Mod X - creation and discussion thread

Gojira54

The folly of Man
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No, I am not porting C3C to the Xbox 360. :D

I am working on an epic mod that will try make use of every graphic included in C3C. There will be more wonders, improvements, techs, resources and units added as well. The purpose of including these graphics is to maximize variety of gameplay while reducing the download file size. I don’t plan on deleting any of the items in the basic gameplay, just adding to and modifying them. I have added quite a bit of new content – some of it available to all civs, some only available to civs that meet a specific criteria. Each civ will be given specific advantages based on its traits and culture. Gameplay will be expanded for both the builder and the warrior in this mod. Every feature of C3C will also be used (enslavement, stealth, invisible units, sacrifice). While the Random Map version will not use this, the fixed map version will also make use of Landmark Terrain.

Each trait, culture group, and government brings with it it’s own flavor of possibilities. I toyed around with civ-specific abilities, but to me part of the fun of the Civilization series is the ‘what if’ factor (what if the Iroquis people defeated the British settlers, what if the Carthaginians were the first to reach nuclear power, etc.). The only trait specific to each civ is the original UU assigned by Firaxis that shipped with the game. I decided to take the original tech tree and expand it out instead. The main tree expansions are available to all civs, while the specific trees are mostly cultural while giving the civ some advantages specific to the root tech. There may be certain techs/units/improvements that are available to a specific combination of traits, culture groups, and government (still exploring this one). I am throwing every trick I have learned over the years into this mod in terms of allowing a unique experience with every game without limiting the possibilities.

The mod has yet to be named, but for now it is called Mod X. It is intended to be a 1,000 – turn extended realistic mod that starts at the birth of our species (Homo Sapiens) and extends to about 2200. I will try to keep the future techs from straying too far into fantasy, but if you know about ALL the extra units the expansions came with, you will know one of the directions I will take. ;)

There will be no magic things in the game, but some early units may be regarded as very mystical in nature by other units, and may therefore appear to have special powers. Be assured these special powers are just trickery performed by the mystical units to fool their enemies. Future units are mostly guesswork on my part. I am allowing for a couple of different directions with these – all of which are possible if not likely in the future.

I am working on a Hawaiian Scenario simultaneous with this mod, and many ideas that can be shared across the two projects will be. Any new art designed for the Hawaiian Scenario may be used in this mod as well. Unless I can get some massive help on this, the earliest I would expect this out would be Spring 2006.

Features so far:

Unique tech tree alterations – While all civs will have access to the basic tech tree, every culture group and trait will have at least one unique tech in each era.

Unique resources – While all civs will have access to the basic resources, every culture group and trait will have at least one unique resource – which may be critical to unique improvements or units.

Unique improvements – While all civs will have access to the basic improvements, every culture group, trait, and government will have at least one unique improvement, small wonder, and wonder.

Unique units – While all civs will have access to the basic units, every culture group, trait, and government will have at least one unique unit.

Animal resource-based units – Many more early units will require animal resources. Horses will still be the most important of these, but Camels, Elephants, Birds, Zebras, Bears, Crocodiles, Wolves, Big Cats, Llamas, Sheep, and Snakes will all allow specific units that make use of the animal. Some of these units can be built directly, while others are only generated by an improvement requiring the resource. Many animal resource-based units are very cultural. They may only be available to specific civs, and may be sacrificable.

Fermentation – Certain plant-based resources can be fermented to make alcohol. Fermentation plants can be built in the cities in whose boundaries the required resource lies in. If enough of these plants are built, a monopoly can be made. Alcohol monopolies also bring in minor negative effects similar to (but lesser than) Drug Monopolies. Some examples of the resources already in are below.
grapes = wine
hops = beer
potatoes = vodka
agave = tequila
rice = sake
sugar cane = rum

Farming – The use of irrigation and farms will be expanded, especially for Agricultural civs. Expect farm variations based on what resources are nearby.

