NUCLEAR REVISIONS
1. Nukes require a Nuclear Plant in the city to be built (the infrastructure for getting weapons grade material)
2. Manhattan Project removes this requirement so you can build nukes in any city.
Change:
ICBMs require Satellites (cost 300)
Tactical Nukes require Composites increase Range to 6, and Damage to 1 tile instead of 9 (cost 200)
Increase Damage from Nuclear Attacks (75-90% Population and Buildings, bomb shelters only protect population... and slightly units)
Add:
Nuclear Bombers (Just like Bombers but with a 1 tile (not 9 tile) suicide nuclear attack and require Uranium) require Flight and Radio (cost 180)
Atom Bombs (Ground Nuclear units, move 1, have a 1 tile suicide Nuclear Attack) (cost 150)
Change:
Bunkers+Bomb Shelters should act like Walls + Castles Defense bonuses [except they Work against Gunpowder units] or possibly just reduce Collateral Damage.
[Bunkers should still give the bonus v. Air + Artillery, and Bomb Shelters still some defense v. Nukes, although not as much]
NAVAL REVISIONS:
***Needed***
If a Stealth unit is the best one for combat in a Stack (when the Stack is either attacking Or defending) then the player gets a choice whether to use that unit for combat or keep them hidden
********
Planes on a Carrier should auto-bombard if their Stack is attacked.
There should be an Air unit promotion that allows Lethal Naval Bombardment
Stealth Destroyers need to detect Subs
Bonus for Subs v. 'Capital Ships' [Carriers, Battleships and Missile Cruisers]
GENERAL DIPLOMACY ADDITION:
Popular opinion of Foreign Leaders
Each AI Civ Leader has an Opinion of every other Civ Leader
Their people should also Opinion rating of other Civ Leaders
So if CivA signs an Open Borders/Defensive Pact with CivB after being Furious with CivB for a long time, the CivA's cities should get unhappiness ("you are dealing with our enemies")
If CivA goes to War with CivC after being Friendly for a Long time, CivA should get unhappiness ("you are destroying our friends")
If CivA goes to war with CivB after being Furious for a Long time CivA gets Happiness ("you are destroying our enemies")
If CivA signs an Open Borders/Defensive Pact with CivB after being Friendly with you for a long time, CivA get Happiness ("you are dealing with our friends")
The KEY thing here is .. that should apply to both AI and Human civs.... if the AIs keep bugging you for things, your people will be happy if you attack them.
How do you know how Your people feel about another civ? You have a Leader that you chose and they have a set of AI Diplomatic modifiers. So if you chose Isabella as your leader, they will be happy to crush the Heathens, but will really protest if you attack fellow Christians, Buddhists, etc. or another civ with Theocracy.
You could then look at those modifiers, they would show up whenever were seeing how another civ felt about you, you would see how your people felt about them. [The 'people's feeling' would be the accumulation of that for multiple turns, so a declaration of war wouldn't make your people hate someone... a Long war would though]
NEW UNITS:
Bombard: Requires Gunpowder and Engineering (siege unit) [replace Catapult and Trebuchet]
Str 6 +50% v. Cities, Move 1
12% city bombardment damage (ignores Castles+Walls)
Cost 90, requires Copper or Iron
Strike Troops: Require Fiber Optics and Advanced Flight [replace Paratroopers and Marines and Explorers]
Strength 28 (OR Str 24 + Woodsman I + Guerilla I)
move 2 + Ignore move cost (OR move 1 + Commando)
Paradrop range 7, Amphibious promotion
Cost 200-220
Televangelists: Require Mass Media (and Monastery) [replace Missionaries] cost 100
act like religious ICBMs.. they don't move, just once built they can try to plant their religion in any city in the World you have visibility and Open borders with (and no Theocracy).
Executive Jets: Require Advanced Flight (and corporate office) [replace Executives] cost 180
act like corporate ICBMs.. they don't move, just once built they can pay to plant their corporation in any city in the World you have visibility and Open borders with (and no State Property/Mercantilism).
*Revised unit:
Machine Guns: Change to Gunpowder unit that Can Attack, but has +50% Defense v. Gunpowder and Mounted units, -40% Collateral Damage suffered
Let Riflemen+Grenadier upgrade to Machine Guns (the new ones that Can attack)
Let Machine Guns upgrade to Infantry, SAM Infantry, or Mech Infantry and have Infantry only upgrade to Mech Infantry
[So that getting Machine Guns OR Infantry OR SAMs will obsolete Rifles+Grenadiers]
OTHER REVISIONS:
New Leaders, to get the remaining slots:
Meji of the Japanese [Protective Organized] favors Bureaucracy
Hiawatha of the Native Americans [Charismatic Creative] favors Representation
Great Generals:
when attached to a unit, every unit in the Leader's stack has the effect of every promotion that
1. The Leader has
2. They are eligible for
3. They Don't have
so if a Longbow without CG 1 is stacked with a Leader with CG I, that Longbow gets +20% city defense
'Leadership', 'Morale', 'Tactics', and 'Combat 6' would need to be toned down or eliminated
Military Academy:
+75% Military Production, +3 culture
Walls:
Give +20% resistance to enemy spies
Great Wall:
requires Wall in city that builds it
Castle:
Obsoletes with Corporation
Serfdom:
No Maintenance
Military Science:
Required for Ambush promotion
Raises Experience cap from 10-20
Drops upgrade cost by 25%
Interception promotions require Rocketry (available to all Gunpowder+Naval(non sub/Capital ship) units)
RELIGION IMPROVEMENTS
Philosophy gives 3 Missionaries for its religion
Theology gives 5 Missionaries for its religion
Divine Right gives 5 Missionaries for its religion, and a Great Prophet
Next War Civ UNIQUE B/U (Stick with the Leader name/trait.. just get better Leader heads)
America:
UU-Improved Strike Troops: Str +4
UB-International Airport: +10% Commerce
Europe:
UU-Assault Gunship: Start with Combat 1, Do collateral Damage (10%)
UB-Mass Transit: +2 Gold per Specialist
Asia:
UU-Rocket Artillery: Ranged Bombardment capacity (Range 1, 50% normal)
UB-Security Center: +15% Production, costs +80 hammers more
South:
UU-Revolutionary: Spy moves 2, ignore move cost, has Sentry, reduced cost
UB-Biomedical Complex (Replace Hospital): +10% Food no Health Bonus