More Civilisations

And yeah, there's always someone there to say All civ mods are OP hehe

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Jokes aside, back to the topic of civs...
When do you guys reckon you'll be releasing your Polynesian civs? I'm probably going to make Tahiti and Samoa after the More Civs Polynesian split is released in order to avoid any overlap.
 
On the subject of balance, I mean that's why it's called BALANCE, right? It is a balancing act - and especially with modding work where everything is constantly iterative, constantly being worked on (or dropped all of a sudden) it becomes even harder. The Nazca, for example: they are only right now about as OP as getting a free Great Scientist and a native bonus to great scientist production. You see what I'm saying - the actual civs in the game are pretty OP, a lot of them. (I mean, the main thing with the Nazca right now is they get to make desert - already the best tile in the game with a little effort - way better. But like I said it's a process that I'm certain you guys will work out eventually. People don't understand that these things aren't final.)
 
So Burma's a cultural conqueror, in a similar vein to how Assyria is a scientific conqueror. I love the uniqueness of the concept. :thumbsup:
 
Does Burman UU's unique ability stays after upgrade? If not, I would recommend doing that - we all know that warmongering in classical era with swordsmen is not optimal strategy, that change would make later opportunity window ;)
 
Does Burman UU's unique ability stays after upgrade? If not, I would recommend doing that - we all know that warmongering in classical era with swordsmen is not optimal strategy, that change would make later opportunity window ;)

Heh, it stays on upgrade; and the unit doesn't obsolete until Gunpowder!
 
PSA: Burma's been updated; it's been nerfed since many seemed to find it OP.

Yama Zatdaw now only provides +1 GWP per conquered city (was +2)
Payas now have a maintenance of 1, but the bonus from the filled GW slot has been raised to +3 to compensate (was 0, +2)
Kyundaws have had their combat bonus adjacent to enemy cities lowered to +4 (was +6). Healing bonuses remain unaltered.
 
Kyundaws have had their combat bonus adjacent to enemy cities lowered to +4 (was +6). Healing bonuses remain unaltered.

IMHO their bonus should stay at +6, regarding overall problems with melee units vs ranged units and the entire mad concept or sending sworsdmen in front of enemy city ;)
 
I'm going to see if +4 bonus for Kyundaws is ok and if +1 Great Writer points per captured city isn't too low (even though in the beginning I thought +2 is too much :P ). 100 turns into a Burma game on Small Continents Plus.

I had to settle in a very weak spot to get any Iron around (I'm surrounded by Jungle - Sacred Path yum yum, delicious culture), so only two Kyundaws gonna help me out - but the Nri have settled a wonderfully weak coastal city right outside my capital and they need to die. And then the Khazars are waiting in line, their religion will be extinguished so that my culture-bearing jungles will remain intact. And I have two free Payas from Legalism and am already racking up Great Writer points. Damn, this civ is great! :D
 
I'm going to see if +4 bonus for Kyundaws is ok and if +1 Great Writer points per captured city isn't too low (even though in the beginning I thought +2 is too much :P ).
It'll be fine; puppets will get Payas up relatively early depending on what other buildings are available. I got them as my 2nd or 3rd building most of the time. With 3 or so conquered cities; you already have +6 GWP (plus a bit more from any cities you've settled), then you get the GP bonuses in the target city; even that early in the game, about +50% isn't unreasonable (so yeah, treat the guild cities as you would normally), etc. You should have no problem doubling the GW rate in comparison with a normal game.

I worry more about Kyundaw balance; tell me how your conquests go. Though I quite liked annexing Genghis's 5 city empire with 3 Kyundaws and a Composite Bow. That's not to say the Kyundaw is OP though; Genghis's army consisted of 2 Warriors and an Archer...
 
Hey everyone, I posted this in the Zambezi thread, but here's the Kongo BNW update:

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Kongo - Nzinga Mbande

The Kingdom of Kongo was an African kingdom located in west central Africa in what is now northern Angola, Cabinda, the Republic of the Congo, and the western portion of the Democratic Republic of the Congo. At its greatest extent, it reached from the Atlantic Ocean in the west to the Kwango River in the east, and from the Congo River in the north to the Kwanza River in the south. The kingdom consisted of several core provinces ruled by the Manikongo, but its sphere of influence extended to neighboring kingdoms, such as Ngoyo, Kakongo, Ndongo and Matamba. During the colonial era, it became known due to Kongo's interaction and conflict with the Portuguese.

