LS Civilization Set

These are great looking mods, you should be really pleased with your work. Have you considered Wales to go with Scotland? I'd also really like to see some more of Eastern Europe - places like Romania & Bulgaria?
 
Mysterious european civ will be eastern for sure, especially for those who locate center of Europe in France. To be honest, I'm gonna decide between Hungary (yea, almost center of Europe, but still a bit on east) and Bulgaria since they both fit for my UI concept (castle creating rivers around). I had once concept of Vlad the Impaler, but AI would never handle it.
I'm worried about Cherokee since my original concept turns out to be, I am afraid, not doable. Science is really weak moddable, Scotland's UA was the most time-wasting thing though I had thought it would be otherwise.

Ok, if you have any complaints about last civs (and from set 1), the time is now, because I had started working on it.

Changes so far (set V):
-Fixed Scotland being unable to creat Embassy if Writing was obtained with UA (I bet some other techs might have similar issues)
-Fixed Scotland UI not having proper yields (ignoring the hill).
-Fixed Scotland UI being destroyed if turns out to be not in Scotland territory.
-Cosmetic: Changed Scotland unit flag.
-Olmec UU is no longer combat unit (since AI cannot handle this), but lost only 15% instead 25% of power in not friendly territory and has double movement in jungle.
-Help Olmec to annex city if original capital is lost. (I bet Venice and even some normal civs are not doing it...).
-Fixed some text for Zimbabwe showing wrong value. (items cost in city is reduced only by 10%)
 
What's your original Cherokee idea? Most of my studies lately have been on the historic nations of eastern North America. Maybe I could help you brainstorm something.
 
I wanted to give them extra Science from caravans, and to make diplomat and DoF work as extra source of science (similar to caravans). But so far, I didn't find a method to give science globally, adding science to Capital (for example) would be multiplied with % bonuses. In short, science bonus for being behind in techs. Feel free to share your ideas.

To do in set 4:
Make Rice Terrace allowing food trade routes. If you want to do it yourself:
1. Find building in NepalKingdom/Nepal Building Mod.xml
2. Add: <AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
 
Mysterious european civ will be eastern for sure, especially for those who locate center of Europe in France. To be honest, I'm gonna decide between Hungary (yea, almost center of Europe, but still a bit on east) and Bulgaria since they both fit for my UI concept (castle creating rivers around). I had once concept of Vlad the Impaler, but AI would never handle it.

Yeah sounds good, but Hungary is quite a popular mod. It's pretty done I think; you could focus on some of the lesser Eastern European civs like Romania, Hungary, Cyprus etc
 
Yeah sounds good, but Hungary is quite a popular mod. It's pretty done I think; you could focus on some of the lesser Eastern European civs like Romania, Hungary, Cyprus etc

Hungary has been done and there's a couple of interesting Romanian civs (Wallachia and Moldavia) on workshop. Lithuania is the only major eastern european civ that doesn't seem to have a decent mod of it out there... although you could go a bit further east and perhaps do the Kazakhs or Uzbeks?
 
I don't feel Kazakhs and Uzbeks.

I bet most of civs I have made so far are on workshop (searching for Bulgarian, I found Nepal and Khmer). Since Hungarian is somehow "done" or maybe even "overdone" I will left them in peace. I decided to make Bulgarian Empire (simply because I want them badly, great history). I know you have 100+ civs, so you probably have it already, but well, you can have two versions (with 100+ and 20 in-game, there is a quite nice chance that you will have only in game) or enjoy the other two. Sorry.

I wanted to make Khazars (reading, nice, fitting to my concept, nice), but it occured that they are already done. That's why I will make something completely different, the Tatar Empire/Tatar Horde (representing more region and people than certain empire/country/political structure).

So Bulgarian Empire, Cherokee Tribe and Tatar Horde, sounds good enough:?
 
I don't feel Kazakhs and Uzbeks.

I bet most of civs I have made so far are on workshop (searching for Bulgarian, I found Nepal and Khmer). Since Hungarian is somehow "done" or maybe even "overdone" I will left them in peace. I decided to make Bulgarian Empire (simply because I want them badly, great history). I know you have 100+ civs, so you probably have it already, but well, you can have two versions (with 100+ and 20 in-game, there is a quite nice chance that you will have only in game) or enjoy the other two. Sorry.

I wanted to make Khazars (reading, nice, fitting to my concept, nice), but it occured that they are already done. That's why I will make something completely different, the Tatar Empire/Tatar Horde (representing more region and people than certain empire/country/political structure).

