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

Agreed with Kuserab. I'm going to miss that old UA. Still looking forward to the update though; updates are (almost) always a good thing.
 
That old UA was beautiful, I agree. But it just had too many bugs that were unfixable. We were too ambitious with that UA, and because of that - the Philippines have remained lackluster for the longest time. I'll release the full update notes when we thrust the patch out, but for now - here's a sneak peek at the new UA:

Pearl of the Orient: Upon the signing of an Open Borders treaty, both civs receive a free Cargo Ship. During Peace, foreign units* within your borders provide :c5culture: Culture.

*Includes Trade, Naval and Civilian Units. +2 :c5culture: Culture per unit in your borders.

This trait is hilariously versatile on nearly every map. Whether on an Archipelago map or a Pangea, foreign trade, naval and civilian units will give you large swaths of Culture. It also makes Coastal settling fun, as you can entice foreign traders to trade to your cities, giving you +2 Culture per turn the foreign unit is in your borders (even without Open Borders).

Another cool tactic is to forward settle someone you'll know will have a large military. After doing so, gift them a Luxury and buddy up to them diplomatically. They'll become your friend, and will Open their borders. You'll not only receive a Cargo Ship, but since their units were previously restricted to their own territory, their armies will start roaming throughout your land, giving you a proverbial walrus-ton of Culture.
 
Plus, it means you actually get a benefit whenever that one AI starts bombarding you with Missionaries.
 
Or better yet! Trap them in your territory!
 
Open Borders can only be obtained at Civil Service. So I guess good luck having 5 Missionaries/Trade units within your borders before that time.

Also should note that Open Borders Cargo Ship only fires when both parties agree to have Open Borders mutually.
 
2 culture per unit seems really OP, you'd easily be getting 10 culture reasonably early on

... Says the curator of the team that made the double specialist yield / early random specialist slot civ. :p You're getting almost the same extra yield guaranteed and earlier as Hawaii with one culture guild, not to mention the chance of getting another culture specialist from the UB. And that's one city as opposed to empire wide.

<3 Polynesia Pack though. It's my favorite. :D
 
My apologies for not reading all 191 pages of this forum, but was the 3D leader scene for Henry Parkes and the update for Australia ever uploaded on CivFanatics?
 
2 culture per unit seems really OP, you'd easily be getting 10 culture reasonably early on

Actually, trade units are a big factor to think about here, since you really have no control over them, and if you're doing well, the AI tends to spam you with them. We may need to rigorously playtest this to make sure it doesn't get out of hand.

That said, it's pretty easy to put some sort of cap on the amount you can get per turn.

Edit: I suggest no more than 10% of your culture cap. Or something like that.
 
I'm not sure. Even when I'm the leading civ in the game, I rarely get more than three or four trade routes at a time, tops, the AI preferring to send them to each other or something. In fact, I was thinking the culture per turn might be too low in that case. But maybe it was just my starting position relative to the other civs...
 
Also remember that Trade Routes usually spend like 50% of their time outside of your territory.
 
Regardless, I think best practice here would be to cap it at 10 or so, which is still powerful, but isn't the same level of OP that late game would be without a cap

But... i love OP
(This is natan 35. That bug which made everyone a guest kinda erased my account.:p)
 
Regardless, I think best practice here would be to cap it at 10 or so, which is still powerful, but isn't the same level of OP that late game would be without a cap

We'll push forward with what we have. Users can change the amount of culture at their leisure. Right now we're just tryingt o figure out why E&D isn't loading in-game.
 
Let's try this out for now. In my last game I was producing 800 culture per turn while not in a Golden Age, 10 doesn't seem like much by that stage.
 
It does have the potential to be powerful yes, but definitely not overwhelmingly so, especially since this is BNW and not vanilla Civ V so the AI doesn't carpet the map with units so much - you may never see them moving more than five or ten in conjunction across the map until well into the Industrial. The strategy of 'forward-settle on warmongerer and buddy up to get loads of units on you' has a distinct potential disadvantage in that you're forward-settling on a warmongerer and presumably aren't keeping too many of your own units in your borders to maximize on the culture gain. Plus there's other disadvantages to opening your borders up, namely the increased Tourism pressure, the greater ease with which your own attempts at a religion will be thwarted by a less hindered flood of missionaries, a harder time moving your own workers and stuff around since the AI will inevitably be flopping around on tiles you need to get to, the inherent advantages of using your borders to block off avenues for future expansion are gone, and so on and so forth.

Also the matter of how you're going to be more coastal since your UB is a Harbor, and thusly a good chunk of any city's territory is going to be water, where less units will tread since AI navies are typically lacking. For the average player of say, seven or eight cities maybe? late-game you might have a somewhat high estimate of around 35-40 units in your borders, meaning 70-80 culture per turn, which is significant but hardly game-breaking in the Modern and Atomic eras.
 
Did you on this international competition thing?

No, that was after the World's Fair ended. It was the late game already of course.

I forgot that the AI builds more units at higher difficulties, which might mean more units in your borders, but not on lower difficulties.
 
So we're struggling with getting E&D to actually work and we can't figure out why it isn't firing. So I've made the executive decision that you've all waited long enough and I'll release it as is. Hopefully someone can find out what we've done wrong and we'll fix it within the week!

Anyway - here's what's been changed!

Download
  • Old UA has been completely reworked - Upon the signing of :c5influence: Open Borders, both Civilizations receive a free Cargo Ship. During Peace, foreign units within your borders provide :c5culture: Culture.
  • New UA allows for the acquisition of a free Cargo Ship for both civs, once they sign open borders. Cargo ships only appear if the player has a) a Coastal city and b) available Trade Routes
  • The new UA also provides +2 Culture for every foreign unit within your borders. You are basically rewarded for foreign explorers within your territory. It's a trade-off for sure. The amount of Culture is subject to change based on the feedback we get.
  • New Civilization Icon
  • New Civilization Colours
  • New Coral Church art thanks to PrimoXanthous
  • Coral Church now provides +5% growth for each Sea Resource instead of +10%
  • Is now available at Compass instead of Theology
  • Unique Cultural Influence Compatibility (Our people are now drinking your halo halo and singing on your karaoke machines)
  • Events and Decisions Compatibility

A huge thanks to RawSasquatch for putting this baby together. It's certainly been a long time coming.

Screenshots:

Spoiler :







Lots of cool decisions come up when you play against Philippines as well. Sure, Open Borders will get you a free Cargo Ship - but exploring their lands will give them Culture :)

If you're playing as the Philippines - I'd certainly recommend forward settling your closest neighbour, then buddying up to him diplomatically to get that sweet Culture when their armies are forced to spread into your land.

I'll also upload the update to Steam - post bugfix.
 
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