Ramesses
Ruler. Visionary. Pimp.
- Joined
- Apr 15, 2008
- Messages
- 1,176
For those of us who are unsatisfied with the game as it is, I present to you an opportunity to help make Civ V better. We're going to design our very own tree!

Actually, I was thinking a tech tree. But that idea's okay too.
Here's how it's going to go down. I'll keep track of all suggestions in the top post. Everyone else, meanwhile, pitches ideas depending on whatever steps of the process are open at the time. Those steps, by the way, are:
1.) (OPEN) List all terrain types, features, resources, and improvements; as well as movement costs, combat modifiers, and yields and yield modifiers. Keep in mind the following advice as you pitch your suggestions: "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."
2.) (NOT READY) Pick out the most strategically important abilities, bonuses, units, etc. in the game, or add some new ones. These will be listed as Abilities.
3.) (NOT READY) Assign Abilities to technologies, currently existing in Civ V or entirely new ones. These will be listed as Key Techs.
4.) (NOT READY) Think up possible prerequisite techs for Key Techs, either already existing or new ones. I will list non-Key Techs as Gateway Techs.
5.) (NOT READY) Come up with abilities, bonuses, units, etc. for Gateway Techs, and flesh out Key Techs.
6.) (NOT READY) Create Gateway Techs for Gateway Techs, or connect them to Key Techs.
7.) (NOT READY) Decide on AND/OR gates for tree progression (yes, this tech tree will reintroduce OR gates. Really my main motivation for starting this project).
8.) (NOT READY) Draw up the Tech Tree, and try to make it visually appealing.
9.) (NOT READY) Agree on Research Costs and make small adjustments.
10.) (NOT READY) Turn this sucker into a mod!
Each time a new step opens, I'll make a new list for it, including a few examples which should help you understand what to do if there's any confusion. So, without further ado, let's get started!
Terrain Types
Grassland
Tile Features
Flood Plains
Other Feature
River
Resources
Wheat
Improvements
Farm
Fishing Boats
Pasture
Mine
Camp
Plantation
Quarry
Trading Post
Fort
Lumbermill
Oil Well
Offshore Platform
Academy
Customs House
Landmark
Manufactory
Citadel

Actually, I was thinking a tech tree. But that idea's okay too.
Here's how it's going to go down. I'll keep track of all suggestions in the top post. Everyone else, meanwhile, pitches ideas depending on whatever steps of the process are open at the time. Those steps, by the way, are:
1.) (OPEN) List all terrain types, features, resources, and improvements; as well as movement costs, combat modifiers, and yields and yield modifiers. Keep in mind the following advice as you pitch your suggestions: "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."
2.) (NOT READY) Pick out the most strategically important abilities, bonuses, units, etc. in the game, or add some new ones. These will be listed as Abilities.
3.) (NOT READY) Assign Abilities to technologies, currently existing in Civ V or entirely new ones. These will be listed as Key Techs.
4.) (NOT READY) Think up possible prerequisite techs for Key Techs, either already existing or new ones. I will list non-Key Techs as Gateway Techs.
5.) (NOT READY) Come up with abilities, bonuses, units, etc. for Gateway Techs, and flesh out Key Techs.
6.) (NOT READY) Create Gateway Techs for Gateway Techs, or connect them to Key Techs.
7.) (NOT READY) Decide on AND/OR gates for tree progression (yes, this tech tree will reintroduce OR gates. Really my main motivation for starting this project).
8.) (NOT READY) Draw up the Tech Tree, and try to make it visually appealing.
9.) (NOT READY) Agree on Research Costs and make small adjustments.
10.) (NOT READY) Turn this sucker into a mod!
Each time a new step opens, I'll make a new list for it, including a few examples which should help you understand what to do if there's any confusion. So, without further ado, let's get started!
Terrain Types
Grassland
- Yield: 2 Food
- Move Cost: 1
- Combat Mod: 0%
- Yield: 1 Food, 1 Prod
- Move Cost: 1
- Combat Mod: 0%
- Yield: 1 Gold
- Move Cost: 1
- Combat Mod: -25%
- Yield: 1 Food
- Move Cost: 1
- Combat Mod: -10%
- Yield: 1 Prod
- Move Cost: 1
- Combat Mod: -25%
- Yield: 1 Food, 1 Gold
- Move Cost: 1
- Combat Mod: -25% for non-naval units
- Yield: 1 Gold
- Move Cost: 1
- Combat Mod: -50% for non-naval units
Tile Features
Flood Plains
- Occurs on ALL desert tiles next to rivers
- Yield Mod: +2 Food, -1 Gold
- Move Cost Mod: 0
- Combat Mod: 0%
- Occurs on Grassland, Plains, and Tundra tiles, replaced by Jungles where
applicable - Yield Mod: -1 Food, +1 Prod
- Move Cost Mod: +1
- Combat Mod: +25%
- Other Notes: Must be removed before building Improvements (Exceptions: Trading Post, Lumbermill)
- Occurs on ALL Grassland tiles with Forest less than Distance D from equator (where D is dependent on map size)
- Yield Mod: -1 Prod
- Move Cost Mod: +1
- Combat Mod: +25%
- Other Notes: Must be removed before building Improvements (Exceptions: Trading Post)
- Occurs on ALL coast tiles belonging to a body of water 6 tiles in size or smaller
- Yield Mod: +1 Food, +1 Gold
- Move Cost Mod: 0
- Combat Mod: +25%
- Occurs on Grassland tiles
- Yield Mod: -1 Food
- Move Cost Mod: +1
- Combat Mod: -25%
- Other Notes: Must be removed before building Improvements
- Occurs on Desert tiles
- Yield Mod: +2 Food, +2 Gold
- Move Cost Mod: 0
- Combat Mod: 0%
- Other Notes: Cannot build improvements on this tile
- Occurs on any land tiles
- Yield Mod: -1 Food, +1 Prod
- Move Cost Mod: +1
- Combat Mod: +25%
- Other Notes: Cannot build improvements on this tile
- Occurs on any land tiles
- Yield Mod: No Yield
- Move Cost Mod: Impassible
- Combat Mod: N/A
- Other Notes: Cannot be worked
Other Feature
River
- Occurs between tiles.
- Yield Mod: +1 Gold to neighboring tiles
- Move Cost Mod: +1 if crossed
- Combat Mod: -50% if crossed
Resources
Wheat
- Yield Mod: +2 Food
- Empire Effect: +1 Food to all Cities
- Yield Mod: +3 Food
- Empire Effect: None
- Yield Mod: +2 Food, +1 Gold
- Empire Effect: None
- Yield Mod: +3 Food
- Empire Effect: None
- Yield Mod: +3 Food
- Empire Effect: None
- Yield Mod: +2 Food, +1 Gold
- Empire Effect: None
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +3 Gold
- Empire Effect: +5 Happiness for first copy, +1 Happiness for additional copies
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Horses for unit building.
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Iron for unit building.
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Coal for unit building.
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Oil for unit building.
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Uranium for unit building.
- Yield Mod: +2 Prod
- Empire Effect: Provides 2-4 Aluminum for unit building.
Improvements
Farm
Fishing Boats
Pasture
Mine
Camp
Plantation
Quarry
Trading Post
Fort
Lumbermill
Oil Well
Offshore Platform
Academy
Customs House
Landmark
Manufactory
Citadel
),]

& +1
suddenly adding & matched with an extra "product" via pumping, desalinization, etc. In summary.