LS Civilization Set

I've begun compiling a compatibility patch for your civs with Gedemon's YnAEMP. It'll take a bit of time, because there's just so many of them, but I thought I'd give you a heads up.
 
The Cherokee seem to be on the weak side with a situational ability that can potentially never trigger. Perhaps you could add to that ability a science boost from killing units from a more advanced civilization? Similar to the Aztecs, Honor opener/finisher, etc.
 
I've begun compiling a compatibility patch for your civs with Gedemon's YnAEMP. It'll take a bit of time, because there's just so many of them, but I thought I'd give you a heads up.
That's nice, PM if need help.

The Cherokee seem to be on the weak side with a situational ability that can potentially never trigger. Perhaps you could add to that ability a science boost from killing units from a more advanced civilization? Similar to the Aztecs, Honor opener/finisher, etc.
  • I can make it trigger on city lost. (still would be weak)
  • I can make Diplomats stealing techs over time (would be quite hard to balance unless I will find something about how spies works)
  • Something I wanted to do, Diplomats give you Science per turn (based on Tech difference). I would have to find out what flavours are related to assigning diplomats instead spies.

I think I can also add some Writer related effect to the Newspaper.
 
Then I have to ask if you have the newest version, the one converting science into culture. Culture from specialist wasn't working (because it was based on XML... :D).


newest version from steam workshop and latest civ v patch

the culture from the newspaper (cherokee) also doesnt work for me.. seems like a problem with culture generation in general
 
Here is the YnAEMP Compatibility Patch for all of LastSword's (current) civ packs. The first attachment is the mod directly, if anyone wants to try it immediately, and the second is the project file for LastSword.
 

Attachments

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Hmm, I just played as the Papal State, and...it seems like none of their uniques work. The Church isn't giving any additional Faith for my Great Works, the Swiss Guard isn't generating culture. Annexing city-states works fine, though. I didn't check about the whole founding religion last thing, so I have no idea if that is going well.

Ooh, and YNAEMP support for these? I wonder how it handles said Papal States and Rome. I might poke to see where exactly it puts everything, so I'll see if it works or not. ...That said I don't exactly know...how to really...use these. Do I just put them in the Mods folder like all the rest, or is it something more advanced?
 
Yes, just put the patch in the Mod folder like any of the civs and enable it. It will automatically do everything else for you.

If Rome and the Papal States end up in the same game, whoever does not get to found Rome will sit around for a while, but will eventually go off to try and find another spot to settle (if there's room). I was going to add Avignon as an alternative starting location, but the alternative starting locations don't seem to be working (the Ottomans are supposed to start in Ankara only if Constantinople has taken the spot of Istanbul, but they seem to always start in Ankara).
 
Many of bonuses are not shown in tooltips. Make one turn and check if you don't receive some "extra" Culture and Faith.

Is notification about Buyout cost annoying?
 
Ahh, okay, it doesn't show up in the counter thingy. That's a touch disorienting, is there anything you could do about it? Also the notification is indeed a touch too frequent - I'd only have it pop up whenever the cost changes.

As for the map, yeah, that behavior happened with Rome and the Papal State indeed. However, a much bigger problem was present: the Olmecs spawn off the coast of their location! The settler could move onto land but the warrior was stuck. It needs to be moved up a tile. Other than that everyone else spawns perfectly fine - I was worried at first there might be issues with Jerusalem and Pheonicia, but apparently the mod includes closer city founding - always welcome!
 
However, a much bigger problem was present: the Olmecs spawn off the coast of their location! The settler could move onto land but the warrior was stuck. It needs to be moved up a tile.

I'll look at fixing that up.

EDIT: Alright, fixed that up.
 

Attachments

  • LS YnAEMP Compatibility Patch (v 1).rar
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I swear they were already weirdly tending to follow the appropriate religions. Maybe I was just imagining things, but the native american groups especially always tended to go with the exact one present. But yay, mods aligning with mods, we are one big happy family. Hopefully one day we all fuse it into one big supermod or something :O

Could you add which of these civs follows which into the description of the mod possibly?
 
Ahh, okay, it doesn't show up in the counter thingy. That's a touch disorienting, is there anything you could do about it? Also the notification is indeed a touch too frequent - I'd only have it pop up whenever the cost changes,
I always wanted Swiss Guard to show floating +1 each turn, but it is impossible without DLL. I can make Faith and Culture be updated each turn, it will be shown as "... from Building". It would still be nothing close to how it should work (updating when moving Great Works).

JFD's support mod is linked in opening post, if anybody will be looking for this in future. Don't forget to thank this generous modder when you will bring the liberty to the world as Napoleon or enslave it with English maritime.

Thanks Tomatekh for even more historical accurancy.


At last, Itsab11, I was thinking about your problem. You are unfortunately next Baldwin, I can't help.
 
Say, to the UA descriptions, could you add some more numerical values? A few of them particularly stand out as being a bit vague.

-For the Durrani, do mountains provide a flat 1 GWP? Does this only apply to the city that the Guild is in or do other cities provide points for having mountains of their own?

-As for the Hetmanate, how much food and production are we talking about here? Is it a fixed number of points or a percentage?

-Is the science boost that Scotland and Bulgaria get equal to if they'd expended a Great Scientist? If so, add that to the descriptions!

