What Civ IV can do for Civ V

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CIVILIZATION V: Revolution 2020CE
X-BOX?

Alpine Strongholds
Allows prodution of Partisan
Leads to Genetic Warfare
Leads to Electric Magnetic Fortress

Genetic Warfare
Allows infantry and mobile units to degrade terrain at 1 tile per 10 turns of fortification
Allows construction of Combined Arms unit (with barracks, mobile barracks, airport and port)

Theatrical Warfare
Can Produce Gurrela
Leads to Fiber Optic Camoflauge
Leads to Non-Urban Combat

Urban Combat
Can produce Irregular
Leads to Fiber Optic Camoflauge

Non-Urban Combat
Can Produce Rangers
Leads to Fiber Optic Camoflauge

Sanctuaries
Allows construction of sacred meeting places
Leads to Faith Restoration Centers

Faith Restoration Centers
Requires Sanctuaries
Allows construction of spas

Cybernetic Universities
Requires Faith Restoration Centers
Requires Digital Census

Allows construction of university
Leads to Internationally Syndicated Network

Inernationally Syndicated Network
Requires Cybernetic Universities
Allows construction of interational media outlet

Advanced Automotive Industry
Allows construction of mobile barracks
Allows construction of factory
Leads to Fiber Optic Armor
Leads to Carbon Fiber Parts
Leads to Advanced Electric Mechanics
Leads to Solar Pyramid Complex

Digital Census
Allows construction of library
Allows construction of barracks
Allows workers to build defensive structures

Carbon Fiber Parts
Requires Advanced Automotive Industry
Allows construction of mobile barracks
Allows construction of automated factories
Allows Nuclear Access national building
Allows Hydro Electric Access building

Syndicate Platforms
Requires Fiber Optic Camoflauge
Requires Micro Teleportation Machines
Requires Electrically Magnetized Markets

Allows construction of launch pad
Leads to Geo Station Survellience Systems
Leads to Free Market Propaganda

Advanced Electric Magnetics
Requires Advanced Automotive Industry
Requires Applied Prescious Metals Mechanics
Requires Micro Teleportation Machines

Allows EM Access building
Leads to Electric Magnetic War Machine

Professional Olympic Events
Requires Applied Prescious Metals Mechanics
Requires Electrically Magnetized Markets

Allows construction of arena
Allows construction of independent film festival

Free Market Propaganda
Requires Syndicate Platforms
Allows construction of market
Allows national internet access

Fiber Optic Armor
Requires Fiber Optic Camoflauge
Requires Advanced Automotive Industry

Allows construction of Syndicate Tank

Fiber Optic Camoflauge
Leads to Fiber Optic Armor
Leads to Syndicate Platforms

Depleted Uranium Weaponry
Allows construction of M1A1
Allows construction of Hydro-Electric Sea Breakers
Allows construction of nuclear access

Rechargable Mircro Engineering
Requires Fiber Optic Armor
Requires Syndicate Platforms

Allows construction of Air Port
Allows construction of underground factories

Submersable Flotillas
Requires Depleted Uranium Weaponry
Requires Rechargable Micro Engineering

Allows construction of Port
Leads to Organic Fisheries

Micro Teleportaton Machines
Requires Fiber Optic Armor
Requires Rechargable Micro Engineering

Allows construction of T-80 tanks
Leads to Advanced Electric Magnetics
Leads to Syndicate Platforms

Electrically Magnetized Markets
Requires Advanced Fertilizing Systems
Requires Advanced Electric Magnetics
Requires Carbon Fiber Parts

Allows construction of cybernetic market
Allows construction of Flora/Fauna tile bonuses by Cyborg workers
Leads to Syndicate Platforms

Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Syndicate Platforms
Requires Applied Prescious Metals Mechanics
Requires Organic Husbandry
Requires Advanced Automotive Industry

Allows construction of silos
Allows construction of stock exchange
Allows construction Amalgam tile bonuses by Cyborg workers

Martain Information Systems Access
Requires Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Rechargable Micro Engineering
Requires Calamity Crop Circles
Requires Submersive Flotillas
Requires Meataphysics

Allows Human workers to change waste to desert or tundra tiles (30% chance of death for each worker)
Allows Nepali Space Elevator Access wonder
Leads to Urbology

Organic Farming
Allows construction of hospital
Allows construction of Organically Certified Market System wonder
Leads to Advanced Fertilizing Systems
Leads to Cancer Wise Institute

