Into the Renaissance Deluxe Design Document

Redaxe

Emperor
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Aug 20, 2013
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Please note that while there are lots of good suggestions that come & go on this thread please comment if this subject interests you.
I would be keen to see Fireaxis give the community one more deluxe scenario before it hangs up Civ 5 for good so I have endeavoured to make this thread a professional design document.
Most of the Scenario’s mechanics are in place with the existing Into the Renaissance Scenario, it just needs some more content. I’m not a modder myself but alternatively I don’t know if the tools have been released that would enable this scenario to be updated as it stands.



Into The Renaissance Deluxe

This is a draft of what the features of an ITR deluxe scenario could look like. The original scenario had some great innovations but in my opinion fell short because of limited diplomatic choices and an overemphasis on war and just producing military units for the entire game which for 200 turns starts to get a bit dull. The scenario is intended to provide a longer more richer experience of the European and Middle-Eastern Medieval & Renaissance ages but there few features added that aren’t already in Gods and Kings so I feel there is room for more content here.
The deluxe version brings in BNW as well as scenario specific features which should give the game a more immersive and rich experience. With ideologies diplomacy will be less ‘clear cut’ i.e if you play as Russia then Austria may not like you because you follow a different religion but now you will also have the same ideology so that is a positive modifier that will give the player more control over some of the relationships.

Key Features

-New Civilizations and Citystates
-New Ideological pathways that capture the essence of the middle-ages
-Updated Social Policy and Technology Trees
-New units, buildings, improvements and wonders
-Diplomatic traits are improved to better simulate the geopolitical relationships of the middle-ages
-BNW features incorporated such as trade routes, great works of writing/art and music
-Each Civ starts with its approximate geo-political borders on the historical map
-Tourism is changed to Prestige and instead counts as Victory Points as it reflects your civilizations contribution to the glory of the renaissance.

New Civilizations:

5 new Civs are included in the scenario. The presence of Poland & Bulgaria is also a balancing decision as currently there are too many gaps on the map in Eastern Europe & the Balkans which enables Austria, Byzantine & Russia to settle large areas of land uncontested. The addition of these Civs should up the heat quite substantially.

– Poland
Poland has been introduced not just for realism but to fill in the gaps on the European map which has lots of vacant space in central/Eastern Europe in the current scenario.
Leader: Casmir 3rd
Capital & Cities: Same as BNW
Religion: Catholic
UA: Solidarity – Social Policies cost 10% less culture then normal
UU: Winged Hussar
UB: Ducal Stable

– Bulgaria
Bulgaria has been introduced for the same reasons as Poland. There is too much vacant space on the map around the Black Sea & Balkans. Bulgaria was an influential power that had great influence on many of the surrounding powers including the Byzantines, the Hungarians and the Mongols.
Leader: Peter IV of Bulgaria
Capital: Tarnovo

Cities: Cherven, Sofia, Vidin, Nikopol, Preslav, Ivanovo, Karvuna, Lovech, Tryavna, Severin, Silistra, Targoviste, Plovdiv, Boruy, Timisoara, Nis, Ruse
Ideology: Christendom
Religion: Eastern Orthodox

UA: ‘Second Bulgarian Empire’
The first 4 cities you found (including capital) will generate 2 horses. All mounted units receive free Charge promotion upon training.
UB: Literary School (replaces amphitheatre)
UU: Bolyar Cavalry (replaces Halberdier)
Negative Diplomatic Modifier (Bulgaria/Byzantium) – You have gone to war in the past! – This modifier will erode over time so it depends on the player as to how the relationship unfolds.
Note that there is no positive diplomatic trait between Bulgaria & Byzantium for sharing religions. The positioning of Bulgaria should increase the challenge for Byzantium which could previously just sit back and turtle while gaining Victory Points. Now that the map is fuller there should be more of a challenge to playing Byzantium as they will start with a potentially hostile neighbour to their immediate north. The relationship here is intended to follow on from Emperor Basil 1st who conquered Bulgaria until the Bulgarian Empire recently revolted and declared independence.

Playable Italian City-State Civilizations

In addition to the standard victory pathways these 3 Civs will uniquely gain extra Victory Points from constructing Wonders & for each Golden Age, Great Persons & from the Prestige (Tourism) from Great Works of Writing/Art/Literature.
Each of the 3 Civs gets their own Great Merchant which replaces the existing Merchant and can be used to Puppet a CityState (as the current Venice Civ)

– Venice
UA: Double Trade Routes, no settlers permitted, cannot annex cities, naval units do not consume supply.
UU: Merchant of Venice
UU: Great Galleas

– Genoa
Leader: Guglielmo Embriaco
Religion: Catholicism
UA: Double Trade Routes, no settlers permitted, cannot annex cities, naval units do not consume supply.
UU: Merchant of Genoa (can puppet City-States)
UU: Balestrieri genovesi (replaces Crossbowman)
Strong Positive diplomatic modifier (Genoa/Byzantium) – They desire to trade with us!

– Florence
Leader: Lorenzo “the Magnificent”

Religion: Catholicism
UA: Double Trade Routes, no settlers permitted, cannot annex cities, naval units do not consume supply.

UU: Merchant of Florence (can puppet City-States)
UU: Citizen Soldier (replaces Men-at-Arms - has benefit against mercenaries, produces golden age points when kills a unit)

CityState Changes

Citystate Positioning
Due to the close proximity of Venice, Genoa, Florence and the Vatican City, some repositioning will be required to increase the distance between these Cities as Venice, Genoa & Florence are now major Civilizations. There will also need to be more resources available in the immediate vicinity of Venice, Genoa & Florence. These 3 cities will also each need to begin with the maximum zone of control possible to guarantee their access to coast and ocean tiles (much like the New World Scenario does to the European powers) and to ensure their population can grow sufficiently.

