History Game 6/Gameplay

== Timeline ==
* The Eras are as follows:
** Tribal Era
**Classical Era
**Medieval Era
**Enlightenment Era
**Industrial Era
**Modern Era
**Atomic Era
**Information Era
=== Victory Conditions ===
* Conquest - Control each nation's original Governmental district (and any additional Governmental districts, such as Versailles or the Forbidden City).
* Territorial - Control 90% of land tiles across the globe, whether it be directly or indirectly.
* 
== The World ==
=== Tiles ===
==== Freshwater ====
* Rivers form the boundary between tiles.
==== Mountains ====
* Glaciers - A specific type of mountain found in the polar regions of the map, and rarely, within other mountain ranges.
==== Ocean ====
* Icebergs. They actually do drift and move every now and then, posing a hazard to trade units and transport ships.
=== Tile Improvements ===
* Roads - Built by Traders over time.
* Railroads - 
* Highways - Built by Military Engineers.
* 
* Landfills - Hold Waste.
*Aqueducts - 
*Missile Silo - 
*Farm - 
*Plantation - 
*Camp - 
*Mine - Built into Hills or Mountains, and generates Mined resources.
*Outpost - Can only be built on borderlands tiles. Generates Military Tradition and exerts loyalty.
*military
**Hillfort
**Castle
**star fort/bastion
**Military Base
=== Disasters ===
* Floods - Occur along rivers. Occasionally bestow additional food to tiles.
* Tornadoes - Between-turn events that ravage tiles and tear up tiles.
* Droughts - . At their worst, they can cause entire lakes and rivers to dry up permanently.
*Dust Storms - 
== Economy ==
* At first, resources must be transported from location to location via Carts (unlocked with The Wheel technology).
=== Natural Resources ===
* Gathered Passively:
** Obsidian (from Volcanoes)
**Sand (from Deserts and Coast)
** Seashells (from Coast)
** Timber (from Forests)
* Farmed (Farm Improvement):
** Agave (RNW)
** Grain
** Potatoes
** Tomatoes (RNW)
* Farmed (Pasture Improvement)
** Camel
**Dairy
**Goat
** Horses
** Sheep
*Chopped
**Maple
* Camped:
** Buffalo
** Elephant - produces Elephants (duh) and Ivory
** Furs
** Guano
** Seal - produces Blubber
* Plantationed
** Bananas
** Cocoa
**Coffee
** Cotton
**Citrus
** Grapes
** Papyrus
**Poppies
** Resin
** Rice
** Saffron
** Silk
** Sugarcane
** Tea
** Tobacco
* Mined
** Bauxite
**Coal
** Copper
**Diamond
** Iron
** Gold
** Kaolin
**Lapis Lazuli
**Marble
** Salt
**Silver
** Stone
**Sulfur
**Thorium
** Tin
**Quartz
** Uranium
* Welled:
** Petroleum
* Fished:
** Fish
** Pearls
**Trepang
** Whale - produces Whale Oil, Blubber, Ambergris
=== Manufactured Resources ===
* Aluminium
*Asphalt
*Brass
*Bread
*Bronze
*Cake
*Cheese
*Chocolate
*Circuitry
*Concrete
*Cosmetics
*Ectoplasm (spooky)
*Glass - Refined Sand produced by the Glassblower.
*Gunpowder
*Honey - Produced by the Apiary.
*Jewelry
*Leather
*Lumber
*Mead - Product of honey
*Oil
*Paper
*Perfume
* Plastics
*Plutonium - Produced by Nuclear Reactors.
*Porcelain
*Silicon
*Soylent Green (spooky)
*Steel
*Sugar
*Sushi 
*Opiates
=== Pollution and Waste ===
* Factories and suburbs produce Waste over time. If Waste isn't sent to Landfills (or Recycled), it will reduce production.
* At high pollution:
** Garbage patches will begin appearing in the ocean.
== Warfare ==
* 
* taking captives
=== Casus Belli ===
* Holy War - 
*(VLR) Restoration of Order - Used on neighboring nations who have recently underwent a governmental shift.
== Diplomacy ==
=== Same-Level ===
=== Vassalization ===
* Human players can become vassals.
== Mana ==
* Coin - 
*Faith - 
* Military Tradition - 
* Political Power -
**Used for making governmental decisions, such as:
***Enacting Policies
***Opening/Closing Borders
=== Other Important Resources ===
* Food - Reflects how much food your civilization has available. Without Food, manpower will drop, cities will starve, and unit morale will suffer. Low enough food can possibly even cause a Famine.
* Freshwater - Reflects how much water your civilization has available.
* Manpower - Reflects how many soldiers you have available.