So Bulgarian Empire, Cherokee Tribe and Tatar Horde, sounds good enough:?

I suspect your Bulgaria will be better than the one I have now, which is a hastily BNW updated version of the G&K one on workshop. Your plans for them sound interesting! Your Khmer civ is definitely the best one out there.

Tatar civ sounds awesome. I've been wanting someone to make a civ of them since the CivIV days. The Khanate of Sibir might be an interesting choice down the track too, if you're interested in doing more civs in eurasia. http://en.wikipedia.org/wiki/Khanate_of_Sibir
 
Great work!

Do you think you could change the files into something else than .exe for us mac users?
Or just update the whole LS Civilization Set (civfanatics download)?

Thanks!
 
John Ross (Guwisguwi) of the Cherokee Nation (Tsalagihi Ayeli)
Map of largest territorial claim
Capital: New Echota
Unique Ability: The Cherokee Phoenix &#8212; Receive free Great Writers with Writing and Printing Press. Great Works of Writing provide +5 :c5science:
Unique Building: Newspaper &#8212; Requires Printing Press; replaces Zoo. Has a Great Work of Writing slot (alternatively has one Writer specialist slot).
Unique Unit: Chickamauga &#8212;Requires Gunpowder; replaces Musketman. Raiding Great Tile Improvements or "capturing" a Great Person provides a +10% :c5greatperson: bonus for generating the matching type of Great Person.

I've had some alternative ideas for the UU, such as the Raven (expensive Scout that inflicts a combat debuff on nearby enemies) and the Lighthorseman (defensive Cavalry that provides :c5happy: when garrisoned in a city), but I feel the Chickamauga (or does Chickamauga Warrior sound better) fits with the late 18th, early 19th Century focus I was aiming for. And, of course, I'm just eye-balling the numbers here. Most likely will need some proper balancing.
 
John Ross (Guwisguwi) of the Cherokee Nation (Tsalagihi Ayeli)
Map of largest territorial claim
Capital: New Echota
Unique Ability: The Cherokee Phoenix — Receive free Great Writers with Writing and Printing Press. Great Works of Writing provide +5 :c5science:
Unique Building: Newspaper — Requires Printing Press; replaces Zoo. Has a Great Work of Writing slot (alternatively has one Writer specialist slot).
Unique Unit: Chickamauga —Requires Gunpowder; replaces Musketman. Raiding Great Tile Improvements or "capturing" a Great Person provides a +10% :c5greatperson: bonus for generating the matching type of Great Person.

I've had some alternative ideas for the UU, such as the Raven (expensive Scout that inflicts a combat debuff on nearby enemies) and the Lighthorseman (defensive Cavalry that provides :c5happy: when garrisoned in a city), but I feel the Chickamauga (or does Chickamauga Warrior sound better) fits with the late 18th, early 19th Century focus I was aiming for. And, of course, I'm just eye-balling the numbers here. Most likely will need some proper balancing.

Newspaper seems like a weird UB. Is it a reference to Sequoyah and Cherokee writing?
 
It's a reference to The Cherokee Phoenix, the first newspaper published by Native Americans and the first published in a Native American language, which continues today in its online form.
 
Great work!

Do you think you could change the files into something else than .exe for us mac users?
Or just update the whole LS Civilization Set (civfanatics download)?

Thanks!
They are in .civ5mod, to see how to install them on mac: http://forums.civfanatics.com/showthread.php?t=477763

John Ross (Guwisguwi) of the Cherokee Nation (Tsalagihi Ayeli)
Map of largest territorial claim
Capital: New Echota
Unique Ability: The Cherokee Phoenix — Receive free Great Writers with Writing and Printing Press. Great Works of Writing provide +5 :c5science:
Unique Building: Newspaper — Requires Printing Press; replaces Zoo. Has a Great Work of Writing slot (alternatively has one Writer specialist slot).
Unique Unit: Chickamauga —Requires Gunpowder; replaces Musketman. Raiding Great Tile Improvements or "capturing" a Great Person provides a +10% :c5greatperson: bonus for generating the matching type of Great Person.

I've had some alternative ideas for the UU, such as the Raven (expensive Scout that inflicts a combat debuff on nearby enemies) and the Lighthorseman (defensive Cavalry that provides :c5happy: when garrisoned in a city), but I feel the Chickamauga (or does Chickamauga Warrior sound better) fits with the late 18th, early 19th Century focus I was aiming for. And, of course, I'm just eye-balling the numbers here. Most likely will need some proper balancing.
Could you prepare pre-european/early-european contacts version? I will probably use John Ross and newspaper anyway, but I am quite curious. Do they have significant leader (I bet they weren't so united...)? Isn't Chickamauga just a place of battle?
 