Monopolies – Certain important resources in the mod allow for an improvement specific to that resource. If a civ builds enough of these resource-specific improvements, they will be able to build a Monopoly Wonder for that resource, allowing for a significant boost in income. There will be plenty of these to build – each of them very difficult.

Terrain-based resources – Each terrain will have an invisible resource available to it. You won’t know where these resources are, as they will not be visible. Should you be lucky enough to accidentally build a road onto one of these resources, new improvements and/or units will become available to you. The terrain-based invisible resources themselves will not gain you any increase in shields, gold, or food.

Drug Trades – Certain resources (such as Hemp and Opium) will have legal uses as well as not-so-legal uses. A civ can build a drug trade with these resources. While the drug trade will have a large economic bonus, it will come at the cost of high corruption. This will be represented by an increase in unhappy workers and pollution, as well as a significant reduction in culture. Drug Trades can have monopolies if they have enough of the drug-related resource. Alcohol and Tobacco improvements will have much smaller but similar negative effects.


Well, there you go. I have some other ideas I am considering, but what you see here are the ones that will almost definitely make the final cut.

Questions, comments, suggestions, insults, or offers to help? If you are on these forums, you know what to do.

-AmesJustin
 
The Roles of Animals in the Mod:

This post describes some of the roles animals will play in the mod. There are A LOT more units and improvements that will be animal-centric. This post focuses more on the role they will play in the last two eras. All animal units in the mod will hide their civ identity from other players. Some may have stealth or invisible properties. Most are sacrificable.


Small Wonder Focus: The Great Zoo

This small wonder is available for all civs. Its tech and improvement prerequisites are at the moment undetermined. It provides a small boost to both culture and science, and can become a tourist attraction. Once the Great Zoo is built, the following Small Wonders can be added to it (in the same city only), adding more culture and gold:

The Aquarium – Must be built along coastline
The Big Cats Den – Requires Big Cats
The Grizzly Cave – Requires Grizzly Bear
The Aviary – Requires Exotic Birds
The Petting Zoo – Requires Llamas and Sheep (adds additional +1 happy face)
The Zebra Pen – Requires Zebras
The Crocodile Pit – Requires Crocodiles
The Camel Pen – Requires Camels
The Wolf Pen – Requires Wolves
The Elephant Pen – Requires Elephants
The Snake Pit – Requires Snakes
The Panda Pen – Requires Pandas

The resources for these add-on SWs do not have to be in the citys radius for them to be built. Some animals may be sneaky, and attempt to escape from their pens…. ;)


Resource Focus: Dinosaur Fossils

These rare resources allow a Fossil Excavation to be built if they are within a cities radius. The Fossil Excavation improvement requires Education to be built, and adds a small amount of culture and science to the city that builds it.

If a civ builds three (?) Fossil Excavations, they can build the Small Wonder Museum Of Natural History. This adds a large amount of science and culture, and can also become a tourist attraction.

Once Cloning has been discovered (follows Genetics), any city with the SW Museum Of Natural History can build the Small Wonder DinoPark. The DinoPark will work very similar to the Great Zoo, in that add-on SWs may be built onto it for each type of dinosaur. These will generate the specified dinosaur on a very rare basis. The Dinos will obviously vary in strength, but for the most part can devastate earlier units. Only the biggest of the dinos will be any threat to even a modern tank, but even they will be no match for the more advanced vehicles available at this point in the timeline.


Further ideas I am considering:


There may be a paleogenetics lab at the DinoPark that occasionally spits out genetic mistakes (Giant spiders, fire turtles, etc.). Should I include this or is it too fantasy? What about the Zulu Triceratops rider? Let me know…. 

I would love to use that dog unit I have seen out there. How should I incorporate that? A dog pound that reduces pollution and spits out the random Doberman?

Feedback people. I love it. Give it. Thank you.

-AmesJustin
 
Interesting ideas !

I like how you introduce the drugs and alcoohol pro & con to the game. Can you be more explicit about the monopoly ? SW or GW ?

