ryanjames' mods-Civilisations, small and large

Talking about this civ, you should probably change background colour to a different shade of blue. Right now it looks almost exactly like the one used by the minimap to display water.
 
lordrj15, are you a rebel? :D

"Insert rebel scum joke here"

Yeah, the reason the Birling behaves like that is that it pretty much uses the same code as carriers. I have no idea how to disable it (it's using something hardcoded, probably) plus who in the world keeps triremes until the modern era?

I'd kindof like to keep the colours really, I like them, plus they're taken directly from Manx tartan :)
 
Yeah, the reason the Birling behaves like that is that it pretty much uses the same code as carriers. I have no idea how to disable it (it's using something hardcoded, probably) plus who in the world keeps triremes until the modern era?

I've been experimenting with special unit types for a new civ I'm working on, and based on some of the threads I read I think part of the issue is that the Carrier has these lines you're missing:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>

These define what can go on the ship -- without them, anything can be loaded on it. Since you want any land unit to be able to do it, you should probably leave out the <SpecialCargo> tag, but if you define the <DomainCargo> to be DOMAIN_LAND it may prevent it from carrying air units such as missiles and planes.
 
I've been experimenting with special unit types for a new civ I'm working on, and based on some of the threads I read I think part of the issue is that the Carrier has these lines you're missing:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>

These define what can go on the ship -- without them, anything can be loaded on it. Since you want any land unit to be able to do it, you should probably leave out the <SpecialCargo> tag, but if you define the <DomainCargo> to be DOMAIN_LAND it may prevent it from carrying air units such as missiles and planes.

Oh, thanks, I'll try to fix it then :)
 
Gah, I need to come up with a good Sogdian design, anyone have any ideas?

UA-Silk road/heart of the silk road/road to the next town

Something to do with science and greatly increased profit from land trade.

UU-Sapao, a caravan or merchant replacement

UI-Rebat, unlocked at guilds, +1 gold/science, +1 food if next to fresh water (and another +1 food at a later tech?). +x% land trade range when worked.

I also need a decent leader . . .
 
Gah, I need to come up with a good Sogdian design, anyone have any ideas?

UA-Silk road/heart of the silk road/road to the next town

Something to do with science and greatly increased profit from land trade.

UU-Sapao, a caravan or merchant replacement

UI-Rebat, unlocked at guilds, +1 gold/science, +1 food if next to fresh water (and another +1 food at a later tech?). +x% land trade range when worked.

I also need a decent leader . . .

UA: Silk Road (needs better name)
Gain +2 science and culture (+1 science and culture per era) per turn every time a trade unit ends a turn in a rival's territory. Carvans gain +1 movement point if starting on a road or Caravans may not be pillaged by enemy civilizations.
 
Carvans gain +1 movement point if starting on a road or Caravans may not be pillaged by enemy civilizations.

I'm pretty sure that Caravans (and Cargo Ships) don't utilise movement points, as they are pretty much just a physical manifestation of the route itself rather than actual units, as such. I do like the first part of the suggested UA, perhaps leave out the values to simplify wording somewhat.
 
I'm pretty sure that Caravans (and Cargo Ships) don't utilise movement points, as they are pretty much just a physical manifestation of the route itself rather than actual units, as such. I do like the first part of the suggested UA, perhaps leave out the values to simplify wording somewhat.

Yeah... I don't get how trade routes and city defense works... whoops
 
They are actual trade units and use movement points IIRC.
 
The Birling should be fixed now
 
Hmhm... what about

Sogdiana - Rokshan

UA: Crossroads of Cultures: Caravans passing through your territory generate Culture and Science. +1 Great Merchant Point from worked Oases.

UB: Eagle's Nest: Replaces Walls. Cities founded with Mountains within their limits automatically start with an Eagle's Nest. +1 Food from trade routes and they further increase city defenses.

UU: Tarkhan: Replaces Great Merchant. Can be upgraded to Great General in enemy territory, causing anarchy in the enemy civilization equal to the number of Social Policies and technologies acquired in excess to that civilization. Great General Counter contributes toward Tarkhans instead of Great Generals. Can Perform trade Missions, but cannot build Custom Houses.
 
The UA is interesting, could use some balance, but, I'm not to keen on this design in general. Also why is Rokshan the leader? He was never a ruler of Sogdiana, he just happened to be of Sogdian descent. In terms of leaders, my two candidates are Divashtish and Gurak, neither are really that good, but at least the former has an okay bit of info on him.
 
Gah, I need to come up with a good Sogdian design, anyone have any ideas?

UA-Silk road/heart of the silk road/road to the next town

Something to do with science and greatly increased profit from land trade.

UU-Sapao, a caravan or merchant replacement

UI-Rebat, unlocked at guilds, +1 gold/science, +1 food if next to fresh water (and another +1 food at a later tech?). +x% land trade range when worked.

