washy
Chieftain
- Joined
- Feb 9, 2015
- Messages
- 61
Ass the world have stoped and i have a lot of free time again, im going to start working in this proyect i have on my mind of a total conversion for civ.
The idea is to make tall playing better, and to add more inmersion having small towns acros the map, a new conscript resource for recruiting units, and unique towns so you can choose unique units as you advance through the game, depending on your location, resources and strategy.
The towns are gona be districts like neighbrhood with buildings replacing the others districts that arge gonna be alowed only one per civ.
I´m planing to use two units per tile, and more movements for the units, strategic forts for more expansion, and citys 5 tile away from each other.
Part 1
New resources
Conscript, required for all the units, and work like horses or iron
You can only buy units with faith or gold, but you need to have enough conscript and equipment
(May be later adding advanced equipment, bows, crossbows, steel weapons)
New buildings
City Center
Palace +3 conscript per turn
City hall +2 conscript +1 culture +1 loyalty
Barracks +3 conscript +1 great general +25%exp
Reworked distrits
Town: A district that help you to work better the sourronding improvements
+1 housing
+1 food from farms
+1 food from plantations
+1 food from camps
+1 food from fishing boats
+1 production from mines and sawmills
+1 faith from mountains
+1food and gold from harbor
+2 culture from teathere districts
+2 science from campus
+2 faith from holy site
+1 housing river
+1 housing coast
Town buildings
Town hall +1 housing +1 conscript +1loyalty
Smal market +1 gold +1 great merchant
Town school +1 science +1 great scientist
Church +1 faith +1great prophet
*Library +1 culture +1 great writer
Exclusive *Museum +1 culture +1 greta artist
*Small Ampitheatre +1 culture +1 great music
Fortification +1 turism +4 defense x stationed units +1 great general
Holy site, only one per civ, more shields and better buildings, and area effect
Campus, only one per civ, more shields and better buildings, and area effect
Teather square, only one per civ, more shields and better buildings, and area effect
Part 2
Unique units and buildings as you advance in the game
Each city can build a unique district, depending on its features, territory and strategy.
Each unique town will give the ability to have unique conscript for diferent kind of unique units
Hill Town: hills and next to a mountain, better production and mine bonuses, special hill units
Coastal town: coastal and next to a water resource, food, gold and unique sea related units
Sea town: build in coast and produce unique sea units (Cothon graphics)
Plains town: plains and next to horses, food, production and unique mounted units.
Farming town: next to wheat, food related and unique anti cavalry units
Desert town
Forest town
Jungle town (Mbanza graphics)
Weapon crafting
Armory, let you to store more weapons
Black smith lvl 0- equipment for archers, horseman and warriors +3 equipment
lvl 1 bronze equipment
lvl 2 iron equipmnet
lvl 3 steel equipment
lvl 4 mithryl or adamantium equip
Part 3
Advanced resource requirments for buldings
Stone
Iron
Cooper
Marble
Gypsum
The idea is to make tall playing better, and to add more inmersion having small towns acros the map, a new conscript resource for recruiting units, and unique towns so you can choose unique units as you advance through the game, depending on your location, resources and strategy.
The towns are gona be districts like neighbrhood with buildings replacing the others districts that arge gonna be alowed only one per civ.
I´m planing to use two units per tile, and more movements for the units, strategic forts for more expansion, and citys 5 tile away from each other.
Part 1
New resources
Conscript, required for all the units, and work like horses or iron
You can only buy units with faith or gold, but you need to have enough conscript and equipment
(May be later adding advanced equipment, bows, crossbows, steel weapons)
New buildings
City Center
Palace +3 conscript per turn
City hall +2 conscript +1 culture +1 loyalty
Barracks +3 conscript +1 great general +25%exp
Reworked distrits
Town: A district that help you to work better the sourronding improvements
+1 housing
+1 food from farms
+1 food from plantations
+1 food from camps
+1 food from fishing boats
+1 production from mines and sawmills
+1 faith from mountains
+1food and gold from harbor
+2 culture from teathere districts
+2 science from campus
+2 faith from holy site
+1 housing river
+1 housing coast
Town buildings
Town hall +1 housing +1 conscript +1loyalty
Smal market +1 gold +1 great merchant
Town school +1 science +1 great scientist
Church +1 faith +1great prophet
*Library +1 culture +1 great writer
Exclusive *Museum +1 culture +1 greta artist
*Small Ampitheatre +1 culture +1 great music
Fortification +1 turism +4 defense x stationed units +1 great general
Holy site, only one per civ, more shields and better buildings, and area effect
Campus, only one per civ, more shields and better buildings, and area effect
Teather square, only one per civ, more shields and better buildings, and area effect
Part 2
Unique units and buildings as you advance in the game
Each city can build a unique district, depending on its features, territory and strategy.
Each unique town will give the ability to have unique conscript for diferent kind of unique units
Hill Town: hills and next to a mountain, better production and mine bonuses, special hill units
Coastal town: coastal and next to a water resource, food, gold and unique sea related units
Sea town: build in coast and produce unique sea units (Cothon graphics)
Plains town: plains and next to horses, food, production and unique mounted units.
Farming town: next to wheat, food related and unique anti cavalry units
Desert town
Forest town
Jungle town (Mbanza graphics)
Weapon crafting
Armory, let you to store more weapons
Black smith lvl 0- equipment for archers, horseman and warriors +3 equipment
lvl 1 bronze equipment
lvl 2 iron equipmnet
lvl 3 steel equipment
lvl 4 mithryl or adamantium equip
Part 3
Advanced resource requirments for buldings
Stone
Iron
Cooper
Marble
Gypsum