1512-1701 (An Odessy!)

NO! Silk is the encouragement for the Manchu to invade. They need it, others dont. Wait till 9ish! I have SO MUCH MORE to post! Fricken school ;p
 
I really like how you've made Christians a special resource for the Ottomons and the Barbary States...I never would have thought of that...will you make the Christian resource needed to make Janissaries, since the were slaves turned into soldiers?
 
Very perceptive Olorin! You were almost right too ;p

Not janissaries, but:

All treasure producing buildings require the resource to be in the city radius. They also all grant +100% Comm, -Corruption, except where noted otherwise.

Spain:
Precious Metals grants
Encomienda System: -1 Happy, 1 treasure x5 turns
Jesuit Monestary: - corruption, +1 happy, +25% Defense, +25% tech
Escorial: (can only be built in city with palace) +1 Happiness all cities, + Optimal cities
Royal Tercio: All Pike units (including MUnits) with Pikes can be upgraded to have tercios instead. They gain +2.0.0, +1HP

France
Pelts grants
Trappers: 1 treasure x8 turns
Manor House: - corruption, 1 pike x12 turns
Versailles: (Escorial Bonus)
Musketeers: Musket units can be upgraded to musketeers for +1.1.0, (+2.0.0)

England
Tobacco
Tobacco Plantations: 1 treasure x8 turns
Press Gangs: +25% production, +50% comm, -2 Happy <Harbor>
Parliament: (Escorial Bonus)
Expert Gunners: All Warships can be upgraded to have (+4.0.1)

Portugal
Slaves
Slave Trading Post: 1 treasure x5 turns
Great Market: +200% Commerce, 1 slave x1turns <Palace>
(Need a Name! Famous Portugese Palace!): (Escorial Bonus)
Expert Navigators: All ships can be upgraded to have +4 move

Posting this, and then starting on posting the next set!
 
United Provinces
Spice
Spice Plantation: 1 Treasure x8turns
Fortress: +100% defense, +3 Happy, 1 Mercenary [12.12.1, -1HP, no support] x8 turns
(Name of the Stadholder Building... or somethning): (Escorial Bonus)
Stalwart Defenders: All units with Pikes can be upgraded to +0.2.0, +1HP

Russia:
Furs
Fur Trading Post: 1 treasure x10 turns
Feudal Manor: -corruption, 1 Russian Militia x6 turns [3.10.1, -1HP, no support]
Terem Palace: (Escorial Bonus)
Cossack Hordes: All cav units can be upgraded to +1.0.1, -1HP, -10 cost

Manchu
Silk
Silk Grower: 1 treasure x12 turns
Administrative Center: - corruption, -war weariness
Mandate of Heaven: All ground units can be upgraded with +3HP
Fobidden City (yes I know its not totally accurate...): (Escorial Bonus)

Ottomen
Incense
Incense Traders: 1 treasure x10 turns
Caliphate: (Escorial bonus)

Christians:
Devshirmeh: +50% tech, 1 Janissary x10 turns
Jihad: all ground soldiers can be upgraded to have +3.0.0
 
As is pretty clear, I am not really into the whole UU thing. Each might have a few major differences, but I like the idea of unique attributes a whole lot more ;p

Heres a few more things:

Plains
Irrigation +1.2.1, Roads +0.0.0, NO MINES
Euro Plains
Irrigation +1.2.1, Roads +0.0.0, NO MINES

Grassland
Irrigation +2.1.1, Roads +0.0.0, NO MINES
Euro Grassland +3.1.1, Roads +0.0.0, NO MINES

Hills
Mines +0.2.1, Roads +0.0.0
Euro Hills
Mines +0.3.1, Roads +0.0.0

Forest
Clear Forest (10 turns), Roads +0.0.0
Forest Hills
Clear Forest (cant get rid of it...), Mines +0.2.1, Roads +0.0.0

Jungle
2.0.0, Roads +0.0.0,

Mountain (and Plateau)
Mines +0.4.1, Roads +0.0.0

Marsh
Clear Wetlands (10 Turns)

Tundra
Nothing can walk on it... its barren, its a wasteland, its cold STAY AWAY!

More coming!
 
