LS Civilization Set

I rather like these civ packs, they're very unique and well done, with some interesting ideas. Some suggestions!
I love suggestions.

- The Phoenicians strike me as a bit overpowered. Acquiring all luxuries isn't /that/ difficult, and you end up with absolutely ludicrous happiness. I'd suggest making it -50% or so city unhappiness.
Acquiring all luxuries == neverending WLtK? I have never did it, however I am playing large/huge maps only.
I will replace happiness with something completely different.

- The first part of the Hittite UA is actually a hidden bit to Greece's - as Alexander you're free to move your units through city-states, even though it's not indicated anywhere. I'd suggest adjusting it for something more interesting, like...hmmm, maybe that Militaristic CSs will give you unique units even if only at Friend level?
I can't detect "unit gifting", so this idea is out of my possibilities. To be honest, this Greece staff is the info of year for me. It explains why there is a tag for it in traits.
It is helpful in bullying, not powerful secondary bonus. I would leave it.

- Some of the civ descriptions are a bit vague: the Timurids especially. I don't get how sabotaging cities works at all from that UA, or turning half of the civilization into barbarians. Maybe give a more mathematical and precise description, like "During war, attacks on Cities will occasionally ignore defensive building bonuses. Upon capturing a capital, half of that empire's population is converted into Barbarian units."
You are right, but It would probably took to much space:
During war, each turn, every enemy visible city has 5% chance to have castle or walls destroyed (walls are destroyed if castle is not in city, unique buildings cannot be destroyed). When capture enemy original capital, every second enemy city and every second enemy unit becomes barbarian.

- Actually, flavor text in general could use work, and I imagine there'd be plenty of people around who'd be happy to provide Civilopedia entries. The grammar in the game opening screen is a bit off, and I sorta wish to offer to help improve it.
Feel free to do so. I believe many people will be grateful for civ entries, though you are first who show the will to made them. I am obligated to warn you it is a lot of work. Obviously I would appreciate it.

- Use music sets! There are generic music sets for each civilization style, which play throughout the game during peace and war. I don't know how the coding goes, but they're in there somewhere, and IIRC all match up to what architecture style that civ is using.
I have added peace/war themes recently. I am quite sure they are working properly.
 
If you have access to every luxury, then you will be in a We Love the King Day as long as you retain those, yes. Even on large maps it shouldn't be that especially difficult to acquire all luxuries, especially when that's your express goal and you plan around it, and having virtually no Unhappiness is a bit ridiculous, considering you can basically expand infinitely by then.

I hadn't meant the peace/war themes, I meant the generic music that plays after those are over. Like, if you're playing Arabia, it'll start off playing the Arabia theme, and then move on to the generic Middle East music set. There should be tags for those somewhere?

And yeah, I had found out the Greece thing when I looked at the relations for a CS and saw "due to your leader's trait, you lose no influence for units within this city-state's territory" or something like that. No idea why it isn't mentioned in the UA, it's not like there isn't room leftover.

Okay, so lemme think how to word that UA. "When at war, every enemy city within sight has a 5% chance each turn for the most advanced defense building to be destroyed. Capturing the Capital turns half of that civ's units and cities into Barbarians." I think that should fit, and clarify things. IIRC I was confused at first because the in-game notification just said a city was sabotaged, and didn't indicate what that had done, so.

I'll take a stab at redoing the Haida intro screen.

May the world tremble in fear of your might, chief Koyah of the ferocious Haida tribe. Plundering and raiding the coasts of modern-day Oregon and Washington, your people came into conflict with trappers and captains from afar, and showed them naval opposition the likes of which had never been seen in the New World. Just as the Vikings had terrorized old Europe, the Haida struck fear into the hearts of lesser men. Yet as valiant as your warriors were, the art and culture of your tribe were just as dominant, and the totem poles your people crafted became icons of the creative soul of native American peoples. The generous soul of your traditions and complex social lifestyle made your people one of the mightiest and memorable of all in the continent, and lives on in many places today, even when encroaching settlers broke the power of your people.

Son of the Eagle and Raven, the time has come once again for you to assert your strength, to inspire fear and awe into those who would think lesser of you. Can you show the world the potential of the Haida people? Will the stories of your conquest and dominance be carved all over the world? Can you build a civilization that will stand the test of time?

