To do list for next Mylon Release:
[=] Playtest BtS to get a feel for the new gameplay elements. (Must playtest moooooooore!)
[=] Update mod to BtS. (I started from scratch. I am making use of my old mod as reference.)
[*] Do the cultural model in the SDK instead of the python so it's not such a hack (Done!)
[*] Incorporate the expanded cities code so higher cultural levels means more workable tiles. (Done!)
Playtesting notes:
[] Religion should add espionage points for the holy city owner. It is tempting to simplify this to making the great prophet building add espionage points in addition to wealth, even if it espionage should be applied towards the civs with the religion.
[] Spies should generate espionage points by sitting in an enemy city.
[] Espionage cost should be based on player size. A smaller empire would have an easier time infiltrating a larger one, for example. Also, it should be possible for smaller empires to generate more espionage points than a larger empire. Currently, more cities = more espionage points, which I do not agree with.
[] Spies (or possibly only great spies) should be able to establish a front. Basically a building that grants the original player espionage towards the victim. This would help solve the problem of above. The trick here is how this espionage gets modified, or if it should be modified at all.
[] Corporations should add espionage points for the HQ owner. It is tempting to do this as above for religion.
[] There must be a coffee corporation. This corporation might provide double espionage in foreign territory.
[] Great Generals should be immortal. When a warlord unit dies, the great general respawns. Great generals would add no exp, but instead give a bonus to combat for the attached unit, much like a combat upgrade.
[] Great Spy's infiltrate mission should be replaced by the option of doing a mission for free with a 100% success rate.
[] Add embassies. These buildings would increase trade between two civs. And they would happen to also generate espionage points for the civilization owner. May require a great person, or only be able to be constructed in the target player's capital.
[?] Spies need more missions and more powerful ones. Particularly unit-based missions.
[?] Corporations should add culture for the HQ owner?
[?] Espionage is generated mostly at a flat rate capped by the number of cities built. This was fine for culture and how location specific it was, but this promotes city cramming if a player wants to go espionage focused and anything that promotes city cramming is not good. I think I'll make all improvements +% based and make espionage powerful enough to force players to invest at least 10% into it.
General to do list:
[] Update Inquisition units
[] Add flavor to religions
[] Add flavor to leader traits (unique buildings, possibly units based on traits)
[] Extend the production -> (money, culture, research) options such that they provide permanent boosts and are not merely something to do when there is nothing else to do. That is, hammers invested into money might provide a permanent (cumulative hammers^0.5)% boost to money.
[] Tweak the values of promotions. Make Combat Promotion more useful.
[] Make the commerce slider scale. After some value (40%?), additional commerce invested into one area suffers an overdrive penalty.
[?] Change health/happiness so buildings/civics can provide multipliers and make health/happiness
[?] Change how EXP works: All EXP values as-is would be multiplied by a number and units would gain and/or certain buildings would add small amounts of exp per turn.
[?] Make a few bonuses for having fewer, bigger cities. Maybe a free specialist for every 5 citizens beyond 10, starting at 15? Or something else.
=== Mylon Mod 0.34 ===
Download 0.34 (not working ATM)
Download 0.33
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
=== Installation Instructions ===
To install, delete any previous version of this mod in your mod directory and extract the contents into your mod folder. To play, launch Civ4 normally and go to the advanced menu to choose "Load Mod" and pick Mylon Mod, or create/edit a shortcut to Civ4 to include [ mod="Mods\Mylon Mod" ] after the Civilization 4 executable in the target field for a faster way of playing.
=== General Changes ===
Game pace has been considerably slowed. Techs are slower to research but building and training rates are nearly the same. Even normal should be fairly long and epic should be, well, epic. Marathon game speed is not for the faint of heart.
Resources are much more important now. Strategic resources give a +5% production bonus and food resources give a +5% food bonus. All of the food resource enhancing buildings give a further +5% food for their respective resources. Luxury resource enhancing buildings give a further +5% gold for their respective resources.
