Éa III, Sword & Sorcery: Developer's Thread

We jigger around names a lot in Éa, not for promotions but for other things. I'm an expert on UI hackery. But here we need different actual units for workers so that we can (someday) use different graphics for them, and also because slaves have no maintenance (the later could be solved by dll mod, but I don't think the former can).
 
They have POLICY_SLAVERY.


Edit: On the race, it's actually more complicated than I said above. It's possible for a civ to have another race's workers, since unit race is maintained through capture. In fact, unit race is determined by city (not civ) so it's possible for a Sidhe civilization to make units of another race Man (specifically, in a captured city).

Can you point me to code that needs to know major civ worker type? I may need to figure these out case-by-case.

Searching for GC.GetInfoTypeForString("UNIT_WORKER") finds only one thing non-minor related, which is in CvEconomicAI::FindWorkerToScrap().
 
That method is looping through all the player's units anyway. That's why I suggested the IsWorker() test above, hooked up to the new IsWorker tag in the Units table.

(Or isWorker()? I can't see the pattern for capital versus non-capital in these...)
 
That method is looping through all the player's units anyway. That's why I suggested the IsWorker() test above, hooked up to the new IsWorker tag in the Units table.

(Or isWorker()? I can't see the pattern for capital versus non-capital in these...)

The lowercase ones are leftover from civ 4 code, where they used 'true' camelCase naming conventions. The capital ones are new(er).

At any rate, I don't even need a new SQL column. I can just add a method to CvUnitEntry which checks if getWorkRate() > 0.
 
The lowercase ones are leftover from civ 4 code, where they used 'true' camelCase naming conventions. The capital ones are new(er).

At any rate, I don't even need a new SQL column. I can just add a method to CvUnitEntry which checks if getWorkRate() > 0.

That works unless we add something like the Legion unit in base, which builds roads and forts and has a work rate. We don't have that now but it's possible in the future. GPs do something that looks like worker builds but it is all on Lua-side (i.e., they don't have work rate now but they will if we ever move GP actions over to dll).


Edit: Thinking about this further, the AI should never scrap a slave since they are maintenance free (they can be gotten rid of in more productive ways). If you want, just hard-code in the 3 non-slave worker type strings and do "or" tests over all of them.
 
That works unless we add something like the Legion unit in base, which builds roads and forts and has a work rate. We don't have that now but it's possible in the future. GPs do something that looks like worker builds but it is all on Lua-side (i.e., they don't have work rate now but they will if we ever move GP actions over to dll).


Edit: Thinking about this further, the AI should never scrap a slave since they are maintenance free (they can be gotten rid of in more productive ways). If you want, just hard-code in the 3 non-slave worker type strings and do "or" tests over all of them.

OK, point taken. I'll add it in tonight or tomorrow morning.
 
You should be able to type GameDefines.ANIMAL_PLAYER in Fire Tuner and get 62. Otherwise, definitely something wrong in your dll build.


ANIMAL_PLAYER and ANIMAL_TEAM are defined in CvDLLUtilDefines.h, and added to GameDefines in CvDllDatabaseUtility.cpp.

Gah, Even with the new DLL (fully updated) and the CvDLLUtilDefines in the solution according to Visual Studio I'm still getting this error on startup. It makes no sense, if ANIMAL_PLAYER was missing I'm fairly certain that would cause DLL crashes. :blush:
 
, if ANIMAL_PLAYER was missing
Is it? You haven't said what happens when you type GameDefines.ANIMAL_PLAYER in Fire Tuner (and to be safe, try BARBARIAN_PLAYER too so you know you are in the right state).

Until I know that, I can't tell you whether the problem is on the dll or non-dll side.

The other thing I can say is that the error (in your original screen shot) was not the first Lua error encountered. It's no use troubleshooting massively indirect effects. We need to know the first error.

Also, when encountering these problems it's always a good idea to delete cache and ModUserData. Sometimes that clears things up.


Edit: Also, you're behind in your non-dll build. :nono:
 
Is it? You haven't said what happens when you type GameDefines.ANIMAL_PLAYER in Fire Tuner (and to be safe, try BARBARIAN_PLAYER too so you know you are in the right state).

Until I know that, I can't tell you whether the problem is on the dll or non-dll side.

The other thing I can say is that the error (in your original screen shot) was not the first Lua error encountered. It's no use troubleshooting massively indirect effects. We need to know the first error.

Also, when encountering these problems it's always a good idea to delete cache and ModUserData. Sometimes that clears things up.


Edit: Also, you're behind in your non-dll build. :nono:
Wait, I am?? I just tried updating my repo by pulling from yours and it says I am up to date with the upstream master branch. :confused:

Nvm, I just hadn't synced it to the online repo. It was correct locally.

Edit: Clearing the cache fixed things, whew. Assuming the Autoplay works correctly I'll send you a pull request with Generic workers soon.
 
Enabled policies won't be in for initial phase 3 release. We'll get those added in a post-release version. I still plan to add Favored Techs (these are easy since they aren't new techs, just existing ones added to a table; I'll get these done in the next week).

