It seems like there is a lot of interest here for these kind of mods so I thought I would share the one I have been working on. The working title right now is "Rhye's and Fall of the Classical World" and the setting is the old world from the death of Alexander to the death of Charlemagne. The starting civs will be the Romans, Carthaginians, Mauryan Indians and Han Chinese and the last to spawn will be the Tang Chinese, the Arabs and the Franks.
Why these dates? Starting at the death of Alexander solves two problems: having to include the long chain of mesopotamian ruling peoples leading up to the persians, while not much was happeneing elsewhere (other than maybe the harappans, who present their own quandry) and not having to script the conquest and collapse of persia and the subsequent spread of hellenistic civilization across southwest asia. Ending with Arabs and Franks in the west is partly convenient, being just before an avalanche of new nations in the succeeding centuries, and partly historical. The historical reason is in accordance with the "Pirenne Thesis" of Henri Pirenne, postulating that the medieval world did not begin and that "Europe" as an idea or entity did not exist until the Arab conquest of the eastern mediterranean finally terminated the economic and cultural exchange patterns of the classical world.
Aside from the setting, there are two thematic elements I want to emphasize: luxury trade and a slightly different take on religions. Briefly, some luxuries such as silk and gold will be worth more than one happy face and there will be no happiness from units except in the otherwise backward and disadvantgeous civic "tyranny". Markets will also pay more with more lururies and there will be a few unplayable but non-minor (ie contactable) one-city civs sitting on piles of resources, such as Sheba/Yemen with incense. As for religions, there are 11 of them and the UN will be replaced by "the great synthesis" which will work the same as normal but represent the fusion of the world's multiple searches for metaphysical truth into a single theory that is so compelling that, as long as enough other people agree, you win the game by founding the "one true faith". This project will take an impossibly long time to build but work will be sped up by each religion in the city (or maybe the empire), so that it becomes practical at about 7 or 8 religions. State religion will be less of a factor and the DLL will be changed so that the presence of other religions does not impede the spread of new ones nearly as much.
A note about historical accuracy: in this period there is not a lot of solid information on some groups. With that in mind, I will be speculative and try to make a fun game. As an example I couldn't find any source for a Bactrian Greek UU, so I made one up. I'm sure I will have to do the same for the Kushans. Also with certain trading civs like Srivajaya and the Ghana empire in Mali, I will take the earliest acceptable start date and allow them to contacted before they historically were to include them.
So what have I done? I have a mod/scenario set in roughly 300bc with a new tech tree, slightly different unit scheme, unique units and some unique buildings, new civics that are partly satifactory, 9 religions on the map with 3 to be founded, some extra resources, and some basic horse archer spawns on the steppes. I'm using unit art from Varietas Delectat and stock leaderheads so far. The only DLL change so far is to make roads immune to pillage. It would simply be too hard and no fun to try to maintain the silk road otherwise.
So what am I doing next?
Map: balance resources and city sites
Art: leaderheads and flags
XML: markets as mentioned, civics are in place but need work
Python: more barbs, stability, riseandfall, UHVs
DLL: more civs, dynamic starts, religion changes
and of course settler maps, war maps and city name maps
I'm open to comments, advice, help and participation from anyone. This is my first more or less from scratch project and I don't have any background in programming. I've worked with all aspects of modding (I think) in making changes to other mods and although I've gotten stuck many times in the end I never failed to make the game do what I wanted. I intend to work on this solidly til its done. I'm going on vacation for two weeks in july but other than I will be working on it most nights and weekends.
I'm attaching what I have so far, minus the art from Varietas Delectat to get under the size limit, so you need to grab those files (just the paked art, not the xml) or the units will be red blobs.
Working on this is the most fun I've had in a while, so I'd to thank some people for that:
Rhye: I was always frustrated by the random map, everyone-starts at once, the whole world is owned by the early middle ages aspects of vanilla civ, as far as I'm concerned you are the 2nd founder of civ.
embryodead: SoI is my guide for completeness, focus, detail and all around design perfection.
The_J, Asaf, Leoreth, Baldyr, civ-addicted, Black_Whole, Corrosol, Luko and others I'm forgetting: helpful, creative people
Also, the flash of inspiration for this actually came from the 200bc scenario for GEM and my map is an altered cut-down of theirs, so many thanks to them for making it.
And here is some additional information about my plans:
edit:sorry there was a dumb cut and paste error in the xml, its gone.
