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Civilization V FGR
A forum game remake of the game Civilization V by Sid Meier.
WARNING: LARGE TEXT
Terrain
There are different types of terrain.
Lake â" Lakes can provide food such as fish and gold if a trading post or city is near it.
Coast â" Coasts can provide food such as fish and other sea creatures, and gold if a trading post or city is near it.
Ocean â" Oceans provide more food than coasts and lakes usually, but do not provide anything else. However if oil or other resources are spilled into the ocean, they can be retrieved.
Ice â" Ice blocks paths of ships, boats and basically stops mobilization. Ice can only be eliminated through natural means or human intervention.
Mountains â" Mountains can provide metals, stones, gems, and more. However, cities cannot be settled on them.
Oasis â" Oases can provide food such as fish and gold if a trading post or city is near it.
Desert â" In deserts, farms are less effective. It is more difficult to settle in a desert, however the bonus gold from trade balances it.
Flood Plains â" Flood plains are a bonus for farms but can sometimes flood, causing settlements to become destroyed unless protected.
Grasslands â" Grasslands are good for farming and provide extra bonus for trade.
Hill â" Hills are miniature mountains, so they provide the same resources but less. Settlements can be made on them and provide an extra defense bonus. Farms are less effective though.
Plains â" Plains are excellent for farming, however do not provide any other bonuses.
Tundra â" Tundra prevents most types of farming and is sometimes uninhabitable.
Forest â" Forest adds a slight boost in farming, but provides the best bonus with lumber mills in production and gold.
Jungles â" Jungles add a slightly less boost in farming than forests, but provides even better bonuses with lumber mills in production and gold.
Swamp â" Swamps decrease gold income but boost farming.
Special Terrain
Special Terrain has different effects that are not normally seen in normal terrain.
Fallout â" Fallout is radiation from nuclear objects, and cause dangerously high health risks. It can be cleaned away over time, but it will take a while.
Resources
Resources give a large boost in a civilization, they are not needed but a civilization without any resources will fall easily.
Bananas â" Bananas are a food resource that can be gathered through plantations only in Forests, Rainforests, or Swamps.
Cattle â" Cattle CAN be a food resource but can also be a leather resource for leather clothing. They can be gathered through pastures only in Flood Plains, Grasslands, Plains, or Forests.
Deer â" Deer are a food resource that can be gathered through trapping camps only in Forests, Plains, Flood Plains, or Hills.
Fish â" Fish are a food resource that can be gathered through fishing docks or fishing camps only in Lakes, Coasts, Oceans, Oases or Swamps.
Sheep â" Sheep provide wool and food that can be gathered through pastures only in Grasslands, Plains, or Forests.
Wheat â" Wheat is a food resource that can be gathered through farms only in Grasslands, Plains, Forests, Swamps, Flood Plains, Hills, and Jungles.
Aluminum â" Aluminum is a metal used to build aircraft and other armored vehicles. They can only be gathered through mines only in Mountains and Hills.
Coal â" Coal is used to fuel early vehicle types. They can only be gathered through mines only in Mountains and Hills.
Horses â" Horses are used to mount units into cavalry or mounted units. They can only be gathered through pastures only in Grasslands, Plains, Forests, Hills, and Tundra.
Iron â" Iron is used to make iron weapons and tools. They can only be gathered through mines only in Mountains and Hills.
Oil â" Oil is used to fuel modernized vehicles. They can only be gathered through wells or mines only in Mountains, Hills, Coasts, Oceans, and Deserts.
Uranium â" Uranium is used to make future technology and nuclear weapons. They contain a high radiation risk and can leak fallout. They can only be gathered through mines only in Mountains.
Gems â" Gems are not needed but provide a happiness and comfort boost in a civilization, and are also good for trading. They can only be gathered through mines only in Mountains or Hills.
Gold â" Gold is a valuable resource that can be converted to currency and values high in trade. They can only be gathered through mines only in Mountains or Hills.
Marble â" Marble is a beautiful building material but is not needed. They can only be gathered through mines only in Mountains or Hills.
