AW's New Civilizations | The Sixteen Nation Project [G&K/BNW]

How should the Berbers be updated?


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AW Arcaeca

Deus Vult
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THE SIXTEEN NATION PROJECT
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Official Languages English, French, Szekedian
Government Unified Antiloyalism
King and Tyrant Chairman AW
Foreign Minister AW
Minister of the Military none, recently fired
Minister of Culture ???
Minister of Technology AW
Minister of Finances AW
State Religion The Way of Dan
National Colors Sky Blue and White
Coat of Arms Fist
National Motto Pugnate Contra Legem
Military Ceremonial Name Terra Dawnsoldier Regiments
Yel Allegiance Jojhaveda and allies
Durmastell Allegiance Durma and allies
Zenosia Allegiance Kingdom of Tanava and allies
Agess Allegiance Blue Mages and Allies
Asmokydia Allegiance Myrmidia and Allies
Halan Allegiance Szekedia and Allies
Listmaking Predilection 97%
Hippopotomonstrosesquipedaliophobia Level 0%

ADMINISTRATIVE CENTERS
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High Command Center Geneva
Caucasian Autonomous Conglomerate Region Tbilisi
Member Districts (3) Georgian Royal District, Kurdish Popular District, Urartian Royal District Projected Future Member Districts 0
Central Autonomous Conglomerate Region Bern
Member Districts (1) Swiss Confederate District Projected Future Member Districts 0
Eastern Autonomous Conglomerate Region Esztergom
Member Districts (2) Livonian Theocratic District, Magyar Tribal District Projected Future Member Districts 0
Levantine Autonomous Conglomerate Region Knossos
Member Districts (2) Catalhoyuki Popular District, Minoan State District Projected Future Member Districts 0
Occidental Autonomous Conglomerate Region Inuvialuit Base Camp
Member Districts (2) Inuit Popular District, Zapotec State District Projected Future Member Districts 0
Oriental Autonomous Conglomerate Region Bukhara
Member Districts (3) Harappan State District, Samanid Dynastic District, Taiwanese Republican District Projected Future Member Districts 0
Western Autonomous Conglomerate Region Aghat
Member Districts (2) Asturian Royal District, Berber Popular District Projected Future Member Districts 1

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  • They gave us aid
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Denounced Colonial Legacies
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Neutral Towards Free States of Danmasch
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At War With Empire of JFD
  • At War (Defending)
  • JFD Invasion of Switzerland
  • Open Conflict in Hungary
  • Anticipated Long-Term Tensions
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  • Imperial adoption of Secadecantionalist international customs (Public International Relations)
Cautious/Guarded Towards The Forgotten (DEFEATED!)
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Neutral Towards Greater Europe (DEFEATED!)
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Neutral Towards Greek States of Firebug
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  • DJSH Invasion of Taiwan
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Denounced Kingdom of Tomatekh
  • Open Conflict in Harappa
Pleased With Leesian Rome
  • Aid provided to 16NP
Hostile Towards Light In The East
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Denounced More Civs Republic
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Neutral Towards Octoski's Civilizations
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Neutral Towards Our World
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Neutral Towards RyanJames' Civilizations
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Pleased With Senatus Populusque GPuzzlus
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Neutral Towards The Southern Netherlands
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Neutral Towards The Specialize's Civilizations
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Neutral Towards What A Time It Was: Civilizations That Could Have Been
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Neutral Towards |dvh|'s Civilizations
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SATELLITE STATES
SET I
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SET II
Spoiler Set II :










BERBER PACK
Spoiler Berber Pack :


AW's Invisibility Patch ( G&K | BNW )

For those unaware about the Invisibility Patch's use:
Many of my civilizations use fake "dummy" buildings to achieve the civilizations' unique abilities. If you would rather not see them in your city screen, simply run the Invisibility Patch just like any other mod at the same time as one of my civilizations. It's compatible with everything (except the Geth Civilization from Pluvia's Mass Effect Collection) and has no effect whatsoever if run without any of my other civilizations activated.

The patch is updated almost every time a new civilization comes out to support invisibility for the new civilization's dummy building(s), so be sure to download both.

STATUS OF LATEST PROJECT: Debugging | Estimated Percentage Done: ~80% | Operation Name: Operation Lonely Valley | Estimated Release Date: ¯\_(ツ)_/¯
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Key: Not Even Trying | Progress Stopped | Progress Very Slow | Progress Slow | Progress | Progress Quick

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In my opinion, the Kaserai should buffed and bumped up to replace the Bank.
 