I do want to finish civ traits, however. I've listed all the current civs and bolded the planned or existing "civ trait". I'll come back later and color code these by "added" or not. But, for now, I just want to complete the list so all civs have something. (Note: Úr, Hyperborea, The Mooreae and the H-only civs aren't in yet and probably won't be for release.)

Just a few notes:
  1. At the time I developed these, "Éa civ name" was just a UI hack rather than an actual change in civilization. Therefore, I did not have access to actual Civ5 Traits (everything was via hidden buildings, policies, etc). But now we can use real Traits effects, so we should...
  2. List gets more incomplete in the 2nd half. That's because the policy-enabled civs are mostly new for phase 3.
  3. Often the M & S equivalent civs have identical traits. That's OK for now (some differences will be nice for flavor, but not a priority).
  4. There are too many simple yield effects. This is really just lack of imagination on my part.
  5. No new mechanisms please. You can play off existing Éa mechanisms (morale, knowledge maintainance, spells, etc.) or more standard Civ5 effects.
  6. I'll take suggestions from anyone, developer or not...

Tech Discovery
  • Hippus (M; Horseback Riding & Commerce policy branch opened) Capital and city names from Fall From Heaven (this is my tribute civ). Gain the Mercenaries policy for free. Horse-mounted units have the Strong Mercenaries promotion making them 20% stronger when hired as mercenaries, thus favored by civilizations and city states when hiring mercenaries. Favored Techs: all in the Horseback Riding and Domestication rows, Currency, Coinage, Banking (10). Enabled Policies: Pastoralists, Traders, Horse Tribes, Caravaners, Merchants, Horselords, Master Mercenaries.
  • Ikkos (M, S; Horseback Riding) +3c per improved Horses; 20% chance / turn for 1 xp gain for all horse-mounted units. Favored Techs: all from Horseback Riding and Domestication rows, Agriculture, Currency (9). Enabled Policies: Nomads, Pastoralists, Traders, Horse Tribes, Caravaners, Animal Breeders, Horselords.
  • Âb (M, S, H; 2 Mounted Elephants) Capital: Âbu. +1p2c per improved Elephants. 20% extra reduced costs for Favored Techs. Favored Techs: all from Elephant Training and Hunting rows. Enabled Policies: Nomads, Pastoralists, Hunters, Woodsmen, Elephant Tamers, Animal Masters, Beastmasters.
  • Fir Bolg (M, S; Animal Husbandry) +1p1g from pastures. Favored Techs: all from Domestication row, Agriculture, Fishing, Currency, Horseback Riding. Enabled Policies: Nomads, Pastoralists, Farmers, Traders, Horse Tribes, Animal Breeders, Caravaners
  • Cruithni (M, S, H; Tracking) Capital: Fiach; +1f1p from camps. Favored Techs: all from Hunting row, Mumikil Riding, Song of Leviathan. Enabled Policies: Nomads, Hunters, Woodsmen, Archers, Animal Masters, Tundra Nomads, Beastmasters.
  • Crécy (M, S; Archery) Capital: Crécy. Free Strong Archer (+30% str/rng) promotion for all units in the archer and horse-mounted archer lines. Gain nearby Yew. Favored Class: Warrior. Favored Techs: all from Archery row, Stirrups, War Horses, Tracking & Trapping, Harpoons. Enabled Policies: Hunters, Woodsmen, Archers, War Tacticians, Marksmen, War Strategists, Master Marksmen.
  • Daggoo (M, S; Harpoons) Capital: Héréhérétué. +1f1p1g1c from whales. Favored Techs: all from Hunting and Harpoons rows, Fishing, Sailing, Ship Building, Navigation, Song of Leviathan. Enabled Policies: Seafarers, Hunters, Ship Builders, Astronomers, Animals Masters, Whalers, Leviathan Hunters.
  • Fomhóire (M, S; Sailing) Capital: Faoi-mhuir. All units can enter ocean tiles immediately. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy. Enabled Policies: Seafarers, Traders, Sea Traders, Whalers, Astronomers, Ship Builders, Naval Engineers.
  • Parakhora (M; Milling) Capital: Parakh. Free Watermill or Windmill in every city. Favored Class: Merchant. Favored Techs: Agriculture, Milling, Forestry, Irrigation, Crop Rotation, Calendar, Currency. Enabled Policies: Farmers, Pastoralists, Engineers, Millers, Machinists, Civil Engineers, Advanced Agriculturalists.
  • Neith (M, S; Weaving) Capital: Zau. ???. Favored Class: Merchant. Favored Techs: Agriculture, Weaving, Fine Textiles, Milling, Domestication, Animal Husbandry, Drama, Music, Aesthetics, Machinery. Enabled Policies: Farmers, Pastoralists, Craftsmen, Traders, Millers, Weavers, Caravaners, Master Weavers.
  • Eleutherios (M, S; Zymurgy & 2 nearby Wine) +2g3c from Vineyards. Gain Œnology tech. Enabled Policies: Farmers, Craftsmen, Traders, Bards, Brewers, Caravaners, Œnologists.
  • Ninkasi (M, S; Zymurgy) Capital: Ninkasi. Free Brewery every city. Favored Class: Bard. Favored Techs: Agriculture, Zymurgy, Milling, Irrigation, Drama, Music, Alchemy, Chemistry, Aesthetics. Enabled Policies: Farmers, Craftsmen, Traders, Bards, Brewers, Caravaners, Master Brewers.
  • Girnar (M; Irrigation) Capital: Girnar. Marsh drainage always permanent. Farms spread fresh water 1 tile. Favored Techs: Agriculture, Irrigation, Crop Rotation, Milling, Calendar, Masonry, Construction, Engineering. Enabled Policies: Farmers, Pastoralists, Traders, Millers, Engineers, Civil Engineers, Advanced Agriculturalists.
  • Aldebar (M, S; Calendar) Capital: Aldebaran. +2c from all plantations. Favored Techs: Agriculture, Writing, Calendar, Milling, Irrigation, Astronomy, Philosophy, Currency, Mathematics. Enabled Policies: Farmers, Seafarers, Traders, Caravaners, Sea Traders, Astronomers, Exotic Traders.