Organic Husbandry
Requires Advanced Fertilizing Systems
Leads to Hunter-Seeker Virus

Advanced Fertilizing Systems
Requires Organics Farming
Allows construction of medical research center
Leads to Organic Husbandry
Leads to Organic Fisheries

Organic Fisheries
Requires Advanced Fertilizing Systems
Requires Submersible Flotillas

Allows construction of water purification center
Allows construction of costal workers
Allows cyborg workers to move on sea, ocean and freshwater tiles

Calamity Crop Circles
Requires Organics Farming
Requires Advanced Fertilizing Systems

Leads to Natropathy
Leads to Solar Pyramid Complex

Urbology
Requires Calamity Crop Circles
Requires Martain Information Systems Access

Allows construction of Organic Purification wonder

Natropathy
Requires Calamity Crop Circles
All rangers receive +50% experience from battles

Occult Science
Allows construction of Intercultural Faith Center
Leads to Metaphysics

Metaphysics
Requires Occult Science
Civilization gains three Secret Society Special units (or none if all societies are taken by other civilizations)
Allows construction of Hermetically Sealed Religious Cooperative
Leads to Applied Prescious Metals Mechanics

Applied Prescious Metals Mechanics
Requires Metaphysics
Requires Advanced Electric Magnetics
Requires Cybernetic Universities

Allows construction of Data Bank
Leads to Electric Magnetic Propulsion
Leads to Solar Pyramid Complex

Electric Magnetic Propulsion
Requires Advanced Electric Magnetics
Requires Applied Prescious Metals Mechanics

Allows construction of EM Access
Allows construction of high ways
Allows construction of bullet rails
Leads to Electric Magnetic War Machine

Electric Magnetic War Machine
Requires Electric Magnetic Propulsion
Requires Advanced Electric Magnetics

Allows construction of EMPC units
Allows construction of space units
Leads to Microwave Access
Leads to Space Command
Leads to Electric Magnetic Fortress

Space Command
Requires Electric Magnetic War Machine
Allows construction of Space Command

Microwave Access
Requires Electric Magnetic Propulsion
Allows construction of Microwave Access national wonder

European Support
Allows construction of European Support world wonder

Chinese Support
Allows construction of Chinese Support world wonder

Russian Support
Allows construction of Russian Support world wonder

Japanese Support
Allows construction of Japanese Support world wonder

Indian Support
Allows construction of Indian Support world wonder

Arabian Support
Allows construction of Arabian Support world wonder

Solar Pyramid Complex
Requires Advanced Automotive Industry
Requires Applied Prescious Metals Mechanics
Requires Calamity Crop Circles

Allows construction of Solar Pyramid complex world wonder

Electric Magnetic Fortress
Requires Electric Magnetic War Machine
Requires Alpine Strongholds
Allows construction of Electric Magnetic Fortress world wonder

Hunter-Seeker Virus
Requires Organic Husbandry
Allows construction of Hunter Seeker Virus world wonder

Cancer Wise Institute
Requires Organic Farming
Allows construction of Canser Wise Institute world wonder

Units

Worker Units

Human Workers: 0/10/2 (can build terrain improvements on land)
Cyborg Workers: 10/10/3 (can construct terrain improvements & bounuses)
Coastal Workers: 0/5/3 (can construct terrain improvements on ocean/sea/freshwater tiles)

Infantry Units

Require Barracks
Marines 24/24/1 + amphibious assult
Require Docks
Rangers 20/20/1 + land combat
Require Barracks
Irregulars 28/18/1 + urban combat
Require Barracks
Partisans: 15/15/1 + alpine
Require Barracks
Gurrelas: 18/18/1 + bombardment
Require Barracks
Secret Society Special Unit: 10/20/1 + society special + missionary
Require Barracks and Secret Society
Barbarian: 30/30/1 + attack city

Mobile Units

Light Armored Vehicle: 30/30/2 + multiple attacks
Requires Mobile Barracks
Heavy Armored Vehicle: 40/40/2 + mobile units
Requires Mobile Barracks
M1A1 Tank 60/60/2 + bombardment
Requires Mobile Barracks
Syndicate Tank 50/50/2 + flanking
Requires Mobile Barracks
T-80 Tank 30/30/2 + attack city
Requires Mobile Barracks

Combined Arms Unit

Combined Arms: 80/80/3 (One CA unit per 20 cities) + stars

Naval Units:

