3. How should unit/building/wonders/tech effects be changed?
Units:
Re-name Unique French Chevalier unit to Knights Hospitaller,
Re-name Unique German Chevalier to Teutonic Knights
Re-name existing Teutonic Knight (Heavy Swordsman) to something else (Teutonic Swordsman?)
Buildings:
Remove the Glassmith's +15%C (Base Commerce Rate),
Add Pearls to the Jeweler's happy faces, remove it from the Bazaar.
Don't make the Bazaar require resources to construct, if the below is done.
New Upgradable building Path:
Bazaar->Market + Grocer ->Supermarket->Shopping District
(yes Supermarket should obsolete/trigger removal of both Grocer & Market)
Reduce Bazaar wealth bonus to 10%.
Remove Pearls from the Bazaar happy faces.
Add Fur to the Bazaar Happy Faces
Add Cotton, Spices to Forum Happy Faces
Add Spices to Forum/Market happy faces
Remove Whale.from Forum/Market Happy Faces.
Make Market/Forum require Bazaar.
Reduce Grocer/Apothecary wealth bonus to 20%.
Reduce Grocer/Apothecary to 1 Merchant citizen
Make Supermarket the following:
Allow 3 merchant citizens
40% wealth rate
+1 health [Banana, Spices, Wine, Sugar, Lemon, Cow, Deer, Pig, Sheep, Potatoes]
+1 happy [Silk, Cotton, Spices, Coffee, Wine] (Fur & Ivory should be obsolete by now)
+1F, +5 C
Make Shopping District do everything the supermarket can plus the Following:
additional +5 C (totals 10 just like current)
additional +5% wealth bonus.(totaling 45%)
add happy bonuses to Hit Movies & Singles (Drop Musicals)
Also drop the 20% trade route bonus
Change the Mall to Mega Mall and make it replace the shopping district
instead of the supermarket. Additional +5% wealth, +1F, And happy faces (Movies, Singles, Coffee)
(if Tea, Olives resources added include them as well to the happy/health bonuses)
Other upgradeable buliding paths
Dungeon->Jail->Correctional Facility
Sewer System->Water Treatment Plant
Theater->Opera House->Movie Theater?
Arena->Colessium->Sports Stadium
Buildings Which provide resources:
You can easily end up with a lot of these in excess. Consider limiting
their construction such as requiring 1 weapon factory per 4 factories,
1 Glassmith per 4 forges, etc.
4. What units/buildings/wonders/techs should be added?
Techs:
Cement (Ancient Tech, pre-masonry/pre-construction?)
Food Preservation (Ancient Tech, reqs Naturopathy & (Hunting or Fishing), reveals Salt, enables Butchery & Fisherman's Hut)
Concrete (Classical/Medieval, pre-architecture?)
Spinning Wheel (late Medieval, important for improvements to textile manufacture)
allow it to Add a Textile building, +1 Happy: (Silk, Cotton, Sheep)
Calculus (Rennasiance, in-between education & physics, enables Isacc Newton's College)
Cryptography
Brewing
Blast Furnace (post Iron Working, allows actual Cast Iron & Early Steel)
http://scholar.chem.nyu.edu/tekpages/Subjects.html
http://en.wikipedia.org/wiki/Medieval_technology
5. What religions should be added?
The current (2.0) quantity is sufficient.
6. How existing religions could be modified to be more unique?
See above.
7. What Corporations should be added?
Fabulous Fabrics (Sheep, Silk, Cotton) + culture/coin, happy faces? (Great Artist)
Burgerworld (Cow, Wheat, Potatoes, Sugar) (Great Merchant) effects?
The M.I.C. (Ammunition, Steel, Aluminum, Uranium, Oil Products) (Great Engineer/Great Spy) +prodcution bonus%, +military unit production%
8. How existing Corporations could be modified to be more unique?
Don't know right now.
9. What resources & improvements could be added?
Resources:
Tobacco +1C, +3C w/ plantation. +1 Happy, obsolete w/ Ecology or Modern Healthcare
Tea, +1C, +3C w/plantation +1 Happy, +1 Health w/Grocer
Olives +1F, +3C w/ plantation, +1 Health, +1 Health w/ Grocer
Hops
Barley
Improvedments:
Paved Roads: (middle tier of roads in between early roads & railroad)
(enabled by Engineering, remove +1 road movement from Engineering)
Paved Roads give 1/3 MP (build over early unpaved 1/2 MP roads)
Terraforming in the late game? (Alter the base terrain)
Artifical Islands.
10. Do you think existing resources & improvements should be modified? How?
Make Salt +1H, +4C w/ quarry.
In general Make salt more strategic, Wars were fought over it, so give civs a reason to.
It's main function is in food preservation which really impacts armies before the invention
of the Tin Can. Maybe possessing it can reduce army maintenace costs somehow.
Maybe make early ocean going ships require salt, to symbolism the need to preserve the crew's
food.
11. What events could be added?
Consider increaing the event frequency a little bit.(I know we can tweak it ourselves)
Fix existing events, especially quests which should be made to obsolete at the newly changed
starting Era Techs.
12. Other changes?
New Civic Category: Military Service (no particular order, not sure which techs to enable each part)
each at, though some are obvious)
(Areas of effect would be war weariness, XP Bonus, unit upkeep, m.unit production rate, ability to draft)
Tribal Warriors (default)
Trained Militia
Contract Mercenaries
Compulsory Service
Volunteer Army
Clone & Robotic Army.