Now I know that I'm working on the Star Wars Mod but I just wanted to get some discussions on this. For anyone who likes the Star Wars Mod I'm not going to work on this until I get up to atleast 0.7 or 0.8.
This mod is a mythological and medieval mod mostly based in Asia. It will contain Djinn's, Magic Lamps, Arabian robbers, Chinese Dragons, Indian Monks and elephants, King Arthur and tons more
The Civilizations:
Religions:
Islam
Christianity
Hinduism
Taoism
Confucianism
Buddhism
No Judaism because there are no Jewish Civs.
Civics:
Name: Acceptance
Upkeep: Low
Effect: Basic Mythology Civic
Comments: You accept what's going on around you. You don't understand it, but that's ok
Name: Fortune-Bringers
Upkeep: low
Effect: Each myth unit brings +1 to the city it's in.
Comments: Mythological creatures obvously are good omens, and the more you see them the better off you are.
Name: Honor
Upkeep: Med
Effect: +1 exp points for Myth units, -20% production cost for myth units.
Comments: You show honor and respect towards nature, the Universe, and her creatures. The creatures respond to this respect by becoming more willing to fight for you and more knowledgeable.
Name: Fame
Upkeep: High
Effect: Each myth Unit gives +1 culture to the city it's in for every 2 XP it has.
Comments: Some cities become famous for their mythology, or the modern day equivalent. Think of how much culture the Loch Ness monster has brought to Inverness.
Name: Worship
Upkeep: High
Effect: You may build a shrine in a city(req temple). Whenever you create your myth unit you get 1 free myth unit extra! Whenever you switch to another mythology civic the shrine loses it's benefits(except for Skepticism, see below).
Comments: You worship the kind and caring gods who give you success. They in turn bless you with more creatures to war on the heathens!
Name: Skepticism
Upkeep: low
Effect: You can also build shrines, but instead of the units, they give you +4 culture. Same as above, switching to another civic ends the benfits, except for Worship, which replaces it.
Comments: This represents a time in which people take the old legends with a grain of salt. Take for istance Athens. The Parthenon is kind of a shrine to their mythology, and though people no longer beleive in the Greek gods, they still know about them as interesting myths.
Name: Disbeleif
Upkeep: Med
Effect: +50% production cost for myth units, -50% for UUs.
Comments: Since your people no longer need to waste any time worshipping silly fairies and the such, they can devote their time to what's really important, namely, your wars.
Name: Heathenism
Upkeep: low
Effect: Basic Religous civic
Comments: You have no religion and just do what feels right.
Name: Mythology
Upkeep: low
Effect: Myth units get +2 exp points
Comments: You believe in the local legends and myths handed down about your religion. The myths can vary considerably, and are different from region to region.
Name: Divine Right
Upkeep: Med
Effect: +2 in cities with state religion, 50% less resistance time.
Comments: The belief that the leader is chosen by the heavens, and obedience to the leader is obedience to the gods.
Name: Imperial Encouragement
Upkeep: High
Effect: +100% production for missionaries of state religion.
Comments: The empire encourages the spread of it's religions and encourages people to spread it.
Name: Religious Assimilation
Upkeep: low
Effect: You have no state religion. You get a positive diplomatic bonus if a city of yours shares the state religion with that civ, no negative modifiers, +1 in each city with a religion.
Comments: You follow the ways of whomever you deal with. You are comfortable with multiple religions, and go with the flow.
Name: Crusading
Upkeep: High
Effect: All units +3 exp points in cities with state religion, higher negative modifier if nation has different state religion, negative modifier if no state religion.
Comments: Religion should be spread- at the point of a sword. If the dang pagans refuse to accept your religion, on their own heads be it!
Name: Holy Knights
Upkeep: Med
Effect: You can train a special unit, Templar Knight, that can be sacraficed to give your state religion to a city.
Comments: You have an order of holy warriors willing to spread your religion, yet are also ly to disagree with.
Name: Nation
Upkeep: Low
Effect: Basic empire civic
Comments: You control a nation of mostly a single nationality, united togther by the government.
Name: Tribal-Unity
Upkeep: Med
Effect: +50% city upkeep, +4 culture per city
Comments: Several different tribes have been unified together as one nation, but to keep them together requires greater effort. However, because each city is so distinct, they have greater culture.
