Colonialist Legacies: Histories of the New World | Colonial + Pre-Colonial civs

Seriously, though, nuking your economy every Golden Age to get X influence on nearby City-States? That'd be horrendous as a player and pretty near impossible to play against on Deity, since the AI's beyond useless at spending its money. I've had games where the AI stacks up 200k gold and spams cities like nobody's business. Yeah, they'd probably get those CSs anyway, but this way means you don't ever get a chance, especially considering all the bonuses to happiness (and therefore Golden Ages) that the AI gets. Sorry, that needs comprehensive reworking to me.

Let me try to explain a bit about the Potlatch thing:

The Potlatch is the defining element of the Salish culture. When the Potlatch was banned in Canada for a number of years (it was only made legal again very recently,) it did terrible things to the Salish people, who had pretty much just had their identity banned.

What is a Potlatch? Well, I wouldn't take my word for it, you can look it up, but here's the easy version:

In Salish culture, there are nobles, non-nobles, and slaves. Nobles are pretty much just the "rich class" but it's a bit more complicated. You became a noble because you were rich and nobles could also own slaves and other people couldn't. Now, by "rich" I mean many forms of wealth: money, slaves, land, houses, and even non-material things, like names or songs were wealth.

Now, influence and power were not seen as being the same thing as wealth. In fact, a person who was powerful would want to ritually prove that their wealth did not make them great. So, they would have feasts in which they would actually give away or destroy their wealth in order to gain influence. A noble would often destroy money, or kill slaves, or give his family name away to some other family, and the more he gave, the greater he was in the eyes of his people and those around him (which often resulted in a huge amount of monetary loss for the Potlatch host.) Even more so, it would create an obligation of more generosity/destruction from those who he gave gifts to, since one would not want it to be said that his own power was due to the gifts given him by someone else.

(Aside note: in the past, the Canadian government banned Potlatches because they didn't like it when people burned large amounts legal tender. It messes with your ability to track circulation.)
(Other aside note: the popular use of the phrase "Potluck" comes from Potlatch, meaning a meal where everyone brings food and "gives it away," as opposed to the original English term "Potluck" which is to go somewhere to eat food when you have no idea what the food is going to be.)


So, from a design perspective, the Salish need to have a UA based on the Potlatch. What that UA does mechanically is certainly up for debate and will probably change as time goes on, but the current design is meant to closely reflect the Potlatch tradition and any new version should also work that way.
 
Closely reflecting the tradition is all well and good, and I agree that the potlatch should be a part of the Civ, but the way you designed it involves the play throwing their economy under the proverbial bus every time a Golden Age rolls around. Say you're going for a Science victory and you're saving up for a Research Lab. You've almost got enough when BAM! Potlatch takes effect, all your cash gets turned into Friendship (and it will almost certainly be Friendship, not Alliance) with some random City-State you've ignored because the AI's so far ahead it's not even funny, and you've delayed your Research Lab by a huge amount because of it. Joy unconfined.

As it stands, the Salish UA is actually detrimental to a human player's chances. I've not been a member for all that long, but I don't think that that's how a UA is supposed to work. =]

Here's what I came up with:

UA: Potlatch
Receive no :c5food: Growth, :c5production: Production, or :c5gold: Gold bonuses during a Golden Age. However, the :c5culture: Culture boost is increased to 75%, a randomly-selected Unique Unit from a Civ not in the game appears in the :c5capital: Capital, and City-State Influence cannot decay.

Hopefully it's of interest to you. =]
 
On my box it is. However, at the moment we don't want to release the new version until it also has TSL support for YnAEMP.
 