Vatican City (Catholic Holy City)

The rules regarding Holy City control are modified for the Vatican City.

It is impossible for a Great Merchant of Venice, Genoa or Florence to puppet the Vatican City.

The Vatican City will be given a free Castle, Barracks, Armory, Workshop & Heroic Epic at the start of the game to enhance its own defensive strength and military production.

New City-States

More City-States will be required now that Venice, Genoa & Florence are in the game & expand by puppeting Citystates. The close proximity of more Civs will also make many existing CityStates easy prey for many Civilizations. Note that these new City-States are either Maritime to benefit the population growth of the Venice, Genoa & Florence Civs or Militaristic so as to provide benefits to the Christendom & Renaissance ideologies. There are chosen so as to increase the activity in the South of Europe which is the centre of activity in this scenario. Obviously these City-States are placed in their historical positions of which there is room for at the beginning of the Scenario.

Sicily – Maritime (Catholic)
Salerno – Maritime (Catholic)
Ljubljana – Militaristic (Catholic)
Split (Spalatum) – Maritime (Catholic)
Marseilles – Maritime (Catholic)
Durazzo – Maritime (Eastern Orthodox)

It would be interesting also to see some unique Mercantile Citystate luxuries such as Tapestries, Glass and Automata/Clockwork gadgets

Holy Roman Empire Vote

The Civilization elected to be the Holy Roman Empire will gain some new unique benefits that last until the next election
Each Trade Route with a City-State of the same religion will increase production in all cities by 5%. Trade routes to City-States produce an additional 2 influence per turn (Effects stack with Merchant Confederacy). These benefits will immediately effect any existing Trade-Route with a City-State that is in effect.
Now it is well-worth winning the Holy Roman Emperor election as it will provide some powerful bonuses in addition to the Victory Points.

It would be interesting also to see if some form of the BNW World Congress could be added – The sort of meetings that occasionally took place in medieval Europe but I can’t really think of any resolutions that would fit.

Start Positioning of Empires

For the historical map each civilization should start with approximately 3 cities and will have expanded territory that will cover some of the historical areas that each Civ had control over.

Espionage

Spies will have an increased rate of espionage allowing for technologies to be stolen much more frequently.
Diplomats can now be used to buy votes for you at the Holy Roman Emperor election.

Diplomacy

-Warmonger penalties are reduced
-The negative diplomatic trait for ‘Following a Different Religion’ will be weakened slightly (still a strong negative)
-All Civilizations that share a common ideology will have a weak positive diplomatic modifier (This will make it a bit easier for example if Russia desires to befriend England).
-Civilizations that do not share a common ideology will have a negative diplomatic modifier with Civs of different ideologies. The exception to this is Venice, Florence & Genoa (These Civs have a unique Ideology tree called the Italian Renaissance) will not have a negative modifier with the Christendom ideology. This works vice-versa after all the Italian City-States were part of Christendom but for the purposes of this scenario they have a unique ideology tree that lets them create & experience the renaissance. The diplomatic penalty will exist with the Islamic Caliphate
-Genoa & Byzantium will share a common positive diplomacy trait (They desire to Trade with us! – this will reflect the good relations between Byzantium & Genoa)
-Byzantium & Bulgaria will share a negative diplomacy trait that erodes over time (We have gone to war in the past!). How this relationship plays out depends on the player.

New Events (theoretical in this document)

3 events take place in the middle-ages that did much to shape the future; the Black Death of the mid-14th century and the Mongol sack of Baghdad in 1258 which devastated the cultural capital of the Islamic world.
Thirdly Marco Polo’s voyage to China also did much to change the cultural perceptions of Europeans to the outside world and helped spur the ambitions to find new trade routes to China & India.
I would like to see these events have gameplay implications but I don’t know what it could look like.

Prestige

Each Great Work of Music, Art or Writing will now contribute ‘Prestige’ to your Victory Point score. This mechanic replaces tourism and it attempts to bring in some of the Cultural Victory elements from BNW. The amount of Prestige you have will be added to your victory score each turn. Thus it is well worth pursuing cultural enlightenment where possible. I’m not sure how much Prestige should convert to Victory Points (i.e on a 1 to 1 basis or more/less) This will require beta testing to get the balance correct.

Ideologies

Now every civilization will be given 1 of 3 ideologies. Note that the Mongols are the only Civ to have no ideology. This is an attempt to make the geopolitical dynamics a bit more interesting. Previously it was very difficult to befriend a Civ from a different religion as the negative penalty was so extreme. With ideologies now it becomes a bit easier to determine how you relate to your neighbours.
Each Ideology tree will function very differently and is an attempt to represent the current geopolitical and socio-economic status of each Civ at the time.

Sharing an Ideology will only produce a very minor positive diplomacy modifier.

The 3 ideologies are ‘Christendom’, the ‘Italian Renaissance’ and the ‘Islamic Caliphate’

1) Christendom
Despite the Great Schism and the separation between Catholicism and Orthodoxy Europe remains Christian and existing power structures continue to maintain some unity & common goals between Civs. The First Tier of policies represent the consequences of socio-economic decline of the Post-Roman middle-ages which follows on from the ‘Fall of Rome scenario’.


