History Game 5/Ideas

*build from the ground up
*divide this page up? into Civs, Mechanics/Tech Tree, Great People + Wonders?
*History Game 5/Civ Workshop
*History Game 5/Great Things
=Walkthrough=
*The game starts in the Tribal Era. You begin with a Nomad and a Settler. 
*It is best to build by a River, though this will open you up to flooding as time advances.
*Nomads diversify into either Hunters or Gatherers. These identify resources for you and will keep your civilization afloat until you can start to develop Farms and other similar objects.
*Gatherers are used for harnessing natural resources to gain Food, while Hunters will primarily be used for patrolling your Frontier. Beasts will spawn in the Frontier and unclaimed wilderness and will pose a threat to your units (early game, at least). Killing Beasts will grant you random amounts of Food and Military Tradition.
*You will need Units to move resources from place to place. For now, you will need to use Carts. Later on, you can opt to automate this process with AI-generated Trade Routes.
*As you build Farms and other buildings, three estates will eventually arise - the Slaves, the Artisans, and the Nobles. 
*With enough Political Power comes the option to patronize Great People and spawn them in your nation. A random Great Person will be selected, and you can either Pass (free), Reroll (1/2 price, but sacrifice a turn), or Recruit.
*When you reach enough Piety, you will be able to Patronize your Deity. Gaining more faith will allow you to add more Deities.
*As your population grows bigger, you will risk famine and disease.
*Once you have researched enough technologies, you will enter the Marvel Era. 
*
*
*
*
*Eventually, in the Enlightened Era, the Corporation estate will arise.
*
*Eras - Tribal Era, Marvel Era (1000 BC - 500 AD), Castle Era (500AD - 1400 AD), Enlightened Era (1400 AD - 1700 AD), Imperial Era (1700 AD - 1900 AD), Modern Era (1900-1940) Atomic Era (1940 AD - 1990), and the Information Era (1990 AD +)
== Culture ==
* Culture is your civilization's way of life. Winning culturally, then, means having all other civs sharing your civ's culture.
*
*
== Mana ==
* Coin - 
** Coin is earned chiefly through taxation or external trade.
* Piety -
**Uses: Patronizing Deities to the Pantheon
* Military Tradition -
**Military Tradition naturally degrades over time.
**Military Tradition is earned through damaging other units, but more chiefly by capturing cities and killing enemy units.
**Uses: Can be exchanged into coin, piety, and political power. Can temporarily boost science or political power. Can be used to promote Military Units.
* Political Power - 
**Uses: Levying taxes, patronizing Great People
* Science - 
* Food - Food is a reflection of your current food-resource stockpiles. Cities will require food to grow and units will require food to be maintained.
** Also consider Freshwater.
* Electricity
* Health
* Happiness - 
== Estates ==
* 
=== Unique Estates ===
== Military ==
=== Siege ===
When you do finally capture a city, it gains the Sacked modifier, and you have several options:
* Retain 
* Raze
Regardless, it will remain Occupied for the rest of the war (unless you have declared a war with a casus belli that allows for immediate annexation).
=== Promotions ===
* 
== Victory Conditions ==
=Science=
==Tribal Era==
*START - Sedentism - Unlocks Settlers and Nomads. Unlocks the Berry and Fur resources.
*Alphabet - 
*Ancient Warfare - Unlocks Slingers and the Goliath wonder unit.
*Animal Companions - Hunters can now be built directly, rather than being upgraded from Nomads. Unlocks the Dairy resource.
*Bartering - 
*Burial Rites - 
*Calendar - 
*Clothing - Reduces attrition from traveling in cold environments. Unlocks the Wool resources.
*Domestication - Unlocks the Horse and Ivory resources. Enables War Pig promotion and elephant units.
*Early Astronomy - 
*Farming - Unlocks Farmers (upgrade for Gatherers).
*Grammar - Unlocks the Tower of Babel wonder.
*Idol Worship - 
*Irrigation Techniques - 
*Masonry - Unlocks Mud Brick Walls.
*Music - Unlocks the Drum building and the Drummer unit.
*Organized Worship - Unlocks Gobleki Tepe wonder.
*Pottery - Unlocks the Kaolin resource.
*Surplus - Unlocks the Bakery and Granary buildings
*The Wheel - Unlocks Carts.
*Calendar - 
*Writing - 
==Marvel Era==
*Advanced Irrigation - 
*Apprenticeship - 
*Archery - Unlocks Archers.
*Bronzeworking - Unlocks Phalanxes.