The Great Zoo SW seems very fun. It looks like a game in the game or a mini-space race.

The "Jurassic Park" Wonder goes straight to Fantasy and Science-Fiction, but it's not obligatory a bad thing. I have a JP-type wonder in my personnal mod, even if I didn't go as far as you in that idea. I'd keep out the Giant Spider and others monsters. It doesn't fit well with that wonder. Perhaps you could take them to another one ? Genetic Tampering, Inventive Genetics..

The Zulu Trike could be a upgrade (UU or not) for the wonder-generated regular trike. Just a thought..

A quick note about the dog : In fact, there are 2 dogs wandering in theses boards. Husky and the Sheperd (sp?). You could use them as early 'Quick attack' unit with a HP malus in the Ancient Age ?
 
Supa said:
Interesting ideas !
Thanks! I've been modding obsessively since Civ2, but never released anything of this scale. These are all ideas I have been cultivating and testing for years.

Supa said:
I like how you introduce the drugs and alcoohol pro & con to the game.
Well I want the mod to explore the light and dark in life. Gambling, Prostitution, and Slavery will all play a role - and have some negative effects with the positive. Whether or not you decide to use them depends on the player and the situation.

Supa said:
Can you be more explicit about the monopoly ? SW or GW ?
All monopolies will be Great Wonders. This makes expansion and technology key for both peacefull and warlike players. It works like this - lets say you discover oil in your territory. Once you discover Refining, you build a refinery in the city that has the oil within its borders. Once you have, say 5 oil refineries built, one of those five cities already having the oil refinery can now build the OPEC Great Wonder - bringing great wealth to your nation.

Supa said:
The Great Zoo SW seems very fun. It looks like a game in the game or a mini-space race.
In a way it is. Originally I had it as a GW - still considering that, but the massive culture, science, and gold boost the whole thing brings in can be a bit unbalancing if only one civ gets it. Not too mention the escapees...

Supa said:
The "Jurassic Park" Wonder goes straight to Fantasy and Science-Fiction, but it's not obligatory a bad thing. I have a JP-type wonder in my personnal mod, even if I didn't go as far as you in that idea. I'd keep out the Giant Spider and others monsters. It doesn't fit well with that wonder. Perhaps you could take them to another one ? Genetic Tampering, Inventive Genetics..
The JP is technically possible before 2200 (when the mod ends), however unlikely. I just didn't want to waste these beautifull units by not using them. I think I agree that the defects don't fit in with this SW, or even the mod.

Supa said:
The Zulu Trike could be a upgrade (UU or not) for the wonder-generated regular trike. Just a thought..
Or perhaps a lone, preplaced barbarian unit in mid-jungle?

Supa said:
A quick note about the dog : In fact, there are 2 dogs wandering in theses boards. Husky and the Sheperd (sp?). You could use them as early 'Quick attack' unit with a HP malus in the Ancient Age ?
Interesting, that. I have only seen the Doberman. Where is the husky?
 
Link to Husky or, rather, where is used to be. I don't know why Chukchi took it off. I could send you the files, though.

I'd keep the Great Zoo as a SW. One of the fun aspect is the race for the animals ressources and it keeps a interest for these ressource in the late game (As I don't think you'd have a lot of animal-based units on Modern Age).
 
Supa said:
Link to Husky or, rather, where is used to be. I don't know why Chukchi took it off. I could send you the files, though.
I'd keep the Great Zoo as a SW. One of the fun aspect is the race for the animals ressources and it keeps a interest for these ressource in the late game (As I don't think you'd have a lot of animal-based units on Modern Age).
Thanks again for the info!
Please send me the files. Either post them here or pm me for my email address. While there is certainly less use for the animal resources in the Modern Era, they
will certainly be critical up until then.

Here is some more info on the units that will actually use live animals (as opposed to the animal-based warriors...)

