Ideas for C2C

Perhaps there should be some kind of "peace weariness" at least for Asatru (dying in your bed is disgraceful) and for Naghualism (flower wars), whereas certain other religions should have exacerbated war weariness.

Of course, having both belligerent and pacifistic religions in the same city could lead to trouble.
 
Perhaps there should be some kind of "peace weariness" at least for Asatru (dying in your bed is disgraceful) and for Naghualism (flower wars), whereas certain other religions should have exacerbated war weariness.

Of course, having both belligerent and pacifistic religions in the same city could lead to trouble.

While this has been suggested in the context of religion, I've always wanted to see a 'complacency' factor that builds up as peace continues to last and very slowly hobbles the civilization over time, being slashed by a declaration of war against or by the civ and diminished even faster in relation to building war weariness. Once this complacency has been blasted off the civ, and war weariness has dissipated, the civ would be at its most optimal performance.

What you suggest would work into that picture nicely as modifiers to complacency buildup by particular religions, which would in turn work well to be calculated into religions as an Idea according to the Ideas project.
 
Alternative Energy (x90)
https://en.wikipedia.org/wiki/Alternative_energy
Spoiler :
images

Requires: Biomaterials, Nanotechnology
Leads to: Wearable Computers, Astrobiology, Solar Propulsion
Special Abilities:
Nuclear Plant: +3 :hammers:
Solar Mirror Array Power Plant: +3 :hammers:
Biofuel Power Plant: +3 :hammers:
Wind Farm: +3 :hammers:
Hydro Plant: +3 :hammers:
Tidal Farm: +3 :hammers:
Wave Farm: +3 :hammers:
Geothermal Power Plant: +3 :hammers:
Hydrogen Generator: +3 :hammers:
Enables: Lightning Farm (Building), Microgrid (Building), Burj al-Taqa (World Wonder)
Lightning Farm
https://en.wikipedia.org/wiki/Harvesting_lightning_energy
+3 :hammers:
Provides Power
+3 :hammers: from Storm
Requires Power Lines
Requires Silver Ingots
Requires City Size of at least 6
1700 :hammers:
Microgrid
https://en.wikipedia.org/wiki/Distributed_generation
+5 :gold:, +8% :hammers:
Provides Power
Requires Computers
Requires Power Lines
Requires City Size of at least 6
2809 :hammers:
Burj al-Taqa
https://en.wikipedia.org/wiki/Burj_al-Taqa
Spoiler :
93.png

+2 :c5happy:, +10 :gold:, +2 :gp: (Great Merchant)
-35% Maintenance in All Cities
10 Tourism/Turn
Requires Solar Mirror Array Power Plant and Wind Farm
Requires City Size of at least 13
25000 :hammers:
 
Why not? Trolling is a little close to the Cyberbullying (crime).:lol:

But still its not the same. Cyberbullying is directed to single person and trolling can be humourus and mostly directed against group of people, ideas, companies etc.
Its mostly harmless if you know how to deal with internet trolls.
 
Exoplanet Discovery
Enables: W. M. Keck Observatory (World Wonder), Extremely Large Telescope (World Wonder)
W. M. Keck Observatory
https://en.wikipedia.org/wiki/W._M._Keck_Observatory
+10 :science:, +2 :gp: (Great Scientist)
+3 Free Scientist
Can turn 3 Citizens into Scientist
Requires Peak or Hill In City Vicinity
Requires City Size at least 13
25440 :hammers:
Extremely Large Telescope
https://en.wikipedia.org/wiki/European_Extremely_Large_Telescope
+10 :science:, +2 :gp: (Great Scientist)
+10% :science: in All Cities
Requires Peak or Hill In City Vicinity
Requires City Size at least 13
25440 :hammers:
 
I'm pretty sure that there are already alternative sources of energy (like e.g. tidal farm), why is trolling supposed to give culture and why does trolling "give" 10 :c5occupied: / turn? (sorry for the civ5-sign)
 
Negotiation (x20)
Requires: Sedentary Lifestyle, Sailing
Leads to: Naval Warfare, Caste System
Special Abilities:
Chief’s Hut: +2 :espionage:
Frontier Outpost: +1 :espionage:
Enables: Negotiator’s Hut (Building)
Negotiator’s Hut
+1 :c5happy:, +3 :espionage:
-10% :c5unhappy: War
2 Education/Turn
Requires Prime Timber
Requires City Size of at least 6
Obsolete with Diplomacy
90 :hammers:
Diplomacy (x35)
https://en.wikipedia.org/wiki/Diplomacy
Spoiler :
220px-P_dove_peace.png

