GruntLordRyan
Chieftain
- Joined
- Apr 15, 2012
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Civ 5 Mod Idea
I'm new to the Forum and have no moding skills but i do have many Ideas
still have to learn a few things about the forum
New Technologies
Originial Tech Tree
New Tech tree ideas
Recorces:
VICTORIES
CITIZENS
I'm new to the Forum and have no moding skills but i do have many Ideas
still have to learn a few things about the forum
New Technologies
Originial Tech Tree

New Tech tree ideas
Spoiler :


Spoiler :
Spoiler :

Spoiler :
Hunting
Allows sight and hunting deer
Currency
Allows banking
Cannale System
Improves farming
Bio-Engineering
Prerequisite: Neural Grafting
Unlocked Project: The Longevity Vaccine
Biogenetics
Prerequisite: Robotics
Unlocked Building: Recycling Tanks
Unlocked Project: The Human Genome Project
Ceremonial Burial
Unlocked Building: Burial Mound
Doctrine: Loyalty
Prerequisites: Doctrine: Mobility, Social Psychology
Unlocked Building: Perimeter Defense
Doctrine: Mobility
Prerequisite: Stealth
Unlocked Building: Command Center
Ecological Engineering
Prerequisite: Gene Splicing
Environmental Economics
Prerequisite: Ecological Engineering
Unlocked Building: Tree Farm
Ethical Calculus
Prerequisite: Social Psychology
Unlocked Building: Children's Creche
Gene Splicing
Prerequisite: Ethical Calculus
Industrial Automation
Prerequisites: Industrial Economics, Planetary Networks
Unlocked Building: Hab Complex
Industrial Base
Prerequisites: Globalization, Robotics
Unlocked Wonder: The Merchant Exchange LVL1
Industrial Economics
Prerequisite: Industrial Base
Information Networks
Prerequisite: Robotics
Unlocked Building: Network Node
Intellectual Integrity
Prerequisites: Doctrine: Loyalty, Ethical Calculus
Unlocked Project: The Citizens' Defense Force
Neural Grafting
Prerequisite: Industrial Automation
Unlocked Building: Bioenhancement Center
Planetary Networks
Prerequisite: Information Networks
Unlocked Building: Hologram Theatre
Retroviral Engineering
Prerequisite: Bio-Engineering
Unlocked Building: Genejack Factory
Social Psychology
Prerequisite: Robotics
Doctrine: Flexibility
Prerequisites: Satellites and Stealth
(N) Skunkworks
(*) SDI
(I) Fishing Boats: +1 production
Doctrine: Initiative
Prerequisites: Doctrine: Flexibility and Applied Physics
(W) Maritime Control Center
(U) Stealth Ship
(I) unlocks Dilithium
High-Energy Chemistry
Prerequisites: Applied Physics
(W) Planetary Energy Grid
(U) Plasma Artillery
(S) Power
Applied Physics
Prerequisites: Stealth and Advanced Ballistics
(I) Perimeter Defense
(U) Laser Infantry
(*) SS Stasis Chamber
Retroviral Engineering
Prerequisites: Bioengineering
(U) Doppelganger
(U) Golem
(P) Soporific Gas, Soporific Bombs (same effect, but for different unit types.)
Optical Computers
Prerequisites: Industrial Economics and Doctrine: Flexibility
(W) Merchant Exchange LVL2
(N) Nethack Terminus
(S) Knowledge
Pre-Sentient Algorithms
Prerequisites: Optical Computers and Social Psychology
(N) Hunter-Seeker Algorithm
(W) Virtual World
(S) Thought Control
Superconductor
Prerequisites: High-Energy Chemistry and Doctrine: Initiative
(W) Supercollider
(I) Quarry: +1 production
(P) EMP
Graviton Theory
Prerequisites: High-Energy Chemistry
(U) Skimmer
(U) Vertol
(I) Mines: +1 research if no fresh water
Subatomic Alloys
Prerequisites: Retroviral Engineering and Pre-Sentient Algorithms
(B) Bioenhancement Center, Habitational Domes
(I) unlocks Neutronium
(I) Offshore Platform: +1 research
Doctrine: Air Power
Prerequisites: Pre-Sentient Algorithms and Neural Grafting
(B) Aerospace Complex
(U) Needlejet
(U) Leviathan
Mind/Machine Interface
Prerequisites: Neural Grafting and Superconductor
(W) Cyborg Factory
(U) Assault Powersuit
(S) Cybernetic
Fusion Power
Prerequisites: Graviton Theory and Superconductor
(B) Fusion Lab
(U) Planet Buster
(S) Planned
Ecological Engineering
Prerequisites: Silksteel Alloys
(R) Labor Mechs and Formers gain the ability to Raise and Lower Hills.