  • Anaphora (M; Divine Liturgy & 2 nearby Incense) Free Monasteries all cities. +2df from Incense. Enabled Policies: Scholars, Traders, Caravaners, Philosophers, Missionaries, Divine Scholars, Theologists.
  • Isallin (M, S; Divine Liturgy) Capital: Aslan. +1c1h from all religious buildings. Favored Class: Devout. Favored Techs: all from Calendar and Divine Liturgy rows, Writing, Philosophy. Enabled Policies: Scholars, Missionaries, Zealots, Philosophers, Divine Scholars, Theologists, Crusaders.
  • Stygia (M, H; Maleficium). Founding Great Person: A Lich. Gain Mana from kills. Favored Class: Thaumaturge. Favored Techs: all from Maleficium and Sorcery rows, Thaumaturgy, Lycanthropy, Vampirism. Enabled Policies: Scholars, Herbalists, Alchemists, Philosophers, Arcane Scholars, Potion Makers, Demonologists, Illusionists.
  • Moriquendi (S; Maleficium). Capital: Caer Sidi. Founding Great Person: Eöl (Sorcerer) Gain Mana from kills. Favored Class: Thaumaturge. Enabled Policies: Scholars, Herbalists, Alchemists, Philosophers, Arcane Scholars, Potion Makers, Demonologists, Illusionists.
  • Lemuria (M, S; Thaumaturgy) Favored Class: Thaumaturge. ???. Favored Techs: all from Thaumaturgy and Transmutation rows, Enchantment, Illusion, Phantasmagora. Enabled Policies: Scholars, Herbalists, Philosophers, Arcane Scholars, Metaphysicists, Master Arcanists, Enchanters, Illusionists.
  • Axagoria (M, S; Philosophy) Capital: Clazomenae. Founding Great Person: A Sage. 50% extra happiness to research. Favored Class: Sage. Favored Techs: all from Writing row, Mathematics, Alchemy, Chemistry, Medicine (9). Enabled Policies: Scholars, Philosophers, Mathematicians, Astronomers, Metaphysicists, Alchemists, Cosmologists
  • Iacchia (M, S; Drama) Golden Ages are doubled in length. Favored Class: Bard. Favored Techs: Writing, Drama, Philosophy, Literature, Music, Aesthetics, Enchantment, Illusion, Phantasmagora. Enabled Policies: Scholars, Bards, Philosophers, Performers, Master Performers, Enchanters, Illusionists
  • Lagad (M, S; Mathematics) Capital: Lagadha. Founding Great Person: Lagad (Sage). Favored Class: Sage. 20% extra reduced costs for Favored Techs. Favored Techs: Writing, Currency, Mathematics, Music, Alchemy, Chemistry, Coinage, Banking, Mechanics, Engineering, Machinery, Steam Power, Architecture, Ethereal Architecture. Enabled Policies: Scholars, Philosophers, Mathematicians, Engineers, Machinists, Architects, Master Mathematicians.
  • Mamonas (M, S; Coinage) Capital: Dispáter. Favored Class: Merchant. +1g from gold and silver. Gain 0.5% interest on treasury per turn in capital. Favored Techs: Currency, Mining, Coinage, Writing, Mathematics, Banking, Bronze Working, Calendar, Weaving, Masonry, Construction. Enabled Policies: Traders, Craftsmen, Caravaners, Jewelers, Gold- & Silversmiths, Merchants, Bankers.
  • Sophronia (M; Masonry) Capital: Pétra. Founding Great Person: Sophroniscus (Engineer). Favored Class: Engineer. Gain nearby stone. Great Person wonder construction take 30% less time. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture. Enabled Policies: Miners, Craftsmen, Engineers, Stonemasons, Civil Engineers, Architects, Monument Builders.
  • Luchtain (S; Masonry) Capital: Falias. Founding Great Person: Luchta (Engineer). Favored Class: Engineer. Gain nearby stone. Great Person wonder construction take 30% less time. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture. Enabled Policies: Miners, Craftsmen, Engineers, Stonemasons, Civil Engineers, Architects, Monument Builders.
  • Vinča (M, H; Bronze W.) Capital: Bakar. Favored Class: Engineer. Gain nearby Copper. 20% extra reduced costs for Favored Techs. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction. Enabled Policies: Miners, War Tacticians, Smelters, Deep Miners, War Strategists, Weapon Smiths, Weapon Masters.
  • Gobann (S; Bronze W.) Capital: Findius. Founding Great Person: Goibniu (Engineer). Favored Class: Engineer. Gain nearby Copper. 20% extra reduced costs for Favored Techs. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction (8). Enabled Policies: Miners, War Tacticians, Smelters, Deep Miners, War Strategists, Weapon Smiths, Weapon Masters.
  • Úr (M, S; Deep Mining and capital adjacent to mountain) Capital: Ullrul. “We forsake the sun, the meadow and the gentle breeze. We go into the depths of Éa, to our underdark home that we call Úr.” Unlock and immediately discover Deep Farming (which is otherwise closed to Man and Sidhe). Gain yield only from Mines, Quarries, Deep Mines, Deep Farms and their associated resources; other resources can be improved for trade but provide no plot yield. Cities can be founded adjacent to mountains only. Cannot train horse-mounted or elephant units. Traverse mountains as if they were roads. Favored Techs: Mining, Deep Mining, Earth Divination, Deep Farming, Deep Roads, Knowledge of the Underdark, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working (9). Enabled Policies: Miners, Craftsmen, Deep Miners, Underdark Denizens, Jewelers, Gold- & Silversmiths, Underdark Lords.
  • Orkahaugr (H; Underdark Paths) ???. Favored Techs: Mining, Deep Mining, Earth Divination, Underdark Paths, Deep Roads, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working. Enabled Policies: Miners, War Tacticians, Deep Miners, Underdark Denizens, Smelters, Weapon Smiths, Underdark Lords.

