sir_schwick
Archbishop of Towels
Here is the new GA system. I have not determined triggers, but each cycle will have three components. Golden Age - This is the first part and you get a bonus depending on duration. Dark AGe - This is right after the end of the GA and you get penalties depedning on the duration of the GA. Normal Age - This is the time when no new GA can occur after the DA.
Whenever a GA could start, you get to choose the duration. Of course you can only choose durations that will go completely through the end fo the game.
Ultra Short - 5 Turn GA, 7 Turn DA, 12 Turn NA = 24 Total Turns
GA: All cities generate an extra unit of trade. Corruption reduced by 25% in all cities. +1 movement on roads.
DA: All cities lose a unit of trade. - 1 Happiness from Markeplaces if they generate any.
Short - 10 Turn GA, 15 Turn DA, 25 Turn NA = 50 Total Turns
GA:All cities generate (1/2/4) extra trade and 1 extra shield. Corruption reduced by 25% in all cities. +1 Movement on roads and water. -1 N(see my post above) for a single unit.
DA: All cities lose (1/2/4) trade. Corruption increases by 25% in all cities. -1 Happiness from Marketplaces if they generate any.
Moderate - 20 Turn GA, 30 Turn DA, 50 Turn NA = 100 Total Turns
GA: All cities generate +1 trade in squares that have them, (1/2/4) shields. Corruption reduced by 40% in all cities. +1 Movement on road, +2 on sea. -2 N for one unit, and -1 N for two more. +1 Happiness for first luxury. Worker rate increased by 50%
DA: All cities lose (2/2/4) trade and a shield. Corruption increased by 25% in all cities. -1 Movement on sea. +1 N(really +3 N) for former -2 N unit. - 2 Happiness on luxuries if they generate any. Worker rate 75%.
Long - 40 Turn GA, 60 Turn DA, 100 Turn NA = 200 Total Turns
GA: All squares generate +50% trade and +1 shields. Any food squares with 2 food or more generate +1 food. Corruption reduced by 60% in all cities. +2 Movement on road, +4 on Sea. -4 N for two units, -2 N for six, -1 N for the rest. Double happiness on 4th and 5th luxury. +(1/2/4) research beakers per city. Worker rate doubled. Edit: Add a third civ trait of your choice.
DA: Allc ities lose one trade per square and (2/2/4) shields. Food production is -1 for all squares over 2. Corruption increased by 75% in all cities. -1 Movement on roads, -3 water. +2(past original discount)N for all units. 2 Unhappy citizens per city. Worker rate 50%. Edit: Remove a civ trait of your choice.
Ultra Long - 80 Turn GA, 120 Turn DA, 200 Turn NA = 400 Total Turns
GA: All squares generate +100% trade and +50% shields. Any food squares with 2 food or more generate +1 food. Corruption reduced by 80% in all cities. +3 Movement on road, +4 on Sea. -4 N for two units, -2 N for the rest. Double happiness on 4th through 8th luxury. +(2/3/5) research beakers per city. Worker rate tripled. +2 Happy citizens per city. Edit: Add a third and fourth civ trait.
DA: Allc ities lose one trade per square and one shield per square. Food production is -1 for all squares. Corruption increased by 90% in all cities. -2 Movement on roads, -3 water. +4(past original discount)N for all units. 3 Unhappy citizens per city. Worker rate 25%. Edit: Lose all civ traits.
Whenever a GA could start, you get to choose the duration. Of course you can only choose durations that will go completely through the end fo the game.
Ultra Short - 5 Turn GA, 7 Turn DA, 12 Turn NA = 24 Total Turns
GA: All cities generate an extra unit of trade. Corruption reduced by 25% in all cities. +1 movement on roads.
DA: All cities lose a unit of trade. - 1 Happiness from Markeplaces if they generate any.
Short - 10 Turn GA, 15 Turn DA, 25 Turn NA = 50 Total Turns
GA:All cities generate (1/2/4) extra trade and 1 extra shield. Corruption reduced by 25% in all cities. +1 Movement on roads and water. -1 N(see my post above) for a single unit.
DA: All cities lose (1/2/4) trade. Corruption increases by 25% in all cities. -1 Happiness from Marketplaces if they generate any.
Moderate - 20 Turn GA, 30 Turn DA, 50 Turn NA = 100 Total Turns
GA: All cities generate +1 trade in squares that have them, (1/2/4) shields. Corruption reduced by 40% in all cities. +1 Movement on road, +2 on sea. -2 N for one unit, and -1 N for two more. +1 Happiness for first luxury. Worker rate increased by 50%
DA: All cities lose (2/2/4) trade and a shield. Corruption increased by 25% in all cities. -1 Movement on sea. +1 N(really +3 N) for former -2 N unit. - 2 Happiness on luxuries if they generate any. Worker rate 75%.
Long - 40 Turn GA, 60 Turn DA, 100 Turn NA = 200 Total Turns
GA: All squares generate +50% trade and +1 shields. Any food squares with 2 food or more generate +1 food. Corruption reduced by 60% in all cities. +2 Movement on road, +4 on Sea. -4 N for two units, -2 N for six, -1 N for the rest. Double happiness on 4th and 5th luxury. +(1/2/4) research beakers per city. Worker rate doubled. Edit: Add a third civ trait of your choice.
DA: Allc ities lose one trade per square and (2/2/4) shields. Food production is -1 for all squares over 2. Corruption increased by 75% in all cities. -1 Movement on roads, -3 water. +2(past original discount)N for all units. 2 Unhappy citizens per city. Worker rate 50%. Edit: Remove a civ trait of your choice.
Ultra Long - 80 Turn GA, 120 Turn DA, 200 Turn NA = 400 Total Turns
GA: All squares generate +100% trade and +50% shields. Any food squares with 2 food or more generate +1 food. Corruption reduced by 80% in all cities. +3 Movement on road, +4 on Sea. -4 N for two units, -2 N for the rest. Double happiness on 4th through 8th luxury. +(2/3/5) research beakers per city. Worker rate tripled. +2 Happy citizens per city. Edit: Add a third and fourth civ trait.
DA: Allc ities lose one trade per square and one shield per square. Food production is -1 for all squares. Corruption increased by 90% in all cities. -2 Movement on roads, -3 water. +4(past original discount)N for all units. 3 Unhappy citizens per city. Worker rate 25%. Edit: Lose all civ traits.