Name: Provincial Nobles
Upkeep: Low
Effect: +100% GP points, -50% unit upkeep. Small chance every turn for each city with less than three military units in it will become barbarian.
Comments: By allowing the day-to-day rulings to go to the nobles of the provinces of your empire, you let people develop their own ideas more freely. The nobles also help pay for the armies out of their own pockets. However, this encourages a bit of greed for power among the nobles, and too small of a military presence might give them ideas...
Name: Motherland
Upkeep: Low
Effect: +25% defense in top 5 cities, enemy unit's heal 50% slower in your territory.
Comments: Can anyone say Russia? "Rule one of war: Don't march on Moscow"
Name: Colonial Empire
Upkeep: None
Effect: No maintenance cost from distance to palace, +50% movement rate for ships.
Comments: A good seafaring empire, this is exemplified by Portugal in the 1500s, or Britain in the 1700s.
Name: Bastion Territory
Upkeep: Very High
Effect: No upkeep cost for 3 largest cities, walls +25% defense, castles +25% defense, Castles provide +2 exp points for each unit made.
Comments: A small but very well defended country, you are well defended from attack by a larger nation. Think of minor European nations. It's useless for a large empire because of the upkeep.
Name: Represenative Republic
Upkeep: low
Effect: You get +1 and +2 for each different nationality you have.
Comments: An empire of many different ethnicities, you are tolerant towards all and this expresses itself in happier citizens and greater cultural variety.
Name: Tribalism
Upkeep:low
Effect: Basic labor civ
Comment: You give all your effort to the tribe, the tribe gives you back it's effort.
Name: Caste System
Upkeep: Med
Effect: Can force as many Engineers, Artists, and Merchants as you want.
Comment: Who you were born to determines your position in society. I thought engineers would be more appropriate for this time period than scientists.
Name: Serfdom
Upkeep: Low
Effect: Workers build improvements 50% faster.
Comment: You give a group of serfs to a noble, and they do the
Name: Exchequer
Upkeep: Med
Effect: Can spend to finish production in a city.
Comments: If you need something built, pay people to do it!
Name: Apprenticeship
Upkeep: High
Effect: Workshops +2 Towns and villages +1
Comment: Youth get trained to do their career by apprenticing themselves to the more experienced.
Name: Ruralism
Upkeep: High
Effect: Farms +1
Comment: Your people are mostly working in the country, not the cities.
Name: Urbanism
Upkeep: High
Effect: All cities larger than 7 +4, towns +2
Comment: Your people gather together in large cities, with fewer working farms and fields.
Name: Millitia
Upkeep: Low
Effects: Basic Military civic
Comments: You have a group of people dedicated to protecting your nation.
Name: Guerilla Army
Upkeep: Med
Effects: Unit upkeep greatly increased, all land units given Guerilla I and II, and Woodsman I and II.
Comments: You have a small but well trained army. They know the land very well, and they know how to use it to defeat a larger army.
Name: Army En Masse
Upkeep: Med
Effects: Unit upkeep greatly decreased, 75% increase for military units, barracks effects suspended.
Comments: You maintain a very large army, at the expense of experience of your troops.
Name: Military Hiearchy
Upkeep: High
Effects: All units with 17+ experience give a 20% combat increase to units in a stack with them, and 10% combat increase to units by them.
Comments: You put your more experienced soldiers in charge of others as officers, letting them lend their knowledge of tactics and battle to the cannon-fodder.
Name: Mercenaries
Upkeep: None
Effects:You can buy a unit from a city with ; similiar to drafting with nationhood, but instead of pop and no . Also, 50% less war-weariness.
Comments: You buy your soldiers instead of training them yourself. It is very popular with your people because it is not their sons who are dying in foriegn lands.
Name: Exploration
Upkeep: Low
Effects: Naval units and Recon units +100%, Naval units start with Navigation I, Recon units get Sentry.
Comments: Good for exploring enemy lands before the assault, or good for establishing rule of the seven seas.
Name: Patriotism
Upkeep: High
Effects: +100% UU and +100% Myth unit
Comments: Your people are proud of their nation and are well trained in the legends and folklore surrounding. Your difference makes you stronger, and you emphasize it.
Name: Barter
Upkeep: Low
Effects: Basic economy civic
Comment: You trade what you have for what you want
Name: National Curency
Upkeep: Med
Effects: +2 trade routes, no foriegn trade.
Comment: Your nation has a single currency, which is used throughout your empire.
