Mayan Raptor
Chieftain
- Joined
- Mar 21, 2004
- Messages
- 45
CIVILIZATION IV: GLOBAL DOMINATION
Seafaring Personality
Seafaring
Free promotion (Combat I) for all naval units
Harbor and Lighthouse cost 50% less to produce
Scientific
1 free tech every time you advance to a new era
+10% research per city
Civilizations
Zululand
Leader: Shaka (Spiritual, Expansive)
Unique Unit: Impi (replaces Spearman; has retreat ability and can move twice as far in one turn)
Babylon
Leader: Hammurabi (Organized, Spiritual)
Unique Unit: Babylonian Bowman (replaces Longbowman; more effective at city defense than typical Longbowmen)
Israel
Leaders: David (Aggressive, Spiritual) and Ariel Sharon (Aggressive, Scientific)
Unique Unit: Fanatic (Combined Missionary AND Warrior (+10% attack if you choose Judaism for a state religion))
Mayan Yucatan
Leader: Smoke Jaguar (Philosophical, Creative)
Unique Unit: Maquahuitl Warrior (replaces Warrior; can "enslave" an enemy unit so that it joins the Maya, although this ability doesn't work on units stationed in cities)
Carthage
Leader: Hannibal (Industrious, Seafaring)
Unique Unit: Armored Elephant (replaces War Elephant; 100% defense bonus)
Norseland
Leader: Svein Forkbeard (Aggressive, Seafaring)
Unique Unit: Berserker (replaces Axeman; amphibious)
Unique Unit 2: Longship (replaces galley; more powerful on the offensive)
Polynesia
Leader: Kamehameha I (Spiritual, Seafaring)
Unique Unit: Outrigger Rower (expensive amphibious Settler)
Leaders for existing civilizations
Hernando Cortez of Spain: Expansive, Seafaring
Zhu Di of China: Financial, Seafaring
James Cook of England: Organized, Seafaring
Terrain
Marsh
May contain fish, crabs, and clams, but can cause disease. Both land and early water units can cross this terrain until it is cleared and drained by a worker. Former marshland is very fertile, however, draining the marsh sucks away its resources along with the swampwater.
Volcano
Mountain that may erupt occasionally. Terrain covered by lava becomes unproductive until a worker clears the lava after it cools.
Animals
I think certain animals should be restricted to certain terrains, instead of wondering all over the place.
Bear: Forest
Wolf: Tundra and grassland
Lion: Plains and desert
Panther: Jungle and forest
Crocodile: Marsh
Snake: Jungle and marsh
Tyrannosaurus: Jungle (only present in Lost World random map and certain scenarios)
Random Maps
Lost World: Large, tropical landscape with jungles, marshlands, and volcanoes. Be wary of crocodiles, snakes, and tyrannosaurs who'd like humans as snacks.
New Concept: Cultural Groups
Civilizations would be classified into different "cultural groups". Each cultural group receives unique benefits shared by all the civilizations in it. Leaders within a cultural group get along better than with leaders outside their group. Also, cities and units look different for each culture group (e.g. Classical cities are made up of beautiful Romanesque manors, African units are dark-skinned, etc.)
African (+1 trade route per city)
*Egyptians
*Malinese
*Zulu
West Asian (100% Great Prophet Production)
*Indians
*Arabs
*Babylonians
*Persians
*Israelis
Classical/Greco-Roman (culture produced +15% faster)
*Greeks
*Romans
*Spanish
*Carthagians
European (free City Raider I promotion for melee, siege, and armored units)
*English
*French
*Germans
*Russians
*Vikings
East Asian (religion makes +2 happy faces)
*Chinese
*Mongols
*Japanese
*Polynesians
American (farms next to cities provide 2+ health)
*Aztecs
*Maya
*Inca
*Americans
New Civics
Human Sacrifice (Religious)
Workers, when brought to a City, can be sacrificed to boost culture in the area. In the process, however, you lose not only the worker but also 5 coins brought in from Commerce.
Secularism (Religious, or anti-religious to be more precise)
Great scientists are much more likely to pop up, and technologies take less time to research. However, all effects of religion are deactivated so long as Secularism is preferred.
