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

Surprisingly enough, Archers are actually great coup-counters (since they normally don't take damage when they attack) but you do lose quite a few in the process.
 
The only other way I can think of it working is to steal certain attributes. You know - culture from kills, science from kills, golden age points from kills etc.
 
Please! Suggest away. I love the Philippines theme for that exact reason. Very haunting and rather sp00ky.

Also, that as a war theme isn't too bad actually. Seeing as we already have Africa by Toto as the Boer Peace theme, Australia has Waltzing Matilda and an upcoming civ will have House of the Rising Sun as a peace theme.
 
Check if 1 turn of Golden Age is not increasing cost of next.
HasPostCombatPromotion is quite useful tag in terms of detecting combat (though in your case XP tracking is just fine).
I would simplify ability to: 'Gain bonus whenever unit reach next level in the combat'. Detecting "significant victory" has more holes than swiss cheese. I can guess it without seeing the code. :)
Cannot build Fishing boats... I wanted to bash it so hard, but it is your civ after all. Not my buisness. I can just mention that I see no gameplay reason for this.
Anyway, nice job Nerai and good luck.

And feel free to do Sioux once you got to south nations, no need for kindness, while I can see that my design with tendency to simplify things might be not appealing to you.
 
As said before, the only leader with a planned voice is for Henry Parkes of Australia. Charlatan will be voicing him, seeing as he can put on a great gruff Aussie accent.

Not sure if it's worth it to include voices for non-3D leaderscreens.
 
I know some people who would be willing to do some voices for you. And IMO, having voices on the leader screen makes me kind of feel like I'm talking to that leader IRL, and gets me more immersed in the game. It would be totally worth it.
 
What sort of leaders were you thinking?
 
I think the Blackfoot look very cool and can't wait to give them a go!

If I were to redesign them to simplify the Counting Coup and change the work boat issue I would do:

Counting Coup: When a blackfoot unit returns to a city with (more experience/more promotions whatever) than when he was last garrisoned you recieve a unique bonus. Cities founded not adjacent to sources of coast gain +2:c5faith:

While not capturing the "significant victory" like the current design, I feel it helps simplify it whilst maintaining the idea. The main reason I like this is it ties the benefit to RETURNING home to Blackfoot lands, so that it doesn't matter how many times a unit has counted coup if he doesn't survive to make it back. It thus reinforces the idea that the tribal leaders are those who are strong and wily enough to win and make it home, and also encourages the Blackfoot to raid and war with their neighbours rather than further flung battles.
It also has a "Victory Parade" aspect to it, after a war marching your experienced units through the city :D

I added the +2 faith to cities not adjacent to coast as I thought it could be a way to incentivise in-land settling over coastal rather than the "no work boats" restriction, and also mean the Nato-oh Siskoom could be dropped for a UU. I feel like your Buffalo Pound is very unique and fitting and the overall civ design and playability is better if the Counting Coup and Buffalo Pound is combined with a UU rather than another building

Counting Coup benefits I was thinking of were:

XP gain
0-15 Starts a WLTKD in this city
15-30 Culture boost equal to fraction of units strength
30-45 Gains War Chief promotion, increasing strength of adjacent units
45-60 One time tourism boost on all known civs (increased for civs you are at war against)
60- Every 15XP converts to 2-turn Golden Age
Each unit could only achieve these once, but they are cumulative so that if you get 60XP before returning you will activate all of them.
No one unit could farm barbarians for the bonus as you no longer get XP from them beyond 20XP.
I also like how it encourages going honor for at least the "increasing XP from combat trait".

Anyway, this was just your civ design got me thinking, and I can't wait til they're released!
 
Australia seems very strong. In my current 22 player game, he had 18 policies when the next highest player had 12, and in addition to that, twice as much tourism as anyone else. He's running away with the game.

However, this could also be to do with the fact it's a TSL map, so he gets isolation from warmongers, as well as easy coastal cities.
 
It's most likely due to a number of things. The AI sometimes runs away, but sometimes is handicapped by the puppeted cities. Also if you are running the new TSL map - I believe Sydney has a river and a Mountain start.
 
DoM Speech for Cap'n Para said:
All hail Parameswara, usurped Shah of Singapura and Sultan of mighty Malacca! For nine years, you ruled in splendour in the Lion City before a treacherous advisor stole it from you with the ships of the hated Majapahit. Forced to flee, you discovered a land over the seas where even the mouse-deers were formidable, and this place you named Malacca. Through your leadership, this new kingdom grew powerful, rivalling stolen Singapura in beauty, helped by your recruitment of the loyal Orang Laut to protect your traders from pirates.

O Supreme Lord, whose magnificence even the Celestial Emperors were awed by, Malacca is Malaysia and Malaysia is in need. Will you fend off the pirates as you did in ages past? Will your kingdom rise to rule through trade and cannon alike? Can you build a Civilization that will stand the test of time?

Hopefully this is up to snuff. =]

EDIT: Perhaps the following is a better UA name for Malaysia:

Alam Melayu

Given the nature of the phrase's many meanings (all linked to Malay identity) and the nature of the UA, particularly the section involving naval attrition, I think it's a good choice. Then again, I might be wrong; after all, I stood by the old one. =]
 
Here is the updated YnAEMP patch for the Colonialist Legacies pack, adding support for Canada and the city-states of Nuuk and St. John.

Hello! I'd really like to play these civs with TSL but I dont's know how to download this. Can I just update my YnAEMP in the game's mod list and will that do the trick?
 
Cities founded not adjacent to sources of coast gain +2:c5faith:

The only problem I have with this idea is that its essentially a more powerful version of the Celtic UA, which stands by itself but here is just treated like a side on to the main ability. It will render the religion race at the beginning of the game completely obsolete.
 
You could do something like add production to cities not touching coast. Starting out with +1 hammer per city is useful but not overpowering, and gives an incentive to settle inland.
 
One idea for Malaysia

Unique Unit - [cannon which gains +1 range when stationed on coast]

This game desperately needs more siege unique units :p
 
Any leaders for the most part. I've got my mom or my sister for the Dene depending on how old she is being potrayed at, and then my dad and other guy friends for the rest.
 
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