SULOMON
Mod Civs Best Civs.
The cap is making so many cities that it would be detrimental even with the production boost.Needs a cap on the 5% boost tho.
The cap is making so many cities that it would be detrimental even with the production boost.Needs a cap on the 5% boost tho.
The cap is making so many cities that it would be detrimental even with the production boost.
What about say, up to 20%? I believe it seems fair without being too overpowered.
Spain Split Part III - From the Renaissance to Napoleon:
Hapsburg Spain:
Leader: Charles I/Philip II
Unique Units & Abilities shared same as Vanilla Spain
Capital: Madrid/Valladolid
Bourbon Spain:
Leader: Philip V/Charles III
Unique Ability: Spanish Enlightenment: Start game with a free Social Policy. Social Policy costs are reduced by 10%. Great Works provide 50% more Tourism.
Unique Unit: Walloon Guards: Replaces Musketman, When Garrisoned in a city, city culture output is increased depending on era. When garrisoned in the capital. Cultural Output is doubled in the city proper.
Unique Building: Palacio Real de Madrid: Replaces Palace, has two slots for Great Works of Art rather than one. Starts with an output of +3 Culture instead of an output of +1.
Capital: Madrid
Napoleonic Spain:
Leader: Joseph Bonaparte
Unique Ability: Peninsular War: Earn a Great General at the start of a new era. Stationing a Great General in an occupied city reduces the amount of time for a city to be in resistance by half.
Unique Unit 1: Guerillas: Replaces Riflemen, Can hide in Rough Terrain. Can Move after attacking.
Unique Unit 2: Santissima Trinidad: Replaces Frigate, Stronger (40 Ranged Strength vs. 28, 32 vs. 25 Strength), and Extra Sight, but slower (3 movement vs. 5)
Capital: Madrid
Iberian Union: City-States that share the same majority religion will have their influence raise by 2 per turn up to a cap of 30. +2 Gold for every trade route you make with a city who shares the same majority religion with you.
What does the Slave resource provide? The additional route range seems somewhat unnecessary, but it's quite an interesting idea otherwise.UB: Slave Market: Replaces Market. Increases trade route range by 25%. Provides an additional +1 gold and unique Slaves resource when built in conquered cities.
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.What does the Slave resource provide? The additional route range seems somewhat unnecessary, but it's quite an interesting idea otherwise.
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.
Thanks for letting me know, I wasn't aware of an update for that mod. When it does get released I'll have to find out how to tie it in and what would be appropriate.Leugi's working on a BNW version of his slavery mod, maybe it'd tie into that when he's got that released?
Yeah I see your point. That's why I tend not to be a huge fan of unique luxuries since they have limited use but it seemed appropriate for a civ that was entirely based around raiding the Mediterranean for slaves to sell. How would you suggest implementing the production bonus? I'm not sure if this would be OP but maybe +1% production empire-wide for each slave resource. Obviously this would have to be capped off at some number, maybe 10% but idk. Or perhaps military unit production could be increased empire-wide to continue warmongering. Again, the cap would probably end up being somewhere between 10% and 15%.Wouldn't it be fine for the Luxury to also provide a small Production boost? It seems to fit the theme. The way I see it, having many sources of the luxury as it is, in a warmongering game, would either be a waste or more benefical to the CPU, seeing as the diplomatic penalties would make luxury trading harder.
While people will disagree with this, I don't find it necessary to have a production cap. The Happinness management itself should limit the Production boost. Even if you somehow reach +150% Production bonus, chances are you won the game by the time you reached a tenth of it.Yeah I see your point. That's why I tend not to be a huge fan of unique luxuries since they have limited use but it seemed appropriate for a civ that was entirely based around raiding the Mediterranean for slaves to sell. How would you suggest implementing the production bonus? I'm not sure if this would be OP but maybe +1% production empire-wide for each slave resource. Obviously this would have to be capped off at some number, maybe 10% but idk. Or perhaps military unit production could be increased empire-wide to continue warmongering. Again, the cap would probably end up being somewhere between 10% and 15%.
Yeah I agree that a wide culture/tech win is inferior to a domination victory with this civ in particular. I think your ideas about the lack of a need for a production cap interesting and will definitely take them into consideration. Thanks for the feedback!While people will disagree with this, I don't find it necessary to have a production cap. The Happinness management itself should limit the Production boost. Even if you somehow reach +150% Production bonus, chances are you won the game by the time you reached a tenth of it.
Now, regarding the actual numbers, that's something fairly hard to decide. Small bonuses would probably go unnoticed for the most part, while big bonuses might give you 1-turn units in satellite cities once you conquer your, let's say, 6th city. In the end, it comes down to how much you find it to be acceptable in a best case scenario. Also, I'm completely disregarding a wide culture/technology approach, as in my opinion they would be inferior to a domination one.