Policy Adoption
  • Reynes (M; Aristocracy) Capital: Horn. Culture and buy cost of plots reduced by 33%. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Farmers, Pastoralists, Aristocrats, Millers, Animal Breeders, Royalists, Imperialists.
  • Bjarmaland (M; Guilds) Capital: Beorm. All specialists provide +2 in their respective yield type. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Farmers, Pastoralists, Traders, Millers, Animal Breeders, Caravaners, Advanced Agriculturalists.
  • Kaza (M; Civil Service) Capital: Tóppí Ké. “We are folk of the farm, domesticators of plant and animal. Our land and our people are fertile. We will transform this land into farms, pastures and mills as far as the eye can see.” +20% food in all cities. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Farmers, Pastoralists, Engineers, Millers, Animal Breeders, Civil Engineers, Advanced Agriculturalists.
  • Eóganachta (S; any policy within the Agrarianism branch) Capital: Cnoc Eógan. Loose Sidhe penalties for growth and settler production. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Farmers, Pastoralists, Engineers, Millers, Animal Breeders, Civil Engineers, Advanced Agriculturalists.
  • Skógr (M; any policy within the Pantheism branch) Capital: Lauf. Founding Great Person: Nál (Druid). Favored Class: Devout. +20 base relationship with all Gods and +4 with The Fey. Favored Techs: Tracking & Trapping, Gamekeeping, Archery, Bowyers, Agriculture, Zymurgy, Calendar, Drama. Enabled Policies: Hunters, Archers, Woodsmen, Herbalists, Animal Masters, Bards, Forest Lords.
  • Banba (S; Animal Lore) Capital: Tír na hÓige. Founding Great Person: Banba (Druid). Favored Class: Devout. +33% combat versus Animal and Beast units. +1c from each camp, pasture, fishing boats and whaling boats. Favored Techs: Horseback Riding, Animal Husbandry, Elephant Labor, Tracking & Trapping, Archery, Harpoons, Weaving, Stirrups, Animal Husbandry, Elephant Training, Gamekeeping, Bowyers, Animal Mastery, Beast Mastery, Whaling. Enabled Policies: Hunters, Archers, Woodsmen, Animal Masters, Bards, Marksmen, Beastmasters.
  • Ériu (S; Woods Lore) Capital: Emain Ablach. Founding Great Person: Ériu (Druid). Favored Class: Devout. Move through friendly woods as road. +1c from each farm, orchard, textiles plantation and exotics plantation. Enabled Policies: Hunters, Archers, Woodsmen, Craftsmen, Weavers, Brewers, Herbalists, Forest Lords.
  • Fódla (S; Earth Lore) Capital: Mag Mell. Founding Great Person: Fódla (Druid). Favored Class: Devout. Faster movement in hills. Can cross mountains. +1c from each mine and quarry. Enabled Policies: Woodsmen, Craftsmen, Miners, Smelters, Deep Miners, Stonemasons, Jewelers, Gold- & Silversmiths, Monument Builders.
  • Netzach (M; Mysticism) Capital: Gevurah. Founding Great Person: A Priest. Favored Class: Devout. Free Shrine in every city.
  • Yesod (M; Way of the Wise) Capital: Cherubim. Founding Great Person: Priest. Favored Class: Devout. Gain 4 free Incense.
  • The Hod (M; Priesthood) Capital: Bene Elohim. Founding Great Person: A Priest. Favored Class: Devout. +1 Divine Favor for each religious building. Double religious pressure from trade routes.
  • O (M; Arcane Elite or Arcane Tradition) Capital: Ozymandia. “We are masters of the arcane, wise and dangerous. Call us O (if you must address us). It is simple enough for you to remember.” Founding Great Person: Ozymandias (Wizard). Favored Class: Thaumaturge. +5 Mana from capital. +30% research for all magic techs.
  • Mu (S; Arcane Elite or Arcane Tradition) Capital: Tír Tairngire. Founding Great Person: A Wizard. Favored Class: Thaumaturge. +5 Mana from capital. +30% research for all magic techs.
  • The Graeae (M, S, H; Witchcraft) Capital: Phorcydes. "Double, double toil and trouble; / Fire burn, and caldron bubble. / Fillet of a fenny snake, / In the caldron boil and bake; / Eye of newt, and toe of frog, / Wool of bat, and tongue of dog, / For a charm of powerful trouble, / Like a hell-broth boil and bubble./ Scale of dragon; tooth of wolf; / Witches' mummy; maw and gulf / Of the ravin'd salt-sea shark; / Root of hemlock digg'd i the dark; / Cool it with a baboon's blood, / Then the charm is firm and good." Founding Great Person: A Witch. Favored Class: Thaumaturge. Free Moly from first 6 cities. +2m from Gatherer's Hut. +1m from all resources. Thaumaturges are always of subclass Witch. Favored Techs: Thaumaturgy, Conjuration, Transmutation, Maleficium, Lycanthropy, Reanimation, Alchemy, Enchantment. Enabled Policies: Mystics, Herbalists, Conjurors, Enchanters, Divinators, Alchemists, Potion Makers.