The Chickamauga were a band of the Cherokee living in Tennessee. They were the primary military front of the Cherokee, attracting members from elsewhere in the Cherokee Nation and from neighboring peoples as well, as they fought against US settlement west of the Appalachians from 1776-1794.

As for an pre- / peri-Contact contact version, I have some ideas, but I'll have to look some stuff up in some books I have at home when I get back later today. Can't find it online at the moment.
 
Hungary has been done and there's a couple of interesting Romanian civs (Wallachia and Moldavia) on workshop. Lithuania is the only major eastern european civ that doesn't seem to have a decent mod of it out there... although you could go a bit further east and perhaps do the Kazakhs or Uzbeks?

The Romanian ones I've seen a little underwhelming... Lithuania is a nice idea though. Livonian Order perhaps?
 
Hi there, I'm currently (trying) to make an Australian Civ Mod that founds puppeted cities ala your Olmec trait - and for the life of me can't figure out how on earth you managed to do that! I put emphasis on trying due to the fact that I have no modding experience whatsoever.

Teach me your ways!

The general idea of the mod is as follows below -

Spoiler :
The idea: Although it's nice to think that Australia could be an amalgam civilization spanning a long period of time yet covering the same geographic area (thus echoing Russia, Ethiopia, Germany, Japan, Arabia, Denmark and the like) - Australia, much like Canada and America in the Civilization series should be a represented by being a unique late game power, and thus I have chosen to them to be what they are seen as in the 19th-21st Century - A Colonial Nation, with many multicultural peoples, being culturally unique and famous for it's Tourism.

Civilization: Australia

Leader: Robert Menzies

Spoiler :

Capital: Sydney

Start Bias: Coastal

Emblem: Green and Gold, Aboriginal Waterhole Symbol

Spoiler :

Unique Ability: Colonialist Origins - May not gain settlers or annex cities until the Modern Era. Workers can found puppeted cities. Maritime Trade Routes are unplunderable and the City Owner receives +2 :c5food: and +2 for each Maritime Trade Route with a different Civilization or City-State.

The First part of this ability is to recognize that Australia was a Colonial nation, founding puppet cities and only having the ability to annex them in the Modern Era essentially represents that Australia was not a federated nation until 1901. The second part of the ability borrows of the Moroccan Culture and Gold Trait. It is essentially representative of the fact that many immigrants throughout Australia's history have come to the Island/Continent via boat - whether it be English Convicts, German Free Settlers or Great Masses of Refugees following the outbreak and conclusion of the Depression, WWI, WWII and the Vietnamese War.

Unique Unit: Digger Infantry - Replaces Great War Infantry, is cheaper, can build roads and gives a :c5culture: boost when gifted to other players.

This is representative of the ANZAC troops that fought in many a battle overseas and on behalf of another civilization, including but limited to the Boer War (where the term 'Digger' was first widely used), the First and Second World Wars, Korean War and of course the Vietnam War. The culture boost is a one off thing, that works similar to the way the Portuguese Nau does.

Unique Building: Wildlife Sanctuary - Replaces the Hotel, requires Zoo, +40% of the :c5culture: output of Wonders in the city added to Tourism. Great Work Tourism in the city +40%. +1 for every worked animal tile in this city and +1 Marsupials unique Luxury Resource.

This is to represent Australia's affinity towards wildlife and fauna - although the building is not uniquely Australian, nearly every city in Australia embraces their love and subsequent pride for Australian wildlife by having either a Zoo, Wildlife Sanctuary or a service that pretty much represents the unbreakable of bond that the Australian peoples have to their unique fauna. The Hotel originally adds 50% to each aspect, but I've toned it down to 40% to compensate for the effects the Hotel has (admittedly it does sound a bit odd to be able to trade Marsupials, however you can still trade crab, ivory and truffles).

I've made most of the art assets for it so far, so after some feedback - anyone willing to help me turn this into a mod?
 