Pearls â" Pearls can be traded for high value and provide a happiness boost in a civilization. They can only be gathered through plantations only in Mountains, Hills, or Coasts.
Policies
Policies are basically like laws but different. They provide a boost for a civilization.
Tradition â" Tradition is for civilizations who wish to keep up the happiness in their civilization while keeping a decent military.
Level 1 â" Happiness boost when a citizen is born within a city.
Level 2 â" Troops receive a morale boost when near a city.
Level 3 â" Newly founded cities receive a large food bonus,
Level 4 â" Unhappiness is very uncommon in cities.
Level 5 â" Population growth is faster and consumes less resources.
Liberty â" Liberty is for civilizations who wish to quickly expand their civilization and keep up the food income going.
Level 1 â" Settlements are built up quicker.
Level 2 â" Free food is given to newly founded cities.
Level 3 â" Farms are more effective no matter what the terrain.
Level 4 â" Civilization freely increases territory when food stock is high enough.
Level 5 â" Free food is given when a citizen is born within a city.
Honor â" Honor is for military based civilizations. It can greatly improve one's army.
Level 1 â" Resource consumption and training time of soldiers is reduced.
Level 2 â" Soldiers are less likely to surrender when fighting near friendly territory.
Level 3 â" Soldiers gain more morale and power when fighting against worst enemies.
Level 4 â" Soldiers gain more power if they are fighting a larger army.
Level 5 â" Soldiers gain a large defensive boost when fighting within friendly territory.
Piety â" Piety is for civilizations who wish to keep up the happiness and focus on a religion.
Level 1 â" Happiness increased from every religious building within a city.
Level 2 â" Spread of the religion is faster.
Level 3 â" Building time and resource consumption reduced when constructing a religious building.
Level 4 â" Converting another civilization to a religion increases happiness within all cities.
Level 5 â" When a civilization is converted the civilization who first started it will gain territory.
Patronage â" Patronage is for civilizations who wish to keep friends and make less enemies.
Level 1 â" Gifts to other civilizations are more effective.
Level 2 â" Other civilizations are less likely to turn on you.
Level 3 â" Newly met civilizations will most likely try to create a friendship.
Level 4 â" Income increased when trading with friendly civilizations.
Level 5 â" Civilizations will almost never wage war on you.
Order â" Order is for civilizations who wish to increase resource production and expand their territory.
Level 1 â" Production rate is increased when civilization is at war.
Level 2 â" Buildings that produce anything will become more effective.
Level 3 â" Territory freely added when armies are being mass produced.
Level 4 â" Large happiness and security boost when at war.
Level 5 â" If a city has a productive building it will gain free resources every few months.
Autocracy â" Autocracy is for civilizations who wish to rule by only one person that controls everything within the civilization.
Level 1 â" Soldiers who are wounded fight more effectively.
Level 2 â" Armies who are at the brink of defeat will receive a morale and power boost.
Level 3 â" Security and stability is increased every time a military unit is produced.
Level 4 â" Rebels are less likely to rise.
Level 5 â" Unhappiness is uncommon within cities.
Freedom â" Freedom is for civilizations who wish to keep up happiness and security within the civilization.
Level 1 â" Happiness increase when a citizen is born within a city.
Level 2 â" Buildings cost less to maintain.
Level 3 â" Population growth will increase when at war.
Level 4 â" Security increased when military unit is produced.
Level 5 â" Morale increased when an army is at the brink of defeat.
Rationalism â" Rationalism is for civilizations who do not wish to have a religion, which increases science and production.
Level 1 â" Technology research time is reduced.
Level 2 â" Denouncing a religion will increase happiness and science effectiveness.
Level 3 â" Production rate is increased when a science building is being constructed.
Level 4 â" When at war, production rate increases.
Level 5 â" Space related craft is produced easier and with less resources.
Commerce â" Commerce is for civilizations who wish to gain money as quickly as possible and as efficiently as possible.
Level 1 â" Trade gives more gold no matter what.
