PHXHRC aka OTiger's Custom (Fictional) Civilizations

Wow, it's been some time since the last post. I just tested out Patrick's Civilization not too long ago and since JFD's CID has been released, Patrick got even more nerfed due to the :yuck: Disease component (Patrick's always has been dependent on Rock Houses and Quarries, but with the :yuck: Disease Penalty, he's just plain awful).
My thought to make him competitive (but then again, he's actually not supposed to be competitive), is to make him immune to :yuck: Disease Penalties (or at least reduce his Disease Penalties, since he pretty much eats everything).
Otherwise I really like your civ ideas! If you want me to help you in your projects, I'm willing to assist!

Thanks for checking that out.
I would like to change it, but I don't know how to make Patrick disease proof though. If there's isn't a way to do it, I guess maybe JFD can help us?
Anyways, thanks for your big interest of my Civs! :)
I don't think I'll need your help right now, but thanks anyways!

As for upcoming Civs here's a preview:

... but probably not the way most people expected.

Spoiler :

OK, you probably guessed that from looking at my ideas thread.
 
Depending upon what exactly you'd want to do (remove the Disease or add Health to compensate), you can fill out the Trait_ImprovementYieldChanges table. Just add +1 YIELD_JFD_HEALTH to Quarries or -1 YIELD_JFD_DISEASE. And then for the Rock House, just use this SQL snippet:

Code:
DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

Of course, Health hasn't been released yet, but once it is, let me know if you run into trouble.
 
Depending upon what exactly you'd want to do (remove the Disease or add Health to compensate), you can fill out the Trait_ImprovementYieldChanges table. Just add +1 YIELD_JFD_HEALTH to Quarries or -1 YIELD_JFD_DISEASE. And then for the Rock House, just use this SQL snippet:

Code:
DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

Of course, Health hasn't been released yet, but once it is, let me know if you run into trouble.

Hey, thanks!
I'll try this out once I have the time.
 
I didn't want to bump this up again, but I'm wondering if this code here is correct:

Code:
------------------------------  
-- Health_GameDefines
------------------------------  

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS 

INSERT INTO Improvement_ResourceType_Yields (
    CivilizationType                            text    REFERENCES Civilizations(Type)      default null,
    ImprovementType                             text                                        default null,
    YieldType									text                                        default null,
    Yield										text                                        default null);

		(CivilizationType,				ImprovementType,					YieldType,				Yield)
SELECT	 'CIVILIZATION_PATRICKIA'		'IMPROVEMENT_QUARRY',				'YIELD_JFD_DISEASE',	-1
WHERE EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

I don't think I'll need the CivilizationType here.
 
Mario's now live!



Mario's UA allows him to have an easier time attacking captured City-States, which can be good for a Diplomatic Victory... or maybe ironically, to capture them for yourself!
Spoiler :


Mario's UU, the Yoshi Rider is faster than the Knight and doesn't need horses. It's a bit weaker though, but it's stronger when a Great General is on the same tile and can make the Great Generals have the same movement cost of the unit if it's stacked, similar to the Hakkapeliitta. Note that there isn't a custom model here. Maybe one day I'll figure out how.
Spoiler :


Mario's UB, the Warp Pipe, has a lower cost to maintain than the Airport and also has 2 Engineer Specialists slots. You can use this building here to quickly transport your army to liberate City-States or to attack someone.
Spoiler :
 
So they're finally here, performing for you
If you know the words, you can join in too
Put your hands together, if you want to clap
As we take you through this monkey rap
Huh!!

DK! Donkey Kong!!



DK's UA allows him to turn that somewhat useless Bananas and turn them into a more useful resource, called Golden Bananas in Golden Ages. He also has a chance starting next to Bananas, too.
Spoiler :


Compared to the Bananas, Golden Bananas have Gold and Production yields, making them handy when if you're stuck in the Jungle. Keep in mind they're not Luxuries and don't count for the Granary Bonus (Unless if it's possible to do so). (I was thinking to make them a Luxury, however. Just let me know if it should be changed.)

Spoiler :


The UU, the Rambi Rider, is stronger than the Horseman and it doesn't need nay horses, but it's slower. It even gets stronger if it's on a Plantation, so go ahead and chop those trees down!

