Current Civ's In Development/Release (Balance Adjustment/Inquiry)

Jarula

King
Joined
Oct 22, 2016
Messages
680
THEY ARE ALL GOING TO BE OP ORIGIONALLY I DO PLAN ON DROPPING YIELDS AND ADJUSTING ROME IS PRETTY MUCH THE ONLY ONE FINISHED (almost just have to find a way to clean it up but so far looks like everything is working)+ Numbers are high for playtesting so that I can see how they are playing I WILL NERF ALL.

Civ 1 Rome Under Romulus (95% Complete Based on The Empire Strikes Back)
UA:+5% production on buildings in capital
Keeps Buildings on conquest
6 Unique wonders... All are... DIFFERENT than the base game wonders modified to suit rome often available sooner but less specialized for example an Oxford that grants literally 65 Culture LESS per tech researched AND no great scientist... the real strength of the wonders is that they provide yields to all of a certain building type empirewide which is powerful but again with the +2% unhappiness PER that means that likely your happiness will be such that your people WILL OFTEN be unhappy your massive empire wide yields will be hindered by your desperate struggle to keep your people happy meaning literally you will have to micromanage EACH CITY these civs are built for people who are getting bored of Civ 5 they want a extra-chalenge/Uniqueness Civ something that makes gameplay unique THE ENTIRE GAME which is what I am trying to do for each... Still have to figure out a way so these unique wonders CAN ONLY BE BUILT IN CAPITAL AND ONLY ONCE AND ARE ALWAYS CAPTURED... and if more nerfing is needed contemplating a Roman Ruin's thingie basically to further reward civs for taking Roman cities)

UB: Curia +2% global Culture
+1% global Unhappiness
+1 Culture to each other Curia
No increase in numbers of City Replaces Courthouse

UU1: Legion: replaces Swordsman and longswordsman upgrades to Tercio
Strength 15
(does not have shock and when Steel is researched STILL has combat strength 15 BUT by then hopefully you have completed AT LEAST 7 social policies meaning that +4%*7 is 28* which basically makes the combat strength 19 if you are playing it right you should probably be by that point having AT LEAST 8 or 9 social policies if you are bee-lining which of course the purpose of the promo is to completely avoid bee-lining for Steel- The promo although STRONG on upgrade to Tercio is going to make things SUPER expensive because you are literally going to have to basically pay 2X the amount which normally if playing rome by that point you are CASH STRAPPED...)
Promotions
March
Can build Roads/Forts
Quick Study
and Legio Romanum (+4% combat strength and +5% build speed on improvements per Ancient Policy Adopted PASSES ON PROMO)

UU2: Auxilia replaces spearman/Pikeman upgrades to Tercio
Strength 9
Promotions
Anti-Mounted
Legio Romanum (+4% combat strength and +5% build speed on improvements per Ancient Policy Adopted PASSES ON PROMO)

UW 6 Wonders of Rome ALL GRANT +2% GLOBAL UNHAPPINESS

Part 1: The Baths of Caracalla replaces Hermitage
Unlocks at Metal Casting:
Baths +1 Culture
Aqueducts +1 Culture
1 Culture Per 10 Citizens
+10 Food Scaling with Era upon Construction of a Building in City
+10 Culture Scaling with Era upon Construction of a Building in City
+10 Production Scaling with Era upon Construction of a Building in City
+5 Culture Scaling with Era Upon Victory
+5 Culture Scaling with Era Upon Policy Unlock
+10 Culture Scaling with Era Upon Research of a New Technology

Part 2: Campus Martius replaces Heroic Epic
Unlocks at Same
+1 Production per 5 citizens
+10 Culture Scaling with Era Upon Victory
+5 Culture Scaling with Era Upon Policy Unlock
+10 Culture Scaling with Era Upon Research of a New Technology

Part 3: Parks of the Aqueducts Replaces National Epic
Unlocks at Engineering
Aqueducts +1 Culture +1 Food
+100% food in city
+1 Food per Citizen
+5 Food SWA on birth of a New Citizen
+5 Culture SWA on Birth of a New Citizen
+5 Culture Scaling with Era Upon Victory
+5 Culture Scaling with Era Upon Policy Unlock
+10 Culture Scaling with Era Upon Research of a New Technology

