[MOD] Guns, Wyrms and Steel

I am not especially worried about this. You're not going to be using a Great Commander to build these forts, so you will need to build them with workers and then wait for them to upgrade all the way to a citadel.

And in the pipeline for this mod is a mechanic to provide diminishing returns to spamming improvements. You will not be able to fill your plots with citadels.

kurios pioneers = free citadel immediately, for extremely cheap, spam them for the first few turns and you can have plenty of free specialists ready

However I do like a lot of the changes, though I haven't really gotten far enough to try them all out
 
kurios pioneers = free citadel immediately, for extremely cheap, spam them for the first few turns and you can have plenty of free specialists ready

Wait, what? Those 60 hammer dudes can pop a citadel instantly, within cultural borders? Why did I not know that?

I'm not even sure how or why a pioneer can do such a thing.

No, my intention was not to allow the Kuriotates to spend 60 hammers for a free specialist. I'll move the Temple to Experimental until I get the Citadels sorted out.

However I do like a lot of the changes, though I haven't really gotten far enough to try them all out

Thank you. I hope apart from this glaring oversight you've liked the ones you've tried.
 
I'm assuming that the title is a referamce to Guns, Germs and Steel by Jared Diamond (I think he wrote it...)
 
I'm assuming that the title is a referamce to Guns, Germs and Steel by Jared Diamond (I think he wrote it...)

Indeed. I was a little surprised how long it took for someone to get this reference. I was starting to think I vastly underestimated how many history majors/buffs played this mod. Or perhaps I underestimated how many history enthusiasts had read this book. I went to a private, tech oriented university that had a pretty paltry offering of any humanities classes (my Philosophy classes were taught from a trailer.) But I read this book and it had a profound impact.

For those who have not read it, it is basically an explanation, or theory, as to why certain civilizations conquered and destroyed others in the history of mankind. It is a plausible explanation. But it made me wonder about all the vanilla FfH civs and how they might be portrayed if put to this sort of test.

In Guns, Germs and Steel, the Guns are the technology. A civ conquered another civ because one had guns, the other axes. Little more needs to be said. The Steel is about material resources. One civ might conquer another because they had better access to resources. Germs are just that, germs. They play zero part in civ, so I needed to replace it. Hence the Wyrms, which was a bit of an homage to Duneons and Dragons. Wyrms has since become the catch all for changes that don't fit into either tech or military.
 
And the theory is also about why some civilizations had those guns, germs and steel and not others. I think it's a pretty neat theory, although I find the east-west axis argument only viable on a big scale (like Eurasia / America) because climate change even on an east/west axis.

Anyway, I got the reference from the beginning, just didn't see the need to call it.
 
Same here, honestly.

One neat thing to do with Germs: Yeah, the whole Black Plague thing? More than likely a result of the Mongols. Some Mongolian soldiers become sick, rather than isolate them they use the bodies as ammunition during sieges. Including of Kaffa. Which just so happened to be a major port city in the eastern Mediterranean. Evacuees from that siege spread the plague throughout Europe.
 
Okay, the fact the the title was so obvious was the reason why no one said anything is duly noted. :)
 
Apparently I stated the obvious...

Additionally, the gerns deals with the introduction of various diseases to the Americas (snallpox being a prime example,) that they were resistant to due to greater contact with livestock. I haven't read it in a while, so I may have forgotten some portions of it.
 
Additionally, the gerns deals with the introduction of various diseases to the Americas (snallpox being a prime example,) that they were resistant to due to greater contact with livestock. I haven't read it in a while, so I may have forgotten some portions of it.

That sounds like how I remember it.

But there are no germs in FfH, which is why it is my "misc" category. For the longest time I was calling it just Guns, Germs and Steel. I figured I'd change the name to something cool like Fall Apart or Rise No More, but I used GGS for my files and notes. Then for a short time it was Guns, Blurns and Steel. Finally, after playing 1.3 and encountering my first Wurm, it became all so clear what the name should be. Probably more information than you needed to know, but the germs really bothered me. Because guns and steel had both a literal and allegorical meaning, it was so close to a perfect title.

As for guns, I hate how in the endgame there can be stacks of arquebusiers everywhere. It kinda kills the fantasy theme for me. And much earlier in the game you can have ships firing cannons well before cannons are available. Caracks and Frigates, your days are numbered. I don't mind guns, but they should be uncommon and a little unpredictable for those who have no lore to support their use.

Steel. I always assumed that when FfH said "iron" they meant "steel." In almost every FfH mod, if you did not have copper you were vulnerable to a bronze warrior rush. Since you cannot tell where on the spectrum you stand until many, many turns into the game, I really dislike this strategy. These changes makes acquiring early metal resources less critical, but still an important decision. And these city actions from 1.3 have me really excited. I always thought that Mithril needed a special way to handle it's discovery and use. I had some ideas how to do it, but I never knew how I'd fit it in without serious DLL changes.

I wish I had more time to work on the modules this week/weekend but I've got multiple family members in town and they are keeping me busy! I've got a lot of other modules half finished that I really would like to get out there to get some feedback.
 
Yeah, the Americas are a good example of it too. Within about a decade the population had been reduced by around 90% I think the estimate is?

Kind of scary. The germs had so much more of an impact than either guns or steel could. This was what shocked me the most. The mere presence of a foreign invader could be more harmful than any action they might have taken.
 
90% sounds about right. Terrifying concept, that is.

I am intrigued by the ideas proposed by Milaga 2 posts up...
 
I think I'm gonna use your experimental market as a Ngomele UB.
 
Well technically it's just a mechanic that I'm applying to a building. Milaga doesn't own the mechanic.
 
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