First, one thing I forgot to mention about the dinosaur fossil resource – any city with that and tar in its boundaries can build the Small Wonder ‘The Tar Pits Museum’ after the discovery of Education. It brings with it a moderate cultural and science boost with the ability to become a tourist attraction. Just one Fossil Excavation is required in the city to build it, and it does not have to be built in the same city as the Museum Of Natural History.

Focus: Horseless Mounted Units

The mod will allow a large number of mounted units to be built. Most of them will still be horse-based, but there will be alternate paths that all civs may follow if they have the right resources. Horse-based units ignore the movement penalties on Grasslands and Plains. Added to the Horse unit line is the riderless horse (not buildable, but generated), and the Horse Archer. There will be a large number of Great Wonders available that generate specific Knights that are otherwise unbuildable. Some of these will be available to all civs, while others will require specific traits, culture, governments, religions, and/or resources to be built. More on that later :D One thing I will add now is that while the Knights Templar wonder and units will be more or less unchanged, the foot Templar Knights it generates will now be able to upgrade to a Mounted Templar Knight for a small fee. This will give the unit a +1 to speed. I may also include a Pioneer wagon as a lightly armed, fast settler once Mathematics is researched and horses are discovered.

Elephant-Mounted Units:
There will be a branch of elephant-mounted units that mirrors most of the basic horse-mounted units. All elephant units enjoy a +1 to defense and attack, a +1 to HP, a -1 to speed, and +10% build cost as opposed to their horse-related counterparts. They have the additional ability to clear Forest at 125% the rate of a general worker. The elephant unit tree is as follows:
Elephant Rider – Requires Elephants - Upgrades to Elephant Archer or War Elephant
Elephant Archer – Requires Elephants, Exotic Birds – Upgrades to Elephant Cavalry
War Elephant – Requires Elephants, Iron - Upgrades to Elephant Cavalry
Elephant Cavalry – Requires Elephants, Saltpeter – End of Elephant line.

Camel-Mounted Units:
There will be a branch of camel-mounted units that mirrors the basic horse-mounted units. All camel units (except the Camel Chariot) ignore the movement penalty of desert tiles. Riderless camels cannot be built, but may be generated by some buildings, and may be barbarian units on the mapped version. Only Middle Eastern cultures can build the most advanced Camel unit – the Camelry. The camel unit tree is as follows:
Camel – Requires Camels – Not upgradeable.
Camel Chariot – Requires Camels – upgrades to Camel Rider
Camel Rider – Requires Camels – Upgrades to Camel Archer or War Camel
Camel Archer – Requires Camels, Exotic Birds – Upgrades to Camelry
War Camel – Requires Camels, Iron – Upgrades to Camelry
Camelry – Requires Camels, Saltpeter – End of Camel line.

Wolf Units:
There are a few wolf units in the mod. I am not sure if I will include the Wolf Chariot, as the people look green (yes I know they are supposed to be WH Goblins). Maybe they just have motion sickness?  Wolf Units get a +1 to attack and speed, a -1 to HP as opposed to their horse counterparts. They also ignore movement costs in hills and forests (except the Wolf Chariot). The Wolf pack is a unit that has no horse counterpart. It has triple the attack, double the defense, + 2 HP, and double the cost of a wolf. It can only be built by militaristic civs that have discovered the Animal Training tech. Civs that research Breeding can later generate dog units. These have the same stats as the wolf, minus the attack bonus. Huskies also ignore the movement cost of Tundra. The wolf unit tree is as follows:
Doberman – Requires Wolves – Not upgradeable
Husky – Requires Wolves, Tundra – Not upgradeable
Wolf – Requires wolves – Upgrades to Wolf Pack
Wolf Pack – Requires wolves – Not upgradeable
Wolf Chariot – Requires wolves – Upgrades to Wolf Rider
Wolf Rider – Requires wolves – End of Wolf line.

Zebra-Mounted Units:
There are two Zebra-Mounted units. Zebra Units enjoy a +1 to speed. The zebra unit tree is as follows:
Zebra Rider – Requires Zebras – upgrades to Zebra Cavalry
Zebra Cavalry – Requires Zebras, Saltpeter – End of Zebra line.

