User blog:EthanConquistador/Civilization V: Randomified Things

Hello, I'm just sitting here making a random blog, nothing to see here!

Civilization V: The Alien Discovery and Historical Realism (Title is random)

This is not actually real, as Civilization: Beyond Earth is developed instead of this.

Technology Tree - Sometimes, the tech tree is a mess and may lack technology things from the Past and the Future. Maybe add new eras and technologies to research, like the time changes back to about 10000 BC to 3000 AD on the time victory? After 2150, the time speeds up rather than January or July. Becomes 1 year per turn. The eras should be from Mesolithic, Neolithic, Bronze, Iron, Medieval, Renaissance, Enlightenment, Industrial, Modern, Atomic, Information, Nanotechnology. It should add new technologies, about 85 to 100 and rearranged stuff. Although the Information will have a five tier system while the Nanotechnology holds six tiers. Ancient will be removed and been separated into new eras.

Weird Unit Upgrades - The Pikeman to Lancer sounds a mess, because do you want pikemen become a lancer? No, the unit upgrades should be re-arranged with new units included. Instead of having Spearman -> Pikeman -> Lancer, it should be Phalanx -> Pikeman -> Musketman, Tercio-like Unit, whatever unit it is. There should be a separation unit thing because you can't have a unit that is called Cannon and there's no reason why.

Diplomacy - I do know that the Paradox games had a better diplomacy thing, like casus bellis, releasing city-states and stuff. Well, there should be casus bellis and stuff, the casus belli one means a reason for declaring war for example, Player 1 took Player 2's city and the casus belli will appear and will say to reconquer their city. And another example is the colonial conquest for the tribal governments and pagan religions. The things are also been included when selecting the "No Selected Leaders" button, the options will be provided such as Royal Marriagement.

No Selected Leaders - To make a Paradox Strategy game-like, there's a button on every civilisation you've selected. Once you've clicked that button instead of the leaders like Napoleon, Enrico Dandolo and others. When this happens, the name will be generated depending on the culture they had, for example, France will have French names. The options on the diplomacy will be available more extensively, but since there's no potrayal appearance, the picture remains blank and the civ5 game screen remains except the diplomacy. Each leader has a limited lifespan sometimes they die earlier or some might go outside the lifespan, 2 turns for 10000 BC to 2000 BC, 5 turns for 2000 BC to 500 BC, 8 turns for 500 BC to 400 AD and so on. The lifespan for a leader in Industrial to Early Nanotechnology Era would be 120 turns for 1800 to 2100, as the months were included per quarter.

Governments - The policies that consists of government names such as Monarchy, Olichgarchy, Republic, etc. will be included. Any ideology adopted, on the governments included, Democracy, Communism and Fascism will be the permanent governments if you reach the time, you can still have the old ones you have adopted. The unrest may have been done, people who don't like the government may revolt by the unhappiness increase, if one doesn't like the government, the extra two unhappiness will be decreased. If the rebels captured one of your city, many will enforce to the government they prefer.

Mutliple Leaders - The pre-made leaders will be made by that way, each civ will have a multiple leader option. The UA will be different, for example Louis XIV has the Ancien Regime, but the UU, UB, UI can be different if often. Each has the voice, the background of theirs and appearance. The personality can be different from the another. About 2-3 leaders will be in each civ, some will have it, some don't.

Monarchy System - For the monarchy system, there's information. Current leaders and a heir. The current leader will have a turn age instead of the year age counted. The heir will have it as well, as well as Republic and other governments for leaders, the heir can be sick, when the technology, Education is researched, the heir would've got better study and stuff.

Ethnic Units - Couldn't resist the skin colour of the white people from an African civilisation? Well, the ethnic units fixes the problem of the civilisation's skin colour, the African ones should have a black skin and few other fixes to it, giving the areas and groups their own individual texture and tech they've had.

Minor Civilisations - City-States are a pain. They can conquer a city's capital or a city-state which is weird, so this will give them a chance of doing that if they want to. They don't build settlers, so instead, they conquer one city, two cities will form a minor civilisations but has the CS Diplomacy screen. It will stay the same, many changes happened, it will add over 15 city-states and new groups such as Science, Industrial and Financial. Well, the minor civilisations would give the stuff of their other cities for stuff, they cannot expend their empire if they had more than 3 cities.

Resources - The resources have been newly added more goodies to you for luxury awards. Such as cocoa, tea, tobacco, extraterrestrial minerals and rice, as well for the strategic resources, Gunpowder. The gunpowder is available when researched the technology of Gunpowder, and each city produces two, three if the chemistry technology is researched.