Part 4: Trajan's Markets Replaces East India Company
Unlocks at Currency
Markets +1 Culture +1 Gold
+5 Culture Scaling with Era Upon Victory
+5 Culture Scaling with Era Upon Policy Unlock
+10 Culture Scaling with Era Upon Research of a New Technology

Part 5: The Appian Way Replaces Oxford University
Unlocks at Currency
NO GREAT SCIENTIST
Caranvasary's +1 Gold +1 Culture
+5 Culture Scaling with Era Upon Victory
+5 Culture Scaling with Era Upon Policy Unlock
+10 Culture Scaling with Era Upon Research of a New Technology

Part 6: The Pantheon Replaces Divine Temple
Unlocks at Construction
NO GOLDEN AGE
+2 Culture +2 Faith to Temples
+5 Faith Scaling with Era Upon Victory
+5 Faith Scaling with Era Upon Adoption of a Social Policy
+10 Faith Scaling with Era Upon Research of a New Technology

Civ 2 The Kongo (60% Complete Based on Tometekh's Kongo mixed with the Civ 6 Congo mod)
UA: Units Gain River Attack +5% Combat Strength within 3 tiles of a Mbanza and +5% production towards Archers, and Melee and +2 XP PER MBANZA (dummy Building) and May use the Most popular 2 pantheons

UU1 Pombo Replaces Pikeman
Combat 15
Has Double movement through Forests and Jungle
Has Cover 1
Has "Warcry off the Congo" Promotion (Grants +30% Combat Strength on Attack +50% against Wounded)-Carries on Upgrade

UU2 Ngao Mbeba Replaces Swordsman
Combat 15
Has Double Movement through Forests and Jungle
Has Shock 1
Has "Warcry of the Congo" Promotion (Grants +30% Combat Strength on Attack +50% against Wounded)-Carries on Upgrade

UI Mbanza: May only be built on Jungle And not Adjacent to another Mbanza
Unlocks at Agriculture and takes TWICE as long to make as a Polder 24 Turns
Yields
+1 Culture +1 Food
If adjacent to a City an Additional 2 Faith and 1 Gold
Adjacent Jungle yields +1 Culture and +1 Faith
Adjacent Unimproved Jungle yields +1 Culture Faith and Food
Adjacent Farm Yields +1 Food

UB Raffia Mill Replaces Nothing
+1 Raffia Luxory
+2 gold per dyes
And Allows for Congo to use in all cities the second most popular Pantheon as well.


Civ 3 Benin Units heal +10 HP if adjacent to an Ilya +15% combat Strength within 1 tile of an Ilya (20% Complete Congo mod base with JFD's Nri Mixed in (Different bordering but similar culture))

UU1 Isienmwenro Replaces Pikeman
Combat Strength 15
Ignores Zone of Control (Carries on After Upgrade)
+75% Flank Attack (Carries on After Upgrade)
+1 Movement if it starts turn adjacent to an Enemy (Carries on After Upgrade)

UU2 Master Artisan replaces Great Artist/Great General/Great Scientist AND Great Merchant (MEANING ONE OF ANY OF THE THREE = A MASTER ARTISAN)
May Create A form of Artwork UNIQUE to Benin CALLED THE BRONZE MASTERPIECES
EACH BRONZE MASTERPIECE Controlled by Benin Grants:
ALL UNITS CONTROLLED BY BENIN +1% Combat Strength
+1% Culture GLOBALLY
+1% Gold GLOBALLY
+1% Science GLOBALLY
+5% GLOBALLY Towards the Generation of Master Artisans (THEY STACK)
There are over 100 Benin Bronze Masterpieces I will do a decent amount
After they run out you can always pop it for a Golden Age...

UI Ilya May only be built ADJACENT to a Jungle
Unlocks at Agriculture Takes TWICE as long to build as a Polder 24 turns
+25% Defense on Tile
Yields
+1 Culture +1 Food +1 Production
If Adjacent to a City yields an additional 2 Production 2 Gold
Adjacent Jungle yields +2 Gold +1 Culture
Adjacent Unimproved Jungle yields +1 Culture Faith and Food
Adjacent Farm Yields +1 Culture Faith and Food
+1 Culture PER Bronze Masterpiece Controlled by Benin

UB Bronze Artisan Replaces NOTHING
+2 Gold +1 Culture
2 Artist Slots
+5% Towards The Generation of a Master Artisan Per Ilya Controlled by Benin
+5% Towards The Generation of a Master Artisan Per Bronze Masterpiece Controlled by Benin (THEY STACK)