AGES Cruiser: 90/90/20 + anti air
Requires Port
LA Submarine 80/80/12 (Carries Tactical Warhead) + stars
Requires Port
Aircraft Carrier: 100/100/20 (Carries ten bombers and/or raptors) + stars
Requires Port
PT Destroyer: 60/60/12 + stars
Requires Port
Transport: 40/40/30 (Carries five) + stars
Requires Port

Air Units

F-23 Raptor: 30/30/200 (Carries one SSS unit) + stars
Requires Air Port
ICBM: 1000/0/1000 + 12 ecocide markers
Requires Launch Pad
Tactical Warhead: 100/0/50 + 3 ecocide markers
Requires Mobile Barracks
B-2 Stealth Bomber: 20/20/100 + bombard
Requires Air Port

Space Units:

90mm CR-EMPC 500/0/1000 + bombard
Requires Launch Pad and Space Command
60mm CR-EMPC 300/0/1000 + bombard
Requires Launch Pad and Space Command
30mm CR-EMPC 200/0/1000 + bombard
Requires Launch Pad and Space Command

EMPC Units:

Remote Shock Infantry: 100/100/2 + multiple attacks
Requires Mobile Barracks
EMPC Ranger: 50/50/3 + bombardment
Requires Barracks
EMPC Anti-Aircraft: 80/50/1 + anti air
Requires Mobile Barracks and Air Port

Promotions
For land units:

land combat: +25% defensive bonus on all land tiles (max: three promotions)
amphibious assult: +50% attack bonus when from transport (max: one promotion)
bombard: afflict damage to adjacent square (max: one promotion)
alpine: +50% defensive bonus when on hills or mountains (max: one promotion)
urban combat: +25% defensive bonus when in city (max: four promotions)
mobile units: +25% defensive/offensive bonus against vehicles (max: three promotions)
multiple attacks: unit may attack twice per turn (max: one promotion)
flanking: unit has +25% chance of withdrawing from combat (max: two promotions)
attack city: +25% attack against units in city (max: two promotions)
anti air: +10% chance air units will be shot down (max: two promotions)

For land and sea:
star: +10% strength (max: five promotions)

More on Workers

Workers can build four types of defensive structures:

Fort: +50% defensive bonus/-10 bombardment for three units.
Bunker: +50% defensive bonus/-20 bombardment for three units.
Compound: +50% defensive bonus/-30 bombardment for six units.
Underground Complex: +50% defensive bonus/-40 bombardment for six units.

Workers can build four types of terrain improvements:

Irrigation: +2 food
Mine: +2 production
Road: + 1/3rd movement
Rail: +1 movement (requires road)

Bombardment
Ranged attack

Air Power: apply 50% of attacking 's damage evenly among all units in affected square, 10% chance of building being destroyed.
Space Power: apply 80% of attacking 's damage to ten units in affected square, 40% chance of building being destroyed.
Ground Power: apply 70% attacking 's damage evenly among all units in affected square, 30% chance of building being destroyed.
Sea Power: apply 60% of attacking 's damage among one unit in affected square, 20% chance of building being destroyed.

City Improvements
Buildings

Sacred Meeting Place: 2 happy/1 culture
Intercultural Faith Center: 3 happy/2 culture
Hermetically Sealed Religious Cooperative: 4 happy/3 culture
Spa: 1 happy/1 culture
Athletic Center: 3 happy/1 health
Arena: 4 happy/1 health/1 gold/1 commerce
Market: 2 gold/1 nuke
Cybernetic Market: 4 gold/1 nuke
Stock Exchange: 6 gold/1 nuke
Factory: 2 hammers/3 nukes
Automated Factory: 3 hammers/1 nuke
Underground Factory: 3 hammers/3 nukes
Highways: 2 commerce/2 nukes
Bullet Rails: 2 commerce/1 nuke
Port: 2 commerce/2 nukes
Air Port: 2 commerce/2 nukes
Hospital: 3 health/3 culture
Medical Research Center: 3 health/2 culture
Water Purification Center: 2 health/1 culture
Library: 2 science/1 hammer
University: 4 science/3 nukes
Data Bank: 3 science/2 nukes
Barracks: construction of Infantry units
Secret Society HQ: allows SSS units to be built in every city 1 science
Mobile Barracks: construction of Mobile units 1 nuke
Air Port: construction of air units 1 nuke
Launch Pad: construction of Space units 4 nukes
Robotic Barracks: construction of EMPC units 3 nukes
Port: construction of naval units 5 nukes
Hydro Electric Access: +20% or +60% if city is on river 3 nukes
Nuclear Access: +30% 7 nukes
EM Access: +100% (Can only be built after Hydro Electric or Nuclear)
Internationally Syndicated Network: 4 culture 3 nukes
National Internet Access: 4 culture 1 nuke
Independent Film Festival: 3 culture

National Wonders
One national wonder building per civilization.