(I) Lumbermill: +1 food
(R) Workers work 25% faster
Advanced Spaceflight
Prerequisites: Doctrine: Air Power, Subatomic Alloys, and Mind/Machine Interface
(W) Cloudbase Academy
(B) Sky Hydroponics Lab
(B) Orbital Power Transmitter
(U) Geosynchronous Survey Pod
Applied Gravitonics
Prerequisites: Mind/Machine Interface and Fusion Power
(B) Gravity Shield
(U) Gravtank
(U) Mobile Shield
Homo Superior
Prerequisites: Ecological Engineering
(B) Temple of Gaia
(U) Ranger
(U)Troll
(*) Utopia Project
Environmental Economics
Prerequisites: Ecological Engineering and Ethical Calculus
(B) Hybrid Forest
(I) Fishing Boat: +1 gold
(I) Camp: +1 gold
Monopole Magnets
Prerequisites: Ecological Engineering and Advanced Spaceflight
(W) Theory of Everything
(I) Magtubes: railroad movement costs are halved. The math is a bit more complex than that, but basically a unit can move 9-10 hexes per MP on railroads now.
(I) Well: +1 production
Digital Sentience
Prerequisites: Advanced Spaceflight
(W) Self-Aware Colony
(W) Network Backbone
(U) Bolo
Matter Compression
Prerequisites: Advanced Spaceflight and Applied Gravitonics
(B) Lunar Mining Station
(U) Quantum Missile
(U) Orbital Ion Cannon
Super-Tensile Solids
Prerequisites: Applied Gravitonics
(W) Space Elevator
(*) Orbital Defense Pod
(U) Labor Mech
Biomachinery
Prerequisites: Environmental Economics, Homo Superior, and Monopole Magnets
(W) Cloning Vats
(I) Landmark: +2 food
(R) Formers and Labor Mechs can create Deep Mines
Nanometallurgy
Prerequisites: Digital Sentience and Monopole Magnets
(N) Living Refinery
(B) Robotic Assembly Plant
(I) Manufactory: +2 production
Nanominiaturization
Prerequisites: Digital Sentience and Matter Compression
(W) Nano Factory
(B) Nanohospital
(I) Citadel: +2 production
Quantum Power
Prerequisites: Matter Compression and Super-Tensile Solids
(B) Quantum Lab
(U) Combat Mech
(I) Customs House: +2 gold
Intellectual Integrity
Prerequisites: Biomachinery
(W) Universal Translator
(N) Neural Amplifier
(I) Academy +2 research
Nanomatter Editation historical note: this was the original name of the tech in SMAC, they dropped the "nano" part later on
Prerequisites: Biomachinery and Nanometallurgy
(U) Former
(R) Mine: +1 production
Nanorobotics in SMAC, was "Industrial Nanorobotics", but that felt too redundant
Prerequisites: Nanometallurgy and Nanominiaturization
(B) Nanoreplicator
(U) Orbital Death Ray
Matter Transmission
Prerequisites: Nanominiaturization and Quantum Power
(W) Bulk Matter Transmitter
(B) Jump Gate
The Will To Power
Prerequisites: Intellectual Integrity and Nanomatter Editation
(W) Dream Twister
(N) Paradise Garden
Temporal Mechanics
Prerequisites: Nanomatter Editation and Nanorobotics
(W) Manifold Harmonics
(N) Stasis Generator
Singularity Mechanics
Prerequisites: Nanorobotics and Matter Transmission
(W) Singularity Inductor
(U) Subspace Generator
Quantum Machinery
Prerequisites: Matter Transmission
(N) Quantum Converter
(U) Gravship
Threshold of Transcendence
Prerequisites: Every previous tech. Or realistically, the four T23 techs, which depend on every other tech.
(*) The Ascent To Transcendence (the victory condition wonder for the Transcendence Victory. Starts the transcendence timer.)
Transcendent Thought a.k.a. "Future Tech"
Repeatable technology. Every time you research it, you gain a permanent +1 happiness.