== Estates ==
* Each Estate has two main values: Satisfaction, which reflects how loyal they are, and Control, which reflects how powerful they are in your nation.
*bonuses and drawbacks for high/low control and fealty, so you can't just go neutral
* The Masses - Present throughout the game.
**Masses directly influence 
**With high Satisf, you receive increased happiness, gold (and culture?) across the empire, but you take a hit to Manpower.
**With high Control, you gain increases to Food and Production, but take a major hit to Science.
**With low Satisf or Control, revolt risk raises and you might subject yourself to a Peasant's Revolt.
*The Nobles -
**Nobles directly influence Political Power and Military Tradition.
**
**With low Satisf, they may trigger Wars of Succession revolts which neighboring powers can interfere in.
* The Merchants -
* The Clergy -
**The Clergy directly influence Political Power and Faith.
*The Slaves - 
**Slaves are quite prone to starting Slave Revolts.
*The Army -
*The Capitalists -
*Organized Crime - 
**increases ethnic tension with high Control
*The Agency - The Agency is a late-game estate accessed when the player . They can be leveraged to produce the powerful espionage units "Men In Black".
* 
== Cities ==
* The Districts are as follows:
** Inherent:
***City Center
*** Capital
**Specialty:
***Administrative
***Artisanal (precursor to Industrial/Commercial)
***Commercial
***Downtown
***Industrial
***Military
***Religious
***Research
**Additional:
***Dam
***Suburban - Over time, the Village improvements that have popped up will be developed into Towns. A Town can then be developed into the Suburban district.
=== City Center ===
* Cafe
*Cistern - Provides freshwater to the city.
*City Gate - 
*City Watch
*Granary
*Inn
*Icehouse
*Windcatcher - Can only be built if the city is in a desert. Provides local happiness.
=== Capital ===
* Parliament
=== Administrative ===
* Courthouse
* Gallows
* Guillotine
* Mint
*Water Clock
=== Artisanal ===
* Apiary
*Apothecary
*Carpenter
*Glassblower - Produces the Glass resource.
*Wheelwright
=== Commercial ===
* Bank
=== Downtown ===
* Aquarium
* Casino
* Cinema
* Hotel
* Zoo
=== Harbor ===
* Customs House
=== Industrial ===
* Bottling Plant
*Cannery
*Coal Power Plant
*Meatpacking Plant
*Oil Power Plant
*Sawmill
*Textile Mills
=== Military ===
=== Religious ===
*Graveyard
*Sacrificial Altar
=== Research ===
* Archives
*Atomic Garden
*Geologist
*Laboratory
* Particle Collider
*Pharmacy
=== Dam ===
* Hydroelectric Dam
* Reservoir
=== Suburban ===
* Automechanic - 
*Grocery Store
*Laundromat
= Military =
== Civilian Units ==
* Settler
* Colonist
== Trade Units ==
* land
** Cart
** Big Rig
* naval
** Clipper Ships
* trains
== Land Units ==
* Melee Tree
** 
** Clubber
**Swordsman
**Man-At-Arms
**Arquebusier
**Line Infantry
**specialty branch - Marine
*heavy Melee tree
**Phalanx
**Hand-Cannon
**Grenadier
**Flamethrower
* Anti-Cavalry Tree
** Spearmen
**Pikemen
**Halberdier
**Rocket Launcher
* Fast Ranged Tree
** Slinger
** Skirmisher
** Crossbow
** Gatling Gun
**Machine Gun
* Heavy Ranged Tree
** Slinger
** Archer
** Longbow
**Sharpshooter
** Sniper
* Light Cavalry Tree
** Horseman
* Heavy Cavalry Tree
** Chariot
** Knight
* Ranged Cavalry Tree
** Horseman
* Siege tree
** Catapult
**Trebuchet
**Rocket Artillery
** misc:
*** Battering Ram
***Railway Gun
***Sapper
*** Siege Tower
*anti-personnel siege
**ballista/scorpion
**springald?
**Field Artillery
* misc support units
** Combat Medic
** Drummer - Increases morale
** Mahout - Supports elephant units
** Mantlet
** Military Engineer - Can construct siege engines in enemy territory.
** Support Wagon
** War Wagon
== Navy ==
* light
* heavy
**Trireme
*** 
* Submarine
**Submarine
**Nuclear Submarine
*Airplane Carrier
== Aerial Units ==
* Fighter
* Bomber
* Jump Jet
* Drone
== Bombs ==
* Warheads:
** Atomic Bomb
** Thermonuclear Bomb
** Neutron Bomb
== Orbital ==
The Orbital Layer exists above the map.
* Satellite Laser Cannon - 
*Telecast Satellite
= Science =
== Tribal Era ==
* Arts and Crafts - Unlocks the Artisanal District.
