Naeralith Reborn: Civ 5 Mod

Sorry about the delay everybody. Birthday celebrations became somewhat intense :D

Updates will follow tonight ;)

Al
 
UPDATES

Basic unit design added. Stats to follow soon :)

Al
 
your units must have a name change to make sure it all looks different from one person to another, and since due to a lots of civilization, making art will be difficult and will take a long time.
 
I'm really glad someone is doing something like this - I loved Fall From Heaven, and there's a "Total Conversion - Fantasy" tab in the Mod browser just waiting to be filled:goodjob:.

Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

I must say I'm impressed with the depth of the flavor here - I've read probably more than I care to about egg-laying humanoids!:eek:
 
What is the difference between the Skirmisher branch and the Archer Branch??

Skrmisher Archers =/= archers?

Sniper Squad =/= marksman?

// Im assuming Striders are Naval units?
 
Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

100% correct :). its also going to be the currency for more powerful spells, rituals, wonders and buildings.

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

this is an EXTREMELY valid point. ill be certain to discuss this with Alzara. thank you for pointing it out :)

What is the difference between the Skirmisher branch and the Archer Branch??

Skrmisher Archers =/= archers?

Sniper Squad =/= marksman?

// Im assuming Striders are Naval units?

ill put the remainder of the unit design here, to save Al the trouble of writing it all out :) hopefully it will answer this question :)

(whilst writing this i spoke to Al and he asked me to make this update look all professionally like so here you go Al ;))

UPDATES:

Advanced unit design details. the design is divided into 5 eras (not yet named so ive just gone with Era 1, Era 2 ets) and each era contains the units for that era (Naval Sold Separately). under each unit is a list of its unit class, strength, ranged strength, tile range, moves, and cost, as well as any other special abilities they may have (almost all units have some specialisation and have special abilities)

so pull up a chair, grab a bag of Doritoes and settle down for a good read ;)

(there you are Al ;))

Spoiler Unit Design Details :

Spoiler Era 1 :


Warrior
Unit Class: Melee
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 40
First Military Unit

Scout
Unit Class: Recon
Str: 4
Ranged Str -
Range: -
Moves: 2
Cost: 25
Ignores terrain movement costs.

Emergent Sorcerer
Unit Class: Arcane
Str: 4
Ranged Str 4
Range: 1
Moves: 2
Cost: 90
May not melee attack. Can cast spells and performs weak Ranged Attacks.

Novice
Unit Class: Divine
Str: 5
Ranged Str -
Range: -
Moves: 2
Cost: 60
Medic 1, can cast some divine buffing spells



Spoiler Era 2 :

Militia Axeman
Unit Class: Melee
Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Militia Swordsman
Unit Class:
Melee Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against City Attack

Militia Spearman
Unit Class: Melee
Str: 8
Ranged Str -
Range: -
Moves: 2
Cost: 70
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Militia Archer
Unit Class: Ranged
Str: 4
Ranged Str 6
Range: 2
Moves: 2
Cost: 90
May not melee attack. Performs Ranged attacks

Hunter
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Rough Terrain

Skirmishers
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Open Terrain

Catapult
Unit Class: Siege
Str: 4
Ranged Str 14
Range: 2
Moves: 2
Cost: 100
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Sorcerer Apprentice
Unit Class: Arcane
Str: 8
Ranged Str 8
Range: 1
Moves: 2
Cost: 130
May not melee attack. Can cast spells and performs Ranged Attacks.

Priest
Unit Class: Divine
Str: 9
Ranged Str -
Range: -
Moves: 2
Cost: 110
Medic 1 and 2, can cast divine buffing spells



Spoiler Era 3 :

Axeman Warband
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 120
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Swordsman Warband
Unit Class: Melee
Str: 18
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Spearman Warband
Unit Class: Melee Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 100
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Archer Warband
Unit Class: Ranged
Str: 6
Ranged Str 12
Range: 2
Moves: 2
Cost: 120
May not melee attack. Performs Ranged attacks

Nivae Riders
Unit Class: Heavy Cavalry
Str: 12
Ranged Str -
Range: -
Moves: 3
Cost: 100
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Chargers
Unit Class: Heavy Cavalry
Str: 10
Ranged Str -
Range: -
Moves: 3
Cost: 90
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Archers
Unit Class: Heavy Cavalry
Str: 7
Ranged Str 10
Range: 2
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks

Ranger
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +33% strength in Rough Terrain

Assassin
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores enemy Zone of Control. Invisible. Targets non military units first (Civilians, General, Sorcerers etc.)

