Cool ! A new mod !
) what you want.Food in citys & Food on squares
Each person in a city costs 3 food to support. But the squares still only give you the SAME stuff. This means that with out bonus resources your city cannot grow past size 2. Farms give you the default +1 food with Agriculture, +1 with Irragation, +1 with Crop Rotation, +1 with Mechanic Farming (not on tech tree). Corn, Rice, Wheat all give you the normal starting bonus, but once farmed you get another +1 food compared to normal civ. Same with Pigs, Sheep, Cattle, Fish, Clams & crabs.
Fertile Rate
Each square has a fertile level, from 0%-100%. The game starts the tile on 100% fertile, with technology and worker actions it can increase above 100%. When you use a square extensively, then the fertile rate goes down, different improvements make the FR (fertile rate) on the square go down at different rates.
eg: a grassland which has been used for 20 turns would have lost 5% fertility, but if it had a farm it would have gone down 15%, as farms destroy the land. To fix a fertile rate, just don't use a square, or in later ages, use workers.
Global Warming/Tree Cutting
There is a global Warming factor. For each tree you cut down it increases by 8, for every factory it increases by 1\turn, for every coal plant it increases by 2\turn. For every Airport/drydocks it increases by 1\turn. Once cars are invented the size of the city diveded by 10\turn increases GW by that much. Trees can be regrown to decrease GW, you can build solar or nuclear power plants, you can enforce hybrid cars, and the list goes on to what can decrease GW. The amount of squares below 50% fertile rate divided by 5 increases GW by that much.
Global Warming makes squares less fertile, the chance and the power of it is effected by the size of the GW factor.
What if I want to play with more? And what about people with dial-up or slow connections? Make the mod easier for them to use by leaving the number of civs at default (won't have to download the new civ's graphics) for the basic mod and make an add-on patch that changes the default to 64 or more and adds in a bunch of new civs (enough to cover whatever # you set the max civs to) so that if your computer can handle it, you can actually play this many civs. Also, you'll probably need some additional map sizes for anything more than 24 civs.New features will include:
- 32 civs! But you can play with less
What about having a few different types of merchant units:This is already done with the trading routes, but i can make a merchant unit which does get gold. One option is that you can use a bit of a resource (fertilty, above post) and sell it to another civ for gold. That civ gets nothing. You just use a bit of your resourse for gold. Good Idea.
I'm pretty sure that it's methane that has been found to be released by forests, not carbon dioxide. It is a proven fact, has been so for many, many years that trees absorb carbon dioxide which turns to oxygen - they don't release the stuff. The new studies show that the methane being released is actually from decomposition on the forest floor, btw.Pardon me, but I don't feel it that great. Cutting trees can be very helpful, plus scientifically, this is not proved that trees are fighting against global warming. On contrary, they have recently been proved to release as much CO2 as O2, if not more.
What about to allow the fertile rate to grow by putting fire to the trees? It was this way soils were fertilized in areas of rain-based agriculture. In the river-irrigated areas, it was fertilized by the natural movement of it. So river-irrigated squares shoud simply not unfertilize.
Pardon me, but I don't feel it that great. Cutting trees can be very helpful, plus scientifically, this is not proved that trees are fighting against global warming. On contrary, they have recently been proved to release as much CO2 as O2, if not more.
However, that's true that trees have been very usefull through History and that the Man planted many of them. The uses of trees are numerous: for the marine, to fertilize the soils, for the industry, as fuel, for the economy.
IMHO, if you have to change something to the way how trees work in Civ, this is to give in priority the possibility to plant any as soon as possible. Plus this may please many players.
Further, you may want to implement more bonuses for forests, like economic ones, and possibly implement several types of them. This system would work the same way ressources. (see above) For example, one would have to road forests in order to build ships for example, or even to let the cities grow (to allow houses building)
You should add Sumeria, Akkadia, and Media perhaps Babylonia for middle east
For Italy : Etruscs
.cool! I'd like to see the "modern" civs removed, those that started later than ancient times, and add more from ancient times; for this mod only because, it focuses on early game, not "modern warmongers" game
What if I want to play with more? And what about people with dial-up or slow connections? Make the mod easier for them to use by leaving the number of civs at default (won't have to download the new civ's graphics) for the basic mod and make an add-on patch that changes the default to 64 or more and adds in a bunch of new civs (enough to cover whatever # you set the max civs to) so that if your computer can handle it, you can actually play this many civs. Also, you'll probably need some additional map sizes for anything more than 24 civs.
What about having a few different types of merchant units:
Agricultural Merchant - Food bonus + small Gold bonus
Commercial Merchant - large Gold bonus
Industrial Merchant - Hammer bonus + small Gold bonus
I'm pretty sure that it's methane that has been found to be released by forests, not carbon dioxide. It is a proven fact, has been so for many, many years that trees absorb carbon dioxide which turns to oxygen - they don't release the stuff. The new studies show that the methane being released is actually from decomposition on the forest floor, btw.
River adjacent squares only should not suffer from a decrease of their fertility.
As to carbone, it is only fixed by young forests. Old forests simply emit as much carbone than it fix it, considering the animals living in them. So, I don't think that cutting trees should provoke so much GW...
In fact, for each forest cut, if you plant one, this does not affect GW.
I still believe that treating forests as ressources, with economic, food or productions variations from one species to another, would srongly encourage the management of them... if this is in your modding capacity of course.

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Ball Lightning,
I strongly suggest completely remove any traces of man-made GW from your modification. From scientific POV thats a great nonsense, just as nuclear winter, DDT stories, resource depletion and so on. Theres no such kind of problems at all.
Is that ironic? The problem is not to consider if there is GW or not, but if forests cuts affect it that much or not... there IS GW, from a scientific point of view precisely.