3UC/4UC for VP: Project Coordination Thread

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I think the Smithsonian is great as is. I wouldn't want a second national wonder for anyone who isn't Venice.
I don't have a problem with the homestead in theory, only in the balance as it was most recently presented. As America is currently described in Blue Ghost's post, it is basically a "win at video games" button and we already have one of those

LOL, thanks for sharing that - was a good chuckle.
 
I do agree that if feasible for the civ in question, industrial UU would add bit more diversity. Make Germany feel not quite alone ;)
This might just be me, but I really dislike the Panzer (I'm too impatient) and would prefer to limit adding late-game Components, unless there is some really interesting idea. Are there other opinions on this?
 
I'll be nice and contribute my efforts on the Venetian UC somewhere this week and post a link.

UU - Doge's Palace
Periodically spawns Great Galleass after Compass until its obsolete era(at most you can get about 20 if you slow down your tech). +10% Bonus to all Yields during a WLTKD. +5 Combat Strength. +50 City HP. Can only be built in the Capital.

UI - Trading Post
+1 Food, +2 Gold, +3 Border Culture. Evolves into Colonia after 50 Turns(does not steal tiles or any whatsoever). +1 Gold at Guilds and +1 Border Culture at Economics.
What do you mean by Border Culture, can you isolate the culture to not contribute towards Social Policies? I like the UI idea, seems really cool to have UI's that evolve!

I'm not a fan of auto-spawning functionality in the Community Patch, with the exception of Vassals at the beginning of the Era. Do you have your heart set on this?
 
What do you mean by Border Culture, can you isolate the culture to not contribute towards Social Policies? I like the UI idea, seems really cool to have UI's that evolve!

I'm not a fan of auto-spawning functionality in the Community Patch, with the exception of Vassals at the beginning of the Era. Do you have your heart set on this?
We were always able to isolate the culture many patches ago. The auto-spawn works periodically via either through RNG or triggered events pending on whether the people prefer an event system in 3uc/4uc.
 
We were always able to isolate the culture many patches ago. The auto-spawn works periodically via either through RNG or triggered events pending on whether the people prefer an event system in 3uc/4uc.
I've been playing the game for a long while, but never jumped into modding. It's good to know the type of things are possible. Do we have an index on the types of things we can do?

I'm just one person, but my vote is against involving events. I usually play without the event system, because of 2 issues. Having to micro-manage workers fixing farms, and that I've had games where I get a head of steam, and then I get a negative event that spawns in multiple cities reducing production, gold, etc. It seems to be broken.
 
I also had one problem during coding. In this example:
Code:
INSERT INTO Units
(Class, Type, PrereqTech, ...)
SELECT Class, 'UNIT_POLAND_VOI', PrereqTech, ...
FROM Units WHERE Type = 'UNIT_PIKEMAN';
What I get for PrereqTech value was "Civil Service" which is value from vanilla game. How can I modify code to get VP values? Is it possible?
Try adding CBP as a dependency or reference under Properties->Associations?

Woodsman also has jungle bonus. I dropped that because there were no jungle in Poland :p It also disappears after upgrade. I will think of that.

I appreciate that. This is amazing performance of that song from Polish historical movie "Krzyżacy" about Battle of Grunwald. Enjoy.
:]

Excellent suggestions. Thank you. I also was wondering if something could be changed in that matter, but had no idea. "Medic I" will be probably lua coded, so I will need to learn it too :].

My Iroquois suggestion. What do you think of that?
Spoiler Iroquois :
UGP - Sachem (replaces Great Diplomat) :c5moves::c5influence::c5gold::c5science::c5citystate:: +1 :c5moves:: Movement. Has "Master Diplomat" and "Thayendanegea" (after mission to City-State :c5influence: Influence of other civilization in that city state is nullified. Grants small amount of :c5gold: Gold and :c5science: Science after performing the mission. Embassies give +2 :c5citystate: World Congress Votes instead of 1) promotions.

