Divine Yuri's Civilizations

Divine Yuri

Never Closes Chrome
Joined
Oct 28, 2014
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Location
Brrrr, USA
Divine Yuri's Civilizations


Looking for Moe Anime girls, a Fast Food Mascot, or Something actually Historical. I got you covered.​

Historical Civilizations

Greater Perm
Steam | Direct

Extra Compatible Mods (see below for others) :
Spoiler :

I made two Components I wasn't a big fan of before the one used now. So I just went ahead, and made them activate with the 3rd, and 4th Unique Component Mod.
3rd Unique Component
4th Unique Component


Steam(Concept)​
Spoiler :

Leader : President Enomoto Takeaki
There have been further edits to this, and don't feel like uploading everytime I do. Mostly I've been touching it up to be darker.



Republic of Ezo
Deciding on UA :
Name : Ships of the West
Description : Can build the ships of the most advanced met civilization. Whenever a ship is built gain 20% of it's [ICON_HAMMER] production as [ICON_SCIENCE] Science.
Explanation : The leader Enomoto before he back president of Ezo went to the west to learn about modern warships. Even after the Fall of Ezo he served in the Japanese navy even later becoming the Navy Minister.

Name : Samurai Republic
Description : Something something probably going with Ships of the West
Explanation : Ezo was founded to be a Independent state to preserve Samurai Culture after the formation of Imperial Japan. They based their political system off the United States, and gave Samurai the right to vote.

Actually just throwing all my thoughts on Uniques :

UI : Goryoukaku Fort
Acts like a fort, but can only be built next to the sea.
Gives +15xp to navel units built in the city when worked, and +2 culture.

UU : Seven Point Star
Requires Steam Power (with Unique Ability Applied to this.)
Industrial period range ship. Only Ezo may build it.
45 Strength
50 RStrength (2 Range)

Foreign Military Adviser
Can act both as a Great General on land and a Great Admiral at sea.
Points are gained towards the Foreign Military Adviser while you have a Declaration of Friendship with a nation more advanced than you.
When enemy units are destroyed while near the Military Adviser gain science at the cost of Culture.




Spoiler :


Leader: Heinrich Sudermann (picture in progress. Quiting for the day so thought I'd at least show how it looks so far.


Lübeck - The Hanseatic League

Can't Produce Settlers. Long time City-State Trade Partners have a chance of joining the League based on how long they've been partners, and their relationship with Lubeck.

Hanse
  • Unique Building
  • Replaces Bank
  • ------------------------------------------
  • The German Building.


Staatenbund Musketiere
  • Unique Unit
  • Replace Musketmen
  • Mods: Changes to a Ranged Unit with Zwei833's Renaissance Era Revised
  • ------------------------------------------
  • -3% Production Cost for every Puppeted City, or City-State Trade Partners.



Germany :

Krupp Works
  • Unique Building
  • Replaces Factory
  • Requires one Iron
  • ------------------------------------------
  • +10% :c5production: Production to Military Units.
  • 5% of all Production of Military Units is turned into Science.




Superior (Upper Peninsula of Michigan)
Steam(Concept)

Spoiler :

Removed the old picture. Going to redo the leader screen. This is actually done though.

Okay just a slight explanation : I come from an area of Michigan known as "The U.P." (or Da U.P.), and there is a strange sense of lack of a better word a sort of Cultural Nationalism against the people of southern Michigan. So I decided with all that pent up nationalism needed it's own Civilization. It's mostly caused by where majority of our ancestors came from up here. Which if you haven't guessed by the picture is Finland.

I went with Bishop Baraga as the leader, a Siberian who came to Upper Michigan as a catholic missionary. His story mostly involves his determination as a story goes that he walked 60 Miles (~100 kilometers) in raging blizzard to baptize a young boy. So mostly because he seemed the most fit for the position I went with him.

UA :
Copper Country

After finding your first city gain the ability to see Iron Resources, and reveal nearby mining resources. When your cities are founded their borders spread to nearby mining resources. All mines give +1 :c5culture: Culture.

UU :
Snowshoe Missionary
Based on Baraga uptop.
These Missionaries don't suffer attrition, and gives a bonus based on the City-State's Type.
Cult


With JFD's Exploration Continued Expanded this is expanded not getting attrition from Snow Tiles.