Culture works much differently. Cities produce culture according to their nationality. This means border cities will be less effective at pushing back the borders of a rival nation and the inner cities are what keep the border cities "pure" so that they can push the borders back. Also, trade spreads culture, so this provides another means of spreading one's culture far and wide. Also, religion spreads culture for the holy city founder. Spreading a neighboring civilization's religion and building buildings for that religion may be detrimental to the cause.
Lots of new buildings, new technologies, and other additions. Cities can now build sewer systems, museums, military academies, parks, city monuments, a repeatable +5% food or +5% industry buildings, and more. There's a new tech, terraforming, which can make all land slightly more useful. It's a very slow and expensive process to perform. Also, inquisitors which remove non-state religion and also travelling performers which allow a civilization add a little extra cultural influence here and there.
A few balance changes. Techs are now considerably slower and city maitenance costs have been increased. One of the goals is to remove inflation totally and instead make regular expenses fill this role. Civilizations should still be founding cities even later in the game as their economy permits. A few other tasks have been slightly lengthened to regard this change and the extra production as well.
=== Release Notes ===
This mod is currently in a public beta stage. There will be bugs and balance is not a big priority at the moment. I thank you for your patience and helping me by testing out this mod.
This mod is English ONLY. Sorry folks, but I'm just one person. Translating this mod into other languages would slow development down considerably.
Known bugs:
+Bonus modifiers for food, production, and commerce are not updated immediately. If a resource is acquired, it won't start affecting with the +5-10% bonus until next turn.
+Mouse overing the extra entries in the build list shows the mouse over information for the last building in the XML file. Not sure how to fix this, but it is a simple bug to ignore.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model.
+Terraformed Tundra is spawning when the map is generated. This is curious since none of the other terraformed terrain types spawn.
+Bureaucrats are displaying in an odd position. The +- buttons are fine, but the icon itself is bugged.
=== The change Log ===
-- 0.34 Changes --
+ (Change) Hydroponics Farms and Automated Production Plants are no longer kept track by means of specialists and instead are stored in a custom variable. Keep an eye out for bugs.
+ (Change) Military units now heal much slower. The rates are now 1 for enemy territory, 2 for neutral and friendy, and 3 for city healing.
-- 0.33 Changes --
+ (New) Unhealthiness now decreases the bonus food by 5% in addition to the -1 food penalty. Otherwise unhealthiness only increases the food per population to 3 which is not an appropriate means of limiting growth given how food works in this mod. Food bonus cannot go below 0%, however.
+ (New) I added several popups that should appear if anything goes wrong with some helpful messages, including the affected city, the source city (if applicable), and which segment of the culture code is causing the error. This should make troubleshooting those negative culture problems easier. I'm uncertain whether these messages will pop up for computer controlled cities (the PyPopup may only work for the active player), but it's a start.
+ (Change) The Civics XML file has been deleted. This is to reverse the Bureaucracy = unlimited bureaucrats because of how this could be used to create infintely sized cities too easily.
+ (Change) The default chance of buildings surviving a conquest is now 80%, up from 66%.
+ (Change) Plot culture is now given a slight bonus if within a decent maragin of cultural borders. The formula is now Culture Amount * (0.70^Distance from City)^(0.8^(culture level - distance)). Larger borders will now mean culture spreads faster in the areas it can reach.
+ (Change) Civic upkeep has been increased moreso than in the 152 patch.
+ (Fix) I changed how the random number was grabbed for the Inquisition. Hopefully it won't cause a synch error in multiplayer games now.
+ (Fix) Many of the changes made to incorporate the 152 changes had not been added. Hopefully this has been fixed. This includes the Marathon game speed.
-- 0.32 Changes --
+ (New) Added some more German text thanks to Grimaldi.
+ (New) Some buildings should now generate culture solely for the civilization that built them. These buildings are the same buildings that do not generate culture if captured. Some additional buildings, such as City Monuments and National Monuments, which cannot be captured, still generate culture exclusively for their owner, as opposed to being split according to nationality. This feature has not been well tested.
