American Traged
Chieftain
- Joined
- Jan 30, 2016
- Messages
- 1
Good day everybody. Lately I was thinking about a revision of one of my favourite Civ5 Scenarios - Empires of the Smoky Skies. Needless to remind that this scenario was presented in G&K, and is not adopted to BNW expansion. I would really like to see some kind of revised version of it, with new mechanics, provided in BNW and completely new, with some new civs and revised default ones. Ideally this scenario needs a complete change in many aspects of the game, not only with regards to civilization, like improved Realpolitik system and enhanced technology tree, as well as much more units, but it is too distant future. Here are some of my ideas, for civs now:
United Provinces of Pulias
Leader: Octavius Cutler
UA: Frontier Markets (50% more output of Merchant specialists.
Trade Routes generates Great General(Caravans) and Great Admirals (Cargo Ships) points, as well as additional
Gold and
Influence if sent to another civ's city of City-State.
UU: Red Flag - fast middle-game melee naval unit. Is slightly weaker, but cheaper, has 2 additional
Movements, heals up when pillage enemy
Trade Routes and has 25% Combat bonus if adjanced (I dunno how this word correctly spells, so sorry) to allied
Trate Route.
UB: Bureau - bank-like building. Has 2 Merchant specialist slots and increases city's
Growth by the number of outcoming Trade Routes.
Great Empire of Eruch
Leader: Cyrus Rotheram
UA: War Machines (best name I could give, sorry) - All Air units have +1 Sight and 15% against Wounded units, all Land Military Units have +1
Movement and no penalty against cities.
UU: TF-2 "Tottenfaust" - much more powerfull late-game Land Unit. Has 15% bonus against cities and 25% against Fortified Units.
UU: Himmlische Kommandeur - powerfull Air unit (TBA)
Federative Empire of Orlin
Leader: Ignace Curnow
UU: Labor Unions - +1
Production from every Specialist in the city and +2
Production from every Strategic Resourse.
UB: Processing Plant - early-game building. Has 2 Engineer slots and give 2 copies of every Strategic Resourse worked by city, +1
Science from every Worktown.
UI: Worktown - can be built on Plain, Tundra or Hill tile without access to fresh water. Provides 2
Production and 2
Science, +1
Production if adjanced (again) to another Worktown. Can improve Mine Strategic Resourses, if it does, provides 1 additional
Gold.

Leader: Octavius Cutler
UA: Frontier Markets (50% more output of Merchant specialists.



UU: Red Flag - fast middle-game melee naval unit. Is slightly weaker, but cheaper, has 2 additional



UB: Bureau - bank-like building. Has 2 Merchant specialist slots and increases city's


Leader: Cyrus Rotheram
UA: War Machines (best name I could give, sorry) - All Air units have +1 Sight and 15% against Wounded units, all Land Military Units have +1

UU: TF-2 "Tottenfaust" - much more powerfull late-game Land Unit. Has 15% bonus against cities and 25% against Fortified Units.
UU: Himmlische Kommandeur - powerfull Air unit (TBA)

Leader: Ignace Curnow
UU: Labor Unions - +1


UB: Processing Plant - early-game building. Has 2 Engineer slots and give 2 copies of every Strategic Resourse worked by city, +1

UI: Worktown - can be built on Plain, Tundra or Hill tile without access to fresh water. Provides 2



