TIMELINE: A Civilization concept by Lord Lakely

Spoiler :
The Chinese are far from the only Civ with an asymetrical design lol. But this was indeed the most intricate design one of the 20 basegame Civs.


Let's have a simpler design before the next Dev Diary:

First Look: The ASSYRIAN Civilization
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Back in the Bronze Age the Assyrians controlled the first true Empire as we understand the term today: A vast, multi-ethnic empire united under one banner, that of the Assyrian king. The Assyrians were a war-like people, subjegating their enemies with brutal efficiency, utilizing both bronze and early siege weaponry to conquer their way across the Middle East. Conquered populations were displaced to Assyria's core cities, allowing them to integrate and keep the realm stable. This level of civil unity however wasn't shared by the Assyrian royal families, who constantly plotted against each other, plunging the realm into weakened state. Still, the main principles of meticulous conquest followed by earnable citizenship remained and were adopted by the later Persian and Roman empires.

The Assyrians get an ability that reflects their relentless conquest: 'Crucible of the World'. The Assyrian receive bonus Force Limit in cities they haven't settled, allowing them to field an additional military unit every time they conquer a city. Their settled cities have additional Population Capacity, allowing them to grow larger before you need to upgrade your city level. Whenever the Assyrians conquer a city, they receive bonus Food in their founded cities, representing the displaced Populations, allowing their core cities to grow as they conquer their neighbours.

The Assyrians can quickly levy a large army with their unique unit, the 'Hupshu Militia'. This weak infantry unit can be upgraded from Workers and doesn't contribute to the Force Limit, allowing the Assyrians to field a vast mass of them in no time. Bear in mind that they still have a maintenance and supply cost, however.

Assyria is a Civilization with only Faction, namely itself.


Assyrian Civilization Ability: CRUCIBLE OF THE WORLD
The Assyrian Civilization's conquered cities improve their Force Limit and their founded cities can support more Populations. Whenever they conquer a foreign city, the Population that would normally be lost via conquest is instead moved to their Cities with spare Population Capacity and Housing, in the form of raw Food. Assyrian conquered cities do not suffer penalties to Efficiency from Occupation. FInally, the Assyrians have the ability to upgrade spare Workers into Hupshu Militia.

  • +2 :c5citizen: Population Capacity in founded Cities.
  • +1 :c5war: Force Limit per City not founded by you.
  • Whenever you conquer an enemy city, gain 50 :7food: Food per killed :c5citizen: Population in all owned cities with spare :c5citystate: Housing and :c5citizen: Population Capacity.
  • No penalty to :c5trade: Efficiency from Occupation in Occupied Cities.
  • Workers can be upgraded into 'Hupshu Militia' units.
Assyrian Civilization Unique unit: HUPSHU MILITIA
A quickly levied troop, ideal fodder to throw at enemy walls.
Unique Light Infantry with no equivalent
  • Same :strength: Strength and :c5plus: HP as a Scout
  • Can only be created by upgrading a Worker or by drafting :c5citizen: Population.
  • Doesn't count towards the :c5war: Force Limit

Faction: ASSYRIA
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Like all Civilizations, Assyria also has Faction abilities, even though the only playable faction is Assyria itself. Assyria's Faction helps them set up their wars in times of peace and is called 'Service to the Šarru'. Whenever Assyria settled a city, they receive a free worker, allowing them to swiftly develop their cities, before turning their workers into their Hupshu Militia units. Furthermore, Assyrian workers spend less time building improvements than those of other Factions.

The Faction of Assyria also has a second unique unit, the Qurubuti, which were the royal guard protecting the king. In Timeline, the Qurubuti is a Horseman replacement which does full damage against Fortifications, allowing Assyria capture cities more easily.

Assyria also gets a unique structure called the 'Karum'. These Trading Posts generate bonus Prestige form passing domestic routes (useful when negotiating a juicy peace deal), and generate a small trickle of Culture if the tile on which the Karum is placed has been cored by Assyria.


Faction overview: ASSYRIA
Default Jersey: Purple on Lavender
Adjective: Assyrian
Your in-game name is 'ASSYRIA'

Spawn: The Assyrian settler starts on a rough plains tile adjacent to a river.
Terrain Bias: Plains, Rough, River
Resource Bias: Copper, Dates.

City List
Capital
: :c5capital: Nineveh
Core: Arbela, Arrapha, Assur, Huzirina, & Kalhu
Imperial: Dur-Sharrukin, Ebla, Guzana, Halab, Kanesh, Kar-Tukulti, Mari, Nasabina, Nuhadra & Shubat-Enlil
Other: Acre, Arpad, Biruta, Bosra, Borsippa, Byblos, Carchemish, Duhulabum, Dumah, Dur-Katlimmu, Eltekeh, Emar, Gerasa, Hamatha, Hasaka, Hazat, Imerishu, Imgur-Enlil, Jericho, Jerusalem, Kahat, Kar-Shulmanu, Khalmanu, Mansuate, Mardaman, Matiate, Megiddo, Melidda, Orhay, Pteria, Qarqar, Qatna, Raqemo, Sam'al, Samerina, Sareisha, Sarun, Shibaniba, Sidon, Sikkan, Tadmor, Taidu, Terqa, Tunip, Tushhan, Tutub, Tyre, Urkesh & Uzibi.

Assyrian Faction Ability: SERVICE TO THE ŠARRU
  • Receive a free Worker with when you settle a City.
  • All Workers spend one turn less building Tile Structures.