War College: Military units built in this city receive 2 free promotions, +5 culture in city.
Microwave Access: Production increased 100%, +2 culture in city.
Space Command: Allows construction of Space Units, +5 culture in city.
National Credit Rating: +50% currency yield, +10 culture in city.
Academy: +50% science yield, +10 culture in city.

World Wonders
One world wonder per game.

European Union Support: +1 Vinyard, +1 Spice, +1 Dye, +1 Fabric & +1 Gem, +6 culture in player's capital city.
Chinese Support: +10 hammers in player's capital city, +6 culture in city.
Russian Support: +5 science in player's capital city, +6 culture in city.
Indian Support: + 5 coinage in player's capital city, +6 culture in city.
Arabian Support: + 5 oil in player's capital city, +6 culture in city.
Japanese Support: +1 traderoute in every city player controls, +6 culture in city.
Organic Purification Node: + 12 health, +12 culture in city.
Hydro-Electric Sea Breakers: +2 hammers in every water tile within city limits, +1 health, +12 culture in city.
Data Compound: +10 science, +12 culture in city.
Solar Pyramid Complex: +2 hammers in every city player controls, +12 culture in city.
Electric Magnetic Fortress: All units in city are immune from bombardment, +10 culture in city.
Cure for AIDS (Hunter-Seeker Virus): +2 health in every city, +12 culture in city.
The Cancer Wise Institute: +3 health in every city, +12 culture in city.
Nepali Space Elevator Access: +5 hammers in every city player controls, +20 culture in city.

Terrain

Defensive Bonuses
Mountains: +100% defensive bonus.
Hills: +75% defensive bonus.
Jungle & Forest: +50% defensive bonus.
Swamps: +25%
Rivers: +25%
Tundra, Grassland, Plains & Deserts: +0% defensive bonus.
Floodplain: +0% defensive bonus.
Ocean, Sea, Freshwate & Icer: +0% defensive bonus.
Waste:-25% defensive penalty.

Movement Cost
Mountains: 4
Hills: 2
Jungle & Forest: 2
Swamps: 3
Rivers, Trundra, Grassland, Plains, Floodplains & Deserts: 1
Ocean, Sea & Freshwater: 1
Floodplain: 1
Ice: 3
Waste: 2

Base Yields

Mountains: 0 food, 4 production, 0 traderoute
Hills: 1 food, 3 production, 1 trade route
Jungle: 1 food, 2 production, 0 traderoute
Forest: 2 food, 3 production, 0 traderoute
Swamps: 2 food, 1 production, 1 traderoute
Rivers: 2 food, 2 production, 2 traderoute
Tundra: 1 food, 1 production, 0 traderoute
Grasslands: 3 food, 0 production, 0 traderoute
Plains: 2 food, 3 production, 0 traderoute
Desert: 0 food, 1 production, 0 traderoute
Ocean: 3 food, 0 production, 1 traderoute
Sea: 2 food, 0 production, 1 traderoute
Freshwater: 2 food, 1 production, 1 traderoute
Floodplain: 4 food, 1 traderoute
Ice: 1 traderoute
Waste: 0

Flora/Fauna Bonuses

Citrus: +2 food, +1 production, 0 traderoute
Banana: +2 food, +1 production, 0 traderoute
Grain: + 2 food, +2 production, 0 traderoute
Corn: +3 food, +0 production, 0 traderoute
Rice: +2 food, +1 production, 0 traderoute
Fabric: +0 food, +3 production, 2 traderoute
Vinyard: +1 food, +1 production, 3 traderoute
Dye: +0 food, +0 production, 4 traderoute
Spice: +1 food, +1 production, 2 traderoute
Contraband: +0 food, -2 production, 5 traderoute
Cattle: +3 food, +2 production, 2 traderoute
Sheep: +1 food, +2 production, 2 traderoute
Deer: +2 food, +1 production, 1 traderoute
Fur: +0 food, +1 production, 4 traderoute
Buffalo: +2 food, +2 production, 1 traderoute
Pig: +3 food, +2 production, 2 traderoute
Fish: +3 food, +0 production, 2 traderoute
Shellfish: +2 food, +0 production, 3 traderoute
Crab: +2 food, +1 production, 2 traderoute
Whale: +1 food, +2 production, 2 traderoute