Llama Units

There are two Llama units. Neither has a horse-based counterpart. Only American Culture Civs can build these (but all civs can build Llama improvements). Llama units enjoy a +1 defense, and can ignore movement costs in hills and mountains. The llama unit tree is as follows:
Llama Scout – Requires Llamas – Not upgradeable
Llama Settler – Requires Llamas – Not upgradeable

If someone knows of any more animal units out there along these lines, please let me know. If anyone feels like making any units to add to these trees (or start a new one), that would also be very much appreciated. Keep in mind I am not listing warriors as dressed as animals here (that will be later) or other animal-only units (there are a few more than the ones listed so far), just the units that will include the live animals.

- AmesJustin
 
What graphics will you use for Zebra Cavalry ? I don't remember any.
If only DPII has finished his Camel and Elephant-line.. What happened to him btw ? Did he officialy retire or is it just a long break ?
I'll PM you the Husky soon.
 
I'll double-check when I get home, but I believe that is a Dom Pedro II unit as well. If I remember correctly, it is actually a horse that has been painted as a zebra, but you can't really tell.

I don't know what happened to him, but I was really hoping for his Rhino Rider series as well. I guess we will never see it :sad:
 
I see the 'Zebra' rider, but not the Cavalry.
Edit:Found it. Kinboat made it and I didn't see it before.
Here's the file. Make a sound when you're done so I can take it off the server. ;)
 
Focus on: Religions

One addition to the mod will be Religion. Each religion will be researchable by all Civs, but the bonuses they receive depend on their Culture Group and Traits. Each Religion will allow an improvement to be built which will represent the acceptance of that religion in that city. It will provide a +1 to culture.

Certain Culture Groups will also be able to research a Great Wonder for some of the religions, but not all. All religion-based Great Wonders will require 5 of that religions improvements to be built first, and will place that improvement in all cities as well as give +1 Happy Face to each city. It will not generate additional culture in the city that builds it.

Religious Civs can build an additional Small Wonder for each of the Religions their Culture Group allows them to build a Great Wonder for. These Small Wonders will also require 5 of that religions improvements to be built first, and will generate +3 Culture as well as a Religious Fanatic unit unique to that religion. Religious Fanatic units cannot be otherwise built and have fairly weak stats, but are invisible, have stealth attack against all other foot units and enslavement that can create another Religious Fanatic. They are also sacrificable.

Some of the religions in the game, and the Culture Groups that can build their respective wonders, are as follows (if you see any mistakes or glaring omissions, please let me know – I have yet to fully research it all):

Mediterranean Mythology – Mediterranean
Christianity – European, Mediterranean, American
Tribal Spiritualism – American
Hinduism – Middle Eastern, Asian
Buddhist – Middle Eastern, Asian
Pharohism (???) – Middle Eastern
Islam – Middle Eastern
Confucianism – Asian
Judaism – Middle Eastern, American, European
Juche – Asian
Sikhism – Middle Eastern
Wicca – European, Mediterranean, American
Shinto – Asian
Taoism – Asian
Baha'I – Middle Eastern
Jainism – Middle Eastern

That breaks down the Religions per Culture Groups as follows
Mediterranean – 3
European – 3
American – 4
Middle Eastern – 8
Asian – 6

As it currently stands, Religious Middle Eastern civs have the biggest advantage here. Are there any that should be added/deleted/altered? I am fine with the numbers being a bit off, but a 3-8 advantage is probably too much. I have tried to somewhat generalize the religions, hence Christianity. I am admittedly lacking in knowledge of Eastern religions – are any of the ones above sub-religions to a larger category? While I have a few units in mind for the Religious Small Wonders, I don’t for all of them. Any suggestions?
 
What´s Pharohism?
Really nice mod.
I´ll have drug trade in every city then.
 
