Ogedei_the_Mad
Caffeinated Khagan
That the "Rise of Asia" project folded before it even began was quite a disappointment and so I've decided to take on this project where SoG and Shirou left off.
The time period will be much more focused into somewhere around the 9th to 15th centuries, a highly competitive era including a dangerous deadlock in East Asia that lasts for centuries until it is broken by the mighty Mongol hordes and the beginnings of a golden age of commerce in Southeast Asia. I felt that spanning 1300 years is far too ambitious considering that most on the modding team have never actually produced a complete large-scale mod. Also adding to the simplification is that there will be some AI-only "minor" civs that are pretty much left unflavored; for the time being the project will focus only on the major active players.
Anyways, these are what I have in mind currently:
Time Period: circa 800s CE (beginnings of an era of competition) - 1400s CE (twilight of the Mongol hegemony)
Civilizations
East Asia
*East Asian Culture Group: East Asia is fairly well-developed with a large population, excellent economy, and a highly advanced navy. The Chinese, Jurchen, and Korean civs have the advantage of having unique gunpowder artillery units early on. However, with the exception of the Jurchens, they may face stiff military competition from the Steppe and Himalaya civs, which all have access to excellent Steppe Cavalry.
Tang-chao - Capital: Chang'an, Leader: Emperor Xianzong, UU: Tang Heavy Cavalry
Shilla - Capital: Geumseong, Leader: Wang Wonseong, UU: Hwarang
Nippon - Capital: Heian, Leader: Regent Fujiwara no Michinaga, UU: Samurai
Dai Viet - Capital: Dai La, Leader: King Dinh Bo Linh, UU: Viet Crossbowman
Jurchens - Capital: Huining Fu, Leader: Emperor Wanyan Aguda, UU: Jurchen Cavalry
Ezo [non-playable] - Leader: Chief Aterui
Ryukyukoku [non-playable] - Capital: Shuri, Leader: King Sho-hashi
Tamna [non-playable] - Capial: Jeju, Leader: Seonju Chungoyeol
Balhae [non-playable] - Capital: Sangyong, Leader: Dae Joyeong
Steppes / Himalayas
*Steppes Culture Group: The empires of the steppes and Himalayas have early access to Steppe horses, which enable them to build powerful Steppe Cavalry, the finest and most powerful horsemen. Their starting locations with the exception of Xi-xia is fairly un-developed, however.
Great Mongol Nation - Capital: Karakorum, Leader: Khagan Mongke, UU: Keshik
Bod - Capital: Lhasa, Leader: Lama Drogon Chogyal Phagpa, UU: Khampa Horseman
Liao - Capital: Shangjing, Leader: Emperor Yelu Abaoji, UU: Yila Tribesman
Xi-xia - Capital: Xingqing, Leader: Li Deming, UU: Tangut Raider
Uighur Khanate [non-playable] - Capital: Ordu Biliq, Leader: Qaghan Quttugh Bilga Kol
Southeast Asia
*Southeast Asian Culture Group: Southeast Asia is blessed with spices and early-ripening rice, which means that while they initially are not as well-developed as East Asia, they can reap economic benefits early on.
Mataram - Capital: Yogyakarta, Leader: Raja Sanjaya, UU: Bugis Mercenary
Bagan - Capital: Bagan, Leader: Anawrahta, UU: Kywan Worker
Haribhunjaya - Capital: Haripunjaya, Leader: Queen Jamadevi, UU: Mon War Elephant
Kambujadesa - Capital: Angkor, Leader: Jayavarman VII, UU: Pha'ak Man
Sukhothai - Capital: Sukhothai, Leader: Pho Khun Si Indrathit, UU: Two Swords Warrior
Srivijaya - Capital: Palembang, Leader: Maharajah Balapuitra, UU: Malay Djhong
Champa [non-playable] - Capital: Vijaya, Leader: King Indravarman
Nanzhao - Capital: Taihe, Leader: King Pileguo, UU:
South Asia
*South Asian Culture Group: South Asia is just as well-developed as East Asia and boasts many valuable resources. They do not have the military advantages of East Asian civs, but they can easily become economic powerhouses.
