Typhlomence
Magical Tomomo
Hi, I've been a on-and-off Civilization player for a while, but now that I'm developing a mod I intend to release I thought I should join and get some feedback.
After trying out a few new civilizations from the Steam Workshop in Civilization V, I was inspired to start making my own mod civilization, hopefully the first of several.
My first new civilization is based upon the British TV show "Dad's Army", which, if you don't know what that is, is a comedy about the antics of a sea-side Home Guard platoon. Captain George Mainwaring is the leader of the Walmington-on-Sea civilization.
I've started this thread as I wanted to make sure, regardless of how many people actually know of Dad's Army, that I made a civilization that would be interesting both being played as and against, and so would like some feedback from others. Since the Home Guard was basically a defense militia, I've tried to make the civilization good on the defense while making it play a bit differently to Ethiopia.
Their trait, currently called "Home Guard", increases the strength of Melee and Gunpowder units by 25% when they're attacked (essentially, the reverse of the Ottoman's Janissary), and also increases the defense strength and hitpoints of cities slightly (by using an invisible building). Their unique building "Swallow's Bank", replaces the normal bank and produces 37% extra gold rather than the normal 25%, and also produces culture. Would it be a good idea to add something to the trait to aid gold production in some way, to give it a more distinct flavour from Ethiopia?
The main thing I'm struggling with is making a useful but not overpowered unique unit. I know that it will be "Home Guard Infantry" and replace the Great War Infantry, and it will be cheaper to produce than the normal unit, meaning that Walmington-on-Sea can produce them to defend their territory quickly. However, I also thought that it would be useful to give them some sort of movement bonus in friendly territory, to represent their local knowledge - either having them ignore additional movement costs of any terrain and/or getting extra moves in friendly tiles.
Firstly, I'm not sure if that would make them overpowered, since an offensive player could produce a large amount of Home Guard Infantry easily and then be able to quickly move them to enemy territory, especially with the extra gold from Swallow's Bank. I could perhaps make their combat strength lower than normal Great War Infantry to compensate (it would also make sense in a way, since the Home Guard was usually not as well equipped as the regular army).
Secondly, even if it isn't overpowered, I'm not sure if I could implement it. I know I'll probably have to use Lua, and I don't have a problem with having to learn it, since I've been reading up on it on the Modiki and looked at some of the Lua scripts in the mods I've downloaded. From this, I understand that the GameEvent I'll need to attach to is most probably UnitSetXY. The thing that I have an issue with is that I can't see any way of altering the movement unless I get and set the current moves every time a Home Guard Infantry moves to a new tile, and I also believe that I will need to keep track of each individual Home Guard Infantry to ensure that I give and take the bonus movement when applicable (so it doesn't get applied multiple times when on a friendly tile, for example), including when the game is saved too. Is it that complicated or is there a simpler solution?
Thank you for your time, and sorry for a bit of a lengthy post - I would like to ensure that I thrash out a decent new civilization.
After trying out a few new civilizations from the Steam Workshop in Civilization V, I was inspired to start making my own mod civilization, hopefully the first of several.
My first new civilization is based upon the British TV show "Dad's Army", which, if you don't know what that is, is a comedy about the antics of a sea-side Home Guard platoon. Captain George Mainwaring is the leader of the Walmington-on-Sea civilization.
I've started this thread as I wanted to make sure, regardless of how many people actually know of Dad's Army, that I made a civilization that would be interesting both being played as and against, and so would like some feedback from others. Since the Home Guard was basically a defense militia, I've tried to make the civilization good on the defense while making it play a bit differently to Ethiopia.
Their trait, currently called "Home Guard", increases the strength of Melee and Gunpowder units by 25% when they're attacked (essentially, the reverse of the Ottoman's Janissary), and also increases the defense strength and hitpoints of cities slightly (by using an invisible building). Their unique building "Swallow's Bank", replaces the normal bank and produces 37% extra gold rather than the normal 25%, and also produces culture. Would it be a good idea to add something to the trait to aid gold production in some way, to give it a more distinct flavour from Ethiopia?
The main thing I'm struggling with is making a useful but not overpowered unique unit. I know that it will be "Home Guard Infantry" and replace the Great War Infantry, and it will be cheaper to produce than the normal unit, meaning that Walmington-on-Sea can produce them to defend their territory quickly. However, I also thought that it would be useful to give them some sort of movement bonus in friendly territory, to represent their local knowledge - either having them ignore additional movement costs of any terrain and/or getting extra moves in friendly tiles.
Firstly, I'm not sure if that would make them overpowered, since an offensive player could produce a large amount of Home Guard Infantry easily and then be able to quickly move them to enemy territory, especially with the extra gold from Swallow's Bank. I could perhaps make their combat strength lower than normal Great War Infantry to compensate (it would also make sense in a way, since the Home Guard was usually not as well equipped as the regular army).
Secondly, even if it isn't overpowered, I'm not sure if I could implement it. I know I'll probably have to use Lua, and I don't have a problem with having to learn it, since I've been reading up on it on the Modiki and looked at some of the Lua scripts in the mods I've downloaded. From this, I understand that the GameEvent I'll need to attach to is most probably UnitSetXY. The thing that I have an issue with is that I can't see any way of altering the movement unless I get and set the current moves every time a Home Guard Infantry moves to a new tile, and I also believe that I will need to keep track of each individual Home Guard Infantry to ensure that I give and take the bonus movement when applicable (so it doesn't get applied multiple times when on a friendly tile, for example), including when the game is saved too. Is it that complicated or is there a simpler solution?
Thank you for your time, and sorry for a bit of a lengthy post - I would like to ensure that I thrash out a decent new civilization.