Looks nice! Lots of Swiss mods out there but this one tops them quality wise. Any chance of a BNW version?
Really? This was the first civ I ever modded, so I thought the quality was kind of... questionable.
And no, unfortunately there is no BNW version, seeing as how I don't actually have BNW. If I knew what specifically I needed to change I might be able to make a BNW version - of course, I wouldn't be able to test it myself.
In my opinion, the Kaserai should buffed and bumped up to replace the Bank.
Yeah, I know the Swiss are known for their banks, but seeing how a Kaserei is a cheese store, it just seemed to me like it would fall more under the 'market' category. Maybe I could update the mod, but what exactly needs to be buffed about the Kaserei?
 
I guess a Market could work. I'm just surprised you don't have BNW!
 
Hmm.. I'm from Switzerland and modder myself. I didn't look into your code, so no comments on that, but from what I saw on this page:

Bern beeing the captial is a bit strange, historically speaking. Bern was de Jure Capital for only two years or so (In the Helvetic Republic, but you chose the flag of the Swiss Confederation which never had a capital).. Also, at the Time, when the story of Wilhelm Tell (Who wasn't really a Leader, he probably didn't even exist..) took place, Bern didn't even belong to Switzerland yet, also it was the Old Confederation back then.. But okay, I understand having Bern as Capital, instead of something, nobody outside from Switzerland has ever heard of (like Altdorf). Also, many People in Switzerland think of Bern as Capital, since the Government is there, but really, the national authorities are located in different cities.
Don't get me wrong: your mod is good, I'm just trying to say, that you're mixing three countries together into one ;)

Neutrality... Nothing Switzerland should be proud of.. But that's my opinion..

"Reisläufer" used halberds and pikes, you should rather make them a replacement for pikemen, not longswordmen. They were mercenaries and were hired by the pope, who formed the Pontificial Guard. So, the Pontificial Guard is not really a swiss unit, but the "Reisläufer" is. But that's a sidenote. What's important to me, is that Switzerland was known for fighting with pikes and halberds.

Seriously: make the special building a swiss bank. The swiss "Käserei" is not any different from those from France for Example. But Swiss Banks are something special.

As I already said, I didn't look into your code: Did you rename Zürich to Niscosia or Nicosia? ;)

While modding, I never had Issues with "Umlauten" (ä,ö,ü). Please use them, the word "Kaserei" really bugs me.

When you do a mod Civilization, you should always speak to people who live there, mostly because they give you good inspiration, on what you could do.

If you make an Update of this mod, where you at least make the Trait balanced(!), I could do a port to BNW (if even necessary) and a Translation to German, if I'll find some time.
 
UA: Neutrality - Major combat bonus inside friendly territory. (+75% at the moment; will probably be toned down a bit) Minor combat penalty outside of friendly territory. (-10%)

1) Most extremely ridiculously overpowered thing ever
2) Most tedious UA ever (sorry man but since the beginning of modding this game I have seen literally DOZENS of civs with "unique" ability "receive X percent bonus on friendly territory"

Otherwise mod is OK, but I really recommend changing UA on... well, everything is better than Generic Friendly Territory Bonus :p
 
Hmm.. I'm from Switzerland and modder myself. I didn't look into your code, so no comments on that, but from what I saw on this page:

Bern beeing the captial is a bit strange, historically speaking. Bern was de Jure Capital for only two years or so (In the Helvetic Republic, but you chose the flag of the Swiss Confederation which never had a capital).. Also, at the Time, when the story of Wilhelm Tell (Who wasn't really a Leader, he probably didn't even exist..) took place, Bern didn't even belong to Switzerland yet, also it was the Old Confederation back then.. But okay, I understand having Bern as Capital, instead of something, nobody outside from Switzerland has ever heard of (like Altdorf). Also, many People in Switzerland think of Bern as Capital, since the Government is there, but really, the national authorities are located in different cities.
Don't get me wrong: your mod is good, I'm just trying to say, that you're mixing three countries together into one ;)
But how many people that live outside of Europe think of any city besides Bern being the capital of Switzerland first?
"Reisläufer" used halberds and pikes, you should rather make them a replacement for pikemen, not longswordmen. They were mercenaries and were hired by the pope, who formed the Pontificial Guard. So, the Pontificial Guard is not really a swiss unit, but the "Reisläufer" is. But that's a sidenote. What's important to me, is that Switzerland was known for fighting with pikes and halberds.
Duly noted, the Pontifical Guard now replaces pikemen. The logic behind that was that, yes, the Swiss seemed to rarely, if ever, use longswords, so I figured if I made the pontifical guard replace the longswordsman, then the Swiss could ONLY use pikemen of some kind. Same reasoning (somewhat), different outcome.

I haven't renamed the Pontifical Guard to Reisläufer though.

Seriously: make the special building a swiss bank. The swiss "Käserei" is not any different from those from France for Example. But Swiss Banks are something special.
Yeah, but practically everyone who has made a Swiss mod uses the Swiss bank as their UB. In Swiss Mods, they're just not all that special anymore. The reasoning here is that Switzerland is known for their cheeses, right? So why not make the UB a cheese store?