UW - Five Nation Council (replaces Scrivener's Office) :c5culture::c5citystate::c5greatperson::c5production::c5gold::c5happy:: +1 :c5culture: per 5 :c5citizen: in the city instead of flat +1:c5culture:, +1 :c5citystate: World Congress Vote, +3 :c5greatperson: Great Diplomat Points instead of 1, 1 Civil Servant specialist slot, +2 Paper instead of 1, +20% :c5production: Production to diplomatic units instead of 10%. +1 :c5gold: Gold for every unique luxury resource (scaling with era?). +1 :c5happy: Happiness for every Defensive Pact (and War?).
Summary: Great diplomatic and cultural start for Iroquois, synergy with Sachem, bonus to luxury resource from historical fact (Beaver Wars and fur trade), bonus to relationship (Iroquois lived for fighting, but also had good relationship with Brits and other colonialists if they have some benefit from it) and World Congress domination.
I agree with pineappledan, you should have a military unit. The Five Nation Council has a bit too many different things going on. I'd look to simplify its bonuses and make them more cohesive.

I'm just one person, but my vote is against involving events. I usually play without the event system, because of 2 issues. Having to micro-manage workers fixing farms, and that I've had games where I get a head of steam, and then I get a negative event that spawns in multiple cities reducing production, gold, etc. It seems to be broken.
I use events, but I agree that this mod should be playable without them.
 
I actually prefer the set-up as was described in the other thread. A musketman and a scrivener's office replacement. Here are my comments:

General

  • Your suggested UCs are in violation of the 1 military/1 civilian rule. Iroquois should have more than a single military unit, especially if their UA is literally "war path"
I know, but Great Diplomat plus Prowler would cause that GD would be alone and weak UC. I wanted to make some synergy.
  • The Iroquois have not, up to this point, been an overtly diplomatic civ, though that is certainly a victory that they are well-positioned for. They are expansionist/defensive, because of their start bias and competence in forests. Being a wide civ lends them well to diplo wins though, so I don't see a problem with giving them some diplo goodies.
Good point, but also they were good diplomats. Thanks for them theres now Six Nations Reserve. I agree that I made too many things connected to diplomatic actions but that was my overall intention.
  • 1 free vote off the council, and double votes off embassies makes this the single best diplo civ in game. better than Austria, better than Siam. I don't want to completely re-orient Iroquois towards one single win condition.
I agree. I will change that.
  • The Prowler is a very good unit for Iroquois, and I think it deserves to be in. Here is the proposed prowler unit:
    • Prowler (replaces Musketman) :c5strength::c5rangedstrength::c5moves: : decreased production/gold cost ; has the "Withdraw before melee" and "Indirect Fire" promotions.
  • That is incredibly good synergy for a defensive forest civ. Their woodsman, forest road, withdraw and indirect fire promotions invoke the idea of incredibly competent hit and run guerillas. I actually think this prowler suggestion is the high-water mark for good unit design, so I am very reluctant to part with it.
Again I agree that its one of the most original UU Ive seen. But its another musketman replacement and that was another thing I wanted to avoid.
  • If you must insist on keeping this then I would suggest that instead of an extra vote, that the Sachem's embassy takes the yields from the embassy you build in a city-state, and permanently adds them as yields in your own capital (culture, science, gold, etc.)
Good idea. Will be better than mine.
  • If you were to drop the "Sachem" unit, then I think you should go back to calling this the Sachem's Council
  • I like the small buffs you have given which were not in the original proposal: +10% diplo units production, +0.2 culture per pop, +2 GD points. And I really like the +1 happiness on defensive pact. That reflects the key motivation for the Iroquois confederacy: mutual defense. Great job on thinking of that one.
I will think of that. I surelu modife my suggestion asap according to your ideas. I also would like to hear other voices. Which one version do you like? UGP + UW (diplomatic) or UM + UW (less diplomatic, more militaristic)
  • I'm lukewarm on the free vote for world council. The scrivener's office comes wayyyy before the world congress, so this part of the wonder won't come up until much later. The delayed effect thing is kinda neat, but it's whatevs.
Agree, but Vote is not too much and it would reflect the way Iroquois was treated by other countries, Joseph Brant visited president Washington, London etc.
  • All unique wonders currently in game modify a building class in some way (ie. production/gold on harbors/lighthouses for the cothon, culture/science on libraries for Assyria, etc.) I see no reason to deviate from this practice. The original proposal had +3 food on councils, but I think Iroquois get plenty of food as is. For your approval, I would suggest +2 science on councils and +2 gold on chanceries.
Good point.
  • The +1 gold on luxuries, I'm indifferent about as long as it is restricted to the city in which it was built and is not empire-wide. I don't really know why it exists though. I would drop it for now, personally, and if Iroquois are underperforming you could re-add it.
Yeah I knew it is weak. I will change that to council and chancery buffs probably.

