Mod Ideas:Civilization 5: Colonies Lost To Time

Could use more labels, artsy drawings, looks kinda bland as it is now with only the Indochina part having something on it. I guess it's good enough though.

I'm really not sure if the game could recognize an "Island City". Civ is good enough I guess, nothing attractive or fancy, but it does it's job.
 
Ahhhh furs are animal resource! So is ivory! Now, 2% gold isn't enough. Maybe 2.
(And there's no point in weaker frigates)
 
I think Land Unit Maitnence is reduced by 15% is overkill but you should know by now I always complaint about overly long UAs. Civ looks nice overall.
Though I'd make the Carro Armato a Landship replacement.
 
Is the promotion gained from the UA a unique one or do the units basically get enough XP to get their next promotion? A 5% combat bonus is kind of low for the UU but I guess the second half of their ability makes up for it. I also agree with both of Hoop's points.
 
Percentages are generally too low... Besides, land units maintenance reduced is part of the Zulu and German UAs, no? How about this design(though its less focused on the Turkish- Italian war):


UA: Quarta Sponda
Free archeologist upon conquering a city with an antiquity site in its range, and landmarks yield +2 :c5food: food and :c5happy: happiness per each :trade: trade route sent to the city(doubled if sent from other continents). +2 :c5culture: culture and +10% military unit :c5production: production per each internal trade route sent to other continent(increased by 50% if sent to a conquered city).

UU: Soldato Class
Replaces destroyer. Receives a massive bonus(40%) against :c5rangedstrength: ranged naval units, and gains additional strength near enemy cities(65 :c5strength:).

UU: Zaptié
Replaces cavalry. Ignores terrain costs and gains defensive bonuses in desert. Receives extra vision and causes civilians to work 33% faster when stacked with them.
 
I think Land Unit Maitnence is reduced by 15% is overkill but you should know by now I always complaint about overly long UAs. Civ looks nice overall.
Though I'd make the Carro Armato a Landship replacement.
It's a little long, but I am actually pretty satisfied with the UA overall, The best way I can describe Libya that it was essentially the Huns of Imperial Africa, under Italo Balbo any resistance was crushed and they effectively destroyed most of the rival Turkish and Ethiopian forces through the use of the infamous tactics of Blitzkrieg. I was unsure whether a landship replacement would be preferrable but in the end the Landship was asthetically and technically much more akin to he Carro Armato

Is the promotion gained from the UA a unique one or do the units basically get enough XP to get their next promotion? A 5% combat bonus is kind of low for the UU but I guess the second half of their ability makes up for it. I also agree with both of Hoop's points
Changed.

Percentages are generally too low... Besides, land units maintenance reduced is part of the Zulu and German UAs, no? How about this design(though its less focused on the Turkish- Italian war) :
Honestly it doesnt seem like the angle that I'm simply going for and I feel it isnt all that focused in something.
 
Hello, Welcome Back? Well I'm just here to anounce that I think I'm ready to start modding, just scrapped up the money to buy G&K for assets, heavily studied Kaels Guide. and my Steam Account has been somewhat recovered from limboland, wish me luck!
 
Nonubasu!!!, Just came by on an update, Modding has been going fairly well although I have been running through a couple of Dead Ends, I havent been able to figure out how this "Dummy Building" system works just quite yet also Border and Unit colors are also a bit confusing to change (Might just use Gustavus Adolphus though) and Leaderscreens, Mod Support, etc. may also become future problems but its still making slow progress, I also have a Scandanvian civ in the drafting stage.

Kingdom of Denmark-Norway
Christian II
UA: The Stockholm Bloodbath
Upon capturing a City lose :c5citizen: Citizens that once followed a Minority Religion within the City, receive :c5faith: Faith for every :c5citizen: Citizen lost, Military Units are purchasable with :c5faith: Faith and Religous Buildings cost 25% less :c5faith: Faith in Captured Cities
UU: Soldat (Knight)
Slightly cheaper than the Unit it replaces, upon killing an Enemy Unit gain :c5faith: Faith for every Promotion adopted, gains a :c5strength: Combat Bonus against Cities of an opposing Religion
UB: Stäket (Barracks)
In addition to Experience granted to Units, grants the first Military Unit produced within the City a free Promotion, receive :c5faith: Faith while a Military Unit is in production within the City
 
What you mean cost 25% less? Are you able to purchase them with faith?
I like the soldat(soldat means solider in Russian BTW), and I assume his bonus removes the penalty, right?

