pineappledan
Deity
The druidism promotion doesn't do anything. It's just a dummy promotion to make that component of the pictish warrior's kit more visible. I'll make it lost on upgrade; just an oversight on our end. Thanks for catching that.The druidism promotion that's retained when upgrading from a pictish warrior is not generating faith on kill.
This value has changed quite a few times. The next version is going to have it hooked to SELECT VALUE FROM 'customs_house', so it matches whatever the town does from now on. That should solve it.Also, the extra WLTKD from towns/colonial appears to be broken in base VP right now, but is it intended that the oppidum has a value of '1' for Unit_ScalingFromOwnedImprovements when other improvements have 10/20?
Well, I'll still take it off for balance reasons. Scything back and forth on the same unit is too much single target damage.The hussar ignores ZOC through the lightning warfare promotion and all mongolian mounted range units ignore ZOC through the UA. Haven't heard of any problems being reported from it.
I don't know if you noticed the unique promotions we gave to legion and ballista within proximity of a GGeneral? That should help some with that flexibility flavor you're looking for.Roman legions were iconic and unique for many reasons, but when it came just to combat it was rapid fort building, mobility, and adaptive mimicry. Being the millenia-spanning idea the legion is, I'm assuming VP focused on the Augustan era of Roman legionnaires. For the sake of that context, I just thought it'd be more immersive and a more versatile take on recognizing distinctly Roman things about the legion if the Pilum passive damage was reduced to just 5, but legions had the ability to fortify every turn no matter what. Also, it'd be interesting if Roman legions could be expended in a city to lead to a random outcome of one of the following (not up to the player to choose)
- improve/repair a random tile of that city to simulate the settling of veterans.
- provide a small but versatile bonus of gold, golden age points, and culture to simulate the celebration of triumphs.
- spawn a slave unit that costs no maintenance in place of the expended legion to simulate the vast number of slaves triumphs brought to Roman urban hubs.
- convert the city like a missionary with moderate strength like 250.
- expend in the city for a small instant production boost.
Regarding the settling of veterans and the slavery aspects, this is what we hoped to depict with the Latifundia, which can steal adjacent land on completion
Regarding your specific suggestions, this is a general note of feedback: Most people playing civ will resist adding any more random elements to the game. A lot of these random chance mechanics are also quite heavy on coding and calculation, so they don't yield dividends for the person coding them. It feels bad when something you worked equally hard on happens only a fraction of the time.
If you want more random elements in your game, I recommend you load Sumer as a custom civ. Their unique temple replacement effectively gives them a random unique pantheon specific to that city
Another general aspect for civ creation: Stacking unique promotions on a single unit line is something that we actively worked to avoid. It still happened in 1 case (Ethiopia), but it's bad design to have unique units flow into each other like that. It would be especially bad if we re-aligned upgrade paths through multiple different strategic resource limitations in order to make that happen.“Their sons are educated from the time they are five years old until they are twenty, but they study only three things: horsemanship, archery, and honesty.” - Herodotus on Persian nobles
Persians were known for many things, but militarily speaking, they were always iconic for their mastery of combined arms focused on archery. Perhaps, somewhat like Frederick the Great VP version, the Persian combat bonus during golden ages can be reduced to 10%, but instead gain a unique promotion (named something like "Kamandaran" for all ranged archer type units, giving them 10% bonus to ranged attack when adjacent to a melee unit. They were also known for an eventual marriage with nomadic traditions to form the very cataphracts that would inspire Byzantine Clibanarii. Perhaps the immortals could be altered to upgrade to knights, instead of pikemen, so they may literally symbolize the birth of a knightly class of warrior nobility who were cataphracts, but closely related to the immortal tradition. A Persian civ could inherit the defensive bonus from VP immortals, and thus retain it on the Qzilbash. To bring the immortals in line with other unique units decorated with unique promotions, perhaps their boring +25% defense bonus can be turned into a unique promotion (named something like "Zhayedan") giving +20% defense bonus, an additional 10% when stacked with a general. The Persian region itself was characterized by the "Eastern mantle" of satrap-reliant central authority, which enforced a flow of trade and culture into imperial capitals like Susa, Ekbatana, Ctesiphon, Persepolis, and so forth. To recognize that aspect, I revised the UB - Paradise Garden this way, with changed aspects in Italics.
I think the civ 6 Immortals are a better reflection of Persian warfare, but our hands are tied with what base civ 5 and VP gave us on that end. We actively tried to spread Persia out across more eras to give a better breadth of Iran's history.
Same random elements criticism. It requires a lot of resources for a bonus that might actively piss some of the user base offAvailable at Theology
350Production cost
does not require River
+2Culture and +1
Tourism, +1
Culture and +2
Tourism in the Capital.
+2Gold to Silk and Dyes
+1Food and +1
Gold to Oases
+35%Great Person Points
+3%Golden Age Length OR -2% tile improvement maintenance cost (Royal Roads)
30Culture when a
Golden Age begins
Stay tuned for MC's Greece/Macedon split which I'm working on converting in my spare time.It's a real shame that Macedon and Greece wasn't separated since their melding into a hellenic umbrella that vanilla civ 5 made of greece sacrificed the most iconic phalangitai, or companion cavalry, which redefined military conquest throughout the Mediterranean. I'm not sure, but if the Hoplite's unique promotions are inherited into their pikemen upgrades as legacy promotions it's wholly acceptable as an indirect reference to macedonian pikes. Cavalry, however, is somewhat omitted. Perhaps Greek cavalry can have a barely impactful but nonetheless immersive unique promotion (named something like "Flying Wedge") which gives only the stacked unit +15% flanking damage bonus when stacked with a general OR ignore ZOC. This is something I myself find unsettling from a balance perspective but I had to throw it out there.
I think it's fine. Russia's a fun civ, but I am not sure what we might have done with them instead. I felt like the trading aspect of their history was underserved by civ5/VP, but I'm not altogether satisfied with what we came up with either.Speaking of Russia, I thought their UA should be further torn apart (Sorry, Russia) to cede the doubling of iron resource to Assyria. So their UA would be double strategic resources except Horse and Iron. Otherwise, the UC this expansion added to Catherine the Great seemed immersive enough.
I think a major problem with the Russia civ is... Russia. Their culture and history is something I've always felt quite dispassionate about.
Nilometer is definitely strong enough as is. We definitely tried to stay away from Ptolemaic egypt with our design. Once again, stay tuned for a possible upcoming macedon civ.And finally.. Egypt. Civ 6 emphasized Cleopatra's royal economy of .. a harsh feudal system of taxing food to ship them off by making trade routes sent to Egypt yield some food back to the sender. Hence I thought the following...
UB - Nilometer (replaces Water Mill):
can be built in city without River
+2Food, +2
Production and +1
Culture.
+2Production for every 5
Citizen
on construction spawns 2 Flax Resources in the City
+1 food in the capital OR +2 food for those who send trade routes to this city in exchange for +1 culture for Egypt.
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