Assyrian Faction Unique Unit: QURUBUTI
The Šarru's mounted bodyguard.
Unique Light Cavalry, replaces the Horseman
  • +3 :strength: Strength compared to a regular Horseman
  • Does full damage against :c5strength: Fortifications

Assyrian Faction Unique Structure: KARUM
A trade entrepot that helps setting up supply lines in your vast realm.
Unique version of the Trading Post improvement

Bonuses from a regular Trading Post:
  • +2 base :7money: Coin
  • +1 additional :7money: Coin from tile adjacency to a Resource, +2 :7money: Coin if adjacent to three Resources or more.
  • +1 base :7money:Coin per passing :trade: Trade Route
  • Passing :trade: Trade Routes generate +2 :7money:Coin to the owner of the route
  • +5 :trade: Trade Range for passing Trade Routes
  • Must be placed on an UNCORED tile inside your Borders.

Additional or Changed bonuses for the Karum:
  • +1 :c5influence: additional Prestige per passing Domestic Trade Route
  • +1 :7culture: additional Culture once this tile is Cored

ASSURBANIPAL leads ASSYRIA in TIMELINE
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He ruled Assyria for 38 years, the longest of any king. Even by Assyrian standards, Assurbanipal was an militaristic ruler. He expanded the Assyrian army, conquered Elam and mercilessly crushed a Babylonian rebellion that resulted in the death of his older brother. Although he ruled Assyria with an iron fist, Ashurbanipal also had a more erudite side - he was a keen supporter of the arts, particularly literature and expanded the collection at the library in Nineveh to rival that of the Great Library in Alexandria.

Assurbanipal's leader ability combined Great Works with conquest and is called "Šutur Eli Šarri": his Armies gain a slot for a Great Work, which if filled increases their base combat Strength. The first time Assurbanipal captures any city not settled by him, he creates a Great Work belonging to the Civilization that settled the City. All Great Works of other Civilizations give double their usual yields when displayed inside an Assyrian building.


Assurbanipal speaks Aramaic.

Assurbanipal's Leader Ability: Šutur Eli Šarri
  • The first time you conquer an enemy city, create a :greatwork: Great Work of a random Type belonging to that Civilization
  • Armies have a :greatwork: Great Work slot, which they can display to get a +10% bonus to :strength:Strength to every unit in the stack.
  • +100% yields (except Tourism) from Displayed :greatwork: Great Works belonging to other Civilizations.
Ashurbanipal's default personality is Xenophobic, which makes him distrustful and hostile, except to leaders that have the exact same approach to the game as he does. He can also appear as Aggressive and Ruthless, making him one of the more hostile leaders in every game.

Ashurbanipal's default strategies are Militarist, which focuses on building up Force Limit and recruiting units up to the Force Limit, and Patron which focuses on Culture output and obtaining many Great Works.

Ashurbanipal's agenda is called 'Collector of Chronicles'
  • Improved flavour towards obtaining Great Artists (Passionate about foreign mythology)
  • Improved flavour towards obtaining Great Works, including buying or stealing them from other Civs. (Collector of fine arts)
  • Improved flavour towards training Siege units. (Fuel for Assyria's War Machine)
  • Improved priority towards building Barracks, Armories and Libraries in his cities. (Uses foreign knowledge to improve his military strategy)
  • Approves of leaders with fewer Great Works (ideally none) and dislikes leaders with many Great Works. (Nobody should dare trump Nineveh's collection.)

Conform to history, Assyria is an early game-warmachine. Settle your first cities as soon as you can, and use your workers to develop your claimed borders. Then, upgrade your workers into your cheap Hupshu militia, and assemble an army consisting of them and your Qurubuti cavalry. Capture Cities along the way, and use them to obtain bonus Growth and Great Works, which allows Assyria to either snowball into a Domination victory or transition into a Culture Victory endgame.

Will the world sing of your military prowess in heroic epics? What legacy will the Assyrians leave on your TIMELINE?
 
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'Dev Diary': City planning (part2)

In this second part I'll try to round up all you can do with cities, while also explaining some of the new mechanics in light of the Chinese Civilization, who interact differently with the mechanics.

In this part I'll explain the following:

  • City Level and Population Capacity (Pop Cap)
  • The role of Population in the city + Yield gathering
  • City Ratings and Amenities
Part 1 of the City Planning 'Dev Diary', which explains the mechanics of tile acquisition, influence, districts, verticality and buildings is found here (on page 3, post #60)

1. Population
1.1 General Ideas
In Timeline, as well as Civilization and other Civ-likes, :c5citizen: Populations represents the inhabitants of your city, in groups of people that share the same characteristic. I chose the term 'Population' over Citizen to further emphasize that you're assigning groups of people (in your employ) to do work, like a real leader would.

Populations have two major roles in the City they live in: they can either work tiles inside the City's Sphere of influence to collect yields, or be assigned to one of the city's buildings to work as civil servants ('Specialists')

The Population assignment is identical to what you've seen in previous Civ games, particularly Civilization 5.

As is normal in Civ, :c5citizen: Populations cost :7food: Food in maintenance, 1.5 per Pop, rounded down.

Spoiler Expansion Idea :

The idea for later 'Expansions' would be for Populations to develop multiple characteristics, such as ethnicity, literacy level and wealth. Currently, Populations can only have one characteristic ('Religion'), which determines how they interact with Worship buildings.

This idea is would be featured in the third 'Gameplay Expansion' pack if I ever get that far.



1.2 Passive Yield income vs Active Yield income (Core addendum)

One thing I forgot to mention before is that tiles can passively generate yields for their city without having a Population assigned to them. This occurs when a tile is CORED and OWNED by the city, but not worked.

Tiles owned but NOT Cored by the city yield nothing when not worked. Assigning a Population to work any tile gives the full yields.

So for instance, A Core that generates 2 :7food: Food per turn, will generate 1 :7food:Food when left idle.
If you have cored every tile inside the working radius of your city and assigned all your Population to work as Specialists, the city will get half the combined yields of their rural tiles. This makes Coring one of the more important parts of City management.

Populations can only be assigned to work tiles that are within a 3 tile range of the City Centre. Any further than that can be cored, but never worked.