My ways are twisted, my ways are treacherous. Everything started in anno domino 2013, it was sunny and mysterious June if I my mind is not tricking me. I had my finals and a lot of time to spent to not learn. Playing Civ 5 I was sentenced to play with the same civs over and over (oh, it's Iroquis again...), because to feel the world, the plots, the fall and rise of empires, I was and am still sentenced to play with 22 major civilizations. That's how my adventure begun, crossing the borders of reality and civfanatics forum in quest of unlimitless gameplay experience. I found a great treasury, the Tomatekh's mods and decided to make something myself. Now, you listen carefully, at the beginning I didn't ask for help, but I did what Homo Sapiens do best, you know "the Human see, Human do" staff. There is a forgotten place, called Tutorials in Creation & Customization realm. I head there and advice you to follow me. To make your richier of my experience I will give you one link (containing a lot of useful links):
http://forums.civfanatics.com/showthread.php?t=493900
I will not babysit you, the great wizard Google and his minions Search functions are waiting for your orders. Let's go further, it is important, I have used existing mod as a template, I figured out how it is working (faster than any tutorial would do) and soon I was ready to made my own civ. Conclusion: editing is the easiest way.

Now, the basics, we have XML/SQL staff, LUA and dll. The last one is complete overkill for basic "new civilization mod", don't care about it. XML is the body of your mod, you will start with it, adding city names and making your UU and UB. SQL is advanced XML, so you don't have to use it (I haven't yet). LUA is where the magic happens, where you are destroying limits and bring to life your ideas (you will find later you are still limited as hell, but nevermind). My first LUA code? I wanted to add one Citizen to capital upon conquering the city. What did I do? I downloaded a civ with bonuses on city conquering, found the LUA code and edited it (slowly figuring how LUA works). Well, I believe It was easy for me, because I am good at math and logic, but it is not dark magic. ModBuddy is friendly enviroment. Here is great site about LUA:
http://modiki.civfanatics.com/index.php/Lua_and_UI_Reference_(Civ5)
(Objects in API are what you are looking for, not those droids)
Remember, that you can make thread to ask for help. People will definitely help you if they see that you are at least trying to do something yourself.

The end is near. The last and the least important: cosmetics. The format read by Civ5 is .dds, I am using Paint.NET to convert PNG into .dds. Iirc it is free and works well. Once more, I have used downloaded mod as template (to see resolutions etc.). Next link is for atlases (what is atlas? You will see... you will see):
http://forums.civfanatics.com/attachment.php?attachmentid=354157&d=1372393793

Now some advices for design. American is modern civ, but it has early bonuses. Germany is young country... savy?
I wouldn't be able to make culture boost on unit gift. I bet making trade route unplunderable is not possible as well.
I believe that Unique Set should encourage player for certain strategy, but never restrict it. See, I gave Olmec the choice, they can keep City a puppet with bonuses or annex to gain control. Yes, I don't like Venice. I find them cheesy and imbalanced.


Well, that's all. See you and Australia soon.
 
PRECOLUMBIAN

Edohi of the Cherokee
Capital: Kituwa
Unique Ability: Selu's Justice &#8212; Founding a Religion or Capturing a Holy City begins a Golden Age. Military Units receive a unique promotion providing a +10% Combat Strength bonus against the Civilization that controls the Holy City of the Dominant Religion in the Cherokee City when they were created.
Unique Unit: Chunkey Pitch &#8212; Requires the Wheel; replaces the Coliseum. Provides +2 :c5production: when building Land Units.
Unique Unit: Raven &#8212; Replaces the Scout. Inflicts a Combat Strength penalty on enemy units. Can be upgraded to Musketman with Gunpowder.

Some explanation: The leader and the Unique Ability are based on a story from Cherokee oral history. According to the story, a young Cherokee war chief united the people in a revolt against the oppressive religious order that dominated their society. The war chief's name is not known, but Cherokee historian and novelist Robert Conley used the name 'Edohi' for this man in his novel depicting these events. If Carthage can have Dido, the Cherokee can have Edohi. Selu is the name of the Cherokee Corn Mother as well as the Eve-like figure in the Cherokee creation story. She, like Edohi's wife, was murdered.

The Chunkey Pitch is the field where the chunkey game is played. Chunkey is an ancient game popular in the Southeast and a few other places. The game involves throwing a spear at a stone disc that is rolled down a smoothed field. Their are a few variants to the game with different objectives; the most common objective is to throw the spear closer to where you think the stone will stop than the opposing team. Chunkey Players show up in a lot of artwork from the late Pre-Columbian Southeast and the game had quite a bit of historical popularity as well. Like other sports in the region, it was frequently used as an alternative or prelude to war.

Ravens were relatively high ranking war leaders, whose skill and bravery distinguished them. Their main duties were to scout ahead of the war party, find the enemy and uncover his weaknesses.