I also need a decent leader . . .

Hmm....

UA: All Roads Lead to Sogdiana
The :c5gold: gold gained from both incoming and outgoing :trade: trade routes is increased by a percentage equal to the city's :c5science: science output. +1 :c5science: science, :c5production: production, :c5food: food and :c5culture: culture from merchant specialists for each caravan sent from their city.

UU: Turkic Cavalry
Replaces horseman. May enter enemy territory without open borders. Though it may only be bought, the Turkic cavalry gains +1 :c5strength: strength for each :trade: trade route you have, increased to +2 :c5strength: when near a caravan.
 
Okay, so, I've devised something of a "frame" with davey henninger, i.e. ideas we're definitely keeping:

UA: Gain merchant points for every incoming/outgoing land trade route. +something gold/science related that makes land trade more worthwhile, perhaps something similar to Natan's idea.

UU: Sapao Great merchant that does something interesting

UI: Rebat, unlocked at guilds, +50% defense, has some base gold, science, and possibly food yields (maybe depending on terrain). +x% land trade route length when worked.

EDIT: Also, I'm going to go with Gurak for the leader, barely any info on him, but from what little I can find/have been shown, he seemed to be a pretty notable and successful ruler.
 
Hmm....

UA: All Roads Lead to Sogdiana
The :c5gold: gold gained from both incoming and outgoing :trade: trade routes is increased by a percentage equal to the city's :c5science: science output. +1 :c5science: science, :c5production: production, :c5food: food and :c5culture: culture from merchant specialists for each caravan sent from their city.

UU: Turkic Cavalry
Replaces horseman. May enter enemy territory without open borders. Though it may only be bought, the Turkic cavalry gains +1 :c5strength: strength for each :trade: trade route you have, increased to +2 :c5strength: when near a caravan.

How about +1 gold for every 20 science produced by a city/ 5% of a cities' science output is converted into gold.
 
Okay, COF just came up with a really nice, (if potentially overpowered) ability for the Sapao, that is, gain an extra trade slot when born (or maybe expended?). Probably would need a cap of about 4 slots. As a result, I imagine the extra bonus for the UA would have to be fairly weak, just a little something to supplement gold from land trade and science.
 
Dunno, personally I find it odd that Sogdiana doesn't have one of those Mountain Fortress buildings given that it's kinda what they are most known for, particularly during the Hellenic period, I sorta feel like it should be a part of the civ design.

Now, to explain my civ idea at large it was mostly a different way to approach a trade civilization, particularly because you already had made one that got science from trade routes in the first place with the Cherokee.

So the idea I was aiming for was to actually forward settle between other civilizations so you'd benefit from already established trade routes, not necessarily your own, as it'd kinda reflect Sogdiana in RL, it learnt to benefit on their really strategical position in the Silk Road and the diaspora they managed to generate from that.

It'd also make for an aggresive Trade Civilization, which is also a little bit less orthodox approach and as such I supposed more innovative, the Tarkhan if doable would have been pretty insane.

That's pretty much why I went with Rokshan as leader, while he wasn't a Sogdiana leader himself it was sorta difficult to find a good candidate and Rokshan sorta justified better the presence of the Tarkhan there. I also considered Oxyartes though he didn't do much more than just be a puppet of Alexander and Roxana, though her claim to fame was mostly just being a wife of Alexander, so yeah... maybe Gurak is the best choice here.
 
Dunno, personally I find it odd that Sogdiana doesn't have one of those Mountain Fortress buildings given that it's kinda what they are most known for, particularly during the Hellenic period, I sorta feel like it should be a part of the civ design.

Now, to explain my civ idea at large it was mostly a different way to approach a trade civilization, particularly because you already had made one that got science from trade routes in the first place with the Cherokee.

So the idea I was aiming for was to actually forward settle between other civilizations so you'd benefit from already established trade routes, not necessarily your own, as it'd kinda reflect Sogdiana in RL, it learnt to benefit on their really strategical position in the Silk Road and the diaspora they managed to generate from that.

It'd also make for an aggresive Trade Civilization, which is also a little bit less orthodox approach and as such I supposed more innovative, the Tarkhan if doable would have been pretty insane.

That's pretty much why I went with Rokshan as leader, while he wasn't a Sogdiana leader himself it was sorta difficult to find a good candidate and Rokshan sorta justified better the presence of the Tarkhan there. I also considered Oxyartes though he didn't do much more than just be a puppet of Alexander and Roxana, though her claim to fame was mostly just being a wife of Alexander, so yeah... maybe Gurak is the best choice here.

Well, regarding fortress', that's kindof what the UI is, in a vague sense anyway, a fortified town.

It'd be kindof weird to give it units/leaders that are actually kindof unrelated to the civ itself. I've got a solid frame already really, so I'd rather stick to that.
 
Ummm... what's the Rebat? and the Sapao?
 
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