I've made a Malaysian city list for those who need it;

Spoiler :
Kuala Lumpur (captial)
Malacca
Johor Bahru
Penang (it's really George Town if you want to be specific but I've never heard anyone call it that)
Ipoh
Putrajaya
Subang Jaya
Kota Bharu
Kuantan
Alor Setar
Seremban
Kangar
Sham Alam
Kuala Terengganu
Singapore (if you want to fit in the theme of Parameswara)
Kuching
Klang
Ampang
Petaling Jaya
Pekan
Pulau Langkawi (actually an island)
Seri Menanti
Muar
Tangkak
Temerloh
Kuala Lipis
Tanah Rata
Brinchang
Genting (not really a city per se but it is famous enough to merit an inclusion)

IF you are including Sabah and Sarawak as Malaysian states (they were actually part of Indonesia for much longer, but do not appear in their CIV city list):
Kuching
Kota Kinabalu
Miri
Sibu
Bintulu
Tawau
Sandakan
 
I put together a City List for South Africa:

Spoiler :
Cape Town
Pretoria (Shared with Boers, not buildable if they are in the game)
Johannesburg (Shared with Boers, given to whoever founds it first)
Bloemfontein (Shared with Boers, given to whoever founds it first)
Soweto
Durban
Tembisa
Katlehong
Umlazi
Soshanguve
Khayelitsha
Randburg
Mamelodi
Roodepoort
Port Elizabeth
Mitchells Plain
East London
Boksburg
Germiston
iBhayi
Nelspruit
Kimberley
Polokwane
Pietermaritzburg
Rustenburg


And while we are at it, let's do some spy names!

Spoiler :
Wikus (M)
Pienaar (M)
Evelyn (F)
Winnie (F)
Graça (F)
Vandy (M)
Masekala (M)
Vukwana (M) No mass murderers for CL... :(
Charlize (F)
Mohandas (M)


Also for war music I was thinking Waka Waka by Shakira.
 
UU: Kanip (Replaces Galleass): This fast-moving naval vessel produces culture whenever it kills something. Also, once it hits level 4, it will gain the ability to go on a world tour, giving a spike of tourism but consuming the unit.

Looks like you slipped the Wabanaki UU in among the Salish. The actual Salish UU, last we discussed it, was the Sto:mex (Pikeman), begins with Amphibious and generates +1 :c5gold: with each additional promotion it earns. As for the Feast Lodge, instead of generating additional Happiness based on Gold, it should probably generate additional Gold based on Happiness (we had also discussed the possibility of increased gold generation depending on the level of friendliness you have with the relevant City State). My vision for the Salish is that, yes, occasionally your bank account is going to bottom out, but in the intervening time you're generating a huge amount of gold to compensate.
 
What is a Potlatch? Well, I wouldn't take my word for it, you can look it up, but here's the easy version:

In Salish culture, there are nobles, non-nobles, and slaves. Nobles are pretty much just the "rich class" but it's a bit more complicated. You became a noble because you were rich and nobles could also own slaves and other people couldn't. Now, by "rich" I mean many forms of wealth: money, slaves, land, houses, and even non-material things, like names or songs were wealth.

Now, influence and power were not seen as being the same thing as wealth. In fact, a person who was powerful would want to ritually prove that their wealth did not make them great. So, they would have feasts in which they would actually give away or destroy their wealth in order to gain influence. A noble would often destroy money, or kill slaves, or give his family name away to some other family, and the more he gave, the greater he was in the eyes of his people and those around him (which often resulted in a huge amount of monetary loss for the Potlatch host.) Even more so, it would create an obligation of more generosity/destruction from those who he gave gifts to, since one would not want it to be said that his own power was due to the gifts given him by someone else.

How about something simpler (and voluntary) like City State gifts provide 25% more Influence? Or, similar to the GM's Concert Tour, a City State gift provides 10% of the Influence to all other City States. In other words, give 1000 gold to one CS for 60 Influence, all other CSs gain 6 Influence. (actual #s can be adjusted for balance).

That way, you're voluntarily giving away your money instead of periodically being "robbed" of it. The Golden Age clearance version would only cause people to spend all their cash before a GA hit so they could use it however they wanted (buildings/units/luxury/RAs instead of Influence).
 
UU: Guerrillero: Replaces Marine, aside from normal marine traits, they also come with the Survivalism 1 and Medic Promotions and trigger golden ages on conquering cities.
UB: Organiponico: Replaces Medical Lab: is carried over after a new citizen is born, +1 Food for every farm worked by the city.

