Compilation topic for new additions (Buildings, Techs, Units, Terrain etc.)

Canal
Requirements: Must have Ocean tiles on at 2 opposite sides
Unlocks at a tech right before great war era
Allows movement through the tile for ships
Non-owners of the canal must pay a small fee in gold to pass
 
*EDIT*

I came up with quite a few Natural Wonders, but I'm not sure on the yields for them, it was kinda arbitrary for me, so plz help out there if possible. I tried to come up with some wonders that could go in places where we don't actually have many wonders for right now.

Amazon Rainforest
Covers 4 tiles
Jungle
+2 Food, +1 Hammers, +1 Gold, +2 Science
Additional +1 Food, +1 Happiness after discovery of Ecology.

Aurora
Tundra
+1 Gold, +2 Science, +1 Faith, +1 Happiness

Bermuda Triangle
Occupies 3 adjacent tiles in a triangular shape.
Passable by Naval and Air Units
Coast/Ocean
+1 Gold, +2 Science, +1 Culture
10% Chance any Unit ending its move in the Triangle will disappear.

Bimini Road
Coast
+2 Gold, +1 Science, +1 Culture

Burgess Shale
Hills/Tundra
+4 Science

Challenger Deep
Ocean
+3 Science

Everlasting Storm (the Catatumbo Lightning)
Hills/Jungle/Lake
+2 Gold, +1 Science, +1 Culture

Eye of the Sahara
Desert/Hills
+2 Science

Geirangerfjord
Tundra/Hills/Coast
+2 Gold, +3 Culture

Glacier Bay
Tundra/Coast
+1 Food, +2 Gold, +1 Science

Grand Canyon
Covers 2 tiles.
Desert/Plains/River
+3 Gold, +1 Culture, +1 Happiness

Great Blue Hole
Coast
+2 Gold

Lake Baikal
Tundra/Lake
+1 Gold, +2 Science, +3 Culture

Lascaux Cave
Hills
+1 Science, +4 Culture

Marble Caves (in Chile/Argentina)
Hills/River
+1 Gold, +1 Culture, +1 Happiness

Mauna Loa
Coast/Ocean
+1 Gold, +1 Faith, +2 Culture

Mount Olympus
Mountain
+2 Faith, +2 Culture

Mount Roraima
Jungle/Hills
+1 Science, +1 Faith, +1 Culture

Pitch Lake
Lake
+3 Hammers, +2 Science

Sundarban
Marsh
+1 Food, +1 Hammers, +2 Science, +1 Culture

Serengeti
Plains
+2 Gold, +3 Science, +1 Culture

Stone Forest
Hills
+1 Faith, +3 Culture

Tunguska
Tundra/Forest
+1 Gold, +1 Science

Victoria Falls
Jungle/River/Lake
+1 Food, +2 Gold, +1 Happiness
 
Technology
Tunnelling - allows roads/railroads through mountains

World wonder
The channel tunnel - provides a rail link between two coastal cities on nearby continents/islands, has to be built in both cities
Maybe +1 culture
+1 gold for every city linked by rail
Requires tunnelling

Another idea idea I had was give the English spitfires as a UU, bit similar to the zero I guess but it would be cool to have them in the game.
 
How about oceanographic institute, same bonus as research lab but plus 1 science for every ocean resource worked by the city. Built instead of research lab in coastal cities.
 
New national wonder

Olympic Stadium

Requires stadium in every city

Triggers golden age
Covers 50% maintenance on stadiums
+2 culture
 
New social policy:

Mass media (similar to Piety, but focuses more heavily on happiness.)

Unlocked in the modern Era. Cannot be activated at the same time as piety or tradition. (must also have researched the mass media tech, i guess.)

Opener: +1 hapiness from Colosseums, circus's, theatres, and stadiums.
Finisher: Extra hapiness= 20% of cultral output.
Tier 1
Propaganda: Eliminates the combat penalty from being very unhappy.

Freedom of Press: + 3 and + 1 happiness cultural from Artists, great artist rated improved by 100%

Tier 2


Political Advertisment: Hapiness and cultural buildings Produce +3 gold per turn. (Requires Propaganda and freedom of press.)

Patriotism: +10 hapiness when performing a culture bomb, and culture bombs have doubled blast radius. (Requires propaganda.)