Try adding CBP as a dependency or reference under Properties->Associations?
I missed that. It may work. Thank you, I will check that later.

EDIT:
Ok, so after few suggestions I modified my idea of 2 new UCs for Iroquois:
Spoiler Iroquois Diplomatic Version :
UGP - Sachem (replaces Great Diplomat) :c5moves::c5influence::c5gold::c5science:( :c5food::c5production::c5gold::c5science::c5culture::c5faith:): +1 :c5moves:: Movement. Has "Master Diplomat" and "Thayendanegea" (after mission to City-State :c5influence: Influence of other civilization in that city state is nullified. Grants small amount of :c5gold: Gold and :c5science: Science after performing the mission. After setting up an embassy all yields from that tile are added to the nearest city yield income) promotions.

UW - Five Nation Council (replaces Scrivener's Office) :c5culture::c5greatperson::c5production::c5happy::c5science::c5gold:: +1 :c5culture: per 5 :c5citizen: in the city instead of flat +1:c5culture:, +3 :c5greatperson: Great Diplomat Points instead of 1, 1 Civil Servant specialist slot, +2 Paper instead of 1, +20% :c5production: Production to diplomatic units instead of 10%. +1 :c5happy: Happiness for every Defensive Pact. +2 :c5science: Science on Councils and +2 :c5gold: Gold on Chanceries.
However there voices that some of you want bring back old version of the project, here it is:
Spoiler Iroquois Militaristic Version :
UM - Prowler (replaces Musketman) :c5production::c5strength::c5rangedstrength::c5moves:: Decreased production/gold cost (275 :c5production: Production instead of 325; 430 :c5gold: Gold instead of 510). 18 :c5strength: CP instead of 17, 40 :c5rangedstrength: RCP instead of 35). Has the "Withdraw Before Melee" and "Indirect Fire" promotions.

UW - Sachem's Council (replaces Scrivener's Office) :c5culture::c5greatperson::c5production::c5happy::c5science::c5gold:: +1 :c5culture: per 5 :c5citizen: in the city instead of flat +1:c5culture:, +2 :c5greatperson: Great Diplomat Points instead of 1, 1 Civil Servant specialist slot, +2 Paper instead of 1, +20% :c5production: Production to diplomatic units instead of 10%. +1 :c5happy: Happiness for every Defensive Pact or Declared War. +2 :c5science: Science on Councils and +2 :c5gold: Gold on Chanceries.
Now summary:
  • Diplomatic version:
    • :c5happy: Unique Great Diplomat - probably the only one in the game after completing the modmod,
    • :c5happy: Good synergy between "Five Nation Council" and "Sachem" unit,
    • :c5happy: Giving better opportunity for diplomatic victory through peaceful gameplay,
    • :c5happy: Better impact on CS Diplomacy, ability to conquer with Siam or Austria. Better help from CS is sometimes more important than one renaissance UM,
    • :c5happy: Better economy with embassies,
    • :c5happy: Sachem can be used through all the game,
    • :c5angry: Giving up UM-UB/UW/UC rule for making good UC-UW compatibility,
    • :c5angry: Art is not ready,
    • :c5unhappy: Unique civilian unit is always something to avoid when creating new components. However look at civs from CBP (unfortunately not many of them):
      • Brazil (Explorer (almost UC) + UI),
      • Mongolia (UGP + UB) - we should add in this modmod 2 UMs to stick the UM-UB/UW/UC rule,
      • Venice (UGP + UW) - same as above,
    • :c5unhappy: Orientation: defensive/expansionist/diplomat, less militaristic orientation
  • Militaristic version:
    • :c5happy: Awesome Prowler idea from Hinin, unit with great synergy with Iroquois' UA (hit and run tactic in forests). Gave him 40 :c5rangedstrength: RCP because of -10% :c5rangedstrength: RCP from "Indirect Fire" promotion,
    • :c5happy: Sticking to the UM-UB/UW/UC rule,
    • :c5happy: Art is ready,
    • :c5angry: Another Musketman replacement in the game (6th, 7th?),
    • :c5unhappy: Lesser gameplay influence from UW. Changed part: "(...) for every Defensive Pact or Declared War." to make better (but still weak) synergy,
    • :c5unhappy: Orientation: really good offensive/defensive/expansionist/little diplomat.