Skirmish Archers
Unit Class: Recon
Str: 8
Ranged Str 10
Range: 2
Moves: 2
Cost: 90
May not melee attack. Ignores terrain movement costs. +20% strength in Open Terrain. Performs Ranged Attacks

Skirmish Infantry
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +10% strength in Open Terrain. +10% vs Recon Units

Strider Scouts
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege

Strider Skirmishers
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units

Trebuche
Unit Class: Siege
Str: 6
Ranged Str 20
Range: 2
Moves: 2
Cost: 250
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Ballista
Unit Class: Siege
Str: 7
Ranged Str 19
Range: 2
Moves: 2
Cost: 250
May not melee attack. Receives a +10% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.

Enchanter
Unit Class: Arcane
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. gains 'Enchanter' promotion (cast spells and Provides Buffs to nearby units.) which can be carried over to other unit classes on upgrade

Sorcerer
Unit Class: Arcane
Str: 10
Ranged Str 12
Range: 2
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. Can cast many spells and performs Ranged Attacks.

Battlemage
Unit Class: Arcane
Str: 10
Ranged Str 14
Range: 2
Moves: 2
Cost: 190
Resource Req: Starmetal
Gains 'Battlemage' promotion (Can cast spells and performs strong Ranged Attacks.) which can be carried over to other unit classes on upgrade

Inquisitor
Unit Class: Divine
Str: 14
Ranged Str -
Range: -
Moves: 2
Cost: 160
Resource Req: Incense
Gains 'Inquisitor' promotion (Medic 1 and 2, Can influence rival cities, can quell annexed cities.) which can be carried over to other unit classes on upgrade

High Priest
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Medic 1 and 2, can cast divine buffing spells

Healer
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Gains 'Healer' promotion (Medic 1, 2 and 3. can cast divine Healing spells.) which can be carried over to other unit classes on upgrade



Spoiler Era 4 :

Axeguard Defenders
Unit Class: Melee
Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. +1 HP

Berserkers
Unit Class:
Melee Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. Can move after attacking. Can attack twice, -15% vs Ranged Units.

Blade Dancers
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Swordsman Regiment
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit

Javalineer Warband
Unit Class: Melee
Str: 16
Ranged Str 12
Range: 1
Moves: 2
Cost: 150
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Pikeman
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 140
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Crossbowman
Unit Class: Ranged
Str: 10
Ranged Str 20
Range: 2
Moves: 2
Cost: 180
May not melee attack. Performs stronger Ranged attacks

Longbowman
Unit Class: Ranged
Str: 10
Ranged Str 17
Range: 3
Moves: 2
Cost: 180
May not melee attack. Performs Further Ranged attacks

Mounted Infantry
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Lancer
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Cavalry
Unit Class: Heavy Cavalry
Str: 15
Ranged Str 18
Range: 2
Moves: 3
Cost: 190
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks

Beastmaster
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Rough Terrain. +50% vs Beasts. Defeated Beasts are converted to your side

Master Assassin
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores enemy Zone of Control. Can enter rival territory without incurring diplomatic penalties. Invisible. Targets non military units first (Civilians, Generals, Sorcerers etc.)

Sniper Squad
Unit Class: Recon
Str: 11
Ranged Str 15
Range: 2
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Open Terrain. Performs Ranged Attacks

Guerilla Band
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +20% strength in Open Terrain. +20% vs Recon units

Strider Stalkers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege.