These two would at least get me to use Marines and Medical Labs which is something I never do now (unless a CS gifts me a Marine).
 
2 Things: Reedstilt is right about the Kanip vs. the Sto:mex. The Sto:mex is the UU for the Salish.

Shaglio's suggestion is a very good one if we choose to simplify the UA. Reedstilt and I will have to discuss it.
 
If I may pose a suggestion, what about a temporary Happiness boost after CS gift as well? That way, from a historic standpoint, the benefits of the Potlatch reflect in both "external" influence (with CS) and "internal" influence in the opinions of your people. In addition, since Happiness contributes to Golden Age points, there would still be a GA side to the UA.
 
I'm going to start Cuba with this:

Cuba

Leader: Fidel Castro

UA: 26th Of July: After an Ideology is adopted, garrisoned units generate +1 Culture for every 20 Combat Strength. Generate and receive double the normal Ideology Pressure. Militaristic City-States give units at double the normal rate.

UU: Guerrillero: Replaces Marine, aside from normal marine traits, they also come with the Survivalism 1 and Medic Promotions and trigger golden ages on conquering cities.

UB: Organiponico: Replaces Medical Lab: is carried over after a new citizen is born, +1 Food for every farm worked by the city.

If anyone has any problems with this, we can discuss it on here
 
Things that need to be done:
[*]Zapotecs - Needs to be looked at again, We also need X,Y coords for TSL. War and peace music needs to be found.


Putting the IRL Latitude and Longitude of the Zapotecs start at the city of Oaxaca (The Zapotecs were in Oaxaca Valley) The latitude would be 17, and the Longitude -96.

For music, I think that these would be good for war and peace, respectively.

http://www.youtube.com/watch?v=Uj5H4vJoCOw . Same guy as the War Theme, but they both sound good.

http://www.youtube.com/watch?v=WbWYdDCh6GI . I know it says Aztec, but it works.
 
So my dad is going to have a lot of free time. Who do you guys want to hear a voice for? He says he might have to work on his Boer accent if he does Paul Kruger.
 
I'm going to start Cuba with this:

Cuba

Leader: Fidel Castro

UA: 26th Of July: After an Ideology is adopted, garrisoned units generate +1 Culture for every 20 Combat Strength. Generate and receive double the normal Ideology Pressure. Militaristic City-States give units at double the normal rate.

UU: Guerrillero: Replaces Marine, aside from normal marine traits, they also come with the Survivalism 1 and Medic Promotions and trigger golden ages on conquering cities.

UB: Organiponico: Replaces Medical Lab: is carried over after a new citizen is born, +1 Food for every farm worked by the city.

If anyone has any problems with this, we can discuss it on here

I disagree with nearly every single facet of this (except for maybe the inclusion of the Organiponico which I'd make a hospital). I'd like for the Cuba to be Militaristic/Tourism and like the Boers - have effects that allow them to truly come into their own once in the Industrial era.

I like the idea of perhaps having a venice style civ with a Revolutionary Great Person (probably general) that can annex city states or a Mambi Cavalry unit. I also like the idea of the Dancehall. Subtle hints to Sugar Plantations, guerrila tactics and the Missile Crisis also would be nice.

another modded civ already uses that same peace theme.

Hmm... Which one?

Also, here is a sneak peek for what's coming next:

DXHS0sR.png
 
Perhaps -

UA: Patria o Muerte: "Cannot build Settlers. Militaristic City-States give units at double the normal rate and after adopting an Ideology, these gifted Units gain provide :tourism: Tourism when garrisoned."

UU: Revolutionary: Unlike the Great General it replaces, the Revolutionary can annex City-States.

UB: Dance Hall: Unlike the Opera House it replaces, the Dance Hall has an additional point of Culture and after an Ideology is adopted, will slowly generate points towards Revolutionaries.
 
Well for the most part they are ideas. Rarely do they actually get made.
 
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