Chola Empire - Capital: Kaveripattinam, Leader: Sembiyan Mahadevi, UU:
Pala Empire - Capital: , Leader: King Mahipala I, UU:
Cheras [non-playable]
Rashtrakutras - Capital: Achalapura, Leader: Emperor Govinda III
Pratihara [non-playable] - Capital: Ujjain, Leader: King Najabhata II
City Improvements
Granary - doubles city growth
Shrine - +1 happiness, +2 culture
Magistrate - reduces corruption
Tax Office - +50% trade revenue, -2 happiness; requires Magistrate
Stele - increases resistance to propaganda
City Walls - increases city defense
Barracks - veteran ground units
Corvee Labor Camp - increases production by 50%, -2 happiness
City Guard - reduces corruption, -1 happiness
Library - +50% research, +2 culture
Marketplace - +50% trade revenue
Luxuries Market - +50% luxuries, +1 culture
Sawmill - +25% production; requires Timber
Stone Mason -+25% production; requires Stone
Artisan's Shop - +25% production; requires Clay
Harbor - enables water trade; +1 food in water tiles
Shipwright - veteran ship units
Herbalist - allows city size 2; requires Medicinial Herbs
Temple - +2 happiness, +3 culture; requires Timber and Stone
Monastery - +2 happiness, +50% research, +3 culture; requires Temple; requires Copper
Theatre - +3 happiness, +3 culture; requires Timber
Execution Site -reduces corruption, increases propaganda resistance, -1 happiness
Tavern - +1 happiness, +1 culture; requires Wine
Theatre - +2 happiness, +2 culture; requires Timber
Gardens - +1 happiness, reduces pollution
Pleasure District - +2 happiness, +2 culture; requires Silk and Wine
Teahouse - +1 happiness, +1 culture; requires Tea
Lacquerware Workshop - +1 happiness, +1 culture; requires Lacquer
Ginseng Merchant - +50% trade, requires Ginseng
Rice Merchant - increases food in water-producing tiles; requires Early-ripening Rice, must be built on coast
Cotton Spinner - +25% production; requires Cotton
Silk Weaver - +1 happiness, +1 culture; requires Silk
University - +50% research, +3 culture; requires Timber and Stone
Prison Labor Camp - increases production by 50%, -2 happiness
Citadel - increases city defense; requires Stone
Baths - cleans population pollution, +1 happiness, +1 culture
Printers' Shop - +50% research, +1 happiness, +3 culture
Trade Port - increases water-based trade revenue
Great Wonders
The Civil Service Examination - puts a magistrate in all cities
Potala Palace - doubles effectiveness of monasteries
Byodo-in Temple - +1 happiness in all cities
Lingyin Monastery - doubles effectiveness of temples
Nalanda University - doubles research in host city
Prambanan - puts a temple in all cities
The Silk Road - +5% to treasury, gives 2 free techs; requires 6 marketplaces, requires Silk
The Jikji - puts a library in all cities
Su Song's Astronomical Clock - doubles research in host city
Wayang Kulit - +6 happiness in host city (*this is also buildable for East Asian civs because the Chinese also had shadow puppet theatre)
Small Wonders
Jingdezhen Porcelain Artisans - +100% production; requires Clay and Timber
Forbidden Palace - acts as second capital
Imperial Mint - increases trade in all trade-producing tiles; requires Copper
Secret Guard - functions as "Secret Police" HQ, -2 happiness in host city
Specialists
Entertainer - +1 happiness
Alchemist - +3 research
Merchant - +3 trade
Civil Servant - +2 production
City Guard - reduces corruption by 2
Special Units
*Special Units require certain resources that are specific to certain regions or are auto-produced by wonders.