1.3 Specialists
Specialists will be explained later, but they work like they did in Civ5. You assign Population to a building you've constructed, to work one of the Specialist slots there. In return, you get yields and a Great Person Point. There are more mechanics at work, but these will get their own Dev Diary. For the moment, all you need to know that Specialists exist and that if you're familiar with Civ5, you'll know how they work on a baseline level.

1.4 Population and Religion
Religion is another mechanic that I won't fully explain at this moment, but your Populations can be converted to follow one of the eight major Religions. This assigns a tag to that Population which corresponds to their Religion.

Thus, when I use the term 'follower' I mean 'Population that follow the Religion I'm refering to'. This is important for Religious modifiers, as well as abilities that care about follower count, such as the Mughal Faction Ability Din-i-Ilani, which gives bonus yields to followers depending on whether they follow the State Religion or not.

If a majority of the Population follows a certain religion, then that religion is the 'Majority Religion', which would be indicated with that Religion's symbol appearing on the City Banner. This again relevant to the Religious beliefs that care about this. The Mughals -once again- override this rule - their cities always count towards their State Religion if at least one Mughal Population following the state religion is present in the City;

Religious divergence can lead to Civil Unrest, while Religious unity can lead to bonus City Happiness.

2. City Level
2.1 Population Capacity
Cities in Timeline, have three levels, which determine its maximum Population Capacity. Ingame these will be called 'Administrative Centre', 'Provincial Capital' and 'Metropolis', but the names are largely cosmetic.

For those that have played Civ 3, you may remember that Cities without Fresh Water couldn't grow beyond Population 6 without building an Aqueduct. And that cities with Fresh Water or an Aqueduct were limited to 12 Pop until you built a Hospital.

Timeline has imposed a similar limit on how large Cities can grow in terms of Population in the early game. As it currently stands (with numbers susceptible to change), you are limited to 6 Population in Administrative Cenres and 12 Population in Provicial Capitals. Metropoles can have an unlimited amount of Population.

2.2 Reasons for the Cap
The Population Capacity enables for more gameplay variety in building up your cities.

Think about it: Each Population will build a Residence in your Districts, which takes up space. If you overbuild the Residences without providing sufficient Housing your citizens will be forced to build slums which makes them greatly unhappy. Populations will also demand Amenities as the game goes on.f I allow Population to grow wild in the early game, you'll be overwhelmed.

Thus, I need to put a limit on how large a City can grow early on before you succumb to hellish City Management.

By implementing a hard limit in the early game, you make City Management a different experience depending where you are in the game:

In the early game, you'll be lacking Amenities, which makes the big puzzle to solve balancing Residences and Buildings, to avoid your cities from becoming Overcrowed by putting too many buildings inside them.

In the endgame however, you'll have the Verticality mechanic. Your citizens will build storied houses, and take up less space. Your Metropoles will have plenty of Districts which accomodate many citizens. Which allows you to place the Amenity buildings required to keep them healthy and happy and the game evolves around keeping your growing cities clean and content for the added bonuses.

This system makes Wide very good early, and Tall to be very strong late-game. An inverse of how they normally play out in Civ, yes, but one that (hopefully) leads to more interesting strategic choices and longterm planning. Upgrading your City or not isn't something you should always do. You will probably want a mix of City Levels across your empire to hold your vast land but not succumb to the ever-increasing demands of your growing Population.

2.3 Differences between Pop Cap and Housing
The difference is simple: Housing determines how many buildings you can place inside your city. Every point of 'Housing' is a free Zone for you to place a building on. It has NO effect on the maximum amount of Population the City can have, merely on how many it can accomodate without needing to give up space.

Population Capacity limits amount of Population that city can have.

2.4 Increasing Population Capacity
There are three ways for generic Civilizations to increase Pop Cap without increasing City Level.
  • 1. Fresh Water. Settling near a source of Fresh Water, or constructing a Building that grants Fresh Water (the Well), will automatically increase your Pop Cap by +2
  • 2. Baby Booms. If your City has High Health, it can enter an event called a 'Baby Boom' which increases its growth rate, but also permanently increases its Pop Cap by +1
  • 3. Building Town improvements. The Halmet and its upgrades, the Village and the Town (collectively called 'Town Improvements') function as mini-districts, increasing Pop Cap and Housing by +1 per level of the Town.
Otherwise, Upgrading City Level. This is achieved by upgrading the main Government building in the city (either the Village Hall or Town Hall) once you've hit your maximum Population.

There are Civilizations that get bonus Pop Cap, however

The Assyrians get +2 Pop Cap in Cities they've settled.
The Chinese get +2 Pop Cap in Administrative Centres and +4 in Provincial Capitals
A yet unrevealed Civ gets bonus Pop Cap from Town improvements.

2.5 What about Food?
If a City is at maximum Population Capacity, all of its :7food: Food will be added to is Food Stockpile. Whatever can't be stored will be converted into:7money: Coin. You can use Trade Routes to move the stored Food to other Cities to help them grow via a Domestic Trade Route.

2.6 What else does City Level do, besides Pop Cap?
You may have noticed how some improvements and buildings have a 'One per City level' tag. Administrative Centres (ACs) may only have one of these. Provincial Capitals (PCs) can have two copies of the structure, and Metropoles three.

Spoiler General rules for buildings :

Generally, tier 1 buildings are limited to one per District, tier 2 to one per City level and tier 3 to one per city.


In other words, I use City Level to balance buildings and improvements that are too strong to spam, but too weak to be restricted to 'One Per City' status.

Other than that, City Level also determines the maximum distance Influence can travel: 3 tiles for ACs, 6 tiles for PCs and infinite for Metropoli. This is important to both Cultural Influence and City Connections via Trade.

City Level ALSO determines the amount of Districts a city may have: 2 for ACs (not counting the City Centre), 6 for PCs and infinite for Metropoli.