If that's good then I'll poke at the rest, going in order of the civ packs, and maybe I'll peer around for people who'd be more proficient at the Civilopedia entries, and if not I'll just attempt myself. My strength would definitely be more in the intro flavor text though, and I'd probably make more concise entries than the veritable essays the official civs, but it'd be something ^^;
 
I hadn't meant the peace/war themes, I meant the generic music that plays after those are over. Like, if you're playing Arabia, it'll start off playing the Arabia theme, and then move on to the generic Middle East music set. There should be tags for those somewhere?
<SoundtrackTag>, will add it one day. Missed it, because existing civs doesn't use it.
Good job on text. Sounds official and it's pleasure to read.


Recent updates:
Olmec UU, scout, has now 6 range radar revealing ancient ruins. (sometimes I have nice ideas xD)
Ashanti UB, Kente Loom, is now replacing Workshop. It grants numerous promotions to melee and gun units (+1 culture per turn / Culture bonus on city capture / One-time culture bonus equal to culture per turn / +5% tourism to civs with common foe / Great Work ) Promotions are automatically obtained when unit reaches certain level (up to 8).
Numidia UB, barracks: "Trained land units have 25% chance to become unique replacement if there is one in different civilization". It means when you train Swordsman and Roman has already Legion, then you may create Legion. Imba.
Numidia UA: "Units gain +50% xp if there is an unit of the same (unit)class and with higher level."

Future update:
 
Part of me thinks it'd be kinda cool if that Barracks gave you units that /didn't/ exist in other civs because I'm silly like that, but it'd be hard to code, I imagine, especially if one has lots of mod civs running around (alongside it being potentially broken since everything you'd make would be a UU), but still.
 
Numidia UB, barracks: "Trained land units have 25% chance to become unique replacement if there is one in different civilization". It means when you train Swordsman and Roman has already Legion, then you may create Legion. Imba.

How about making it the UA?
"Trained land units have a chance to become unique replacement if there is one in different civilization. Chance is increased if you have a trade route, defensive pact and/or DoF with the civilization"

Say a base 15% and TR=+5%, DP=+10% and DoF=+15%. Most likely horribly imbalanced, but would make for a unique kick-ass diplo warmonger civ!
To complete this I would just make the Mercenary Camp have reduced maintenance and maybe act as a luxury for TR purposes.

You have a lot of great civs, keep up the good work! :goodjob:
 
I prefer my old-fashioned pure warmonger civ.

Updates are done.
You may share your ideas about Haida, Khmer, KoJ and Papal States since they will be most probably changed.
 
Make sure you have both GK and BNW.
Are you sure you loaded the mods?

Anyway, the mods are bugged a bit.
 
Make sure you have both GK and BNW.
Are you sure you loaded the mods?

100% sure that I did. Try to look into the issue when you update the Civ's, please.
Also would you ever consider changing Phoenicia's color scheme into something more pleasant?
Something like this:
Spoiler :

Ignore the actual Icon, just pointing to the color. In my opinion the blue is more pleasant than the green.
 
100% sure that I did. Try to look into the issue when you update the Civ's, please.
Also would you ever consider changing Phoenicia's color scheme into something more pleasant?
One of the modding rule is not fixing what is unbroken. I don't have time.
I am afraid, I will be unable to help you with Not-Appearing-Civs unless you provide me crucial data about what is wrong.



Well, the brave beta-testers, daredevils and others...
I made new Papal States. In my last control game, everything worked as properly as it could. Though, I believe more games would validate it.

UA:
Part one: Once all available Religions are founded, Papal States founds religion (if not yet founded).
Founder and Follower beliefs are random. Pantheon is either yours or random if not found. You loose all faith upon this.

Part two: Great Prophet with its virgin religion spread may annex City-State, which has never adopted any religion before.
I noticed that religion in city is a bit messed after that, but no other issues.

UU: no changes.

UB: Temple with two effects:
+20% Religious Pressure (1 point)
Removes Heresy during "We Love the King".

First part is XML, dunno what issues might be with it. However, I didn't check the second part at all.

http://www.sendspace.com/file/j5g81a
 
Does that first part of the UA mean that the map accommodates one more religion than usual when Papal States is in the game?
 
