Harkodos' Civilizations

Indeed there is.



Unless I'm misunderstanding you, that's the same as Assyria.

1) Thanks. It was in another subforum, for that reason didn't find.

2) Yep, i read the base civs and is the same as Assyria with a mixture of Austria, but the idea for the UA is technology or science research.

Regards.
 
Yes, I'll say those suggestions may be a bit inappropriate in this thread (since it's pretty much just for the Civs I'm interested in making for myself. I'm not up for taking requests aside from what I've already posted about here). However, I would suggest if you make Camp Lazlo, probably the Bean or Lazlo's face (Stan Pine's Gravity Falls already uses a Pine Tree, so that could get confusing). Lazlo's face would be easier to recognize, but the bean is more symbolic. Just my 2 cents.
 
Yes, I'll say those suggestions may be a bit inappropriate in this thread (since it's pretty much just for the Civs I'm interested in making for myself. I'm not up for taking requests aside from what I've already posted about here). However, I would suggest if you make Camp Lazlo, probably the Bean or Lazlo's face (Stan Pine's Gravity Falls already uses a Pine Tree, so that could get confusing). Lazlo's face would be easier to recognize, but the bean is more symbolic. Just my 2 cents.

I can't create a mod (Maybe i'll have luck the icons) but many thanks for the icon suggestion, tomorrow i'll post in suggestions thread as have more ideas for both mods, as i watched complete both shows.

Regards. :goodjob:
 
Haven't posted an update for this for a while, so I thought I'd provide some context as to what I'm currently doing with this.

As of now, I have roughly 60 ideas for new Civilizations that I have fully-thought out and am interested in making. However, I've decided that my approach to making them will be to program them all in a set of stages:

1. Program in their UA, UU(s), and UB(s) using America as a base for testing.
2. Create their behavior and personality.
3. Create the graphics.
4. Dialogue.

For steps 1 and 2, I've decided to make them all together, so that I can both put them out of the way and have a large selection of interesting Civs to playtest (playtesting Kefka and Exdeath alone has been... tedious; on that subject, Exdeath is practically finished, I just want to implement a new feature and then I have to *ugh* finish the dialogue).

Once all of the Civs are properly programmed, I'll test them all in tandem, so see how they all interact, which ones may be too powerful, etc. Then I'll slowly start releasing them about 2 at a time. Since the dialogue takes the longest to write, I'll be saving that for last, after I have the goods all set and programmed.

Also, of the 60 ideas for Civs I have, I have finished programming step 1 for 30 of them as of today. I'm very excited with how well many of them came out and their UAs are really fun to play with.

I'll be updating the first post with a Spoiler containing the information of the Civs I've completed step 1 for, in case you're interested on which Civs I've been giving priority.
 
Hey Harkodos!

I'm kinda curious about that Krusty Krab Civ you're thinking to make.
I've been thinking to update my Krusty Krab Civ a bit, so maybe I could take some of your ideas into mine?

I've been trying to get help and ideas for mine, I posted a thread for Lua help but nobody came.
I've also tried to get help on E&D support too, but that's another story.
 
Funny story on that, I was actually originally planning to just make my changes a mod for your Krusty Krab civ and call it a day. But then I decided that if I could have, I would have made my own had there not been one (though making civs for each of the Spongebob characters would've been out of the question had I decided that), so I decided to start working on my own to make one as I would see it.

Interestingly, your civs are the ones that inspired me to start modding in the first place. If I made a Krusty Krab civ, it wouldn't in any way be intended to replace yours, as I rather like it (heck, I plan to play with them side-by-side if possible). It's just my goal is to create Civs with completely unique (or as unique as I can make them) civilization traits, and seeing as yours is basically the Ottomans meshed with Morocco, I decided to toy around with the idea for my own.

Of course, since you're interested in what I've been working on, I already have the UA, UU, and UB for the Krusty Krab programmed in (ala my step-by-step process I'm doing).
If you're curious as to what they are, they are as follows:
Spoiler :
UA: The Money is Always Right: +2 (Food) from (Great Merchant) Specialists. +2 (Food) from Customs Houses and +1 (Food) from Trading Posts. Earn (Great Merchants) 50% faster. Receive 50% more (Gold) from (Great Merchant) trade missions.
UU: Part-Time Worker: Replaces the Landsknecht. 14 Combat Strength. Doesn't require (Gold) to maintain, requires less (Gold) to purchase, and is capable of performing some worker actions, but doesn't have the plundering promotions or Mounted bonus of the standard Landsknecht, and is weaker. Starts with the Cover I promotion. Doesn't require the Mercenary Army Social Policy.
UB: Patty Vault: Replaces the Constabulary. 2 (Gold) maintenance cost. +2 (Food). +3 (City Defense). +25 Hit Points. -25% enemy spy effectiveness in this city. +1 (Gold) from (Food)-based resources worked by this city.

I thought that I'd want to be as unique as possible so that I wouldn't put to shame someone else's work (Though, maybe the steps I take because I'm obsessive about details is counter-intuitive to that?).

Anyways, if you did want to use any of my ideas, or at least borrow some inspiration from them, I do pretty much already have the programming all set-up, though the graphics aren't made yet (that'll be step 3, I believe) and wouldn't mind sharing my work. Heck, if you'd just prefer to use what I've made, I'd be fine with that too, so long as I'm properly credited.
 
I've recently gone through all of my programmed Civilizations and slightly re-worked most of them for better gameplay balance. Some Civilizations have also had complete overhauls of their Unique Abilities, particularly Madame Foster, Aku, and Amon, among others. With all this said and done, I am finally back on track to finishing my queue and moving onto phase 2.
 
Updated the first page. Released a new Mod to celebrate the completion of Phase 1.
 
Oh yes, that list I made, I should update that. There are about 21 new Civs since then and most of the Civs I've already announced have had huge tweaks made to them. I'll probably do that sometime in the near future.
 
Updated the Leaders and Civilizations Lists in Posts 2~5. Now they should display the current up-to-date information that I have programmed for them and will explain their UAs, UUs, and UBs as well as providing a short quip on their overall play-style and their typical start Bias (if they'll have any).
 
Updated Post #1~5.

The Exdeath Empire is officially here! Check out Post #1 for details and a Download link.
 
Just a quick update. My announced projects are still alive, progress is just slow (that's what happens when you choose to work on 22 Civs all at once). Nearly done with their City Names and then I can move onto Civ Descriptions and other minute details.

Also, if anyone is interested, I am currently interested in Music suggestions for any of the 22 Civs I'm currently working on. I have an idea for the most part of what songs I'll use for each Civ's War and Peace themes, but if anyone wants to suggest a particular track or song, I'm willing to give it a listen. Civs I'm interested in particular for this reason are South Park and The CIA (Lead by Randy Marsh and Stan Smith, respectively).

That's all for now.
 
Another update:
Phase 2 is not fully complete, but I have decided to start meddling in Phases 3 & 4 for a bit to get some variety in my work. I just completed the Civ Icons and their Alpha Images for all 22 Civs I'm working on. Phase 3 should be the quickest to finish overall, so once that's done It'll mostly just be text stuff until everything is ready for release. Don't have an exact estimate on the release window yet, but it should arrive sometime early next year.
 
Posted a new update today and an explanation of what I've been doing. It's not much, but hopefully it will provide some clarity.
 
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