UB :
Mining University
Replaces University
Has no slots for Scientist, but has slots for Engineers instead.
Doesn't give science for Jungle tiles, but gives +2 :c5science: Science from mining sources.



Spoiler :


Leader : Otto Wille Kuusinen


This mod is more or less based on Karelo-Finnish Soviet Republic, Karelian Autonomous Soviet Socialist Republic, and Red Finland.

UA :
Possible :
  • Red, and White - When the first two Civilizations that adopt opposing ideologies choose one, and rebels spawn near the :c5capital: Capital. Gain a percentage of the :c5culture: Culture back from adopting Ideological Tenets.

UU :
Red Guard - White Guard - Black Guard
Replaces Great War Infantry
Based on Ideology
Red Guard - Order - Cheaper, and weaker than the other two. Has a combat bonus when near other units.
White Guard - Freedom - Has a dug-in promotion which increases their combat strength by +5% up to 20% when they aren't moved.
Black Guard - Autocracy - Gains +50% Experience from fighting Civilizations of a different Ideology.

UB :
Kruglaya Ploshad
Can be built after adopting a Ideology. Other civilizations can build this if they follow the same Ideology, or have a Declaration of Friendship with Karelia.
Base stats are +1 :c5culture: Culture for every Ideological Tenet up to +5 :c5culture: Culture. Gives a additional :tourism: Tourism when built by other Civilizations.



On the table: Brittany(found that someone did this already), and Gotland.

Alternate History removed, and Superior moved up. Wasn't a big fan of the Kingdom of Sauville(Gosick) as I didn't know who to use the main character or the more natural leader the king. Was more a fan of the King being the leader, but couldn't find a good enough picture for him and I wasn't going to draw one for a civilization like that. I might bring back that Header, but if it's only one civilization I'll ever classify under it I'll just put them in historic.

Complete Fantasy Civilizations

Burger King*
Steam | Direct


Idolm@ster*
Steam | Direct



Castle Town*
Steam | Direct


Rabbit House
Steam | Direct


Gakkō Gurashi! (School-Live!)
Spoiler :


Yes, I know the charcter used is ko ( 校 ), and not gakkou ( 学校 ). Just can't really fix 2 characters into a icon now can I?


On the table: Mewni ( Star vs the forces of Evil )

Compatable Mods* :

Events and Decisions
YnAEMP
Civ IV Leader Traits in Civ V
JFD's Cultural Diversity (Core)
JFD’s Piety and Prestige
JFD's Exploration Continued Expanded
Community Patch
DLL - Various Mod Components

*All Civilizations with a * next to there name are not compatible with the following Mods :

JFD's Cities In Development
JFD's Charted Ventures (unreleased, but compatible when it's released)
JFD's AND Poukai's Mercinaries
Ethnic Units
 
All mods... Below? I assume you mean above?
 
Well... there's a civ I had never heard about again.

Hm, Alternate history civs, interesting, have you considered stuff from Years of Rice and Sand, Malè Rising or perhaps Green Antarctica?
 
All mods... Below? I assume you mean above?

Yeah I didn't like my wording on that one. I changed it to just compatible mods.

Well... there's a civ I had never heard about again.

Hm, Alternate history civs, interesting, have you considered stuff from Years of Rice and Sand, Malè Rising or perhaps Green Antarctica?

I should read those to get some ideas ( also Years of Rice, and Sand(Salt?) sounds interesting.)
After (or before on how I feel) Greater Perm I'll be working on Superior(The Upper Peninsula of Michigan) most likely as I've drawn the leader screen already.

 
Woah. It's been months where the heck have I been?
This is a update post as I've finally made a new civilization after a few months away from it ( or just never finished the ones I was working on. ).

What's new:

Castle Town has been added as playable civilization led by Akane from the Castle Town Dandelion Anime/Manga.

 
Woah. It's been months where the heck have I been?
This is a update post as I've finally made a new civilization after a few months away from it ( or just never finished the ones I was working on. ).

What's new:

Castle Town has been added as playable civilization led by Akane from the Castle Town Dandelion Anime/Manga.


'Castletown' eh?

Hey, hang on one second . . .
 