No, limit is the same, but Papal States ignore it. Since It wouldn't be possible to make it traditional way (with Prophet), once the limit is reached, all Papal States with no religion, gain their own religion.
 
So what would hypothetically happen if there was a (very) huge map featuring 24 papal states, assuming Tomatekh's more-religions mod isn't enabled? When all the papal states found their religion, they'd run out of icons...
 
For the Khmer, I feel their colors should be changed to match the Cambodian flag more closely (blue and red as opposed to the current colors of pale red and blue).

The current ability seems a bit bland. I've always liked this idea from the Civilizations/Leaders Wanted thread, though I don't know how hard it would be to implement:

"Receives a culture boost every time a city is founded. Cities building a wonder receive +50% food or production from internal trade routes. Cities with a wonder receive +50% gold and tourism from international trade routes."
 
So what would hypothetically happen if there was a (very) huge map featuring 24 papal states, assuming Tomatekh's more-religions mod isn't enabled? When all the papal states found their religion, they'd run out of icons...
Religion overlap; two founders, one religion.



Khmer was my first civ, therefore I still cared about colours, it was designed to be different than Korea.
Tourism cannot be made (or I can't).
Whole ability sounds good for Wonder oriented civ. (except culture from settling, this is not only hard to balance, but boring) Unfortunately:
-My Khmer is population focused (metropolia)
-Khmer UA will remain unchanged forever (first UA, first LUA, first civ, much sentiment, very relic)

Baray is going to be changed, because last time I checked, my solution of fixing "Aqueduct bug" is simply bugged with "aggresive" Tomatekh's solution. I don't want to discriminate players with will to use both mods.
I would aim in Watermill replacement (Garden sounds nice as mid-game Food Bonus), but I would really like to hear some cool ideas (challenge and question my lua coding). Creating a badass Lake next to the city? Too easy.
Militia suggestions are welcome as well.

I recently made civ which is not attacked by barbs and the one blocking enemy city attacks.
 
Well, Korea's blue is more of an indigo, but I can see why you'd have the colors that way.

If you're sticking with that ability, then a garden replacement certainly would help out a super tall specialist Angkor. The militia also seem really useful the way they are right now. The only issue is if the baray just provides bonus food and the militia is just a worker/warrior combo, both seem rather plain, but effective. Unfortunately I'm not great at thinking of neat and challenging ideas, but I started musing a bit while writing this and here are my probably not-so-great ideas:

For the baray, perhaps you could incorporate parts of that proposed UA into it? Toned down to match a building instead of an ability, though. Parts of that UA might not match a baray's "flavor," so maybe you could make them similar to a hanse in that more barays would provide a cumulative bonus to... something.

With the militia I was thinking of some manner of incorporating specialists into them since they would be citizens taking up arms, but since they're a warrior replacement, there aren't any specialists at that point in the game. That idea's more hazy anyway.
 
Well, Korea's blue is more of an indigo, but I can see why you'd have the colors that way.

If you're sticking with that ability, then a garden replacement certainly would help out a super tall specialist Angkor. The militia also seem really useful the way they are right now. The only issue is if the baray just provides bonus food and the militia is just a worker/warrior combo, both seem rather plain, but effective. Unfortunately I'm not great at thinking of neat and challenging ideas, but I started musing a bit while writing this and here are my probably not-so-great ideas:

For the baray, perhaps you could incorporate parts of that proposed UA into it? Toned down to match a building instead of an ability, though. Parts of that UA might not match a baray's "flavor," so maybe you could make them similar to a hanse in that more barays would provide a cumulative bonus to... something.

With the militia I was thinking of some manner of incorporating specialists into them since they would be citizens taking up arms, but since they're a warrior replacement, there aren't any specialists at that point in the game. That idea's more hazy anyway.
X% Wonder production modifier based on population?
or
Each Baray increases Food and Production from domestic trade routes by 10% (in empire)?

Some art:


 




I have two next dillemas:

Hetmanate - UU - Hetman
a) create 3 military units when born (current)
b) create 1 military unit when entering occupied city territory, while at war with occupant (each city would have own cooldown)

Haida - UA
a) All naval melee and embarked units can move after attacking and gain some gold based on damage inflicted to enemy city
b) Something unique, not XML
 
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