Allows sight and hunting deer
Currency
Allows banking
Cannale System
Improves farming
Bio-Engineering
Prerequisite: Neural Grafting
Unlocked Project: The Longevity Vaccine
Biogenetics
Prerequisite: Robotics
Unlocked Building: Recycling Tanks
Unlocked Project: The Human Genome Project
Ceremonial Burial
Unlocked Building: Burial Mound
Doctrine: Loyalty
Prerequisites: Doctrine: Mobility, Social Psychology
Unlocked Building: Perimeter Defense
Doctrine: Mobility
Prerequisite: Stealth
Unlocked Building: Command Center
Ecological Engineering
Prerequisite: Gene Splicing
Environmental Economics
Prerequisite: Ecological Engineering
Unlocked Building: Tree Farm
Ethical Calculus
Prerequisite: Social Psychology
Unlocked Building: Children's Creche
Gene Splicing
Prerequisite: Ethical Calculus
Industrial Automation
Prerequisites: Industrial Economics, Planetary Networks
Unlocked Building: Hab Complex
Industrial Base
Prerequisites: Globalization, Robotics
Unlocked Wonder: The Merchant Exchange LVL1
Industrial Economics
Prerequisite: Industrial Base
Information Networks
Prerequisite: Robotics
Unlocked Building: Network Node
Intellectual Integrity
Prerequisites: Doctrine: Loyalty, Ethical Calculus
Unlocked Project: The Citizens' Defense Force
Neural Grafting
Prerequisite: Industrial Automation
Unlocked Building: Bioenhancement Center
Planetary Networks
Prerequisite: Information Networks
Unlocked Building: Hologram Theatre
Retroviral Engineering
Prerequisite: Bio-Engineering
Unlocked Building: Genejack Factory
Social Psychology
Prerequisite: Robotics
Doctrine: Flexibility
Prerequisites: Satellites and Stealth
(N) Skunkworks
(*) SDI
(I) Fishing Boats: +1 production
Doctrine: Initiative
Prerequisites: Doctrine: Flexibility and Applied Physics
(W) Maritime Control Center
(U) Stealth Ship
(I) unlocks Dilithium
High-Energy Chemistry
Prerequisites: Applied Physics
(W) Planetary Energy Grid
(U) Plasma Artillery
(S) Power
Applied Physics
Prerequisites: Stealth and Advanced Ballistics
(I) Perimeter Defense
(U) Laser Infantry
(*) SS Stasis Chamber
Retroviral Engineering
Prerequisites: Bioengineering
(U) Doppelganger
(U) Golem
(P) Soporific Gas, Soporific Bombs (same effect, but for different unit types.)
Optical Computers
Prerequisites: Industrial Economics and Doctrine: Flexibility
(W) Merchant Exchange LVL2
(N) Nethack Terminus
(S) Knowledge
Pre-Sentient Algorithms
Prerequisites: Optical Computers and Social Psychology
(N) Hunter-Seeker Algorithm
(W) Virtual World
(S) Thought Control
Superconductor
Prerequisites: High-Energy Chemistry and Doctrine: Initiative
(W) Supercollider
(I) Quarry: +1 production
(P) EMP
Graviton Theory
Prerequisites: High-Energy Chemistry
(U) Skimmer
(U) Vertol
(I) Mines: +1 research if no fresh water
Subatomic Alloys
Prerequisites: Retroviral Engineering and Pre-Sentient Algorithms
(B) Bioenhancement Center, Habitational Domes
(I) unlocks Neutronium
(I) Offshore Platform: +1 research
Doctrine: Air Power
Prerequisites: Pre-Sentient Algorithms and Neural Grafting
(B) Aerospace Complex
(U) Needlejet
(U) Leviathan
Mind/Machine Interface
Prerequisites: Neural Grafting and Superconductor
(W) Cyborg Factory
(U) Assault Powersuit
(S) Cybernetic
Fusion Power
Prerequisites: Graviton Theory and Superconductor
(B) Fusion Lab
(U) Planet Buster
(S) Planned
Ecological Engineering
Prerequisites: Silksteel Alloys
(R) Labor Mechs and Formers gain the ability to Raise and Lower Hills.