2nd edit:removed some unnecessary python from another mod
Why these dates? Starting at the death of Alexander solves two problems: having to include the long chain of mesopotamian ruling peoples leading up to the persians, while not much was happeneing elsewhere (other than maybe the harappans, who present their own quandry) and not having to script the conquest and collapse of persia and the subsequent spread of hellenistic civilization across southwest asia. Ending with Arabs and Franks in the west is partly convenient, being just before an avalanche of new nations in the succeeding centuries, and partly historical. The historical reason is in accordance with the "Pirenne Thesis" of Henri Pirenne, postulating that the medieval world did not begin and that "Europe" as an idea or entity did not exist until the Arab conquest of the eastern mediterranean finally terminated the economic and cultural exchange patterns of the classical world.
Aside from the setting, there are two thematic elements I want to emphasize: luxury trade and a slightly different take on religions. Briefly, some luxuries such as silk and gold will be worth more than one happy face and there will be no happiness from units except in the otherwise backward and disadvantgeous civic "tyranny". Markets will also pay more with more lururies and there will be a few unplayable but non-minor (ie contactable) one-city civs sitting on piles of resources, such as Sheba/Yemen with incense. As for religions, there are 11 of them and the UN will be replaced by "the great synthesis" which will work the same as normal but represent the fusion of the world's multiple searches for metaphysical truth into a single theory that is so compelling that, as long as enough other people agree, you win the game by founding the "one true faith". This project will take an impossibly long time to build but work will be sped up by each religion in the city (or maybe the empire), so that it becomes practical at about 7 or 8 religions. State religion will be less of a factor and the DLL will be changed so that the presence of other religions does not impede the spread of new ones nearly as much.
A note about historical accuracy: in this period there is not a lot of solid information on some groups. With that in mind, I will be speculative and try to make a fun game. As an example I couldn't find any source for a Bactrian Greek UU, so I made one up. I'm sure I will have to do the same for the Kushans. Also with certain trading civs like Srivajaya and the Ghana empire in Mali, I will take the earliest acceptable start date and allow them to contacted before they historically were to include them.
So what have I done? I have a mod/scenario set in roughly 300bc with a new tech tree, slightly different unit scheme, unique units and some unique buildings, new civics that are partly satifactory, 9 religions on the map with 3 to be founded, some extra resources, and some basic horse archer spawns on the steppes. I'm using unit art from Varietas Delectat and stock leaderheads so far. The only DLL change so far is to make roads immune to pillage. It would simply be too hard and no fun to try to maintain the silk road otherwise.
So what am I doing next?
Map: balance resources and city sites
Art: leaderheads and flags
XML: markets as mentioned, civics are in place but need work
Python: more barbs, stability, riseandfall, UHVs
DLL: more civs, dynamic starts, religion changes
and of course settler maps, war maps and city name maps
I'm open to comments, advice, help and participation from anyone. This is my first more or less from scratch project and I don't have any background in programming. I've worked with all aspects of modding (I think) in making changes to other mods and although I've gotten stuck many times in the end I never failed to make the game do what I wanted. I intend to work on this solidly til its done. I'm going on vacation for two weeks in july but other than I will be working on it most nights and weekends.
I'm attaching what I have so far, minus the art from Varietas Delectat to get under the size limit, so you need to grab those files (just the paked art, not the xml) or the units will be red blobs.
Working on this is the most fun I've had in a while, so I'd to thank some people for that:
Rhye: I was always frustrated by the random map, everyone-starts at once, the whole world is owned by the early middle ages aspects of vanilla civ, as far as I'm concerned you are the 2nd founder of civ.
embryodead: SoI is my guide for completeness, focus, detail and all around design perfection.
The_J, Asaf, Leoreth, Baldyr, civ-addicted, Black_Whole, Corrosol, Luko and others I'm forgetting: helpful, creative people
Also, the flash of inspiration for this actually came from the 200bc scenario for GEM and my map is an altered cut-down of theirs, so many thanks to them for making it.
And here is some additional information about my plans:
Spoiler :
Playable civs:
(I have not thought of unique powers, not sure if they are necessary. I have played some RFC and SoI games where I didn't even know what my unique power was. I'm not opposed to them, however.)
