2nd UU and 2nd UB for DoC

I agree, but just an extra :move: just feels lame.

But giving it a second thought, an extra :move: combined with Better results for Tribal villages and maybe the Mobility promotion makes it a good Recon unit, and more useful than just 1 :move:.

It will then be a combination of the Explorer (2 :move:, better tribal villages) and the Musketman.
 
I don't mind whatever stats are given to the 2nd French UU,
I just think "Paladin" is a little too fantastical, and would prefer at least
the cosmetic name change to Chevalier.
 
What do you think of this idea for the Kharash:
It replaces the Maceman, and it gets siege abilities: Bombard rate and free Cover promotion instead of the collateral damage (to represent the PoW that are used as a human shield against the fired arrows)

I know it would be best if it replaces the Worker, but again for gameplay reasons that's not a good option.
 
Hmmm...I like the Cover promotion, but I feel like putting it on a strong unit like a Longswordsman kind of takes away the feel of forcing thousands of unarmed POWs to soak up enemy projectiles. Maybe move it to something like a Levy instead of a Longswordsman. Also, if possible, could you code a beneficial effect that happens whenever you delete the Kharash? That + Cover w/ Levy would be the most ideal, imo.
 
I can't code a benificial effect for the Kharash. But I agree that it's better when it replaces a less strong unit like the Levy.

Last night, I came up with some other possibilities:
1. The Kharash replaces the Trebuchet, with free cover promotion. (If this isn't OP)

2. A replacement for the Trebuchet (called swift Trebuchet or something) with an extra :move:. It would be useful for quick city attacking. (you don't need to wait until the trebs arive from China to Persia e.g.)
 
You could also use the Timurid Siege Engineer from SoI. Faster siege units in particular would be quite useful for the Mongols.

Kharash in my opinion should work like guided missiles (as weird as it sounds): cheap, die on attack, but inflict some damage in the process.
 
You could also use the Timurid Siege Engineer from SoI. Faster siege units in particular would be quite useful for the Mongols.

Kharash in my opinion should work like guided missiles (as weird as it sounds): cheap, die on attack, but inflict some damage in the process.

I could make the Kharash act like a guided missile. It replaces the Warrior (or Axeman) then, but doesn't upgrade to anything. It is very cheap and weak, but causes some collateral damage. (It will loose the 50% vs. melee if it replaces the Axeman.)
It should work gameplaywise, but it has a minor aesthetic issue. (It looks weird when a kinda lategame civ has a replacement for the Warrior.)
The result will be that the Mongols have a extra unit, not a replacement.
 
It could still replace the Levy then, imo. That kind of unit doesn't suit the Mongols anyway.
 
It could still replace the Levy then, imo. That kind of unit doesn't suit the Mongols anyway.

You're right about that one.
 
I could make the Kharash act like a guided missile. It replaces the Warrior (or Axeman) then, but doesn't upgrade to anything. It is very cheap and weak, but causes some collateral damage. (It will loose the 50% vs. melee if it replaces the Axeman.)
It should work gameplaywise, but it has a minor aesthetic issue. (It looks weird when a kinda lategame civ has a replacement for the Warrior.)
The result will be that the Mongols have a extra unit, not a replacement.

I really like this idea actually.
Just enable that Warriors can still be built throughout all eras.
Also, to represent their swarming abilities, you ought to code it
so that you receive 2 Kharash on building; sort of like Zerglings.
Just some food for thought.
 
I really like this idea actually.
Just enable that Warriors can still be built throughout all eras.
Also, to represent their swarming abilities, you ought to code it
so that you receive 2 Kharash on building; sort of like Zerglings.
Just some food for thought.
There's a modcomp that allows you to build multiple things on one turn so when it finishes the current item it puts it toward the next item (so if your city has 80:hammers: and you have 2xMissiles@40:hammers: apiece it would build two)
 
I have wanted to see Kremlins as replacements for city walls (closer to what they were) or castles (more appropriate in time frame) in Russia. They would frequently serve as government buildings and so it would make sense for them give a reduction to maintenance.
 
I really like this idea actually.
Just enable that Warriors can still be built throughout all eras.
Also, to represent their swarming abilities, you ought to code it
so that you receive 2 Kharash on building; sort of like Zerglings.
Just some food for thought.