(I) Lumbermill: +1 food
(R) Workers work 25% faster
Advanced Spaceflight
Prerequisites: Doctrine: Air Power, Subatomic Alloys, and Mind/Machine Interface
(W) Cloudbase Academy
(B) Sky Hydroponics Lab
(B) Orbital Power Transmitter
(U) Geosynchronous Survey Pod
Applied Gravitonics
Prerequisites: Mind/Machine Interface and Fusion Power
(B) Gravity Shield
(U) Gravtank
(U) Mobile Shield
Homo Superior
Prerequisites: Ecological Engineering
(B) Temple of Gaia
(U) Ranger
(U)Troll
(*) Utopia Project
Environmental Economics
Prerequisites: Ecological Engineering and Ethical Calculus
(B) Hybrid Forest
(I) Fishing Boat: +1 gold
(I) Camp: +1 gold
Monopole Magnets
Prerequisites: Ecological Engineering and Advanced Spaceflight
(W) Theory of Everything
(I) Magtubes: railroad movement costs are halved. The math is a bit more complex than that, but basically a unit can move 9-10 hexes per MP on railroads now.
(I) Well: +1 production
Digital Sentience
Prerequisites: Advanced Spaceflight
(W) Self-Aware Colony
(W) Network Backbone
(U) Bolo
Matter Compression
Prerequisites: Advanced Spaceflight and Applied Gravitonics
(B) Lunar Mining Station
(U) Quantum Missile
(U) Orbital Ion Cannon
Super-Tensile Solids
Prerequisites: Applied Gravitonics
(W) Space Elevator
(*) Orbital Defense Pod
(U) Labor Mech
Biomachinery
Prerequisites: Environmental Economics, Homo Superior, and Monopole Magnets
(W) Cloning Vats
(I) Landmark: +2 food
(R) Formers and Labor Mechs can create Deep Mines
Nanometallurgy
Prerequisites: Digital Sentience and Monopole Magnets
(N) Living Refinery
(B) Robotic Assembly Plant
(I) Manufactory: +2 production
Nanominiaturization
Prerequisites: Digital Sentience and Matter Compression
(W) Nano Factory
(B) Nanohospital
(I) Citadel: +2 production
Quantum Power
Prerequisites: Matter Compression and Super-Tensile Solids
(B) Quantum Lab
(U) Combat Mech
(I) Customs House: +2 gold
Intellectual Integrity
Prerequisites: Biomachinery
(W) Universal Translator
(N) Neural Amplifier
(I) Academy +2 research
Nanomatter Editation historical note: this was the original name of the tech in SMAC, they dropped the "nano" part later on
Prerequisites: Biomachinery and Nanometallurgy
(U) Former
(R) Mine: +1 production
Nanorobotics in SMAC, was "Industrial Nanorobotics", but that felt too redundant
Prerequisites: Nanometallurgy and Nanominiaturization
(B) Nanoreplicator
(U) Orbital Death Ray
Matter Transmission
Prerequisites: Nanominiaturization and Quantum Power
(W) Bulk Matter Transmitter
(B) Jump Gate
The Will To Power
Prerequisites: Intellectual Integrity and Nanomatter Editation
(W) Dream Twister
(N) Paradise Garden
Temporal Mechanics
Prerequisites: Nanomatter Editation and Nanorobotics
(W) Manifold Harmonics
(N) Stasis Generator
Singularity Mechanics
Prerequisites: Nanorobotics and Matter Transmission
(W) Singularity Inductor
(U) Subspace Generator
Quantum Machinery
Prerequisites: Matter Transmission
(N) Quantum Converter
(U) Gravship
Threshold of Transcendence
Prerequisites: Every previous tech. Or realistically, the four T23 techs, which depend on every other tech.
(*) The Ascent To Transcendence (the victory condition wonder for the Transcendence Victory. Starts the transcendence timer.)
Transcendent Thought a.k.a. "Future Tech"
Repeatable technology. Every time you research it, you gain a permanent +1 happiness.
Recorces:
Spoiler :
Omnicytes
Tech: Centauri Ecology (T14, technically, but it's the one you get from the spaceship)
The core of the physiology of the mindworms, these are basically like super stemcells, capable of being altered into whatever you want, making them the core resource for all bioengineered units.
Besides being a strategic resource, Omnicytes provide a massive food bonus (+1 food base, plus an additional TWO for the improvement), and the Centauri Preserve building heavily boosts the yields of Omnicytes tiles further. They can appear on land (harvested with a Camp) or in shallow water (harvested with a Fishing Boat), representing the species that have been engineered to produce them.