Roman Empire
leader: Trajan or whoever
starting date: 300 BC
UU: Legion
UB: Forum
UHV 1: control 8 medditeranean cities in 1 AD
UHV 2: control Trajan's empire in 300 AD
UHV 3: make Constantinople the world's largest and most cultured city in 800 AD
Carthaginain Empire
leader: Hannibal
starting date: 300 BC
UU: Numidian Cavalry
UB: Cothon
UHV 1: destroy Rome
UHV 2: access 2 dyes and 2 spices by 100 BC
UHV 3: access silk, tin, spices, dyes, amber, copper and iron in 300AD
Ptolemaic Egyptian Empire
leader: Cleopatra
starting date: 300 BC
UU: Libyan Skirmisher (Skirmisher w bonus vs mounted, no resource, counters cataphracts)
UB: Catchment Basin (Levee with food bonus, levees available earlier)
UHV 1: make Alexandria the world's largest and most cultured city in 200 AD
UHV 2: found two religions (ie christianity and islam)
UHV 3: access x gold in 800 AD (either conquer axum or trade with ghana)
Mauryan Empire
leader: Asoka
starting date: 300 BC
UU: Elephant Archer
UB: Edict of Asoka (courthouse w happiness)
UHV 1: control the world's largest empire in 100 BC
UHV 2: have an Edict of Asoka in every city in 100 BC
UHV 3: convert two civs to buddhism
Armenian Empire
leader: Tigranes I
starting date: 300BC
UU: Azatavrear (cataphract w double hill movement)
UB: Jhamatun Monastery (cave-monastery w culture bonus)
UHV 1: control six cities by 100 AD
UHV 2: found christianity
UHV 3: never lose a city before 600 AD
Greco-Bactrian Empire
leader: Demetrius I
starting date: 250 BC
UU: Sodgian Peltast (skirmisher w mounted archer bonus)
UB: Agora (market w culture)
UHV 1: build seven embassies and seventeen temples by 1 AD
UHV 2: control bactria and punjab in 1 AD
UHV 3: do not lose a city before 29 AD
Parthian Empire
leader: Mithridates I
starting date: 247 BC
UU: Grivpanvar
UB: Cavalry Barracks
UHV 1: control punjab, greater iran and mesopotamia in 1 AD
UHV 2: have 2 vassals in 200 AD
UHV 3: destroy or vassalize the Romans
Han Empire
leader: Wu
starting date: 220 BC
UU: Cho-Ko-Nu
UB: Bronzeworks (forge, +1 culture w copper)
UHV 1: be the 1st to discover paper and compass
UHV 2: control tarim and viet nam in 200 AD
UHV 3: do not lose a city before 500 AD
Kushan Empire
leader: Kanishka
starting date: 30 AD
UU: Yuezhi Raider (horse archer w city raider?)
UB: Mint (forge w + 1 trade route and bonus culture from gold)
UHV 1: control tarim and punjab in 100 AD
UHV 2: have the world's largest empire in 300 AD
UHV 3: spread buddhism to 30%
Sassanid Empire
leader: Shapur II
starting date: 224 AD
UU: Zayhedan (cataphract w withdrawal bonus)
UB: Bazaar (market w small bonus/luxury adding up to large bonus w great variety of luxuries)
UHV 1: control greater iran and mesopotamia by 350 AD
UHV 2: control egypt, anatolia and n india by 600 AD
UHV 3: found islam
Gupta Empire
leader: Chandragupta I
starting date: 320 AD
UU: (longbowman w bonus vs mounted ie elephant counter)
UB: (library w extra culture to reflect golden age of arts and scholarship)
UHV 1: produce x great people before 800 AD
UHV 2: have the world's largest population in 800 AD
UHV 3: experience three golden ages and no anarchy between 350 AD and 800 AD
Chalukyan Empire
leader: Pulakesi II
starting date 543 AD
UU: Kshatriya
UB:
UHV 1: build 2 hindu cathedrals
UHV 2: destroy the pallavas by 600 AD
UHV 3: control all of india in 800 AD
Frankish Empire
leader: Charlemagne
starting date: 570 AD
UU: (swordsman w double movement and bonus vs mounted)
UB: Manor House (cheap courthouse)
UHV 1: conquer charlemagne's empire
UHV 2: build a cathedral
UHV 3: don't allow islam in europe by 800 AD
Srivijayan Empire
leader: Indravarman
starting date: 600 AD
UU: a fast boat
UB: a harbor with xp for boats
UHV 1: have trade relations with 8 civs
UHV 2: aquire 8 luxuries
UHV 3: amass 8,000 gold
Tang Empire
leader: Taizong
starting date: 618 AD
UU: Firelancer (crossbow replacement)
UB: Pagoda (monument w stability)
UHV 1: control tarim and vietnam in 700 AD
UHV 2: be 1st to discover gunpowder and printing press
UHV 3: population and army each double nearest rival in 900 AD
Arab Empire
leader: Abu Bakr
starting date: 630 AD
UU: Camel Archer
UB: Madrassah
UHV 1: conquer umayyad empire
UHV 2: spread islam to 40%
UHV 3: be 1st to finish tech tree
Moorish Empire
leader: Abd-ar-Rahman
starting date: 696 AD
UU: Berber Cavalry (cataphract replacement, no metal resourse, blitz)
UB: Military Hospital (barracks w medic)
UHV 1: make cordoba the world's largest city
UHV 2: make cordoba the world's most scientific city
UHV 3: convert 1 civ to islam
Non-playable but fully diplomatic civs:
Meroe
starting date: 300 BC
Tocharians
starting date: 300 BC
Seleucids
starting date: 300 BC
Sheba
starting date: 300 BC
Vietnam
starting date: 257 BC
Satavahanas
starting date: 230 BC
Jin
starting date: 226 BC
Axum
starting date: 100 AD
Yamato
starting date: 250 AD
Pallavas
starting date: 571 AD
Khmer
starting date: 600 AD
Ghana
starting date: 700 AD
some of these, such as the Jin Dynasty and Meroe, would probably be made playable later
All this adds up to 29 civ slots with no respawns
Some other details...
