Kingdom of Kongo

The problem is more the whole Civilian units in naval situations thing.
 
The whole point of it replacing great merchant is that the coral port UB has two merchant specialist slots and generates points towards great persons ie the coral ports generates Dhows. I think that this makes the Kilwa civ interesting as it will be a civ that benefits from having many cities along the coast (large empire) but it will also focus at specialists which usually only smaller empires does, it will benefit from Liberty, Patronage, Commerce and Freedom social policy.

A military unit could be interesting though, in that case would the coral port UB have to be changed, and the I am not sure if you could script a military unit to perform trade missions. But if i could be done would it probably be a cheaper, earlier version of the galley, but much weaker and able to conduct trade missions.

The trait: "embarked units can defend themselves, +2 gold per trade route"

Makes the civil unit less vulnerable in the water, so that issue is already solved.

Pouakai: have you tried to start a game with the dhow to see if it works at all?

ShahJahanII: I will post a suggestion for a Marroco/Berber/al-Magrib civ soon your ideas seem intresting. About the kilwa UA/trait, the bonus you propose seems like a good idea but it demands lua scripting, some of it effects is already there indirectly, the coral port (replaces harbour, have three merchant specialists slots and generates two great person points, gives+1 culture for ivory, gold, silver, pearls and spice tiles worked by the city) will be a huge imitative to build your cites along the coast, and the +2 gold per trade route along with the trade route connecting affects of the a harbor in itself gives a huge trade route income because you don't have to pay for road maintenance. And the kind of city states that you are most likely to befreinf is martime beacuse they are always on the coast.

But if you can script other traits in Lua would that be very interesting for this and other civs, please join our 'Terra Novus' group and the 'Zambezi thread', just ask CivOasis who is moderator.
 
The whole point of it replacing great merchant is that the coral port UB has two merchant specialist slots and generates points towards great persons ie the coral ports generates Dhows. I think that this makes the Kilwa civ interesting as it will be a civ that benefits from having many cities along the coast (large empire) but it will also focus at specialists which usually only smaller empires does, it will benefit from Liberty, Patronage, Commerce and Freedom social policy.

A military unit could be interesting though, in that case would the coral port UB have to be changed, and the I am not sure if you could script a military unit to perform trade missions. But if i could be done would it probably be a cheaper, earlier version of the galley, but much weaker and able to conduct trade missions.

The trait: "embarked units can defend themselves, +2 gold per trade route"

Makes the civil unit less vulnerable in the water, so that issue is already solved.

Pouakai: have you tried to start a game with the dhow to see if it works at all?

ShahJahanII: I will post a suggestion for a Marroco/Berber/al-Magrib civ soon your ideas seem intresting. About the kilwa UA/trait, the bonus you propose seems like a good idea but it demands lua scripting, some of it effects is already there indirectly, the coral port (replaces harbour, have three merchant specialists slots and generates two great person points, gives+1 culture for ivory, gold, silver, pearls and spice tiles worked by the city) will be a huge imitative to build your cites along the coast, and the +2 gold per trade route along with the trade route connecting affects of the a harbor in itself gives a huge trade route income because you don't have to pay for road maintenance. And the kind of city states that you are most likely to befreinf is martime beacuse they are always on the coast.

But if you can script other traits in Lua would that be very interesting for this and other civs, please join our 'Terra Novus' group and the 'Zambezi thread', just ask CivOasis who is moderator.

:lol:
I am already in your Terra Novus Group.
I can't script though, I mostly come up with ideas.
I dislike the idea of having traits too similar to already existing ones.
Could you make it 3:c5gold: for naval trade routes?

Overall, great ideas.
Although I think we need to push for originality.
 
I agree that it is boring to have traits that is to similar to the existing ones, but if you dont script your own lua is your options limited to modefy and combine the ones that exist, 3 gold for naval trade routes would be great but in needs to be scripted, the main reason that i propose the trait "embarked units can defend themselves" (the same as Songhai) is that I want the dhow to be less vulnerable and that was the simplest way to give it that promotion.

So, please step forward LUA script master! or we have to stick with similar traits to the existing ones.
 
Yes - for whatever reason, Terra Novus has managed to pull together 10 people, and none of us know lua.
So, if you do... we really need you.
 
Yes - for whatever reason, Terra Novus has managed to pull together 10 people, and none of us know lua.
So, if you do... we really need you.

You know, I might just know someone who can do LUA.
He is not a pro, and may have to look over some stuff, but I will ask him.
 
I don't have Steam, is there any link for download of the G&K version in the civfanatics itself?
 
Awesome mod. I am almost done with the game. I love the UU. I spammed them in my city with the alhambra to maximize their use of rough terrain. I managed to pillage my Persian neighbor to oblivion by having free reign in his mountain region and kiting him by the river he was on. I also went with religion and selected the buy pre-industrial units with faith. I bought many UU's. The only flaws that I found involved the unit. The unit looked a bit weird, it looked like a shadow. Also, the unit upgraded into a riflemen. I know in vanilla they use to upgrade to riflemen, but in g&k they changed it so that they upgrade into a Lancer. Can this be adjusted or at least documented in the unit information so that people don't plan for it wrongly like I did :(.
 
I will check all this sometime next week. The goal is to integrate the civs fully in G&K. Therefore, first thing I plan on doing is: to verifiy every units which had graphics changes, concerning their upgrades etc...Thank you for pointing this out.
 
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