Generally speaking, Omnicytes are found in a good number of very small deposits, which often makes them more useful as a simple +food resource than an actual Strategic. Very few things other than Psi units require them, so it's not hard to have a surplus. Brood Pits, Centauri Preserves, and Temples of Gaia generate an additional Omnicyte for each city, while only the Nanohospital consumes a unit, so the majority of your Omnicytes will be found through buildings instead of natural deposits. Since this resource is unlocked directly by the tech given by a spaceship launch, it's a little harder to reach than other T14 techs for the leaders but easier for everyone else; everyone will get the tech unlocked when the Breakout occurs.
Dilithium
Tech: Doctrine: Initiative (T16)
Dilithium is a stable transuranic element used as a catalyst for fusion reactors. This is ONLY naturally available from coastal water tiles (meaning in a water tile directly adjacent to shore), with an Offshore platform; these crystals cannot be created artificially (until quantum power is researched) and can only be found naturally underwater. It is possible in the Nanotech Era to use Deep Mining to extract Dilithium on land, however.
Besides being a strategic resource, Dilithium provides +1 production for the resource and another TWO production for the improvement, plus the tech-based increases in Offshore Platform outputs; add a Seaport and this becomes a fantastic production hex for a coastal city.
Dilithium is really the hardest resource to consistently get enough of. Being water-only makes it difficult to acquire on some maps, and it's used by a lot of advanced units (including the Labor Mech, which is the last upgrade of the Worker) as well as the all-important Fusion Lab building. Quantum Labs generate an additional unit of Dilithium per city, while the Fusion Lab and Gravity Shield cost a unit. Since Fusion Labs are really the only "must have" future building that consumes a resource, this is a substantial drain. Note that as a coastal resource, city-states will control a disproportionate share on most maps.
Neutronium
Tech: Subatomic Alloys (T18)
Neutronium is a metal that has been manipulated at the subatomic level to be stronger and harder than previous alloys by removing the nonessential subatomic pieces (protons, electrons...). It is incredibly dense, which also means that it can be made incredibly thin while still being excellent armor. Unfortunately, it requires a mixture of a variety of rare earth elements to produce; it only appears on land, and is harvested with a Quarry.
Besides being a strategic resource, Neutronium is also a Luxury resource (as a civilization that has Neutronium can make all sorts of fantastic statues and artwork), giving the usual +4 Happiness. It gives +1 production for the resource, +1 gold for the improvement.
Neutronium is fairly common, which is good considering how useful it is. Quantum Labs generate an additional unit, so in theory it would be plentiful... except that most advanced military units need it, and Titan units tend to require multiple Neutronium to construct, so you'll go through it quickly if you want a competitive endgame military. The Nanoreplicator and Robotic Assembly Plant each require 1 unit, both of which would be in high demand in the endgame.
There are three additional Resources, all Luxuries created by buildings:
Hit Movies is produced by Hollywood (national wonder), and adds +2 happiness. You get 3 units of it to trade around, but since it's made by a national wonder that has other benefits, in the long term everyone will have some and it'll be a flat +2 happiness (barring any bonus for difficulty, etc.)
Information is produced by the Planetary Datalinks (national wonder), and adds +3 happiness. You get 3 units of it to trade around, but as above, the other civs will eventually have their own.
Ambrosia is produced by Clinical Immortality (world wonder) and adds +5 happiness. You get 3 units of it, and since it's a world wonder no one else will ever have any unless you trade it to them, making it an excellent trade good in an era where most civs have most or all of the luxuries.
Tech: Centauri Ecology (T14, technically, but it's the one you get from the spaceship)
The core of the physiology of the mindworms, these are basically like super stemcells, capable of being altered into whatever you want, making them the core resource for all bioengineered units.
Besides being a strategic resource, Omnicytes provide a massive food bonus (+1 food base, plus an additional TWO for the improvement), and the Centauri Preserve building heavily boosts the yields of Omnicytes tiles further. They can appear on land (harvested with a Camp) or in shallow water (harvested with a Fishing Boat), representing the species that have been engineered to produce them.