Spoiler :


Still skeptical about on chopping those trees? The Treehouse, which replaces the Constabulary, gives out a University like bonus for Plantations, so you don't have to worry about losing the Science Bonus.

Spoiler :
 
Hm, I'd make that possibility to start with bananas a certainty, since the entire civilization is centered around them, I'd rather be assured my unique ability won't be useless.
 
Hey Protagonist, you might this news, I've released Palutena!



Palutena might be the Ultimate Defensive Archery Civ, in my opinion. Her UA lets Archery Units to shoot over obstacles and are 10% stronger. She also generates Science from 20% of Faith generated per turn, making her a Ultimate Turtling Civ, too.
Spoiler :


Her UU, the Centurion, is weaker but cheaper to make. They also generate + 4 Faith if they're killed, so even if you get a bunch of them massacred, at least there's something useful from that.
Spoiler :


And finally, her UB, the Palutena's Temple, also plays along with her defensive streak. It replaces the Temple, and also gives out +5 HP to the city it's built in, combing the defensiveness of the Wall. You'll still need to build the Shrine to build this building, though.
Spoiler :


And hey, it's also been one month after the last post.
 
I think for DK Island's unique ability, it would be a good idea to just make the Golden Bananas feature all of the same benefits as the standard Banana resources. As is, the ability seems pretty weak. I'd suggest doing the following:

- Make the GBs benefit from the God of the Sun Pantheon.
- Make it so that Plantations actually improve the yields of the GBs (otherwise a yield of say: 1 Food, 3 Production, and 1 Gold when it's on Hills for instance, kinda sucks for a civ's unique ability).
- Allow the GB's yields to be improved by the Granary.

Enabling all that, the GBs could, in the absolute best circumstances, get +7 Food, +1 Production, and +1 Gold (maybe increase that yield as well when they're improved with Plantations).

Of course, if the idea is to keep the Jungles and not have the Golden Bananas improved, then I'd still do the Pantheon and Granary boost, since the +3 Food sorta pales in comparison to the 6~7 Food you could be getting from a source of ordinary Bananas in a Plantation with said bonuses.
 
I think for DK Island's unique ability, it would be a good idea to just make the Golden Bananas feature all of the same benefits as the standard Banana resources. As is, the ability seems pretty weak. I'd suggest doing the following:

- Make the GBs benefit from the God of the Sun Pantheon.
- Make it so that Plantations actually improve the yields of the GBs (otherwise a yield of say: 1 Food, 3 Production, and 1 Gold when it's on Hills for instance, kinda sucks for a civ's unique ability).
- Allow the GB's yields to be improved by the Granary.

Enabling all that, the GBs could, in the absolute best circumstances, get +7 Food, +1 Production, and +1 Gold (maybe increase that yield as well when they're improved with Plantations).

Of course, if the idea is to keep the Jungles and not have the Golden Bananas improved, then I'd still do the Pantheon and Granary boost, since the +3 Food sorta pales in comparison to the 6~7 Food you could be getting from a source of ordinary Bananas in a Plantation with said bonuses.

Yeah, I was thinking to put the both the Pantheon and Granary boosts, but I'm worried about the new bonuses from Golden Bananas being overwritten when you use a mod with that alters Granary or God of the Sun Pantheon.

But I guess I'll try to make it work somehow.
 
I believe I've complained about this before, but in the Patrickia Civ, his unique building doesn't work properly. Supposedly it's supposed to add +1 Production from Stone and Marble resources like the normal Stoneworks, but I've never observed this occurring. I've gone through the XML files before to ascertain why this is. It was only today that I discovered exactly why this has been happening.

Turns out this is the problem: (pulled directly from v.6)
Code:
<[COLOR="Blue"]Building_ResourceYieldModifiers[/COLOR]>
	<Row>
		<BuildingType>BUILDING_ROCK_HOUSE</BuildingType>
		<ResourceType>RESOURCE_MARBLE</ResourceType>
		<YieldType>YIELD_PRODUCTION</YieldType>
		<Yield>1</Yield>
	</Row>
	<Row>
		<BuildingType>BUILDING_ROCK_HOUSE</BuildingType>
		<ResourceType>RESOURCE_STONE</ResourceType>
		<YieldType>YIELD_PRODUCTION</YieldType>
		<Yield>1</Yield>
	</Row>
  </[COLOR="Blue"]Building_ResourceYieldModifiers[/COLOR]>
The enhanced yields for Stone and Marble should be under Building_ResourceYieldChanges NOT Building_ResourceYieldModifiers, as the latter changes the yields of resources by a percentage, rather than a flat increment. This also explains the bizarre +1% Production I observed some time ago while playing as this civ. Merely switching the Yield changes over into Building_ResourceYieldChanges will fix the problem.
 