Civ 4 China The Dragon Emperor (0% complete based on the Xia Civ mixed with Elements of the Shang Dynasty Civ as well as a few others basically this is going to be the most origional one)
Similar to Xia
UA: Dynastic Cycle: Losing your Capital, constructing a Courthouse in a conquered foreign Capital, or completing a Social Policy tree starts a new Dynasty and provides a new cumulative bonus** (requires an Annexed or Settled City) or 50 turns whichever comes first End of dynasty triggers 1 turn of Anarchy (sometimes more) (They are strengthened from XIA and altered in general though the bonuses decline in Strength) Upon adopting of a dynasty a Dynasty building is built in city CANNOT ADOPT A IDEOLOGY UNTIL the People's Republic or the END of DYNASTIES Upon the succession of a dynasty the Dynasty appears as a Building stating the dynasty in all of your cities upon Capture THEY WILL GO TO YOUR ENEMIES. YOU ONLY GET A DYNASTY BUILDING BUILT IN ALL CITIES WHEN DYNASTIES UPGRADE AND WHICHEVER DYNASTY YOU ARE IN WHEN YOU FOUND THE CITY

Dynasties are as Follows
Xia Dynasty
Get +1 Food and Culture in all Cities
+1 Culture to Palace
1 Writer Specialist

Shang Dynasty
Whenever a City grows gain +3 Science Scaling with Era
+1 Culture to Palace
1 Civil Servant Specialist

Zhou Dynasty
Every time a great person is expended gain +5 food and +5 Culture Scaling with era
+1 Culture to Palace
1 Great writer Specialist

Qin Dynasty Each city gets
+2 Culture to Palace
+1 Science to Palace
+1 Gold to Palace
+1 Food
+1 Culture
1 Civil Servant Specialist

Han Dynasty
Get +1 Food and +1 Culture for every 5 Population in City
+1 Culture to Palace
1 Writer Specialist

Sui Dynasty In all Cities get
+1 Culture to Palace
+1% global Great person rate modifier
+1 Civil Servant Specialist

Tang Dynesty Get +1 Faith per Religion present in City
+1 Culture to Palace
1 Civil Servant Specialist

Song Dynasty Every time a great Person is expended gain +3 Science Scaling with Era
+1 culture
1 writer Specialist

Yuan Dynasty
all cities get +10% towards production of all units and +5 XP PER Dynasty in City
1 Civil Servant Specailist

Ming Dynasty
+1 Porcelain (Remember this is a building being built in all cities after this you should have COMPLETE control over the porcelain trade)
1 Civil Servant Specailist

Qing Dynasty 10 Units are Maintainance Free
1 Civil Servant Specialist

The Peoples Republic CAN FINALLY ADOPT IDEOLOGIES

UU1 Qin Nu Replaces Composite Bowman, and Crossbowman
May Fire Twice
Has Ranged Mastery (Unique Promotion Unit gains +10% combat Strength and +5% combat Strength per Dynasty China has Passed PASSES UPON UPGRADE)

UU2 Ya Replaces Spearman and Pikeman
Has Martial Prowess (+3 % Attack +5% Defense +15% Flanking Bonus per Dynasty China has passed and Can capture great people PASSES UPON UPGRADE)

UU(3) Chinese Writer/Civil Servant (NO EMBASSIES FOR YOU MUAHAHHAHA can preform a trade mission and a great form of writing except has a unique list of great works of writings that do exactly the same thing but it ensures you will be able to keep making them

UB1 NEW Paper Maker
Replaces Library
+2 Science
+1 Scientist slot
+1 Science to Writers in city
+1 Culture to Civil Servants in city
+5% Writer Generation per Dynasty
1 Great slot of writing

UB2 NEW Examination Hall
Replaces Chancery
Costs 1000 4 times the amount
+10% of Diplomatic Units.
Grants Promotion 'Royal Signet' for Diplomatic Units in the city in which it is built.
+1 per CS Friend, and +2 per CS Ally.
+5% Great Person Generation per dynasty Passed
+1 Food to all Granaries
+10 Food Scaling with Era upon the expenditure of a Great person
+1 Culture to Great Writers
+1 Culture to Great works of Writing
1 great slot of writing
 
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