Level 2 â" Maintenance cost for buildings and constructions is almost nothing.
Level 3 â" Increasing territory gives gold.
Level 4 â" A city near a trade route will produce more gold than normal.
Level 5 â" Maintaining a building or construction will give gold.
Technologies
Ancient Era
Domestication â" Domestication allows you to create pastures and domesticate animals.
Archery â" Allows you to create ranged units such as bowmen.
Bronze Working â" Bronze tools and weapons are available to be produced.
Calendar â" Calendars are used to create plantations and more effective farms. (Custom calender optional)
Masonry â" Walls and defensive builds are available.
Mining â" Allows you to create mines.
Pottery â" Allows to effectively store food and create pottery.
Sailing â" Allows you to create basic boats.
The Wheel â" Allows you to make roads and basic cargo transports with wheels.
Trapping â" Allows you to hunt/trap wild animals easier and more effectively.
Writing â" A writing system that allows easier communication (Custom writing/language optional)
Classical Era
Construction â" Advance further into construction by allowing for larger and sturdier builds.
Horseback Riding â" Allows you to tame horses and ride them.
Iron Working â" The use of iron is available.
Mathematics â" A basic use of math which leads to many things. Nothing is truly unlocked other than more research.
Optics â" Advanced and easier navigation, introduces the compass and map.
Philosophy â" Study of reality, asks all the big questions in life, like âIs Earth round or flat?â, or âWhat is past the sky, the heavens or space?â
Medieval Era
Chivalry â" An expected goodness from the society. Custom laws can be made.
Civil Service â" Basic jobs and employment.
Currency â" Easier trading, allows gold to be made into currency.
Education â" Education will teach the population of many subjects. An educated society will do usually do better.
Engineering â" Advanced construction, will learn how to make arches, domes, special shapes in building, etc.
Machinery â" Basic machinery, such as the pulley system.
Physics â" Study of matter, basic physical science.
Steel â" The use of steel, which is stronger than iron, is available for use.
Theology â" Study of religion, beliefs, and culture.
Renaissance Era
Acoustics â" Musical instruments such as the guitar, violin, etc.
Archeology â" Study of the past and its artifacts.
Astronomy â" Better traveling techniques and basic study of space.
Chemistry â" Study of chemicals and its uses. Better medicines most of all can be made.
Economy â" Economy, which can balance trade, wealth, etc.
Fertilizer â" Easier farming without the use of water or irrigation.
Gunpowder â" Allows production of the basic guns and cannons.
Metal Fusion â" Allows to fuse metals to create custom ones and already existing ones not yet found.
Military Science â" Creation of brigades, regiments, and branches of armies. (Custom military tree optional)
Printing Press â" Mechanical printing instead of writing for faster, easier and more efficient sending of news.
Scientific Theory â" The scientific method, which includes an organized process to study about science.
Rifle â" Allows construction of the rifle.
Industrial Era
Biology â" The study of life and how to make human living better biologically.
Combustion â" Chemical reactions, the theory of atoms, etc.
Dynamite â" Dynamite and other explosives are discovered.
Electricity â" Basic electricity, such as the light bulb.
Flight â" Basic planes and aircraft.
Radio â" Communication through radio, transmit signals, etc.
Railroad â" The creation of trains and railroad.
Refrigeration â" Refrigerators, which can keep food fresh for longer times.
Telegraph â" Very early version of the telephone.
Modern Era
Advanced Ballistics â" Theory of GPS and advanced precision weapons, such as lock-on missiles.
Atomic Theory â" Theory of creating a terrible, destructive super weapon by means of using atoms.
Computers â" Computers, which can be used for communication, entertainment, etc.
Ecology â" Study of ecosystems and living.
Electronics â" Advanced electricity such as video games, television, etc.
Lasers â" The creation of basic lasers (not weapons)
Mass Media â" Mass media, such as newspapers, television news, magazines, etc.
Nuclear Fission â" Fully develop the science of atomic theory, allows you to create the Atom Bomb.
