Steampunk Civ 5 Mod (Split from other topic)

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Steampunk Civ 5 Mod (Split from other topic)

Post by thunderpants on Sun Nov 10, 2013 10:48 pm

Both me and Jorgas have been playing the "Smoky Skies" Scenario which is a steampunk scenario from G&K. We where talking about trying to bring the scenario into BNW, as a MP friendly Mod.

The scenario uses an alternative tech tree, no religion, alternative policies, starts in the "Steam Era" and has a win criteria based on obtaining 3 of 5 titles.

We wanted to expand upon the Tech Tree and turn the Titles into Empire Wide bonuses rather than winning.

The initial idea was
Assignment of Titles:

Old Titles
Defender of Progress - Have the most of the latest Landships and Airships: +1 Delegate, 8 land or Airships maintenence free.
Grand Philanthropist - Have the most World and National Wonders: +1 Delegate, -50% Unhappiness Empire Wide
Captain of Industry - Have the highest Production: +1 Delegate, +10% Production Empire Wide
Lord of Refinement - Have the most Social Policies: +1 Delegate, +25% Culture Empire Wide
Master of Wealth - Have the highest Gross Gold Income: +1 Delegate, +25% Gold Empire Wide

New Titles
Wonder of the World - Have the most Tourism in 1 City: +1 Delegate, +50% Tourism Empire Wide
Overseer of Humanity - Have the most most Population across your Empire: +1 Delegate, +25% Growth Rate Empire Wide
Conqueror - Possess the most Capitals: +1 Delegate, -50% Cost of Upgrading Units
Diplomat King - Possess the most City State allies: +3 Delegates
Curator of Wonders - Have the most Natural Wonders in your territory: +1 Delegate, +4 Gold and +4 Tourism per Wonder
Custodian of History - Have the most Artifacts in your Museums/Lourve: +1 Delegate, +1 Culture, +1 Science, +1 Tourism per Artifact
War Deterrant - Have the most Luboric, Caloric and Chronological Explosives: +1 Delegate, +1 Culture in every city housing an Explosive

New Wonders:

Harwell Dekatron [Oldest still working Computer (Look up WITCH), used in the Manhatten Project as a Calculator...]
-Unlocks on Analogue Computing, Grants free Difference Engine, provides +4 Luboric and +25% Science.

Dr Grordbort's Laboratory [Dr Grordbort's Infallible Aether Oscillators]
-Provides +1 Aetherium and +1 Great Scientist, Merchant and Engineer points per turn.

Hellbrunn Mechanical Thearte
-Culture, Happiness per population, Great Engineer points.

Jorgas Manor (Floating Mansion)
-Requires Airship Tech, Requires 1 Aetherium, provides a Free Mansion and some Tourism.

Deep Earth Industries
-Requires Subterranean Exploration and a Mountain within 2 tiles of the city, +1 Production from all Mines and Quarries adjacent to Mountains. Provides free Subterranean Outpost.

Notix Industries
-+20 Manpower, +1 Production in every city for every unemployed citizen

Sky Gardens of Columbia
-Hanging Garden + Temple of Artemis growth

Palace of the Automaton
-Technocracy Ideology Wonder, Free Social Policy and spawns 6 Autonomous Infantry. Provides 6 Oil.

Cathedral to the Working Man
-Theocracy Ideology Wonder, Free Social Policy, spawns 4 Great War Zealots, 2 Inquisitors and 2 Missionaries of your religion.  Double Religious Pressure from emanating from this City.

Stronghold of Choice.
-Democracy Ideology Wonder, Free Social Policy, spawns 4 Swiss Guard and 4 Foreign Legion and causes 8 units to be maintenance-free.

New Tech:

Wealth of Invention (Future Tech that generates Gold instead of Culture.)
Enrichment of Humanity (Future Tech that generates Golden Age points)
Medicinal Progress (Future Tech that will give 1 of your cities a "We love the King day")
Divine Mechanation (Future Tech that generates Faith)
Rename Technocracy
Luminiferous Aether
Clockwork Universe Theory
Caloric Theory
Revival of Alchemy
Alkahest

New Units (More in Ideologies):

Aetherial Troopers (Need Aetherium (Aluminium), act like Great War Infantry strength X-com)
Luboric Explosive (Needs 5 Luboric (Uranium), does large damage to a city and kills 2 population.)
Caloric Explosive (Needs 5 Oil, does damage to units within 2 range and turns ground to wasteland.)
Chronological Explosive (Needs 5 Aetherium, delays city growth/production and prevents units from moving.)
Trade Balloon (Needs 1 Aetherium, can travel over any terrain, can only be plundered by interceptors.)
Scout Balloon (Needs 1 Aetherium, can travel over any terrain, 4 long los)
Explorer (Cannot be Purchased, only trained, Scout the strength of a Rifleman with +1 LOS and no penalty for embarking.)
Souring Flyer (Needs 1 Oil, longer range Flyer.)
Bomber (Needs 1 Oil, Flyer range Bomber.)
Bomber Zepplins (Needs 1 Oil, 1 Aetherium, acts as a long range Bomber.)
Track-Mounted 4 range artillery (1 Oil, cannot move off roads)
Track-Mounted AA Guns (1 Oil, stronger than regular, cannot move off roads)
Ski-Troopers (Like Denmark, but for everyone)