I believe I've complained about this before, but in the Patrickia Civ, his unique building doesn't work properly. Supposedly it's supposed to add +1 Production from Stone and Marble resources like the normal Stoneworks, but I've never observed this occurring. I've gone through the XML files before to ascertain why this is. It was only today that I discovered exactly why this has been happening.

Turns out this is the problem: (pulled directly from v.6)
Code:
<[COLOR="Blue"]Building_ResourceYieldModifiers[/COLOR]>
	<Row>
		<BuildingType>BUILDING_ROCK_HOUSE</BuildingType>
		<ResourceType>RESOURCE_MARBLE</ResourceType>
		<YieldType>YIELD_PRODUCTION</YieldType>
		<Yield>1</Yield>
	</Row>
	<Row>
		<BuildingType>BUILDING_ROCK_HOUSE</BuildingType>
		<ResourceType>RESOURCE_STONE</ResourceType>
		<YieldType>YIELD_PRODUCTION</YieldType>
		<Yield>1</Yield>
	</Row>
  </[COLOR="Blue"]Building_ResourceYieldModifiers[/COLOR]>
The enhanced yields for Stone and Marble should be under Building_ResourceYieldChanges NOT Building_ResourceYieldModifiers, as the latter changes the yields of resources by a percentage, rather than a flat increment. This also explains the bizarre +1% Production I observed some time ago while playing as this civ. Merely switching the Yield changes over into Building_ResourceYieldChanges will fix the problem.

Thanks for pointing that out. I just fixed that out.
I hope I can have more people pointing out errors in my mods. Not alot of people comment on this thread.
 
They're finally here!





Both the Autobots and the Decepticons are now available here in Civ 5.

Click here to download it!

The Autobots
Spoiler :


The Autobots are a mix of a Culture, Great People and a bit of warfare of a Civ. The Autobots gains a combat bonus if you finish a social policy tree for 10 turns (Which varies by game speed). They also get small culture bonus to Great People Improvements, which will help to finish those trees faster. Great General are also generated 30% faster, which is important to one of this Civ's Unique Unit.

Spoiler :


The Wrecker is one of the Autobot's Unique Units. It's stronger than the Marine it replaces, but it has lower defenses. It also gets stronger if it's HP lower than 33%, which can be helpful in some situations. You may want to keep this unit away from Archery units...

Spoiler :


The Prime is the Great General replacement and has tons of bonuses. Your first Prime will have the "Matrix Bearer" promotion, which makes nearby units 20% stronger and helps to increase Culture and Production of a city by 20%, if garrisoned in that city. If the Prime with that promotion dies, that promotion will be transferred to another Prime, if you have any. If you have no more Primes, the next Prime born will have the promotion.

And one more thing: the promotion will NOT transfer if you use the Prime to built a Citadel. It only happens if the Prime dies in combat!

The Decepticons
Spoiler :


The Decepticons are a fully militaristic Civ. They get a free Courthouse when conquering a city,and their land units get a free unique promotion if one of their units conquer a City-State or a Capital. Note that happens once per city.

The Promotions:

- D. Communications: +20% Combat Strength. If garrisoned in city, that city has 15% lowered spy rate for enemy spies.
- D. Military Operations: Acts like a Great General, giving nearby units a combat boost. +1 movement.
- D. Ground and Air Commando: +20% Combat Strength and Defense in open and rough lands. +75% Combat Strength vs Helicopters and Aircraft.
- Decepticon Fuel Scout: Heals all damage if the unit kills a non-Barbarian unit. Ignores Zone of Control.
- Insecticon Psychological Warfare: -20% Combat Strength to nearby enemy units. Ignores Zone of Control.
- D. Aerospace Commander: Very Likely To Create Great Generals. +75% Combat Strength vs Helicopters and Aircraft.
- D. Demolitions: When next to an enemy city, other units within 2 tiles get a 50% Bonus when attacking the city. +45% City Attack bonus.
- Combaticon Munitions Expert: Nearby Melee and Gun units are 20% stronger. Gains 33% more gold when conquering a city.
- D. Saboteur: +20% Combat Strength when against damaged units and +20% Combat Strength when flank attacking.
- Stunticon Terrorist: -15% Combat Strength to nearby enemy units and +35% when attacking cities.
- D. Electric Warrior: +35% Combat Strength when against damaged units and +50% Combat Strength when against Siege and Armoured Units.
- Stunticon Scout: +1 Movement and +1 sight. May withdraw when faced with a Melee or Gun unit and ignores Zone of Combat.