+ (change) Merchants now give 4 gold. Great merchants 8. (Down from 5 and 10, respectively). Engineers no longer give 1 research. Great Priests give 5 commerce (down from 6). Artists no longer bring in 1 gold, Great artists no longer bring in 2 gold.
+ (Change) Acadmies changed back to +4 culture (from +20%). National Monuments are +15% culture (down from +20%). National Parks are +10% culture (down from +15%). State University is now Community College and it doesn't require universities. It's also only +10% culture (down from 20%). Town Halls now only require Writing, so expansion should be able to occur a little earlier given the higher maitenance costs. District Banks have been lowered to +20% gold. Casinos are now -4 happiness. Under most circumstances where a casino would be built, the penalty is hardly a concern.
+ (Change) Cities only favor their own civilization by 30% now instead of 40%. This means culture is generated at the rate of Culture rate * (0.3 + 0.7 * nationality%) for the city's native culture. The other formula is slightly longer, but you get the idea.
+ (Change) Made a few tweaks to the culture code regarding how it cycles through players. This may or may not fix some bugs.
+ (Change) Automated Assembly Plants no longer advertise their +5% bonus. The AI would build them in place of happiness buildings or other improvements.
=== Change Ideas ===
+Buildings
|+Amusement Park +happiness, requires consumerism tech
|+Mass Transit System +health
|+Solar Power Plant +Clean power
|+Cure for Cancer +Future tech, +health, +happiness
|+National Library
|+HDTV
|+Crop Rotation Plan +15% food. Available with Crop Rotation.
|+Food Processing Plant +15% food.
+International Space Station. National/team Project: +5% research for each International Space Station built. The initial maker only gets +5% out of it, but once more people jump on the bandwagon...
+World Wonder: Artificial Moon. +2 happiness for all cities, +50% culture rate for all cities, +40% revenue in all cities from ads. +Great Engineer rate.
+Particle Accelerator. Either a National Wonder requiring labs, or requires 3 labs per instance. +Research
+Oil Refinery. Adds a +10% production bonus with oil.
+Ion Satellites. Orbital city bombardment. Maybe treated as a nuke without the baggage.
+Hospitals lower food consumption per population. This simulates less people dying by the population raising until the food consumption equals it's old value.
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.
+Specialist: Soldier. The "Great Person" is a unit that auto-upgrades to the latest technology available and is given great bonuses to make it very formiddable in combat.
+Atrocities. These are acts which cause unhappiness to cities of civilizations that consider these acts atrocities if at peace with the person comitting the atrocity. Not only do atrocities cause a diplomatic hit, but they also affect your civilization in a way to encourage the diplomacy hit such that players regard these atrocities in a similar manner as AIs.
|+ Razing cities. Maybe only an atrocity for civs with Emancipation.
|+ Attacking structures in orbit, including the space ship before it launches.
|+ Black Market. Chance of being discovered.
|+ The Draft. Considered an atrocity by peace-loving civs.
|+ Slave Rushing.
|+ Inquisition. Removes foreign culture, reduces city population, causes temporary unhappiness, removes a non-state religion.
|+ Napalm. A devastating air bomber that gets a large bonus versus infantry and mech infantry.
+Change Diplomacy such that the modifiers towards nations affect city happiness directly. This makes the AI's behavior more sensical and encourages players to consider how they conduct diplomacy with one another more carefully. One of the civilization clones mentions how AI-Player and Player-Player interactions are so different and I would like to follow this example.
+Random events. Political situations which break open border agreements, metoers, earthquakes, and other random events that keep the game interesting.
+Raise the upkeep costs of all new units to be proportional to the era they belong in.
+Technologies
+| Lathe. This is a very important tool that made industrialization and interchangable parts possible.