For the below civilizations this policy tree opens at the beginning with policies 1-7 already chosen. After 6 social policies are chosen e.g. Tradition, Liberty etc you will be able to unlock Tier 2 of the Christendom Ideology Tree.
Each successive ideology policy you adopt will increase the number of trade-routes available by 1 until you reach the standard number of 3 (i.e. gradually removing the negative Feudalism policy). Note that the remaining negative policies in Tier 1 (1-3) remain for the entire game but they are manageable with good administration of your economy.
Also to access Tier 3 policies ALL of the Tier 2 policies must first be adopted (otherwise it is too easy to jump to the more powerful Tier 3 policies early on)

The decline of the Roman Empire plunged Western Europe into the ‘dark ages’ where the centralized authority of the Rome was replaced by warring feudal lords. The Byzantine Roman Empire in the East continued its late high-classical civilization into the 6th and 7th centuries but economic decline after the reign of Justinian 1st caused by relentless wars with the Sassanid Persian Empire and then repeated invasions by the Arab caliphates in the 8th century wars with the Bulgarians have caused the Empire to lose much of its original glory. For these civilizations times are difficult. Trade routes have been lost, literacy levels have fallen and much of your population are now living as serfs. You are challenged to lead your civilization out of the middle-ages and into the glory of the renaissance.

Civilizations: England, Celts, Spain, France, Austria, Byzantium, Russia, Poland, Bulgaria, Netherlands, Sweden

Tier 1 Policies (7 total - All are unlocked at the start)
1) Serfdom – Population working unimproved tiles produce only 50% of the normal science
2) Popular Ennui – Luxury resources only provide 3 happiness
3) Coin Debasement- +10% maintenance cost and +10% purchasing cost of units and buildings every time one of your cities is captured. Effects lasts for 50 turns and will stack (only effective once per city)
4) Feudalism – Lose 3 trade routes (no caravans or cargo ships may be produced at this time, unlock Tier 2 policies to recover Trade-routes)
5) Monastic Texts – Monasteries and Cathedrals each provide 3 science until a university is built in the city
6) City Sack – Gain +50% gold from capturing cities. Raze cities at twice speed
7) Colosseums into Forts – Colosseums also provide +10 to city Hit Points.

Tier 2 Policies (can select 4 total)
1) Feudal Lords – Castles provide +1 horses and +2 Gold. Each Castle or Chateau you construct or have already built provides 1 free unit of Knights. Knights are 25% faster to train in cities with Castles.
2) Religious Missions – Unlocks a new religious building, the Mission which is dedicated to serving the poor. Purchase with Faith.
3) Mercenary Army – Allows the purchasing of Landsknechts
4) Classical Studies – Receive +2 Science from Great Works of Writing. Writers and Artists now produce 1 science per turn
5) Urbanization – Harbours and Universities each provide +5% growth and +1 happiness.
6) United Front – Militaristic City-States grant units twice as often when you are at war with a common foe.

Tier 3 Policies

1) Capitalism - +2 gold from all your land and sea trade routes and +2 happiness for each city you own connected to the Capital
2) Age of Enlightenment – Specialist population in cities produce half the normal amount of unhappiness
3) Merchant Confederacy – Receive +2 gold for trade routes with City-States. Gain 4 more influence per turn with City-States you have a trade route with.

2) Italian Renaissance
Only the Citystate Civilizations of Venice, Genoa and Florence have access to this tree. This ideology is chosen once you research 4 technologies. Note that since you only begin with 1 city in contrast to the other sprawling Kingdoms & Empires you are not encumbered by negative social policies and indeed the Renaissance ideology tree is very powerful and is essential to securing a victory. This is also a balance decision, as your acquisition of land and resources is limited so people are your greatest resource. Your priority should be to quickly establish your city so when the renaissance begins your Civilization can shine in its glory.

The decline and fall of the Roman Empire has left a power vacuum in Italy. Now however classical texts are being recirculated. A new class of merchants and artisans have joined the pursuit of humanism through literature, art, music and science. The call of the renaissance beckons – will you lead your citystate to lead the peoples of Europe into the next golden age?
Civilizations: Venice, Genoa, Florence

This ideology tree is unlocked by adopting 6 Social Policies. After this you will automatically adopt the ‘Renaissance’ ideology. Adopting this ideology will unlock the following wonders; Leaning Tower of Pisa, Sistine Chapel, Uffizi, Leonardo’s workshop, Piazza San Marco and the National Wonder, the Grand Piazza. Once you select this ideology you will gain 2 free policy choices of this Ideology.
Tier 1 Policies

1) Skilled craftsmen – Provides 4 copies of iron and horses for free. Also provides 4 extra supply.
2) Humanism – Provides +25% points towards all great people
3) Patriotism – Provides a +20% combat bonus to units in friendly territory
4) Professional Garrison – Combat Strength of cities increased by 25%. Colosseums also provide +25 to city Hit Points.
5) Civic Works - +15% production towards Wonders and Buildings. Engineer Specialists produce +1 production.
6) Maritime Guilds – Provides +15 experience to newly trained naval units and reducing costs of purchasing naval units by 15%
7) Civil Society- Specialists consume only half the normal amount of food

Tier 2 Policies (Can select 4 total)
1) Spirit of the Renaissance – All specialists produce +1 culture and +1 science. Culture increased by 33% in all cities which have built a World Wonder
2) Entrepreneurship – Great Merchant UUs are earned 100% faster. +1 production and +1 gold from each merchant specialist
3) Renaissance artisans – Golden ages last 50% longer and Great Works produce +1 culture and +2 prestige
4) United Front – Militaristic City-States grant units twice as often when you are at war with a common foe
5) Mercenary Army – Allows the purchasing of Landsknechts
6) Age of Enlightenment – Specialist population in cities produce half the normal amount of unhappiness