*Celestial Bodies - 
*Coinage
*Construction - 
*Drama and Poetry - 
*Early Siege Warfare - 
*Geometry - 
*Ironworking - 
*Mathematics
*Military Strategy - Unlocks Palisades.
*Philosophy - 
*Sculpting - Unlocks the Colossus wonder.
*Seafaring - Unlocks the Galley and the Argo wonder unit.
*Sports - Unlocks Chariots.
*Taxation - Unlocks the ability to tax your citizens.
==Castle Era==
*Alchemy - 
*Astronomy - Unlocks the Observatory.
*Castles - 
*Fortifications - 
*Guilds - 
*Gunpowder - 
*Organized Churches - 
*Pilgrimage - 
*Siege Engines - 
*Silk Road - 
*Steelworking - 
*Stirrups - Unlocks Horse Archers.
==Enlightened Era (1400s-1700s)==
*Banking - Unlocks the Bank building.
*Cartography -
*Church Reform - 
*City Planning - Unlocks the Firehouse.
*Clockwork
*Electricity - 
*Gravity - 
*Horticulture - Unlocks the Greenhouse.
*Industrialization - Unlocks the Textile Mill
*Line Infantry - Unlocks Line Infantry.
*Microscope - 
*Modern Astronomy - 
*Patronized Arts - 
*Printing Press - Unlocks the Printing Press building.
*Sewing Machines - 
==Imperial Era (1800s)==
*Anaesthetic - Unlocks Field Doctors.
*Bessemer Process - 
*Combustion - 
*Dynamite - 
*Epidemiology - 
*Lightbulb - 
*Modern Agriculture - Unlocks Guano resource.
*Organized Railroads - 
*Photography -   
*Psychology - 
*Railroads - Unlocks railroads and locomotives.
*Replaceable Parts - 
*Suffrage - 
*Scientific Theory - 
*Telephone - 
*Urbanization
== Modern Era (1900-1940) ==
*Moving Pictures - Unlocks the Cinema.
*Chemical Warfare-
*Radio - Unlocks the Radio Station.
*Sustained Flight -
* Trench Warfare - Unlocks Great War Infantry.
*Radar -
*Refrigeration - Unlocks the Grocery Store.
*Commercial Airliners - Unlocks Copacabana wonder and the Hotel.
*Counterculture - 
*Genetic Modification 
*
==Atomic Era (1940-1980)==
*Plastics - 
*Automobile - Unlocks the Automechanic
*Modern Espionage - Unlocks the Paranoia civic tree and the Secret Agent unit.
*Weather Forecasts - 
*Rocketry -
*Genetic Modification
*Pop Music - Unlocks Woodstock wonder.
*Atomic Power - Unlocks the Atomium wonder.
*Combined Arms
*Space Flight - 
*Intercontinental Ballistic Missiles
*Robotics
*Recycling - Unlocks the Temple of a Million Bottles wonder.
*Video Games - Unlocks the Arcade
==Information Era==
*Military Stealth
*Personal Computer - 
*The Internet - 
*Smart Phones - 
*Interstellar Exploration
*Hydroponics 
*Lasers
*Holograms
*  
*Cloning
*Artificial Intelligence
* - Allows airfields to be built on ice.
=Policies=
==Tribal Era==
===Agriculture===
===Pastoralism===
==Marvel Era==
===Thalassocracy===
== Imperial Era ==
== Modern Era ==
==Atomic Era==
===Authoritarianism===
*  
===Ingenuity===
*Incendiary Animals - Grants your Secret Agents the ability to plant Incendiary Animals within cities 
===Paranoia===
*Acoustic Kitty - 
*Agent 47 - 
=Religion=
==Pantheon==
(these should all be linked to piety gain probably)
*Ares - Increased Military Tradition gain.
*Athena - Increased Military Tradition retention.
*
*Agni - 
*Amarok - 
*Anansi - 
*Aphrodite -
*Apollo - 
*Ariadne
*Artemis - 
*Athena -
*Baron Semedi - 
*Chang'e - 
*Cthulhu - 
*Dagda -
*Demeter - 
*Enkidu - 
*Hades - 
*Hanuman - 
*Hephaestus
*Hera - 
*Hermes - 
*Hecate -
*Iris
*Isis
*Fenrir -
*Gilgamesh - 
*Loki - 
*Medusa - 
*Melqart - 
*Nike - 
*Ouroborus - 
*Pele - 
*Persephone - 
*Poseidon - 
*Prometheus - 
*Ra -
*Sobek -  
*Supay - something about mining and death
*Thor -
*Thoth - 
*Ymir - 
*Zeus - 
*maybe you get to pick 10 Core Values/Principles?
