kristopherb said:
This link is broken. You have "http://" twice.
stables;1 extra movement to units going from stable to stable an 25 % faster mounted req ; horse riding ob with fight
While I can understand wanting to include stables, this doesn't seem to be the right way to implement it. Besides, couldn't stables be implied as part of the Barracks?
circus maximas; free stables in every city
Civ4 seems to be shying away from the "free improvement" wonders that riddled CivIII (probably because that gets boring after a while). I can't argue about implementation since I disagree with your stables idea, but I can say that the Circus Maximus should be included.
armoury; stonger drafted units req ;iron ob with assembly line
By the time someone gets the Nationhood civic for drafting, Assembly Line is often very close. By "stronger drafted units," I assume you mean more XP for drafted units. I don't disagree with that concept, but again Assembly Line and Nationhood are often too close.
clock tower;1 1 culture req machinerery
"Clock Tower"? What's a "Clock Tower"? Also, +1 culture is way underpowered.
uderground citys ;pop must be over 12 tec goelolagy 50% less "its to overy crowed"un happiness
Overpopulation is the main cause of unhappiness, so this would be far too unbalancing. Besides, we haven't built an Underground City yet, and it doesn't seem particularly feasible.
toilets;+2 nedds plumbling
+2 Health, I presume. Modern plumbing really should be represented in Civ. I agree with this idea, though I'd reccomend renaming the building to "Plumbing" or "Waste Treatment" or something similar (as toilets themselves aren't massive building projects).
A "Warfare" class of civics? Assuming it wasn't unbalancing or unfun, I'd like to see something like that.
tribal warfare ;low 50% ag animals
Traditionally, the default civic (ie the lowest one) has no advantages or disadvantages. In this particular case, I doubt that tribal warriors would have any better a chance against wild animals that guerillas or organized troops or anyone else.
peoples army ;med damages oppents units when passing or pilageing
Seems overpowered. Continually taking damage in enemy territory would make offensive warfare even more difficult than it already is. Perhaps it could lower health regeneration. Maybe it could be renamed "Guerilla" and have increased upkeep.
oraganised warfare; extra high same abillitys as police state
Not bad, but might be overpowered when combined with Police State.
trench warfare; med all new units get "trench" promtain
Trench Warfare isn't a manner of organizing troops (as all the other Military Civics are) but rather a tactic used in warfare, simulated in cIV by the increasing defensive bonus fortification gives per turn.
moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep
What do you mean by "Modern Warfare"? The Industrial-Military complex?
I don't agree that certain combinations of civics could be outlawed outright. You can make a case for any combination, really.
police state and oraganised warfare
I can see why it would be unbalancing, but it's just completely arbitrary and nonsensical.
police state and free speech
A police state could be supported by Free Speech if the public was willing to give up their rights in exchange for increased security. Most cruel dictators were backed by the people (at least initially).
thoelogy and vassage extra expreance and speards religoin
They both already give extra XP. Theocracy shouldn't spread religion by itself because most theocratic governments are insanely fundamentalistic and not very attractive. As for Vasslage, well, I'm not sure why that would have anything to do with religion.
goeglogy before boigy can see the plate bounderys
What would Geology provide? Why are the "Plate Boundaries" important, given the lack of earthquakes in cIV?
capentry 1 techs can biuld woodsman cottage(provides wood)
I don't think "Wood" should be a resource, but I can understand making Carpentry a tech.
plubing; around code of laws etc biulds tiolets
Plumbing is very important and really should be included (like "Sanitation" in CivIII). Code of Laws is too early, though: It should be in the Industrial Age.
Tobacco has been a major commodity, so I agree. Also, given that one can now choose to simply not build a collecting improvement onto a resource, having some resources with maluses would be an interesting touch.
Too many resources make the game unbalanced or confusing. Is Whiskey really that important? Particularly since it doesn't come from special vineyards, like wine, but rather from grains?
wood ;needed to bulid buildings
Heavy concentrations of lumber are already represented by forests, and having a strategic resource which speeds up the production of all buildings is very unbalancing.
march ;-1 can drian with plumbing
I'm not sure why they removed the Marshes. They were in C3C. If they didn't make the cut to cIV, I assume something unbalancing or otherwise unfun was found, but I didn't notice anything especially wrong with them.