Bushface
Deity
#1000 - Old Soldier.
Prereq: warrior alive in 500 AD.
Result: unit gets free upgrade to limit of possibilities, but movement restricted prmanently to 1 tile per turn (due to rheumatism)
#1001 - Ancient Mariner.
Prereq: vessel of any type at sea for 50+ turns without entering a friendly city.
Result: vessel's movement restricted to 1 tile per turn (due to hull fouling) until it enters a friendly city with a Drydock.
#1002 - Icarus.
Prereq: Flight:city with Workshop: no Airports under your control
Result: City gets 2 unhappy (like whipping) (due to "Death of Local Pioneer Airman")
#1003 - Alchemist.
Prereq: Copper, Metal Casting. Obsolete with Chemistry
Result: City gets +2gpt; if with Forge, also gets +1 hammer
#1004 - Concrete.
Prereq: Stone, Chemistry, at least half your cities have Factories
Result: +25% production for Hydro Plant and 3G Dam
#1005 - Leather.
Prereq: Pastured Cow, Horse or Pig. Obsolete with Machinery
Result: tile gets +1 hammer, city gets 1 unhealthiness
#1006 - Cloth.
Prereq: pastured Sheep
Result: city gets +1 commerce
#1007 - Antiseptics.
Prereq: Medicine
Result: hospitals give an extra +1 health
#1008, #1009 - Anaesthetics, Antibiotics.
Prereq: event #1007 has occurred anywhere
Result: a further +1 health per hospital
If anybody feels like implementing these, or adding more, feel free to do so. Make your own decisions about values for "active" and "weight".
Prereq: warrior alive in 500 AD.
Result: unit gets free upgrade to limit of possibilities, but movement restricted prmanently to 1 tile per turn (due to rheumatism)
#1001 - Ancient Mariner.
Prereq: vessel of any type at sea for 50+ turns without entering a friendly city.
Result: vessel's movement restricted to 1 tile per turn (due to hull fouling) until it enters a friendly city with a Drydock.
#1002 - Icarus.
Prereq: Flight:city with Workshop: no Airports under your control
Result: City gets 2 unhappy (like whipping) (due to "Death of Local Pioneer Airman")
#1003 - Alchemist.
Prereq: Copper, Metal Casting. Obsolete with Chemistry
Result: City gets +2gpt; if with Forge, also gets +1 hammer
#1004 - Concrete.
Prereq: Stone, Chemistry, at least half your cities have Factories
Result: +25% production for Hydro Plant and 3G Dam
#1005 - Leather.
Prereq: Pastured Cow, Horse or Pig. Obsolete with Machinery
Result: tile gets +1 hammer, city gets 1 unhealthiness
#1006 - Cloth.
Prereq: pastured Sheep
Result: city gets +1 commerce
#1007 - Antiseptics.
Prereq: Medicine
Result: hospitals give an extra +1 health
#1008, #1009 - Anaesthetics, Antibiotics.
Prereq: event #1007 has occurred anywhere
Result: a further +1 health per hospital
If anybody feels like implementing these, or adding more, feel free to do so. Make your own decisions about values for "active" and "weight".