This post is about the Civ 5 mod I plan to make although it may never get made as my modding skills are limited at best so if any one likes any of the ideas in hear feel free to make a mod for it just remember to post in hear so I can use it 
This topic is where I will keep people up-to-date with my endeavours and hopefully fined people who like the ideas and want to help
Sprawling Civilisation
Cities
Rivers
Roads
Air Units Related Buildings
Improved techtree
New Units/ changes to current units
atm I think that is all but I know its not I will update as I think of more or when I actually make any thing
Any thoughts or ideas pleas post i will need all the help and support I can get

This topic is where I will keep people up-to-date with my endeavours and hopefully fined people who like the ideas and want to help

Sprawling Civilisation
Cities
Spoiler :
No more founding cities with the exception of the capital
Instead settlers can found Hamlets, Market Towns, Ports and Forts.
Inanition Explorers and scouts can found Colonies
Hamlets
Hamlets can only be found when in or adjacent to your culture, within 4 hexes of a City or 3 hexes of another settlement and attest 2 hexes from another settlement
Hamlets have no combat strength and cannot bombarded like cities can
Hamlets can only build a selected building for example a granary
Hamlets can only build civilian units
Hamlets can build Food converting hammers in to food at a low rate that increases with cretin Techs and buildings
Hamlets that reach level 8 in size and are not within 4 hexes city have a chances of becoming a city the larger the hamlet the grater the chances
Market Towns
Market Towns can only be founded when in or adjacent to your culture and attest 2 hexes from another settlement
Market Towns have no combat strength and cannot bombarded like cities can
Market Towns can only build a selected building for example market
Market Towns can only build civilian units
Market Towns can build wealth converting hammers in to coin at a low rate that increases with cretin Techs and buildings
Market Towns that reach level 6 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Ports
Ports can only be founded in or adjacent to your culture, on the cost and attest 2 hexes from another settlement
Ports can only bombarded Navel units
Ports can only build a selected building for example dry dock
Ports can only build Navel units
Ports can build Food converting hammers in to food at a low rate that increases with cretin Techs and buildings
Ports can build XP if a Navel unit is garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Ports that reach level 4 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Forts
Forts can only be founded in or adjacent to your culture and attest 2 hexes from another settlement
Forts can only bombarded Land units
Forts can only build a selected building for example Barracks
Forts can only build Land units
Forts can build XP if a unit is garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Forts that reach level 4 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Colonies
Colonies cost gold to maintain
Colonies can only be found outside any counties culture, attest 4 hexes away from a city or a Colony and attest 2 hexes from another settlement
Colonies have no combat strength and cannot bombarded like cities can
Colonies can only build a selected building
Colonies can only build civilian units
Colonies at size 8 turn in to a city
Instead settlers can found Hamlets, Market Towns, Ports and Forts.
Inanition Explorers and scouts can found Colonies
Hamlets
Hamlets can only be found when in or adjacent to your culture, within 4 hexes of a City or 3 hexes of another settlement and attest 2 hexes from another settlement
Hamlets have no combat strength and cannot bombarded like cities can
Hamlets can only build a selected building for example a granary
Hamlets can only build civilian units
Hamlets can build Food converting hammers in to food at a low rate that increases with cretin Techs and buildings
Hamlets that reach level 8 in size and are not within 4 hexes city have a chances of becoming a city the larger the hamlet the grater the chances
Market Towns
Market Towns can only be founded when in or adjacent to your culture and attest 2 hexes from another settlement
Market Towns have no combat strength and cannot bombarded like cities can
Market Towns can only build a selected building for example market
Market Towns can only build civilian units
Market Towns can build wealth converting hammers in to coin at a low rate that increases with cretin Techs and buildings
Market Towns that reach level 6 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Ports
Ports can only be founded in or adjacent to your culture, on the cost and attest 2 hexes from another settlement
Ports can only bombarded Navel units
Ports can only build a selected building for example dry dock
Ports can only build Navel units
Ports can build Food converting hammers in to food at a low rate that increases with cretin Techs and buildings
Ports can build XP if a Navel unit is garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Ports that reach level 4 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Forts
Forts can only be founded in or adjacent to your culture and attest 2 hexes from another settlement
Forts can only bombarded Land units
Forts can only build a selected building for example Barracks
Forts can only build Land units
Forts can build XP if a unit is garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Forts that reach level 4 in size and are not within 4 hexes city have a chances of becoming a city the larger the market towns the grater the chances
Colonies
Colonies cost gold to maintain
Colonies can only be found outside any counties culture, attest 4 hexes away from a city or a Colony and attest 2 hexes from another settlement
Colonies have no combat strength and cannot bombarded like cities can
Colonies can only build a selected building
Colonies can only build civilian units
Colonies at size 8 turn in to a city
Rivers
Spoiler :
Rivers
Rivers as they are kept but renamed tributary
A new terrain type add called River
Land and can stand on a River tile
Land units cannot move from a river tile to a river tile without embarking
River provides fresh water
Acts as trade rough
Units travel as if on road
New improvement
Canal
Works the same as river but are built can be workers
Can be built next to Cost Lake or river
Cost Gold to maintain
Rivers as they are kept but renamed tributary
A new terrain type add called River
Land and can stand on a River tile
Land units cannot move from a river tile to a river tile without embarking
River provides fresh water
Acts as trade rough
Units travel as if on road
New improvement
Canal
Works the same as river but are built can be workers
Can be built next to Cost Lake or river
Cost Gold to maintain
Roads
Spoiler :
Road
Maintains cost offset by working the tile its on
Maintains cost offset by working the tile its on
Air Units Related Buildings
Spoiler :
Air units
Air units require an Airfield built in the settlement to be build or to be stationed
Airfields
Airfields give any settlement the ability to bombarded like cities
Airfields give any settlement the ability to build XP for Air units garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Airfields are required to build any other air related buildings
Airport
Cost gold to maintain
Establish trade roughs with capital if Airport is present in capital as well
Can airlift land units between airports takes up all movement points
Air units require an Airfield built in the settlement to be build or to be stationed
Airfields
Airfields give any settlement the ability to bombarded like cities
Airfields give any settlement the ability to build XP for Air units garrisoned within in exchange for hammers at a low rate of exchange improves with tech and buildings
Airfields are required to build any other air related buildings
Airport
Cost gold to maintain
Establish trade roughs with capital if Airport is present in capital as well
Can airlift land units between airports takes up all movement points
Improved techtree
Spoiler :
this will be to manly to help imperilment other new things and address some techs I fell are in the wrong era
New Units/ changes to current units
Spoiler :
This will be to implement other changes plus any good new unites people make that I feel should be in the game I will add with the perdition of the moder who made them
atm I think that is all but I know its not I will update as I think of more or when I actually make any thing
Any thoughts or ideas pleas post i will need all the help and support I can get