    @Blue Ghost Adding dependency helped. Point for you. :p
 
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My vote is definitely for the second one, the prowler and sachem council.
It's not really about what's "better", it's about fun. making a civ more capable of a victory is not desireable if it doesn't make the game more fun.
The civs which are hell-bent on specific victory types have flexibility problems. what if you're playing multiplayer and everyone knows that everything in your civ's kit all works towards one thing? What if certain victory conditions are turned off, or city states are disabled?
The art assets not being ready is a pretty major issue, since we have no asset maker
the 7 musketmen thing is a problem, but in my own post I suggested that we should be re-assessing Russia and Portugal. Even if we do end up with 7 musketmen that's not the end of the world.

Unique civilian unit is always something to avoid when creating new components. However look at civs from CBP (unfortunately not many of them):
  • Brazil (Explorer (almost UC) + UI),
  • Mongolia (UGP + UB) - we should add in this modmod 2 UMs to stick the UM-UB/UW/UC rule,
  • Venice (UGP + UW) - same as above,
Re: our specific examples:
  • The Bandeirante is a combat unit, much more than the explorer it replaces. It has heal every turn and increased CS. It's stronger than the contemporary tercio unit. If you actually try to play Brazil I bet you'll find yourself using Bandeirantes as regular troops during renaissance
  • Great Generals and great admirals are military units. They are great people, yes, but they directly augment your army and travel with your army. Within this modmod there are 4 examples of great generals being suggested as unique military replacements, and they are right to do so. My only issue was that there are too many great general replacements now.
  • Venice gonna be Venice. Not sure what else to say. The already have 4 unique wonders, 5 if @Enginseer makes his proposed modmod. Their playstyle demands special rules apply
I've said enough at this point, and @Blue Ghost already chimed in that he's voting for the prowler too

Edit: I think the sachem’s council looks 80% there, but the other national wonders have single big effect (global XP for great works, +2 trade routes, etc.) I think you could give a unique promotion to diplo that gives one of the following:
  • +10 influence on diplo units
  • Diplo Missions degrade other civ’s Influence by -10
  • Triple gold income from diplo missions (+3 to global gold income instead of +1).
  • EDIT EDIT: Unique Great Diplomat promotion: Yields from embassies founded by you are added at 1/2 value to the city with the Sachem council. Yields are changed to full value of the embassy if you are allied with that city state. You could call the promotion "Indian Giver" HAHAHAHAHAI'mGoingToHell
 
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My vote is definitely for the second one, the prowler and sachem council.
It's not really about what's "better", it's about fun. making a civ more capable of a victory is not desireable if it doesn't make the game more fun.
The civs which are hell-bent on specific victory types have flexibility problems. what if you're playing multiplayer and everyone knows that everything in your civ's kit all works towards one thing? What if certain victory conditions are turned off, or city states are disabled?
The art assets not being ready is a pretty major issue, since we have no asset maker
the 7 musketmen thing is a problem, but in my own post I suggested that we should be re-assessing Russia and Portugal. Even if we do end up with 7 musketmen that's not the end of the world.


Re: our specific examples:
  • The Bandeirante is a combat unit, much more than the explorer it replaces. It has heal every turn and increased CS. It's stronger than the contemporary tercio unit. If you actually try to play Brazil I bet you'll find yourself using Bandeirantes as regular troops during renaissance
  • Great Generals and great admirals are military units. They are great people, yes, but they directly augment your army and travel with your army. Within this modmod there are 4 examples of great generals being suggested as unique military replacements, and they are right to do so. My only issue was that there are too many great general replacements now.
  • Venice gonna be Venice. Not sure what else to say. The already have 4 unique wonders, 5 if @Enginseer makes his proposed modmod. Their playstyle demands special rules apply
I've said enough at this point, and @Blue Ghost already chimed in that he's voting for the prowler too

Edit: I think the sachem’s council looks 80% there, but the other national wonders have single big effect (global XP for great works, +2 trade routes, etc.) I think you could give a unique promotion to diplo that gives one of the following:
  • +10 influence on diplo units
  • Diplo Missions degrade other civ’s Influence by -10
  • Triple gold income from diplo missions (+3 to global gold income instead of +1).
Ok, please accept my defeat :p. But now seriously, you convienced me. When I finish tweaking Polands Barbican I will start making Iroquois 2nd version. I will think of one of buffs you mentioned.