Religions:
already founded - Hinduism, Buddhism, Confucianism, Zoroastrianism, Judaism, Hellenism
to be founded - Christianity, Islam
all equal status, no gameplay differences
Civics:
Government
Despotism
Monarchy - +1 happiness in 6 (or less) largest cities, significant stability penalty for large civs
Republic - double cottage growth and production from towns, +50% great people, extreme stability penalty for large civs
Empire - moderate stabilty penaly for large civs
Theocracy - moderate stabilty penaly for large civs, +1 happy with state religion, significant stability penalty for non-state religions
Religion
Paganism
Scholasticism - +1 or 2 beaker/priest
Evangelism - can build missionaries
Militancy - +1 xp in state religion cities
Monumentalism - +25% production of state religion buildings and wonders
Labor
Tribalism
Slavery - can sacrifice population
Serfdom - +1 production from farm
Caste System - +1 food from farm, +1 xp, +1free specialist, -50% great person
Citizenship - +1 happiness, +50% great people, stability penalty for large civs
Legal
Barbarism
Religious Law - +50% great people with state religion, -1 happiness per non-state religion
Tyranny - +1 happiness per miltary unit, -1 happiness, -1 trade route
Vassalge - +1 xp for military land units, +5 free units
Bureaucracy - +50% gold in capital, can hire unlimited magistrates
Economic
Decentralization
Agrarianism - +1 food from farm
Trade - +2 trade route, can hire unlimited merchants
Patronage - +50% culture in capital, can hire unlimited artisans
Military Economy - +50% military unit production
Units:
no radical changes, just a bit more detail. add skirmishers or peltasts (javelinmen), horsemen, lancers (cataphracts). move horse archers and trebuchets each to their own specific tech, horse archers have no counter like
in Sword of Islam, knights require stirrup, later iron units require charcoal for steel to make up for the loss of other strategic resources.
Tech Tree:
most existing techs from the classical to renaissance era with a bunch of new techs added or repositioned such as:
Horse Archery
Stirrup
Blast Furnace
Marksmanship
Crop Rotation
Fortification
Seige Warfare
Astronomy
Cartography
Navigation
Prosthyletism
Persecution
Selective Breeding
Advanced Irrigation
Professional Armies
Building changes:
All gold and happiness bonuses from buildings will be per resource and hit musicals etc will be replaced by manufacured items for trade form more advanced civs to less, to further emphisize the importance of trade
relations.
Maybe this will work: make harbours like short range airports. If the graphics don't look ridiculous it might make the mediterranean more of a highway for the AI rather than the hinderance it is.
Specialists:
Artisan - 1 culture, 1 gold, 1 production
Magistrate - 2 gold
Merchant - 3 gold, 1 food
Priest - 2 culture, 1 science
Scholar - 4 science
Scholars available only from buildings, 1 from a library, 1 from an observatory, 1 from an academy, others available from civics
(I have not thought of unique powers, not sure if they are necessary. I have played some RFC and SoI games where I didn't even know what my unique power was. I'm not opposed to them, however.)
