Uighur_Caesar's Civilizations

I'd suggest moving the effects around a bit: make farms generate more faith during the unique WLtKD, and move the whole Cacique points from improving tiles thing to the UA.

(I think the strongest part here is the UB. Seems like a better burial tomb.)
 
I'd suggest moving the effects around a bit: make farms generate more faith during the unique WLtKD, and move the whole Cacique points from improving tiles thing to the UA.

(I think the strongest part here is the UB. Seems like a better burial tomb.)

I really like the design- but I agree with Natan. Even if farm faith is switched to the WLTKD, the UA will still be fun and unique becasue of the first half.

Also, I think the UB is a little bit too strong... maybe +1 :c5culture: culture from every 5 citizens?
 
EDIT: also, how are the Apache coming along?

The Apache just got closer with Kujarim_Wuniver finishing off their icons:

Spoiler :


Spoiler :


They still need E&D, pedias, and most importantly a unit model. I've found the perfect model for their first UU, but unfortunately it's a civ 4 model and there's such a shortage of unit graphics specialists in the civfanatics community which makes it very difficult to get them done.

If anyone wants to volunteer for either the pedias or the unit model let me know cause I could really use that help.

I'd suggest moving the effects around a bit: make farms generate more faith during the unique WLtKD, and move the whole Cacique points from improving tiles thing to the UA.

(I think the strongest part here is the UB. Seems like a better burial tomb.)

Yeah that's what I was going to do if +1 faith from farms was considered too strong.

Also, the consensus of the UB is that it's quite powerful. Should I follow Niao's advice and change it to +1 culture for every 5 citizens or what?
 
It would be a better balance. I'd also still require maintenance.
 
Alright so I've been thinking of a new Syracuse design after getting feedback in the Design and Discussion Thread and came up with this:

Syracuse

Leader: Dionysus I

UA: Military Innovation: Engineer and Science specialist provide each others yield* and increase Siege and Ranged unit :c5production: Production by 5% (max 25%). Killing units within your territory yields :c5science: Science.

UU: Gastraphetes: Replaces the Composite Bowman and the Crossbowman. Comes at Construction with the Composite's strength, but upon researching Engineering it receives the Crossbow's strength. 20% :c5strength: Stronger against melee units.

UB: Claw of Archimedes: Replaces Walls but comes at Mathematics. Has one Engineer specialist and deals damage to enemies ending their turn adjacent to the city. Every kill within two tiles of this city will provide :c5war: XP for the Claw. Every additional level for the Claw increases :c5strength: Defensive bonuses and adds additional Scientist and Engineer specialists.**

*Engineers will yield +1 or +2 :c5science: Science in addition to their regular yields and Scientists will also yield +1 or +2 :c5production: Production.

**Level 2: +2 :c5strength: City Defense. Attrition increase from 10 to 15. 1 Scientist Slot.

Level 3: +25 City HP. 1 Engineer Slot. Forts and Citadels yield +2 :c5science: Science.

Level 4: +3 :c5strength: City Defense. Attrition increases from 15 to 20. 1 Scientist Slot.

Level 5: +30 City HP. Forts and Citadels in this city become unpillageable. 1 Engineer Slot.

I think this is what I'll go with, but I would like to know if the specialists should yield +1 or +2 of the other's yield and if those UB promotions are good enough since I just pulled them out of my ass right now.
 
I don't understand how come you not reference the Sicilian navy. If the Comp bow replacement was a trireme replacement, it would have been perfect.
 
Alright so I've been thinking of a new Syracuse design after getting feedback in the Design and Discussion Thread and came up with this:



I think this is what I'll go with, but I would like to know if the specialists should yield +1 or +2 of the other's yield and if those UB promotions are good enough since I just pulled them out of my ass right now.

I thought pillaging was hardcoded so I'm not sure if you can implement the 5th level of the Claw? Unless the action of pillaging itself is considered a completely different action by the Lua but I only know very little about it so I'm not sure.
 
I don't understand how come you not reference the Sicilian navy. If the Comp bow replacement was a trireme replacement, it would have been perfect.

