Mongolian Civilization

magzhi

Warlord
Joined
May 23, 2010
Messages
197
This mod adds Mongolian Civilization.

The mod can be downloaded from the mod browser in-game.

Mongolian Civilization

Leader: Genghis Khan
Trait: Nomad Power - Mounted units are better at sieging cities (+25%:strength: at siege) and ignore terrain movement cost.
Unique Unit: Keshik - This unit's ability to move faster (4:move:) and bigger strength(19:strength:) than knight allows it to quickly rush into and capture enemy lands.
Unique Building: Ger - This building's ability to give experience (15) to mounted units can be used in making experienced mounted units without having wars.

Authors: Magzhi, Steve 'Molnutz' Molnar(great artwork)

Change log:
Spoiler :

V9 (After 237 downloads) Added: Molnutz's artwork and some my artwork
V8 (After 2 downloads) Removed that art which wasn't working
V7 (After 57 downloads) Added: Some art which wasn't working :D
V6 (After 53 downloads) Added: More city names (I had 4 city names before :D)
V5 (After 38 downloads) Added: Made better description
V4 First release
V3 Added: Some graphics from Civ 4
V2 Finished adding XML. Mod was ready for testing
V1 Created mod


Known issues
I am still using Askia's leaderhead in diplomacy keshik and ger don't have unique picture.
 
D'oh! You beat me to it. I started working on one too with the unique trait being "The wrath of Khan" <- Little play on words for those who aren't Trekies.
Anyways, I haven't looked at your mod yet, but I did the artwork up for mine, so if you want it for your mod, let me know.

screens:
 

Attachments

  • Mongolia.jpg
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  • symbol.jpg
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  • khan.jpg
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The combination of the UA and UU seems incredibly strong - superpowered knights that always move 4 and have a bonus against cities strikes me as being too good.
Add to that the fact that horsemen are already overpowered, and the Mongols look to be literally unstoppable (against the AI, at least).

Rather than ignoring terrain movement costs, might I suggest +1 movement point for all mounted units or, alternatively, maybe lowering the city attack bounus to 10 or 15%?
---
As for the Ger (which I assume that replaces stables), does it keep the production bonus as well?
 
Agree with Gerse, Knights are already overpowered.. this would be ridiculous
 
Great! Another civ that´s been sorely missing... :goodjob:

This mod adds Mongolian Civilization.

The mod can be downloaded from the mod browser in-game.

Mongolian Civilization

Leader: Genghis Khan
Trait: Nomad Power - Mounted units are better at sieging cities (+25%:strength: at siege) and ignore terrain movement cost.
Unique Unit: Keshik - This unit's ability to move faster (4:move:) and bigger strength(19:strength:) than knight allows it to quickly rush into and capture enemy lands.
Unique Building: Ger - This building's ability to give experience (15) to mounted units can be used in making experienced mounted units without having wars.

Change log:
Spoiler :

V6 (After 53 downloads) Added: More city names
V5 (After 38 downloads) Added: Better description
V4 First release
V3 Added: Some graphics from Civ 4
V2 Finished adding XML. Mod was ready for testing
V1 Created mod


Known issues
I am still using Askia's leaderhead in diplomacy keshik and ger don't have unique picture and i am still searching for some small texts for dawn of the man text.

I have question how can I upload some screenshots from the game to forum?

You can use Attachments for that when you make a post. ;)

But I must agree that the mounted units are completely overpowered here... You could give Keshiks a bonus against Knights (or simply against other mounted units), but mounted units are completely worthless for sieging cities, so that doesn´t really make sense... :eek:
 
molnutz
wow your art is cool I really want this art for my mod (I used civ4 art) If you will allow to use it I can write your name in credits part

Gerse
Ok i will make keshik a little bit slower (3movements) but I think they still need ignoring terrain movement
and yes it keeps production bonus as well
 
JEELEN
In the real life mongols took whole empires only by using cavalry
 
Actually, I think this is very fairly balenced.

Consider this: knights are very underpowered in this version of Civ. Consider that it has 18 strength, the SAME as a longswordsmen, at the SAME tech level. It has 1 more movement, for the loss of ALL defensive bonuses, and that any pikemen (lower tech!) can insta-kill your unit.

In all previous games of Civ, Knights had more strength (to compensate for the pikemen weakness, and the lack of defensive bonuses), and 100% more movement (2vs1). Now, I see no reason to build knights over longswordsmen, the longswordsmen have 50% less movement, but still move perfectly fast enough, and have hugely increased surivability. On defense, they will have 25-50% more defense than knights, depending on terran/fortification, and 200-300% more defense against spearmen/pikemen.