Generally speaking, Omnicytes are found in a good number of very small deposits, which often makes them more useful as a simple +food resource than an actual Strategic. Very few things other than Psi units require them, so it's not hard to have a surplus. Brood Pits, Centauri Preserves, and Temples of Gaia generate an additional Omnicyte for each city, while only the Nanohospital consumes a unit, so the majority of your Omnicytes will be found through buildings instead of natural deposits. Since this resource is unlocked directly by the tech given by a spaceship launch, it's a little harder to reach than other T14 techs for the leaders but easier for everyone else; everyone will get the tech unlocked when the Breakout occurs.
Dilithium
Tech: Doctrine: Initiative (T16)
Dilithium is a stable transuranic element used as a catalyst for fusion reactors. This is ONLY naturally available from coastal water tiles (meaning in a water tile directly adjacent to shore), with an Offshore platform; these crystals cannot be created artificially (until quantum power is researched) and can only be found naturally underwater. It is possible in the Nanotech Era to use Deep Mining to extract Dilithium on land, however.
Besides being a strategic resource, Dilithium provides +1 production for the resource and another TWO production for the improvement, plus the tech-based increases in Offshore Platform outputs; add a Seaport and this becomes a fantastic production hex for a coastal city.
Dilithium is really the hardest resource to consistently get enough of. Being water-only makes it difficult to acquire on some maps, and it's used by a lot of advanced units (including the Labor Mech, which is the last upgrade of the Worker) as well as the all-important Fusion Lab building. Quantum Labs generate an additional unit of Dilithium per city, while the Fusion Lab and Gravity Shield cost a unit. Since Fusion Labs are really the only "must have" future building that consumes a resource, this is a substantial drain. Note that as a coastal resource, city-states will control a disproportionate share on most maps.
Neutronium
Tech: Subatomic Alloys (T18)
Neutronium is a metal that has been manipulated at the subatomic level to be stronger and harder than previous alloys by removing the nonessential subatomic pieces (protons, electrons...). It is incredibly dense, which also means that it can be made incredibly thin while still being excellent armor. Unfortunately, it requires a mixture of a variety of rare earth elements to produce; it only appears on land, and is harvested with a Quarry.
Besides being a strategic resource, Neutronium is also a Luxury resource (as a civilization that has Neutronium can make all sorts of fantastic statues and artwork), giving the usual +4 Happiness. It gives +1 production for the resource, +1 gold for the improvement.
Neutronium is fairly common, which is good considering how useful it is. Quantum Labs generate an additional unit, so in theory it would be plentiful... except that most advanced military units need it, and Titan units tend to require multiple Neutronium to construct, so you'll go through it quickly if you want a competitive endgame military. The Nanoreplicator and Robotic Assembly Plant each require 1 unit, both of which would be in high demand in the endgame.
There are three additional Resources, all Luxuries created by buildings:
Hit Movies is produced by Hollywood (national wonder), and adds +2 happiness. You get 3 units of it to trade around, but since it's made by a national wonder that has other benefits, in the long term everyone will have some and it'll be a flat +2 happiness (barring any bonus for difficulty, etc.)
Information is produced by the Planetary Datalinks (national wonder), and adds +3 happiness. You get 3 units of it to trade around, but as above, the other civs will eventually have their own.
Ambrosia is produced by Clinical Immortality (world wonder) and adds +5 happiness. You get 3 units of it, and since it's a world wonder no one else will ever have any unless you trade it to them, making it an excellent trade good in an era where most civs have most or all of the luxuries.
VICTORIES
Spoiler :
Obviously, a key part of adding a future era is ensuring the players are not forced to end the game beforehand, either by their own hand or by an AI winning one of the victory conditions. Each of the existing victory conditions is therefore altered as follows:
Time: The standard game, on normal speed, lasts 500 turns. I have extended that to 1000, with similar scaling added to other game speeds. The year count might have some ridiculous numbers, though, if you start in an era other than Ancient or a game speed other than Standard.
Cultural: The Utopia Project requires the Homo Superior technology. Additionally, 10 "Super-Finisher" policies were added, one per branch; these policies are stronger than normal policies, but do not count towards a cultural victory and require specific technologies in the future eras, so taking them slows a cultural victory down.
Diplomacy: (These changes are in the Balance mod, but are included here for reference.) In the vanilla game, you need 47% of the votes on a small map, and 35% on the largest maps. In this mod, you now need ~67% of the votes on a small map and 50% on the huge ones. The math changes a bit as you conquer other empires, though, so if enough city-states are destroyed, it might become mathematically impossible for anyone to get enough votes to win without liberating captured states.