Roman Empire
leader: Trajan or whoever
starting date: 300 BC
UU: Legion
UB: Forum
UHV 1: control 8 medditeranean cities in 1 AD
UHV 2: control Trajan's empire in 300 AD
UHV 3: make Constantinople the world's largest and most cultured city in 800 AD
Carthaginain Empire
leader: Hannibal
starting date: 300 BC
UU: Numidian Cavalry
UB: Cothon
UHV 1: destroy Rome
UHV 2: access 2 dyes and 2 spices by 100 BC
UHV 3: access silk, tin, spices, dyes, amber, copper and iron in 300AD
Ptolemaic Egyptian Empire
leader: Cleopatra
starting date: 300 BC
UU: Libyan Skirmisher (Skirmisher w bonus vs mounted, no resource, counters cataphracts)
UB: Catchment Basin (Levee with food bonus, levees available earlier)
UHV 1: make Alexandria the world's largest and most cultured city in 200 AD
UHV 2: found two religions (ie christianity and islam)
UHV 3: access x gold in 800 AD (either conquer axum or trade with ghana)
Mauryan Empire
leader: Asoka
starting date: 300 BC
UU: Elephant Archer
UB: Edict of Asoka (courthouse w happiness)
UHV 1: control the world's largest empire in 100 BC
UHV 2: have an Edict of Asoka in every city in 100 BC
UHV 3: convert two civs to buddhism
Armenian Empire
leader: Tigranes I
starting date: 300BC
UU: Azatavrear (cataphract w double hill movement)
UB: Jhamatun Monastery (cave-monastery w culture bonus)
UHV 1: control six cities by 100 AD
UHV 2: found christianity
UHV 3: never lose a city before 600 AD
Greco-Bactrian Empire
leader: Demetrius I
starting date: 250 BC
UU: Sodgian Peltast (skirmisher w mounted archer bonus)
UB: Agora (market w culture)
UHV 1: build seven embassies and seventeen temples by 1 AD
UHV 2: control bactria and punjab in 1 AD
UHV 3: do not lose a city before 29 AD
Parthian Empire
leader: Mithridates I
starting date: 247 BC
UU: Grivpanvar
UB: Cavalry Barracks
UHV 1: control punjab, greater iran and mesopotamia in 1 AD
UHV 2: have 2 vassals in 200 AD
UHV 3: destroy or vassalize the Romans
Han Empire
leader: Wu
starting date: 220 BC
UU: Cho-Ko-Nu
UB: Bronzeworks (forge, +1 culture w copper)
UHV 1: be the 1st to discover paper and compass
UHV 2: control tarim and viet nam in 200 AD
UHV 3: do not lose a city before 500 AD
Kushan Empire
leader: Kanishka
starting date: 30 AD
UU: Yuezhi Raider (horse archer w city raider?)
UB: Mint (forge w + 1 trade route and bonus culture from gold)
UHV 1: control tarim and punjab in 100 AD
UHV 2: have the world's largest empire in 300 AD
UHV 3: spread buddhism to 30%
Sassanid Empire
leader: Shapur II
starting date: 224 AD
UU: Zayhedan (cataphract w withdrawal bonus)
UB: Bazaar (market w small bonus/luxury adding up to large bonus w great variety of luxuries)
UHV 1: control greater iran and mesopotamia by 350 AD
UHV 2: control egypt, anatolia and n india by 600 AD
UHV 3: found islam
Gupta Empire
leader: Chandragupta I
starting date: 320 AD
UU: (longbowman w bonus vs mounted ie elephant counter)
UB: (library w extra culture to reflect golden age of arts and scholarship)
UHV 1: produce x great people before 800 AD
UHV 2: have the world's largest population in 800 AD
UHV 3: experience three golden ages and no anarchy between 350 AD and 800 AD
Chalukyan Empire
leader: Pulakesi II
starting date 543 AD
UU: Kshatriya
UB:
UHV 1: build 2 hindu cathedrals
UHV 2: destroy the pallavas by 600 AD
UHV 3: control all of india in 800 AD
Frankish Empire
leader: Charlemagne
starting date: 570 AD
UU: (swordsman w double movement and bonus vs mounted)
UB: Manor House (cheap courthouse)
UHV 1: conquer charlemagne's empire
UHV 2: build a cathedral
UHV 3: don't allow islam in europe by 800 AD
Srivijayan Empire
leader: Indravarman
starting date: 600 AD
UU: a fast boat
UB: a harbor with xp for boats
UHV 1: have trade relations with 8 civs
UHV 2: aquire 8 luxuries
UHV 3: amass 8,000 gold
Tang Empire
leader: Taizong
starting date: 618 AD
UU: Firelancer (crossbow replacement)
UB: Pagoda (monument w stability)
UHV 1: control tarim and vietnam in 700 AD
UHV 2: be 1st to discover gunpowder and printing press
UHV 3: population and army each double nearest rival in 900 AD
Arab Empire
leader: Abu Bakr
starting date: 630 AD