Name: Spoils of War
Upkeep: Low
Effects: Pillaging results in 3x as much gold
Comment: Your people are a warlike and agressive people and raid other nations to get what they need.
Name: Manoralism
Upkeep: High
Effects: Farms produce +2 commerce
Comment: You assign your land to several nobles who let lower class members work the soil, in exchange for giving them a share of the profits.
Name: Overseas Territories
Upkeep: Low
Effects: Docks and Harbors(Or any naval buildings that will be in the mod) cost 50% less, Each surplus resource provides +2 coin.
Comment: You have several overseas territories and they are gathering rare and exotic goods for your empire.
Name: Banking Establishments
Upkeep: High
Effects: Each turn you make 5% of your total gold
Comment: By investing your money you are able to make a profit off the total amount of money you have.
Name: Free Trade
Upkeep:Low
Effects: All cities get +1 happiness for each trade route
Comment: You let your people trade with other nations to get luxuries and goods not found within your own borders, and these appease the people.
Techs:
Haven't Decided, Got Suggestions?
Buildings:
Haven't Decided, Got Suggestions?
Units:
Post #61
Improvements and Recources:
Jade (Mine)
This mod is a mythological and medieval mod mostly based in Asia. It will contain Djinn's, Magic Lamps, Arabian robbers, Chinese Dragons, Indian Monks and elephants, King Arthur and tons more
The Civilizations:
Spoiler :
The Mystic Civs:
China: The Emperor
UU: Cho Ku Nu - Crossbowman, Chinese Dragon - (Don't Know), Hero.
India: The Raja
UU: Fast Worker - Worker, Indian War Elephant - (War Elephant), Arjuna
Japan: The Shogun
UU: Samurai - Maceman, Kappa, Hero
Mongolia: The Khan
UU: Keshik - Horse Archer, Blue Wolf - (Don't Know), Hero
Arabia: The Sultan
UU: Camel Archer - Horse Archer, Djinn - (Don't Know), Hero
The Invader Civs:
England: The Queen
UU: Longbowman - Archer, Welsh Dragon, Lancelot
France: The Dauphin
UU: Paladin, (French Mythical Unit), Hero
Spain: The King
UU: World Explorer, (Spanish Mythical Unit), Hero
Tuetons: The Knight
UU: Tuetonic Knight, Niebelung, Siegfried
Vikings: The Konung
UU: Beserker, Kraken, Hero
Note: I'm not saying European's are bad, but they did invade many asian countries, hence the names Invader Civs.
The Neutral Civs:
China: The Emperor
UU: Cho Ku Nu - Crossbowman, Chinese Dragon - (Don't Know), Hero.
India: The Raja
UU: Fast Worker - Worker, Indian War Elephant - (War Elephant), Arjuna
Japan: The Shogun
UU: Samurai - Maceman, Kappa, Hero
Mongolia: The Khan
UU: Keshik - Horse Archer, Blue Wolf - (Don't Know), Hero
Arabia: The Sultan
UU: Camel Archer - Horse Archer, Djinn - (Don't Know), Hero
The Invader Civs:
England: The Queen
UU: Longbowman - Archer, Welsh Dragon, Lancelot
France: The Dauphin
UU: Paladin, (French Mythical Unit), Hero
Spain: The King
UU: World Explorer, (Spanish Mythical Unit), Hero
Tuetons: The Knight
UU: Tuetonic Knight, Niebelung, Siegfried
Vikings: The Konung
UU: Beserker, Kraken, Hero
Note: I'm not saying European's are bad, but they did invade many asian countries, hence the names Invader Civs.
The Neutral Civs:
Religions:
Spoiler :
Islam
Christianity
Hinduism
Taoism
Confucianism
Buddhism
No Judaism because there are no Jewish Civs.
Civics:
Spoiler :
Name: Acceptance
Upkeep: Low
Effect: Basic Mythology Civic
Comments: You accept what's going on around you. You don't understand it, but that's ok
Name: Fortune-Bringers
Upkeep: low
Effect: Each myth unit brings +1 to the city it's in.
Comments: Mythological creatures obvously are good omens, and the more you see them the better off you are.
Name: Honor
Upkeep: Med
Effect: +1 exp points for Myth units, -20% production cost for myth units.
Comments: You show honor and respect towards nature, the Universe, and her creatures. The creatures respond to this respect by becoming more willing to fight for you and more knowledgeable.