Geological Bonuses

Copper: +0 food, +2 production, +2 traderoute
Iron: +0 food, +3 production, +1 traderoute
Coal: -1 food, + 3 production, +2 traderoute
Silver: +0 food, +1 production, +3 traderoute
Gold: +0 food, +1 production, +4 traderotue
Prescious Metals: +0 food, +2 production, +3 traderoute
Gems: +1 food, +2 production, +2 traderoute
Aquafir: +1 food, +1 production, +0 traderoute
Oasis: +2 food, +0 production, +2 traderoute
Gas: -1 food, +1 production, +3 traderoute
Radioactive Ore: -2 food, +3 production, +2 traderoute
Oil: -3 food, +5 production, +3 traderoute

Entropic Environmental Setting

10 tiles degrade for every 50 tiles in the game (excluding sea/ocean) + world disasters :old:

Forests: +60% likelyhood of being affected by degredation.
Jungle: +40% likelyhood of being affected by degredation.
Ice: Melt + 50% likelyhood of being affected by degredation.
Tundra: Melt +40% likelyhood of being affected by degredation.
Plains: Fire + 50% likelyhood of being affected by degredation.
Grassland: Fire +30% likelyhood of being affected by degredation.
Mountains: Barren +20% likelyhood of being affected by degredation.
Hills: Barren +20% likelyhood of being affected by degredation.
Swamps: +10% likelyhood of being affected by degredation.
Flood Plains: +10% likelyhood of being affected by degredation.
Deserts: +/-0% likelyhoood of being affected by degredation.
Ocean, Sea & Freshwater: +/-0% likelyhood of being affected by degredation.
Waste: +/-0 likelyhood of being affected by degredation.

World Disasters

Whenever another civilization completes a National or World Wonder, there is an equal chance among all other players of suffering a World Disaster.

Tsunami/Hurricane: 1 per 20 player tiles (can only affect costal tiles).
-10% food for 30 turns.
-10% for 10 turns.
-10% for 10 turns.
+Degredation.

Fire Season: 1 per 10 player tiles (can only affect forests, jungles and plains).
-10 hammers for 30 turns.
-20: food for 10 turns.
-10% culture for 5 turns.
+Degredation.

Earth Quake: 1 per 10 player tiles (can only affect land tiles).
-10% hammers for 10 turns.
-10% science for 10 turns.
-50% commerce for 10 turns.
-10% culture for 10 turns.
+Degredation for affected mountains and hills.

Malestorm: 1 per 30 player tiles (can only affect land tiles).
-20% science for 50 turns.
-10% hammers for 20 turns.
-50% culture for 5 turns.
+Degredation.

Independent City Revolt:
Player loses one city, at random, to the Barbarians! Your Capital can be the affected city, so don't put all your wonders in one tile!

Maps
Civilization IV: The Second Revolution mod

Diplomacy

Syndicate: Spiritual/Industrius
United States of America: Financial/Industrious
People's Republic of Cuba: Organized/Scientific
The Republic of Mexico: Organized/Industrius
Zapatista: Creative/Financial
Canada: Industrious/Scientific

Characteristics
Spiritual: Civilization does not enter into Anarchy when civics are changed.
Industrius: +1 production, +1 :nuke: in every city.
Financial: +4 traderoutes in capital city, +1 :nuke: in every city.
Organized: -25% War unhappiness.
Creative: +2 culture, +1 coinage in every city.
Scientific: +1 science in every city.

Secret Societies
Secret Societies may achieve Secrect Victory Condition.

Earth Liberation Front (ELF) unit (default Syndicate).
Skull & Bones (SB) unit (default USA).
Knights of Columbus (KC) unit (default Mexico).
Knights of the Garter (KG) unit (default Canada).
Jaguar Society (JS) unit (default Zapatista).
Red Army Faction (RAF) unit (default Cuba).

Secret Society units may gain Special Promotions. All SSS units begin with the missionary promotion.

