thaishmafia
Chieftain
- Joined
- Oct 24, 2010
- Messages
- 15
Description:
We all know that most mainstream games are designed to be fun, somewhat challenging for the normal player yet partially realistic and the Civilization series is no exception to that rule. From my play perspective, I like to play realistic games regardless of the challenge level and the main audience that the original game is geared towards.
Goal:
-Units Overhaul:
1) Adjust all units(Air,Land,Sea,Intangibles like Nukes)(Combat and Non-Combat) to align with more reality of how the unit should interact with other units in combat and their actual real life characteristics.
1A) Incorporate era/unit level bonuses through unit types or modifiers...ie, a Tank or Infantryman would have significant (+50% combat) strength bonus against units from a prior era like Warriors, Catapults etc...thus, a warrior would stand barely any chance of survival against a bazooka unit and would help Civilizations upgrade and keep up with Modern Civilizations/Technology levels.
-Traders move 4 spaces now and Military Engineers move 3...this is to allow them to lay roads on mountains. DONE!
2) Add in new units to compensate for areas that are missing them.
-Added short swordsman unit which does not require iron and is slight cheaper and 25% less powerful than a regular swordsman as good middle unit in case the AI does not have iron. DONE!
-Promotions Overhaul:
1) Adding more realistic promotions and adjusting current promotion trees to better work with the unit type from ancient to modern times.
-Building/Tile Improvement Overhaul:
1) Adjust all buildings/tile Improvements(land and sea) to realistically portray their original use and viability.
-Great Wall is twice as strong now while Roman fort is 50% stronger with defense modifier to provide more diversity and realism. DONE!
-Fishing boats provide twice as much food now. DONE!
-Lighthouse, seaport, and shipyard provide decent production bonuses now to strengthen only naval cities or cities surrounded by water. DONE!
-Oil Wells and Oil Rigs provide 1 gold now too. DONE!
1A) Adjust all districts and adjacency bonuses and add in new districts.
-Harbor and Dockyard given production bonuses to help out naval civilizations and players. DONE!
2) Add in new buildings...like to naval dockyards/forts, fish canneries, and make seaside resort improvement place-able on ocean coastal tiles to make island cities more viable.
2A) Adjust wonders effects, costs, and tech reqs.
3) Add in new tile improvements like railways, tunnels through mountains etc.
-Tiles Overhaul
1) Increase tile yields from ocean tiles and tweak land tiles.
2) Make Mountains and Natural wonders terrain passable at a cost.
2a) Snowy and Tundra mountains are slightly more difficult to moved through requiring 4 pts while all other mountain types require 3 movement points. DONE! Credit:
donald23
3) New Strategic and luxury resources.
-Technology/Civis Overhaul:
1) Adjust all Tech and Civic spacings in the Tech and Civic Trees.
2) Add in new techs and civics.
3) Allow Civics to have more influence on the game and add in more unlockable things into the Civic techs.
-AI Overhaul:
1) Reduced Warmongering penalty but 25-50% across the board to encourage more wars. DONE!
2) Other AI adjustments depending on viability of modding tools.
3) Barbarian unit diversity...adding in new unit types for barbarians to create out of their encampments.
AND MORE......
We all know that most mainstream games are designed to be fun, somewhat challenging for the normal player yet partially realistic and the Civilization series is no exception to that rule. From my play perspective, I like to play realistic games regardless of the challenge level and the main audience that the original game is geared towards.
Goal:
-Units Overhaul:
1) Adjust all units(Air,Land,Sea,Intangibles like Nukes)(Combat and Non-Combat) to align with more reality of how the unit should interact with other units in combat and their actual real life characteristics.
1A) Incorporate era/unit level bonuses through unit types or modifiers...ie, a Tank or Infantryman would have significant (+50% combat) strength bonus against units from a prior era like Warriors, Catapults etc...thus, a warrior would stand barely any chance of survival against a bazooka unit and would help Civilizations upgrade and keep up with Modern Civilizations/Technology levels.
-Traders move 4 spaces now and Military Engineers move 3...this is to allow them to lay roads on mountains. DONE!
2) Add in new units to compensate for areas that are missing them.
-Added short swordsman unit which does not require iron and is slight cheaper and 25% less powerful than a regular swordsman as good middle unit in case the AI does not have iron. DONE!
-Promotions Overhaul:
1) Adding more realistic promotions and adjusting current promotion trees to better work with the unit type from ancient to modern times.
-Building/Tile Improvement Overhaul:
1) Adjust all buildings/tile Improvements(land and sea) to realistically portray their original use and viability.
-Great Wall is twice as strong now while Roman fort is 50% stronger with defense modifier to provide more diversity and realism. DONE!
-Fishing boats provide twice as much food now. DONE!
-Lighthouse, seaport, and shipyard provide decent production bonuses now to strengthen only naval cities or cities surrounded by water. DONE!
-Oil Wells and Oil Rigs provide 1 gold now too. DONE!
1A) Adjust all districts and adjacency bonuses and add in new districts.
-Harbor and Dockyard given production bonuses to help out naval civilizations and players. DONE!
2) Add in new buildings...like to naval dockyards/forts, fish canneries, and make seaside resort improvement place-able on ocean coastal tiles to make island cities more viable.
2A) Adjust wonders effects, costs, and tech reqs.
3) Add in new tile improvements like railways, tunnels through mountains etc.
-Tiles Overhaul
1) Increase tile yields from ocean tiles and tweak land tiles.
2) Make Mountains and Natural wonders terrain passable at a cost.
2a) Snowy and Tundra mountains are slightly more difficult to moved through requiring 4 pts while all other mountain types require 3 movement points. DONE! Credit:
donald23
3) New Strategic and luxury resources.
-Technology/Civis Overhaul:
1) Adjust all Tech and Civic spacings in the Tech and Civic Trees.
2) Add in new techs and civics.
3) Allow Civics to have more influence on the game and add in more unlockable things into the Civic techs.
-AI Overhaul:
1) Reduced Warmongering penalty but 25-50% across the board to encourage more wars. DONE!
2) Other AI adjustments depending on viability of modding tools.
3) Barbarian unit diversity...adding in new unit types for barbarians to create out of their encampments.
AND MORE......
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