3. City Ratings
3.1 Three base Ratings
In Civ4, you had two important modifiers to keep track of: :c5happy: Happiness and :health: Health. :c5angry: Low Happiness impeded production, while :yuck: low Health hamstrung your growth rate.

Both are back in Timeline, which a more expanded role!

Civilization 3 had a corruption/waste mechanic that reduced the amount of commerce (its version of 'Gold' / Coin), the further away the City was from the Palace. I've brought that mechanic back too.

So, if you've played old school Civ, you already know the three main ratings of Happiness, Health and Efficiency.

The Chinese Civilization have a fourth City Rating called 'Harmony' which plays into their Five Elements/Feng Shui adjacency game.

An example of how they could appear (from the perspective of a Chinese player):
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Every rating has a score out of 0-100, which determines how good the rating is. 50 is considered average.

3.2 City Happiness
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3.2.1: Happy and Extatic cities.
City Happiness represents your Population's overal satisfaction. It determines when your cities become Happy or Extatic, which give bonuses to yield percentages.

If a City has a Happiness rating of 75% or more, it is Happy and receives a +10% bonus to all yields except for Food and Production
If a City is has a Happiness rating for 90% or more, it is Extatic, and receives a +25% bonus to all yields except for Food and Production

The American Civ bonus, 'The American Dream' makes it so these statuses do affect :7food:Food and :7prod:Production, which normally isn't the case.

3.2.2 Happiness Amenities
Happiness is increased by providing Happiness specific Amenities. These are categorized as such:
  • Luxury, which is obtained via Luxury Resources
  • Entertainment, which is obtained by building Recreation buildings
  • Security, which is obtained by Garrisoning troops inside the City
  • Splendor which is obtained by building World Wonders.
  • The final category, Miscellaneous, applies to all Amenities that don't fall under these categories.
3.2.3. Citizen Demands
As the game goes on, your Populations will demand Amenities to keep them satisfied. In Administrative Centres, they'll eventually be satisfied with one type of Amenity per Population. In Provincial Capitals, this will be two amenities of a different category, or two luxuries. In Metropolis, this will be increased to 3 different Amenities.

Entertainment, Splendor and Security can only be used once for every Citizen. Luxuries can be used multiple times by the same Population, but the resources have to be different.

In other words, a Population can be satisfied by Amenities for Entertainment, Splendor and Security (achieved by leaving a Garrison, building a Recreation Building and having a Wonder inside the city), while another Population can be satisfied by three separate Luxuries (e.g.: Gold, Gems and Wine).

Miscellaneous Amenities are rare, but can satisfy Populations in lieu of a standard Amenity. These are obtained by building Worship buildings (apply ONLY to followers) or certain Wonders that grant them. On lower difficulties, they will also be granted by the Palace and Government building.

City Happiness track the amount of open Happiness Amenity slots across your Population. If all are fulled, City Happiness wil be at 100%. If none of them are, Happiness will start at 0.


3.2.4. Civil Unrest
Civil Unrest is the counter to Happiness and will reduce it. It is gained by
  • Overcrowding: If you run out of space for Residences, you will take massive penalties to Civil Unrest
  • Persistent Low City Happiness: Every 10 turns (standard speed) spent under 50 City Happiness increases Civil Unrest by +1. This lasts indefinitely until City Happiness grows above 50%, after which it'll persist for 20 turns.
  • Being overworked: Workshops are important buildings because they improve Production. They however also increase Civil Unrest
  • Drafting: This allows you to quickly turn a Population into a unit but it temporarily increases Civil Unrest.
  • Religious surpression: Followers will grow unhappy when they have no places of worship.
  • Occupation: Cities dislike being occupied by foreign powers, giving a large penalty to Civil Unrest.
  • Pollution and Crime: while Pollution and Crime have a larger effect on Health and Efficiency, citizens don't like living in cities that are dirty or corrupt.
3.2.5 Happiness Crises & Boons
  • If Happiness climbs above 80, the city will have a small chance to enter a Celebration. This will be a 'Festival' if the City had a pantheon or follows a Majority Religion. Otherwise, it'll enter a generic Celebration called 'We love the King Day' which slashes building and garrison maintenance costs in half for ten turns and reduces Crime and Pollution by 25% for its duration.
  • If Happiness drops below 40, it'll have a small chance to enter a status called a 'Strike'. Halves your Producition in the city. Once the city has produced 20 :7culture: Culture per Technological Era, the Strike will end.
  • If Happiness drops below 20, a worse event, called a 'Revolt' might trigger. This will spawn Rebels (barbarian units) near the city that will start ransacking its improvements, while your city's Production is reduced by 5% of its usual output. Quelling a revolt requires destroying the rebels, or bribing them with :7money: Coin. Failing to deal with a Revolt, may spread it to your other cities with low Happiness.

3.3. City Health
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3.3.1. Clean and Immaculate cities
City Health represents your City's cleanness. It determines when your cities become Clean or Immaculate, which give bonuses to Growth Rate and Tourism.

If a City has a Health rating of 75% or more, it is Clean and receives a +10% bonus to Growth rate and Tourism

If a City is has a Health rating for 90% or more, it is Immaculate, and receives a +25% bonus to Growth rate and Tourism.

The Tourism also applies to Pilgrims, which are religious Tourists.

3.3.2 Healh Amenities
Happiness is increased by providing Health specific Amenities. These are categorized as such:
  • Food Variety, which is obtained via different 'Food Resources'.
  • Sanitation, which is obtained by Fresh Water access.
  • Healthcare, which is obtained by building Medical buildings.
  • Greenery which is obtained by having Cores with high Appeal or owning Natural Wonders.
  • The final category, Miscellaneous, applies to all Amenities that don't fall under these categories.
3.3.3. Citizen Demands
As with Happiness, your Populations will start demanding Health amenities as the game goes on. The ratings are identical:

Administrative Centres will demand 1 Health amenity per Population, Provincial Capitals two and Metropoli three.

