scholar123
Chieftain
- Joined
- Nov 11, 2009
- Messages
- 8
So far, this mod is really good, and I'd like to give you my admiration since I would never have been able to do this. Despite it's flaws I think it's revolutionary, because it hasn't been done before, or at least, with as much success as this. I've got a few suggestions that may help you out with finishing the mod.
Why do I say that? because that's what this mod is. It lacks a single Three Kingdoms Scenario, and it lacks the final faction "Jin". I have a few faction suggestions, and scenarios to fix that.
Zhang Ju
Anyone care how Gongsun Zan got to Ji...? Zhang Ju made a rebellion up north. He along with Zhang Chun rose in rebellion. The two fought against Liu Yu, which despite popular belief, was Gongsun Zan's direct superior and actually held control over Ji. These two rebelled, made some initial success, and was eventually put down. This was way up in the north, but did not have as much success as the Yellow Turban Rebellion, which was also ill fated. Rebellion would definitely be the belief. The special unit should be some form of basic cavalry with some minor advantages against Archery units. The two rulers should be Zhang Ju and Zhang Chen. Perhaps making the two generals as well. No more than a B in cavalry, and only cavalry. -Do not wiki this. It's not even close to historical.
Ou Xing
Another short lived faction, but it's the one that gave Sun Jian a "rising star" status. This was not part of the Yellow Turban Rebellion. They were not successful. This really should only be included because the much less important Zhang Xian is included. The faction really shouldn't even have a general. But if one "has" to exist. Ou Xing himself. Probably about as powerful as Shen Yi. Only one city, Chang Sha. I wouldn't wiki him, but if you feel the need go right ahead.
Jin
... if you're ever actually planning on having this mod end I'd include this. It's like having a Napoleon and not including Wellington. Semi-fictionally a Leader could be Sima Zhao as well as Sima Yan. Sima Yan is charismatic, imperialistic, and expansive. Also, the belief should be Unification. There's really a wealth of knowledge on this, so it shouldn't be difficult if you want to read up on it.
Liu Yu
This man, and his faction is incredibly important. He was offered the position of Emperor for the coalition and declined. He was Gongsun Zan's boss. He quickly put down Zhang Ju's rebellion and was a high ranking official. Yan Rou should be his general. Charismatic, Spiritual. He should have Liu Biao's 100+ Culture during peace time and Gongsun Du's war prevention. He is really so important that he should be added. at first he should have basically every city that Gongsun Zan has. It would be a shame if you didn't add this.
He Jin
How can you not have the Yellow Turbans and not have He Jin? Included generals Lu Zhi, Huangfu Song, and Zhu Jun. It really should be self explanatory.
Barbarians
So far Barbarians are only really included via some of the factions, Yan Baihu and Meng Huo. While it's true that both were leaders of several groups of barbarians. This really should be brought out a little more. The Wuwan, Qiang, Xiongnu, Shanyue, and Nanman as well as the Di and --- I could go on but that just makes a lot of work. Let's bring it down to five separate factions. Wuwan, I really think they should be an actual faction, but always a vassal of Gongsun Du. While not exactly historically accurate it seems practical. But with the special ability to not be invaded by other barbarians. IE, the faction-less ones. A type of Horsebow unit could be used, or rather shared with Gongsun Du. The Qiang were actually more famous for their infantry than their cavalry and were heavily used during the Three Kingdoms, and actually throughout the entire era. They were really the successful rebellion at the dawn of the decaying Han. Vassals to Han Sui and Ma Teng, until the three Kingdoms where they should have an ability in which when they make peace with a faction all previous negative penalties are forgotten. 'You have declared war on us, You have traded with our worst Enemies, You have brought a war ally against us, Past events have proved hostility towards us' they all disappear and start over. This is mainly due to the faction being basically a mercenary force used both by Shu, Wei, Jin, Han Sui, and Ma Teng.
The Shanyue they should be a faction with a few, maybe three, cities in between Shi Xie's faction and Yan Baihu's former territory. They should first be a vassal of Yan Baihu and then become an entirely autonomous faction. Sharing the special unit of Yan Baihu. I would recommend another leader and a general. There is quite a bit of knowledge on this. I would take a quick looks in Professor Rafe's work. They should have an ability similar to the Qiang in which other barbarians can't invade them, mainly since they were barbarians.
