20, 2015
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Basically the story is... I loved the idea of gaining a trait in each era that was in CIV:Rev, and I tried to implement it into civ 5 and I failed miserably because I'm terrible.
I already have ideas for several civs, here they are.
Note: Benefits stay throughout the game.

America
Spoiler :

Starting Bonus: Liberty Tree Unlocked
Ancient: +10% Gold
Classical: -50% Plot Buy Cost Modifier
Medieval: -50% Unit Gold Maintenance
Renaissance: +1 Food from farms
Industrial: +20% Production
Modern: x3 Production from factories
Atomic: +15% Production towards armor units
Information: +30% Science


Arabia
Spoiler :

Starting Bonus: Free great prophet
Ancient: +1 :c5gold: Gold from caravans
Classical: Mathematics technology researched automatically
Medieval: Trade routes spread your home city's religion twice as effectively
Industrial: +10% :c5gold: gold
Modern: Oil resources are doubled
Atomic: +50% range for caravans
Information: Extra religious belief


Aztec
Spoiler :

Starting Bonus: 50 Gold
Ancient: Culture From Kills
Classical: +2 Culture From Plantations
Medieval: Temples Provide +3 Science
Renaissance: Melee units gain a bonus towards gunpowder units.
Industrial: City connections provide +2 gold and culture
Modern: +10% gold
Atomic: Strategic resources provide +1 gold and culture
Information: Gold and cocoa resources provide +4 gold and culture.


China
Spoiler :

Starting Bonus: Knowledge of writing
Ancient: New cities have +1 population
Classical: +50% great general spawn rate
Medieval: Stronger great generals
Renaissance: +1 production from hills
Industrial: 2 Free Workers
Modern: Factories gain +1 production per every 4 citizens in this city.
Atomic: +15% food in each city
Information: +15% production towards gunpowder units


Denmark
Spoiler :

Starting Bonus: Honor Tree Unlocked
Ancient: +1 sight for melee units
Classical: Melee units pillage for free and gain the siege promotion
Medieval: +1 embarked speed and disembark for just 1 move
Renaissance: Free seaport in each coastal city
Industrial: Windmills yield +4 production
Modern: +1 coastal trade route
Atomic: +1 production on sea tiles
Information: Gain double science from sea trade routes


Egypt
Spoiler :

Starting Bonus: Start with knowledge of masonry.
Ancient: +15% production bonus towards wonder construction
Classical: +2 Workers
Medieval: +2 culture from river tiles
Renaissance: Knowledge of architecture
Industrial: +1 movement for gunpowder units
Modern: +1 gold from caravans
Atomic: +1 production from desert tiles
Information: +1 science from river tiles


England
Spoiler :

Starting Bonus: Tradition Tree Unlocked
Ancient: 25% combat bonus towards barbarians
Classical: Luxury resources produce +2 happiness
Medieval: +15% production towards ranged units
Renaissance: Free boarding party 1 promotion for naval units
Industrial: +1 from hills
Modern: Ships gain a combat bonus when near one of your cities
Atomic: +15% combat bonus from cities
Information: Castles provide a bonus to tourism


France
Spoiler :

Starting Bonus: Starts the game with a monument
Ancient: Knowledge of pottery
Classical: Wine resources are doubled
Medieval: Build roads at double speed
Renaissance: +34% tourism
Industrial: +2 combat for cannons
Modern: Museum and world wonder theming bonuses are doubled in the capital
Atomic: +1 movement for gunpowder units
Information: Doubled in the capital


Germany
Spoiler :

Starting Bonus: Free Great General
Ancient: Military units start at level 2
Classical: 67% chance to convert barbarian units that you defeat
Medieval: +1 production from forests
Renaissance: Pay 25% less for unit maintenance
Industrial: Unit XP buildings cost half production
Modern: +10% gold
Atomic: Melee and Armor units gain the siege promotion
Information: Gain gold and science from capturing cities.


Greece
Spoiler :

Starting Bonus: Start with knowledge of masonry
Ancient: Free monument
Classical: City-state influence degrades at half and recovers at twice the normal rate
Medieval: +25% great person spawn rate
Renaissance: Observatory grants double science
Industrial: Science buildings cost half production
Modern: +1 food from sea tiles
Atomic: +1 sea trade route
Information: Mountains yield +4 when worked


Iroquois
Spoiler :

Starting Bonus: Start with knowledge of archery
Ancient: Units treat friendly forests as roads, and can establish city connections with them.
Classical: Fur resources produce +1 food and +1 production, and Deer resources produce +4 happiness and +2 gold
Medieval: +15% production towards ranged and melee units
Renaissance: Double science from land trade routes
Industrial: +1 production from forest tiles
Modern: Gunpowder and ranged units can go through another civ's terrain without triggering war
Atomic: Gunpowder units gain the ambush promotion
Information: +2 science from forest tiles


Japan
Spoiler :

Starting Bonus: Start with knowledge of sailing
Ancient: +1 food from sea regions
Classical: +1 culture from fishing boats
Medieval: Units fight at full strength regardless of health
Renaissance: +1 culture from atolls
Industrial: Free courthouse in each city
Modern: Units gain 50% when in friendly territory
Atomic: Melee units gain the siege promotion and air units gain the siege I promotion for free
Information: +50% great scientist spawn rate


Well that's what I've got so far for ideas, I hope you guys like them and let me know if it sounds op.

:nuke:ThePsychoBear:nuke:
 
Not sure what the basis for free Blitz and Altitude Training Promotions for Danish and Arabian Units is, both of those seem very OP. I'd move the Arabian Trade Route Religion spread bonus to Medieval to reflect history a little better, and come up with something new for Ancient Denmark. Liberty for Greece seems a little off from a historical perspective too, that'd be a better fit for something like Rome.
I'd also have the French Renaissance and Modern bonuses swap places, also for historical reasons.

For the bonuses unlocked in the Ancient era, doesn't it basically mean that you start off with those right off the bat as well...? I'd say scrap it and let the Ancient bonuses be called "Starting bonuses" instead, because that's pretty much what they are.

Overall, I really like the idea of having bonuses unlocked with time, it yields all Civs more usability after their UUs and vanilla traits have gone obsolete. Good luck with making this. :)
 
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