After working on this on for far too long I've finally finished my first Historical Civilization :lol:

I've released Great Perm the Komi Civilization :



Edit : Also to add a few things if someone was wondering :
The city names are based on Perm Krai, and the Komi Republic. Done in order of population with 1/2 being from Perm Krai, and 1/2 being from the Komi Republic.
Leader Music is the Komi Republic National anthem, and Republic of Karelia National Anthem (Perm Krai didn't have one).
The civilization as a whole is more designed with being a Komi Civilization than a Russian Principality(Which can probably be guessed by the Trait).
 
Thanks for this release Divine Yuri!
 
Bug report: playing as either Chimu or the Sarmatians, I see the Taiga Camp on the tech tree (under Pottery). I don't know if I can build it yet, but it's definitely there. Not running the Third or Fourth Unique Component Mods either.
 
Bug report: playing as either Chimu or the Sarmatians, I see the Taiga Camp on the tech tree (under Pottery). I don't know if I can build it yet, but it's definitely there. Not running the Third or Fourth Unique Component Mods either.

It happens with my randomized Unique Traits and Components mod which shows every improvement on the tech tree even though you can't build it. Must be something weird with how Improvements are shown on the UI. If you don't have the mod active it just doesn't set the Civilization, but the improvement is there.

I just checked something real quick, and making the CivilizationType equal a string no one would use ('CIVILIZATION_DY_NULLPOINTER_EXCEPTION_CIVILIZATION_DONTUSETHISNAMEOKTHANKS') it does disappear so my guess is how it shows up on the tech tree is that it's linked to the CivilizationType, and if that is null(nil) it will just show it to everyone with the guess that it's not a civilization specific one.
 
Could you smallen the egale on Hansa' icon? It is too big IMO…
Was going to change the shade of the color anyway to help distinguish the civilization.

I had a couple in mind :
Kinda want to keep it slightly bigger to allow the Crest in the middle to still stand out :


But here's it smaller than that still :
 
So I made a conscious decision not to add my previous civilization here(I'll wait for the partisan hellhole to die down). I'm back with posting on this page when I make something new.

I meant to release this one on Easter, because it's rabbit theme but some personal stuff has made me extremely busy for the past two weeks. So it's a little to late for that.

So this one is from the Anime/4Koma "Is The Order A Rabbit?".

I've made something that was more tourism themed as that wasn't something I directly worked with before.

Found a problem with making invisible buildings though. You can't just have a 1 tourism building and add the amount of that building you need, but got around it by having several invisible buildings that were all 2^X Tourism starting at 2^0 as it allowed me to handle the amount of tourism needed in base-2.

So a function I made:
Spoiler :

Code:
	local bDummy 			={};
		bDummy["MAX"]		= 8192;

	local bDumm_i = 1;
	while bDumm_i <= bDummy["MAX"] do
		d:print("BUILDINGCLASS_DY_RABBIT_HOUSE_EFFECT_"..bDumm_i);
		bDummy[bDumm_i]	= GameInfoTypes["BUILDING_DY_RABBIT_HOUSE_EFFECT_"..bDumm_i];
		bDumm_i = bDumm_i*2;
	end
	function DY_AddTourism(TourismAmount, t_City)
		local k = TourismAmount;
		local top = bDummy["MAX"];
		while ( k > 0 ) do
			if ( k >= top ) then
				k = k - top;
				d:print("Added: "..top);
				t_City:SetNumRealBuilding( bDummy[top],	1 );
			else
				d:print("Removed: "..top);
				t_City:SetNumRealBuilding( bDummy[top],	0 );
			end 
			top = math.floor(top/2);
		end
	end

Allowed me to add tourism based on the number provided. Wish all I needed to do was add the one tourism building x number of times, but w/e I did it at least. :lol:

Also now I've realized it's probably going to crash the game if you are supposed to get more tourism than 16383 Tourism from an infinite loop... Well that's being fixed when I hit send.
Probably should of just gone ahead, and fix it. It's fixed already, and the max was doubled.

More of me rambling:
Spoiler :

So the Anime has no exact location, but the concept artists for the locations used actual locations from Colmar, France. So I actually based the extra city names on restaurants, and coffee shops in Colmar, France.

 
Hi, I found out that the Great Perm mod prevents IGE from working, do you know how to fix it?
 
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