Sanitation, Healthcare and Greenery can only be applied once per Citizen. Food Resources can be used multiple times by the same Population, but the resources have to be different each time.

Once again, Miscellaneous Amenities can satisfy Populations in lieu of a standard Amenity.

City Health track the amount of open Health Amenity slots across your Population. If all are fulled, City Happiness wil be at 100%. If none of them are, Happiness will start at 0.

3.3.4. Pollution
Pollution is the modifier that will reduce your City Health rating. It's increased by:
  • Population Size: people are dirty and will throw their filth everywhere. Each Pop generates Pollution.
  • Industry: Workshops produce a tremendous amount of Pollution, especially at higher levels.
  • Rural Pollution: Tiles with Disgusting appeal produce Pollution to their city.
  • Unsustainable Resources: Some Resources pollute the environment if the City uses them for Construction, Recruitment or Industry.
  • Pillaged Structures: Damaged or Destroyed buildings will generate Pollution (on top of negative appeal) until restored or replaced.
While Pollution causes Civil Unrest, Civil Unrest itself doesn't cause Pollution.

Several of the buildings and Technologies in the game passive reduce Pollution from the different sources.

3.2.5 Health Crises & Boons
  • If Health climbs above 80, the city will have a small chance to enter an event called a 'Baby Boom', which increases its Population Capacity by +1 and doubles the Growth rate bonus from being Clean or Immaculate during its duration.
  • If Health drops below 40, it'll have a small chance to enter a status called 'Disease Outbreak'. This halves the city's :7food: Food output, and prevents any new Population from being created. Once the city has produced 20 :7science:Knowledge per Technological Era, the Disease will end.
  • If Health drops below 20, a worse event, called a 'Plague' might trigger. This sets the city's :7food: Food output to 10% of its usual number, immediately kills one Population, and has a chance to spread to any other City connected to the Trade Network. :7science:Knowledge output reduces the chance for Plague to spread. A plague can be cured by spending a large amount of stored :7science:Knowledge, or by completing a project.

3.4 Efficiency
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3.4.1 What is Efficiency?
Efficiency is the corruption mechanic of Civilization 3 repurposed to Timeline. It represents the efficacity of your government in your different settlements. It is designed to slow down your expansion to avoid snowballing. The further away you plant or conquer, the harder it'll be to immediately turn the city into something useful. Efficiency starts at 100 by default and is then reduced by the modifiers that interact with it.

The City's Efficiency rating shows how much of your total yields are actually being used by the city. A City with an efficiency rating of 50%, produces all of its yields (after other modifiers) at 50% the normal rate. A City with an Efficiency rating of 100 contributes all of its yields to the empire.

Efficiency also determines Rush costs. A city at 50% Efficiency pays +50% more :7money: Coin to Rush (100 - 50 = 50), while a city at 100 Efficiency pays no extra money.

The Ming have a unique bonus that improves the cap of their Efficiency, allowing them to get up to +125% yields and -25% to Rush costs in their cities if their Harmony ratings are Balanced. There are Wonders and Techs that can have similar effects. Regardless, Efficiency is HARD-CAPPED at 125 and cannot be increased beyond that number.

Unlike Happiness and Health, which track amenities, Efficiency is determined by one two factors: Distance and Crime, which both reduce it.
  • Distance from Palace: the further away your City is, the less efficient it is, as it is hard for your officials to administer your orders.
    • Every tile your city is away from the capital reduces Efficiency by -2
  • Crime: This is generated by your population and buildings, though not at the same rate health is.
    • Every two Population increase Crime by +1
    • All Mercantile buildings generate Crime inherently, as money attracks thieves.
    • Every point of Crime reduces Efficiency by -3
Buffing Efficiency will involve reducing these penalties and by accumulating flat bonuses to Efficiency that are greater than the penalties received from Crime or Distance.

Several Civs and Leaders in the game have bonuses to Efficiency as part of their kit. Liu Bang of Han for instance gets bonus Efficiency from assigned Specialists.

3.4.2. Distance Penalties
The further away your city is, the less efficient it is, as it is harder for your officials to administer your policies.

Every tile your City is away from the Capital reduces CIty Efficiency by -2.

There are two ways to reduce Distance Penalties: The first is to connect your Settlement to your Capital, either via a direct Road connection, or by a naval route (which requires a Lighthouse in the disconnected City) or (endgame only) by building an Airport. Doing any of these halves all Distance Penalties to Efficiency.

The second is to build a Tribunal-line building, which halves all Efficiency penalties, from both Crime AND Distance. The bonuses of the Tribunal, Courthouse and High Court are additive with other modifiers, meaning that a Connection + a Tribunal eliminates the penalties entirely.

One of the unrevealed Civs in the game has an alternative method to eliminating Distance penalties which involves improving Horses.

The Ming have suffer twice the usual penalties from Distance, making their faraway cities particularly slow to set up.


3.4.3. Crime Penalties
Wherever inequality and poverty exist, so does crime. Crime is generated by your Populations but at a lower rate than Pollution. Only 1 per five citizens generate Crime spontaneously.

However, Crime is further increased by building Workshops and Mercantile buildings, two building types that encourage theft if not protected.

There are several ways to reduce crime:
  • Garrisoning units: each unit stationed in the city removes Crime by -1
  • Courthouses: Reduces Crime by 50%, which is the only percentage reduction in the game
  • Police Stations: reduces the Crime generated by adjacent buildings, making it an excellent structure to place near Workshops and Mercantile buildings.
Much like real life, Crime can only be curbed, not fully rooted out. There will always be some Crime, but with careful city planning you'll be able to mitigate most of it.