Seafaring Personality
Seafaring
Free promotion (Combat I) for all naval units
Harbor and Lighthouse cost 50% less to produce
Scientific
1 free tech every time you advance to a new era
+10% research per city
Civilizations
Zululand
Leader: Shaka (Spiritual, Expansive)
Unique Unit: Impi (replaces Spearman; has retreat ability and can move twice as far in one turn)
Babylon
Leader: Hammurabi (Organized, Spiritual)
Unique Unit: Babylonian Bowman (replaces Longbowman; more effective at city defense than typical Longbowmen)
Israel
Leaders: David (Aggressive, Spiritual) and Ariel Sharon (Aggressive, Scientific)
Unique Unit: Fanatic (Combined Missionary AND Warrior (+10% attack if you choose Judaism for a state religion))
Mayan Yucatan
Leader: Smoke Jaguar (Philosophical, Creative)
Unique Unit: Maquahuitl Warrior (replaces Warrior; can "enslave" an enemy unit so that it joins the Maya, although this ability doesn't work on units stationed in cities)
Carthage
Leader: Hannibal (Industrious, Seafaring)
Unique Unit: Armored Elephant (replaces War Elephant; 100% defense bonus)
Norseland
Leader: Svein Forkbeard (Aggressive, Seafaring)
Unique Unit: Berserker (replaces Axeman; amphibious)
Unique Unit 2: Longship (replaces galley; more powerful on the offensive)
Polynesia
Leader: Kamehameha I (Spiritual, Seafaring)
Unique Unit: Outrigger Rower (expensive amphibious Settler)
Leaders for existing civilizations
Hernando Cortez of Spain: Expansive, Seafaring
Zhu Di of China: Financial, Seafaring
James Cook of England: Organized, Seafaring
Terrain
Marsh
May contain fish, crabs, and clams, but can cause disease. Both land and early water units can cross this terrain until it is cleared and drained by a worker. Former marshland is very fertile, however, draining the marsh sucks away its resources along with the swampwater.
Volcano
Mountain that may erupt occasionally. Terrain covered by lava becomes unproductive until a worker clears the lava after it cools.
Animals
I think certain animals should be restricted to certain terrains, instead of wondering all over the place.
Bear: Forest
Wolf: Tundra and grassland
Lion: Plains and desert
Panther: Jungle and forest
Crocodile: Marsh
Snake: Jungle and marsh
Tyrannosaurus: Jungle (only present in Lost World random map and certain scenarios)
Random Maps
Lost World: Large, tropical landscape with jungles, marshlands, and volcanoes. Be wary of crocodiles, snakes, and tyrannosaurs who'd like humans as snacks.
New Concept: Cultural Groups
Civilizations would be classified into different "cultural groups". Each cultural group receives unique benefits shared by all the civilizations in it. Leaders within a cultural group get along better than with leaders outside their group. Also, cities and units look different for each culture group (e.g. Classical cities are made up of beautiful Romanesque manors, African units are dark-skinned, etc.)
African (+1 trade route per city)
*Egyptians
*Malinese
*Zulu
West Asian (100% Great Prophet Production)
*Indians
*Arabs
*Babylonians
*Persians
*Israelis
Classical/Greco-Roman (culture produced +15% faster)
*Greeks
*Romans
*Spanish
*Carthagians
European (free City Raider I promotion for melee, siege, and armored units)
*English
*French
*Germans
*Russians
*Vikings
East Asian (religion makes +2 happy faces)
*Chinese
*Mongols
*Japanese
*Polynesians
American (farms next to cities provide 2+ health)
*Aztecs
*Maya
*Inca
*Americans
New Civics
Human Sacrifice (Religious)
Workers, when brought to a City, can be sacrificed to boost culture in the area. In the process, however, you lose not only the worker but also 5 coins brought in from Commerce.
Secularism (Religious, or anti-religious to be more precise)
Great scientists are much more likely to pop up, and technologies take less time to research. However, all effects of religion are deactivated so long as Secularism is preferred.