Manpower - Manpower is important, as the possess of the men you had, each unit costs one manpower, meaning they can be used for Melee, Ranged, Cavalry, Gunpowder, Artillery to be used. The manpower can be increased again by building military buildings such as barracks, arsenals, military school. Each city produces two. The more, the more your armies will get, but the Manpower could be used for healing your units, but in the game it isn't. This Manpower is part of the scenario named Civil War in the game of civ5 which had Manpower and it was now introduced to the main game.

Immigration and Emigration - Does the city looked bad and crazy? Well, depending on their own, unhappiness possess, the unhappy the nation is they would leave their country and head to another. While some had increased their own population but the food will go weird, so make sure they need food. It happens when the borders are open.

Unit Problem - Units are so weird, but this time this was introduced a new batch of stuff to upgrade whatever you like there will be an option to click then you'll see the amount what you've wanted and click that one and you want it. So introducing new ones are: Alien units are procedurally generated and the names as well.
 * Artillery/Siege Unit: Ballista (Once a Roman unit but was replaced to some unique unit or building)
 * Ranged Unit: Slinger (An earlier archer unit of the Bronze Age)
 * Melee Unit: Clubman (replaces the warrior)
 * Anti-Cavalry/Armoured Unit:
 * Cavalry Unit: Lancer (relocate into the cavalry unit)
 * Infantry Unit:
 * Aircraft Unit:
 * Naval Ranged Unit:
 * Naval Melee Unit:
 * Special: Explorer (Introduced in Scramble for Africa but now to Main)
 * Futuristic Unit: Scout Ships (Those scout ships sends from any star system to discover more information than using a telescope), Coloniser Ships (Those can consume one citizen per production but can colonise to other planets)

Espionage - Espionage has revamped, now your agents starting number is two. The sabotage button would make something through, destroys one building randomly, or kills one citizen off the city. Production discovery, discovers what they are building or training. Coups will be a low chance, the higher it is the likelihood that the leader will be replaced.

World Congress - The world congresses are now faster and starts again by 10 turns instead of 40 turns after the congress meeting. New things include, ban immigration and stuff was included. The United Nations will be dissolved if someone tries to sabotage the congress too many times and they'll return with a futuristic theme picture of the World Congress instead of the Enlightenment to Modern one.

Alien Planets - Discover a New World, the planet will be everywhere, there is an new area called List of Colonies, send your scouts to other systems, the systems will be generated by once been scouted by the interactive galactic map, aliens may generated as well if you find an habitable planet in a solar system which is a bar was from an era, if it is Nanotechnology era, the aliens may have an existing empire generated from unknown stars you didn't discovered. The alien appearance is procedurally generated and the life as well. Leader screen is generated as well, appearance, background and the voice is generated from random grunts or any animal sounds. Once it's done, it was been used for a modding, each pack means you discovered the species known throughout and created as a mod pack, although they had randomly generated unique unit, buildings and stuff. Also the abilities.

Scientific Victory - When you travel to Alpha Centauri, you don't get the victory anymore, this time you find alien life fighting at you and stuff to survive. This time you have to research Ascension in order to win the Scientific Victory, which is very complicated, you need to force all of your earth cities and planet colonies to research the Ascension technology. Build the gate parts, there are five parts, the energy power system and sort of stuff.

Religions - Paganism shall not be condemned! The paganism religion is now available, it is non-prophet made nor Parthenon. You get the deal, new religions are included, including, Reformed Christianity, Sunni, Shia, and stuff, new beliefs were expended, the two beliefs of deities for the panenthenon and you can choose either one or two.

Sphere of Influence - The Sphere of Influence is the way to make vassals, personal unions and stuff. Like games in EU4 or Vic2, this one gives only option to the annexed CS or afraid CS. The afraid CS could have a less chance of been a vassal as long they are afraid of your military and in alliance with them. Annexed ones would be created by selecting the city of whatever, if it's puppeted there's an option of three, raze, annex or create vassal. Vassals would give 25% of their gold, science and production to the empire they were now at vassalage.

New Science - The science concept changes. From the Mesolithic to Medieval until the tech Education is researched, you get scholars. The Mesolithic-Medival will have free research until the Education tech was researched but scholars will be sent but consumes one citizen though, so beware if you use it wisely. It is unwise to do one-populated city on a scholar. The scholars could not be confused to Great Scientists, instead, they are been trained by university was built like the Archaeologists.

Trading System - Trade is a bad mood. Gold is been increased depending on the wealth system was built, resources can be traded as well as they exchange for gold. The gold could be usually got turned, the higher the gold is been sent to there the more people they would, high ones will have a bad result...

New Civilisations - Nine civs, yep. I would like to see, uh, Sioux, Mali, Canada, Mexico, Australia, Khmer, Akkad, Cree, Belgium (Yeah, why not?). Or having tribal ones are awesome! Cherokee, Sioux, Mali, Cree, Huron, Shawnee, Creek, Goths and Vandals. Or just having boring European ones. Kievan Rus', Norway, Finland, Hungary, Belgium and sort of stuff.