UU: Camel Archer
UB: Madrassah
UHV 1: conquer umayyad empire
UHV 2: spread islam to 40%
UHV 3: be 1st to finish tech tree
Moorish Empire
leader: Abd-ar-Rahman
starting date: 696 AD
UU: Berber Cavalry (cataphract replacement, no metal resourse, blitz)
UB: Military Hospital (barracks w medic)
UHV 1: make cordoba the world's largest city
UHV 2: make cordoba the world's most scientific city
UHV 3: convert 1 civ to islam
Non-playable but fully diplomatic civs:
Meroe
starting date: 300 BC
Tocharians
starting date: 300 BC
Seleucids
starting date: 300 BC
Sheba
starting date: 300 BC
Vietnam
starting date: 257 BC
Satavahanas
starting date: 230 BC
Jin
starting date: 226 BC
Axum
starting date: 100 AD
Yamato
starting date: 250 AD
Pallavas
starting date: 571 AD
Khmer
starting date: 600 AD
Ghana
starting date: 700 AD
some of these, such as the Jin Dynasty and Meroe, would probably be made playable later
All this adds up to 29 civ slots with no respawns
Some other details...
Religions:
already founded - Hinduism, Buddhism, Confucianism, Zoroastrianism, Judaism, Hellenism
to be founded - Christianity, Islam
all equal status, no gameplay differences
Civics:
Government
Despotism
Monarchy - +1 happiness in 6 (or less) largest cities, significant stability penalty for large civs
Republic - double cottage growth and production from towns, +50% great people, extreme stability penalty for large civs
Empire - moderate stabilty penaly for large civs
Theocracy - moderate stabilty penaly for large civs, +1 happy with state religion, significant stability penalty for non-state religions
Religion
Paganism
Scholasticism - +1 or 2 beaker/priest
Evangelism - can build missionaries
Militancy - +1 xp in state religion cities
Monumentalism - +25% production of state religion buildings and wonders
Labor
Tribalism
Slavery - can sacrifice population
Serfdom - +1 production from farm
Caste System - +1 food from farm, +1 xp, +1free specialist, -50% great person
Citizenship - +1 happiness, +50% great people, stability penalty for large civs
Legal
Barbarism
Religious Law - +50% great people with state religion, -1 happiness per non-state religion
Tyranny - +1 happiness per miltary unit, -1 happiness, -1 trade route
Vassalge - +1 xp for military land units, +5 free units
Bureaucracy - +50% gold in capital, can hire unlimited magistrates
Economic
Decentralization
Agrarianism - +1 food from farm
Trade - +2 trade route, can hire unlimited merchants
Patronage - +50% culture in capital, can hire unlimited artisans
Military Economy - +50% military unit production
Units:
no radical changes, just a bit more detail. add skirmishers or peltasts (javelinmen), horsemen, lancers (cataphracts). move horse archers and trebuchets each to their own specific tech, horse archers have no counter like
in Sword of Islam, knights require stirrup, later iron units require charcoal for steel to make up for the loss of other strategic resources.
Tech Tree:
most existing techs from the classical to renaissance era with a bunch of new techs added or repositioned such as:
Horse Archery
Stirrup
Blast Furnace
Marksmanship
Crop Rotation
Fortification
Seige Warfare
Astronomy
Cartography
Navigation
Prosthyletism
Persecution
Selective Breeding
Advanced Irrigation
Professional Armies
Building changes:
All gold and happiness bonuses from buildings will be per resource and hit musicals etc will be replaced by manufacured items for trade form more advanced civs to less, to further emphisize the importance of trade
relations.
Maybe this will work: make harbours like short range airports. If the graphics don't look ridiculous it might make the mediterranean more of a highway for the AI rather than the hinderance it is.
Specialists:
Artisan - 1 culture, 1 gold, 1 production
Magistrate - 2 gold
Merchant - 3 gold, 1 food
Priest - 2 culture, 1 science
Scholar - 4 science
Scholars available only from buildings, 1 from a library, 1 from an observatory, 1 from an academy, others available from civics
edit:sorry there was a dumb cut and paste error in the xml, its gone.
2nd edit:removed some unnecessary python from another mod