Steam Workshop / Civfanatics

Capital: M'banza-Kongo
UA: Glory of the Manikongo: Units ignore terrain costs when moving in any tile adjacent to a River and suffer no attack penalty when fighting across Rivers. Archery Units train 10% faster.
UU: Pombo: Replaces Pikeman. Begins its turn with the same number of movement points as an adjacent Mounted Unit. +33% Defense vs Ranged Attacks. (+25% instead of +50% vs. Mounted Units).
UB: Raffia Mill: Replaces Mint. Provides +1 Raffia, a unique luxury resource. +2 Gold on Dye. (+20% Production Cost. No Gold bonus on Gold or Silver Tiles. Terrain Requirement changed: City must be built adjacent to and maintain at least one Jungle Tile).


BNW Change List:
Spoiler :
-Added BNW leader flavors.
-Replaced Kongo City-State with the Luba City-State from the Africa Scenario.
-Added additional text to Luba’s civlopedia entry from the Scenario.
-Added Leugi’s Leaderscreen.
-Added Leugi’s new Leader icon.
-Changed civ’s colors (were identical to Indonesia).
-Made a new civ button to match the new colors.
-Made a new Map .
-Made a new DoM screen.
-Made a new UU sv icon.
-Added Peace leader music.
-Added War leader music.
-Added in-game notification if you lose a raffia mill because the city is no longer adjacent to jungle.
-Added a check so you can’t capture raffia mills where you’re not supposed to (BNW added a capture rate to the mint).
-Added minor AI Handicaps to offset their not being able to use the lua abilities as efficiently as a human player.
-UU now begins its turn with the same number of movement points as an adjacent mounted unit instead of ignoring terrain cost. (Changed to further distinguish the unit from the Zulu UU, while keeping the previous direction).
-UA now also grants +10% production for Archery Units.
-UB now grants +2 Gold on Dye instead of +1.
Screenshots:
Spoiler :
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Credits:
- Cyon is the author of the original Kongo mod created for Vanilla Civ V. If you enjoy the mod, a great deal of credit belongs to him for both the design and general direction of the civ. In this version he is the author of the UU, UB, and Raffia Resource icons as well as various civlopedia text.
- iamaplayer initially converted the mod for Gods and Kings.
- Pouakai oversaw and provided general direction and initial coding for the Zambezi version of the mod.
- Tomatekh provided coding, BNW conversion, lua, general direction, various civlopedia entries, civ map, DoM screen, minor art corrections and clean-up.
- Leugi is the author of the Nzinga leader screen and icon.
- Pombo unit graphic by JTitan.
- Music taken from "Anthologie de la Musique Congolaise, vol. 7: Musique des Kongo-Mbata" by Benoît Quersin, the Ludiongo, and Fonti Musicali.
 
Occasional guess the leader game!:

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This one's easy :p
 
Basically...Can't build Monuments when playing as Kongo for whatever reason. Anyone else have this problem?

Oops, how did I miss such an obvious bug. Hold on, I think I know what the problem is.

Okay, sorry about that everyone. I simply put two lines of the lua in the wrong order, and didn't notice when I was testing as it would only affect human players (and I was just running AI auto turns).

I'll re-upload the civ now. Shouldn't break old saves.

Edit: And the new versions are up and it should be fixed. Let me know. If something else pops up I can upload another version tonight.
 
Okay, sorry about that everyone. I simply put two lines of the lua in the wrong order, and didn't notice when I was testing as it would only affect human players (and I was just running AI auto turns).

I'll re-upload the civ now. Shouldn't break old saves.
CityCanConstruct, so lazy.

I have to admit I don't like Civ icon. Otherwise, great.
 
CityCanConstruct, so lazy.

I have to admit I don't like Civ icon. Otherwise, great.

Well there's no other way to check features for a building requirement, is there? XML only provides for base terrain and mountains, I think.

Yeah, Cyon stylized the Kongo X a bit when he made the original icon. Unfortunately, those colors (reverse Aztec) got taken by Indonesia. I think the new colors work nicely in-game, but I could have probably stylized the X a bit (I just ripped the exact shape off the Kongo flag image on wikipedia, :lol:). I'll see what I can do when I have the time.
 
BuildingClassRequirement + dummy. LUA would be reduced to CityFound/Capture and DoTurn/BuildFinished (well, I think you already doing something like that to remove building when Jungle is removed).
 
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