Strategic Resource Remake - The resources are now been polished! Naval resources, gunpowder, manpower has been added! The worst part is, the Naval resources you require is lumber mills in Pre-Industrial Era and iron in Industrial Era and later, but iron ends here because there will be Metals, rare ones available by find the rare ones in the Nanotechnology Era.

Premade Sol System
 * Sun (not colonisable, the centre of the system)
 * Mercury (colonisable, hot, cratered planet)
 * Venus (colonisable, very hot, thermoplanet, thick atmosphere)
 * Earth (Home-World for the playable civs, earth-like planet)
 * Moon (Moon of Earth, colonisable, very cold, materials available such as moon rocks, cratered planet)
 * Mars (colonisable, cold, materials available such as the Martian sand and stuff, thin atmosphere, dry planet)
 * Phobos (Moon of Mars, not colonisable, available for materials of Extraterrestrial materials)
 * Deimos (Moon of Mars, not colonisable, available for materials of Extraterrestrial materials)
 * Jupiter (not colonisable, cold, gas giant, available for materials of Jovian gas)
 * Io (Moon of Jupiter, warm?, volcanic planet, colonisable)
 * Europa (Moon of Jupiter, colonisable, cold, ice planet, may have harbour life [chances are 20% chance] under the ice, available for materials of ice)
 * Ganymede (Moon of Jupiter, colonisable, cold, cratered planet, available for materials of Extraterrestrial materials)
 * Callisto (Moon of Jupiter, colonisable, cold, cratered planet, available for materials of Extraterrestrial materials)
 * All the other Jovian moons (not colonisable, all had extraterrestrial materials)
 * Saturn (not colonisable, cold, gas giant, available for materials of Saturnian rocks)
 * Titan (Moon of Saturn, colonisable, cold, methane planet, thick atmosphere)
 * All the other Saturnian moons (not colonisable, all had extraterrestrial materials)
 * Uranus (not colonisable, very cold, ice giant)
 * All the Uranian moons (not colonisable, all had extraterrestrial materials)
 * Neptune (not colonisable, very cold, ice giant)
 * Triton (Moon of Neptune, colonisable, very cold, ice planet)
 * All the other Neptunian moons (not colonisable, all had extraterrestrial materials)

Galactic Map - You think you're lost? Well, the galactic map will generate a random map in three to five sectors if according to the map size of the game. There will be a Sol System as your home, but random systems around, but 45-5,200 star systems will be generated to the rendering status, if your processors can't hold that much, it prefers a smaller number. Weird alien systems will be in the corner, as many as you like. 45 star systems would have 2 alien empires, while a large 5,200 will process over 200 of the alien species.

Martian Food, Water and Oxygen - Colonising Mars early will require you to give either extract their own or been sent by supplies from Earth. When you researched the Martian Colonisation technology at the last tier of Information Era, this will give you opportunity. Note that depending on the map size, it will either get slower, so I recommend a standard size. Food would be difficult to produce since you lack of farming and plants die of the dust storms. So you must be wisely use it. Water is a lack, mostly water is available to the higher latitudes. Oxygen will be used for breathing, so one oxygen will be consumed by one citizen. Build a Oxygen Production Building and it produces 10 oxygen.

Spaceship Factory - The spaceship factory does not work for building the parts anymore. So, you build a spaceship and send them to the empty space, you got deals to take with, the coloniser ship costs one population and will make it difficult, if one alien ship destroys your coloniser thing, you're dead. If you waste your colonisers like that your city would be at 1 population. They also build worker ships and military ships too, but the military ships are cut down to classes.

Futuristic Wonders - Instead of modern ones, they'll be using the Futuristic wonders, could be fictional. The ones will be adding will have been based into science, military, economy or production.

Colonies - They can be settled by the other continents other than the main continent. The things happened, you need a unit called Colonist, they can settle in the other continents which they don't have their capital in the place. The colonies continue to work, they consume one population for each colonist, the colonies can have only up to three citizens.

Scenarios - A large fifteen scenarios from history and fantasy. Yet, the scenarios will be part of things like this, but you won't be here too sure... Few fantasy or fiction scenarios and dozen historical ones.


