JFD and Janboruta's Civilisations

Prussia seems pretty rad. I've never gotten to really try their stuff out since I can't reliably get to the Industrial era but on paper their design is solid. CONQUER EVERYTHING but since their iv traits aren't kill everything at all, once you do that you fortify them and cultivate the arts.
 
Germans added:

Spoiler :
HTnNQLa.jpg


The Germans - Arminius (BNW) Download Subscribe

a3wDXkH.jpg

Slaganz (Warrior): Cheap but weak German warrior replacement. +50% Attack when near to a Barbarian Unit.
Tribal Encampment: Periodically spawns weak Barbarians. May be upgraded into a Tribal Village which acts as a source of either Deer, Horse, or Iron. These Villages spawn Military Units when war is declared against you, the type depending upon the resource. These units disband once peace is restored.

ak8TVb7.jpg

Jaeger (Rifleman): Begins with Scouting 1 and Survivalism 1. May earn promotions normally only available to Recon units. Earns promotions 15% faster.
Hanse (Bank): Unique German Bank replacement. +5% Production for each Trade Route your civilization has with a City-State. Trade routes other players make to a city with a Hanse will generate an extra 1 Gold for the city owner and the trade route owner gains an additional 1 Gold for the trade route.

Note: To revert to the vanilla Germany UA, delete or change the name of the folder "JFD's Germany Revision" in My Documents/My Games/Sid Meier's Civilization V/MODS/JFD's The Germans/Core

Credits
Spoiler :
JFD: Design, Code, Writing
Janboruta: Artwork, Research (City/Tribe/Spy-List)
JTitan: Graphics (Slaganz)
Mateo Pascual: Music (Peace)
Elder Scrolls Online OST: Music (War)


Decisions:

Spoiler :
PZReOHE.jpg


Events:

Spoiler :
PlSzTJ9.jpg

8DIVfTn.jpg



Sukritact said:
The Barbarian Invasion has begun! This release is part of the Barbarian Invasion event, four civs will be released separately throughout the day as part of this event. I'll be adding the links below as they are released:

 
Jan's art keeps getting better and better and I've wanted a civ that interacted/started at peace with barbs for a long time. Fantastic job!
 
I feel like that Bismarck UA's a bit OP. The no resistance thing is fine, but the additional delegate sounds like you'd be unstoppable in the world congress after you took out a few cities.
 
Arminius looks brilliant. Can't wait to try it out (and integrate this version of Arminius into the mod)!
 
I feel like that Bismarck UA's a bit OP. The no resistance thing is fine, but the additional delegate sounds like you'd be unstoppable in the world congress after you took out a few cities.

It may actually nerf you in the atomic era. After United Nations is formed every CS ally provides two delegates instead of one.
 
Arminius looks brilliant. Can't wait to try it out (and integrate this version of Arminius into the mod)!

I'm getting the urge to watch The 13th Warrior when I get home from work :)
 
Aah, I can't wait to be over with all the work I have, cleanse my mods folder out of unecessary trash and load up the Germans. So excited about Tribal Encampments. :)

I feel like that Bismarck UA's a bit OP. The no resistance thing is fine, but the additional delegate sounds like you'd be unstoppable in the world congress after you took out a few cities.

It may actually nerf you in the atomic era. After United Nations is formed every CS ally provides two delegates instead of one.

I second The Lohoped. As I see it, this UA has an opportunity cost - get a bunch of Delegates early by conquest and gain a few good city spots / natural wonders / luxury resources, making civs hate you for conquering City-States (mimicking the unification of the Holy Roman Empire in the 10th and 11th centuries), but after that you have to turn to diplomacy and Patronage to maintain your political dominance in the Congress (later HRE, the conflict with Austria over who should lead the Germans, EU). I enjoyed playing with it.

I'm getting the urge to watch The 13th Warrior when I get home from work :)

And now I know what I'll be listening to while at work. :)
 
It may actually nerf you in the atomic era. After United Nations is formed every CS ally provides two delegates instead of one.

However, you don't have to expend resources to ally them because...well, you've conquered them. No diplomacy worries if every possible vote is going to be for yourself unless someone liberates those cities.
 
FYI: the Republic social policy in the liberty tree breaks the automatic building of gold buildings of Lincoln's UA
 
Man, that art for Arminius looks fantastic. And what a cool and original UA. I'll have to try him out next!
 
Aah, I can't wait to be over with all the work I have, cleanse my mods folder out of unecessary trash and load up the Germans. So excited about Tribal Encampments. :)





I second The Lohoped. As I see it, this UA has an opportunity cost - get a bunch of Delegates early by conquest and gain a few good city spots / natural wonders / luxury resources, making civs hate you for conquering City-States (mimicking the unification of the Holy Roman Empire in the 10th and 11th centuries), but after that you have to turn to diplomacy and Patronage to maintain your political dominance in the Congress (later HRE, the conflict with Austria over who should lead the Germans, EU). I enjoyed playing with it.



And now I know what I'll be listening to while at work. :)
I totally misread the UA. I thought it said conquered cities. Conquered city states is not OP at all.
 
Poking in to check the Germans' start bias shows that Bohemia's tag is there instead of the Germans'. Likewise, the Civ IV Traits support is just copy-pasted Bohemia.
 
"these units may disband if they do not level enough."

Sorry for being obtuse, but what does that mean, exactly?
 
Hmmmmm.... no Slavs, no Vikings....
Oh, Germans are fun! Funfunfunfunfunfunfunfun fuuuuuunnnnn!!!!!!!
I spawned way too much barbs, though, they are OP.
 
Hmmmmm.... no Slavs, no Vikings....
Oh, Germans are fun! Funfunfunfunfunfunfunfun fuuuuuunnnnn!!!!!!!
I spawned way too much barbs, though, they are OP.

Yeah, it seems like the encampments I built spawned barbarians every turn... that wasn't the intent, was it?

Also is the warrior replacement unit bonus next to barbs +50 or +25%? I think the tooltip at the start said +25%, but it's listed as +50% here
 
Back
Top Bottom