Unbiased Broadcasting: +25% culture when the empire is happy. (Requires freedom of press.)
 
I don't think this "mass media" policy branch is very well thought out. It is overpowered, auto-cycling and you miss too much of what makes modenity stand apart. Also, Free Speech and Freedom of press revolves around the same principles.
 
Fair NW
+1 gold and +1 culture per fish, cattle, sheep, bananas, wheat, deer, furs, wine resources presented somewhere in your empire
requires Market in each city, Chivalry tech

Warehouse
+2 production, +2 gold, consumes 1 iron.
requires Compass tech
requires Coast

Foundry
+5 production, consumes 1 iron, 1 coal
requires Metallurgy tech

Textile Mill
+4 gold, +1 gold on sheep, cotton, silk. Consumes 2 sheep
requires Economics tech
requires Water Mill

Grocer
+2 food, +2 gold, +1 food from tiles with deer resource, consumes 1 fish and 1 cattle
requires Optics tech

Supermarket
+5 food, consumes 1 bananas
requires Grocer
requires Refriegeration tech

Highways
+1 food on farms with roads(?), +10% gold, consumes 1 oil
requires Supermarket
requires Combustion tech

Coal Plant
+15% production, consumes 1 coal
requires Factory
requires Electricity

Construction Company
+15% to buildings production, 1 engineer slot, maintenance 3 gold, consumes 2 iron
requires Dynamite tech

Cinema
+1 happiness per 5 population, 2 artist slots, maintenance 4 gold
requires Electricity
requires Theatre in this city

TV Station
+1 happiness per 5 population, +50% culture, consumes 1 aluminium
requires Satellites
requires Cinema in this city

Airport
higher immigration probability, +4 gold per merchant, consumes 1 oil
requires Radar

Publishing House
respective specialist yields: +1 in this city (+1 production per engineer, +1 science per scientist etc)
requires Printing Press
requires Library in this city

Supercomputer NW
+10 science per scientist in this city
requires University in all cities, Electronics tech

Software Vendor
respective specialist yields: +2 in this city, 1 merchant slot
requires Computers
requires Publishing House

Surgical Clinic
+2 happiness, faster city growth (additional 15% food kept)
maintenance 4 gold
requires Lasers

Shopping Mall
+5 happiness, 2 merchant slots, consumes 1 oil
requires Globalization
requires Supermarket in this city

Industrial Park
+20% production, 2 engineer specialist slots
requires Robotics
requires Factory
Consumes 1 aluminium
 
Policies:

Power - for bad guys
Era: Ancient
Exclusive with Freedom
Starter: get strongest available unit with the terror promotion
Finisher: unhappiness is transfered to gold, 50% more gold from capturing cities
Segregation: citizens eat 10% less food
Expropriation: Get gold = population * era * 5 (one time effect)
Militarism: 50% more strategical resources, +5 free experience (moved from Autocracy)
Slavery: capture slaves from enemy units and cities (with certain probability). Slaves can hurry production or be settled in a city (+1 population).
Tyranny: unhappy citizens work with less penalty

Wealth
Era: Renaissance
Exclusive with Power and Order
Starter: building wealth produces x2 gold output
Finisher: buildings production +15%
Entrepreneurship: +1 gold per specialist
Privatization: -15% building maintenance
Corporations: rushbuy discount equivalent to city size
Patent law: +1 specialist yields, 5% from science output is converted to gold
Intellectual Property: 10% of culture output is converted to gold

Autocracy rename to Totalitarianism
Not exclusive with Order
Cult of Personality: +1 happiness from monument, broadcast tower and tv station
Populism: faster healing, +1 happiness from colosseums and stadiums
Police State: more happiness from courthouses, cheaper courthouses
Total War: +0.5 happiness per enemy unit killed (bonus is removed if peace was signed), 15% military production bonus.
Ideology: no emigration

Juche Tower wonder: -20% food eaten by non-specialists, requires Ideology.
 
Olympic Stadium

National Wonder. Available at Plastics. Requires Stadiums in all cities to be built. +1 :c5happy:, +1 :c5culture: in this city per status of Declaration of Friendship with other civs and Allied status with City-states (Doubled after the discovery of Telecommunications).