Tier 3 Policies
1) Army of the Republic – 6 units are maintenance free. Receive 4 Pikemen & 2 Knight units immediately (no supply or maintenance costs)
2) Merchant Confederacy – Receive +2 gold for trade routes with City-States. Gain 4 more influence per turn with City-States you have a trade route with
3) Glory of the Renaissance – Earn Great People 50% faster during Golden Ages


3) Islamic Caliphate
The Islamic armies have conquered Persia and much of the former Byzantine and Indian territories. The Caliphate has succeeded in assimilating the culture, science trade from older civilizations and has beckoned in a new age of prosperity and peace. The silk road brings forth riches from distant lands in the Far-East and trade has enriched every level of your society. Can you continue to expand and subdue the nations under the might of the Islamic Caliphate and usher in the final peace?
Civilizations: The Almohads, The Ayyubids, The Turks

This ideology tree is unlocked by adopting 6 Social Policies. After this you will automatically adopt the ‘Global Caliphate’ ideology.

Tier 1 Policies
1) Ransom – Earn gold for each unit killed
2) Pahlavi Literature – Great Works of Writing produce 2 extra culture and +33% points towards Great Writers
3) Public Baths – Aqueducts and gardens each provide 1 happiness and +5% growth
4) Jizya – Courthouses provide +1 gold for each 3 citizens in an annexed city
5) Shahnameh – Receive a free Golden Age
6) Genius – Receive a free Great Scientist
7) Caligraphy – Receive +25% points towards Great People

Tier 2 Policies (Can select 4 total)

1) Caravans – Receive 2 additional Trade Routes
2) Avecennism – Universities produce 2 food
3) Conscription – Cost of purchasing military units decreased by 33%
4) Silk Road – Receive +50% range and +2 culture from all your land trade routes
5) Minarets – Shrines and Temples produce +1 culture and +1 happiness
6) Chinese Paper – Universities produce 15% more science

Tier 3 Policies

1) Jihad – Receive a +25% combat bonus fighting armies of a different religion for 50 turns
2) House of Wisdom – The Capital will produce +5 to food, gold and culture
3) Dhimmi States – Military units are twice as effective at demanding tribute from City-States. Tribute from City-States increased by 50%


Social Policy Changes

Tradition
-no faith purchase for GEs
Liberty
-Collective rule for Venice applies for Florence & Genoa

Piety (These changes apply to BNWs Piety – the Tree is now intended to be a more viable choice with a wider variety of benefits, previously Piety was pretty useless in helping your victory)
The new Meeting House religious building is intended to a new means to spend faith in the latter part of the game if you have excess faith available)

-Organized religion stays the same
-Mandate of Heaven (Temples will now provide +1 food)
-Theocracy (10% gold from temples changed to +25%). Cathedrals, Monasteries and Mosques each provide + 1 additional happiness.
-Religious Tolerance (changed to unlocking the Meeting House, a public forum that promotes interfaith dialogue. Now also adds +25% to the generation of Great Writers, Artists & Musicians - a more open religious society will encourage the arts)
-Reformation Belief – choosing this policy will unlock one reformation belief (Each religion has only 1 reformation belief available: Catholicism will gain Jesuit Education. Islam will gain sacred sites (provides +2 Prestige for each religious building Cathedral, Mosque or Monastery only). Eastern Orthodox will get Unity of the Saints (formerly Unity of the Prophets) which means that Inquisitors reduce this religion’s presence by half (instead of eliminating it & foreign religious pressure is now half as effective at converting civilians that follow EO)
.
-Finisher (completing the Piety tree now reduces the culture cost of future policies by 10% and triggers a free Golden Age)

Patronage (updated to BNW)

Exploration (Closed in this Scenario – See Conquer the New World!)
Aesthetics (Closed in this Scenario – See Glory of the Renaissance ideology for Venice, Genoa and Florence!)
Commerce (This tree will appear the same as the existing G&Ks Into the Renaissance Scenario – It will provide benefits to the economies of both maritime and land empires by boosting gold).

Opener + 25% gold in capital
Naval tradition: + 1 movement for naval units and +1 sight for naval combat units. Free great admiral. + 2 movement for all great admirals

Maritime Infrastructure: +3 production in all coastal cities

Merchant Class- 33% reduced cost on roads. +2 gold from each of your trade routes.
Mercentalism- purchasing costs in cities requires 25% less gold +1 science from every mint, market, bank and customs house
Protectionism - +2 happiness from each luxury

Adopting all policies will grant double gold from every Great Merchant trade mission and +1 production from each merchant specialist in Marketplaces and Banks.

Rationalism is disabled (since there is no science victory and they game finishes before the industrial era the modern secular rational societies don’t really play a role in this era.
Old Gods and Kings Ideology Trees of Autocracy, Freedom and Order are disabled.
 
New or Modified Technologies

1) Warships (New Technology - requires Navigation)
-Unlocks Frigate & Ship of the Line
-Unlocks Navigation School

2) Gunpowder
-Musketmen moved to Metallurgy
-unlocks new siege unit the Bombader – a very primitive cannon

3) Firearms (New Technology - requires Gunpowder)
-unlocks Arquebusiers (new primitive gunpowder melee unit)

4) Navigation
-Frigate moved to Warships. Now unlocks the Cog – the earliest ocean-faring vessel of the Age of Sail that was specifically built and designed around cannon. Requires Iron and the Gunsmith shop.