  • Nezhêlîba (M, S, H; Slave Trading or Debt Bondage) Capital: Orjuu. +20 work rate for slaves. +20% gold or production from selling or rendering slaves.
  • Gaziya (M, S, H; Slave Raiders) Capital: Zanj. All land combat units gain the Slave Raider promotion for free. +20% gold from pillaging.
  • Nemedia (M; Discipline) Capital: Nemheim. Founding Great Person: Nemed (Warrior). Favored Class: Warrior. Extra gold from plundering. Lowest possible Morale for any unit is -15.
  • Milesia (M; Warcraft) Capital: Golam. Founding Great Person: Míl Espáne (Warrior). Favored Class: Warrior. Extra gold from kills. +20% combat during Golden Age.
  • Úlfhéthnar (M; Warspirit) Capital: Hróþiwulfaz. Founding Great Person: A Berserker. Favored Class: Warrior. Units fight at full strength when wounded (stacks with Berserkergang effect).
  • The Morrígna (S; Discipline) Capital: Goirias. Founding Great Person: Mórrígan (Warrior/Thaumaturge). Favored Class: Warrior. Extra gold from plundering. Lowest possible Morale for any unit is -15.
  • The Machae (S; Warcraft) Capital: Ard Macha. Founding Great Person: Macha (Warrior). Favored Class: Warrior. Extra gold from kills. +20% combat during Golden Age.
  • The Bodwa (S; Warspirit); Capital: Badb Catha. Founding Great Person: Badb (Berserker). Favored Class: Warrior. Units fight at full strength when wounded (stacks with Berserkergang effect).
  • Mord (H; Discipline) Capital: Bellator. Founding Great Person: A Warrior. Favored Class: Warrior. Extra gold from plundering. Lowest possible Morale for any unit is -15.
  • Theanon (M; Scholastisicm) Capital: Croton. Founding Great Person: Theano (Sage). Favored Class: Sage. Sages can perform the Foreign Studies action in cities of other civilizations with which they have Open Borders, providing a large amount of research to the sage's civilization and modest research and culture to the host civilization.
  • Saguenay (M; Folkart) Capital: Áth Médée. Founding Great Person: A Bard. Favored Class: Artist. ???.
  • Albion (M; Folklore) Capital: Caerleon. Founding Great Person: A Bard. Favored Class: Artist. +1c for Walls; +1g2c for Castles.
  • Tír Ecne (S. Scholastisicm) Capital: Ildathach. Founding Great Person: Ecne (Sage). Favored Class: Sage. Sages can perform the Foreign Studies action in cities of other civilizations with which they have Open Borders, providing a large amount of research to the sage's civilization and modest research and culture to the host civilization.
  • Noudont (S; Folkart); Capital: Airgetlám. Founding Great Person: Credne (Artist). Favored Class: Artist. ???.
  • Áes Dána (S; Folklore) Capital: Tír inna m’Bhan. Founding Great Person: Danu (Bard). Favored Class: Artist. +1c for Walls; +1g2c for Castles.
  • Suddene (M; Mercantilism) Capital: Murry. Founding Great Person: A Merchant. Favored Class: Merchant. +20% g from city connections. +3g from each international trade route. +33% land trade route range.
  • Partholón (M; Cultural Diplomacy) Capital: Inbhear Scéine. Founding Great Person: Partholón (Merchant). Favored Class: Merchant. +20 base relationship with all City States. Pass through City State territory without anger.
  • Dál Fiatach (S; Mercantilism) Capital: Muirias. Founding Great Person: Áine (Merchant). Favored Class: Merchant. +20% g from city connections. +3g from each international trade route. +33% land trade route range.
  • Dáirine (S; Cultural Diplomacy) Capital: Tír fo Thuinn. Founding Great Person: Étaín (Merchant). Favored Class: Merchant. +20 base relationship with all City States. Pass through City State territory without anger.
  • Mór (M, S; Mercenaries) Capital: Bythnia. Founding Great Person: A Merchant. Favored Class: Merchant. +20% gold earned from hired mercenaries and 20% reduced cost for hiring mercenaries.
  • Dökkálfar (S; both Dominionism and Slavery branches opened) Capital: Caer Sidi. “The Sídhe-Lords will rule all of Éa and the lesser races will serve us. It is for their own good. Man is little better than Orc in his short and meaningless existence. We are eternal, wise and beautiful.” +20 work rate for slaves. +20% construction of all buildings already present in capital.
  • Ljósálfar (S; both Pantheism and Tradition branches opened) Capital: Tír inna n-Óc. All Great People gain passive experience at twice the normal rate.
  • Segoÿim (M, S; both Pantheism and Arcana branches opened) Capital: Cathair Éa. “We honor our founder Segoy (though her nature is a mystery to us). We learn the ways of Mana and the Divine Spirits. In time, we will know the very weave of Éa.” Founding Great Person: Segoy. +3m3c3s from capital. All Thaumaturges (including dual-class) gain +50% passive and active experience. Cannot ever learn Maleficium.

