• Civ7 is already available! Happy playing :).

Medieval conversion - Brainstorming

docnessuno

Chieftain
Joined
Sep 30, 2010
Messages
9
This is just a brainstorming thread, to gather my ideas, feel free to poast with comments/hints

Tiles:
Code:
Base tiles:
Grassland: 2f 1h
Flood plains: 2f 1g
Plains: 1f 1h 1g
Hills: 2h 1g
Forest: 1f 2h
Coast: 1f 2g
Ocean: 1h 2g

Penality tiles:
Tundra: 1h 1g
Jungle: 1f 1h
Marsh: 1f 1g

0-yeld tiles:
desert
snow

River: 
No longer gives bonus gold, but see improvements.

Resources:
Resources are gone. Or better, each can be built anywhere without requiring the basic resource to be avaiable on the map.
Strategic resources are: hardwood, leather, iron, horses
Luxury resources: TBA, they will be grouped in science, happyness and culture resources


Golden ages:
Removed to rebalance luxury improvemets and decease the importance of happy faces


Tile improvements:
4 techs stages for each:
Code:
Fishing boats:
NA         1f         1f 1h      1f 1h 1g
Farm 
1f         1f S       2f         3f
Trade
1g         1g S       2g         3g
Production
1h         1h S       2h         3h
Leather / horses
Xr         Xr 1f      Yr 1f      Yr 2f
Hardwood / Iron
Xr         Xr 1h      Yr 1h      Yr 2h
Luxury
1f         1f 1g      2f 1g      2f 2g
1c         1c 1g      2c 1g      2c 2g
1i         1i 1g      2i 1g      2c 2g
S: special, +1 f/h/g (as appropriate) if next to a river
r: strategic resource
f: happy face
c: culture
i: science
X/Y: quantity to be determined, hardwood and iron will give about 2x the resources leather and horses do.


Great people:
Birth rate increased
Added great botanist
Move speed 4
Can only be used for special tile improvements:
Engineer: 3h 1gr point, goes to 4h 1ge point with tech
Merchant: 3g 1gm point, goes to 4g 1gm point with tech
Botanist: 3f 1gb point, goes to 4f 1gb point with tech
Artist: 3culture 1ga point, goes to 4culture 1ga point with tech
Jester: 3happyness 1gj point, goes to 4happyness 1gj point with tech
Scientist: 3science 1gs point, goes to 4science 1gs point with tech
General: Def bonus, 1gg point, protect tiles from razing with tech


Units:
Each military unit requires strategic resources
The following units are avaiable (each represents a unit 'line' not a single unit)
Code:
Spear line:
Mov 3     
Needs 1 wood 1 iron 1 leather
Base melee str       
0 ranged str          
0 range
+50% Vs cavalry 

Heavy infantry line: 
Mov 2     
Needs 3 iron
+1 age melee str         
0 ranged str          
0 range
No special ability

Ranged unit line: 
Mov 3     
Needs 2 wood 1 leather
-1 age melee str         
Base ranged str       
3 range
No special ability

Siege line: 
Mov 2     
Needs 3 wood 1 metal
-2 ages melee str         
+1 age ranged str       
5 range
Must set up, +15% vs citys and fortified units

Light cavalry line: 
Mov 5     
Needs 2 iron 1 leather 1 horse
Base melee str         
0 ranged str          
0 range
No defensive bonus, +10% when attacking (Charge), can move after attack

Heavy cavalry line: 
Mov 4     
Needs 3 iron 1 horse
+1 age melee str         
0 ranged str          
0 range
No defensive bonus, can move after attack

Mounted archers line: 
Mov 5     
Needs 2 wood 1 leather 1 horse
-1 age melee str         
Base ranged str       
2 range
No defensive bonus, can move after attack


Promotions:
4 base promotions lines avaiable to every unit:
Morale I: +10% - Morale II: +10%
Drill I: +15% on rought terrain - Drill II: +15% on rought terrain
Shock I: +15% on open terrain - Shock II: +15% on open terrain
Medic I: +1 healing - Medic II +1 healing in adjacent tiles
Advanced promotions avaiable with one base line completed
Garrison: +15% when defending, melee only
Charge: +15% when attacking, melee only
sharpshooters: +1 range, ranged only
Fast: +1 movement, mounted only
Siege: +15% vs citys and fortified units, any but mounted
Blitz: 2 attacks/turn, any
Leadership: +10% to adjacent units, any

XPs:
Attacking in melee: 5
Defending in melee: 4
Attacking at range: 3
Defending at range: 2


Terrain bonuses:
Hill: +15%
Forest: +15%
Open: -10%
Fort/Citadel: +20%
Flanking: +10%
Missing resources: -5% per missing resource


Buildings:

Code:
Tier 1: maintenance 1g
+2f / +2h / +2g / +2 happyness / +2 science / +2 culture / +10 xp
Tier 2: maintenance 2g, 1 specialist slot
+3f / +3h / +3g / +3 happyness / +3 science / +3 culture / +10% military production
Tier 3: maintenance 3g, 1 specialist slot
+4f / +4h / +4g / +4 happyness / +4 science / +4 culture / +15 xp
Tier 4: maintenance 4g, 2 specialist slots
+5f / +5h / +5g / +5 happyness / +5 science / +5 culture / +15% military production
National wonders: no maintenance, require tier 1 building in every city and tier 3 in the city where you want to build them:
effects are WiP


Wonders:
Wip

Specialists:
Specialist will baseline consume only 1 food. Each will give +3 something (see great people for types) +1 gpp, with techs increasing it to +4/+1


Conversion rates:
The aim for the mod is to have roughly 1h = 1g = 1f = 1 happy = 1 culture
Production => science will start with 30% efficiency, with a wonder and a policy each increasing it by 15%
Production => gold will start with 30% efficiency, with a wonder and a policy each increasing it by 15%
gold => civillian production will start with 20% efficiency, with a wonder and a policy each increasing it by 10%
gold => military production will start with 20% (60% for upgrades) efficiency, with a wonder and a policy each increasing it by 10% (30% for upgrades). yes this means that wth everything in places upgrading a unit will cost less gold than the hammer difference.


Culture:
Citys will produce culture based on pop, like science. Policies cost and cost increase for number of citys will be adjusted to reflect this.


Happyness:
WiP


Science:
WiP
 
Top Bottom