Requires: Code of Laws, Road Building
Leads to: Calligraphy, Spice Trade
Special Abilities:
First to Discover Receives a Great Merchant
Enables: Ambassador’s House (Building), Emporium (Building)
Ambassador’s House
+1 :c5happy:, +4 :espionage:, +2 :culture:, +5% :espionage:
-15% :c5unhappy: War
+1 :c5happy: with Open Borders
3 Education/Turn
Requires Bricks or Cement or Marble
Requires Tablets or Scrolls or Books or Paper
Requires City Size of at least 6
159 :hammers:
Emporium
https://en.wikipedia.org/wiki/Emporium_(antiquity)
+1 :c5happy:, +5% :gold:, +1 :culture:
+1 Trade Route
+10% Trade Route Yeld
+1 :c5happy: with Open Borders
+1 :c5happy: with Free Market
Requires Bricks or Cement or Marble
159 :hammers:
Foreign Policy (x70)
https://en.wikipedia.org/wiki/Foreign_policy
Spoiler :
images

Requires: Imperialism
Leads to: Mass Transit
Special Abilities:
Ambassador’s House: +2 culture
Ambassador’s House: +2 espionage
First to Discover Receives a Great Statesman
Enables: Department of Foreign Policy (National Wonder)
Department of Foreign Policy
+1 :c5happy:, +6 :espionage:, +4 :culture:
+10% :espionage: in All Cities
+2 Trade Route
-25% :c5unhappy: War
+15% Defense against Espionage
+1 :c5happy: with Open Borders
+2 :c5happy: with Skilled Workers Only
+3 :c5happy: with Secure Borders
5 Education/Turn
Requires City Size of at least 13
750 :hammers:
 
I'm pretty sure that there are already alternative sources of energy (like e.g. tidal farm), why is trolling supposed to give culture and why does trolling "give" 10 :c5occupied: / turn? (sorry for the civ5-sign)
"Give crime": because trolling (in my opinion) = provocations, incitement, inciting ethnic/sexual/religious (and etc.) hatred -> risk of OFFLINE conflicts (for example: school shooting, political conflicts)
 
is there anyone actually implenting your ideas (in a modmod?) If not, are you interested in learning how to do it yourself?
I think some of them have potential and it would be a waste if they get lost.
 
I had thought about a Renewable Energy tech at the tail end of the Modern Era, but Fuel Cells can be used to. The next version of the space colonization modmod will have a line of advanced grids, including the Smart Grid at Fuel Cells. In general, I try to avoid a new tech if an existing tech can be used to add desired content.

A bit of adjustment on the power plants is called for. Several renewable energy sources are available at Ecology, which is too early. I would push Fusion back a few columns as well. Even though nuclear, wind, solar, and bio power may be established technologies, in 2014 86% of the world's primary energy came from fossil fuels. It will be decades before this fraction goes below 50%. An intermediate advanced fission tech, perhaps where Fusion is now, might be appropriate. All this would require some careful planning.

I do scan this thread in search of ideas, though I already have a huge list of things I want to do. My challenge is less in coming up with ideas and more in deciding what makes the cut.

If you haven't tried to implement these buildings and techs in XML, I think you will be surprised at how easy it is. You can use the files in the My_Mods directory as a template and program things in for the same amount of effort that it takes to post them here. Making icons is easy, though a bit tedious, if you follow the instructions. And I remember how good I felt when I saw my own buildings implemented in a modmod.
 
is there anyone actually implenting your ideas (in a modmod?) If not, are you interested in learning how to do it yourself?
I think some of them have potential and it would be a waste if they get lost.

I have done a number of the buildings. They are on the SVN in My_Mods/BrackenSpore.

I have done two of the technologies. They are not loaded to a game at the moment. They are in My_Mods (Unloaded)/Brackenspore_Techs. They do work in game if you move the folder into the My_Mods folder.

In both sets I have created all the files for the building tech with the prefix of the building or tech name so that it is obvious what is needed for each. Buttons and Movies have been included but buttons are not fully converted to what is needed, ie they don't have the alpha channel.

There should be enough examples there now for someone starting out moddding to get an idea how to do it. I will mentor although at the moment my health is not good.
 
Cartography
Enables: Hanseatic League (Project)
Hanseatic League
https://en.wikipedia.org/wiki/Hanseatic_League
Enables Hanseatic Kontor (For all Players)
+5% :gold: in All Cities (For Creator)
1700 :hammers:
Hanseatic Kontor (National Wonder)
+5 :gold:, +5% :gold:
+1 Trade Routes in All Cities
Can turn 3 Citizen into Merchant
Requires City Size of at least 6
600 :hammers:
 
@Pepper: When looking at the energy buildings, consider that we've had a lot of discussion on a potential electricity property to help handle that subject. There's some rather complex programming needs holding that up so it won't be any time soon but it's something you may wish to consider (there's a thread for reviewing the discussion somewhere... probably on page 105 by now ;) )
 
I do recall the electricity property discussion. It would be a good idea and might allow power plants to expand in usefulness over time. For now, I guess it's leave well enough alone.
 
What is the benefit for the creator of the Hanseatic League?

Regarding trolling: Both looting and weapons trafficking give 5 crime / turn, and trolling gives 10? Is that proper balance?
 
What is the benefit for the creator of the Hanseatic League?

Regarding trolling: Both looting and weapons trafficking give 5 crime / turn, and trolling gives 10? Is that proper balance?

+5% gold in All Cities (For Creator)
 
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