SayHayKid
Warlord
- Joined
- Oct 30, 2022
- Messages
- 218
In an effort to add variety to each play through, and to give each Civ a little more personality, I am adopting concepts used by the many great mods that have come before, such as:
IMPROVEMENTS
As you can see I am not sure what to do about Expansionist. Maybe an additional improvement to reduce corruption? Plus, giving them access to an improved or cheaper "settler"?
- Unique GWs for each Civ
- Unique SWs for some Civs
- Unique improvements and SWs for different governments
- Unique improvements and Wonders for different religions
IMPROVEMENTS
As you can see I am not sure what to do about Expansionist. Maybe an additional improvement to reduce corruption? Plus, giving them access to an improved or cheaper "settler"?
- Agricultural - Latifundium (allows city size 2 earlier than other Civs) *I thought about giving them the Granary and having a secondary improvement for other Civs that had same effects as Granary, but comes later. That seemed overpowered though.
- Commercial - Bazaar (+50% tax, more lux happiness) *Lux happiness removed from Marketplace. Comes with later improvement for all Civs
- Expansionist - ???
- Industrious - Smithy (+25% production)
- Militaristic - Barracks and Stables (requires iron in radius/horses in radius) *I agree with @Civinator did by removing barracks for all Civs in CCM. Some Civ SWs and governments allow or give barracks.
- Scientific - Academy (+50% science)
- Seafaring - Cothon (increased water trade; veteran sea) *Veteran sea units in era 2 for other Civs.
- Agricultural - ???
- Commercial - Grand Bazaar (+50% tax, +1 trade)
- Expansionist - ???
- Industrious - Ironworks (+100% production)
- Militaristic - Heroic Epic (reduce war weariness and/or larger or stronger Armies) *Armies are replaced by Generals in my mod (1 unit, +HP, +movement)
- Scientific - The Great Library (2 free advances)
- Seafaring - The Great Lighthouse (+1 sea move, safe at sea, increased water trade)