Settlement evolution

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
 
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