Steppe Heavy Cavalry - requires Steppe Horses
War Elephant - requires Elephants
Strategic Resources
*Some Strategic Resources operate as "raw materials" for "finished goods" structures, which produce income and population happiness. This might seem a bit unbalancing at first, but several important city improvements in the mod will cause some unhappiness as an offset.
Timber - +1 Production
Stone - +1 Production
Horses - +1 Production
Iron - +2 Production
Copper - +1 Production, +1 Trade
Clay - +1 Production
Steppe Horses (Steppe lands only) - +1 Production, +1 Trade
Elephants (South and Southeast Asia only) - +1 Production, +1 Trade
Nutmeg and Cloves (Mataram and Moluccas Islands only) - +1 Food, +3 Trade
Lacquer - +3 Trade
Cotton - +2 Trade
Sandalwood (South and Southeast Asia only) +3 Trade
Medicinal Herbs - +1 Food, +1 Trade
Ginseng (Korea only) - +3 Trade
Early-Ripening Rice (SE Asia only) - +3 Food, +1 Production
Luxuries
Exotic Animals (South and Southeast Asia only) - +1 Food, +1 Trade
Spices - +1 Food, +2 Trade
Tea - +1 Production, +1 Trade
Furs - +1 Trade
Silk - +2 Trade
Incense - +1 Trade
Precious Stones - +3 Trade
Wines - +1 Trade
Bonus Resources
Rice - +3 Food
Wheat - +3 Food
Millet (Northern China, Korea, and Japan only) - +2 Food
Tropical Fruit (Southern China, Southeast Asia, and South Asia only) - +2 Food
Silver (China and Japan only) - +3 Trade
Gold - +4 Trade
Game - +2 Food
Concepts
The Spice Trade - Nutmeg and Cloves will be strategic resources available only to Southeast Asia. Those with access to this resource can construct associated trade structures that increase trade revenue, representing the early Southeast Asian monopoly on spices.
"Finished Goods" Luxuries - Lacquer and Clay serve as strategic resources required to construct certain buildings that produce happiness and culture.
Regional Resources - Certain regions will have access to certain resources that enable them to build certain things early on. For example, the Chinese, Japanese, and Koreans have access to silk early on, which will provide them with an extra luxury, while the Steppe peoples will need to trade for it (or conquer territory to access it). At the same time, the Steppes have access to Furs and "Steppe Horses," which are needed for some civs to build their better cavalry units. The Southeast Asian and Indian civs have early access to spices, which will increase their trade revenue significantly. Southeast Asia also has "Early-ripening Rice" resources in the vicinity; this bonus resource gives a nice food and production bonus.
No Diplomatic Victory - In epic Civ3, it was one way to achieve victory peacefully, but very often, it's also a cheesy way to win. There will be NO diplomatic victory enabled.
Flavor Techs - There will be several "flavor techs" that are not required for era advancement, but provide civs with their unique units and buildings. Along with these "flavor tech trees" is the main, generic tech tree that includes technologies that were pretty much ubiquitous such as "irrigation" and "trade."
SE Asian Units with Enslave Ability - While China (and to a lesser extent, Vietnam) had the problem of overpopulation even in early periods, Southeast Asian kingdoms had the problem of a greater lack of sufficient manpower. Armies did not set out to simply massacre and pillage, but to acquire more slaves. Slaves were an important part of SE Asian society and in some cases, their position was more secure than that of free citizens. For the purpose of this mod, all SE Asian units have the ability to Enslave (whereas other civs will have the Enslave ability confined only to certain units).
War Elephants - All South and Southeast Asian units will have access to War Elephants. War Elephant UUs (such as Haribhunjaya's Mon War Elephant) have certain bonuses, however.
The Early-Ripening Rice Trade - Importation of early-ripening rice from Vietnam brought a huge population explosion in coastal China. This is represented by having a "Rice Merchant" building built only on the coast and increasing food in water tiles.