Medicine â" Medicine which will improve health and stop diseases.
Plastics â" A largely used component in objects today. From baby bottles to car parts, to even weapons or toys.
Radar â" Invention of GPS, radar, and precision weapons.
Robotics â" Robots that will do a simple action.
Rocketry â" Rockets, missiles, and advances in aircraft.
Satellites â" Space satellites that can act as advanced radar systems or have other uses.
Stealth â" Invisibility, camouflage, etc.
Spacecraft â" Construction of spacecraft, such as spaceships or space stations.
Future Era
Nuclear Fusion â" Fuse different atoms to create a bigger, heavier one. Allows construction of Hydrogen Bomb, an even more deadlier version of the Atom Bomb.
Nanotechnology â" Microscopic robotics, DNA testing, etc.
Buildings
Hunting Camp â" Camp that trappers use when doing long term hunting trips.
Farm â" The very first building available, produces food.
Lumber Mill â" Mill where lumberjacks store, refine and sell wood.
Mine â" Building where miners can dig for resources such as metals.
Oil Well â" Building where a well can extract oil from the ground.
Pasture â" Building where animals such as cows and horses can stay when tamed/domesticated.
Plantation â" Building where resources such as wool and pearls can be gathered more efficiently.
Roads/Railroads â" Paths where movement is faster, connected paths to cities make a trade route.
Trading Post â" Place where traders can stop by to sell or purchase goods.
Barracks â" A place where soldiers can train.
Granary â" A place where food can be stored.
Library â" A place where books can be read at.
Walls â" A defensive build that can block off invaders.
Water Mill â" Mill that processes wheat into flour.
Armory â" A place where soldiers can exchange, buy or sell weapons and armor.
Circus â" A place where acts are performed which boosts happiness.
Colosseum â" A massive arena where special events such as the Olympics are held.
Stable â" A place where horses are specially kept for other uses.
Monument â" A special building that has special stats for each civilization that builds one.
Temple â" A special building where one can worship a god and such.
Aqueduct â" Building that can transport water over distances.
Castle â" A defensive building that boosts defense. Also a home for nobles.
Forge â" A place where armor and weapons are made more efficiently.
Harbor â" A place where ships can dock in to trade.
Lighthouse â" A building that signals land even from a distance away in the ocean, increases trade.
Market â" A place where trade is more effective.
University â" A place where advanced education is taught.
Bank â" A currency storage and exchange.
Military Academy â" A place where soldiers must train at before deploying into the army.
Museum â" A place where people can view artifacts and such.
Observatory â" A place where scientists can view space from a telescope.
School â" A place where basic education is taught.
Theater â" A place where music or acts are held.
Windmill â" A building that boosts production but uses up less resources.
Arsenal â" A place where destructive weapons are stored such as missiles, bombs, etc.
Broadcast Tower â" A place where radio stations can air on the radio.
Factory â" A building that boosts production larger than others but creates unhappiness.
Hospital â" A place where the injured or sick go to rest and get treated.
Military Base â" A place where soldiers can stay.
Laboratory â" A building that increases scientific research.
Nuclear Plant â" A building that produces nuclear related objects.
Spaceship Factory â" A building that produces spacecraft.
Stadium â" A large building where sports events are usually held at.
Civilizations
America (Default AI Stats)
Competition: The Americans can be competitive, but usually are not. 4/10
Braveness: The Americans are brave and usually do not stand down. 8/10
Hate Towards Militaristic: The Americans absolutely hate militaristic civilizations. 7/10
Friendliness: The Americans like making allies and friends. 6/10
Chance of Turning On Allies: The Americans might do it, but will usually not. 5/10
Forgiveness: The Americans can forgive, but not always. 7/10
Hostility and Aggression: The Americans will normally try to stay out of conflict. 4/10
Offense: The Americans only do offense if a large war is up. 6/10
Defense: The Americans will do anything to defend. 8/10
Expansion: The Americans like to expand their territory. 7/10
Science Emphasis: The Americans strongly suggest the scientific way. 8/10
Wealth Emphasis: The Americans do not care much about wealth. 5/10
Production Emphasis: The Americans are somewhat neutral about production. 5/10
Religion Emphasis: The Americans have free religion. 3/10
Chance to use a Nuke: The Americans will only use a nuke if needed. 5/10
Victory Preference: America will most likely go for a Science Victory or a Diplomatic Victory.