I have been working on this mod in one form or another for the past 3 years - it WILL come to fruition! ;)

I made up the word Pharohism as I am not sure what to call it. Eqyptian Mythology I guess would be better. This tech will allow the usual religion stuff, as well as unlock a few units (to Egypt or Middle Eastern Civs only), resources (I already have the Pyramids and Sphinx resources made - for all civs), and buildings.
 
Good to know - Thanks! :)

I may take you up on that. Terrain and resources I have covered, but I may need help with the rest - especially rearranging the tech tree. That's a monster I've yet to tackle, but will when I have to if the time comes.
 
FOCUS: Addiction (Drug Trades II)

Certain resources allow you to build Improvements such as Drug Refineries and Drug Trades and even legal Pharmacies. These items are a mixed bag - generally giving a lucrative trade bonus with negative side effects. These negative side effects are mostly there to represent addiction. Since there is no real easy way to represent this in the editor, addiction will be represented as pollution, negative culture, and unhappy citizens.

Items that represent very strong addiction side-effects:
Cocaine
Opium

Items that represent moderately strong addiction side-effects:
Any Alcohol
Prescription Drugs

Items that represent moderately weak addiction side-effects:
Tobacco

Items that represent very weak addiction side-effects:
Coffee
Tea
Marijuana (I know - not physically addictive, but still an overall neg effect on society - moderately weak pollution, +2 unhappy faces, +1 happy face, no effect on culture)

Keep in mind the side effects do not represent how addictive the substance is, but how harmfull that addiction is to the city.

With advanced medicine, a city can build an Addiction Treatment Center. These can fully counteract all of the negative side-effects of a moderately weak addiction, for a hefty maintenance fee.
 
Focus: Firaxis Units

Here are the units that shipped with Civ3, PTW, and C3C that were not in the general game. All of these, along with many new units, are included in the X mod.
 

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Well, it has been awhile since I have posted anything, so I am making up for lost time.

Focus: Fire Units
Certain resources (tar, oil, and gunpowder) will allow fire based units at various points in time. Fire archers, fire catapults, fire lancers, some fanatics, flamethrowers, napalm bombers, and a few boats are some examples. The fire units are usually upgraded versions of other units, with a +2 to attack and/or bombard, the ability to cause collateral damage, and in most cases the ability to clear forest at a very fast rate.


Focus: Moats
Cities that build City Walls (stone) can later build a moat if they are near water. If they have Tar within the city limits, they can drain the moat of its water, fill it with tar, and light it aflame. This is a very good but expensive protection improvement in early game. If there are crocodiles within the city limits, the moat can be stocked with them, also providing an increase in protection. The improvement requirements goes as follows: City Walls (Stone) => Moat => Improved Moat (fire or crocs). One thing I have not worked out yet is how to prevent someone with both tar and crocodiles within the city limits from building both Moat upgrades. Fiery crocodiles don’t really fly. The ‘Replace improvement’ flag would work, but then would eliminate the later production improvements. There will be two different kinds of city walls – stone and wood – again based off what resources are available. Not sure how to limit these to one or the other either. Any ideas? Should I make the Fire Moat be Boiling Oil that can be poured on attackers instead? Ah, decisions. Let me know your thoughts.


Focus: Cults and Orders
Early civs – especially religious and native ones – worshipped the Earth and the creatures that inhabit it. Certain resources and terrain (so far just Volcanoes, but I am testing Coastline) can allow some or all civs build shrines to worship them. Birds, snakes, crocodiles, bears, big cats, and wolves are just a few of them. These shrines may occasionally create a fanatic warrior that worships the creature involved. These warriors are usually held in the grip of religious fervor and possibly hallucinations that make them think they are one with the creature. This gives them a boost in one or any of the stats. Other warriors have studied the creatures involved, and learned how to manipulate their behavior through food and punishment. The added attack, as well as the illusion of mystical powers portrayed to the victim, make these warriors quit formidable. As time progresses, civs lose interest in these cults, and most are gone with or by the discovery of Education. Each of these improvements generate a small amount of culture and increase sacrifice. Most of the warriors they generate are sacrificable as well – making them an important piece of any strategy. Special abilities/bonuses will vary. Examples:
Sacrificial Altar of Fire
Temple of Lycanthropes
Coven of Serpents