5) Metallurgy (requires Firearms)
-now unlocks the Musketman
-increases the production yield of the lumber mill by 1 (changed from Scientific Theory)

6) Civil Service (name changed to Crop Rotation)
-Also increases food from plantations by 1

7) Economics
-Manor (former Customs House) gold and food increased by 1
-Provides an extra trade route
-Windmill moved to Machinery

8) Printing Press
-Now unlocks the Customs House

9) Education
-Unlocks Apothecaries Guild

10) Machinery
-Now unlocks the Windmill


Modified Wonders

Globe Theatre (now added - as BNW)

Leaning Tower of Pisa (Now requires Renaissance ideology)

Sistine Chapel (Now requires Renaissance ideology)
It comes pre-built with 1 Great Work

Louvre
Has 4 slots for great works of art. Comes pre-built with 2 Great Works

Ironworks (now also provides +2 iron)

New Wonders

Theodossian Walls (Requires Holy City, Engineering)
Cost 200 hammers
Maintenance Cost: 3 gold per turn
+10% combat strength bonus to units within 2 tiles of a fort.
Increases the city’s Defense Strength by 5 and Hit Points by 75
+10% growth and also adds 1 population to your capital for every city you lose
+2 happiness

'By the command of Theodosius, Constantine erected these strong walls in less than
two months. Scarcely could Pallas herself have built so strong a citadel in so
short a span'


Carcassonne (requires Chivalry)
Costs 268 hammers
Culture +1
Great Engineer Points +2
Provides +10% additional combat strength for units fighting in friendly territory. Provides a free Castle in the city in which it was built and reduces the construction cost towards Walls and Castles by 33%

Piazza San Marco (Requires Renaissance ideology, Physics)
Costs: 250 hammers
Provides a free social policy
Provides a free Grand Piazza

Leonardo’s Workshop (Requires Renaissance ideology, Acoustics, Artists Guild)
Cost: 335
All specialists in the city produce +1 production, science, culture
Provides +2 Great Artist Points
Receive a free Great Artist

Grand Piazza (National Wonder - requires Renaissance ideology, Acoustics)
Costs: 200 hammers
Maintenance: 2 gold per turn
Provides Victory Points as a World Wonder
All resource tiles worked by this city produce +1 gold and +1 culture
Provides 4 happiness
Increases Gold output of this city by 25%

Grand Palace (a new National Wonder - requires architecture)
The Grand Palace serves to display the spleandor and majesty of your domain to all the lesser states that grovel in your presence.
Costs: 400 hammers
Maintenance: 5 gold per turn
Provides Victory Points as a World Wonder
Provides +15 resting point to all City-States (the nations are awed by the greatness of your new palace
Provides 20 free points towards bullying City-States
Provides 2 slots for great works of Art
It comes pre-built with 1 Great Work

New or modified Buildings

Introduction of Writers Guild, Artists Guild & Musicians Guild

Amphitheatres & Opera Houses (Now switched to BNW mechanics – require Great Works to fill)
Lighthouse, Harbour & Seaport (Now switched to BNW)

No East India Company but the National Treasury remains

Siege Workshop (requires Metal Casting)
Cost: 180
Upkeep: 2
Provides + 1 production for each source of iron and copper. Adds +15% production points towards building siege units and the Springald. Provides new siege units with +15% experience.

Marketplace
Now also provides 1 food for the city it is constructed in.
Marketplaces were centres of commerce and trade in the middle-ages - They had a vital role in creating an environment where increased collaboration & competition between farmers and merchants would succeed in producing & distributing food more efficiently and to reduce wastage.

Mission (requires Religious Missions policy in Christendom ideology)
Costs 150 faith and 2 faith per turn (it will divert religious energy into feeding, educating and providing work for the poor but away from missionaries and other religious goals)
Provides +1 food, +1 production, +1 happiness and +1 science.

Mint (also provides +1 gold for each copper resource)

Stables (also provide +1 horses as a resource)
Upkeep cost raised to 2

Meeting House (requires Religious Tolerance)
Costs 200 faith and provides +2 culture, +1 happiness and +5% production for each Trade Route your civilization has with a City-State of a different religion.
Upkeep Cost: 1 gold per turn

Apothecary’s Guild (requires Education, University)
Apothecaries were the physicians of the medieval era. Establishing an Apothecary’s Guild promotes collaboration between scholars that study human health and ensures that both Apothecaries & physicians are trained to the highest standard using latest advances of medicine available in the civilized world. These programs will have a noticeable effect in improving your civilizations awareness of basic health principles and improving the quality of life of your society.
Costs: 150 hammers
Upkeep: 1 gold per turn
Provides +2 food

Gunsmith (requires Gunpowder)
Cost: 200 hammers
Upkeep: 4 gold per turn.
Provides +15% production towards Arquebusiers and Musketmen.
Required in the city to produce all Gunpowder units: Arquebusiers, Musketmen, Bombards, Cannons, Cogs, Frigates etc….
The development of gunpowder in weapons required the pinnacle of middle-age engineering. The Gunsmith is a workshop where engineers, metal workers & various other tradesmen would develop and craft lethal gunpowder weapons. This is an essential piece of infrastructure for any renaissance army.

Customs House (requires Printing Press, Harbor)
Cost: 160 hammers
Upkeep: 3 gold per turn
Trade routes from this city generate 50% extra gold from resources.
Trade routes other civilizations make to a city with a Customs House will generate an extra 3 gold for the trade route owner & the trade route owner gains an additional 1 gold for the trade route.
Adds +25% city gold output & has 2 Merchant Specialists

The Customs House now has a central role in serving as a central hub for commerce and trading

Navigation School (requires Navigation & University in every city. Must be built on coastal city)
Cost: 200 hammers
Upkeep: 2 gold per turn
Provides +3 Science
1 Merchant specialist slot
Free Great Admiral
All new naval units produced by your Civilization gain +1 movement and +1 sight. All embarked units now gain +1 movement and +1 sight.