**filial piety
**ritual propriety
**concubines
*sacred groves like in Shinto
*medicine bundles from native american
*eucharist
*Gompa
*charbagh
=Mechanics=
*weather manipulation
**cloud seeding
*cooperative features like World's Fair, United Nations
*policy trees
**Tribal
***nomads?
**Marvel
***mysticism? unless that goes to Tribal
***something built around happiness/monuments
**Castle
***Chivalry - reflects prestige and shit of the day, for a balanced culture/military approach
***stewardship? like one for builders and such
***early science? like Alchemy or something. would have things like scribes
***religious expansion/domination, like teutons/crusades
***one for trading states, i.e. mercantile republics
**Enlightened
***Absolutism
***Mercantilism - early colonization/naval dominance
****or no if we're using that name surely it should be commerce focused?
***something that ties science/faith? 
***and then a faith exclusionary one? i.e. faith good science bad
***something with Tulip mania... or would that fit into Mercantilism?
***republicanism?
***more of a maritime kinda thing? like ik theres Mercantilism, but with less of a focus on trade/colonizing
***isolationist tree?
**Imperial
***Revolution
****maybe also covers Greek struggle for independence?
*****Hajduk
***the national parks kinda thing. Naturalism?
***Progressivism? 
***Democracy?
***classic liberalism/early capitalism?
****company towns
**Modern
***
**Atomic
***Paranoia? would be like a Cold War type thing
***Authoritarianism - for wielding political power and military might
***Consumerism
***we need something for right-wing politics (i.e. moral majority reagan type stuff). Conservativism? Right-Wing? 
***something for hippies. maybe like Hedonism or a new liberty/freedom kinda thing?
***Ingenuity? would be the military-science blend
****atomic gardens?
***supremacy?
***postcolonialism???
***something for businesses
****fast food, shopping malls, etc
**Information
***Globalism/neoliberalism?
***Anarchism? radicalism?
***Equality? tolerance?
***transhumanism?
***need an eco tree
***ghost kitchens
***need something with like sanctuary cities
**aesthete tree in Castle or Enlightened age? 
***Hanami
*maybe you need Farmer units to run Farms/Plantations?
*districts
**industrial???
**commerce???
**research???
**religious???
**administrative district???
**what about culture???
**entertainment/tourist district???
***uniques: dutch red lights
**villages -> suburbs?
**maybe some districts naturally emerge over time?
***like trade posts turn to commerce... religious improvements turn to religious districts... villages to suburbs...
***along those lines, a whole agrarian district for farms?
*victory conditions - 
**Territorial? own 90% of land on the planet
**political - have an alliance with everyone and keep it for x turns?
**Cultural - have max happiness
*different types of governments
**Monarchy
**Mass Democracy 
**
**maybe mix and match?
***first prefix:
****Divine
****Absolute - Political Power gain increased by 80%. Revolt risk increased by 50%. Unhappiness increased by 25%.
****Feudal - Farms produce +1 gold, +1 political power. 
****Autocratic
****Socialist
****Communist
****Capitalist
****Globalist
***second prefix:
****Theocracy
****Monarchy
****Confederacy
****Republic
****Democracy
****Dictatorship
****Technocracy
****Anarchy
****Horde? - Can move cities.
****Chiefdom?
*estates
**Tribal
**Marvel
**
**corruption and organized crime?
*districts...?