With the increasing popularity of knights, a civ might reach back to its worshipful roots and build any variety of Orders. Many of these will be based on resources available (but not necessarily within the city limits), but some will be based on terrain, religion, government, traits, or culture group. All ride horses, so all will require at least horses to build. Civs tend to lose interest in Orders with the discovery of Saltpeter, and all will have forgotten them by the time Replaceable Parts is discovered. These improvement also provide a small amount of culture, but do not boost sacrifice, nor are the units sacrificable. Special abilities/bonuses will vary. Examples:
Order of the Bear
Knights of the Round Table :)
Riders of the Forest

There are other, buildable units that will be available based on the same factors.


Focus: Growth Control
Early civs will have it rough. Limited farming and governmental choices keep the food production low. This will gradually increase with time. Cities not near fresh water, food-rich terrain, or a resource will have a hard time producing a settler. Settlers will cost 3 pop and twice the shields, workers 2. More food is needed to grow a population as well. This is intended to keep the whole world from being settled in the medieval ages. There are many improvements available over time that increase food production, easing the pinch a bit. Irrigated tiles have been beefed up as well – especially on already fertile land. The first 2 city sizes are also reduced to 5 and 10. All terrain can be settled, but mountains, desert, and tundra produce no food. Desert is irrigable, but only with a +1 to food. Tundra is plantable, but not until very late-game. Swamps do provide a +1 to food, but are not irrigable. They cannot be filled until late-game, and at a very long turn time. Hills provide a +1 to food naturally, and can be irrigated (for a large turn cost) for another +1 (steppes farming). Plains also produce +1 food naturally, but get a +2 to food when irrigated. Grasslands have a +2, with a +3 when irrigated. Sea tiles generate +2 food, coastline +3. Forests and Jungle both produce a +2 to food, and are not irrigable. Flood plains are a +2, with +1 when irrigated. You can see how important city placement now becomes. Disease will be quite rampant in early years, and be quite fatal. Jungle, Swamps, Floodplains, and Volcanoes all contribute to disease. Medical advances/improvements and clearing of disease-creating terrain will of course mitigate this. Resources will become increasingly abundant as time goes on. By mid-Modern era, your cities have the potential to be booming. Later settles may also have the ability to defend themselves to some degree.


Focus: New Early Agricultural Techs
Very few resources are available right out of the gate. Wild edible vegetation resources become available with Gathering. Wild animal resources (and cults) become available with Hunting (requires Tool Making). Basic farms, and cultivated vegetation become available with Basic Farming (requires both Hunting and Gathering). Domesticated animal resources (such as Pigs and Cattle) and the first units with live animals in them become available with Domestication (requires hunting) . Irrigation, granaries, and resource-specific farms become available with Advanced Farming (requires Mathematics). Advanced animal units, stables, and The Great Zoo become available with Animal Husbandry (requires Education???). Alcohol-based improvements become available with Fermentation (requires Advanced Farming).


Focus: Barbarians
There will be a variety of barbarian units. Many of them are only generated when you enter a barbarian village. All have been beefed up significantly. All barbarian forts will leave behind an Indigenous People resource, one that will allow for some improvements that cannot be otherwise built. These resources are only generated by clearing a fort – giving you good reason to do so. Since Settlers come at such a premium, only a fool would send them out unprotected.

This paragraph applies to the mapped version only. Certain places on the map may be packed tight with a large variety of barbarians. Usually, the more you have to fight through, the greater the reward will be. Very remote areas that are crawling with them are probably worth the fight – if you can survive. You may discover a plethora of resources, or even some unique ones with unique possibilities and/or bonuses. Barbarian Pirates are known for hiding vast treasure on remote islands, but equally known for fiercely protecting it. There are rumors of dangerous, man-eating beasts in other parts of the land.
 
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