China (Default AI Stats)
Competition: The Chinese are neutral about competition. 4/10
Braveness: The Chinese are in the middle in braveness. 5/10
Hate Towards Militaristic: The Chinese are neutral about militaristic civilizations. 5/10
Friendliness: The Chinese will normally accept friendship if there are economic means. 5/10
Chance of Turning On Allies: The Chinese have a chance of turning on their allies. 6/10
Forgiveness: The Chinese cannot forgive easily. 4/10
Hostility and Aggression: The Chinese will only be hostile if it is demanding. 6/10
Offense: The Chinese have a large offensive military. 8/10
Defense: The Chinese have a large defensive military. 7/10
Expansion: The Chinese aren't concerned about expansion of territory too much. 5/10
Science Emphasis: The Chinese are somewhat neutral about science. 5/10
Wealth Emphasis: The Chinese have great emphasis on wealth. 9/10
Production Emphasis: The Chinese have a good emphasis on production. 7/10
Religion Emphasis: The Chinese have a good emphasis on religion. 7/10
Chance to use a Nuke: The Chinese will not use a nuke most of the time. 4/10
Victory Preference: The Chinese will most likely go for a Science Victory or Domination Victory.
Britain (Default AI Stats)
Competition: The British are somewhat competitive. 6/10
Braveness: The British have great braveness. 8/10
Hate Towards Militaristic: The British don't care much about militaristic. 5/10
Friendliness: The British prefer to go it alone. 4/10
Chance of Turning On Allies: The British have a chance of turning on their allies. 6/10
Forgiveness: The British can forgive somewhat. 5/10
Hostility and Aggression: The British can be aggressive and hostile. 7/10
Offense: The British have a large offensive military. 9/10
Defense: The British have a large defensive military. 7/10
Expansion: The British have a large emphasis on expansion. 8/10
Science Emphasis: The British are somewhat neutral about science. 6/10
Wealth Emphasis: The British have a good emphasis on wealth. 7/10
Production Emphasis: The British have a good emphasis on production. 7/10
Religion Emphasis: The British have a somewhat neutral emphasis on religion. 6/10
Chance to use a Nuke: The British will use a nuke if needed. 5/10
Victory Preference: The British will most likely go for a Domination Victory.
France (Default AI Stats)
Competition: The French are very competitive. 8/10
Braveness: The French are very brave. 9/10
Hate Towards Militaristic: The French don't care about militaristic civilizations. 3/10
Friendliness: The French prefer to go it alone. 4/10
Chance of Turning On Allies: The French can turn on their allies. 7/10
Forgiveness: The French can forgive easily. 8/10
Hostility and Aggression: The French are in between in aggression. 6/10
Offense: The French mass produce offensive units. 9/10
Defense: The French don't focus on defense. 4/10
Expansion: The French like to expand their territory. 8/10
Science Emphasis: The French are neutral about science. 5/10
Wealth Emphasis: The French don't care about wealth. 4/10
Production Emphasis: The French are neutral about production. 5/10
Religion Emphasis: The French don't care about religion. 4/10
Chance to use a Nuke: The French will use a nuke if needed. 5/10
Victory Preference: The French will most likely go for a Domination Victory.