**City Center
**Neighborhood/Suburbs?
**Industrial
**Religious
**Aesthetic - would be your cultural stuff
**campus/research?
**financial?
**
**Amusement??? would have the Amusement Park 
**
**other things needed, but not in cities - National Park, Garbage Dumps
*buildings
**Algae Farm
**Apothecary
**Aquarium
**Arcade
**Archives
**Armory
**Arsenal
**Art Museum
**Automechanic
**Bakery
**Bank
**Barracks
**Blacksmith
**Blast Furnace
**Bottling Plant
**Cafe
**Carpenter
**Casino
**Cat Cafe
**Catacombs
**Cathedral
**Charcoal Kiln
**Church
**Circus
**Cinema
**City Watch
***Schutterij
**Coal Power Plant
**Coke Oven
**Concert Hall
**Cooper
**Country Club
**Dance Studio
**Donut Shop
**Distillery
**Drydocks
**Town Hall
**Film Studio
**Firehouse
**Fish Market
**Fishery
**Flea Market
**Fletcher
**Gallows
**Glassblower
**Golf Course
**Ghost Kitchen
**Granary
**Graveyard
**Greenhouse
**Grocery Store
**Guillotine
**Hermitage
**Hillfort
***Barbican
**History Museum
**Hotel
**Inn
**Laundromat
**Library
**Lightning Rod
**Marina
**Mint
**Medical Lab
**Monastic School
**Mosque
**Mud Brick Walls
**Necropolis
**News Station
**Nunnery
**Observatory
**Odeon
**Oil Power Plant
**Opera House
**Paper Mill
**Palisade
**Parliament
**Particle Collider
**Pharmacy
**Police Station
**Pool
**Printing Press
**Public School
**Radio Station
**Recording Studio
**Recycling Plant
**Rosarium
**Sawmill
**Schoolhouse
**Scribe
**Sewer
**Shopping Mall
**Soup Kitchen
**Sideshow
**Stadium
**Stone Brick Wall
**Stoneworks
**Tannery
**Teahouse
**Tennis Court
**Television Studio
**Textile Mill
**Theatre
**Tourney Fields
**Trade School
**Tree Nursery
**University
**Vertical Farm
**War Memorial
**Water Wheel
**Warehouse
**Well
**Wharf
**Zoo
*improvements
**Type A - as many as these can be built on a tile
**Type T - transport
***Railroad
***Highway
**aqueducts
*how to include...
**Napalm
**Anthrax
**chemical warfare
**wharfs
*Frontier
**The Frontier is essentially the "edge" of your nation. It naturally occurs at the edge of your borders, provided your borders then touch unclaimed wilderness.
**If you don't keep actively patrolling your territory, pockets of Frontier may reopen inside of your nation. This is notorious with colonies.
**Enemies who can spawn in Frontiers:
***Beasts, Barbarians (Marvel Age), Marauders (Castle + Enlightened Age), Outlaws (Imperial age), Radicals (Modern age), Extremists (Atomic + Information age)
==Disease==
*Diseases will spawn with certain traits.
**  
*Diseases thrive in the following conditions:
**Jungles (provided you have not built a resistance) - only active post-tribal era
**Floods
**High Waste contributes to high disease factors
*Disease resistances can be built by having cities (NOT colonies) exposed to certain traits. Disease resistances are localized to your cities.
**Livestock
**Marsh/Swamp
**Jungles
*Diseases can be spread:
**Warfare
**Trade
**Exploration
**Population shift
==Disasters==
*Famines - Famines are very much man-made, and are reliant on other factors occurring first.
*
*Floods - 
*Insect Swarms - 
*Droughts - 
*Dust Bowls - 
*Hurricanes - 
*Earthquake - 
*Tsunami - 
*Wildfire - 
*Blizzard - 
*Tornado
==Waste and Pollution==
*As your cities grow, they produce Waste.
*
==Loyalty==
*Naval units and naval improvements are also subject to loyalty. They may mutiny.
==Resources==
===Raw===
*found on land tiles
**Bamboo
**Bananas
**Berries
**Citrus - Access reduces naval attrition.
**Cocoa
**Coffee
**Cotton
**Dairy (goats, cows)
**Furs (beavers, foxes, etc.)
**Guano
**Grain (maize, wheat)
**Grapes
**Hemp
**Horses
**Iron
**Ivory (elephants, mammoths)
**Maple
**Mercury
**Olives
**Papyrus
**Pineapples
**Poppies
**Salt
**Saffron
**Seashells
**Silk
**Spices
**Sugarcane
**Tea
**Tobacco
**Wool (i.e. Sheep, Llamas)
*mined/quarried
**Amber
**Coal
**Copper
**Diamond
**Gold
**Jade
**Kaolin
**Iron
**Lapis Lazuli
**Marble
**Natural Gas
**Obsidian
**Petroleums
**Plutonium
**Silver
**Sulfur
**Thorium
**Uranium
*produced via land byproduct
**Stone
**Resin (jungles)
**Timber (forest)
*Oceanic
**Murex
**Fish
**Pearls
**Petroleum
**Trepang
**Whales
===Manufactured===
*Ambergris (from whales)
*Bread (from grains)
*Cake
*Cheese (from Dairy)
*Chocolate
*Circuitry
*Cloth
*Cosmetics
*Dye
*Fertilizer
*Fuel
*Gunpowder
*Glass
*Honey
*Jewelry
*Leather
*Lumber
*Oil
*Opiates
*Paper
*Plastics
*Porcelain
*Perfume
*Rubber
*Soylent Green
*Sugar
*Steel
*Waste
*Wine
=Units=
==Civilians==
*Settler
*Gatherer
*Farmer - Upgraded Gatherer.  
