Complete feature list summary somewhere?

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi guys

I wonder if there is a complete features list summary somewhere?
After doing some searching and going to communitas wiki I found some info here and there but not summary anywhere.

cheers :)
 
The question comes up frequently ;) The best suggestion I can give you is to just install the mod and try. It's easy and easily reverted, too. The mod just changes too much to create a meaningful list, like a very elaborate rearrangement of the tech tree or signigicant changes to many civs. Nevertheless, it doesn't feel that far away from the base game.

Important: The ingame pedia and tooltips are acurately adapted - practically all changes to civs, buildings, policies,... are visible there.
 
It is true that there are far too many changes. I tried to form a list of changes, or at least just part of it. Maybe because I want to tease you without spoiling all, or maybe because I am just lazy to write the whole list of changes. But this is what I got (I focused on the ancient era for the units) :

Civilization 5 Communitas Changes:

MAPS

Communitas Map
.......Creates continents and islands, with climate based on elevation and wind.
.......Includes custom game setup options.

LEADERS

Alexander
.......NEW: +2 Culture in every city.
.......NEW: Building: Odeon
.......REMOVED: Companion Cavalry
Askia
.......NEW: Units move faster along rivers.
.......REMOVED: Receive triple Gold from Barbarian encampments and pillaging cities.
.......REMOVED: Units gain the War Canoe promotion.
Attilla
.......Completely redesigned.
.......NEW: Barbarian camps surrender when defeated.
.......NEW: Land units cost less Gold maintenance.
.......NEW: Starts with a Horse Archer.
.......REMOVED: Raze cities at double speed.
.......REMOVED: Borrow city names from other cities.
.......REMOVED: Start with Animal Husbandry.
Augustus Caesar
.......NEW: Start with Iron in first 5 cities.
.......NEW: Liburna (Ship)
.......REMOVED: Ballista
…

UNITS

ANCIENT ERA

RANGED UNITS

Archer
.......Cost increased to 90 from 40.
Atlatist
.......Cost increased to 80 from 36.
.......Starts with Woodsman. (Faster in forest and jungle)
Bowman
.......Cost increased to 90 from 40.
.......Starts with Desert Power. (Faster in desert)
Slinger
.......Cost increased to 90 from 40.

SOLDIER UNITS

Warrior
.......Cost increased to 80 from 40.
Brute
.......Cost increased to 40 from 20.
Jaguar
.......Cost increased to 80 from 40.
.......Strength increased to 10 from 8.
.......Starts with Combat bonus in Forest and Jungle: 33.
.......Starts with Woodsman. (Faster in forest and jungle)
.......Heals 25 damage if kills a unit.
Maori Warrior
.......Cost increased to 80 from 40.
.......Strength increased to 10 from 8.
.......Fear renamed to Haka War Dance.

Legion
.......Now unlocked at Bronze Working, down from Iron Working.
.......Cost increased to 195 from 70.
.......Can build improvements 100% faster.
.......Bonus vs Cities now 25%.

VANGUARD UNITS

General
.......All Vanguard units receive a new bonus:
..............Bonus on Defense: 25%.

Scout
.......Cost increased to 60 from 25.
.......Strength increased to 7 from 4.
Pathfinder
.......Cost increased to 100 from 45.
.......Strength increased to 11 from 8.
Spearman
.......Cost increased to 80 from 56.
.......Bonus vs Mounted decreased to 10% from 50%.
Battering Ram
.......Cost increased to 100 from 75.
.......Strength increased to 14 from 10.
.......No defensive terrain penalty removed.
.......Bonus vs Cities decreased to 200% from 300%.
Hoplite
.......Cost increased to 80 from 56.
.......Strength decreased to 12 from 13.
.......Bonus vs Mounted decreased to 10% from 50%.
.......Starts with Phalanx. (+50% vs Mounted and Soldier units)
Immortal
.......Cost increased to 80 from 56.
.......Strength increased to 13 from 11.
.......Bonus vs Mounted decreased to 10% from 50%.
Pictish Warrior
.......Cost increased to 80 from 56.
.......No longer gain combat bonus outside friendly territory.
.......No longer gain 50% of opponent’s strength as Faith for kills.
.......Starts with Hill Fighter. (Faster on hills)

SKIRMISH UNITS

General
.......All Skirmish units can move after attacking.
.......All Skirmish units have a 25% penalty when attacking cities.
.......No defensive terrain penalty removed.
.......Ancient Era Skirmish units have their range decreased to 1 hex from 2 hexes.

