Is this another MCP error? (Sword wielding Macemen, Danish Queendom):
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Basically you are right... but can you suggest something better?I know you want to do something viking inspired but since the game already has their entire religion in it does having a secular and yet lore vise religious building really make sense? I mean, basically you want this to replace the generic pagan temple but at the same time the game has already elevated it's parent religion out of the realm of generic paganism. In fact, all major pagan faiths have been lifted from there so that might actually be something to think about and get rid of the pagan temple in general. But like... complicated. My thoughts are complicated.
Denmark UB change
I want to change the Danish UB - Manor House - for many reasons:
I want to replace it with Hof from RI:
- there is already a Manor, it's a civic building
- it's not enough Danish, too general
- it's a Castle replacement and we already have a lot of different Castles
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Hof would be:
Any pbjections?
- replace Ceremonial Altar (without upgrading to Temples)
- +1Xp to Wooden ships
What do you suggest? Maybe CA UBs could go obsolete at some point. Perhaps at Humanism?Do you want this to stick around too long?
I thought the same before going to sleep. Will be +2XpYou may want to look at +2XP, though; +1 won't do much in many cases.
How about this:I'd also love to replace the Danish Guard Hussar but haven't found anything good yet. I feel GH is too modern. I'd like some rather medieval UU, something more vikingish. I like Sweden as the modernized Norse civ.
Fiskerfartøj (Workboat)
Do you think this could be a good UU? I'm thinking about a sea version of the Indian Fastworker.
- cost is half of Workboat
- +1 movement
- ignore terrain penalty
- can enter ocean OR can enter ocean before Astronomy
- 1 cargo space
Work boats have bNoRevealMap so they are no good for scouting distant continents (even without Movement Limits), but Fiskerfartøj would be able to go to an ocean tile to escape from barbarians.I'd be really careful about letting sea units cross ocean before Astronomy. Only Caravels do that, and they show up in the LATE Medieval Era. Only the Portuguese UU can carry units across Oceans, and they are also late Medieval. With Movement Limits on, I do not think it would be too bad, but that cannot be enforced.
If it hadI don't think a Work Boat with cargo space would be that much different from a Galley, except more fragile.
For a Fast Worker +1 movement means also faster improvement production. The same is true about Workboats but since it's consumed when building anything the affect is less significant. So it needs more things to be a good UU.Would be more logical to gives it just more speed,
Why would it be useful for a work boat?a nice thing too might be that it can cross into none open... area like a caravel.
Work boats have bNoRevealMap so they are no good for scouting distant continents (even without Movement Limits), but Fiskerfartøj would be able to go to an ocean tile to escape from barbarians.
If it had <SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
<iSpecialCargoSpace>1</iSpecialCargoSpace> than it could carry 1 Recon, Spy, Trade, Executive, Missionary, Great People, Inquisitor, Diplomat (like Caravel) but it's not a good idea, since my goal is to carry that one worker to that small island in the city's vicinity.
Thought of that but I'd rather not mass with it. SPECIALUNIT_WORKER is too general to be in a module IMO.If you want a unit to just carry Workers, you could define a SPECIALUNIT_WORKER. That would allow you to specify Workers as a type of cargo for your boat. Worker units don't currently have a special unit type.
Thought of that but I'd rather not mass with it. SPECIALUNIT_WORKER is too general to be in a module IMO.