Finally... Korguro. Translation? Korea. Yes, you heard me correctly, Koh-ri-a. This one should have a special archery Unit with a large amount of city defense. The special building should be a wall which allows for more defense. It should have two-four cities right next to Gongsun Du. They are important enough to be added. Gongsun Du is of great importance in Korean History during this time. They should have a tactic similar to Gongsun Du in which you can't really invade them unless you're furious with them. They can be invaded by Barbarians. In essence it should be almost an actual faction. I don't mean for the Korean Peninsula to be added, just a little crammed in at the corner Where Gongsun Du leaves off. All barbarians should not be allowed to adopt a "belief". It solidifies them as a faction lesser to that of the others, also they should ot be allowed to build world wonders. National wonders however are fair game. Also there should be a 25% wait increase for worker buildings. They should not account for a conquest victory as they aren't part of China
There is a lot of things that could be added here.
The Yellow Turban Rebellion
He Jin has several cities, three generals, and the Emperor. Sun Jian has Xia Pi and is a vassal of He Jin, Dong Zhou should have two cities in the west, also a vassal of He Jin. Zhang Yang (Or Ding Yuan if you want to bring a new leader into the faction) should be there as a vassal of He Jin. Liu Yu should be in You with a defensive pact with He Jin, with Gongsun Zan as his vassal in Bei Ping. Liu Biao, while he hasn't been put there yet, should be in Jing as a vassal of He Jin. Ma Teng and Han Sui should be there with a defensive pact with each other. Gongsun Du... not historical but adds to morphing the rebellions together there. Not at war with anyone though. Shi Xie, Zhang Xian, Sha Mo Ke, Zang Ba, and Zhang Lu/Liu Yan should be included as well. The Yellow Turbans should have every other spot. Barbarians also are included filling up the far reaches. Liu Bei, Yuan Shao, Cao Cao, and a few others can be added as vassals if it's warranted.
The Coalition Against Dong Zhou
Basically an the scenario we have with all of the factions present including Liu Yu. Only Yang Feng is taken and Dong Zhou is the leader. However Dong Zhou should have numerous Production and Gold advantages in the scenario to make the coalition have meaning, which is really only defensive pacts and a war against Dong Zhou. Barbarians included as well, the Sun faction should be pushed down to Chang Sha and a vassal of Yuan Shu. Lu Jiang can be added to Liu Yao or Yuan Shu. It should be programmed so that if Luo Yang is taken, or if 2 years go by the coalition ends and all defensive pacts dissolved.
Liu Bei's Plight
Yuan Shao is dead, up north Nan Pi is with Yuan Tan, You is with Yuan Shang. Shang is a vassal of Gongsun Du. However Zhang Yan becomes a vassal of Cao Cao, most of Yuan Shao's territory not occupied by the siblings are taken by Cao Cao. Yuan Tan is really only included so that he actually has a scenario where he can lead, and it ties in with the events following Guan Du and Liu Bei in Xin Ye. There is no change to Sun Quan. Zhang Xian is taken over by Liu Biao. Xin Ye is now under Liu Bei who is a vassal of Liu Biao. Barbarians included. Liu Bei should have two events in which invading Cao Cao units are destroyed completely. If not then it should have a few elite units in his command.
Fires at Chi Bi
Liu Qi has Jiang Xia, Liu Bei has two other cities. They are allied, not vassal and master. Both have a defensive pact with Sun Quan. All of Jing except Sha Mo Ke is now under Cao Cao. Excess units should be added to Liu Qi and Liu Bei. Yuan Tan should be gone, Shang could be a vassal under Gongsun Du with severely reduced land or destroyed as well. Whatever preference. Ma Teng has been executed and Ma Chao is in command. Added as a merging process similar to Guan Du and Xin Ye.
Liu Bei with Wings
Liu Bei has all of lower Jing, defensive pact with Sun Quan and is at war with Liu Zhang. Ma Chao now has taken over all of Cao Cao's controlled Liang. Han Sui is still present. Cao Cao still have a massive army. This scenario is perhaps unimportant and unneeded. Sha Mo Ke is a vassal of Liu Bei.
