Uighur_Caesar's Civilizations

That's a good idea. I'll look into it. And as for the GM cost, yeah it's possible. I'd just have to make a policy that gave a negative % to GM generation.

That's pretty cool, if this is the case I can see the fact that the Minister is more expensive being positive rather than a malus in many cases - the player can make use of early merchants and the various wonders that provide Great Merchant points without the potential of limiting their late-gams science. Interesting nevertheless.

I like the concept behind your Westphalia design, Howard Tafty, though you are right in that it definitely needs balancing. Capping the Happiness element of the UA would be a good start whilst having the UB only provide the additional 2 happiness whilst the city is training a unit rather than for every unit trained would make it less abusable.

Nice to see more Napoleonic designs in any case.
 
Interesting design Howard, I think it's a good place to start. It does need to be balance for sure and there's also the problem that pillaging and repairing pillaged tiles is tricky to code from what I've read. I see some good ideas there though. It might be worth making that civ represent the whole Confederation of the Rhine since Westphalia was a part of the COTR.
 
Interesting design Howard, I think it's a good place to start. It does need to be balance for sure and there's also the problem that pillaging and repairing pillaged tiles is tricky to code from what I've read. I see some good ideas there though. It might be worth making that civ represent the whole Confederation of the Rhine since Westphalia was a part of the COTR.

I agree that balancing is needed, although I always thought the Confederation Of The Rhine was merely a small "joint" pact that the Kingdoms involved merely followed and did what they please with thier autonoumous power, if you plan to use a revised version of my design for a future civ I advise changing the names of the Uniques as most were oriented to just the Kingdom not the Confederation as a whole (except for the Corps de"Armee as they were regiments of the larger "Grand Armee").
 
Actually, now that I'm actually reading about Westphalia and the COTR I think it is the right decision to make Westphalia it's own civ. It looks interesting enough to be one. The pillaging parts are concerning though because I don't think you can actually code that. Any other focus you have in mind just in case?

EDIT:
I also think that the UB should be available at Architecture, it makes more sense to me.
 
Actually, now that I'm actually reading about Westphalia and the COTR I think it is the right decision to make Westphalia it's own civ. It looks interesting enough to be one. The pillaging parts are concerning though because I don't think you can actually code that. Any other focus you have in mind just in case?

Hmm, perhaps I know I want to keep a fusion of Militaristic Values and Happiness Generation, perhaps something involving previously destroyed Buildings within a conquered City or previous wars and rebuilding them perhaps with the happiness generation? I will attempt to see what can be done XML-wise as I will finally be able to acess Steam sometime next week as the ban time has been lifted :) that means I finally have acess to remake an accout and help with your civs as well as create my own (but I havent played Civ 5 in 2 weeks [reorintation time! Yay! :sad:])

Edit: I will PM you when I finally can by the way.
 
I feel like a policy focus could possibly fit too sense they made several reforms and were modeled after Napoleon's Enlightened style of government. Especially since I feel that the first part about CS influence is just there with nothing supporting it really.
 
I feel like a policy focus could possibly fit too sense they made several reforms and were modeled after Napoleon's Enlightened style of government. Especially since I feel that the first part about CS influence is just there with nothing supporting it really.

The policy focus is favorable, so maybe milatiristic-happiness policy civ could work and would certainly be well rounded I would say so yes as a design it wouldnt be bad, I will try to see what I can do.
 
So I just starting reading about Prussia during the Napoleonic Wars, and now I have this idea in my head for a civ based around recapturing lost cities, but that's so unless because when do you ever lose cities. There could have been this awesome building that stays when the city gets captured and could periodically or randomly spawn rebels to harass your enemy. I'm so sad now :(
 
So I just starting reading about Prussia during the Napoleonic Wars, and now I have this idea in my head for a civ based around recapturing lost cities, but that's so unless because when do you ever lose cities. There could have been this awesome building that stays when the city gets captured and could periodically or randomly spawn rebels to harass your enemy. I'm so sad now :(

Why are you sad? Either way I will have a revised version of the Kingdom of Westphalia by tomorrow along with other civilizations.
 