I gave them the Siege Engineer replacement for the Trebuchet. It represents the on-site built siege units the Mongols used. (And it's really useful for them gameplaywise)

I have wanted to see Kremlins as replacements for city walls (closer to what they were) or castles (more appropriate in time frame) in Russia. They would frequently serve as government buildings and so it would make sense for them give a reduction to maintenance.

I already planned that the Kremlin would be the 2nd UB of Russia. (Their bonus will be different however) See the 2nd post for all suggestions.
 
Ancient Cannon? What you said is Huochong ?I guess that it is similar to hackbuteer.
http://en.wikipedia.org/wiki/Huochong
More generally, if you want to add a kind of Chinese trebuchet,it is the same as Siege Engineer(SOI Mongolia UU )
Pen Huo Qi ? It's sound a bit stupid. Pen Huo Qi = flamethrower ^ ^
In my opinion , UU should serve UHV. If its significance lies in resisting the mongols , it can take the place of the hackbuteer.
 
I have some problem with the python code when I'm adding the units. I added the red lines (without the # ofcourse), but when I start a game, it says: You have been defeated. Can you help me?

Spoiler :
Code:
                                if (result):
                                        tCityPlot = (result.getX(), result.getY())
                                        tPlot = self.findSeaPlots(tCityPlot, 1, iCiv)
                                        if (tPlot == None):
                                                tPlot = tCityPlot
                                        if (iCiv == iNetherlands):
                                                gc.getPlayer(iCiv).initUnit(con.iNetherlandsOostindievaarder, tPlot[0], tPlot[1], UnitAITypes.UNITAI_SETTLER_SEA, DirectionTypes.DIRECTION_SOUTH)
                                        else:
                                                gc.getPlayer(iCiv).initUnit(con.iGalleon, tPlot[0], tPlot[1], UnitAITypes.UNITAI_SETTLER_SEA, DirectionTypes.DIRECTION_SOUTH)

                                        utils.makeUnit(con.iSettler, iCiv, tPlot, 1)
                                        #if (rndNum % 2 == 0):
                                        #        utils.makeUnit(con.iPikeman, iCiv, tPlot, 1)
                                        #else:
                                        utils.makeUnit(con.iWorker, iCiv, tPlot, 1)
                                        if (teamCiv.isHasTech(con.iGunpowder)):
[COLOR="Red"]                                        	#	if (iCiv == iPortugal):
                                          #      	utils.makeUnit(con.iPortugalBandeirantes, iCiv, tPlot, 1)
                                        	#	else:[/COLOR]
                                                	utils.makeUnit(con.iMusketman, iCiv, tPlot, 1)
                                        else:
                                                #if (iCiv == iSpain):
                                                #        if (teamSpain.isHasTech(con.iGuilds)):
                                                #                utils.makeUnit(con.iConquistador, iCiv, tPlot, 1)
                                                #        else:
                                                #                utils.makeUnit(con.iLongbowman, iCiv, tPlot, 1)
                                                #else:
                                                utils.makeUnit(con.iLongbowman, iCiv, tPlot, 1)
                                        iColonistsAlreadyGiven = self.getColonistsAlreadyGiven(iCiv) + 1
                                        self.setColonistsAlreadyGiven(iCiv, iColonistsAlreadyGiven)
                                        utils.setStability(iCiv, utils.getStability(iCiv) + 1)
                                        print ("colonists", iCiv)

Another thing that resulted in the same problem:

Spoiler :
Code:
							if iOldWorldCiv == iFrance:
                                                        	utils.makeUnitAI(con.iCulverine, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 1 + iModifier1 + iModifier2)
                                                        elif iOldWorldCiv == iMughals:
	                                                        utils.makeUnitAI(con.iMughalSiegeElephant, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 1 + iModifier1 + iModifier2)
							else:
								utils.makeUnitAI(con.iCannon, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 1 + iModifier1 + iModifier2)
                                                else:
								[COLOR="red"]#	if (iOldWorldCiv == iRome):
                                                #               utils.makeUnitAI(con.iRomeBallista, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 1 + iModifier1 + iModifier2)
								#	else:[/COLOR]
                                                                utils.makeUnitAI(con.iCatapult, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 1 + iModifier1 + iModifier2)