King of Han Zhong
Liu Bei has all of Liu Zhang and Zhang Lu's lands. Sha Mo Ke is still a vassal and half of Jing is now under Sun Quan's lands. Shan Yue no longer exist. Ma Chao is fully conquered, although his northern most lands are now under Han Sui, Han Sui actually continued the war with Cao Cao after Ma Chao's fall for a decade before finally dying while considering joining Liu Bei. The Qiang are Han Sui's vassals. Meng Huo is a vassal of Liu Bei. It's an important scenario, and it's the first actual three Kingdoms scenario.
The Three Kingdoms
Liu Bei or Liu Shan, depends on historical prevalence, is in control of Yi at war with Cao Cao and Nan Man with a defensive pact with Sun Quan. Shi Xie is Sun Quan's vassal. Gongsun Du is still up in the north. Han Sui is gone and the Qiang are now independent. Not much else, it's pretty clear cut. Emperor tactic available to Shu, Wei, and Wu.
Fall of Shu
Liu Shan no longer has Han Zhong or any of his northern territories. The Nanman territories and some of Yi that connect to Wu are still in Shu's hands but it is about to fall. Gongsun Du is dead and Gongsun Yuan is in control. He's at war with Cao Pi and a new immersing force under Sima Yi in the north (Jin). The Qiang are vassals of Wei or destroyed. The Emperor Tactic is available to everyone. Sun Quan is still there but at war with Liu Shan. Luo Xian could be a new hero at Yong An defending it from Wu. It's not so clear cut as before, but taking on Liu Shan should be a challenge. A lot of troops should be in northern Yi while so few are in Yi.
Unification of China
Wei is replaced by Jin. Yi is now under Jin's control. Wu is now all alone and at war with Shi Yi. Gongsun Yuan is gone and the Wuwan are free, they aren't at war with anyone but easily can be. All of the Barbarians are back and at war with anyone without the Hermit belief [Shi Yi]. This scenario may not be necessary, but it seems like a good conclusion and foreshadows Jin's eventual fall with it's war with every other faction. A time limit should be included if you play Jin, 150 turns or else it's game over.
Warlord Mechanic
No, not the warlord expansion.
Warlords, as in strategists. There seems to be a need for something like this. Warlords could be great people. No "rapid discovery of a tech". There could be several warlords.
Xun Yu
Xun You
Tian Feng
Ju Shou
Shen Pei
Feng Ji
Tian Yu
Gongsun Gong
Zhuge Liang
Pang Tong
Kuai Yue
Kuai Liang
Zhou Yu
Zhang Hong
Zhang Zhao
Lu Su
Fa Zheng
Zhang Song
Yan Pu
you get the idea
Warlords can be able to join with units to provide defensive, offensive, or evasive tactics. Such as 'when [unit] attacks warlord's unit it loses all offensive bonuses' No hill, promotion, upgrade, etc. bonuses. While the defense still has them. But most likely something so powerful will be restricted to the best of warlords. More like something simple as 'withdrawal chance increase by 30%' or 75%+ city defense against cavalry units. But that's not all, warlords can also be able to enter the capital and join as an adviser. Advisers can add something along the lines of 'no negative diplomatic hits for relations with other factions'. 'you declared war on our friend, you have traded with our worst enemies' however that does not include 'you declared war on us'. It's not limited to the diplomatic mantle, it could also add traits such as 'farms produce one extra food' or 'barracks add extra experience' ranging from buildings to developments.
Tactics and Traps
Now this is probably unlikely and highly difficult. But it's a suggestion none the less. Fire traps, in a plot you build a development, however decreasing it's production by one of each you could have it so that if that plot is plundered then all enemy units in that plot and the plots next to it are damaged by at least 50% and may result in a unit being destroyed or a hero dying. If animation or a slightly reddened tile could be used to make use of the 'fire' then that would work. If not it could simply be called trap.
Disguising units, as in a Elite unit could be represented by a lesser unit, maybe even a worker or a settler. Something helpless could be attacked and a surprise could be held and the unit loses some of it's advantages. Or perhaps being damaged somewhat.