Ok so I've decided that perhaps this Prussia could be useful enough for a human player. Let me know what you think:

Kingdom of Prussia

Leader: Frederick William III

UA: Befreiungskriege: Upon recapturing a city or liberating a civ/city state, all land units gain 15 XP. After researching Banking, your spies will create Tugendbund in foreign cities that they are present in. The Tugendband will only exist in foreign cities as long as Prussia has a spy in that city.

UU: Freikorps: Replaces Rifleman. Stronger in friendly territory and cities conquered by your enemy. Trained 5% faster for every courthouse and puppet city present in your enemy's empire (will have a cap).

UB: Tugendbund: Replaces Constabulary. In your cities, it produces +2 :c5science: Science and +10% :c5production: land unit production. If present in another civ's empire, it has a random chance of spawning rebels near the city. Chance is increased if the city has been conquered.
 
Spies creating buildings is an amazing bonus on it's own I think. It'd make them much more useful...
 
The Tugendbund can be simply sold by the other player (If human), you know. :crazyeye: And if you somehow make it unsellable, it will make the civ simply unfun to play against since there's no counterplay to that.

Also, shouldn't the Freikorps replace the rifleman?
 
The Tugendbund can be simply sold by the other player (If human), you know. :crazyeye: And if you somehow make it unsellable, it will make the civ simply unfun to play against since there's no counterplay to that.

Also, shouldn't the Freikorps replace the rifleman?

Well the building would only be present as long as the spy is present. If you killed Prussia's spy the Tugendbund wouldn't be there anymore until Prussia puts a spy there again. So you could counterplay by building spy defense buildings and using counterspies.
 
Here is a bit of a revised version:

Kingdom of Westphalia
Leader: Jerome Bonaparte
UA: L'état du Modèle
Adopt a free Social Policy for every era after the Medieval Era or capturing a foreign Capital, previously built Improvements within captured Cities are rebuilt 10% faster and produce +1 :c5happy: Happiness after construction.
UB: Napoleonshöhe (Hotel)
Acquired at Architecture instead of Refrigeration, during :c5war: War it generates +1 :c5happy: Happiness for every Military Unit in production and +1 :c5culture: Culture for every 2 Social Policies adopted, increases :c5happy: Happiness output in captured Cities by 25%
UU: Corps d'Armee (Musketman)
Slightly stronger than the Unit it replaces, it gains the unique promotion "Coalition Combatantt" it gains +1 :c5moves: Movement and a 5% :c5strength: within Enemy Territory, and generate :c5culture: Culture when defeating an Enemy Unit within captured Cities
I'm not sure if this is what you were looking for? it still needs balancing for sure but the synergistic design is still somewhat there.
 
Well the building would only be present as long as the spy is present. If you killed Prussia's spy the Tugendbund wouldn't be there anymore until Prussia puts a spy there again. So you could counterplay by building spy defense buildings and using counterspies.
Then I guess that you should rewrite the UA, it doesn't state that the Tugendbund will be removed from the city if the spy leaves, only that one is created when it gets there.
 
Well I also decided that I might as well include the restoration of the Kingdom after all, just to complete the what was The Napoleonic Era

Kingdom of France
Leader: Louis XVIII
UA: Bourbon Restoration
Cities stay in Resistance 5% less longer for every Social Policy adopted, generate +1 :c5culture: Culture from all Great People for every turn waged in :c5war: War or being denounced by a Civilazation.
UB: Chambre introuvable (Constabulary)
In addition to spy ineffectiveness, it generates +1 :c5culture: Culture for every 2 Citizens in the City and +2 yield from Specialists for every City within the Empire in Resistance or :c5unhappy: Unhappiness
UU: Garde Nationale (Musketman)
Slightly weaker yet cheaper than the Unit it replaces, it gains +2 :c5moves: Movement and a 15% :c5strength: Combat Bonus within friendly territory, generates an additional 5% :c5culture: Culture when stationed within the Capital
Again balancing needed, anyhow can you update us as to what your doing now.
 
I like the policy upon capital capture in the new Westphalia design. It does still need some tweaking though. I don't think I'll be doing the Bourbon Restoration era France, but thanks for the idea anyway.

As for what I'm doing right now, I spent the latter half of yesterday finding icon designs, music, and some design ideas for the Napoleonic civs, and then I saw that new Jurassic Park movie. I'll get back to work on Jefferson and Polk soon. Once they're done, or I'm just waiting for art, I'll move on to the Saudi State and one of the Napoleonic Era civs.
 
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