+| Water Purification. Well water wasn't always of trustable quality and this represents the technologies that combined together to provide consistantly good quality water to people. Obsoletes the health bonus of Breweries and allows building of Sewage Treatment Plants.
+| Fermentation. Requires pottery. Allows Brewery and winery. Leads to Monarchy.
+| Atomic Theory. Leads to Fission. Allows construction of Lab.
+| Calculus. Leads to Physics.
+| First Aid. Represents a publicly offered course focusing on the bare necessities such that anyone can learn and be helpful in an emergecy situation until professional help arrives. +health. (Maybe a national wonder instead?)
+| Applied Fusion. Required for Fusion Power Plants.
+| Artificial gems. Future era tech. Obsoletes gems but provides +2 happiness.
+| Carbon Nanotubes. A supermaterial. This represents a cheap method to actually make a useful amount.
+New Civic model. Include on/off options like legalization of gambling, legalization of drugs, Legalized Abortion (slower city growth, more happiness, can cause a reputation hit (atrocity)).
=== Dreams ===
+ Integrate a variety of different projects and present these all as game startup choices. A player can choose among traditional buildings, nested and specialized buildings (3xlibraries = 1 university, 3xuniversities = 1xobservatory, ect.), abstract buildings (Build up infrastructe by means of a process, much like wealth, but instead of increasing gold it increases gold modifier of the city). They can also choose between different styles of technology and different styles of units. I imagine this might require a ton of different XML files with possibly an SDK generated package that selects the appropriate XML files for the situation.
=== Credits ===
rjwoer/Byrjw for his resource mod
tywiggins for his Forestry Mod and his Terraform Mod
TheDarkside and tywiggins for the ability to destroy buildings
ChaosLord for the holy city missionaries idea
Frontbrecher for his wonderful Lost Wonders mod.
Snaitf for his Great General Mod, which is not explicitly used, but the interface code is.
Grimaldi for his work in translating some of the text to German.
Below is a screenshot from this mod. Note the large city size, the number of specialists this city size allows, the bonus production and food, and the nationality makeup of the city.
[=] Playtest BtS to get a feel for the new gameplay elements. (Must playtest moooooooore!)
[=] Update mod to BtS. (I started from scratch. I am making use of my old mod as reference.)
[*] Do the cultural model in the SDK instead of the python so it's not such a hack (Done!)
[*] Incorporate the expanded cities code so higher cultural levels means more workable tiles. (Done!)
Playtesting notes:
[] Religion should add espionage points for the holy city owner. It is tempting to simplify this to making the great prophet building add espionage points in addition to wealth, even if it espionage should be applied towards the civs with the religion.
[] Spies should generate espionage points by sitting in an enemy city.
[] Espionage cost should be based on player size. A smaller empire would have an easier time infiltrating a larger one, for example. Also, it should be possible for smaller empires to generate more espionage points than a larger empire. Currently, more cities = more espionage points, which I do not agree with.
[] Spies (or possibly only great spies) should be able to establish a front. Basically a building that grants the original player espionage towards the victim. This would help solve the problem of above. The trick here is how this espionage gets modified, or if it should be modified at all.
[] Corporations should add espionage points for the HQ owner. It is tempting to do this as above for religion.
[] There must be a coffee corporation. This corporation might provide double espionage in foreign territory.

[] Great Generals should be immortal. When a warlord unit dies, the great general respawns. Great generals would add no exp, but instead give a bonus to combat for the attached unit, much like a combat upgrade.
[] Great Spy's infiltrate mission should be replaced by the option of doing a mission for free with a 100% success rate.
[] Add embassies. These buildings would increase trade between two civs. And they would happen to also generate espionage points for the civilization owner. May require a great person, or only be able to be constructed in the target player's capital.
[?] Spies need more missions and more powerful ones. Particularly unit-based missions.
[?] Corporations should add culture for the HQ owner?