Confusing units, as in using an ability for a certain unit, or a unit with a warlord that it can not move for two turns and loses all it's advantages. That one would be difficult to do, even more so than the rest.
Setting Sun of the Latter Han
Why do I say that? because that's what this mod is. It lacks a single Three Kingdoms Scenario, and it lacks the final faction "Jin". I have a few faction suggestions, and scenarios to fix that.
Zhang Ju
Anyone care how Gongsun Zan got to Ji...? Zhang Ju made a rebellion up north. He along with Zhang Chun rose in rebellion. The two fought against Liu Yu, which despite popular belief, was Gongsun Zan's direct superior and actually held control over Ji. These two rebelled, made some initial success, and was eventually put down. This was way up in the north, but did not have as much success as the Yellow Turban Rebellion, which was also ill fated. Rebellion would definitely be the belief. The special unit should be some form of basic cavalry with some minor advantages against Archery units. The two rulers should be Zhang Ju and Zhang Chen. Perhaps making the two generals as well. No more than a B in cavalry, and only cavalry. -Do not wiki this. It's not even close to historical.
Ou Xing
Another short lived faction, but it's the one that gave Sun Jian a "rising star" status. This was not part of the Yellow Turban Rebellion. They were not successful. This really should only be included because the much less important Zhang Xian is included. The faction really shouldn't even have a general. But if one "has" to exist. Ou Xing himself. Probably about as powerful as Shen Yi. Only one city, Chang Sha. I wouldn't wiki him, but if you feel the need go right ahead.
Jin
... if you're ever actually planning on having this mod end I'd include this. It's like having a Napoleon and not including Wellington. Semi-fictionally a Leader could be Sima Zhao as well as Sima Yan. Sima Yan is charismatic, imperialistic, and expansive. Also, the belief should be Unification. There's really a wealth of knowledge on this, so it shouldn't be difficult if you want to read up on it.
Liu Yu
This man, and his faction is incredibly important. He was offered the position of Emperor for the coalition and declined. He was Gongsun Zan's boss. He quickly put down Zhang Ju's rebellion and was a high ranking official. Yan Rou should be his general. Charismatic, Spiritual. He should have Liu Biao's 100+ Culture during peace time and Gongsun Du's war prevention. He is really so important that he should be added. at first he should have basically every city that Gongsun Zan has. It would be a shame if you didn't add this.
He Jin
How can you not have the Yellow Turbans and not have He Jin? Included generals Lu Zhi, Huangfu Song, and Zhu Jun. It really should be self explanatory.
Barbarians
So far Barbarians are only really included via some of the factions, Yan Baihu and Meng Huo. While it's true that both were leaders of several groups of barbarians. This really should be brought out a little more. The Wuwan, Qiang, Xiongnu, Shanyue, and Nanman as well as the Di and --- I could go on but that just makes a lot of work. Let's bring it down to five separate factions. Wuwan, I really think they should be an actual faction, but always a vassal of Gongsun Du. While not exactly historically accurate it seems practical. But with the special ability to not be invaded by other barbarians. IE, the faction-less ones. A type of Horsebow unit could be used, or rather shared with Gongsun Du. The Qiang were actually more famous for their infantry than their cavalry and were heavily used during the Three Kingdoms, and actually throughout the entire era. They were really the successful rebellion at the dawn of the decaying Han. Vassals to Han Sui and Ma Teng, until the three Kingdoms where they should have an ability in which when they make peace with a faction all previous negative penalties are forgotten. 'You have declared war on us, You have traded with our worst Enemies, You have brought a war ally against us, Past events have proved hostility towards us' they all disappear and start over. This is mainly due to the faction being basically a mercenary force used both by Shu, Wei, Jin, Han Sui, and Ma Teng.
The Shanyue they should be a faction with a few, maybe three, cities in between Shi Xie's faction and Yan Baihu's former territory. They should first be a vassal of Yan Baihu and then become an entirely autonomous faction. Sharing the special unit of Yan Baihu. I would recommend another leader and a general. There is quite a bit of knowledge on this. I would take a quick looks in Professor Rafe's work. They should have an ability similar to the Qiang in which other barbarians can't invade them, mainly since they were barbarians.