Windmill (now moved to Machinery)
Now also produces +1 food
Previously Windmills close to the end of the tech tree so there was never much incentive to build them. Now they are placed earlier in the tech tree and add to a city’s food output since they had an important role in crushing grain & are more attractive to build.

Literary School (UB replaces Amphitheatre - only available to Bulgaria)
Cost: 100 hammers
Maintenance: 1
Provides: +2 culture +2 science. Great Works of Writing Produce an additional 1 science per turn in this city.

New or Modified Improvements

Motte and Bailey (available to England, France and Celts– by Men-at-Arms units)
-Provides +50% defensive strength bonus and deals 15 damage to any enemy unit which ends its turn next to a Motte and Bailey.

Lumber Mill
-Production bonus moved from Scientific Theory to Metallurgy to make Lumber Mills a bit more useful

Customs House changed to Manor
-Yields changed to +4 gold and +1 food (The addition of food from the Manor will make these are much more valuable).
The manor was the residence of a rich and powerful landlord who operated large-scale successful farms and could afford to employ the most advanced agricultural methods available. (+1 gold and +1 food from Economics)

New Military Rules

New Combat rules apply in this scenario.
1) In current BNW the composite bowmen and crossbowmen tend to have an unfair advantage over melee units. In this scenario all Mounted melee units (Horsemen, Knights, Lancers & their UUs etc) will have an ambush promotion that will increase combat strength by 15% when a mounted unit attacks Composite bowmen, Crossbowmen and the Springald unit.

2) Now all embarked military units will gain +50% strength when defending. As anyone who is familiar with Civ 5s questionable AI will testify to, the AI will often move their units into water tiles where they are easily destroyed due to the defence penalty to embarked units. This rule should make embarked units stronger and less easy for the human player to exploit the AIs weaknesses.

3) As mentioned below, the Galleas and Great Galleas UU cannot be upgraded to the Frigate, the Ship of the Line or its immediate predecessor; the Cog. This is intended to prevent players from being able to accumulate multiple promotions on ranged ships and then easily upgrading them to Frigates to easily overpower the AI.
Moving from oared ships to the ‘Age of Sail’ is an immense undertaking that will require a new fleet of ships to be commissioned alongside a complete retraining of crews to master the new ocean-faring vessels.

4) Melee unit line (Men-at-Arms, Longswordsmen etc) will have a new free promotion called ‘Sapper’. By the middle-ages the art of siege warfare was well developed and the use of battering rams, siege towers & sappers to undermine walls was widely used by many armies.

Modified Military Units

Many of the existing units have been modified to give them more medieval names and buffs to make them more viable in the early game. An example is the Mangonel which replaces the Catapult and while still weaker than the Trebuchet should be strong enough to withstand more damage than the existing Catapult.

Men-at-Arms (replaces Swordman – Men-at-Arms are the professional line of soldiers in the middle-ages and they have more strengths and a higher production cost than other units of the era)
Cost: 60
Strength: 15
Abilities: Sapper – gains + 33% defense against ranged city attacks and deals +15% damage to cities.
This promotion carries through to upgrades, don’t require iron.

Militia (replaces the warrior). This is your cheap, illiterate, poorly trained and equipped medieval peasant soldier. Equipped with light spears. They are relatively cheap to fight wars with if your Empire is too hard-pressed to afford a professional army. However the high rates of death and desertion will make it impossible to turn them into a professional fighting force.
Cost: 30
Strength: 10
Abilities: Has no upgrade unit, maximum upkeep cost of 1, maximum experience of 30. Doesn’t become obsolete.

Halberdiers (Requires Metal casting, replaces the Spearman, i.e. spearman as a unit are not available in this scenario) Mid-range fighting unit of the high middle-ages that wield long heavy bronze or iron polearms making them valuable assets against cavalry. Upgrades to Pikemen.
A Halberd was a popular type of Polearm in which the head of the weapon could be used to thrust like a spear, chop like an axe or to hook a rider off their horse.
Cost: 50
Strength: 13
Abilities: 25% bonus vs mounted units

Pikemen (Moved from Civil Service to Steel).
Pikemen are now the frontline unit of the late medieval/early renaissance era and specifically trained and equipped to break heavy cavalry charges.
Cost: 65
Strength: 16
Abilities: 50% bonus vs mounted units

Longswordsman (Requires Iron)
Now has the Ability: Sapper – gains + 33% defense against ranged city attacks and deals +15% damage to cities. Upgrades to Musketman

Musketman & UUs (Now requires Metallurgy, no longer requires iron – the Musketman is now the late gunpowder unit which replaces the Arquebusier)
Strength: 25 (up from 24)
Abilities: Sapper – gains + 33% defense against ranged city attacks and deals +15% damage to cities.

Cannon (Requires Iron & Gunsmith building)
Since cannon are at the end of the tech tree I decided to give them a bit of a buff to help separate them from the Bombader which they replace.
Ranged Strength: 22 (up from 20)
Rest of the stats are the same
Abilities: Standard Siege unit promotions, Terrify – reduces morale of enemy melee units within 2 tiles (decreases combat strength by 10%).