Strider Chargers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units

Mortar
Unit Class: Siege
Str: 14
Ranged Str 32
Range: 3
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Cannon
Unit Class: Siege
Str: 16
Ranged Str: 32
Range: 2
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +20% combat bonus versus cities, performs ranged attacks.

Bolt Thrower
Unit Class: Siege
Str: 18
Ranged Str 30
Range: 2
Moves: 2
Cost: 320
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.

Sorcerer Lord
Unit Class: Arcane
Str: 18
Ranged Str 22
Range: 2
Moves: 2
Cost: 220
Resource Req: Starmetal
May not melee attack. Can cast powerful spells and performs Ranged Attacks.

Pontifex
Unit Class: Divine Str: 20
Ranged Str -
Range: -
Moves: 2
Cost: 210
Resource Req: Incense
Medic 1 and 2, can cast powerful divine buffing spells



Spoiler Era 5 :


Shieldwall
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. +2 HP

Reavers
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. Can attack twice. -15% vs Ranged Units.

Blademasters
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives a +33% combat bonus against City Attack

City Guard
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit. +25% city defence.

Assault Javalineers
Unit Class: Melee
Str: 30
Ranged Str 21
Range: 1
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Halbardiers
Unit Class: Melee
Str: 30
Ranged Str -
Range: -
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Marksman
Unit Class: Ranged
Str: 19
Ranged Str 34
Range: 2
Moves: 2
Cost: 230
May not melee attack. Performs stronger Ranged attacks

Flurry
Unit Class: Ranged
Str: 19
Ranged Str 31
Range: 3
Moves: 2
Cost: 230
May not melee attack. Performs Further Ranged attacks. Can attack twice

Knight
Unit Class: Heavy Cavalry
Str: 34
Ranged Str -
Range: -
Moves: 3
Cost: 280
Resource Req: Ni'vae + Iron
Can move after attacking. +15% vs Melee, Light Cavalry and Heavy Cavalry

Artillery
Unit Class: Siege
Str: 16
Ranged Str 46
Range: 4
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +15% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Grand Cannon
Unit Class: Siege
Str: 18
Ranged Str 46
Range: 3
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +33% combat bonus versus cities, performs ranged attacks.

Repeater Bolt Thrower
Unit Class: Siege
Str: 21
Ranged Str 42
Range: 2
Moves: 2
Cost: 420
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks. Can attack twice.

 
I'm really glad someone is doing something like this - I loved Fall From Heaven, and there's a "Total Conversion - Fantasy" tab in the Mod browser just waiting to be filled:goodjob:.

Yeah I hope that I can fill that niche with some interesting originality :)
Glad you are on board for the creation of this mod! :)

Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

Yes that is true. As TheChanger said it will also act as a magical currency per se :)
Furthermore, there will be an additional feature of colourless terrain; which is in essence the same as normal terrain only with no pigment yields. This makes such terrain very counter-productive for sorcerers, unless they are undead ;)

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

Indeed that is true. We are discussing potential ways around this issue!

I must say I'm impressed with the depth of the flavor here - I've read probably more than I care to about egg-laying humanoids!:eek:

Hehe thanks. Flavour is very important to me. Also it's funny to hear sapids and such described as egg-laying humanoids (even though that's what they are) :) I have a soft spot for that feature I'm not sure why. Also, from your reaction, I'm guessing u've stumbled on some of the more colourful aspects of a certain nation :p


Also ty TheChanger for posting those unit updates. When I'm not at work I will be sure to put them into the main design thread along with further updates :)

Al
 
Sniper Squads seem a bit weak imho ... or are you having them target non-military first?

I mean, I guess having them ignore terrain costs is useful ... but by tier 3 they are significantly weaker that adding some Withdrawal Chance might be nice at Tier 3 (skirmish)

Are light cavalry and heavy cavalry really different enough to warrant separate unit-classes? If there isn't a lot of difference, it might be better to keep them as the same unit-class. Otherwise, give Heavy Cavalry +50% vs Light Cavalry (melee only) or something.

I really like Artillery btw ;) ... 4 range + indirect fire.
 