Things aren't set in stone yet so anyone is free to add.
The time period will be much more focused into somewhere around the 9th to 15th centuries, a highly competitive era including a dangerous deadlock in East Asia that lasts for centuries until it is broken by the mighty Mongol hordes and the beginnings of a golden age of commerce in Southeast Asia. I felt that spanning 1300 years is far too ambitious considering that most on the modding team have never actually produced a complete large-scale mod. Also adding to the simplification is that there will be some AI-only "minor" civs that are pretty much left unflavored; for the time being the project will focus only on the major active players.
Anyways, these are what I have in mind currently:
Time Period: circa 800s CE (beginnings of an era of competition) - 1400s CE (twilight of the Mongol hegemony)
Civilizations
East Asia
*East Asian Culture Group: East Asia is fairly well-developed with a large population, excellent economy, and a highly advanced navy. The Chinese, Jurchen, and Korean civs have the advantage of having unique gunpowder artillery units early on. However, with the exception of the Jurchens, they may face stiff military competition from the Steppe and Himalaya civs, which all have access to excellent Steppe Cavalry.
Tang-chao - Capital: Chang'an, Leader: Emperor Xianzong, UU: Tang Heavy Cavalry
Shilla - Capital: Geumseong, Leader: Wang Wonseong, UU: Hwarang
Nippon - Capital: Heian, Leader: Regent Fujiwara no Michinaga, UU: Samurai
Dai Viet - Capital: Dai La, Leader: King Dinh Bo Linh, UU: Viet Crossbowman
Jurchens - Capital: Huining Fu, Leader: Emperor Wanyan Aguda, UU: Jurchen Cavalry
Ezo [non-playable] - Leader: Chief Aterui
Ryukyukoku [non-playable] - Capital: Shuri, Leader: King Sho-hashi
Tamna [non-playable] - Capial: Jeju, Leader: Seonju Chungoyeol
Balhae [non-playable] - Capital: Sangyong, Leader: Dae Joyeong
Steppes / Himalayas
*Steppes Culture Group: The empires of the steppes and Himalayas have early access to Steppe horses, which enable them to build powerful Steppe Cavalry, the finest and most powerful horsemen. Their starting locations with the exception of Xi-xia is fairly un-developed, however.
Great Mongol Nation - Capital: Karakorum, Leader: Khagan Mongke, UU: Keshik
Bod - Capital: Lhasa, Leader: Lama Drogon Chogyal Phagpa, UU: Khampa Horseman
Liao - Capital: Shangjing, Leader: Emperor Yelu Abaoji, UU: Yila Tribesman
Xi-xia - Capital: Xingqing, Leader: Li Deming, UU: Tangut Raider
Uighur Khanate [non-playable] - Capital: Ordu Biliq, Leader: Qaghan Quttugh Bilga Kol
Southeast Asia
*Southeast Asian Culture Group: Southeast Asia is blessed with spices and early-ripening rice, which means that while they initially are not as well-developed as East Asia, they can reap economic benefits early on.
Mataram - Capital: Yogyakarta, Leader: Raja Sanjaya, UU: Bugis Mercenary
Bagan - Capital: Bagan, Leader: Anawrahta, UU: Kywan Worker
Haribhunjaya - Capital: Haripunjaya, Leader: Queen Jamadevi, UU: Mon War Elephant
Kambujadesa - Capital: Angkor, Leader: Jayavarman VII, UU: Pha'ak Man
Sukhothai - Capital: Sukhothai, Leader: Pho Khun Si Indrathit, UU: Two Swords Warrior
Srivijaya - Capital: Palembang, Leader: Maharajah Balapuitra, UU: Malay Djhong
Champa [non-playable] - Capital: Vijaya, Leader: King Indravarman
Nanzhao - Capital: Taihe, Leader: King Pileguo, UU:
South Asia
*South Asian Culture Group: South Asia is just as well-developed as East Asia and boasts many valuable resources. They do not have the military advantages of East Asian civs, but they can easily become economic powerhouses.