Additionally, it's now significantly more expensive to bribe a city-state, while the effects of non-gold ways of gaining Influence have been boosted. Gifting units to a city-state, or completing its quests, is now an excellent way to gain and keep Influence; this reduces the ability of a player to buy the loyalty of half a dozen city-states right before a vote.
Conquest: No explicit change, but many components of the Balance Mod above are designed to make rolling over opponents much harder.
Science: In the core game, launching the spaceship wins the game. Here, it doesn't. Instead, there is a Transcendence victory at the end of the now-expanded tech tree. Building the spaceship will instead do the following:
> Gain one Social Policy of your choice
> Gain the non-researchable Centauri Ecology technology
> Enter a Golden Age (5 turns on default settings)
> All of your current wars end immediately. You can start them back up again, if you want. This has the negative that if the other empire was losing, you miss out on some good peace terms.
However, the first civ to complete the ship gets additional benefits:
> Gain one free technology of your choice
> The free Golden Age mentioned above lasts twice as long
Centauri Ecology is a prerequisite for many later technologies (and by the end of the tree, all of them), but you don't actually need to build the spaceship to get it. 10-30 turns after one civ builds a spaceship, the Breakout will occur, when mindworms escape into the wilds of Earth. The more civs that build ships, the faster this happens. Once the Breakout occurs, every civ gets the Centauri Ecology tech (meaning you don't HAVE to build a spaceship to continue), but none of the other benefits of a spaceship, and civs without a fully built ship can no longer build any new spaceship parts. The Breakout has other effects, though, the biggest of which is the periodic spawning of Spore Towers around the world, immobile units that generate new Psi units as long as they survive.
The new Science victory condition, the Transcendence Victory, is more complex.
Once the Project is built, a 20-turn timer begins to count down. When the timer expires, you win if your empire still exists, assuming no one has won through any other mechanism (like conquering your capital).
When the timer starts, everyone declares Permanent War on you. This is because they know that the only way to stop you from taking over the world is to conquer you.
During those 20 turns, your empire is in a state of Anarchy; no science, no production, no income, no expenses. This may or may not be temporary.
Each turn, each of your cities loses 1 population, to a minimum of size 1. Your people start to ascend, and this reduces the city's productivity as they no longer worry about material things. The "population" reflects the number of citizens that are still creating and consuming resources.
Sacrificing a Great Person reduces this timer by 2 turns for the first GP of a type, 1 turn for each later GP of that type. This one isn't implemented yet. The idea is that when a famous leader ascends, you'll see a lot of extra people follow his example. It's assumed that a human player would have stockpiled a few Great People before this point, but the AI won't do this, and probably wouldn't know how to manage it even if he did have them.
Losing your Capital adds 5 turns to the timer. Losing any other city adds 1 turn. These aren't implemented yet.
As 40-population cities won't be uncommon by the time you reach this, the 1 pop per turn isn't likely to truly cripple any of your cities, but it would keep you from settling new ones. I'd also like to add a few other tweaks, like you can no longer annex cities and all puppets immediately begin to raze.
NOTE: You cannot disable the space race or Transcendence Victory. They will always be available.
Time: The standard game, on normal speed, lasts 500 turns. I have extended that to 1000, with similar scaling added to other game speeds. The year count might have some ridiculous numbers, though, if you start in an era other than Ancient or a game speed other than Standard.
Cultural: The Utopia Project requires the Homo Superior technology. Additionally, 10 "Super-Finisher" policies were added, one per branch; these policies are stronger than normal policies, but do not count towards a cultural victory and require specific technologies in the future eras, so taking them slows a cultural victory down.
Diplomacy: (These changes are in the Balance mod, but are included here for reference.) In the vanilla game, you need 47% of the votes on a small map, and 35% on the largest maps. In this mod, you now need ~67% of the votes on a small map and 50% on the huge ones. The math changes a bit as you conquer other empires, though, so if enough city-states are destroyed, it might become mathematically impossible for anyone to get enough votes to win without liberating captured states.
Additionally, it's now significantly more expensive to bribe a city-state, while the effects of non-gold ways of gaining Influence have been boosted. Gifting units to a city-state, or completing its quests, is now an excellent way to gain and keep Influence; this reduces the ability of a player to buy the loyalty of half a dozen city-states right before a vote.