[?] Espionage is generated mostly at a flat rate capped by the number of cities built. This was fine for culture and how location specific it was, but this promotes city cramming if a player wants to go espionage focused and anything that promotes city cramming is not good. I think I'll make all improvements +% based and make espionage powerful enough to force players to invest at least 10% into it.
General to do list:
[] Update Inquisition units
[] Add flavor to religions
[] Add flavor to leader traits (unique buildings, possibly units based on traits)
[] Extend the production -> (money, culture, research) options such that they provide permanent boosts and are not merely something to do when there is nothing else to do. That is, hammers invested into money might provide a permanent (cumulative hammers^0.5)% boost to money.
[] Tweak the values of promotions. Make Combat Promotion more useful.
[] Make the commerce slider scale. After some value (40%?), additional commerce invested into one area suffers an overdrive penalty.
[?] Change health/happiness so buildings/civics can provide multipliers and make health/happiness
[?] Change how EXP works: All EXP values as-is would be multiplied by a number and units would gain and/or certain buildings would add small amounts of exp per turn.
[?] Make a few bonuses for having fewer, bigger cities. Maybe a free specialist for every 5 citizens beyond 10, starting at 15? Or something else.
=== Mylon Mod 0.34 ===
Download 0.34 (not working ATM)
Download 0.33
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
=== Installation Instructions ===
To install, delete any previous version of this mod in your mod directory and extract the contents into your mod folder. To play, launch Civ4 normally and go to the advanced menu to choose "Load Mod" and pick Mylon Mod, or create/edit a shortcut to Civ4 to include [ mod="Mods\Mylon Mod" ] after the Civilization 4 executable in the target field for a faster way of playing.
=== General Changes ===
Game pace has been considerably slowed. Techs are slower to research but building and training rates are nearly the same. Even normal should be fairly long and epic should be, well, epic. Marathon game speed is not for the faint of heart.
Resources are much more important now. Strategic resources give a +5% production bonus and food resources give a +5% food bonus. All of the food resource enhancing buildings give a further +5% food for their respective resources. Luxury resource enhancing buildings give a further +5% gold for their respective resources.
Culture works much differently. Cities produce culture according to their nationality. This means border cities will be less effective at pushing back the borders of a rival nation and the inner cities are what keep the border cities "pure" so that they can push the borders back. Also, trade spreads culture, so this provides another means of spreading one's culture far and wide. Also, religion spreads culture for the holy city founder. Spreading a neighboring civilization's religion and building buildings for that religion may be detrimental to the cause.
Lots of new buildings, new technologies, and other additions. Cities can now build sewer systems, museums, military academies, parks, city monuments, a repeatable +5% food or +5% industry buildings, and more. There's a new tech, terraforming, which can make all land slightly more useful. It's a very slow and expensive process to perform. Also, inquisitors which remove non-state religion and also travelling performers which allow a civilization add a little extra cultural influence here and there.
A few balance changes. Techs are now considerably slower and city maitenance costs have been increased. One of the goals is to remove inflation totally and instead make regular expenses fill this role. Civilizations should still be founding cities even later in the game as their economy permits. A few other tasks have been slightly lengthened to regard this change and the extra production as well.
=== Release Notes ===
This mod is currently in a public beta stage. There will be bugs and balance is not a big priority at the moment. I thank you for your patience and helping me by testing out this mod.
This mod is English ONLY. Sorry folks, but I'm just one person. Translating this mod into other languages would slow development down considerably.
Known bugs:
+Bonus modifiers for food, production, and commerce are not updated immediately. If a resource is acquired, it won't start affecting with the +5-10% bonus until next turn.
+Mouse overing the extra entries in the build list shows the mouse over information for the last building in the XML file. Not sure how to fix this, but it is a simple bug to ignore.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model.
+Terraformed Tundra is spawning when the map is generated. This is curious since none of the other terraformed terrain types spawn.
+Bureaucrats are displaying in an odd position. The +- buttons are fine, but the icon itself is bugged.