 * World War II - A worldwide campaign starts in 1938. After the dictator Hitler, annexed Austria then the small part of Czechoslovakia, he starts to make a pact to Stalin, will you be allies or axis? Modification to units will be changed to WWII units. Tech tree will be similar to Hearts of Iron series, all of the normal techs are there until Atomic Age, Atomic Age will be renamed to WWII Era. That era will have a scenario based techs than the normal ones. More details at Scenario: WWII.
 * Napoleonic Empire - The Revolutionary Empire was now been dictated by Napoleon I, will you play as the French or others?
 * Colonisation of the New World (reupdated) - A new version of the original scenario in civ5, reupdated to include the Portuguese, Dutch, German and Russian. And the other native Americans. The map was moved more eastwards to Europe, making 'China' removed to the gameplay. (not a new scenario just a reupdated version) More details at: Scenario: Colonisation of the New World
 * World War I - After the assassination at Sarajevo, the Austria-Hungarian Empire declares a war sooner, and it formed the Great War.
 * Rise of the Roman Empire - After Alexander's death, the Romans are conquering the Mediterranean Sea, will you be Rome or the defence? More details at Scenario: Rise of the Roman Empire.
 * Modern World - The world which resembles today. But mess the future up as it would be the Mapping series will start as Alternate Future of the World!
 * Dinosaur Campaign - The dinosaur period starts through the Late Triassic Period, meaning the name will be Age of Dinosaurs. Evolve from those factions and let it know. The factions don't have unique buildings, they had units or improvements, the improvements are only nests, hunting places, plants and more details in: Scenario: Dinosaur Campaign.
 * Crusader States - This is set before the scenario named Into the Renaissance, where the Papal States are a scenario nation, and many of the Catholic civilisations attacked the Islamic Middle East. It has 40 turns.
 * World War III - This Fictional Scenario starts where USA has launched a nuclear weapon without the satellite mistakes. And the USSR has over 30 nuclear missiles, so Northern Hemisphere war would do, US controls the West Europe while USSR controls East Europe, except Yugoslavia. More details in: Scenario: WWIII
 * Shogunate Unification - The scenario takes place at Japan, where there's many scenario based civilisations, with two to three leaders have actual ones but were not in main game in the Japanese one. It's a goal to merge the empire under 100 turns.

Scenario: WWII - To make sense, there is a mod that creates WWII scenarios, units and stuff, but we don't want an approach of modding. So, alternately, the tech tree is altered, supplies are a scenario strategic resource, tanks are available from metals and oil. Energy was included. There is also some scenario-based improvements, such as the anti-armoured weapons, radar which will detect aircraft but the aircraft gets a less efficient damage near that, land forts, naval forts. Manpower will be a hard choice, now that scenario produces 5 per city instead of the normal number. There would be some multiple leaders such as Stalin, Churchill, which would affect the other scenarios if that expansion pack is enabled, the reused ones become the actual ones. City-States are involved too, but they will be all minor civilisations. The South American, Southern Africa, are not in game but are mountains, the civilisations will added are multiple and compatible for that expansion pack if the BNW and G&K is enabled. It is also founded that they are lot of bombers and fighters to build. Tourism, culture, religion are disabled.

Scenario: Rise of The Roman Empire - In Civilization II, there is a scenario on the Rise of the Roman Empire. But this time, it has more detailed version. Colosseum is a wonder in this scenario, and you cannot build it many times and instead you get the building, Arena which will maintain 2 happiness. Now that the celts are separated from the Spartans and others, they'll be in the Western Europe instead of East. But the Carthaginian empire has a military leader named Hannibal, he usually trains many war elephants. The Medieval and beyond eras are removed from gameplay. Instead there is Bronze, Classical eras only. Tourism, religion are removed.

Scenario: Dinosaur Campaign - In Civ2, the scenario was the Age of Reptiles. The reasons I want that scenario because dinosaurs were awesome. In that expansion, Tourism, Religion, Culture, Trading, Government are disabled. The Tech Tree becomes the Evolutionary Tree instead of The Technology Tree, but the science renames to DNA. The evolution parts such as claws, swimming and stuff were just starts off from the Devonian Era to Neogene Era. Meaning the eras will be, Devonian, Carboniferous, Permian, Triassic, Jurassic, Cretaceous, Paleogene and Neogene. The game's building will be heavily modified, such as palace renamed and many too, so it will be purely a prehistoric game. The architecture named as Prehistorical, will have many trees, nests and stuff. The factions will be totally random, but at the pre-game settings, only the random was been shown, a dinosaur group to do with. Seen as possible, you can either choose the template Jurassic period map, or random map types not Earth. The gameplay will be complicated, there are different promotions, such as clawed beast and stuff, the normal traits for training dinosaurs were, Carnivore (+10 HP for killing an enemy unit), Herbivore (Defensive at forests and jungles) and more. There will be ~100 units are land units, 20 units are naval and 20 are aircraft. Aircraft units are different, they do similar acts to a pterodactyl, meaning that they can be usable to naval and stuff.

Leaders in every Era - How about make leaders in every era? Takes lot of data but still makes it interesting. This setting can be set also in the advanced if they want to, takes lot of development.