Germany (Default AI Stats)
Competition: The Germans are not very competitive. 5/10
Braveness: The Germans are very brave. 8/10
Hate Towards Militaristic: The Germans don't care about militaristic civilizations. 4/10
Friendliness: The Germans will make allies if needed. 5/10
Chance of Turning On Allies: The Germans may turn on their allies. 7/10
Forgiveness: The Germans can somewhat forgive. 5/10
Hostility and Aggression: The Germans can be hostile. 6/10
Offense: The Germans have a good offensive military. 8/10
Defense: The Germans have a decent defensive military. 6/10
Expansion: The Germans like to expand their territory. 7/10
Science Emphasis: The Germans have a good emphasis on science. 7/10
Wealth Emphasis: The Germans have a good emphasis on wealth. 7/10
Production Emphasis: The Germans have a good emphasis on production. 7/10
Religion Emphasis: The Germans have a slight emphasis on religion. 6/10
Chance to use a Nuke: The Germans can use a nuke. 7/10
Victory Preference: The Germans will most likely go for a Science Victory or Domination Victory.
India (Default AI Stats)
Competition: The Indians are absolutely not competitive. 2/10
Braveness: The Indians are somewhat brave. 4/10
Hate Towards Militaristic: The Indians absolutely hate militaristic civilizations. 8/10
Friendliness: The Indians are very friendly. 8/10
Chance of Turning On Allies: The Indians are very loyal towards allies. 3/10
Forgiveness: The Indians can forgive easily. 7/10
Hostility and Aggression: The Indians are absolutely not aggressive. 3/10
Offense: The Indians don't care about offense. 4/10
Defense: The Indians are somewhat neutral about defense. 5/10
Expansion: The Indians don't care about expansion. 4/10
Science Emphasis: The Indians are neutral about science. 5/10
Wealth Emphasis: The Indians are neutral about wealth. 5/10
Production Emphasis: The Indians are neutral about production. 5/10
Religion Emphasis: The Indians have a good emphasis on religion. 7/10
Chance to use a Nuke: The Indians will almost never use a nuke. 2/10
Victory Preference: The Indians will most likely go for a Diplomatic Victory.
Japan (Default AI Stats)
Competition: The Japanese are somewhat competitive. 6/10
Braveness: The Japanese are brave. 7/10
Hate Towards Militaristic: The Japanese don't care about militaristic civilizations. 4/10
Friendliness: The Japanese are somewhat friendly. 5/10
Chance of Turning On Allies: The Japanese are very loyal towards allies. 4/10
Forgiveness: The Japanese can forgive somewhat. 5/10
Hostility and Aggression: The Japanese can be aggressive. 6/10
Offense: The Japanese have a good offensive military. 7/10
Defense: The Japanese have a good defensive military. 7/10
Expansion: The Japanese like to expand their territory. 7/10
Science Emphasis: The Japanese have a great emphasis on science. 8/10
Wealth Emphasis: The Japanese have a good emphasis on wealth. 7/10
Production Emphasis: The Japanese have great emphasis on production. 8/10
Religion Emphasis: The Japanese are neutral about religion. 5/10
Chance to use a Nuke: The Japanese can use a nuke. 6/10
Victory Preference: The Japanese will most likely go for a Science Victory or Domination Victory.
Mongolia (Default AI Stats)
Competition: The Mongolians are very competitive. 8/10
Braveness: The Mongolians are very brave. 8/10
Hate Towards Militaristic: The Mongolians don't care about militaristic civilizations. 3/10
Friendliness: The Mongolians are almost never friendly. 3/10
Chance of Turning On Allies: The Mongolians will most likely turn on their allies. 7/10
Forgiveness: The Mongolians will almost never forgive. 2/10
Hostility and Aggression: The Mongolians are very aggressive. 9/10
Offense: The Mongolians have a very good offensive military. 9/10
Defense: The Mongolians don't care about defense. 4/10
Expansion: The Mongolians very much like to expand territory. 8/10
Science Emphasis: The Mongolians don't care about science. 4/10
Wealth Emphasis: The Mongolians don't care about wealth. 4/10
Production Emphasis: The Mongolians don't care about production. 4/10
Religion Emphasis: The Mongolians are neutral about religion. 5/10
Chance to use a Nuke: The Mongolians will use a nuke. 7/10
Victory Preference: The Mongolians will most likely go for a Domination Victory.