Back when I was considering a more offensive focused Syracuse, I was thinking of adding the Syracusia as a UU. It would have replaced the Trireme, but when stacked with a Siege unit it would have become a naval ranged unit with the strength of the Siege unit and a city combat bonus. Since Syracuse's focus was changed to defense, I abandoned that idea. If you have any suggestions for a Trireme replacement for Syracuse, go ahead and suggestion something.

I thought pillaging was hardcoded so I'm not sure if you can implement the 5th level of the Claw? Unless the action of pillaging itself is considered a completely different action by the Lua but I only know very little about it so I'm not sure.

The Embassy in the City State Diplomacy mod can't be pillaged. What I don't know is if <Permanent> is a regular XML thing included in the game, or if it's something new that they added. Either way, I would just have to convert the forts and citadels worked by level 5 cities to another fort or citadel that has <Permanent>true</Permanent>. None of those are final ideas anyway so I could change later on.
 
For the fifth level I'd make the Claw give extra experience to units trained in city. Or maybe increase rate of Great People Generation.

Maybe level 4 Provides extra experience and level 5 makes it work like a Garden?
 
Alright so I've been thinking of a new Syracuse design after getting feedback in the Design and Discussion Thread and came up with this:



I think this is what I'll go with, but I would like to know if the specialists should yield +1 or +2 of the other's yield and if those UB promotions are good enough since I just pulled them out of my ass right now.

I love that design!!!!! Now I really want to play it :(.
 
Umm... Uighur, I meant that the unique abilities of the comp bow replacement could fit a trireme replacement for Sicily. Like that

UU: Hexareme
Replaces trireme. Has higher combat strength then the trireme(12 :c5strength:) though it also more expensive to construct. Gains +4 :c5strength: strength after researching engineering, and +2 :c5moves: movement upon researching optics. Does not obsolete and has a 33% :c5strength: combat bonus against melee ships.
 
Oh wow I misread that lol. That ship could work well as the UU too. I guess I could change the UA so that engineers and scientists increases production of siege and naval units. That would help them out with their coast bias and TSL anyway.

Also, any suggestions for their icon? My current thought is to use the one from Total War Rome 2 since I can't really find anything else that relates to Greek Syracuse. Here it is for reference:
Spoiler :
 
I'd say use the Total War Symbol

About all I could think of for a Greek Syracuse Icon would be something based off this coin.
Spoiler :


The Right Coin.

EDIT: The Total War doesn't look too bad, Even the colors from that image look pretty good in my opinion.
Spoiler :
 
That's a pretty awesome icon.
 
Today's Calusa release reminded me that you were considering working on a Seminole civ - has there been any progress made regarding it, or are the Apache and Taino the current focus?
 
Funny you bring up the Seminole because I was going to start working on them. DJSHenniger is going to convert their UI model from civ 4 so there's some progress going on there. I have all the assets for the Apache (except the UU model), but I'm going to have to wait for (what I assume to be) the next CL release which will have the code for when a unit attacks since I've changed their design a lot and I'll need that particular code for their UUs. The Taino are also getting closer and closer to completion, but expect big things for the Taino and Seminole soon. My main focus at this moment in time is James K Polk because he's the easiest to code and also because my US history class revived my interest in his civ. I started coding him yesterday and all that's left is the UB and mod support. The biggest problem I'm going to have with him is the unit model for his horse artillery, but I'll probably just give up on that since it's hard to acquire unit models in the first place and harder yet to acquire ones without precedent. Either way, you can expect to see him soon.

Also, could someone help out with finding a city list for the Seminoles?
 
No actually I do have one for Brooke, the reason why I haven't finished them yet is because I've been looking through some of my old designs and changing them around since I know more about Lua now. I have an idea for making NI more interesting, but usually start considering civ designs around midnight and so if I don't immediately come up with something that satisfies me I just go to sleep and hope that something comes to me tomorrow. I'm gonna try to get NI out after Polk and the three natives, probably followed by Metternich, whose design will need to be changed for better support with JFD's CCC or whatever he's finally decided to call it.
 
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