As I already said, I didn't look into your code: Did you rename Zürich to Niscosia or Nicosia? ;)
:lol: Yeah... spelling error. It's spelled correctly in-game though.

While modding, I never had Issues with "Umlauten" (ä,ö,ü). Please use them, the word "Kaserei" really bugs me.
In game, and in the civilopedia the umlaut shows up in the text. I was just to lazy to put it here too.

When you do a mod Civilization, you should always speak to people who live there, mostly because they give you good inspiration, on what you could do.
Actually, my father, MANY years ago, lived in Zurich for 2 years. I got the idea of the UU, UB, AND leader idea from him. (He hasn't been there in a while though; can you tell?)

If you make an Update of this mod, where you at least make the Trait balanced(!), I could do a port to BNW (if even necessary) and a Translation to German, if I'll find some time.
Problematic, since I don't have BNW.

1) Most extremely ridiculously overpowered thing ever
2) Most tedious UA ever (sorry man but since the beginning of modding this game I have seen literally DOZENS of civs with "unique" ability "receive X percent bonus on friendly territory"

Otherwise mod is OK, but I really recommend changing UA on... well, everything is better than Generic Friendly Territory Bonus :p
I agree, it is a bit OP. I've updated it so the bonus is only 40% instead of 75%, but I still feel like that's a little overpowered.

The problem lies in this: Yes, it is generic, but this was my first "New Civilization" mod, and I don't know enough lua to code anything good. I was considering doing something like maybe "-15% enemy spy effectiveness in all cities and receive extra GPT equivalent to 5% of all other civs' GPT combined (the idea of swiss banking)", but I wouldn't have the slightest idea how to code that, so....

Anyway, I've updated the mod: Pontifical guard's unitclass changed and combat toned down just a little, UA made a bit less OP... Hopefully this is better! :)
 
But how many people that live outside of Europe think of any city besides Bern being the capital of Switzerland first?

Lots and Lots, in fact I reckon if you'd ask the average person - they'd say either Zurich or Geneva.
 
I had a look into your code, and I must say I quite like the text and the icons, especially the map.

I saw some few typos, like:
Marcus in German is Markus
Rudi is Standard German, in Switzerland we say Ruedi
Reisläuferen is not a valid declination, Always stick to Reisläufer, this is singular and plural ;)
It's canton of Appenzell (Ausserrhoden) not canton of Appenzeller.
In TXT_KEY_LEADER_WILHELM_DEFEATED_2 is a 'Bu' instead of 'But'
You need to Update the Pont Guard Infotext, it still says replacement for longswordman.

Yeah, okay, you're right, the swiss bank is in every Switzerland mod.. Okay..

Still some things:

-Why is guild the prereq for pontguards, they were mercs, so: Civil Service. Or no?
-Swiss Cheese Tradition goes back to about 1200 AD, but CivV Currency is located at around 100 BC. 1200 Would be Machinery, Chivalry, or so. Maybe make it a replacement of the workshop located in machinery, or make it not replace anything. But I don't like it replacing the market, since Switzerland does have markets. And the Käserei is not that old.
-Both Uniques in Subsequent Techs? B Lining Alert!

Now I've looked into the code, I think it'll be quite easy to do a BNW-port, I'll see if I can't do it and send it back to you, when I'm done. It mainly needs some AI stuff, like Traderoute Flavour and similar. Most Time will be spent on testing, I guess. But I might have some time next week. You'd be okay with this?
 
I had a look into your code, and I must say I quite like the text and the icons, especially the map.
Thanks, I thought the map was one of my worse ones (one of them, not THE worst, which is in another in-development mod of mine and has been replaced with a better one) but everyone else seems to like it. ;)

But I think I need to get rid of much of the text for the civilopedia entries - especially for the Pontifical guard. Maybe just completely rewrite that part to suit the Reisläufer?
I saw some few typos, like:
Marcus in German is Markus
Rudi is Standard German, in Switzerland we say Ruedi
Reisläuferen is not a valid declination, Always stick to Reisläufer, this is singular and plural ;)
It's canton of Appenzell (Ausserrhoden) not canton of Appenzeller.
In TXT_KEY_LEADER_WILHELM_DEFEATED_2 is a 'Bu' instead of 'But'
You need to Update the Pont Guard Infotext, it still says replacement for longswordman.
I got the spy names from my father as well. Forgot to mention that.

I don't know much about the German language - but I've learned a little from my father, enough to know that nouns end in -en when made plural. Apparently Reisläufer is an exception. Oops.