Efficiency can still be pushed to 100 with low levels of crime, but that requires the total amount of flat bonuses to Efficiency to be greater than the total amount of Crime generated by the City.


3.5 Harmony
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The Chinese have a unique, additional City Rating called Harmony, which they obtain by gathering Feng Shui points. It provides an alternative way to improve your City Health and Happiness ratings, by playing into the Chinese unique mechanics.

The game tracks the amount of positive and negative Feng Shui synergies exist in the game, weighing them against each other. a +2 positive synergy is worth 2 positive points, while a -1 negative synergy is worth one negative point. The Harmony rating shows the ration of "Good" Feng Shui vs "Bad" Feng Shui.

There are NO negative consequences of low Harmony. If you don't want to play into Harmony, you don't have to. But it is recommended that you do. There's no downside.

If Harmony is at 60, the city enters at state of "Auspicious Harmony". This puts the Happiness rating, if lower than Harmony at the same level as the Harmony rating. The city also ignores Happiness penalties from Civil Unrest (though the penalties from unfulfilled Amenities persist).

If Harmony is at 80, the city enters a state of "Balanced Harmony". This also fixes the Health rating, if lower than the Harmony rating at the same level as the Harmony rating. The City will now also ignore penalties to Health from Pollution.

In other words, Harmony allows Chinese players to by-pass the usual prerequisites to obain the statuses of Happy, Extatic, Clean or Immaculate in their city by playing towards ONE rating. This should theoretically make the Chinese the easiest Civ to reach those statuses with. The Chinese can ignore Pollution and Unrest, and even amenities if they can maintain perfectly balanced harmony, a reward for the sometimes very restrictive rules of their building and improvement placements.

~~~

I think I'll leave it at that, since the post is getting long enough. Most of the systems I'm explaining here already existed in previous Civ game, but never co-existed together. They worked before, so why not incorporate them again? If it ain't broke, don't try to fix it.
 
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First look: the SIOUAN Civilization

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The Oyaté, commonly known as the Sioux, are an American people hailing from the plains of Minnesota and South-Dakota. Believed to be descendants of the Mississipian Civilization, the Siouan tribes settled in the plains and developed a warrior culture, based on clans and kinship between the Oyaté themselves, and between the nature around them. The lands of Minnesota and the Dakota's are layered with places they hold sacred.

The Sioux called themselves the 'Oceti Sakowin', meaning 'the Seven Council Fires', which is the name of their ability. The Sioux get bonus sight on all their units, and move through rough and vegetated terrain at half the usual movement cost. Unimproved tiles with features, resources or Natural Wonders are immediately cored as soon as they're claimed by one of their Cities' sphere of Influence.

The Sioux also receive bonus yields on tiles with positive appeal. A culture centered around kinship rather than commerce, the Sioux don't unlock production improvements and advanced buildings when the other Civilizations do, but much later.

The warriors of the Sioux have the fearsome Akichita -warrior trainers- at their disposal. These mounted warriors replace the Hussar, and have bonuses towards pillaging tiles.


Civilization Ability: OCETI SAKOWIN
  • +1 :c5plus: Sight to all units.
  • Half :c5moves: MP cost on vegetated & rough terrain.
  • Unimproved tiles with terrain features, Natural Wonders or resources within your borders are immediately cored when they're claimed.
  • Unimproved cores receive +25% raw yields for every level of Appeal above 1.
  • Penalty: Logging Camps and Mine-like improvements unlock two Technological Era's later than normal.
  • Penalty: all Tier 2 buildings unlock one Technological Era later than normal.
Unique Unit: AKICHITA
Unique Light Cavalry unit, replaces the Hussar

Compared to the Hussar:
  • +1 :c5moves: MP when starting its turn on Plains.
  • Doesn't spend :c5moves: MP to pillage.
  • Recovers all :greatwork: Morale when it pillages.

Faction: LAKOTA
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There are three major Souan tribes: the Dakota, the Nakota and the Lakota. Of the three, the Lakota were the most organized and militarized of the three. A culture centered around the pelt trade, storytelling and worshipping important landmarks in their lands, the Lakota were merciless looters and fearsome hunters, extorting those seeking passing through their lands. Several of the most famous warriors of the Oyaté, Sitting Bull, Red Cloud and Crazy Horse, were Lakota.

The Lakota unique ability is 'Thiyospaye', their word for tribal kinship. The Lakota gain bonus amenities and Faith from Breathtaking appeal tiles inside their territory, which harps back to their respect for nature. Their more militant side is also represented, as they gain double the usual pillaging yields, and including Food and Production in the nearest city.

Helping the Lakota are their sacred jesters, the Heyoka. This unique support unit can - like all support units- be attached to an army, allowing the Lakota army to gather Faith whenever they pillage. Additionally, whenever an Army with a Heyoka is attacked in melee combat, they will reflect a portion of the damage back at the attacker.

The Inipi - or Souan Tipi - is the Lakota unique structure. This camp-like tile improvement with no equivalent gives :7prod: Production, which the Lakota are sorely lacking and improves the yields of the Lakota native terrain. Additionally, Inipi's give access to all resources adjacent to them, regardless of whether the resource is improved or not.

Faction Overview: LAKOTA
Default Jersey: black on magenta
Adjective: Lakota
Your ingame name is 'LAKOTA'

Spawn: The Lakota settler spawns on an open plains tile adjacent to at least three more open tiles and within 2 tiles of a Natural Wonder.
Terrain Bias: Plains, Grassland
Resource Bias: Bison, Maize

City List
Capital: :c5capital: Hunkpapa