All buildings reduce pollution! No building generates pollution! I HATED whack-a-mole

Granary: standard bonus
Market: grow beyond pop 4, +50% comm, generates 1 Merchant x5turns
Infirmary: grow beyond pop 8 (costs 2 support)

Mill: +50% Prod, costs 2 support <Granary>
Shipwright: +25% Prod, 1 Bulk Galleon x10 turns, costs 2 support <Port>

Harbor: +50% Comm, +food in water, +shield in water, trade link
Port: +50% Comm, +shield in water, +comm in water, costs 1 support <Harbor>
Customs House: +50% Comm, +comm in water, -corruption, costs 2 support <Port>
Fishing Village: +food in water, +shield in water <Port>

Courthouse: -corruption, costs 1 support <req Mayor's Residence>
Mayor's Residence: -corruption, 1 Worker x10 turns, costs 2 support
Walls: +50% D, +8 BombD
Bastion (INSTEAD OF CASTLES): +150% D, +24 BombD
Coastal Fortress: Standard <Walls>
Barracks: Veteran Units, +25% Def, +4 BombD, generates 1 BCU x10 turns, costs 2 support <Mayor's Residence>

Library: +50% tech, costs 1 support <Mayor's Residence>
University: +50% tech, +50% lux, -corruption, +2 culture, costs 3 support <Library>

Church: +2 happy, -corruption, costs 1 support
Cathedral: +4 happy, +2 culture, -corruption, costs 3 support <Church>

Branch Bank: +50% Comm, <Market Fair> costs 2 support
Market Fair: +50% Comm, +2 happy, <Market> costs 1 support
Printing Press: +50% Lux, +50% Tech, +50% Comm, costs 3 support

I have a little more to post, but I have to go hear some crap about anorexia
 
Sorry it's taken me so long to post this...school interupted...but I now have the Russian city list done. I'll post it here and edit it in with the other lists, too.

Russian Cities:

Tsaryowo Gorodishche
Orel
Ufa
Archangel
Tyumen
Samara
Tobolsk
Kudymkar
Sarapul
Saratov
Danilov
Obdorsk
Tomsk
Dudinka
Kuznetsk
Uralsk
Krasnoi-Yar
Irbit
Bratsk
Yakutsk
Tambov
Verkhoyansk
Saransk
Simbirsk
Ulyanovsk
Chita
Irkutsk
Kemerovo
Penza
Kamensk-Shakhtinski
Udinsk

P.S. If Tsaryowo Gorodishche is too long, call it Kurgan, the name it got in the 1700's.
 
Thanks for the cities! And yeah, like I said you were REALLY close ;p

The Turks WILL be able to build Janns seperately from the ones produced by their buildings. Those are just there to add a bit more oomph to their military. Most civs will also probably have a naval yard wonder that will produce a ship every few turns (like the Venetian Arsenal!)

I wanted to put some more variety into this scenario, so I am trying to think of some other crazy stuff. I dont think I posted my naval unit chart, so here that comes ;p

About the ship listing: I put a lot (and I mean A LOT) of thought into how I want the ships to work. I read that after the introduction of the Race Built Galleon boarding became very impractical with larger ships, and artillery became more important.

So I represented this by giving the large ships low attacks, high defense, high hit points, and high bombardment. Smaller ships have higher attacks (boarding), although not enough to attack a big ship successfully, and lower bombardment and defense. They will have to engage in the usual fashion, while larger ships will have to engage with bombardment. So you will have small and large ship combat (which was different) in different fashions. List in the next post ;p
 
{} means holds only merchants
[] holds MUnit Formations and standard troops
** holds only standard troops

O-Ignores Ocean Movement Costs
S-"" Sea ""
C-"' Coast ""
A-"" All ""

Euro Navies:
Carrack 2.3.16 (2.1.1) {3}, A, -1HP
Great Carrack 5.5.12 (6.1.1) *2*, C, +3HP
Galleas 7.3.8 (3.1.1) *1*, C, Wheeled, +1HP
Barge 2.2.5 [10], C, wheeled, -2HP

Flag Galleon 7.8.28 (7.1.2) *2*, O,S, LSB, +3HP
Bulk Galleon 2.4.32 (3.1.1) {3}, A, -1HP

Race Built Galleon 4.6.32 (10.1.3) O,S, LSB, ZoC, +3HP
Privateer 5.2.16 A, Hid Nationality, Invisible, Stealth Attack, ZoC

MidEast:
Heavy Galleas 8.4.9 (4.1.1), C, Wheeled, +1HP
Barge 2.2.5 [10], C, Wheeled, -2HP
Privateer 6.4.20 A, Hid Nationality, Invisible, Stealth Attack, ZoC +2HP
Caravel Latina 2.4.12 (2.1.1) {2}, C, -1HP

Asian:
Junk 2.2.12 {2} C, wheeled, -1HP
Barge same as the rest
War Junk: 6.5.14 (3.1.1) *2* C, ZoC, wheeled, Detect Invisible, Stealth Attack, Radar, +1HP
Pirate same as MidEast

Advanced Ships (Spain, England, France, Sweden, Denmark, Portugal, Russia, United Provinces, Ottoman)

Ship of the Line (1st Class) 4.12.28 (20.2.4) *2*, O,S, LSB, LLB, +5HP
Ship of the Line (2nd Class) 4.12.30 (18.2.3) *2*, O,S, LSB, +4HP
Ship of the Line (3rd Class) 4.12.32 (16.1.3) *2*, O,S, LSB, ZoC, +3HP
Frigate 5.8.32 (8.1.1) *1* O,S, ZoC, Radar, Detect Invisible, +1HP
Brigantine 5.2.20 (5.1.1) A, Stealth Attack,ZoC, Radar, Detect Invisible, -1HP
 
The idea behind each ship type is pretty simple, but there is one area where there might be some misunderstandings (Advanced Ships). I want these things to be ridiculously powerful AND for them to come in late in the tech tree.

