Message to mrc2022 + Forumgoers,
Starting work on a Mod called,
"Unique Additions". I'd love to work with you and anyone willing to contribute. I had started to create a few of my own additions and add a lot of others around, etc. I realize that it would be much easier if we worked together, and be an even greater benefit for the community.
The Goal:
Looking to have a total of
6 unique additions for every civ! Although, some of these unique additions may be shared between Civs. These include,
Units, Buildings, Improvements, Great People, and...
Every Civ will have 1 specific Golden

Building that can only be built in the Capital after your first golden age has started. You construct it, then must buy it to complete it.
A few Common Additions:
War Elephant now only requires Ivory resource to be built and may be built by any civ.
Raider - Military Unit - Requires Mining - May only be purchased. Double gold from pillage action. Workers and Settlers reward

Gold amount (depending on Health of the unit) instead of being captured. Working on specs. +20% Combat Damage to

Units. 50
Slinger - Requires Pottery - +25% vs. Warrior (and unique alternatives). 1 range. Working on specs.
Javelineer - Requires Archery - +25% vs. Archer. +25% Ranged Defense. 1 range. Working on the specs.
Axeman - Military Unit - Requires Copper - Anti Melee unit, working on the specs.
Work Raft - Civilian Unit - Requires Pottery. Grant +1 food for the tile it is on for your cities, except when in a city or fortress. 2 movement.
Example of Unique Additions:
Persia
------
Unique Additions
- Fire Chanter - Replaces Missionary. Initially spawns in capitol when Pottery is researched and may be trained after a shrine is built. May found/spread Pantheon or spread religion
.
15
when the unit is expended. (Maybe scraped and instead be a Fire Shrine, replacing shrine but with the same abilities.)
- Clibanarii - Replaces Knight.
10%
if a Great General is nearby. Can move after attacking. Penalty attacking cities 25. (Shared with Persia, Ottoman Empire, Assyria, Babylon, and the Huns)
- Heavy War Elephant - Replaces War Elephant. May Move Attack or Range Attack. Requires Ivory Resource and Iron Resource
50%
when Move Attacking against Melee units. May not Move Attack in Rough Territory. 10
3
10/1
(Shared with Persia, India, Siam, and Carthage).
- Cannoneer - Replaces Musketman.+25% Combat Bonus when attacking. +25% Combat bonus vs. Cities. 142
23
2
.
- Immortal - Replaces Spearman. Etc
- Satraps Court - Replaces Bank. Etc
- Golden Age Building- Twelver - +200
upon completion. +2
, +2
/turn. Missionaries are 15% cheaper. Bonus is doubled during a Golden
Age. Free shine in he first city without a shrine you control when completed. Cost: 40
+ 500
on completion.
Example:
Rome
------
Unique Additions
- Auxiliary Legion- Requires Bronze Working. May only be trained in
cities you control.
cities spawn 1 Auxiliary every 10 turns. Weaker then the Roman Legion but much cheaper. +10% Combat Bonus if a Great General is nearby.
- Cataphract - Replaces Knight. +10% Combat Strength if a Great General is nearby. Can move after attacking. Penalty attacking cities 25 (Shared with Rome, Greece, and Byzantine). 75
15
3:c5move:
- Roman Road - Replaces Road. +1 Culture, +1 Gold to trade routes to and from cities you control. +1 Movement until Machinery.
- Scorpio/Ballista- Requires the Wheel. +20% City and Hill Combat Strength. May only defend. Upgrades to Ballista for Rome after Mathematics. (Shared with Rome, Greece, Byzantine, Carthage, and Egypt)
- Basilica - Replaces Courthouse.
- Legionnaire - Replaces Legion.
Faith Diffusion is another MOD I have been working on since July. I've put it on hold and have this my priority. Since it will be dependent on the Additions Mod I mentioned above. The goal is to make every religion have specific bonuses to the religion, besides the chosen founding and follower beliefs. This will be done by having unique buildings, units, improvements, and Great People for the Religion, or Religions you have in your cities.
New Unit for all civs Holyman, founds a pantheon or spreads your pantheon to one of your cities. May be trained after a shrine is built.
Religion specific benefits. Simple Example:
Islam - City may construct these benefits for itself while this religion is it's majority. The benefits are lost if it is no longer the majority.
Seyyed Nobility - Descendents of Muhammad. +2 Culture and +2 Faith for every City you control and every City

State following Islam.
Basti - Protesters taking refuge in a mosque.
You get the point of the religion added specific benefits.
Also added,
Organized Religion (Added it Piety Tree). Converts 1 population to the majority religion per turn in one of your cities. Every 4 followers in your cities of a religion you found. Give you +1 faith and +1 Culture.
Thoughts and interests?