Chola Empire - Capital: Kaveripattinam, Leader: Sembiyan Mahadevi, UU:
Pala Empire - Capital: , Leader: King Mahipala I, UU:
Cheras [non-playable]
Rashtrakutras - Capital: Achalapura, Leader: Emperor Govinda III
Pratihara [non-playable] - Capital: Ujjain, Leader: King Najabhata II
City Improvements
Granary - doubles city growth
Shrine - +1 happiness, +2 culture
Magistrate - reduces corruption
Tax Office - +50% trade revenue, -2 happiness; requires Magistrate
Stele - increases resistance to propaganda
City Walls - increases city defense
Barracks - veteran ground units
Corvee Labor Camp - increases production by 50%, -2 happiness
City Guard - reduces corruption, -1 happiness
Library - +50% research, +2 culture
Marketplace - +50% trade revenue
Luxuries Market - +50% luxuries, +1 culture
Sawmill - +25% production; requires Timber
Stone Mason -+25% production; requires Stone
Artisan's Shop - +25% production; requires Clay
Harbor - enables water trade; +1 food in water tiles
Shipwright - veteran ship units
Herbalist - allows city size 2; requires Medicinial Herbs
Temple - +2 happiness, +3 culture; requires Timber and Stone
Monastery - +2 happiness, +50% research, +3 culture; requires Temple; requires Copper
Theatre - +3 happiness, +3 culture; requires Timber
Execution Site -reduces corruption, increases propaganda resistance, -1 happiness
Tavern - +1 happiness, +1 culture; requires Wine
Theatre - +2 happiness, +2 culture; requires Timber
Gardens - +1 happiness, reduces pollution
Pleasure District - +2 happiness, +2 culture; requires Silk and Wine
Teahouse - +1 happiness, +1 culture; requires Tea
Lacquerware Workshop - +1 happiness, +1 culture; requires Lacquer
Ginseng Merchant - +50% trade, requires Ginseng
Rice Merchant - increases food in water-producing tiles; requires Early-ripening Rice, must be built on coast
Cotton Spinner - +25% production; requires Cotton
Silk Weaver - +1 happiness, +1 culture; requires Silk
University - +50% research, +3 culture; requires Timber and Stone
Prison Labor Camp - increases production by 50%, -2 happiness
Citadel - increases city defense; requires Stone
Baths - cleans population pollution, +1 happiness, +1 culture
Printers' Shop - +50% research, +1 happiness, +3 culture
Trade Port - increases water-based trade revenue
Great Wonders
The Civil Service Examination - puts a magistrate in all cities
Potala Palace - doubles effectiveness of monasteries
Byodo-in Temple - +1 happiness in all cities
Lingyin Monastery - doubles effectiveness of temples
Nalanda University - doubles research in host city
Prambanan - puts a temple in all cities
The Silk Road - +5% to treasury, gives 2 free techs; requires 6 marketplaces, requires Silk
The Jikji - puts a library in all cities
Su Song's Astronomical Clock - doubles research in host city
Wayang Kulit - +6 happiness in host city (*this is also buildable for East Asian civs because the Chinese also had shadow puppet theatre)
Small Wonders
Jingdezhen Porcelain Artisans - +100% production; requires Clay and Timber
Forbidden Palace - acts as second capital
Imperial Mint - increases trade in all trade-producing tiles; requires Copper
Secret Guard - functions as "Secret Police" HQ, -2 happiness in host city
Specialists
Entertainer - +1 happiness
Alchemist - +3 research
Merchant - +3 trade
Civil Servant - +2 production
City Guard - reduces corruption by 2
Special Units
*Special Units require certain resources that are specific to certain regions or are auto-produced by wonders.