Name: Fame
Upkeep: High
Effect: Each myth Unit gives +1 culture to the city it's in for every 2 XP it has.
Comments: Some cities become famous for their mythology, or the modern day equivalent. Think of how much culture the Loch Ness monster has brought to Inverness.
Name: Worship
Upkeep: High
Effect: You may build a shrine in a city(req temple). Whenever you create your myth unit you get 1 free myth unit extra! Whenever you switch to another mythology civic the shrine loses it's benefits(except for Skepticism, see below).
Comments: You worship the kind and caring gods who give you success. They in turn bless you with more creatures to war on the heathens!
Name: Skepticism
Upkeep: low
Effect: You can also build shrines, but instead of the units, they give you +4 culture. Same as above, switching to another civic ends the benfits, except for Worship, which replaces it.
Comments: This represents a time in which people take the old legends with a grain of salt. Take for istance Athens. The Parthenon is kind of a shrine to their mythology, and though people no longer beleive in the Greek gods, they still know about them as interesting myths.
Name: Disbeleif
Upkeep: Med
Effect: +50% production cost for myth units, -50% for UUs.
Comments: Since your people no longer need to waste any time worshipping silly fairies and the such, they can devote their time to what's really important, namely, your wars.
Name: Heathenism
Upkeep: low
Effect: Basic Religous civic
Comments: You have no religion and just do what feels right.
Name: Mythology
Upkeep: low
Effect: Myth units get +2 exp points
Comments: You believe in the local legends and myths handed down about your religion. The myths can vary considerably, and are different from region to region.
Name: Divine Right
Upkeep: Med
Effect: +2 in cities with state religion, 50% less resistance time.
Comments: The belief that the leader is chosen by the heavens, and obedience to the leader is obedience to the gods.
Name: Imperial Encouragement
Upkeep: High
Effect: +100% production for missionaries of state religion.
Comments: The empire encourages the spread of it's religions and encourages people to spread it.
Name: Religious Assimilation
Upkeep: low
Effect: You have no state religion. You get a positive diplomatic bonus if a city of yours shares the state religion with that civ, no negative modifiers, +1 in each city with a religion.
Comments: You follow the ways of whomever you deal with. You are comfortable with multiple religions, and go with the flow.
Name: Crusading
Upkeep: High
Effect: All units +3 exp points in cities with state religion, higher negative modifier if nation has different state religion, negative modifier if no state religion.
Comments: Religion should be spread- at the point of a sword. If the dang pagans refuse to accept your religion, on their own heads be it!
Name: Holy Knights
Upkeep: Med
Effect: You can train a special unit, Templar Knight, that can be sacraficed to give your state religion to a city.
Comments: You have an order of holy warriors willing to spread your religion, yet are also ly to disagree with.
Name: Nation
Upkeep: Low
Effect: Basic empire civic
Comments: You control a nation of mostly a single nationality, united togther by the government.
Name: Tribal-Unity
Upkeep: Med
Effect: +50% city upkeep, +4 culture per city
Comments: Several different tribes have been unified together as one nation, but to keep them together requires greater effort. However, because each city is so distinct, they have greater culture.
Name: Provincial Nobles
Upkeep: Low
Effect: +100% GP points, -50% unit upkeep. Small chance every turn for each city with less than three military units in it will become barbarian.
Comments: By allowing the day-to-day rulings to go to the nobles of the provinces of your empire, you let people develop their own ideas more freely. The nobles also help pay for the armies out of their own pockets. However, this encourages a bit of greed for power among the nobles, and too small of a military presence might give them ideas...
Name: Motherland
Upkeep: Low
Effect: +25% defense in top 5 cities, enemy unit's heal 50% slower in your territory.
Comments: Can anyone say Russia? "Rule one of war: Don't march on Moscow"
Name: Colonial Empire
Upkeep: None
Effect: No maintenance cost from distance to palace, +50% movement rate for ships.
Comments: A good seafaring empire, this is exemplified by Portugal in the 1500s, or Britain in the 1700s.
Name: Bastion Territory
Upkeep: Very High
Effect: No upkeep cost for 3 largest cities, walls +25% defense, castles +25% defense, Castles provide +2 exp points for each unit made.
Comments: A small but very well defended country, you are well defended from attack by a larger nation. Think of minor European nations. It's useless for a large empire because of the upkeep.
