one very frustrating issue with Assyria is tied to playing Authority especially Militarism policy "the policy that provides 2Spoiler Assyria :[/URL]![]()
UM - Iron Chariot (replaces Horseman):
Unlocked at Military Training90Production costdoes not require Horses13
CS4
Movement"Beam Axle""Hard and Fast" (+1
Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack) "Shock Cavalry" (+25%
CS in Open Terrain)UB - Lamassu Gate (replaces Walls):
available at Construction110Production cost+1
Faith+4
City Defense+125 City HP+1
City Attack Range-5%
empire needs modifier+30%
City Strike Damage+20%
Military Supply Cap from
PopulationWhen you construct a Unit in this City, gain
Faith equal to 15% of the Unit's
Production cost.
This is changing with implementationone very frustrating issue with Assyria is tied to playing Authority especially Militarism policy "the policy that provides 2and one
to cities with at least 10
"
the normal walls provide 6compared to the Assyrian Lamassu Gate's 4
, given how non-capital cities on flat ground start with 5
, Assyrian cities with walls still require garrisons to activate Militarism unlike every other civ in the game; the moment you get walls up, your garrisons go farming barbarians, collecting bounties from CS or just go to war to farm culture and science but not with Assyria; a civ whose UA encourages conquest.
Lamassu gates has better modifiers than walls to balance the lower CS but honestly bumping it up to 5 or even 6 to be on par with the normal walls would not break anything
You can post hereif I have a question about a 4UC component... do I post here, do I post in the specific thread about that civilization?
thanks
Is there a way to change it in the current patch? I tried digging into the lamassu gate folder but it seems to copy all the yields from wallsThis is changing with implementation
You can post here
Go to ...\My Games\Sid Meier's Civilization 5\MODS\(over) More Unique Components for VP (v 88)\Assyria\LamassuGate.sql then find this near the top:Is there a way to change it in the current patch? I tried digging into the lamassu gate folder but it seems to copy all the yields from walls
thank you so much; i kind of overlooked horizontal scrolling to look for defense yield on my first try.Go to ...\My Games\Sid Meier's Civilization 5\MODS\(over) More Unique Components for VP (v 88)\Assyria\LamassuGate.sql then find this near the top:
View attachment 708336
and just delete that -200 from there.
One major problem with the homestead is steals tiles owned by the master of america which i guess the consensus was to disable vassals stealing their masters land via citadels some time ago.Spoiler America :[/URL]![]()
UM - Monitor (replaces Ironclad):
unlocked at Industrialization900Production cost61
CS5
Moves+33% vs cities"Hardened" (Damage received is reduced by 3)"Coastal Guard" (+5%
City Defense to adjacent Cities)
UB - Homestead (replaces Stable):
unlocked at Chivalry300Production cost+3
Production+2
Food, +2
Production and +2
Gold to Horse, Cattle, Sheep and Bison Resource+33%
Production toward Mounted Units+25%
Production toward Workers and Settler UnitsPioneers can be trained in this city+10%
Military Supply CapClaims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 20
production, scaling with era, for each tile claimed in this way+2
Production to
Production Internal
trade routes from this city
The ai builds it, in my case it costed me a monopoly on horses.Stealing from vassals is also an unforgivable offense I think. The only option is to not build it.
Hey, im just playing new beta... Also did try to move onto rival teritory and i cant, so
it seems like its just old promotion, instead the one indicated in the description.
Im not sure what exacly this setting change, but it kina sounds too generic, and what i ment, was connected purely to Nobility promotion,The ability to pass through rival territory (Cannot end turn in rival territory)
Im not sure what exacly this setting change, but it kina sounds too generic, and what i ment, was connected purely to Nobility promotion,
allowing speciffically Greek diplomatic units to pass the borders. It was also a quick check, if at least some new componnents work.
So fare, it seems description was updated, but Greek still get old Proxenos, which is kinda ockward, since previously it was added by market replacement,
and now its added by national wonder.
Any way feels like cheeting.. near medieval era my Capitol was able to produce 1 unit per turn, so i kinda buffed my income, just a little too much i guess..
That would be a really difficult work and would need an outrageous amount of time to just have a playable version.when 4uc drops for VP are you going to turn this into 6uc :^)
you good?That would be a really difficult work and would need an outrageous amount of time to just have a playable version.
And I think there will still be room for 4uc to be improved over time even after the implementation in base VP.
Surely would be extremely cool, but we'll maybe have it in a distant future
Are you using 4.17.8 with https://forums.civfanatics.com/thre...s-for-vp-official-thread.631657/post-16731954 ?Hey, I was trying to play as Zulu, but cannot expend their Great General to get Unique Citadel.
Can anybody confirm?
Was trying to make some sense from sql files, but no luck so fare
I did clean install, only Vox+4uu, started modern, took order for free GP and took Induna.. still, does not work
NopeAre you using 4.17.8 with https://forums.civfanatics.com/thre...s-for-vp-official-thread.631657/post-16731954 ?