=== The change Log ===
-- 0.34 Changes --
+ (Change) Hydroponics Farms and Automated Production Plants are no longer kept track by means of specialists and instead are stored in a custom variable. Keep an eye out for bugs.
+ (Change) Military units now heal much slower. The rates are now 1 for enemy territory, 2 for neutral and friendy, and 3 for city healing.
-- 0.33 Changes --
+ (New) Unhealthiness now decreases the bonus food by 5% in addition to the -1 food penalty. Otherwise unhealthiness only increases the food per population to 3 which is not an appropriate means of limiting growth given how food works in this mod. Food bonus cannot go below 0%, however.
+ (New) I added several popups that should appear if anything goes wrong with some helpful messages, including the affected city, the source city (if applicable), and which segment of the culture code is causing the error. This should make troubleshooting those negative culture problems easier. I'm uncertain whether these messages will pop up for computer controlled cities (the PyPopup may only work for the active player), but it's a start.
+ (Change) The Civics XML file has been deleted. This is to reverse the Bureaucracy = unlimited bureaucrats because of how this could be used to create infintely sized cities too easily.
+ (Change) The default chance of buildings surviving a conquest is now 80%, up from 66%.
+ (Change) Plot culture is now given a slight bonus if within a decent maragin of cultural borders. The formula is now Culture Amount * (0.70^Distance from City)^(0.8^(culture level - distance)). Larger borders will now mean culture spreads faster in the areas it can reach.
+ (Change) Civic upkeep has been increased moreso than in the 152 patch.
+ (Fix) I changed how the random number was grabbed for the Inquisition. Hopefully it won't cause a synch error in multiplayer games now.
+ (Fix) Many of the changes made to incorporate the 152 changes had not been added. Hopefully this has been fixed. This includes the Marathon game speed.
-- 0.32 Changes --
+ (New) Added some more German text thanks to Grimaldi.
+ (New) Some buildings should now generate culture solely for the civilization that built them. These buildings are the same buildings that do not generate culture if captured. Some additional buildings, such as City Monuments and National Monuments, which cannot be captured, still generate culture exclusively for their owner, as opposed to being split according to nationality. This feature has not been well tested.
+ (change) Merchants now give 4 gold. Great merchants 8. (Down from 5 and 10, respectively). Engineers no longer give 1 research. Great Priests give 5 commerce (down from 6). Artists no longer bring in 1 gold, Great artists no longer bring in 2 gold.
+ (Change) Acadmies changed back to +4 culture (from +20%). National Monuments are +15% culture (down from +20%). National Parks are +10% culture (down from +15%). State University is now Community College and it doesn't require universities. It's also only +10% culture (down from 20%). Town Halls now only require Writing, so expansion should be able to occur a little earlier given the higher maitenance costs. District Banks have been lowered to +20% gold. Casinos are now -4 happiness. Under most circumstances where a casino would be built, the penalty is hardly a concern.
+ (Change) Cities only favor their own civilization by 30% now instead of 40%. This means culture is generated at the rate of Culture rate * (0.3 + 0.7 * nationality%) for the city's native culture. The other formula is slightly longer, but you get the idea.
+ (Change) Made a few tweaks to the culture code regarding how it cycles through players. This may or may not fix some bugs.
+ (Change) Automated Assembly Plants no longer advertise their +5% bonus. The AI would build them in place of happiness buildings or other improvements.
=== Change Ideas ===
+Buildings
|+Amusement Park +happiness, requires consumerism tech
|+Mass Transit System +health
|+Solar Power Plant +Clean power
|+Cure for Cancer +Future tech, +health, +happiness
|+National Library
|+HDTV
|+Crop Rotation Plan +15% food. Available with Crop Rotation.
|+Food Processing Plant +15% food.
+International Space Station. National/team Project: +5% research for each International Space Station built. The initial maker only gets +5% out of it, but once more people jump on the bandwagon...
+World Wonder: Artificial Moon. +2 happiness for all cities, +50% culture rate for all cities, +40% revenue in all cities from ads. +Great Engineer rate.