-How many tiles does it take to add one happiness point for the Sioux, if it even works that way? I'd figured that it was under the Happiness for number of Cities thing, but it seemed to me that my capital had claimed every tile in a radius of 3 and I was only getting like one happiness point out of it.

-However do the power and number of barbarians increase for Gallia? Do the barbarians just spawn suddenly or does it mean their rate of spawning is increased?

All this is helpful to put in the descriptions! Be as specific as possible with those, it helps the uncertain player how helpful those things exactly are.
 
No alternatives for people who cannot use Steam Workshop at all :(
 
Say, to the UA descriptions, could you add some more numerical values? A few of them particularly stand out as being a bit vague.
Depends.

-For the Durrani, do mountains provide a flat 1 GWP? Does this only apply to the city that the Guild is in or do other cities provide points for having mountains of their own?
+1 GWP per Mountain tile owned in the city with the Guild. (modifiers work)

-As for the Hetmanate, how much food and production are we talking about here? Is it a fixed number of points or a percentage?
3 + 3 * plotYield -- nearest founded city or capital

-Is the science boost that Scotland and Bulgaria get equal to if they'd expended a Great Scientist? If so, add that to the descriptions!
Not really needed.

-How many tiles does it take to add one happiness point for the Sioux, if it even works that way? I'd figured that it was under the Happiness for number of Cities thing, but it seemed to me that my capital had claimed every tile in a radius of 3 and I was only getting like one happiness point out of it.
This one is described in OP, "[floor of (numLandTiles / 9 / numCities)] * numCities".

-However do the power and number of barbarians increase for Gallia? Do the barbarians just spawn suddenly or does it mean their rate of spawning is increased?
Power:
<Blitz>true</Blitz>
<River>true</River>
<IgnoreZOC>true</IgnoreZOC>
<IgnoreTerrainCost>true</IgnoreTerrainCost>
<HPHealedIfDestroyEnemy>50</HPHealedIfDestroyEnemy>
<HealIfDestroyExcludesBarbarians>true</HealIfDestroyExcludesBarbarians>
<AttackFortifiedMod>50</AttackFortifiedMod>
<CannotBeChosen>true</CannotBeChosen>
<AttackWoundedMod>25</AttackWoundedMod>
<FlankAttackModifier>50</FlankAttackModifier>
<AttackMod>25</AttackMod>

Number:
5 land units in each Barbarian camp. (type is random, but based on units owned by barbarians)

Where:
Barbarian camp has to be in 15 range to Gallic city.

When:
Always after the peace period (starting war when not currently at war). Ignores city-states.
Next spawn is in 15/20/25/30 turns of constant war. (quick/normal/epic/marathon)

Those barbarians are killed once all Gallic players end wars.
 
Ahh, okay, thanks for the information.

Just tried out the Timurids, finally. That...was actually really damn satisfying. Just my luck, Rome spawns nearby, and I hadn't thought of getting them until they settled a city spot I wanted...and kept settling, and settling, and settling, they had like nine cities up and running. So I arranged an elaborate plan to float units around their coast and attack from the undefended north of the capital, sniped Rome itself...and all the sudden the resident massive superpower is scrambling amongst itself. The best. And I don't even have my unique units up yet - can't wait to see how fleeing enemies or super fast spies or sabotaging city walls works out. I can't believe I'd thought these guys would be boring, they're now probably one of my favorite civs, mod or no.

I do wonder though...the specific city they settled next to the natural wonder I wanted didn't turn into a barb city. Is that random? If I were to reload a save from before I took it, is there a chance that the cities will be different or is it based on population/proximity/other factors?
 
Ahh, okay, thanks for the information.

Just tried out the Timurids, finally. That...was actually really damn satisfying. Just my luck, Rome spawns nearby, and I hadn't thought of getting them until they settled a city spot I wanted...and kept settling, and settling, and settling, they had like nine cities up and running. So I arranged an elaborate plan to float units around their coast and attack from the undefended north of the capital, sniped Rome itself...and all the sudden the resident massive superpower is scrambling amongst itself. The best. And I don't even have my unique units up yet - can't wait to see how fleeing enemies or super fast spies or sabotaging city walls works out. I can't believe I'd thought these guys would be boring, they're now probably one of my favorite civs, mod or no.

I do wonder though...the specific city they settled next to the natural wonder I wanted didn't turn into a barb city. Is that random? If I were to reload a save from before I took it, is there a chance that the cities will be different or is it based on population/proximity/other factors?
I don't want to lie. It gives you every second city using Player:Cities() method and I would bet reload will not help.

Timurids UU is quite annoying to play against. I think I set them too high flavour, because I have recently encountered the large amount of Elephants mixed with WWI Infantry. My Infantry and Artillery was fleeing... garrisoned Infantry left the city. I have even lost unit, because of 25 damage, which is done if unit has no available plot to flee. Worthy note is a fact that unit, who fleed has movement reduced by 1 in the next turn.

Anyway I am quite jealous, because I had never (in non-test game) turned more than one city into barbarians.
 
I had civ sets 1, 4, and 7 active in a game last night without any other mods. I tried the Haida and all the units had the Promotion window open. The buttons therein opened various windows like the advisors' window. Also, the buttons' fly text described various unrelated promotions.
 
Were you using both GK and BNW?
I have made several turns and everything was fine.
 
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