Chariot Archer
.......Cost increased to 110 from 56.
.......Ranged strength increased to 13 from 10.
.......Strength increased to 10 from 6.
Horse Archer
.......Cost increased to 110 from 56.
.......Ranged strength increased to 15 from 10.
.......Strength increased to 12 from 7.
War Chariot
.......Cost increased to 110 from 56.
.......Ranged strength increased to 16 from 10.
.......Strength increased to 10 from 6.
.......Move decreased to 4 from 5.
.......Starts with Desert Power. (Faster in desert)
War Elephant
.......Cost increased to 180 from 70.
.......Ranged strength increased to 14 from 9.
.......Strength increased to 10 from 9.
.......Move increased to 4 from 3.

COMMON SHIPS

General
.......All common ships have a 50% Defense vs Ranged.
.......All common ships have a 50% Bonus vs cities.

Bireme
.......New ship, unlocked on Sailing
.......Cost is 100.
.......Ranged strength is 13.
.......Strength is 10.
.......Cannot enter deep ocean until Astronomy is discovered.

Dromon
.......Cost increased to 100 from 56.
.......Ranged strength increased to 16 from 10.
.......Strength increased to 13 from 8.
.......Dromon gain a small additional bonus vs other naval units.
.......Cannot enter deep ocean until Astronomy is discovered.

ESCORT SHIPS

Trireme
.......Now unlocked on Optics, up from Sailing.
.......Cost increased to 110 from 45.
.......Strength increased to 13 from 10.
.......Bonus vs Land / Sea is 25%.

Quinquereme
.......Removed from the game.
.......Carthage now gains the Cothon instead, a replacement for the lighthouse.
 
When writing such a list, you start noticing patterns. I think it is better to just list the design differences than listing all individual changes. Like this:

BALANCE

Units are more expensive to build.
--> Units cannot be build quickly as a reaction to being attacked without having an army yourself.
--> You make a deeper choice, choosing to invest in a building or a unit, as you can't quickly build both.

Units are categorized as Civilian, Ranged, Soldier, Vanguard, Skirmish, Common ships and Escort ships.
Soldier (e.g. Iron units): Most damage, often city attack bonus.
Vanguard (e.g. Spear units): 25% bonus on defense
--> Useful for ...
Skirmish (Mounted): Can move after attacking, 25% penalty attacking cities.
--> Useful for ...



LEADERS
Most leaders are tweaked or revamped, to make them more distinct and fun.
--> Alexander (Greece) gains the Odeon building; when built, receiving 200 Culture instantly.
--> Augustus Caesar (Rome) starts with Iron in the 5 first cities, to encourage expanding and synergy with Legions
...

If you really want a list, because it is so big and because development is happening (albeit really slowly at this point), I think it should be a community-changed list, like a wiki where anyone can edit the list.
 
You have 'hit the nail on the head'.

Documentation of an ever-changing project will never be up-to-date.
The best we can offer at the moment is the wiki (sorely in need of a dedicated maintainer(s)) and the in-game tooltips and help files.

All the effort in this post, gathering the information and posting it for others to see could have easily been directed at the wiki. It is easy to become a contributor on that site.:eek:

I do commend you though on your resolve, thank you for the posting.
 
There is a wiki page intended to list specific changes (as well as general effects), but it hasn't kept up to date with changes as the updates from BNW's version of the mod have come online. I haven't had as much time to maintain it as I had last year to add raw data that other people (usually Thal) then cleaned up. Setting up a list of anything and everything that gets changed takes a while to notice and to keep track of for one person versus just noticing it in game or for discussion of "why was this done" or "why don't we do this?". I've only been doing this as they're popping up in discussions and I/we need them as handier references during figuring out some tweaks for balance (focused mostly on unit balance and beliefs so far, as buildings and terrain/improvements haven't gotten a complete pass just yet, maybe 80% or so, and leaders changes are less about "balance").

I can try to drop in some this weekend to add some pages.
 
oh....damn...then I hope the RazeAllCapitals mod will work with CEP.
I hate that I cant make decisions like demolishing cities, capitals or city states as a player. CIV5 feel so much like a dumb down game compared to civ 4 when it come to so many gameplay elements. Its funny when a previous game is more advanced :lol:
 
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