Improvement/resource-based
  • Hy-Breasil (M, S; 2 fishing boats not in lakes) Capital: Uí Breasail. Favored Class: Merchant. Free Harbor in all coastal cities. +2f2g from adjacent Natural Harbor (Natural Harbors are any city-adjacent coastal plot that is surrounded by three or more land plots). Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy.
  • Agartha (M, S; 2 mines) Capital: Agartha. Favored Class: Engineer. +1p1c from all Mines and Deep Mines.

Construct building
  • Ys (M, S; Library) Capital: Ys. Founding Great Person: A Sage. Favored Class: Sage. +20% research in capital. -0.8% Research Maintenance per known tech.
  • Týre (M, S; Marketplace) Capital: Týros. Favored Class: Merchant. Free Marketplace in every city.
  • Gerzah (M, S, H; Forge) Capital: Bigorna. Favored Class: Engineer. Free Forge in every city.
  • Palare (M, S; Fair) Capital: Parlyaree. Favored Class: Artist. +1c from every building that already provides culture. +1c per specialist.

Train unit
  • Mayd (M, S; Galleys) Capital: Vlænderen. Free Shipyard in every coastal city. -33% maintenance cost for naval units. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy.
  • Sisukas (M, S, H; Light Infantry). Capital: Sisuka. Favored Class: Warrior. All infantry units (L., M., H. Infantry and Immortals) have Strong Infantry promotion (+30% combat) and -33% maintenance cost. Gain one free infantry unit of appropriate type on discovery of Iron Working, Metal Casting and Mithril Working.
  • Ebor (M, S, H; Mounted Elephants) Capital: Mang Ont. Favored Class: Warrior. All elephant units have Strong Elephants promotion (+30% combat/ranged) and -33% maintenance cost. Gain one free Elephants resource from each of your first 5 cities.
  • Phryges (M, S; Horsemen) Capital: Iconium. Favored Class: Warrior. All horse-mounted units have +1 movement and -33% maintenance cost.
Geographical
  • Hyperborea (M; 50% of nearby plots are ice or tundra and exploration has revealed 30 ice and tundra plots). Can build farms on tundra or snow plots (with normal yield) and mines on snow hills. Hunting Lodges provide extra food from Camps on tundra or snow. Favored Techs: Enabled Policies: Nomads, Tundra Nomads, Ice Lords, Hunters, Pastoralists, Beastmasters.
  • The Mooreae. (M; 50% of nearby plots are jungle or marsh and exploration has revealed 30 jungle or marsh plots) Capital city: Moor. ???.
 
Suggestions:
<Change>
Albion: Capital: Caerleon. Founding GP: Warrior (With King title), Favoured Class Bard. Bards are Heralds. Warriors are knights by default (have Sir titles). Heralds generate culture when a unit is killed by their civ near them. Grant a small experience boost to the friendly unit which kills the enemy. Foundng Warrior starts with the sword "caledfwlch".
[If it isn't entirely obvious what I'm referencing (read explicitly basing a civ off) here, it's Arthurian legend :P ].

Tír Ecne: these guys are sidhe scholars right? If you do go for Lplate's idea:
Spoiler :
As a Trait for the Scholastic Theanon, I suggest Foreign Studies.