+Particle Accelerator. Either a National Wonder requiring labs, or requires 3 labs per instance. +Research
+Oil Refinery. Adds a +10% production bonus with oil.
+Ion Satellites. Orbital city bombardment. Maybe treated as a nuke without the baggage.
+Hospitals lower food consumption per population. This simulates less people dying by the population raising until the food consumption equals it's old value.
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.
+Specialist: Soldier. The "Great Person" is a unit that auto-upgrades to the latest technology available and is given great bonuses to make it very formiddable in combat.
+Atrocities. These are acts which cause unhappiness to cities of civilizations that consider these acts atrocities if at peace with the person comitting the atrocity. Not only do atrocities cause a diplomatic hit, but they also affect your civilization in a way to encourage the diplomacy hit such that players regard these atrocities in a similar manner as AIs.
|+ Razing cities. Maybe only an atrocity for civs with Emancipation.
|+ Attacking structures in orbit, including the space ship before it launches.
|+ Black Market. Chance of being discovered.
|+ The Draft. Considered an atrocity by peace-loving civs.
|+ Slave Rushing.
|+ Inquisition. Removes foreign culture, reduces city population, causes temporary unhappiness, removes a non-state religion.
|+ Napalm. A devastating air bomber that gets a large bonus versus infantry and mech infantry.
+Change Diplomacy such that the modifiers towards nations affect city happiness directly. This makes the AI's behavior more sensical and encourages players to consider how they conduct diplomacy with one another more carefully. One of the civilization clones mentions how AI-Player and Player-Player interactions are so different and I would like to follow this example.
+Random events. Political situations which break open border agreements, metoers, earthquakes, and other random events that keep the game interesting.
+Raise the upkeep costs of all new units to be proportional to the era they belong in.
+Technologies
+| Lathe. This is a very important tool that made industrialization and interchangable parts possible.
+| Water Purification. Well water wasn't always of trustable quality and this represents the technologies that combined together to provide consistantly good quality water to people. Obsoletes the health bonus of Breweries and allows building of Sewage Treatment Plants.
+| Fermentation. Requires pottery. Allows Brewery and winery. Leads to Monarchy.
+| Atomic Theory. Leads to Fission. Allows construction of Lab.
+| Calculus. Leads to Physics.
+| First Aid. Represents a publicly offered course focusing on the bare necessities such that anyone can learn and be helpful in an emergecy situation until professional help arrives. +health. (Maybe a national wonder instead?)
+| Applied Fusion. Required for Fusion Power Plants.
+| Artificial gems. Future era tech. Obsoletes gems but provides +2 happiness.
+| Carbon Nanotubes. A supermaterial. This represents a cheap method to actually make a useful amount.
+New Civic model. Include on/off options like legalization of gambling, legalization of drugs, Legalized Abortion (slower city growth, more happiness, can cause a reputation hit (atrocity)).
=== Dreams ===
+ Integrate a variety of different projects and present these all as game startup choices. A player can choose among traditional buildings, nested and specialized buildings (3xlibraries = 1 university, 3xuniversities = 1xobservatory, ect.), abstract buildings (Build up infrastructe by means of a process, much like wealth, but instead of increasing gold it increases gold modifier of the city). They can also choose between different styles of technology and different styles of units. I imagine this might require a ton of different XML files with possibly an SDK generated package that selects the appropriate XML files for the situation.
=== Credits ===
rjwoer/Byrjw for his resource mod
tywiggins for his Forestry Mod and his Terraform Mod
TheDarkside and tywiggins for the ability to destroy buildings
ChaosLord for the holy city missionaries idea
Frontbrecher for his wonderful Lost Wonders mod.
Snaitf for his Great General Mod, which is not explicitly used, but the interface code is.
Grimaldi for his work in translating some of the text to German.
Below is a screenshot from this mod. Note the large city size, the number of specialists this city size allows, the bonus production and food, and the nationality makeup of the city.