[WIP] 3rd Unique Component Project

I like it. I'll do that and add the Aksumite Javaliner as an add-on.

...

Also if you're looking for a less generic name than javelineer then you could call them by the name of their formation in the Aksumite army; Sarawit (singular: Sarwe).
 
Oooh, this is looking very cool. I'm particularly excited about the Playhouse and the Junk! I'll do a big download this weekend and play through as much as I can over the next week or two and give you some proper feed back. This whole mod is shaping up to be something pretty special. Now we just need to drum up some excellent art on this bad boy.

Also, don't give up on the Songhai. I know that they had a special merchant class called the Jolluh or something similar, I can't quite remember off the top of my head (and funnily enough, you don't get much from googling a spelling mistake), but they operated out of the river ports on the Niger and had the full weight of the state military behind them to protect them and their interests. There must be a decent unit in there somewhere?
 
Oooh, this is looking very cool. I'm particularly excited about the Playhouse and the Junk! I'll do a big download this weekend and play through as much as I can over the next week or two and give you some proper feed back. This whole mod is shaping up to be something pretty special. Now we just need to drum up some excellent art on this bad boy.

Also, don't give up on the Songhai. I know that they had a special merchant class called the Jolluh or something similar, I can't quite remember off the top of my head (and funnily enough, you don't get much from googling a spelling mistake), but they operated out of the river ports on the Niger and had the full weight of the state military behind them to protect them and their interests. There must be a decent unit in there somewhere?

Thanks! Note that the Junk isn't out yet. Great, it's good to hear that, I'll be waiting the feedback then.

Thanks for tip. You mean Julla although I can't find many info regarding them.

PS: Updated 2nd post
 
Those Julla could be worked into a caravan replacement. I know those are probably more difficult being that they aren't traditional units but giving them the faith generation if trading between cities with copper, salt, or gold sounds cool.
 
Those Julla could be worked into a caravan replacement. I know those are probably more difficult being that they aren't traditional units but giving them the faith generation if trading between cities with copper, salt, or gold sounds cool.

Humm sounds very interesting. Don't know if that could be done. I'll ask around

PS: First post updated (only Austria isn't yet included)
 
Also, I obviously really like what you're doing here but as I was going through the new uniques I saw some things which could be changed to make them more fun.

The Seowon for example are just a slightly weaker Wat in terms of gameplay.
Giving +1 culture per scientist point generated by the city could be a pretty good change to differentiate it a bit.

The Cothon has a different problem in that if you're playing carthage, you aren't ever going to end up building them as you'll get them for free. That doesn't seem all that cool to me as it just feels like you made the UA better. Making it a seaport or lighthouse replacement could do the trick. This might just be my preference though.

Also since you said that you were doing multiple new uniques in separate add-ons and I've been all about unique national wonders lately, you could make the Roman forum be a unique East India Company (also change the name of the market to forum for aesthetic purposes).

The roman forum was not just a place for commerce but a place for great people to make displays of their greatness and feed into the idea that Romans should be striving for that.

In addition the usual EIC stuff it should also increase great general, AWM, and engineer generation by 5% per specialist in the city. Just my thoughts.
 
Also, I obviously really like what you're doing here but as I was going through the new uniques I saw some things which could be changed to make them more fun.

The Seowon for example are just a slightly weaker Wat in terms of gameplay.
Giving +1 culture per scientist point generated by the city could be a pretty good change to differentiate it a bit.

The Cothon has a different problem in that if you're playing carthage, you aren't ever going to end up building them as you'll get them for free. That doesn't seem all that cool to me as it just feels like you made the UA better. Making it a seaport or lighthouse replacement could do the trick. This might just be my preference though.

Also since you said that you were doing multiple new uniques in separate add-ons and I've been all about unique national wonders lately, you could make the Roman forum be a unique East India Company (also change the name of the market to forum for aesthetic purposes).

The roman forum was not just a place for commerce but a place for great people to make displays of their greatness and feed into the idea that Romans should be striving for that.

In addition the usual EIC stuff it should also increase great general, AWM, and engineer generation by 5% per specialist in the city. Just my thoughts.

Well I agree with you on the Seowon and the Cothon but not on the Forum.

Roman Forums were the legal building and were present throughout the empire.
Nevertheless I'm not very happy with the Forum and the Rathaus.
I was thinking in launching as add-ons with a legal building for all civs, then the Forum and the Rathaus would replace that building.

But regarding the National Wonders I was thinking to make them all unique. Some could be just name changing for flavor but they could be customized for every civ. That would really turn each civ more distinct.
 