Chances are, when you are attacking, you will have a slight tech lead, so your knights/longswordsmen will be facing pikemen/crossbowmen. The computer loves massing pikemen, which also does not require iron. Why would you EVER build knights?!!

PS: I realized another reason against knights. They don't upgrade well either -> they dead end at Calvary, while longswordsmen can upgrade all the way up to mechanized infantry.
 
Why would you build Knights? Well, first off, you can upgrade your Chariot Archers to Knights. But if you think Knights are underpowered, why overpower the Mongol Knight, the Keshik? It would be simpler to just give Keshiks a bonus percentage against mounted units (and, if you want, against certain infantry units).

JEELEN
In the real life mongols took whole empires only by using cavalry

Indeed they did, but they made very good use of Chinese cannon - without which they wouldn´t have taken a single Chinese city. You can´t ´siege´ a city with horse. What they di do, was defeat armies on horseback - including those Western knights.
 
A small "gift" i did those Genghis Khan Leader icons, first time i do something like that but i hope it works. It doesn't follow the standard style of drawing for those icons because it's based or a more classic paitn instead of Art Deco. I'm trying to make another one on inkscape that should be more in place considering both mood and art style.

EDIT: Hey! Look at what somebody found on the game files! http://forums.civfanatics.com/showthread.php?p=9739820#post9739820
 

Attachments

I haven't figured out why, but when I add the Mongols to my large Earth map scenario, it crashes while loading. I've added Spain, Carthage and the European Union to other scenarios based on the same map and no crash. Driving me nuts. I really need a civ to balance out Asia. Without the Mongols, there is nothing to stop China and the Persians from taking over what the Russians should be settling.
 
I'm giving this a whirl. Art looks great!

I haven't played up to the point where I get mounted units yet, but my only critique here is that the color scheme is a little too dark with the GUI. All of city flags are brown text on dark gray, which strains the eyes. I'd recommend finding a way to use more contrasting colors.
 
dragonmetal
I have also noticed that my mod is not working with some other mods which adds new civs. I will try to figure out why it is happening.

Parhelion
Art was made by Molnutz so all thanks to him for this great art. I will try to search for other colors which can be used on Mongolia and change it.
 
dragonmetal
I have also noticed that my mod is not working with some other mods which adds new civs. I will try to figure out why it is happening.

Parhelion
Art was made by Molnutz so all thanks to him for this great art. I will try to search for other colors which can be used on Mongolia and change it.

Yeah I was thinking the same thing. Some mod I have installed must not like the Mongols. Later I'm going to turn off one mod at a time and try to get the map to load with the Mongols.
 
The combination of the UA and UU seems incredibly strong - superpowered knights that always move 4 and have a bonus against cities strikes me as being too good.
Add to that the fact that horsemen are already overpowered, and the Mongols look to be literally unstoppable (against the AI, at least).

They did ride through half the Asia in a couple of years and came knocking on the gates of Europe. They even fought the Germans. So historically that is accurate.

But I know very little about balancing, because realism just overrides everything else in my mind.
 
Indeed they did, but they made very good use of Chinese cannon - without which they wouldn´t have taken a single Chinese city. You can´t ´siege´ a city with horse. What they di do, was defeat armies on horseback - including those Western knights.

The mongols were indeed historically quite adept at siegecraft and made extensive use of trebuchets and cannons in addition to having deadly mounted troops for field battles, it's what set them apart from other nomad peoples in the empire-building department ;)

I think the main problem with representing this though is current innacuracy in Civ5's combat system, where groups of Horsemen or just a couple archers or crossbowmen are much more usefull than catapults and trebuchets for storming cities. The setup time is just too big a slowdown for a siege weapon's increased killing power to compensate, in fact, contrary to hisory it makes early siege weapons best in a defensive role, where they can use your empire's roads to set up and fire in the same turn or just hide in cities protected from melee combat.

Personally i only ever really use catapults and trebuchets when I'm playing as persia, as their golden age movement bonus gives them essentially early mobile artillery...which makes me think that perhaps a good Trait for mongols would be to have +1 movement for all siege units, and ignore movement costs for cavalry, and represent their superior cavalry forces solely through the Keshik UU.
 
I was thinking about giving to them increased speed of siege units but then how I need to call their unique trait because I gave it name "Nomad Power"????
 
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