Conquest: No explicit change, but many components of the Balance Mod above are designed to make rolling over opponents much harder.
Science: In the core game, launching the spaceship wins the game. Here, it doesn't. Instead, there is a Transcendence victory at the end of the now-expanded tech tree. Building the spaceship will instead do the following:
> Gain one Social Policy of your choice
> Gain the non-researchable Centauri Ecology technology
> Enter a Golden Age (5 turns on default settings)
> All of your current wars end immediately. You can start them back up again, if you want. This has the negative that if the other empire was losing, you miss out on some good peace terms.
However, the first civ to complete the ship gets additional benefits:
> Gain one free technology of your choice
> The free Golden Age mentioned above lasts twice as long
Centauri Ecology is a prerequisite for many later technologies (and by the end of the tree, all of them), but you don't actually need to build the spaceship to get it. 10-30 turns after one civ builds a spaceship, the Breakout will occur, when mindworms escape into the wilds of Earth. The more civs that build ships, the faster this happens. Once the Breakout occurs, every civ gets the Centauri Ecology tech (meaning you don't HAVE to build a spaceship to continue), but none of the other benefits of a spaceship, and civs without a fully built ship can no longer build any new spaceship parts. The Breakout has other effects, though, the biggest of which is the periodic spawning of Spore Towers around the world, immobile units that generate new Psi units as long as they survive.
The new Science victory condition, the Transcendence Victory, is more complex.
Once the Project is built, a 20-turn timer begins to count down. When the timer expires, you win if your empire still exists, assuming no one has won through any other mechanism (like conquering your capital).
When the timer starts, everyone declares Permanent War on you. This is because they know that the only way to stop you from taking over the world is to conquer you.
During those 20 turns, your empire is in a state of Anarchy; no science, no production, no income, no expenses. This may or may not be temporary.
Each turn, each of your cities loses 1 population, to a minimum of size 1. Your people start to ascend, and this reduces the city's productivity as they no longer worry about material things. The "population" reflects the number of citizens that are still creating and consuming resources.
Sacrificing a Great Person reduces this timer by 2 turns for the first GP of a type, 1 turn for each later GP of that type. This one isn't implemented yet. The idea is that when a famous leader ascends, you'll see a lot of extra people follow his example. It's assumed that a human player would have stockpiled a few Great People before this point, but the AI won't do this, and probably wouldn't know how to manage it even if he did have them.
Losing your Capital adds 5 turns to the timer. Losing any other city adds 1 turn. These aren't implemented yet.
As 40-population cities won't be uncommon by the time you reach this, the 1 pop per turn isn't likely to truly cripple any of your cities, but it would keep you from settling new ones. I'd also like to add a few other tweaks, like you can no longer annex cities and all puppets immediately begin to raze.
NOTE: You cannot disable the space race or Transcendence Victory. They will always be available.
CITIZENS
Spoiler :
Empaths add no production, culture, research, or money. Instead, they add +1 Happiness and +2 food; while this sounds like a large amount, remember that these unlock after the national wonders that boost other specialists by +1. They also generate points towards the new Great Empath unit, which can build a Monolith (+3 happiness, plus terrain effects), or can be sacrificed for a Golden Age 50% longer than a normal great person could get.
To me, a +1 happiness citizen is an essential addition to the game, and should have been added as an Entertainer specialist in the core game. It gives a level of tunability to the happiness part of the game, allowing you to easily go from -1 to 0 without rush-building a new Colosseum.
Transcends are extremely productive: +1 to food, production, science, and gold, and +2 culture, plus any bonuses from Wonders, Policies, and such. But they generate no great person points, and only three buildings have slots for them, all end-game (T23) National Wonders.
The balance factor here is that these are in very limited supply, and I'm basically assuming that the three National Wonders with Transcend slots will always use them when I balance things out.
To me, a +1 happiness citizen is an essential addition to the game, and should have been added as an Entertainer specialist in the core game. It gives a level of tunability to the happiness part of the game, allowing you to easily go from -1 to 0 without rush-building a new Colosseum.
Transcends are extremely productive: +1 to food, production, science, and gold, and +2 culture, plus any bonuses from Wonders, Policies, and such. But they generate no great person points, and only three buildings have slots for them, all end-game (T23) National Wonders.
The balance factor here is that these are in very limited supply, and I'm basically assuming that the three National Wonders with Transcend slots will always use them when I balance things out.