I've done some (not much, but some) gameplay and I've caught a couple of issues which I'll get to below, but the majority of your new material is flawless. Much of it far outshines some of the original content, and many civs are significantly improved already, even if the new material isn't perfectly balanced yet. Firaxis and Co have obviously made some (not much, but some) pretty odd and inconsistent choices in the game and this mod is already fleshing things out (I'm particularly thinking about Sweden and the Ottomans, but there are others. I've been mainly focused on the buildings side of the mod, as I'm an unenthusiastic warmonger at best. Anyway, a few quick notes, I'll post some more soon:

America's Saloon isn't working fully. I haven't been playing as the USA yet but I've noticed that the gold on hills is not materialising, I can't say if it's working on furs because I have yet to see the Americans with furs. This aside, I'm not convinced that this early in the game is right for an American unique, I know it's very hard to make the late game civs compelling early on but sometimes it just can't be done and I think America is a case in point. Perhaps you could move the Saloon to the Bank slot, or come at America with a different building. I saw Skyscrapers previously mentioned, perhaps playing around with that would be better? A combination of boosts in population / tourism / bonuses on Great Scientists, Engineers and Merchants, would be pretty sexy.

Similarly the French Salon is too early, although it's working perfectly and is a great creation. Perhaps pushing it back to a Windmill replacement, like the Coffee House? Or maybe even revamp it a little as a French replacement for the Hermitage.

The German Rathaus is a monster with it's 25% production boost, to the point where it's actually quite terrifying being neighbours with Germany. (Perhaps that's the point?) Maybe bringing it in line with the Workshop would be friendlier (10%) but when building it in Occupied cities a higher amount would be fine, even the full 25%?

Last one for now, the Swedish Stave Church, though it's working fine, it isn't very thrilling. I think if Sweden had been made differently it would be perfect, but the Swedes are such a weird civ, with their diplomacy UA and warmonger units. The Stave should tie in with their UA, so adding a Great Person production boost, or +1 faith per friendly CS would really help Sweden keep up with it's rivals.

I'll give some more feedback soon, but maybe someone else would be better to look at the units you've added, because, as I've already said, I'm a peaceful kind of fellow.
 
I've done some (not much, but some) gameplay and I've caught a couple of issues which I'll get to below, but the majority of your new material is flawless. Much of it far outshines some of the original content, and many civs are significantly improved already, even if the new material isn't perfectly balanced yet. Firaxis and Co have obviously made some (not much, but some) pretty odd and inconsistent choices in the game and this mod is already fleshing things out (I'm particularly thinking about Sweden and the Ottomans, but there are others. I've been mainly focused on the buildings side of the mod, as I'm an unenthusiastic warmonger at best. Anyway, a few quick notes, I'll post some more soon:

America's Saloon isn't working fully. I haven't been playing as the USA yet but I've noticed that the gold on hills is not materialising, I can't say if it's working on furs because I have yet to see the Americans with furs. This aside, I'm not convinced that this early in the game is right for an American unique, I know it's very hard to make the late game civs compelling early on but sometimes it just can't be done and I think America is a case in point. Perhaps you could move the Saloon to the Bank slot, or come at America with a different building. I saw Skyscrapers previously mentioned, perhaps playing around with that would be better? A combination of boosts in population / tourism / bonuses on Great Scientists, Engineers and Merchants, would be pretty sexy.

Similarly the French Salon is too early, although it's working perfectly and is a great creation. Perhaps pushing it back to a Windmill replacement, like the Coffee House? Or maybe even revamp it a little as a French replacement for the Hermitage.

The German Rathaus is a monster with it's 25% production boost, to the point where it's actually quite terrifying being neighbours with Germany. (Perhaps that's the point?) Maybe bringing it in line with the Workshop would be friendlier (10%) but when building it in Occupied cities a higher amount would be fine, even the full 25%?

Last one for now, the Swedish Stave Church, though it's working fine, it isn't very thrilling. I think if Sweden had been made differently it would be perfect, but the Swedes are such a weird civ, with their diplomacy UA and warmonger units. The Stave should tie in with their UA, so adding a Great Person production boost, or +1 faith per friendly CS would really help Sweden keep up with it's rivals.

I'll give some more feedback soon, but maybe someone else would be better to look at the units you've added, because, as I've already said, I'm a peaceful kind of fellow.

Thanks for this participation.

Well the Saloon as long-time entered my list of uniques to be revised, as did the Stave Church firstly because I don't feel them balanced. Adding your thoughts into consideration I clearly see this needs to be polished.
When I was writing the French Salon I didn't really enjoy replacing the Amphitheater because of just that, replacing the Windmill with it crossed my mind but I didn't pursue the idea, I'll look into it.
Regarding the Rathaus not sure if you read it above but it will be replaced and turned into a add-on. Perhaps I'll then reduce the production bonus.