Name: Represenative Republic
Upkeep: low
Effect: You get +1 and +2 for each different nationality you have.
Comments: An empire of many different ethnicities, you are tolerant towards all and this expresses itself in happier citizens and greater cultural variety.
Name: Tribalism
Upkeep:low
Effect: Basic labor civ
Comment: You give all your effort to the tribe, the tribe gives you back it's effort.
Name: Caste System
Upkeep: Med
Effect: Can force as many Engineers, Artists, and Merchants as you want.
Comment: Who you were born to determines your position in society. I thought engineers would be more appropriate for this time period than scientists.
Name: Serfdom
Upkeep: Low
Effect: Workers build improvements 50% faster.
Comment: You give a group of serfs to a noble, and they do the
Name: Exchequer
Upkeep: Med
Effect: Can spend to finish production in a city.
Comments: If you need something built, pay people to do it!
Name: Apprenticeship
Upkeep: High
Effect: Workshops +2 Towns and villages +1
Comment: Youth get trained to do their career by apprenticing themselves to the more experienced.
Name: Ruralism
Upkeep: High
Effect: Farms +1
Comment: Your people are mostly working in the country, not the cities.
Name: Urbanism
Upkeep: High
Effect: All cities larger than 7 +4, towns +2
Comment: Your people gather together in large cities, with fewer working farms and fields.
Name: Millitia
Upkeep: Low
Effects: Basic Military civic
Comments: You have a group of people dedicated to protecting your nation.
Name: Guerilla Army
Upkeep: Med
Effects: Unit upkeep greatly increased, all land units given Guerilla I and II, and Woodsman I and II.
Comments: You have a small but well trained army. They know the land very well, and they know how to use it to defeat a larger army.
Name: Army En Masse
Upkeep: Med
Effects: Unit upkeep greatly decreased, 75% increase for military units, barracks effects suspended.
Comments: You maintain a very large army, at the expense of experience of your troops.
Name: Military Hiearchy
Upkeep: High
Effects: All units with 17+ experience give a 20% combat increase to units in a stack with them, and 10% combat increase to units by them.
Comments: You put your more experienced soldiers in charge of others as officers, letting them lend their knowledge of tactics and battle to the cannon-fodder.
Name: Mercenaries
Upkeep: None
Effects:You can buy a unit from a city with ; similiar to drafting with nationhood, but instead of pop and no . Also, 50% less war-weariness.
Comments: You buy your soldiers instead of training them yourself. It is very popular with your people because it is not their sons who are dying in foriegn lands.
Name: Exploration
Upkeep: Low
Effects: Naval units and Recon units +100%, Naval units start with Navigation I, Recon units get Sentry.
Comments: Good for exploring enemy lands before the assault, or good for establishing rule of the seven seas.
Name: Patriotism
Upkeep: High
Effects: +100% UU and +100% Myth unit
Comments: Your people are proud of their nation and are well trained in the legends and folklore surrounding. Your difference makes you stronger, and you emphasize it.
Name: Barter
Upkeep: Low
Effects: Basic economy civic
Comment: You trade what you have for what you want
Name: National Curency
Upkeep: Med
Effects: +2 trade routes, no foriegn trade.
Comment: Your nation has a single currency, which is used throughout your empire.
Name: Spoils of War
Upkeep: Low
Effects: Pillaging results in 3x as much gold
Comment: Your people are a warlike and agressive people and raid other nations to get what they need.
Name: Manoralism
Upkeep: High
Effects: Farms produce +2 commerce
Comment: You assign your land to several nobles who let lower class members work the soil, in exchange for giving them a share of the profits.
Name: Overseas Territories
Upkeep: Low
Effects: Docks and Harbors(Or any naval buildings that will be in the mod) cost 50% less, Each surplus resource provides +2 coin.
Comment: You have several overseas territories and they are gathering rare and exotic goods for your empire.
Name: Banking Establishments
Upkeep: High
Effects: Each turn you make 5% of your total gold
Comment: By investing your money you are able to make a profit off the total amount of money you have.
Name: Free Trade
Upkeep:Low
Effects: All cities get +1 happiness for each trade route
Comment: You let your people trade with other nations to get luxuries and goods not found within your own borders, and these appease the people.
Techs:
Haven't Decided, Got Suggestions?
Buildings:
Haven't Decided, Got Suggestions?
Units:
Post #61
Improvements and Recources:
Jade (Mine)