Core: Oglala, Phahin Sinté, Sichangu, Waziblo & Woslalhan.
Imperial: Hésapa, Khulwichasa, Itazipcho, Makhosica, Minneconjou, Oohenunpa, Phesizla, Sihansapa, Wapka Wasté & Wazi Ahanhan
Other: Cankpe Opi Wakpala, Chansuska, Chasmu Okahmi, Hinhan Kaga, Isanyathi, Ite Sica, Kadoka, Khangi, Maka Oniyé, Makhasan, Makhizita, Mathopaha, Minitaree, Minnewaukan, Mni Luzaha, Numakaki, Oahe, Oglesa, Okableca, Owanka, Owathoksu, Owiwanyang Wachi, Oyuhpe, Pazóla Othúnwahe, Phankéska, Phejuta, Pukwana, Santee, Wagmiza, Wagluhe, Wahpeton, Wakinyan Paha, Wakpokinyan, Wanbli, Wecota & Wososo.


Faction ability: THIYOSPAYE
  • Cores with Breathtaking Appeal give +1 additional :health: Greenery amenity and +1:c5happy: Splendor Amenity to their City.
  • +1 :c5faith: Faith on tiles with Breaktaking appeal.
  • Pillaging Improvements and Trade Routes gives +100% :7money:Coin, :7culture:Culture and :7science:Knowledge
  • Pillaging an Improvement or Trade Route yields :7food:Food and :7prod: Production in the nearest Lakota City, equal to 50%:7food: and 25% :7prod:of the total yields pillaged.

Unique Unit: HEYOKA

Unique support unit, replaces the Supply wagon
  • When assigned to an Army that is under attack, reflects +25% of the :c5war: damage inflicted by enemies back at the attacker.
  • Allied units in a 1 tile range yield :c5faith: Faith and heal +25% more :c5plus: HP when they pillage.

Unique Structure: INIPI

Unique Camp-like improvement, with no equivalent (doesn't replace anything)
  • +1 base :7prod: Production
  • +1 additional :7prod: Production to adjacent vegetation
  • +1 additional :7food: Food to adjacent plains
  • +1 additional :7money: Coin on adjacent resources
  • +1 :c5goldenage: Appeal to adjacent unimproved tiles
  • Affected by techs that improve Hunting Camps.
  • Adds adjacent unimproved Resources to the City's resource box. (improves them without improving the tile)
  • Cannot be placed adjacent to a District or another Inipi.

SITTING BULL leads the LAKOTA in TIMELINE
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Thatanka Iyotake
, known by is English name 'Sitting Bull' was a prominent Lakota chief of the Hunkpapa tribe who led Ghost Dance resistance against the United States after the massacre at Wounded Knee. A cautious man by nature, Sitting Bull is mostly known for his determination to further Lakota rights and his performances in the Buffalo Bill shows.

Sitting Bull's leader ability is 'Ghost Dance'. Whenever one of Sitting Bull's units is about to be eliminated in combat, it survives with one hit point left. This can only occur once per unit. Additionally, his units have higher combat strength in high appeal tiles.

He speaks Lakota.



Leader Ability: GHOST DANCE
  • +10% Strength to military units in tiles with Charming Appeal or higher.
  • The first time one of your units would be killed or captured, it survives with 1 :c5plus: HP.

Sitting Bull's default personality is Honourable, which makes him cooperative but unforgiving if crossed. He can also be Xenophobic or Docile.

Sitting Bull's default strategies are Guru, which focuses on Religion and Faith output, and Ecologist, which focuses on Population Growth, Food output and increasing Appeal.

Sitting Bull's agenda is called 'Walk In Beauty'
  • Increased flavour towards settling near Natural Wonders and High appeal tiles (Taught by traditions and folklore to walk in beauty)
  • Approval towards players who have many unimproved tiles with appeal. (Believes the land is a privilege, not a right)
  • Disapproval towards players that build many improvements that reduce tile appeal or produce Pollution (considers heavy industry a blight on the earth)
  • Increased flavour towards recruiting military units (chief of a warrior culture)
  • Increased flavour towards pillaging tiles when possible (avenges the destruction of ancestral homelands with blood)
As the Sioux, maximize the natural gifts of your starting biome, rather than despoiling it with overdevelopment and industry. Should you find yourself fall behind the other Civilizations, utilize the Lakota's pillaging bonuses to get the Culture, Knowledge and growth you are otherwise lacking. Sitting Bull's Lakota are supposed to be played as raiders, and use their talents to ransack anyone who dares to encroach upon your sacred lands, before fleeing with your spoils and intact numbers.

Will you send your rivals to the happy hunting grounds? What mark will the SIOUX leave on your TIMELINE?
 
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Thought it would be Spain or Siam
Pleasant surprise since I wanted a Lakota Civ for a while (though I would have preferred Red Cloud)

Also you forgot Sitting Bull’s language
 
How exactly does warfare work?
It's similar to previous Civ games, but a lot of EU4 has been thrown in. There's Attrition and War Score for instance.

One unit per tile is gone, but so is the stack of doom. You can only stack a certain amount of troops on the same tile. When armies attack, the strongest unit in the attacked army defends, as it does in Civ4.

I'll detail it in a Dev Diary down the road.
 
Thought it would be Spain or Siam
Pleasant surprise since I wanted a Lakota Civ for a while (though I would have preferred Red Cloud)

Also you forgot Sitting Bull’s language
He speaks Lakota, obviously.

I have a specific idea for Spain in mind that basically forces them to become an Expansion Civilization. Besides the line-up has already enough Europe: Rome, Greece, England, France, Germany, Russia. That's all the basegame really needs. Some would argue that Byzantium isn't really Rome (or Greece) or that the US is a Euro Civ by proxy. Also, most of these also have two factions. (As would Spain, if included). There's enough Europe in this.

Siam isn't included yet because I'm not that familiar with the region, and I want my designs to be good and not half-baked. Which is what would happen if I were to invent a Siamese design right now. Definitely planned down the road though.
 
He speaks Lakota, obviously.

I have a specific idea for Spain in mind that basically forces them to become an Expansion Civilization. Besides the line-up has already enough Europe: Rome, Greece, England, France, Germany, Russia. That's all the basegame really needs. Some would argue that Byzantium isn't really Rome (or Greece) or that the US is a Euro Civ by proxy. Also, most of these also have two factions. (As would Spain, if included). There's enough Europe in this.