-OR-

World Wonder. Available at Electronics. +1 :c5happy: per stadium in your empire. Activates Olympic Games. Games occur every 15 turns (standard). All civs compete, city-states do not. Winner receives the most medals. Medals are rewarded to Civs based upon their empires. Five medals can be rewarded:

1. Marathon Sports: Awarded to the civ with the most roads
2. Aquatic Sports: Awarded to the civ with the most Harbors/Seaports
3. Winter Sports: Awarded to the civ with the most Ice/Mountains tiles witin its borders
4. Projectile Sports: Awarded to the civ with the most ranged units
5. Strength Sports: Awarded to the civ with the most melee units.

I'm open to more 'medal' ideas.

Winning civ immediately receives +15 influence with all city-states.
 
Two techs I'd like to see are Mapmaking and City Planning sometime in the Ancient/Classical era.

Mapmaking: Requires Writing and Sailing; leads to Compass. Increases movement and vision of scouts by 1.

City Planning: Requires Construction and Currency. Leads to Civil Service. Boosts food output in the capital by 2 and provides a 10% growth bonus to cities with acces to fresh water.

Two buildings I'd like to see added are:

Governor's Mansion: National Wonder. +1 production, +1 culture and +2 gold. Unlocked at City Planning. Reduces unhappiness from number of citizens in the city it is built by 15%. Must not be built in the capital.

Sanitation System: +1 food and +10% growth in this city. Unlocked at City Planning. Requires a granary in all cities.

A wonder I'd like to see added:

Templo Mayor: +4 faith, unlocked at Theology. All units built in this city gain faith for slaying their enemies. Goes obsolete sometime in the Industrial Era.

EDIT:
I'd also like to see a new terrain overlay or two:

Beaches: Provide +1 gold and cannot be given any normal imrpovements except roads/railroads. At currency, it becomes +2 gold. Scientific Theory adds +1 science. At Flight bring the gold to +3 and at Ecology bring it to +5 gold, +1 food and +3 science. These tiles would be rare (No more than 4 per map). You can also build a "resort" improvement on these tiles starting at Economics which would increase the output of the tile and all surrounding sea tiles by +1 gold.

Natural Harbor: A coastal hex that provides a free harbor to a city build next to it. Any fishing boats in this tile provide an additional +1 food and lighthouses provide +2 food in this tile instead of just +1. Should be a tremendous source of food to cities which have it, feeding larger populations than most costal cities.

Glacier: Found on snow tiles, but provides a source of freshwater (Still no tile yield itself). Also creates a 1-tile radius in which naval units recieve a -25% combat penalty on defense. When Ecology is discovered, provides +2 science.

Rainforest: A forest near jungles could be classified as a rainforest. Instead of acting like normal forest tiles, provides no production and 1 food. If you build a lumber mill or chop it down, it will act like any other forest tile and removes the overlay. Provides +1 science from Universities instead of the +2 Jungles provide, but when Ecology is discovered, you get +1 happiness for every unimproved Rainforest tile in your empire and the science output is improved to +3, (+2 in cities without a University). This makes players decide between productivity and conservation, something current Jungles and Forests no longer really do too much.
 
Building:Cemetery
Cost:200 :c5production:
Pre-Requisite Tech: Architecture
Pre-Requisite Building: Temple
Maintance: 2 :c5gold:/per turn
Faith: 1 :c5faith: per 5 :c5citizen:

The idea behind that building came from here:
http://en.wikipedia.org/wiki/Cemetery#Graveyards_replaced_by_cemeteries


Along with that,one suggestion of World wonder is the "Père Lachaise Cemetery",unlocked at "Scientific Theory" . It provides a free Cemetery in the city which was built,+3 :c5faith:/per turn and gives :c5faith: for each Great Person expended .
 
National Wonder: National Training Center
Cost: 1250 :c5production:
Pre-requisite Tech: Combined Arms
Other Pre-requisites: Must have built Military Academy in all cities.
All units built in this city receive +30 XP.

Based on:
Ft. Irwin NTC
(Lousy place to live & even worse place to visit :D )

New Unit: Combat Engineer
Cost: 200 :c5production:
Pre-requisite tech: Replaceable Parts
Non-combatant unit capable of clearing forest/jungle/marsh and building roads, bridges, and forts in both friendly and enemy territory. Can also plant or disarm land mines in friendly territory and disarm them in enemy territory.