Mangonel (Requires Engineering – replaces catapults)
The Mangonel is the dominant siege weapon of the early middle-ages and replaces the earlier catapults. Strength is increased to make it better withstand damage. Upgrade to & obsoleted by Trebuchets
Cost: 80
Strength: 9
Ranged Strength: 10
Range: 2
Abilities: Bonus Vs Cities (200%)

Horsemen (small buff to keep them in line with other changes)
Strength: 13 (was 12)

Cataphract (small buff to keep them in line with other changes & increase versatility – previously they go obsolete too quickly)
Cataphracts were a very versatile cavalry unit and their tactics often employed ranged attacks to weaken opposing armies before closing in with a deadly charge.
Strength: 16 (was 15)
New Ability - Can set up for ranged archer attack
Set up requires 1 movement point
Ranged Strength: 10
Range: 2
Also the ability to gain defensive bonuses from terrain will now carry over to the Knight promotion

Galleas & Great Galleas
Now cannot be upgraded to a Frigate, Ship of the Line or their predecessor the Cog. The difference in shipbuilding techniques between the earlier renaissance oared galleys and the new Cogs, Frigates and Caravels that have come to characterise the Age of Sail is too great. A new naval fleet must be built and trained from scratch to operate these ships. This will help to prevent a player from upgrading a fleet of ships with range promotion which can too easily exploit AI.

Frigate & Ship of the Line (Moved from Navigation to Warships)

New Scenario-Specific Units

Springald (Requires Engineering, upgrades to Cannon)
A powerful but expensive medieval anti-personal range attack weapon descended from the ballista – more powerful attack then composite bowmen but its practicality decreased with the advent of the hand-held crossbow. Requires ‘set-up’ to attack. Upgrades to Cannon. Obsolete at Firearms. Cannot be purchased with faith (Holy Warriors). Promotions follow the ‘Ranged’

Cost: 100
Strength: 8
Ranged Strength: 14
Range: 2
Abilities: Must set-up to attack, No defensive terrain bonuses, May not melee attack, Reduces fortification bonuses of units by 50%, Reduces the effect of Cover promotions by 50% (E.g. Cover 2 promotion is reduced in effect to Cover 1)…

Bombarder (Requires Gunpowder technology, Iron & Gunsmith building). The earliest cannons proved to be only modestly effective against walls and castles however they were good at terrifying enemy soldiers). Replaced by Cannon
Cost: 140
Strength: 12
Ranged Strength: 16
Abilities: Standard siege unit promotions, Terrify – reduces morale of enemy melee units within 2 tiles (decreases combat strength by 10%).

Arquebusier (Requires Firearms & Gunsmith building, does not replace Longswordsman, does not require Iron)
The earliest type of gunpowder soldier in the game - About on par with the Longswordsman, but cheaper to produce. Early firearms were unreliable but it quickly became cheaper and faster to train an early renaissance army with firearms rather than to continue forging suits of armor for soldiers and training them in the difficult art of melee combat. Upgrades to Musketman
Cost: 80
Strength: 19
Abilities: Sapper – gains + 33% defense against ranged city attacks and deals +15% damage to cities.

Cog (Requires Navigation)
New ocean-bound military ship with a ranged attack. Weaker than the Frigate but stronger than the Galleas. Requires Iron. Upgrades to Frigate
Cogs were the first ocean-bound ships that were designed with the specific purpose of being equipped with cannons for naval battles.
Cost: 100
Movement Points: 7
Strength: 20
Ranged Strength: 22
Range: 2

New Unique Units (UUs)

Balestrieri genovesi (Requires Machinery, replaces Crossbowman)
The crossbowmen of Genoa were the most infamous in Europe and were both feared and admired for their heroic feats
More expensive than then standard Crossbowman which it replaces the Genoese form has additional bonuses.
Cost: 90
Strength: 13
Ranged Strength: 18
Range: 2
Abilities: May not melee attack. Gains 50% more experience from combat

Florentine Citizen Soldier (Requires Steel, replaces Pikemen)
The late Florentine Republic attempted military reforms from the late 15th century to recreate a military establishment that was similar to ancient Rome. The republic grew to distrust Mercenary armies and preferred to trust in the loyalty of their own citizens.

Cost: 65
Strength: 17
Abilities: +50% strength vs mounted units. Earn points toward a Golden Age for each enemy killed. 15% strength against Landsknechts.

Bolyar Cavalry (UU to Bulgaria – replaces Halberdier, upgrades to Lancer, requires Horses, Iron Working)
Bulgarian military tactics and society was organized in the Byzantine fashion. The Bolyars were the aristocratic class that fielded heavy cavalry using similar tactics to the Byzantine Cataphracts.
Powerful cavalry unit of the high middle-ages that dominate the battlefield

Cost: 75
Strength: 15
Movement: 3
Abilities: Can move after attacking, Penalty attacking cities (33%), 25% bonus vs mounted units, receives free charge promotion (as Bulgarian UA)

Winged Hussar (Poland – as BNW and replaces Lancer)

Resource & Terrain Changes

Silk, Citrus & Spices are removed from this mod largely because these luxuries didn’t originate in Europe. I also find there tends to be too many luxury resources as is on this map and this scenario already introduces new means to increase happiness.

Olives introduced as a new bonus resource that are improved by plantations.
Found on Plains which also include hill tiles. Provides +1 food. Plantation improves yield by +1 food and +1 gold. Thus olive groves make quite highly productive tiles that should be quickly sought out.

Gold is removed from river & ocean/lake tiles as BNW changes.
 
Wow you obviously put a lot of effort into this. I like it a lot, should be implemented immediately!
 
Wow you obviously put a lot of effort into this. I like it a lot, should be implemented immediately!

Hey thanks for the feedback!
I'm hoping the length of it doesn't make people lose interest in reading it. The intention was for this document to thoroughly cover as many aspects of the existing scenario as possible.
I really enjoyed the Conquest of the New World Deluxe and it also revised all the existing gameplay mechanics of Civ 5 so that was my inspiration for doing this.
 