So far I've added the following
Changes

  • Cothon
    +1 Production and Gold from Sea Resources worked by this City
    +15% Production when building Naval Units
    Sea trade routes originating from this city produce an additional 2 Gold when connecting to another civilization.
    +2 City Defense Strength
    Replaces Seaport​
  • Seowon
    +1 Culture per Specialist instead of +2 Culture​

News
  • Royal Guard
  • Mounted Bowman
  • Carpentom
 
I also did some testing and the polynesian fish pond isn't adding food to all tiles like it says but is working on the fish resources. I forgot to upload the screenshot I took but you should check that out.

Also thanks for making edits to the Seowon and Cothon as those are a lot more interesting now.

I actually disagree on the Saloon replacement not being a good idea as it makes sense to me as a market replacement and does work gameplay wise in my book.

I haven't looked at the Salon or Rathaus but his complaints about the production boost makes sense. Lowering it would probably be a good idea.
 
I haven't been playing as the USA yet but I've noticed that the gold on hills is not materialising, I can't say if it's working on furs because I have yet to see the Americans with furs.

Back when I was working on my Oni civilization, I'd experimented with having their UB grant additional food from hill tiles, but had problems getting it to work right, so I'm wondering if there's something weird about hill features.

I like the Saloon idea myself, though, so the thought occurred to me -- could it give a gold bonus from mines instead? I'll admit, I haven't read fully through the thread to see how the Saloon evolved to this point, but the hills/gold effect makes me think of the Gold Rush era, so I could see mines as being perhaps an easier benefit to code than a hills one...
 
I also did some testing and the polynesian fish pond isn't adding food to all tiles like it says but is working on the fish resources. I forgot to upload the screenshot I took but you should check that out.

Also thanks for making edits to the Seowon and Cothon as those are a lot more interesting now.

I actually disagree on the Saloon replacement not being a good idea as it makes sense to me as a market replacement and does work gameplay wise in my book.

I haven't looked at the Salon or Rathaus but his complaints about the production boost makes sense. Lowering it would probably be a good idea.

About the Fish Pond I'll need to check that out.

The idea for the Saloon was to be representative of the Gold Rush, perhaps it just needs some tweaking

Also the Mathematics tech is messing up because of the multiple buildings you've had to make for courthouse replacements

http://steamcommunity.com/id/whatsheorder/screenshots

Fully aware of that, I also think that I've mentioned it before, I'm just not sure how to fix it, perhaps will need to replace the file that contains that art set

Back when I was working on my Oni civilization, I'd experimented with having their UB grant additional food from hill tiles, but had problems getting it to work right, so I'm wondering if there's something weird about hill features.

I like the Saloon idea myself, though, so the thought occurred to me -- could it give a gold bonus from mines instead? I'll admit, I haven't read fully through the thread to see how the Saloon evolved to this point, but the hills/gold effect makes me think of the Gold Rush era, so I could see mines as being perhaps an easier benefit to code than a hills one...

Well yes perhaps +1 gold on mines would be more accurate

You may be interested in this for your Polynesian Fish Pond (it's a tech icon from the Polynesia DLC):


Great! thanks, less one icon to go
 
With the new German building and the moving of the landschneckt to Commerce the production boost might be a little crazy. All trade routes to CS+Rathaus= 65% increase plus an extra engineer slot. maybe 10% boost to overall production and that extra 15 to units only
 
With the new German building and the moving of the landschneckt to Commerce the production boost might be a little crazy. All trade routes to CS+Rathaus= 65% increase plus an extra engineer slot. maybe 10% boost to overall production and that extra 15 to units only

With the new German building I'll be adding as 3rd component the Panzer, if they remove it

The Rathaus will be turned into an add-on and it's production bonus will be reduced

No plans for a third Austrian unique component? :(

I think adding a Grenzer UU for Austria would be great.

Austria has the Landwher, I just haven't placed it on the first post, but if you download it it should be there

Starting next week I'll try to implement the last discussed ideas and launch some of the new features.

Also, I've been reviewing the Saloon and I've come to this
  • Replaces Windmill
  • Gets the Engineer slot but loses the 10% :c5production: Production bonus (of the Windmill)
  • City must be on desert or plains
  • +1 :c5gold: Gold from mines
  • +1 :c5production: Production from gold
  • Cost 250 :c5production:
  • 2 :c5gold: Gold Maintenance Cost
  • +2 :c5production: Production
 
Thanks! :)

By the way, why the Landwehr, in particular? AFAIK that was something that German countries had as well, so it is not as unique to Austria as the Grenzers.

First as a suggestion I went for the Gebirgjäger and then I went for the Landwher, to me they are similar units that are timely displaced, the first younger and the second older, both with existing ties to German army where there were counterparts.
What mainly lead me to doing the Landwehr was art, there was art made to this unit by janboruta
However I had no idea about the Grenzers, they do seem more unique and are taking me into considerate them as Austria first choice
 
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