Siam isn't included yet because I'm not that familiar with the region, and I want my designs to be good and not half-baked. Which is what would happen if I were to invent a Siamese design right now. Definitely planned down the road though.
Yeah I know, just wanted it there for consistency (I get worked up about consistency a lot)
 
I have a specific idea for Spain in mind that basically forces them to become an Expansion Civilization. Besides the line-up has already enough Europe: Rome, Greece, England, France, Germany, Russia. That's all the basegame really needs. Some would argue that Byzantium isn't really Rome (or Greece) or that the US is a Euro Civ by proxy. Also, most of these also have two factions. (As would Spain, if included). There's enough Europe in this.
Well, this just confirms that one of them isn't Portugal.
I bet the two before the Roman civilization are Persian- Parthia and Mithradates and either Sassanid or Safavid, most likely Safavid because of the green and gold color. :)
 
who do you think the remaining a civs are
I still have no idea about the first one, but I have a better idea about the rest.
Andean civilization / Incan Faction
Arabian civilization/ Abbasid Faction/ Harun al-Rashid
British civilization/ English Faction with Elizabeth and Henry V? (Henry could supply a Longbow UU) :)
French civilization with Capetian France faction and Louis XIV and French Empire faction with Napoleon. (The former could also be Frankish/Carolingian and Louis but I feel like that's less likely)
German civilization with Prussia and Frederick the Great and Austria/HRE with Maria Theresa
Greek civilization with Athens and Spartan faction with Leonidas
Hunnic civilization with Huns (I feel like Hawaii would be part of a Polynesian civilization)
Japanese civilization with Sengoku faction and Kōdai-in as leader (Hideyoshi's wife) :dunno:
Malian civilization with Sogolon as leader. Could be Mongolia instead.
Next one might be Hurrem Sultan of the Ottomans or maybe Hiram of Phoenicia (Phoenicia might be off it the next ones are indeed Persia)
Persian civilization with Parthia faction and Mithradates and then Safavid faction
Russian civilization with Kievan Rus' faction and Olga and Russian Empire faction
 
Imma be honest, the Native American civ being technologically backwards compared to other civs is kinda... not great optics-wise.
 
Imma be honest, the Native American civ being technologically backwards compared to other civs is kinda... not great optics-wise.

The Lakota one is not that harsh compared to other tech malus(es). The Japanese have terrible (early) science in this game, and the Mongols aren't much better.

One could argue whether the Lakota even have a tech penalty at all since their knowledge pillaging yields are doubled. Which is a straight up science bonus.

The intent is to give them a penalty to industry, and that does make a lot of sense for a Native American Civ known to be particularly warlike and disinterested in commerce. it's not like they can't research mines, they just aren't eager to carve into their sacred landmarks for profit. This is not a penalty you can give to the Iroquois or Navajo because it simply wouldn't fit their outlook on life.

Mechanically, there's nothing that prevents the Lakota from building Schools in every district, which they can afford due to the free Amenities they get from breathtaking tiles. Techs are the same cost for them as they are for everyone else and they have their pillaging bonus to offset falling too far behind.
 
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I still have no idea about the first one, but I have a better idea about the rest.
Andean civilization / Incan Faction
Arabian civilization/ Abbasid Faction/ Harun al-Rashid
British civilization/ English Faction with Elizabeth and Henry V? (Henry could supply a Longbow UU) :)
French civilization with Capetian France faction and Louis XIV and French Empire faction with Napoleon. (The former could also be Frankish/Carolingian and Louis but I feel like that's less likely)
German civilization with Prussia and Frederick the Great and Austria/HRE with Maria Theresa
Greek civilization with Athens and Spartan faction with Leonidas
Hunnic civilization with Huns (I feel like Hawaii would be part of a Polynesian civilization)
Japanese civilization with Sengoku faction and Kōdai-in as leader (Hideyoshi's wife) :dunno:
Malian civilization with Sogolon as leader. Could be Mongolia instead.
Next one might be Hurrem Sultan of the Ottomans or maybe Hiram of Phoenicia (Phoenicia might be off it the next ones are indeed Persia)
Persian civilization with Parthia faction and Mithradates and then Safavid faction
Russian civilization with Kievan Rus' faction and Olga and Russian Empire faction
Ottomans I can see being a faction of the Ottoman Civ

The H Civ has Polynesia’s colors from Civ v (and I don’t think orange makes sense for Huns)
 
Ottomans I can see being a faction of the Ottoman Civ

The H Civ has Polynesia’s colors from Civ v (and I don’t think orange makes sense for Huns)
You might be right. It's just in my mind it makes more sense for there to be an Ottoman faction out of a Turkish civ and a Hawaii faction out of a Polynesian civ.
Thought talking about civ colors that light blue and purple color gives off more of a Phoenician vibe than Ottomans, even though that doesn't necessarily fit alphabetically, if the other ones after are Persian.

If that's the case, then if there are no Huns then M would probably be Mongolia. That would mean the first one would need to be Sub-Saharan African right since there doesn't seem to be any? Though if it's Aksum and Ethiopia I feel like the civ and faction would need to switch places. :think:
That first one is really bugging me and driving me insane. :crazyeye:
 
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I think Lakely just mentioned Mongolia
Oh yeah. I just see they confirmed both Japanese and Mongolia. That makes things a little easier. :)
 
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Oh yeah. I just see they confirmed both Japanese and Mongolia. That makes things a little easier. :)
Also France, Greece, Russia, Germany, and England (though they might be Britain)
 
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