New Improvement: Land Mines
Pre-requisite tech: Replaceable Parts
Can be built (planted) by Combat Engineer units. Once completed, an enemy unit moving through that tile will suffer 50 HP of damage and lose all remaining movement points (while also destroying the land mines and any road/railroad on the tile). Land Mines do not remove terrain types when constructed (i.e., forest, jungle) and may not share a tile with any other improvement (save roads/railroads). Can only be seen by Combat Engineer units (optional: mine-clearing promotion could be added for modern-era & beyond gunpowder/armored units).
 
My question on the landmines is what would appear on the tile to non combat-engineers? Would it be empty or have a dummy improvement? If I see one empty tile in the midst of farmland, it's gonna raise red flags while the AI wouldn't seem to notice.
 
Beaches: Provide +1 gold and cannot be given any normal imrpovements except roads/railroads. At currency, it becomes +2 gold. Scientific Theory adds +1 science. At Flight bring the gold to +3 and at Ecology bring it to +5 gold, +1 food and +3 science. These tiles would be rare (No more than 4 per map). You can also build a "resort" improvement on these tiles starting at Economics which would increase the output of the tile and all surrounding sea tiles by +1 gold.

Makes perfect sense, given all the Bud Light banner planes that get flown over beaches everywhere;).

Olympic Stadium

National Wonder. Available at Plastics. Requires Stadiums in all cities to be built. +1 :c5happy:, +1 :c5culture: in this city per status of Declaration of Friendship with other civs and Allied status with City-states (Doubled after the discovery of Telecommunications).

-OR-

World Wonder. Available at Electronics. +1 :c5happy: per stadium in your empire. Activates Olympic Games. Games occur every 15 turns (standard). All civs compete, city-states do not. Winner receives the most medals. Medals are rewarded to Civs based upon their empires. Five medals can be rewarded:

1. Marathon Sports: Awarded to the civ with the most roads
2. Aquatic Sports: Awarded to the civ with the most Harbors/Seaports
3. Winter Sports: Awarded to the civ with the most Ice/Mountains tiles witin its borders
4. Projectile Sports: Awarded to the civ with the most ranged units
5. Strength Sports: Awarded to the civ with the most melee units.

I'm open to more 'medal' ideas.

Winning civ immediately receives +15 influence with all city-states.

I would love, love, love for the Olympics to be included as a national wonder. I was thinking about suggesting it, but either of your suggestions (WW or NW) are a lot better than anything I could come up with.:goodjob:
 
My question on the landmines is what would appear on the tile to non combat-engineers? Would it be empty or have a dummy improvement? If I see one empty tile in the midst of farmland, it's gonna raise red flags while the AI wouldn't seem to notice.

It would appear empty. My thinking is that this would be much more useful when laid in strings along frontiers, vs. one or two within a city's workable tiles. Of course depending on specific game dynamics your frontiers may be within a city's workable tiles.

Alternately, they could be allowed in combination with other tile improvements, but would destroy those improvements should they ever be detonated by an enemy. What potentially bugs me about stacking them with other improvements is being able to plant land mines on a fort or citadel tile (although planting them around a citadel would be a great way to stop an invasion in its tracks), plus of course the potential for land mine spam in placing them on every tile within your empire.
 
Units:


Modern Carrier (upgrade for Carrier, should look like Nimitz class)

Technology required: Robotics (like Missile Cruiser)
Combat Strenght: 60
Speed: 7
Cost: 425 production / 1190 gold
Can transport 5 airplanes.
Requires 1 uranium.

- there should be more uranium on map



Stealth Fighter (F117 like)

Technology required: Stealth
Range: 15
Ranged Strenght: 45
Cost: 425 production / 1190 gold
Special abillity: Intelligent Bombing - can destroy tile improvements (100% chance - unless it gets intercepted) & city buildings (% chance depending on the strenght of the city)
Very weak vs Jet Fighter (if intercepted)
Requires 1 aluminium



Advanced Destroyer (upgrade for Destroyer)

Technology required: Robotics (like Missile Cruiser)
Combat Strenght: 80
Speed: 7
Cost: 425 production / 1190 gold
"Melee" naval unit.


Also, Battleship should upgrade to Missile Cruiser.
 
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