Your idea sounds great. I would love to see it. However, there are things that I would add:
-Pre-built cities. I think there is a random start alternative, but there should be a not random where every civilization begins with five or six cities.
-Balancing Catholicism and Protestantism benefits (some people have said that swichting to Protestantism is rather beneficial).
-Making a way so Protestantism can reach more distant lands, like England, France, and Sweden.
-The game beginning with French, Austrians, English and Teutons at war with Ayyubids and troops near their territories in the Holy Land. Spanish Civilizations at war with Almohavids. Turks at war with Byzantium (and a big army and some cities in the middle of the Anatolian peninsula).
-Both Spain's and Portugal's capitals start the game conquered by the Almohavids.

NEW CIVILIZATIONS
Here are my ideas for civilizations, but most of them are not complete.

Aragon
Religion: Catholicism.
Leader: Ferdinand.
UA: (Not sure).
UU: Almogavar (Swordsman, Pikeman or Crossbowman).
UB: Bull Plaza (Colosseum, +2 Happiness and +2 Culture with Cows).
Capital: Zaragoza.
Cities: Barcelona, Palma, Jaca.

Denmark
Leader: Harald Bluetooth.
Religion: Catholicism/Protestantism.
UA: Same as BNW (Sweden's ability changed to Lion of the North, which would rip-off China's ability).
UU: Berserk (Same as BNW) or Housecarl (As in the 1066 scenario).
UB: Stave Church (Same as Sweden's).
Capital: Copenhagen or Roskilde.
Cities: Bergen, Stavanger, Aarhus, Oslo, Lund.

Hungary
Religion: Catholicism.
Leader: Stephen I.
UA: Nomad Heritage (same as the Huns, but without the city list).
UU: Huszar (Lancer).
UB: Vegvar (Castle).
Capital: Budapest.
Cities: Pozsony, Szeged, Timisoara, Turda.

Portugal
Religion: Catholicism.
Leader: Catalina, or Alfonso Enriques.
UA: Mare Nostrum.
UU: Carrack.
UI: Feitoria.
Capital: Lisbon (Capital).
Cities: Porto, Faro.

Teutonic Order
Religion: Catholicism/Protestantism.
Leader: Hermann von Salza (Re-used Bismarck)
UA: Furor Teutonicus.
UU: Teutonic Knight (Knight that can also act as a Missionary).
UB: Hanse (Same as BNW).
Capital: Königsberg.
Cities: Marienburg, Danzig, Thorn, Berlin.

(Maybe adding one German civilization too, so Austria isn't alone in the Holy Roman Empire territory. My suggestion would be Bavaria, Saxony or Bohemia)

CITY-STATES
-Avignon (Religious, Catholic).
-Benghazi (Maritime, Muslim).
-Brest (Maritime, Catholic).
-Bourdeaux (Maritime, Catholic).
-Helsinki (Same as Vanilla, Catholic).
-Heraklion (Maritime, Orthodox).
-Luxembourg (Catholic).
-Medina (Religious, Muslim).
-Pamplona (Cultural, Catholic).
-Rhodes (Militaristic, Catholic).
-Santiago de Compostela (Religious, Catholic).
-Strasbourg (Cultural, Catholic).
-Targoviste (Militaristic, Orthodox).
-Tripoli (Militaristic, Muslim).

Pre-built cities:
Almohads: Marrakech (Capital), Rabat, Fez, Cordoba, Seville, Granada (starts with Alhambra), Valencia.
Ayyubids: Cairo (Capital, starts with the Pyramid), Alexandria (starts with Great Library and Great Lighthouse), Luxor, Acre, Damascus (starts with Petra).
Aragon: Zaragoza (Capital), Valencia, Barcelona, Jaca.
Austria: Vienna (Capital), Salzburg, Triest, Frankfurt, Munich.
Bulgaria: Tarnovo (Capital), Sofia, Plovdiv, Vidin, Nikopol, Skopje, Varna.
Byzantium: Constantinople (Capital, starts with Hagia Sophia), Adrianople, Nicea, Trebizond, Sinop, Athens (starts with Parthenon and Statue of Zeus), Thessalonica (starts with the Oracle), Dyrrachium, Rhodes (starts with the Colossus), Nicosia, Melitene, Ephesus (starts with Mausoleum of Halicarnassus and Temple of Artemisa).
Castile/Spain: Toledo (Capital), Burgos, Santander, Valladolid, Oviedo (every city starts with a Castle, as a reference to te region's name).
Celts: Edinburgh (Capital), Inverness, Cardiff, Dublin, Belfast, Cork, Limerick.
Denmark: Copenhagen/Roskilde (Capital), Bergen, Stavanger, Aarhus, Oslo, Lund.
English: London (Capital), Exeter (starts with Stonehenge), York, Manchester, Caen, Brest, Nantes.
Florence: Florence (Capital).
France: Paris (Capital), Orleans, Reims, Metz, Nantes, Tolouse.
Genoa: Genoa (Capital).
Hungary: Budapest (Capital), Pozsony, Szeged, Timisoara, Turda.
Netherlands: Amsterdam (Capital) Groningen, Utrecht, Bremen.
Poland: Krakow (Capital), Warsaw, Wrocław, Liegnitz, Lvov.
Portugal: Lisbon (Capital), Porto, Coimbra, Faro.
Russia: Moscow (Capital), Kiev, Yaroslavl, Vladimir, Novgorod, Smolensk.
Sweden: Stockholm (Capital), Sigtuna, Uppsala, Visby, Helsinki.
Teutons: Königsberg (Capital), Marienburg, Danzig, Thorn, Berlin.
Turks: Ankara (Capital), Konya, Aleppo, Kayseri, Antioch.
Venice: Venice (Capital).
 
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