And then there are those other spelling errors you found (when I made this mod I didn't now that "Appenzeller" is the denonym, not the canton :ack:), which I need to fix in the next update.
-Why is guild the prereq for pontguards, they were mercs, so: Civil Service. Or no?
-Swiss Cheese Tradition goes back to about 1200 AD, but CivV Currency is located at around 100 BC. 1200 Would be Machinery, Chivalry, or so. Maybe make it a replacement of the workshop located in machinery, or make it not replace anything. But I don't like it replacing the market, since Switzerland does have markets. And the Käserei is not that old.
-Both Uniques in Subsequent Techs? B Lining Alert!
Market seemed like the most fitting building for the Käserei to replace, which is really the only reason that it comes at currency. I guess it could replace a workshop, but then a cheese store... is unlocked with Metal Casting? How does that make sense? Eh, it's the world of Civilization; I guess it doesn't have to. :)

As for the Pontifical Guard's prereq tech - the Reisläufer were mercenaries, so it seems like they should be available at a tech dealing with money in some way, and Guilds seemed like a perfect fit.
Now I've looked into the code, I think it'll be quite easy to do a BNW-port, I'll see if I can't do it and send it back to you, when I'm done. It mainly needs some AI stuff, like Traderoute Flavour and similar. Most Time will be spent on testing, I guess. But I might have some time next week. You'd be okay with this?
And change the preferred religion from Christianity to Protestantism? Sure, by all means go ahead. If anyone wanted to use the mod but couldn't because there isn't a BNW version, they'll be able to if you make it.

So, the changes for the next update:
- Fix typos and the errors in the Pontifical Guard's text
- Rename Pontifical Guard to Reisläufer and rewrite the pedia entry
- Make the Käserei replace a workshop and change its prereq tech (I've been thinking about reworking its icon too, maybe something that actually has cheese in the picture)
 
Berber civilization finally out! :goodjob: The lua still may need to be tweaked but at least the game doesn't crash when you play as them!

also @ McKurosu - if you're going to do a BNW port of Switzerland can you do it for the most recent version (v3), and do you know any music that would make a good peace or war theme for Switzerland?

and also, how do you rename threads? Since now this page is no longer just for Switzerland...
 
Yeah, doing it for Version 3, o'course!
I happen to be a composer too, so yeah, I did think about the music: I don't know if anything could be used as is, but I might be able to do some arrangements of some songs, I already did that for my Iceland mod, but this really takes its time.. I'll do the port first, and I'll go from there.
Rename Thread: go to your first post, click edit, next to the save button is a 'go advanced' button, I believe from there you can edit the title, but I never tested it myself. So sorry if the info should be wrong.
 
Good news everyone! McKurosu did a BNW port for the Swiss mod, so the BNW version is available for download! :goodjob:
(Which means he gets to be included as an author of the mod and additionally an entry in the Special thanks section of this page, because, you know, what else can we do?)
It even includes a German translation. ;) And as far as I know, there's no gameplay differences...
 
Good news everyone! McKurosu did a BNW port for the Swiss mod, so the BNW version is available for download! :goodjob:
(Which means he gets to be included as an author of the mod and additionally an entry in the Special thanks section of this page, because, you know, what else can we do?)
It even includes a German translation. ;) And as far as I know, there's no gameplay differences...

Excellent! I look forward to playing with it once I finish my game with Siberia.
 
Finally got around to finishing up the Minoan mod that's been WIP for so, so long. It's now available for download! :)

Just as a note, should I start putting out spoilers for the graphics? It seems like this thread keeps stagnating... (Probably because I'm too slow at modding)
 
And a mere 2 days later...

Figured out what was wrong with my long WIP Harappan civilization mod, so now that's also available download! :)

Consider this to be my early Christmas present, I guess. Not sure which civ I'll do next, but I'm running out of WIP civs to be finished, so whatever comes next won't be for a while...

25% done with my list of planned mods!
 
I would release the new zapotec civ but even compressed it's still well over the 10MB file limit...
about 15 MB in .rar and .7z format, 16.5 MB in .zip, 24.1 (!) MB in .tar...

What should I do? Release it in 2 parts, art and gameinfo? Compress it several times until I can just get it under the file limit? Any ideas?

EDIT: You know, I'll just release it in 2 parts.
 
I would release the new zapotec civ but even compressed it's still well over the 10MB file limit...
about 15 MB in .rar and .7z format, 16.5 MB in .zip, 24.1 (!) MB in .tar...

What should I do? Release it in 2 parts, art and gameinfo? Compress it several times until I can just get it under the file limit? Any ideas?

EDIT: You know, I'll just release it in 2 parts.

Release it as the .civmod archive file, or get dropbox! Don't break it up, haha.
 
Yeah, just learned how to get dropbox. :) It wouldn't have worked in two parts anyway, since the music won't compress.

EDIT: When I attach the link to dropbox it actually takes you to dropbox, can't figure how to make it not do that...
 
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