Sniper Squads seem a bit weak imho ... or are you having them target non-military first?

i suppose they could target non military units first, that could work, but it might step on the toes of assassins... but then again it gives more options for countering sorcerers...

Are light cavalry and heavy cavalry really different enough to warrant separate unit-classes? If there isn't a lot of difference, it might be better to keep them as the same unit-class. Otherwise, give Heavy Cavalry +50% vs Light Cavalry (melee only) or something.

they will have different promotion lines, and you need sepparate unitclasses as far as i know. but your idea of giving Heavy Cavalry +50% vs Light Cavalry sounds pretty good, and letting light cavalry have more of a melee focus.

I really like Artillery btw ... 4 range + indirect fire.

;)
 
i suppose they could target non military units first, that could work, but it might step on the toes of assassins... but then again it gives more options for countering sorcerers...

I was thinking along the lines of making them take less damage from ranged attacks. Snipers are usually set up in annoying vantage points where they can shoot you and you can't shoot them :)

Credit to TheChanger since he came up with these stats in the first place. I just worked on the flow-design but am conjuring up some naval stats in between work and figuring out how to tie in Alvacon and Morzardrey's airships ;)

I will post details of these at the weekend and also provide links to some of the initial leader art :) In addition, I hope myself and TheChanger will have some building design to show you all. Check back in a couple of days to see ;)

Al
 
I was thinking along the lines of making them take less damage from ranged attacks. Snipers are usually set up in annoying vantage points where they can shoot you and you can't shoot them

thats actually not a bad idea. :)
Credit to TheChanger

haha thanks :)
 
Yea, having Snipers harder to hit with ranged does indeed sound like a good idea.
 
UPDATES

Stats added for each unit. Naval units soon to follow. Also myself and TheChanger have been working hard on building design. It is practically done so expect these to appear very soon! :)

Al
 
Great work, this looks really interesting, maybe a mod to challenge FFH?
I can't wait to play it, but, I'm guessing we'll be waiting until a while after the release of the Almighty Source Code?
 
Great work, this looks really interesting, maybe a mod to challenge FFH?
I can't wait to play it, but, I'm guessing we'll be waiting until a while after the release of the Almighty Source Code?

Hehe thanks. It is not my intention to directly challenge any mod per se but hopefully, over time, I can get the same kind of audience or following that FfH had (and still has) ;)

Also it will be a while till the mod is in a fully working state, but hopefully we can get beta releases out there for general play and balance testing before getting too much into the nitty gritty! :)

Al
 
UPDATES

Building stats added for eras 1 and 2. More to be posted tomorrow. Feedback on these would be very much appreciated due to the precarious nature of building design in civ 5 ;)

Al
 
Fall from Heaven 2 fails to make a great AI system that can also use magic and declare war most often like in vanilla Civ 4 on the Deity Difficulty. Can you actually see if you can make the AI work much better in your mod that actually declares war more often and use magic against me as well?

In some modmod's of Fall from Heaven 2, some modder's like Valkrionn add in terraforming in the game, as most races that live in the desert, jungle, wasteland, and ice expand their climate reach... will you also add that feature in your mod? will each and every civilization gain their own special lands and gain special promotion's and bonuses?
 
Building Design

Here is the preliminary design for the buildings in eras 1 and 2 for Naeralith Reborn.

As with the units these will be spread out over 5 different eras. Era 3, 4 and 5 buildings will be posted tomorrow :)

In addition, the tech requirements have been left blank for now as the tech tree itself is still under construction.

Buildings are a difficult thing to balance and get right... especially it seems with this version of civ.

Any feedback or criticisms are most welcome as we are keen to get community input as to potential balance issues or problems with the building design :)

Spoiler Buildings :

Spoiler Era 1 :

Barracks
Building Type: Military
Cost: 80
Maintenance: 1
Tech Req: -
EXP Changes: +15XP to all land units

Monument
Building Type: Cultural
Cost: 60
Maintenance: 1
Tech Req: -
Yield changes: +2 Culture

Herbalist
Building Type: Yield
Cost: 100
Maintenance: 1
Tech Req: -
Yield changes: +2 Food

Granary
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Grain Bonus Resource
Yield changes: +15% Food. +1 food for each Grain Resource nearby.