*
*
*Steward/Governor- 
**Stadhouder - Dutch replacement
**Vizier - Ottoman replacement
**Tjati - Egyptian replacement
**Penlop - Bhutanese unique
**Jarl - Swedish unique
**Thane - Scottish replacement
*Plague Doctor - 
*Field Doctor - Is able to construct a Field Hospital improvement that heals adjacent units. Two charges.
*
*Cruise Ship
=== Trade ===
* Cart
* Caravan
*Merchants
**Voyageurs - French alternative
**Pochtecas - Aztec alternative
**Radhanite - Israeli unique
*Salesmen
* Cargo Truck
==Land Military==
*Nomad
*Hunter 
*light melee tree
**Swordsman
**Arquebusier
***Redcoat - English replacement
***Janissary
***Jazayerchi
***Ashigaru - Japanese replacement
***Minuteman - American replacment
**Line Infantry
***Nizam Infantry - Ottoman replacement
***Dorobants - Romanian replacement
**Great War Infantry
**Modern Infantry
*heavy melee tree
**Phalanx
**Hand-Cannon
**
**Grenadier
**Commando
*anticavalry tree
**Spearmen
***Sarissa - Unique Greek
**Pikemen
***Schiltron - Scottish unique
**Halberdier
***Goedendag - Dutch replacement for halberdier
***Lucerne Hammer - Swiss replacement for halberdier.
*Ranged tree 1 - more expensive, but generally higher damage
**Slinger
**Archer
***Pitati Archer (Nubia)
***Tequihua (Aztec)
**Longbow - extra range alternative to crossbow
***Archer of the Eyes (Nubia)
***Yumi (Japan)
**Sniper
*Ranged tree 2 - cheaper, but faster (lower damage, multiple attacks)
**Slinger
***Peltast - unique Greek slinger
**Skirmisher - represents throwing axes
***Atl-Atl (Aztec unique)
***Hul'Che (Mayan unique)
***Francesca (French unique throwing axe)
**Crossbow
***Arbalest
***Chu Ko Nu
**Gatling Gun
***Maxim Gun
*misc support units
**Drummer
**Combat Medic
**Mahout - supports elephant units
*Siege tree
**
*Siege support tree
**Mantlet
**War Wagon
*Light Cavalry tree
**Horsemen
*Heavy Cavalry tree
**Chariot 
**Knight
**
**Tank
*mounted range tree
**Horse Archer
***Yabusame
**Rocket Artillery
***Katyusha (Russian unique)
*scout tree
**
**Explorer
**Sniper/Special Forces?
*promotions
**War Pigs (anti-elephant)
**Tank Dog (anti-tank, only applicable to scouts/infantry)
==Navy==
*coast tree
*river tree
**Hulk
*light tree
**Galley
**Cog
**Galleass
**Frigate
**Destroyer
*heavy tree
**galleon?
**Ship of the Line
**Ironclad
**Dreadnought 
**Battleship
*Submarines
**Submarine
***Uboat
**Atomic Submarine
*trade ships
**
*promotions
**Minesweeper
==Air Units==
*civilians
**Cargo Plane
**Airliner
*missiles
**Antiballistic Missile
**Cluster Missile
**Intercontinental Ballistic Missile
***
*warheads - can be affixed to missiles or dropped from planes
**Incendiary Bomb - greatly damages city buildings and infrastructure
**Atomic Bomb
**Nuclear Bomb
**Neutron Bomb - Eliminates population from cities.
**Electromagnetic Pulse Bomb - 
**Cryogenic Bomb - 
**Antimatter Bomb - 
**Red Matter Bomb - creates a black hole on the map?
==Space Units==
*civilians
**
* DLC: 
** Italian city-states? middle-east? India? more Chinese shit? idk
** columbian exchange update with more varied resources (potatoes + etc)
https://forums.civfanatics.com/threads/which-civs-would-you-like-to-see-in-the-possible-next-expansion.637901/
https://en.wikipedia.org/wiki/Mandala_(political_model)
https://www.mmorpg.com/columns/what-id-like-to-see-in-civilization-vii-2000121906
https://www.google.com/maps/d/viewer?mid=1n3-oRzv9oRtm2AANyYvPfR_PzbSRImtI&ll=31.397521782048525%2C-7.3017448760472705&z=2 + https://docs.google.com/document/d/1Ue8g6EAHYof-5ix25sp3I4_W0Dljy9AxqxJMGyXljHE/edit
https://forums.civfanatics.com/threads/design-your-own-civ-vi-civ.572811/