Special Promotions

Missionary: 50% chance of establishing SS in city, 25% chance if city is already occupied by another SS, 20% chance of unit loss.
Sabotage: Reduce a city's production by 50%, 20% unit loss.
Launder Contraband: Take 5% of city's commerce, 20% unit loss.
Industrial Sabotage: Take 10% of foreign city's science, 20% unit loss.
Commando: Can use enemy roads and rails, 20% unit loss.
Sedition: Take 10% of tile's resources and add it to capital city's, 20% unit loss.
Incite Revolt: 5% chance city will revolt for one turn, 20% unit loss.

Civics

Labor
-Franchises: market produces +2 coinage.
-Corporate: stock exchange produces +3 coinage.
-Cooperative: cybernetic markets produce +1 coinage, +2 health.
-Sustainable: Bullet Rails produce +1 traderoute.

Society
-Feudal: +1 happy in city for every military unit (up to five).
-Capitalistic: +2 happy in every city per 10% luxury distribution.
-Socialist: +1 food, +1 procution for land tiles.
-Environmental: +3 health in every city, +2 food for land tiles.

Ethos
-Anarchistic: -25% production rate for all cities, +2 :nuke: in every city.
-Fundamentalist: -25% production rate for buildings, +1 :nuke: in every city.
-Pluralist: Must always accept peace agreements, + 1 hammer, +1 :nuke: in every city.
-Globalist: +2 traderoute in every city, -1 :nuke: in every city.

Political Arrangement
-Martial Law: No unhappiness is generated by War.
-Oligopoly: +2 traderoutes in every city and moderate war unhappiness.
-Republic: +2 coinage in every city and low war unhappiness.
-Democracy: +2 traderoutes, +1 science and high war unhappiness.

Military Doctrine
-Meritocracy: New infantry (excluding SSS) recieve free promotion. No unit upkeep.
-Duty Bound: War unhappiness is decreased 20%. Low unit upkeep.
-Professional: Cities occupied by units generate +1 gold, +1 science. High upkeep.
-Post-Modern: +3 traderoute in every city without military units. Moderate upkeep.

HINTS

If your civilization has a secret society, try establishing it in all other cities to win a secret victory.

The sporatic and interconnected occurance of wild forest fires means forests are one of the best tiles to have within your cultural boundaries.

Eventually the rate of industrial forestation may lag well behind the rate of deforestation. When this happens, be prepared to move your rangers into the hills while you produce more workers and cyborgs.

If you find your vehicle units immobilized due to movement penalties, build more roads and rail ways.

If your civilization experiences an unwelcome ecological catastrophy, remember its important to build the next available Wonder.

If you are playing with Secret Societies, do your best to spread your society early! Although it is extremely beneficial to infiltrate rival cities with your society, only cities with established Secret Societies can play with special units.

Your rangers promote more easily than any other type of infantry unit; but don't use them offensively until you can mix them with more powerful units!

Marines are good if your civilization has submersible flotillas; but remember they aren't as great when it comes to inland battles.

Vehicles are great if you can afford them; but even a rich civilization must remember the for every 10 vehicles rule!

Never let your civilization gross pollution get too far beyond your medical science !

Air power or Space power is what it takes to win any series of battles.

Irregular infantry know their city and are best kept close to home.

Gurrelas are great for establishing supply lines!

Secret Society Special (SSS) units are your missionaries.

Defensive structures are not cumulative with natural terrain bonuses!
 
Wow, a lot of work went into this. Sounds like a whole new game. Some of this could be worked into a post-modern age.

I don't understand the xxx-Support wonders. Shouldn't everything be independent?
 
Khan Quest said:
Wow, a lot of work went into this. Sounds like a whole new game. Some of this could be worked into a post-modern age.

I don't understand the xxx-Support wonders. Shouldn't everything be independent?

The XXX-Contraband is a fact between any line in any translation of "The Art of War." As for those wonders which we, for all intentions and purposes, do in fact know how to build; yet have not due to the fine line between science and fiction--they are great!

Thanks Khan Quest.:crazyeye:
 
Hi Craziivan,

This is just a pen and paper sort of outline for a possible Civilization game.

I'd sure like to play it :cry: :ar15:

Hi Naokaukodem,

New concpets are extentions of objectified concepts, right?

:)
 
Not what I'd go for it a Civ game but well done on the effort and thought. I'm not sure (don't do any of that programming voodoo myself) but I reckon some of this could get modded into Civ4. Go find yourself a team and get working!
 
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