                                                if (iOldWorldCiv == iSpain and teamOldWorldCiv.isHasTech(con.iGunpowder)):
                                                        utils.makeUnitAI(con.iConquistador, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 2 + iModifier1)
                                                else:
                                                        if (teamOldWorldCiv.isHasTech(con.iFeudalism)):
                                                                if (iOldWorldCiv == iArabia):
                                                                        utils.makeUnitAI(con.iCamelArcher, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 2 + iModifier1)
                                                                elif (iOldWorldCiv == iMongolia):
                                                                        utils.makeUnitAI(con.iMongolKeshik, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 2 + iModifier1)
                                                                elif (iOldWorldCiv == iFrance):
                                                                        utils.makeUnitAI(con.iFranceChevalier, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 2 + iModifier1)
                                                                else:
                                                                        utils.makeUnitAI(con.iKnight, iOldWorldCiv, tArrivalPlot, UnitAITypes.UNITAI_ATTACK_CITY_LEMMING, 2 + iModifier1)
 
First step: if you're doing something with Python, enable Python exceptions, or else you will be defeated every time there's a minor error.

The error comes from wrong indentation: you need exactly one additional tab after an if or else clause.
 
Hello, merijn_v1. Glad to hear that you are going to creat a 2nd UB/UU mod for DoC. I have contributed this great news to one of the most popular Chinese RFC-mods funs forum, and sent out a questionnaire there. Finally I received more than 160 replies. I hope the following ideas collected from the replies would be of help.:)

2nd UB

A suggestion that I personally regard as the most "Chinese feeling" is "family altar", an idea contributed by wyd1986. Family altar is a place we Chinese people worship our ancestors. Through such activies we show our filial piety, which is particularly emphasised in Chinese culture, and strengthen our spirit and solidarity. It may replace the pagan temple, and could provide :c5happy:, :culture: and stability together with Confucianism, even if a state religion has been adopted. RFCA has already adopted it as the UB of Zhou Empire, so I guess the art could be easily imported from there. More details about family altars can be found on http://en.wikipedia.org/wiki/Ancestral_hall

A more popular idea is linked with rivers and canals. As a general speaking, the Chinese civilization is a continental-civilization or a canal-civilization. Water transportation have played an important role in Chinese history. We considered the two great rivers as our Mother Rivers, as well as large quantities of poetry and literature has been dedicated to them. The ancient Chinese people even built a grand canal as early as 581–618 CE. (http://en.wikipedia.org/wiki/Grand_Canal_(China)). And as you see, China owns lots of river titles in the game. So maybe an early levee replacement (ex. wharf) could be a candidate of the Chinese 2nd UB.

Other ideas include Palace replacement (emperor's residence), courthouse (mandarin's office), university (shuyuan or Academies of Classical Learning). (I think the university replacement has been seriously discussed here, and Leoreth has adopted the idea by introducing a library UB.) I am very glad to explain the above ideas in detail if you would like to inquire.
 
Now that you're bringing it up, I've always thought that the Grand Canal should be a wonder.
 
2nd UU

About the 2nd UU, the most popular idea seems to be Kung-fu, which I think doesn't work in such a historical simulation mod:D.

Many guys suggested great general UU, which has been presented as an UP in CIV5. Though I wonder if is technically available. Others recalled CIV3, and suggested a cavalry UU. y_3237 even suggested a confucianism missionary UU, who can immediately build a family altar and bring certain :culture: to the target city. And an early gunpower-based UU is also widely accepted.

The idea intrested me most is contributed by bushibuwen and wyd1986. It is a levy replacement named Fubing. Fubing is a local militia system existing in China between 6th century and 8th century, and formed the military basis of the Tang dynasty, the one perhaps owned strongest military power among the ancient Chinese dynasties. They can be much more powerful than normal levies, but cannnot leave border or suffer a great loss beyond the border , to represent the traditional Chinese point of view (or clichés) among the peasants: "your homeland is perfectly good, do not leave your homeland". And it might be beneficial for the consideration of game balance.
http://en.wikipedia.org/wiki/Fubing_system
Maybe arts can also be imported from RFCA.
 
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