Finally... Korguro. Translation? Korea. Yes, you heard me correctly, Koh-ri-a. This one should have a special archery Unit with a large amount of city defense. The special building should be a wall which allows for more defense. It should have two-four cities right next to Gongsun Du. They are important enough to be added. Gongsun Du is of great importance in Korean History during this time. They should have a tactic similar to Gongsun Du in which you can't really invade them unless you're furious with them. They can be invaded by Barbarians. In essence it should be almost an actual faction. I don't mean for the Korean Peninsula to be added, just a little crammed in at the corner Where Gongsun Du leaves off. All barbarians should not be allowed to adopt a "belief". It solidifies them as a faction lesser to that of the others, also they should ot be allowed to build world wonders. National wonders however are fair game. Also there should be a 25% wait increase for worker buildings. They should not account for a conquest victory as they aren't part of China
Scenarios
There is a lot of things that could be added here.
The Yellow Turban Rebellion
He Jin has several cities, three generals, and the Emperor. Sun Jian has Xia Pi and is a vassal of He Jin, Dong Zhou should have two cities in the west, also a vassal of He Jin. Zhang Yang (Or Ding Yuan if you want to bring a new leader into the faction) should be there as a vassal of He Jin. Liu Yu should be in You with a defensive pact with He Jin, with Gongsun Zan as his vassal in Bei Ping. Liu Biao, while he hasn't been put there yet, should be in Jing as a vassal of He Jin. Ma Teng and Han Sui should be there with a defensive pact with each other. Gongsun Du... not historical but adds to morphing the rebellions together there. Not at war with anyone though. Shi Xie, Zhang Xian, Sha Mo Ke, Zang Ba, and Zhang Lu/Liu Yan should be included as well. The Yellow Turbans should have every other spot. Barbarians also are included filling up the far reaches. Liu Bei, Yuan Shao, Cao Cao, and a few others can be added as vassals if it's warranted.
The Coalition Against Dong Zhou
Basically an the scenario we have with all of the factions present including Liu Yu. Only Yang Feng is taken and Dong Zhou is the leader. However Dong Zhou should have numerous Production and Gold advantages in the scenario to make the coalition have meaning, which is really only defensive pacts and a war against Dong Zhou. Barbarians included as well, the Sun faction should be pushed down to Chang Sha and a vassal of Yuan Shu. Lu Jiang can be added to Liu Yao or Yuan Shu. It should be programmed so that if Luo Yang is taken, or if 2 years go by the coalition ends and all defensive pacts dissolved.
Liu Bei's Plight
Yuan Shao is dead, up north Nan Pi is with Yuan Tan, You is with Yuan Shang. Shang is a vassal of Gongsun Du. However Zhang Yan becomes a vassal of Cao Cao, most of Yuan Shao's territory not occupied by the siblings are taken by Cao Cao. Yuan Tan is really only included so that he actually has a scenario where he can lead, and it ties in with the events following Guan Du and Liu Bei in Xin Ye. There is no change to Sun Quan. Zhang Xian is taken over by Liu Biao. Xin Ye is now under Liu Bei who is a vassal of Liu Biao. Barbarians included. Liu Bei should have two events in which invading Cao Cao units are destroyed completely. If not then it should have a few elite units in his command.
Fires at Chi Bi
Liu Qi has Jiang Xia, Liu Bei has two other cities. They are allied, not vassal and master. Both have a defensive pact with Sun Quan. All of Jing except Sha Mo Ke is now under Cao Cao. Excess units should be added to Liu Qi and Liu Bei. Yuan Tan should be gone, Shang could be a vassal under Gongsun Du with severely reduced land or destroyed as well. Whatever preference. Ma Teng has been executed and Ma Chao is in command. Added as a merging process similar to Guan Du and Xin Ye.
Liu Bei with Wings
Liu Bei has all of lower Jing, defensive pact with Sun Quan and is at war with Liu Zhang. Ma Chao now has taken over all of Cao Cao's controlled Liang. Han Sui is still present. Cao Cao still have a massive army. This scenario is perhaps unimportant and unneeded. Sha Mo Ke is a vassal of Liu Bei.