Their sages can study in foreign cities and foreign sages can study in theirs.
They give an x% boost to the research in the city.
Both the host city's civ and the sage's civ receive the number of beakers attributable to this work.

There would be a maximum of 8 turns of foreign study for a given sage in a given city and once completed that sage can never study there again.

I'm thinking that it will be relatively easy for you to include the AI calculations as to whether foreign studies are worthwhile for a sage at any given time. Theanon border cities developed as centres of learning would suck in sages from neighbouring tribes.

In addition I'd suggest that the sage gets more xp for foreign study than they would for being resident in one of their own cities due to their exposure to alien ideas and culture.
The host city would get a minor cultural boost during the period of foreign study.

It might be interesting to do a contrasting civ; while the short lived humans study other cultures and provide mutual benefit to overcome the loss of knowledge that would surely come if only learned scholars had information and were then to do. The Sidhe need not fear this at all however and as their century long lives turn invariably to games of intrigue and subterfuge, many claim knowledge only for themselves, staying hidden in isolated towers, huts and caves, far from the scheming machinations of their brethren.

Capital: Ildathach. Founding Great Person: Ecne (Sage). Favored Class: Sage. Sages can create 'recluse' improvement, like a tower (Maybe use the château improvement for this long term). The improvement does not give improvement bonuses, but occasionally gifts the owner a tech, with increased frequency when {a. The tech is cheaper,r b. the resident of the tower is higher levelled and/or c. the recluse is further away from the nearest city - isolation is good here}. If a sage dies, a new one can take his residence and gains a bonus to his research rate based on how high level the previous owner(s) was/were. If another civ pillages the place while it is owned by the Tir Eche this bonus is lost until the sage repairs the recluse. If it is owned by another civilisation, it yields no bonus (there is no resident!). Pillaging gives a large one time tech boost, but permanently removes the improvement and any bonus accumulated. Don't lose the cities with recluses near them!
 
I took Lplate's suggesting and used it also for Tír Ecne.

@BrokenSky,

I took your suggestion for Albion's capital. I'm struggling to work with the effects though. Culture for kills is going to be an important Heledeofol characteristic, so I don't want to use that. And I like the idea of Knights as a subclass, but that's too much work now (and probably shouldn't be restricted to one civ). The theme is right though. But we need to keep these easy for me (before release anyway). I'm going to fill in a walls/castle culture bonus for now...
 
Fair Enough. Also the knight suggestion was an Aesthetic thing. If you do add knight subclass you could also make Albion knight centred in the same way that The Graeae are witch centred, later and just leave Áes Dána with the curent bonus.

Actually since they [Áes Dána] are folklore based and sidhe, it's quite possible that the oldest GP will be essentially celebrates, simply because they are probably old enough that they might have known many heros from folk tales or even be those heros! Anyway I suggest bonus culture from GP equal to Age divided by... say 50? rounded down. Something like that.

How about Agartha get for free the building applicable giving bonus for improved mine resource so a free forge? and mint? in any city when the applicable resources is improved in its radius?
edit: possibley scratch that, unless the buildings have been changed that's too close to Gerzah's thing.

Maybe give Mooreae a ziggurat or similar temple jungle building giving (favour isn't it?) and culture from jungle and marsh?

I'm not entirely certain of how gods are being done here, so the following may not translate so well but
Possibly adding a small pantheon (3 new gods - a Snake (who gives culture and military bonuses to civs who please him and gain favour from enemies killed in radius of a city with his shrine, slowly increases warrior chance and warriors have a small chance of gaining his 'mark' which grants favour from battles he's in as if he were a moving shrine), Bird (who gives culture and science bonus to civs who please him, and is pleased by high science generation and having strong internal trade, and having shrines and temples in highly lucrative cities) and Sun (who gives food, an production % boost and culture, and is pleased by having shrines, temples and ziggurats (which only Mooreae can make) in cities with a large number of followers, and a high population).

In this suggestion Mooraea immediately meet these new gods on being founded.

As I said, I'm not sure how the gods work in this but I think it might be neat to have meeting (lesser) a god or pantheon unlocking shrines, temples and other special worship buildings where applicable which generate followers of their religion in the city with them which in turn generates favour with the god/pantheon, though noting that while some gods care more about raw number of followers, others actually care more about the actions of the followers.

As ever these are suggestions- I often feels it's easier to come up with a load of ideas and then just pick the ones that work well, and that's what I'm trying to do here.
 
Also are we still having great works in this? If so how about giving Palare a unique building, pavilion with a single slot for each type of great work? If not maybe a building which stores artefacts and gives culture for each artefact stored in this way?

Maybe give Phryges horse units move after attacking for hit and run type stuff, or possibly blitz for all cavalry as one of their unlockable policies?

How about bonus gold and culture from external trade routes for Týre for each different civ they're trading with like Morocco in BNW? It fits the market place trade theme if they're very trader-y.