Steppe Heavy Cavalry - requires Steppe Horses
War Elephant - requires Elephants
Strategic Resources
*Some Strategic Resources operate as "raw materials" for "finished goods" structures, which produce income and population happiness. This might seem a bit unbalancing at first, but several important city improvements in the mod will cause some unhappiness as an offset.
Timber - +1 Production
Stone - +1 Production
Horses - +1 Production
Iron - +2 Production
Copper - +1 Production, +1 Trade
Clay - +1 Production
Steppe Horses (Steppe lands only) - +1 Production, +1 Trade
Elephants (South and Southeast Asia only) - +1 Production, +1 Trade
Nutmeg and Cloves (Mataram and Moluccas Islands only) - +1 Food, +3 Trade
Lacquer - +3 Trade
Cotton - +2 Trade
Sandalwood (South and Southeast Asia only) +3 Trade
Medicinal Herbs - +1 Food, +1 Trade
Ginseng (Korea only) - +3 Trade
Early-Ripening Rice (SE Asia only) - +3 Food, +1 Production
Luxuries
Exotic Animals (South and Southeast Asia only) - +1 Food, +1 Trade
Spices - +1 Food, +2 Trade
Tea - +1 Production, +1 Trade
Furs - +1 Trade
Silk - +2 Trade
Incense - +1 Trade
Precious Stones - +3 Trade
Wines - +1 Trade
Bonus Resources
Rice - +3 Food
Wheat - +3 Food
Millet (Northern China, Korea, and Japan only) - +2 Food
Tropical Fruit (Southern China, Southeast Asia, and South Asia only) - +2 Food
Silver (China and Japan only) - +3 Trade
Gold - +4 Trade
Game - +2 Food
Concepts
The Spice Trade - Nutmeg and Cloves will be strategic resources available only to Southeast Asia. Those with access to this resource can construct associated trade structures that increase trade revenue, representing the early Southeast Asian monopoly on spices.
"Finished Goods" Luxuries - Lacquer and Clay serve as strategic resources required to construct certain buildings that produce happiness and culture.
Regional Resources - Certain regions will have access to certain resources that enable them to build certain things early on. For example, the Chinese, Japanese, and Koreans have access to silk early on, which will provide them with an extra luxury, while the Steppe peoples will need to trade for it (or conquer territory to access it). At the same time, the Steppes have access to Furs and "Steppe Horses," which are needed for some civs to build their better cavalry units. The Southeast Asian and Indian civs have early access to spices, which will increase their trade revenue significantly. Southeast Asia also has "Early-ripening Rice" resources in the vicinity; this bonus resource gives a nice food and production bonus.
No Diplomatic Victory - In epic Civ3, it was one way to achieve victory peacefully, but very often, it's also a cheesy way to win. There will be NO diplomatic victory enabled.
Flavor Techs - There will be several "flavor techs" that are not required for era advancement, but provide civs with their unique units and buildings. Along with these "flavor tech trees" is the main, generic tech tree that includes technologies that were pretty much ubiquitous such as "irrigation" and "trade."
SE Asian Units with Enslave Ability - While China (and to a lesser extent, Vietnam) had the problem of overpopulation even in early periods, Southeast Asian kingdoms had the problem of a greater lack of sufficient manpower. Armies did not set out to simply massacre and pillage, but to acquire more slaves. Slaves were an important part of SE Asian society and in some cases, their position was more secure than that of free citizens. For the purpose of this mod, all SE Asian units have the ability to Enslave (whereas other civs will have the Enslave ability confined only to certain units).
War Elephants - All South and Southeast Asian units will have access to War Elephants. War Elephant UUs (such as Haribhunjaya's Mon War Elephant) have certain bonuses, however.
The Early-Ripening Rice Trade - Importation of early-ripening rice from Vietnam brought a huge population explosion in coastal China. This is represented by having a "Rice Merchant" building built only on the coast and increasing food in water tiles.
Things aren't set in stone yet so anyone is free to add.