The ships will be expensive, and each one has a different purpose. They will also all require the civ specific resource of the civ that wants to build them (as an added encouragement ;p)

SoL1 is a coastal reducer and fleet destroyer. Its a monster, like the battleship, but too slow to hunt down the enemy. Too expensive for anyone to be willing to build more than a few. It is the ship of choice for supporting a seabourne invasion.

SoL2 is slightly weaker, but also faster and cheaper. Its going to be a better choice for ship to ship combat and chases, but still kinda slow. Definitely an excellent choice for a blockade of an enemy fleet or as a protector of the mainland.

SoL3 is the workhorse of the fleet. Its equal in speed to all its adversaries, and while not the strongest SoL, it is the cheapest and fastest. It will probably make up the bulk of the various fleets. It can also act particularly well as a convoy protector (and you will MOST CERTAINLY need those ;p) as long as it has a frigate to point out the enemy.

Frigates are the heavy scouts and patrollers. A fleet wont include more than a few with the main body, but they will be rather popular in the colonies where pirates will be more of a problem. They are also probably the best choice for guarding convoys.

Brigantines do the same job as Frigates, but are particularly suited for coastal waters where they can outsail the competition. These light ships will also work well as commerce interdictors and coastal raiders.
 
YES! Always plenty to do, its just that I prefer working with paper and pencil so you guys never really see it because it takes forever to post ;p

1) I need someone to figure out how to make an MUnit out of multiple pre-existing units. So, for instance, a combigned Musketman and Pike.

PS: I already know how to do a single type MUnit... so it sucks that we dont need any ;p

2) I need 5-7 events for each civ that will be in the mod. (for instance, I have Exsurge Domine, the Papal Bull dealing with Luther, as a general Euro tech. I mean stuff like that)

3) Leaderheads (I know you found a ton... but now I have to go through them ;p)

4) Alternate names for some of the generic stuff for certain civs civs

5) I need someone to write a screenplay for a few lines in Hamlet... and an omelete ;p

EDIT: 6) Civilopedia entries! I'm not sure if I want other people to do them, but I will probably let out a few. I am kinda a perfectionist, so its hard ;p

If you have anything to share with me, use my primary email address eeline@thehill.org
 
Changed them a lot Rhye ;p

I kinda got carried away with ideas... you know how I am haha

Besides, the dynamics werent right for a set piece; I would have had to give everyone iron, saltpetre, etc. This way I dont have to give them sheeit BUT I can encourage them to do things like invade other people now.

And what would I have done with aluminum and oil anyway...?

As to the MUnits, I am trying to get into unit development. I am going to GROVEL before CamJH until he tells me how to manage the split typers. I have some time tonight to work on that too.

What do you think so far? Its not really the same thing anymore, but...
 
I know I came up with a big list of civ events for England and Three crowns came up with one for Denmark, so those two don't need done. Only 29 to go....

Well, give me exactly what single units you want me to merge into MU's, and I'll see what I can do. I( have one Idea, but it might be time-consuming, and I'm already trying to fix the palette on a unit I made for the Star Wars mod...anyway, so I'll do the MU's, it just might take me a while.
 
Well, see, I dont need a fish
I need you to teach me how to use a pole haha

Just show me how to mix a pikeman and a musketman and I will thank you forever ;p

I have lots of free time coming up (since the two teams I LOATHE are in the super bowl... grr...) and I work really fast, so if you teach me once I will have them done quick

Thanks OLO!
 
My idea was if you could make the magneta background transparent, and then just slide it on over a base storyboard flic, keeping track of where you move each unit. If that doesn't work, you can always cut and paste...but that will be even longer and more time consuming. Besidea that, I can't help you much on unit creation.

On LH's, would it be easier if I put all my LH's into one .zip, and let you read it all at once rather than piece by piece?

I will also try and get those events going for you...
 
I trust your judgement on leaderheads. Just pick out ones you like and I will use them. If you find them all unacceptable, we can always just use static flags. Meanwhile, papers to write before I sleep... papers to write before I sleep ;p
 
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