Yesod Get a UB temple which generates bonus favour based on how many incenses and (some other luxury resource(s)) the player has? Possibly start knowing some small god or small pantheon. I should clarify that in this case a small god is a local deity who will generally only interact with the race that first meets him/her/it/other and any they manage to spread the worship of it to, as a separate religion thing to the pantheism and cults and the two core major religions.

Reynes: "Royal Guard" UU. Gives +1 happiness and culture and maybe 50% maintenance cost? while garrisoned. Also Has a strong bonus defending cities (alternative upgrade for Heavy infantry than immortal, unlocked at the same technology as H. infantry, but maybe with as a national unit: 5 maximum- scaling with map size)

===========================================================================================================================================================================

Lemuria: Battle wizards UU a support type unit which can do some combat and healing magic (this is a normal unit, not a GP, so the magic is something that shouldn't be more powerful than the equivalent tech. level artillery). Maybe a magic college building which grants +0.1 xp per turn for any garrisoned Battle-wizard units and any magical GP in the city. +2:science: +2:culture: +1 mana per turn. Spawned units occasionally start with a magical cantrip type spell (low levelled combat spell).

Cruithni: UU Hunter replaces archer and gives promotions which are passed to upgraded units (actually maybe just give these promos to all Cruithni on foot ranged units): Stealth [Terrain*] (invisible while stationary on terrain indicated), Ambush (+100% attack when attacking from stealth-ed), Hunter +100% damage vs animals. Terrain is chosen when the unit spawns and can be changed in a city, from list of Forest, Jungle, Desert, Tundra or Marsh. Something like that?

Unit suggestion:

Knockers
A tunneller- while tunnelling the unit is invisible (even to true seeing- the knockers are underground!), cannot attack and does not reveal tiles above it. Capable of making a tunnel (a temporary improvement - it is destroyed when there are no units in it at the end of a turn, the entrance/exit, gives the tunnelling promotion to any unit which enters, but they can only move along the tunnel unless they also have the tunneller promo. Tunnellers can also make exits, which can be used by units to enter and ext the tunnel (read gain/lose the promo) exiting the tunnel allows revealing of Fog as usual.). Knockers also have the Stealth [Plains, Grassland, Hills, Mountain] promo (see above). Knockers cannot attack.

===========================================================================================================================================================================

For Saguenay maybe +1 culture from tier 1 buildings, if not permanently, then as a place-holder until something better gets thought of?
 
@Pazyryk: Do you want my help with the civ traits? I can at least do the ones which don't require fancy Lua code to work.
Hold off for now. It's really likely to create a merge conflict at least over the next week. But help finishing off the list above would be appreciated.
  • Am I missing any "low hanging fruit"? -- i.e., trait effects that would be easy to add and flavorful?
  • Are any woefully inadequate? I'm not worried about careful balancing yet. But if any seem seriously under-powered and/or uninteresting, alternative suggestions are welcome.
 
OK, good news: I got all ~50 civs special abilities/traits added in the current build. The post above is no longer accurate (and I probably won't bother to update it). However, the help texts are added in game and they are accurate in reflecting intended effects. These are all visible in the "Civilizations of Éa" popup (button where the Espionage button is in base). Many effects are not tested however. There may be some problems particularly related to culture/faith yields not working from some tables (I avoided cases where I know these don't work, but there are some cases I'm not sure about).

Bad news is that I'm going to delay release for a few weeks. See post here. To quote my major reasons:
  1. A new CTD that I haven't tracked down yet (before this, the game was stable out to turn >400 in autoplays).
  2. Still need a few specific units. We only got our first zombie unit last week. I needed this and/or skeleton for the various undead spells (Raise Undead, Turn Undead and Banish Undead) to be useful. I need at least a couple others: a minor and major demon, and a minor angel or holy guardian of some sort. If I have to, I'll just reskin some existing units and use those until we get something better.
  3. The Armageddon and Protector victories aren't really working yet. That's always been the main "step" that phase 3 would add: it's supposed to be a full game with 5 victory conditions that actually work. (3 are working now but that really restricts what you can do to win.)
#1 is coming from dll, I'm pretty sure. Happens during the AI "can do strategy" tests usually in the mid-200 turns. Don't know anything else now and I haven't tried to track it yet.

#2 is holding me up on some spells. I've got all the spell systems working (including AI), but I can't add Summon Demon or Call Angel spells if we don't have at least one demon and one angel unit. I'll resort to placeholder units if I have to.

#3 is hard to explain because it gets deep into the lore and internal logic of Éa. There are just a few more items (buildings, spells, and other things) I need to add to make these 2 victory conditions work properly.
 
What about the Great Unclean One from WH40K for the demon? [I know you mentioned using it in the past]

I've re-uploaded it for your convenience, and shrunk the beautiful but unnecessarily large textures it was using.
DOWNLOAD HERE

[The Tyranids (insectoid looking creatures) from that mod would also work well.]
 
Thanks Nutty! Yes, I think that will take care of my immediate need for demons (large and small).

Anyone know of a reasonable "holy" unit that can be called? If not, would anyone be able/willing to do a simple spearman or swordsman reskin to make it "ghostly white".
 
Back
Top Bottom