Swiss Guard (Tougher Landsknecht) (Weaker than GWI, but slightly cheaper and bonus vs Mounted.)
Foreign Legion (Like BNW)
Great War Zealots. (Weaker than GWI but have religious pressure)
Devout Legion (Cheaper tha GWI to buy with Faith, strong as GWI)
Autonomous Infantry. (Needs Oil, act like cheaper to produce Great War Infantry)
Industrial Legion (GWI who can build improvements)

New Buildings:

Oilfuel Plant (Uses 1 Oil, acts like Factory)
Hydrodams
Science Museum (Gains Science from Culture)
Spa (Needs fresh water and Coal, increases happiness)
Goods Train Station (City must be linked to capital by Railroad, +1 Trade Route)
Oil Steamworks (+city Prod%)
Coal Steamworks (+city Prod%)

New Policies Trees:

Espionage (Spies + Anti-Spies):

Opener
Policy that gives LOS like spy in every city
Policy that gives 1 Delegate for each Diplomat
Policy that increases the time taken for spies to steal your technology and the chance to catch them
Policy that gives 1 Spy and increases theft rate
Policy that gives 1 Spy and increases spy recovery rate
Finisher

Discovery (Science + Exploration):

Opener
Policy
Policy
Policy
Policy
Policy
Finisher

Profiteering (Trade + Gold):

Opener cheapens Rail Roads
Policy that doubles the length of land trade routes, and increases all trade gold.
Policy
Policy
Policy
Policy
Finisher

Foreign Policy (Tiny bit of International Trade + Patronage + Tourism):

Opener unlocks Foreign Legion
Policy that is Sweden's UA
Policy that gives +Tourism for each Trade Route
Policy that gives +Restong Point with CS's
Policy
Policy
Finisher

Zeal (Piety):

Opener starter is found a religion (free GP)
Policy that lets you buy Military Units with Faith
Policy that is +Religious Pressure from your cities
Policy
Policy
Policy
Finisher


New Civs:

Merichrum (America)
Austria's Colour and America's City and Spy Names
UA: Thick and Thin: All infantry do not suffer Movement Penalties
UB: Grand Strategic Academy: (Replaces Military Academy) Generates Great General Points

Davincium (Italy/Rome)
India's Colours and Rome's City and Spy Names
UA: Da Vinci's Legacy: +1 Science from strategic resources, and all science buildings generate +1 gold.
UB: Inventor's Factorum: (Replaces Automated Factory) +25% Science

Antonium (Dutch)
Rome's Colour and Dutch City and Spy Names
UA: Trade Genius: +1 Gold from luxury resources, and luxury resources provide double quantity
UB: Dutch East India Company: (Replaces Stock Exchange) +50% Gold

Desteamia (Arabia)
Morroco's Colour and Arabian City and Spy Names
UA: Black Gold: Double Oil strategic resource and +5% gold empire wide for every foreign trade route.
UB: Oilfuel Extractor: Acts like Oilfuel Plant, but consumes +1 Oil and produces Aetherium and Luboric.

Zenyria (Venice)
Siam's Colours and Venician City and Spy Names
UA: New Jewel: Cannot gain settlers or annex cities, Double the normal number of trade routes available, Food, Culture and Faith from friendly City-States increased by 50%
UB: New World Embassy: (Replaces Bank) 5 GM slots

Old Civs:

Eruch (Germany)
Mongolia's Colour and German City and Spy Names
UA: Tireless Watch: Airship units get +2 Movement
UB: Aerodrome: (Replaces Airship Hangar)

Dalmace (France)
Maya's Colour and French City and Spy Names
UA: New World Order: Adopting new Social Policies costs 10% less Culture
UB: Grandstand: Replaces Stadium

Orlin (Russia)
Germany's Colours and Russian City and Spy names
UA: Optimized Extractors: +1 Production from strategic resources, and Luboric resources provide double quantity
UB: Luboric Factory: Replaces Luboric Refinery

Pulias (England)
Russia's Colours and English City and Spy names
UA: Frontier Markets: +1 Gold from strategic resources, and Aetherium resources provide double quantity
UB: Aetherium Factory: Replaces Aetherium Plant

Vedria (Sweden)
Babylon's Colours and Swedish City and Spy names
UA:Inventor's Guild: +25% Production towards any buildings that already exist in the Capital
UB: Torus Dynamo: Replaces Tesla Coil

Re-Enable Religion:

Rename and Logo the defaults:
-Numberism
Beliefs:
Metal Queen: +1 Faith from Iron, Silver, Copper, Gold and Aetherium.
Infernal King: +2 Faith from Coal, Oil and Luboric.
Cathedrals: Same as BNW, +2 Faith, +1 Happiness, 1 Art slot
Guruship: +2 Production if city has a Specialist
Omnissiah Praise: +2 Production from Automated Factories
Autonomous Soul: +1 Production from each Specialist.
Lifefuel: +5 Food from Oil
Jesuit Education: Use faith for science buildings
Luddite Conversion: Missionaries, Prophets, GW Zealots and Devout Legionnaires convert adjacent Luddites.