Spoiler :


The Seeker is the Unique Unit of the Decepticons, and it replaces the Jet Fighter. As a really late game unit, it has better air sweeps and better combat against Armored units to make up for this. It also doesn't need Aluminium, too.

Spoiler :


And finally, the Smelting Pool replaces the Forge. It doesn't need Iron to be built and it gets more production if it's built in a conquered city, making it useful for global warfare.
 
I didn't want to bump this up again, but I'm wondering if this code here is correct:

Code:
------------------------------
-- Health_GameDefines
------------------------------

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS

INSERT INTO Improvement_ResourceType_Yields (
    CivilizationType                            text    REFERENCES Civilizations(Type)      default null,
    ImprovementType                             text                                        default null,
    YieldType                                    text                                        default null,
    Yield                                        text                                        default null);

        (CivilizationType,                ImprovementType,                    YieldType,                Yield)
SELECT     'CIVILIZATION_PATRICKIA'        'IMPROVEMENT_QUARRY',                'YIELD_JFD_DISEASE',    -1
WHERE EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

I don't think I'll need the CivilizationType here.

More like:
Code:
------------------------------
-- Health_GameDefines
------------------------------

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS Trait_ImprovementYieldChanges(
    ImprovementType                       text                                        default null,
    TraitType                             text                                        default null,
    YieldType                             text                                        default null,
    Yield                                 integer                                     default 0);

INSERT INTO Trait_ImprovementYieldChanges
           (ImprovementType,        TraitType,                  YieldType,              Yield)
SELECT     'IMPROVEMENT_QUARRY',    TraitType                   'YIELD_JFD_DISEASE',    -1
FROM Trait_ImprovementYieldChanges WHERE TraitType = 'TRAIT_BLISSFULLY_UNAWARE'
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

I'm not a maniac when it comes to codes, but this snippet should be enough to remove Patrick's Disease from Quarries. Though if you like, I can send you the necessary SQL files.

Btw it's been pretty long since the last post here, so I wanted to ask how's your next project going?
 
Last edited:
More like:
Code:
------------------------------
-- Health_GameDefines
------------------------------

DELETE FROM Building_YieldChanges WHERE Type = 'BUILDING_ROCK_HOUSE' AND YieldType = 'YIELD_JFD_DISEASE';

CREATE TABLE IF NOT EXISTS Trait_ImprovementYieldChanges(
    ImprovementType                       text                                        default null,
    TraitType                             text                                        default null,
    YieldType                             text                                        default null,
    Yield                                 integer                                     default 0);

INSERT INTO Trait_ImprovementYieldChanges
           (ImprovementType,        TraitType,                  YieldType,              Yield)
SELECT     'IMPROVEMENT_QUARRY',    TraitType                   'YIELD_JFD_DISEASE',    -1
FROM Trait_ImprovementYieldChanges WHERE TraitType = 'TRAIT_BLISSFULLY_UNAWARE'
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_CID_HEALTH_CORE' AND Value = 1);

I'm not a maniac when it comes to codes, but this snippet should be enough to remove Patrick's Disease from Quarries. Though if you like, I can send you the necessary SQL files.

Btw it's been pretty long since the last post here, so I wanted to ask how's your next project going?

Thanks for the help, Roxy.

And as for the next project, I don't have any right now. I'm thinking to move on to Civ6, but I'll have to wait a bit before doing so. Also, I'm trying to make my mods compatible with Events and Decisions, though, but I can't get it to work. I also trying to make more diplomacy lines for mods like Civ4 Diplomacy options and the like. Although, I'm pretty busy due to university, so I won't have a lot of time to work on mods.
 
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