Russia (Default AI Stats)
Competition: The Russians are very competitive. 8/10
Braveness: The Russians are very brave. 8/10
Hate Towards Militaristic: The Russians dislike militaristic civilizations. 7/10
Friendliness: The Russians are somewhat friendly. 5/10
Chance of Turning On Allies: The Russians will not likely turn on allies. 5/10
Forgiveness: The Russians cannot forgive easily. 3/10
Hostility and Aggression: The Russians are somewhat aggressive. 6/10
Offense: The Russians have an excellent offensive military. 10/10
Defense: The Russians have a good defensive military. 8/10
Expansion: The Russians very much like to expand territory. 8/10
Science Emphasis: The Russians have a large emphasis on science. 9/10
Wealth Emphasis: The Russians have a slight emphasis on wealth. 6/10
Production Emphasis: The Russians have a very good emphasis on production. 8/10
Religion Emphasis: The Russians are neutral about religion. 5/10
Chance to use a Nuke: The Russians will use nukes often. 8/10
Victory Preference: The Russians will most likely go for a Science Victory or Domination Victory.
Victories and Conditions
To win the game does not mean you can't continue playing.
Domination â" To complete domination, a civilization must conquer all other existing civilizations.
Science â" To complete science, a civilization must reach space and soon another planet and then colonize it. (This process can be done over and over again until they reach the end of space.)
Diplomatic â" To complete diplomatic, a civilization must create the United Nations and win the Ultimate Election.
World Types
There are different world types to play on. They will act as planets, and another player can go to another player's world if they have space travel.
Archipelago â" The whole world is covered in tiny islands and a giant ocean.
Pangea â" The whole world is one large landmass.
Earth â" A world exactly like the Earth we live on.
Terra â" A world similar to Earth but shaped different.
Continents â" A world with randomly shaped continents.
Glacier â" A world covered in ice and tundra.
Heat â" A world covered in desert.
Highland â" A world covered in mountains and hills.
Terra Zero â" A barren world of nothing. Survival is almost impossible.
Civilization Sheet
Civilization: (Choose one from the civilization list, or make a custom one.)
Location: (Choose a terrain to start on.)
Population: 2
Happiness: N/A
Stability: N/A
Security: N/A
Technologies: Farming, Basic Tools, Basic Weapons
Bananas: 0
Cattle: 0
Horses: 0
Fish: 0
Deer: 0
Sheep: 0
Wheat: 0
Aluminum: 0
Coal: 0
Oil: 0
Uranium: 0
Gold: 0
Pearls: 0
Marble: 0
Iron: 0
Gems: 0
Policies: (Choose only 1, that policy will start at level 1)
Religion: (None, Real, or Custom)
Calender: N/A
Language: N/A
Units: 1 Worker, 1 Warrior
Victory Goal: (Choose 1 or 2.)
Allies: None
Enemies: None
Trading Notes: N/A
Organizations/Treaties: N/A
Important Messages: N/A
World Type: (Choose 1, if playing on same world type as other player they will be playing w/ each other)
Cities: None
Buildings: None
3 Players Only.
- 18 Replies
Civilization: Rome
Location: Forest
Population: 3
Happiness: N/A
Stability: N/A
Security: N/A
Technologies: Farming, Basic Tools, Basic Weapons
Bananas: 0
Cattle: 0
Horses: 0
Fish: 0
Deer: 0
Sheep: 0
Wheat: 0
Aluminum: 0
Coal: 0
Oil: 0
Uranium: 0
Gold: 0
Pearls: 0
Marble: 0
Iron: 0
Gems: 0
Policies: Order
Religion: Roman Gods
Calender: N/A
Language: Latin
Units: 1 Worker, 1 Warrior
Victory Goal: Domination
Allies: None
Enemies: None
Trading Notes: N/A
Organizations/Treaties: N/A
Important Messages: N/A
World Type: Pangea
Cities: None
Buildings: None
Can I have language already it's kind of weird just pointing and stuff... Anyhow I build a farm if the house is finished and have some R & R
it seems you really worked on this too bad i have the computer one...
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