*Oral Tradition
*Pottery - Unlocks the Kaolin and Porcelain resources.
* Surplus - Unlocks the granary.
*The Wheel - Unlocks Carts and the wheelwright.
== Classical Era ==
* Air Circulation - Unlocks bathhouses.
* Archery - 
* Art of War
* Comedy and Tragedy
*Ironworking - 
*Irrigation - Unlocks the cistern
* Law and Order
* Poetry and Prose
* Politics - 
*War Chariots - 
== Medieval Era ==
* Medieval Siege Technique
* Retinue - 
* Steelworking - 
== Absolutist Era ==
* Electricity
* Firearms - 
* Germ Theory - 
* Microscope
* Printing Press
* Scientific Theory
== Industrial Era ==
* Archaeology 
*Bessemer Process - 
* Dynamite
* Epidemiology
* Ironclad - 
* Lightbulb - 
* Locomotion - Unlocks railroads
* Paleontology - 
* Photography - 
* Small Arms - 
* Steam Ship - Unlocks clipper ships.
* Telegraph
*Urbanization - Allows villages to naturally develop into Towns.
== Modern Era ==
* Airships
* Assembly Line - 
* Automobile - Unlocks the automechanic building.
*Chemical Weapons - Unlocks flamethrowers.
* Cinema - 
* Flight
* Pasteurization
*Psychology - 
* Radio
* Radiation
* Refrigeration
== Atomic Era ==
* Jet Engine
* Pop Music - 
* Recycling
== Information Era ==
* Cryptocurrency
* Holograms - 
* Hydroponics - 
* Internet - 
* Social Media - 
= Religion =
* choices between big monotheism and polytheism. polytheism is where you collect lots of gods for the pantheon and is a lot more "fluid" whereas monotheism is way more organized
== Pantheon ==
* 
* god ideas:
** Creator
**Destroyer
** Earth Mother
** Eater of Worlds
**God of the Hunt
** God of War
**Keeper of the Winds
** Master of Animals
**Moon Goddess
** Psychopomp
** River God
** Sky God
** Storm God
**God of Sport
= Ideas =
* biological warfare
* plagues + public health
*"coring" like EU4?
*"borderland" tiles
*freshwater?
*wars
**partition wars?
*slave raids
*how does raiding work
*unrest
**loyalty
**respect and fear mechanics?
**ethnic tension, ideological tension
**decadence revolts
*disasters
**famines
*estate features
**banana republics and such?
*diplomacy
**colonies
**border tension
**impressment of sailors
**rivals
***arms races
*districts: 
**harbor? spaceport?
**cultural? theatre?
**broadcast/creation/etc???
**remove Military district? what buildings are we even going to put there
***Arsenal/Armory and Barracks can easily be put elsewhere
***although it does kinda make historical sense...
*improvements
**Coaling Station
**https://en.wikipedia.org/wiki/Military_camp 
*gas attacks in war
*victory win conditions:
**Space Exodus - convert your cities into rocket cities or something
**Economic?
*"barbarians" are tied to culture, allowing them to take down/capture other cities
*change up how governors work?
**give them different "personas" - like, a Military Advisor, an Economic Advisor, a Eunuch, etc
*cities get "fads" - like randomly wanting a resource - which might be an aspect of the culture gameplay
*change Political Power into Influence? mesh of loyalty, culture, etc.
**Influence = culture, diplo with envoys, border expansion
**Action Points = bureaucracy, building shit, manipulating estates. needs a better name?
*Loyalty, Unrest, QoL triangle
**or maybe just duo? because Loyalty and Unrest are similar
**Loyalty is also kind of like a fear mechanic
**Loyalty -
***affected by:
***affects: 
**QoL/happiness/amenities:
***affected by: 
***low affects: hurts yields
***high affects: yields (gold, science, production, etc.), great people generation, but also inspires disloyalty (i.e. your citizens want to break free)
*https://en.wikipedia.org/wiki/Manor_house
*
*more themed DLC - how about an "after the end" kinda sci-fi/fallout/post-apoc one?
**Thunderdome wonder
*do Policies like Civ 6?
**Land Grant Colleges - Farms next to Research Districts gain +1 Food and +1 Science.
***
STILL GOTTA FIGURE OTU HOW CULTURE WORKS UGHHHHHH
* cultural "Features"?
** not like ethnic bonuses but like "flairs" that give +'s or some thing idk how to describe it
**you have Major Features (relics, wonders) and Minor Features (landscape, etc. - this is what regular "culture points" is), and your score is compared to the rest of the world's? if you exceed a certain threshold (like having 66% of total Big culture points) when the world enters a new era you win
***call one of them "Themes"