Smokehouse
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Meat Bonus Resource
Yield changes: +15% Food. +1 food for each Meat Resource nearby.

Fishing Village
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Sea Food Bonus Resource
Nearby Terrain Req: Coastal City
Yield changes: +15% Food. +1 food for each Sea Food Resource nearby.

Elder Council
Building Type: Research
Cost: 70
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +2 Science

Watch Towers
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

City Square
Building Type: Economic
Cost: 80
Maintenance: 0
Tech Req: -
Specialist Slots: +1 Merchant
Yield changes: +4 gold

Street Entertainers
Building Type: Happiness
Cost: 100
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Bard
Happiness: +2 Happiness


Spoiler Era 2 :

Training Yard
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Melee units

Hippodrome
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Nearby Resource Req: Ni'Vae/Striders
EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units

Archery Range
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Archer units

Hunting Lodge
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Recon units

Forge
Building Type: Military
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Resource Req: Iron
Production Changes: +15% production of land Units.

Temple
Building Type: Cultural
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Monument
Specialist Slots: +1 Priest
Yield changes: +3 Culture

Carnival
Building Type: Cultural
Cost: 140
Maintenance: 3
Tech Req: -
Building Req: Street Entertainers
Happiness: +2 Happiness
Yield changes: +3 Culture

Lighthouse
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Coastal City
Yield changes: +1 Food from Water tiles

Garden
Building Type: Yield
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Yield changes: +25% GPP.

Water Mill
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Next to a River
Specialist Slots: +1 Engineer
Yield changes: +2 Food

Library
Building Type: Research
Cost: 80
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +1 Science for every 2 citizens in the city.

Walls
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

Guard Towers
Building Type: Defence
Cost: 120
Maintenance: 1
Tech Req: -
Building Req: Watch Towers
Defence Changes: +5 Defence, Adjacent enemies take 1 damage.

Market
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +1 Merchant
Yield changes: +25% gold

Brewery
Building Type: Happiness
Cost: 150
Maintenance: 4
Tech Req: -
Building Req: Granery
Nearby Resource Req: Grain Bonus Resource
Happiness: +1 Happiness for each Grain Resource nearby

Circus
Building Type: Happiness
Cost: 130
Maintenance: 2
Tech Req: -
Building Req: Carnival
Nearby Resource Req: Ni'Vae/Striders
Happiness: +3 Happiness

Courhouse
Building Type: Happiness
Cost: 200
Maintenance: 5
Tech Req: -
Happiness: Eliminates Unhappiness from an occupied City


Instead of having the herbalist being a food building doesn't make a whole lot of sense. Herbalists were used for healing, and foods a poor way to represent that. I had a herbalist building in my Civ4 mod, and gave it the ability to heal the most wounded unit near the city to full health each turn. While your doesn't need to be that exactly, a healing ability for units make more sense. Don't worry about the fact that this ability doesn't exist in XML. You can script unit healing in Lua pretty easily. (I'll help if needed ;) ).

You might also want to rethink the food building's 15% more food bonuses. Stacked together, a city would be earning 45% more food, which is too much IMHO. I think a static food bonus would be more in line.

Also, keep in mind with the military experience buildings that they are going to be roughly the equivalent of 1.5 military units in that era. I think the buildings free xp should be doubled, especially considering how weak most promotions are.

The forge is a bit weak too, considering that it consumes an iron, but doesn't give a substantial boost. 25% boost might be better.
 
thanks for the feedback Afforess :) ill make some notes.

not a bad idea ther with the herbalist, but i worry that if a city dosnt have any food resources nearby they cant build the granary, smokehouse or fishing village (ie if you build a city in a desert or snow to get a desired strategic resource that is out of reach of your culture)

also, the forge dosnt consume iron, just requires there be iron in the cities radius ;)
 
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