King of Han Zhong
Liu Bei has all of Liu Zhang and Zhang Lu's lands. Sha Mo Ke is still a vassal and half of Jing is now under Sun Quan's lands. Shan Yue no longer exist. Ma Chao is fully conquered, although his northern most lands are now under Han Sui, Han Sui actually continued the war with Cao Cao after Ma Chao's fall for a decade before finally dying while considering joining Liu Bei. The Qiang are Han Sui's vassals. Meng Huo is a vassal of Liu Bei. It's an important scenario, and it's the first actual three Kingdoms scenario.
The Three Kingdoms
Liu Bei or Liu Shan, depends on historical prevalence, is in control of Yi at war with Cao Cao and Nan Man with a defensive pact with Sun Quan. Shi Xie is Sun Quan's vassal. Gongsun Du is still up in the north. Han Sui is gone and the Qiang are now independent. Not much else, it's pretty clear cut. Emperor tactic available to Shu, Wei, and Wu.
Fall of Shu
Liu Shan no longer has Han Zhong or any of his northern territories. The Nanman territories and some of Yi that connect to Wu are still in Shu's hands but it is about to fall. Gongsun Du is dead and Gongsun Yuan is in control. He's at war with Cao Pi and a new immersing force under Sima Yi in the north (Jin). The Qiang are vassals of Wei or destroyed. The Emperor Tactic is available to everyone. Sun Quan is still there but at war with Liu Shan. Luo Xian could be a new hero at Yong An defending it from Wu. It's not so clear cut as before, but taking on Liu Shan should be a challenge. A lot of troops should be in northern Yi while so few are in Yi.
Unification of China
Wei is replaced by Jin. Yi is now under Jin's control. Wu is now all alone and at war with Shi Yi. Gongsun Yuan is gone and the Wuwan are free, they aren't at war with anyone but easily can be. All of the Barbarians are back and at war with anyone without the Hermit belief [Shi Yi]. This scenario may not be necessary, but it seems like a good conclusion and foreshadows Jin's eventual fall with it's war with every other faction. A time limit should be included if you play Jin, 150 turns or else it's game over.
Warlord Mechanic
No, not the warlord expansion.
Warlords, as in strategists. There seems to be a need for something like this. Warlords could be great people. No "rapid discovery of a tech". There could be several warlords.
Xun Yu
Xun You
Tian Feng
Ju Shou
Shen Pei
Feng Ji
Tian Yu
Gongsun Gong
Zhuge Liang
Pang Tong
Kuai Yue
Kuai Liang
Zhou Yu
Zhang Hong
Zhang Zhao
Lu Su
Fa Zheng
Zhang Song
Yan Pu
you get the idea
Warlords can be able to join with units to provide defensive, offensive, or evasive tactics. Such as 'when [unit] attacks warlord's unit it loses all offensive bonuses' No hill, promotion, upgrade, etc. bonuses. While the defense still has them. But most likely something so powerful will be restricted to the best of warlords. More like something simple as 'withdrawal chance increase by 30%' or 75%+ city defense against cavalry units. But that's not all, warlords can also be able to enter the capital and join as an adviser. Advisers can add something along the lines of 'no negative diplomatic hits for relations with other factions'. 'you declared war on our friend, you have traded with our worst enemies' however that does not include 'you declared war on us'. It's not limited to the diplomatic mantle, it could also add traits such as 'farms produce one extra food' or 'barracks add extra experience' ranging from buildings to developments.
Tactics and Traps
Now this is probably unlikely and highly difficult. But it's a suggestion none the less. Fire traps, in a plot you build a development, however decreasing it's production by one of each you could have it so that if that plot is plundered then all enemy units in that plot and the plots next to it are damaged by at least 50% and may result in a unit being destroyed or a hero dying. If animation or a slightly reddened tile could be used to make use of the 'fire' then that would work. If not it could simply be called trap.
Disguising units, as in a Elite unit could be represented by a lesser unit, maybe even a worker or a settler. Something helpless could be attacked and a surprise could be held and the unit loses some of it's advantages. Or perhaps being damaged somewhat.
Confusing units, as in using an ability for a certain unit, or a unit with a warlord that it can not move for two turns and loses all it's advantages. That one would be difficult to do, even more so than the rest.