New World Congress:

Toggle individual titles
Resolution to turn off the +1 from city states
Resolution to give a Bonus from culling Luddites

Reworked ideologies:

Democracy (Diplomacy and War):

Tier 1
Swiss Guard (Tougher Landsknecht) (Weaker than GWI, but slightly cheaper and bonus vs Mounted.)
Foreign Legion (Gives 1 Foreign Legion every time you complete a future tech.)
Gunboat Diplomacy
Arsenal of Democracy
Treaty Organization
United Front
Mobilization
Tier 2
-
-
-
-
-
-
Tier 3
-
-
Third Alternative

Theocracy (Religion):

Tier 1
Great War Zealots. (Weaker than GWI but have religious pressure)
Devout Legion (Cheaper than GWI to buy with Faith, strong as GWI)
Reformation
Religious tolerance
Religious banking (Theocracy)
Mandate of heaven
Religious War (Gain Faith from Kills)
Tier 2
Clergyman recruiters (Allows you to buy units with Faith and -10% Faith cost for all Units)
Faithful construction (Allows you to buy building with Faith and -10% Faith cost for all buildings)
-
-
-
-
Tier 3
-
-
Third Alternative

Technocracy (Technology, Oil and Manpower):

Autonomous Infantry. (Needs Oil, act like cheaper to produce Great War Infantry)
Industrial Legion (GWI who can build improvements)
Universal Suffrage
Young Pioneers
Skyscrapers
Academy of Sciences
Worker's Faculties
Tier 2
-
-
-
-
-
-
Tier 3
-
Five-Year Plan
Third Alternative

Other:

Give CS's Ideologies, instant +25 resting point for the same, -10 resting point for different. (Will pick Technocracy only if they have Oil, Theocracy only if they have a religion and always potentially Democracy.)

Tweak the Fountain of Youth and Mount Kilimanjaro to
+6 Food and +5 Production respectively.

Let CS's form their own Trade routes.
Give CS's a UB that gives them +100 Defence and +200 City HP
Tone down War Monger penalties

Manpower:

Akin to the Manpower in the American Civil War Scenario, this will be generated by select buildings, policies, population size and City state allies. Every unit/wonder/building will take some Manpower whilst being built, as to discourage greedy wonder stealing.
+1 Manpower for each Unemployed
+1 Manpower for each population


Last edited by thunderpants on Wed May 21, 2014 2:09 pm; edited 18 times in total

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Re: Steampunk Civ 5 Mod (Split from other topic)

Post by Aegonian on Thu Nov 14, 2013 2:02 pm

Nice ideas! I haven't played the Smoky Skies scenario myself yet, but I've seen Polarnik play it a lot of times, and it looks very interesting - a multiplayer variant of it would be awesome!

I agree on changing the titles to empire-wide bonuses instead of making them the winning conditions: it works for single player, but I doubt it would play well with multiple competing players.

How about Antonium or something similar for the Dutch faction?

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Steampunk Civ 5 Mod (Split from other topic)

Post by thunderpants on Thu Nov 14, 2013 3:55 pm

Okay, I honestly thought that you may be slightly better at coming up with a more fitting name :PBut to fit with the feel of the original, maybe Diplomatic Victory should be preferred as legacy of the title system?

Also have you got any ideas for a Wonder? Maybe some form of Aegonian Embassy?

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Civ 5 Elithia Mod

Post by kingnecromancer on Thu Nov 14, 2013 10:31 pm

I was thinking this tutorial might help Aegonian, if he wants to be artsy while replicating Fireaxis' logos.

http://forums.civfanatics.com/showthread.php?t=492821

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Re: Steampunk Civ 5 Mod (Split from other topic)

Post by thunderpants on Fri Nov 15, 2013 3:51 pm

That tutorial looks useful in general!

Also I split this topic from the older, but I fear I may of inevitably made a mistake... Please inform me if you find any!

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Re: Steampunk Civ 5 Mod (Split from other topic)

Post by Aegonian on Sat Nov 16, 2013 4:40 pm

Nice find, Necro! That'll certainly be useful!

I think the topics split up pretty well, though Necro's last post was apparently meant to be posted to the Elithian Mod page - the topic reads "Civ 5 Elithia Mod".

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Re: Steampunk Civ 5 Mod (Split from other topic)

Post by thunderpants on Sat Nov 16, 2013 4:41 pm

Aegonian wrote:I think the topics split up pretty well, though Necro's last post was apparently meant to be posted to the Elithian Mod page - the topic reads "Civ 5 Elithia Mod".
That's the result of me messing up the split first time around, then having to remerge and split them..

I was hoping no-one would notice Razz

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Re: Steampunk Civ 5 Mod (Split from other topic)

Post by thunderpants on Sun May 18, 2014 2:54 pm

Minor bump as I rearranged things and thought seriously about doing this again.

Added a section on Manpower.

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