King Phaedron
Warlord
- Joined
- Oct 9, 2017
- Messages
- 164
I have several ideas here. Please read and add your own ideas. (Evolving Civs and Leaders game mode summary)
1. Evolving Civs, as in the whole Civilization becomes another one when the world enters the Industrial age.
2. Evolving Leaders, as in Frederick Barbarosa trades his medieval armor for a modern uniform.
3. Evolving Leaders, as in you get a different one for the second half of the game.
4. Or no changes at all for most civilizations.
City Shift:
For those Civs which become entirely new civs, randomly renames every city, and renames Mexico City to something else.
Leader shift:
When new leaders appear they introduce themselves and the slate is wiped clean. Alliances, denouncements, and delegations are broken. Trade deals are retained.
AZTEC TO MEXICO
By the Industrial age, the Aztec player is expected to have a wide empire and 20-30 Luxury resources. This becomes quite unreasonable for modern warfare, as inherent Aztec combat bonus should not translate to vehicles. Even foot soldiers in modern times tend to have better training with fighting skills and martial arts due to trade, books, and cultural exchange. The combat bonus no longer makes sense, so forcing the civilization to change into Mexico, with a new leader, puts a time limit on easy Aztec Domination.
Mexican Leader ability: Siesta: +1 culture for every neighborhood. Cities with 6 population or more lose 1 production for each additional population. City Projects cost twice as much production. Factories provide 1 Amenity to cities within range. +3 food, and -3 gold to import it, for city centers built on Snow, Tundra, or Desert. Cities that lack sufficient amenities lose 1 population, which migrate to a nearby city of another empire, preferably America. This can only happen once per city.
Mexican unique building: Taco Shop. Replaces the Granary. Does NOT provide food or housing. Friendly units in city territory heal 5 every turn even if they take action. +4 Tourism if the city has at least 4 Population. +2 Tourism for each world wonder, and natural wonder, in a city.
Mexican Unique Unit: (you think of one)
So when the wide Aztec empire becomes Mexico, it loses the extra amenities and combat bonus, and shifts towards achieving a cultural victory with a unique strategy that favors making lots of cities with Taco Shops, but you can't just spam cities everywhere as you need at least 4 population, (except during a Draconis age) You don't need great people, but all wonders help. Cities with the Aztec unique building get to keep it, as well as any eagle warriors you still have.
Amenities become more of a problem, but you should have built lots of entertainment districts for the Aztec unique building, and you can get extra amenities by making good use of factories and cities built close together. There is a disadvantage for city projects: Twice the cost, but not twice the benefit, except for effects that happen every turn.
The loss of production and increased cost of city projects is actually a blessing for big cities, as managing a wide empire in the end game quickly turns into a nightmare. I actually dread making too many cities, because you are micro managing all of them every single turn. I would rather eliminate city projects and bring back gold and science focus from Civ 5, but since the devs didn't have the common sense to do this, and players don't have the common sense to demand it, this is the next best thing.
Plus there is a religious belief or card that actually reduces the production time for city projects, which is proof positive the devs don't play the game for very long. Why would anyone ever want to finish them twice as fast?
CHEROKEE TO AMERICA
I've come across some arguments that there were white Cherokee, and lived in houses, also that the constitution was based on the Iroquis confederation. The Cherokee become the face of Native Americans displaced by America. I haven't given it much thought, but I think the general focus should be military and culture. We could just as well do Apache, Hopi, or some other tribes, but I think Cherokee is the most interesting, and we already have Sioux and Iroquis in other Civ Games.
My other idea was that almost anyone could have the option to become America. There is evidence the ancient Egyptians made their way here.
1. Evolving Civs, as in the whole Civilization becomes another one when the world enters the Industrial age.
2. Evolving Leaders, as in Frederick Barbarosa trades his medieval armor for a modern uniform.
3. Evolving Leaders, as in you get a different one for the second half of the game.
4. Or no changes at all for most civilizations.
City Shift:
For those Civs which become entirely new civs, randomly renames every city, and renames Mexico City to something else.
Leader shift:
When new leaders appear they introduce themselves and the slate is wiped clean. Alliances, denouncements, and delegations are broken. Trade deals are retained.
AZTEC TO MEXICO
By the Industrial age, the Aztec player is expected to have a wide empire and 20-30 Luxury resources. This becomes quite unreasonable for modern warfare, as inherent Aztec combat bonus should not translate to vehicles. Even foot soldiers in modern times tend to have better training with fighting skills and martial arts due to trade, books, and cultural exchange. The combat bonus no longer makes sense, so forcing the civilization to change into Mexico, with a new leader, puts a time limit on easy Aztec Domination.
Mexican Leader ability: Siesta: +1 culture for every neighborhood. Cities with 6 population or more lose 1 production for each additional population. City Projects cost twice as much production. Factories provide 1 Amenity to cities within range. +3 food, and -3 gold to import it, for city centers built on Snow, Tundra, or Desert. Cities that lack sufficient amenities lose 1 population, which migrate to a nearby city of another empire, preferably America. This can only happen once per city.
Mexican unique building: Taco Shop. Replaces the Granary. Does NOT provide food or housing. Friendly units in city territory heal 5 every turn even if they take action. +4 Tourism if the city has at least 4 Population. +2 Tourism for each world wonder, and natural wonder, in a city.
Mexican Unique Unit: (you think of one)
So when the wide Aztec empire becomes Mexico, it loses the extra amenities and combat bonus, and shifts towards achieving a cultural victory with a unique strategy that favors making lots of cities with Taco Shops, but you can't just spam cities everywhere as you need at least 4 population, (except during a Draconis age) You don't need great people, but all wonders help. Cities with the Aztec unique building get to keep it, as well as any eagle warriors you still have.
Amenities become more of a problem, but you should have built lots of entertainment districts for the Aztec unique building, and you can get extra amenities by making good use of factories and cities built close together. There is a disadvantage for city projects: Twice the cost, but not twice the benefit, except for effects that happen every turn.
The loss of production and increased cost of city projects is actually a blessing for big cities, as managing a wide empire in the end game quickly turns into a nightmare. I actually dread making too many cities, because you are micro managing all of them every single turn. I would rather eliminate city projects and bring back gold and science focus from Civ 5, but since the devs didn't have the common sense to do this, and players don't have the common sense to demand it, this is the next best thing.
Plus there is a religious belief or card that actually reduces the production time for city projects, which is proof positive the devs don't play the game for very long. Why would anyone ever want to finish them twice as fast?
CHEROKEE TO AMERICA
I've come across some arguments that there were white Cherokee, and lived in houses, also that the constitution was based on the Iroquis confederation. The Cherokee become the face of Native Americans displaced by America. I haven't given it much thought, but I think the general focus should be military and culture. We could just as well do Apache, Hopi, or some other tribes, but I think Cherokee is the most interesting, and we already have Sioux and Iroquis in other Civ Games.
My other idea was that almost anyone could have the option to become America. There is evidence the ancient Egyptians made their way here.