Still toying around with an earlier colonial era variant of the Cherokee. Probably would be more Trade-oriented, since many of the recorded leaders from the early 1700s were trade commissioners overseeing relations between the Cherokee and the British.
 
Holy hell. Thank you so much for all that!

Now some advices for design. American is modern civ, but it has early bonuses. Germany is young country... savy?
I wouldn't be able to make culture boost on unit gift. I bet making trade route unplunderable is not possible as well.
I believe that Unique Set should encourage player for certain strategy, but never restrict it. See, I gave Olmec the choice, they can keep City a puppet with bonuses or annex to gain control. Yes, I don't like Venice. I find them cheesy and imbalanced.


Well, that's all. See you and Australia soon.

Design wise, the UA is supposed to be timeless - especially with amalgam and modern civs. I can't believe I overlooked that so much. Upon rethinking the Uniques, I've come up with the following and would love to hear your opinion on it:

Spoiler :

The idea for Australia is for it to play as a Culture, Trade and Tourism civ with an emphasis on Coastal Cities and Workers just as Brazil happens to be a Culture, Golden Age and Tourism civ with an emphasis on Jungles and Great People.

Leader: Robert Menzies

Capital: Sydney

Start Bias: Coastal

Emblem: Green and Gold, Aboriginal Waterhole Symbol

Unique Ability: We've Boundless Plains to Share - May not gain Settlers, however Workers can found :c5puppet: Puppeted cities. City Owner receives +1 Tourism and +10% :c5food: Growth for each Maritime Trade Route to another Civilization or City-State, Trade Route owners receive +2 :c5culture: Culture for each Trade Route sent to Australia.

(I'm guessing the latter part of that UA can be coded in via an XML Building ala East India Company, can also add in +2 :c5happy: Happiness for Coastal Cities there too, although it might be a bit too cluttered )

Unique Unit: Digger Infantry - Replaces Great War Infantry, 45 :c5strength:, can upgrade from Workers. Earns :c5culture: Culture when defeating an enemy.

(Weaker than the GWI, latter half is essentially a quasi-nerfed Aztec UA, upgrades to Mechanized Infantry)

Unique Building: Hostel - Replaces the Hotel, +40% :c5culture: Culture of the output of Wonders in the city added to Tourism. Great Work Tourism in the city +40%. +1 Tourism for every worked Animal and Natural Wonder tiles in this city, requires no Maintenance.


Am I also under the impression that you don't have BNW/G&K?
 
PRECOLUMBIAN
...
Lovely. Thanks.

...
Am I also under the impression that you don't have BNW/G&K?
Why?

Anyway.
Late game replacements should be powerful, you don't have to quasi-nerfed it.
Tourism and Food % from routes cannot be made via XML.
Tourism in general is little moddable. Your UB extra tourism would require LUA, advanced one.
I have rule of two to make uniques not clustered. Simply trying to make up to two unique changes per unique.
I would focus on coastal/tourism. You can start from easy staff and then edit:
Make UA, disable settlers and make workers founding cities (cannot annex?). To make it easy, second part will be +2 Happiness from coastal cities. You can try a challenge and don't read spoilers, trying to do it by yourself.
Spoiler How To :
1. Disable Settlers and annex. It is probably taken from Venice. XML
2. Worker Staff. You make Worker replacement for Australia, which cannot be built. Then you make new unit class with base unit that cannot be built (<cost>-1</cost>) and unique replacement for Australia: copy-paste Worker and change unitclass, add settle ability and make it upgrade into your UU.
3. +2 Hap per coastal city. In trait, you can add free building (see Cartagina). Make new buildingclass, make it not able to be build (cost -1) with no tech prereq, add +2 Happiness, remove other bonuses and make it Coastal, (see Harbor).


Make UU.
Spoiler How To :
Simply make new promotion adding culture per kills. Add to your unit. Worker upgrading into UU is explained above.


Make UB. Simply Hotel with no maintainence cost and let's say +4 Tourism if built in coastal city.
Spoiler How To :
Create new building class, make it not able to be build (cost -1), add +4 tourism (see Eiffel Tower) and water requirement (Harbor/Lighthouse). Now you go to your unique building, make it add free building (see Great Library or Great Lighthouse), your building with tourism.


New Hint. In your Steam folder you can search for Civ5trait / Civ5units / Civ5unitpromotio / Civ5Buildin / etc. to see staff from game.

I am also afraid that AI will not handle your workers (not building cities with them).

You should also make your own WIP thread to avoid spam in this one. Good luck.
 
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