Great design!
(I have a soft spot for free promotions :D)
 
Update, well I have finally made some progress a I for most part finished the UB (somewhat), And I have had contemplated whether or not I should provide Mod Support for stuff like E&D or Cultural Diversity as I rarely ever use them and wondering if its worth going through the training course to code them, also started coding this French Sideproject:

French Algeria
Thomas Robert Bugeaud
UA: Régime Du Sabre
Upon capturing a City receive a free Gunpowder Unit. Purchasing Military Units within :c5occupied: Occupied Cities is decreased by 50%, Military Units are healed upon capturing a City within its Borders.
UU: Zouave (Riflemen)
More expensive than the Unit it replaces, gains +1 :c5moves: Movement and a :c5strength: 15% Combat Bonus in Enemy Territory, gains the Unique Promotion "Razzia" allowing it to yield additional :c5gold: Gold upon pillaging a Tile.
UB: Cadi (Courthouse)
Has a Specialist Slot unlike the Courthouse it replaces, upon being filles it generates +1 :c5gold: Gold for every 2 :c5citizen: Citizens within the City, Costs 50% less maitnence.

Heres another design that might be a collab (heavily changed that is)
Viceroyalty of New France
Samuel De Champlain
UA: Father of New France
Upon founding a City receive a free Scout, Cities founded within 3 tiles of each other receive +15% :c5production: Production bonus, Trading Posts increase the quantity of Luxuries is built on by 1 and are claimed if adjacent to a City
UU: Arquebus (Musketmen)
Slightly cheaper yet weaker than the Unit it replaces, has no Movement Penalty in Rough terrain, gains a :c5strength: Defensive Bonus when stationed on a Trading Post or Camp, costs no Maitnence
UB: Habitation (Watermill)
In addition to food :c5food: Food provided to the City, generates +1 :c5production: Production for every Luxury Resource, doubled if it is source of Animal Resources*, does not require a River.
 
I don't like the New France design... While it is synergetic and fits a wide game... I simply isn't like wide empires. :p

The first design's UA looks neat though.
 
I don't like the New France design... While it is synergetic and fits a wide game... I simply isn't like wide empires. :p

The first design's UA looks neat though.

Its probably due to the fact that I never play wide to much, pretty much in almost all the games I play I pursue an expansionist policy, taking over Cities through force and incorporating into my empire, rarely ever settling through my own means. Wouldnt mind any suggestions as its a collab so additional designs and criticisms are welcome.

I'm not quite sure why it's necessary to specify "during war" in the first UA
Its an addiction at this point, I will change it though and get rid of my inessecary overspecification.
 
Hey, that's like me! :D
(Explains your signature except the last part... :mischief:)
 
Heres a map:
Spoiler :


And heres a small revision:
Viceroyalty of New France
Samuel De Champlain
UA: Forefathers of Canada
Cities founded within 3 Tiles or less of each other receive +15% :c5production: Production bonus and are instantly :c5trade: Connected, Trading Posts increase the :c5gold: Gold yield and quantity of Luxury Resources by 1 and are instantly claimed if adjacent to a City
UB: Arquebus (Musketmen)
Slightly cheaper yet weaker than the Unit it replaces, suffers no Movement Penalties in Rough Terrain, gains a :c5strength: Defensive Bonus when stationed on a Trading Post or Camp, Cost 50% less Maitnence
UB: Habitation (Watermill)
In addition to :c5food: provided to the City, +1 :c5production: Production for every resource of Furs, Sheep, and Deer, +1 :c5gold: Gold If there is an active Trade Route within the City, does not require an adjacent River
 
I can say safely that my first release will be coming relatively soon... in January, but hey something is better than nothing I guess, anyway this is the last design I will post, so heres this:
International Congo Society
Henry Morton Stanley
UA: The Congo Is Ours
Receive a small :c5production: Production boost upon cutting down Forest Tiles or when a City experiences :c5food: Growth, Plantations and Farms provide +1 :c5production: Production if adjacent to a River even if they are outside of Workable Range, sources of Rubber*, Ivory, and Uranium are doubled
UU: Force Publique (Infantry)
Slightly cheaper than the Unit it replaces, it doubles all yields from Plantations it is stationed on and does not cost Maitnence
UB: Belge (Hospital)
+1 :c5food: Food from all adjacent Forest Tiles and Settlers do not consume the Cities excess :c5food: Food if present in the City
Now everything in To-do list is filled with the updated OP, this does need improvement so feel free to point out any flaws.
 
I think the Danish/Hospitaller/Couronian West Indies or New Sweden could make potentially interesting civs - kinda a cross between the Forgotten and colonization - if you're interested.
Looking forward to French Algeria and New France! Some effects for the components don't actually look codeable, but I'd be glad to pitch in anyway. :D
 
Top Bottom