EDIT:
Poland v5 (expires in 30 days):
https://ufile.io/bijaq

Spoiler Poland Completed v5 :
UM - Voi (replaces Pikeman) :c5strength::c5moves::c5production::c5faith:: 16 :c5strength: CP instead of 15 ; has the "Bogurodzica" (Gain :c5faith: faith for every killed enemy unit. Bonus doubled on barbarians. Promotion stays after upgrade) and the "Slavic Woods" (Double :c5moves: movement and 10% :c5strength: Defense Bonus in forests. Promotion is lost after upgrade) promotions. Cost reduced from 135 to 125 :c5production:.

UB -
Barbican (replaces Armory) :c5strength::c5plus::c5war::c5culture::c5faith:: Requires Walls in the city to be constructed. +5 :c5strength: CP to city. Units (Archer and Siege Combat Class) trained in the city gain the "Medic I" :c5plus: Promotion. +2 :c5war: Military Supply Cap instead of 1. +2 :c5culture:, +2 :c5faith:.
Spoiler Poland v5 :
- added "(6c) 43 Civs CP" mod dependency and simplified some sql code,
- deleted from Barbican ability to heal garrisoning units,
- added lua file with Barbican's new ability: give "Medic I" promotion to newly trained range (archer and siege combat class) units in the city where Barbican is built.
Ok. I have serious problem with making Voi animation, texture and mesh working with VP. When I loaded it withou dependency worked fine until I played against Poland and their Voi units were all black. Now with VP dependency they are invisible.
 
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I'm very happy to see you all so motivated to continue what we've begun :) Thank you very much adan_eslavo for having the courage to enter the fray !
As you know, after what happened to me these last months, I won't be able to produce anything meaningful in the next year. However, it doesn't mean I can't write some things when I have the time.
I'll try some new suggestions and interrogations :
- since the Shoshones now have the Comanche rider as a UU, why not giving them a unique scout specialized in pillaging and distruption (so with a promotion of the same type as what I suggested for the CR in the other thread, food in the nearest city when pillaging, and some other generic reconnaissance promotion giving xp => It would make the forward settling next to an enemy much more fruitful for the Shoshones) ?
- i like the ideas you have for the Iroquois diplomatic unit. Unfortunately, I don't have much else to say about it for now.
- I was not sure about the Incan UCivilian : do you have any idea ?
- The Aztec unique unit is a big problem for me ? What to do with it ?
- For the French Soixante-Quinze, it would be nice if splash damage could trigger the Esprit de Corps combat bonus. Do you know if this is the case or not ?

I'll try to follow this thread during the next months. Once again, I'm really sorry for not being able to help you all more... I'm really sorry.
 
I can pitch my ideas for those:
SHOSHONE:
Yellow Brow (Ohamupe)
Tercio replacement
:c5strength:25 CS
anti-mounted I
‘Big Horse Dance’ Promotion - fights at full :c5strength:strength when damaged. Double fortification bonus (80% instead of 40%)

Military societies were a hallmark of the plains Indian tribes (Sioux, Cheyenne, Bannock, Lakota, etc.). The most famous of these were the Cheyenne Dog Soldiers. Shoshone military societies were less widespread and systematized than those found in their contemporaries, but nevertheless played key roles in tribal warfare, as well as the policing, hunting, and ritual life of Shoshone society.
The Yellow Brow Society was composed of the bravest of young Shoshone braves (Tekniwap). They fought as frontline soldiers in cooperation with their older counterparts, the elderly Logs (Wopine), who formed the rear guard.
Armed with tomahawks and clubs, then swords and firearms after contact with the Spanish, the Yellow brows were led by a war chief armed with a seven-foot long crooked staff, tipped with a stone blade used to unhorse enemy warriors, or driven into the ground as a ‘No Retreat’ line. The Yellow Brows were prohibited from leaving the field of battle unless slain, or the staff was freed from the ground after an honourable victory. Fleeing from battle after the staff had been planted was the highest dishonour, and those too cowardly to fight were mocked, killed on their return, or banished.

Source

INCA:
Yachaywasi - Library replacement
+3 :c5science:science (+1 from library)
+2 :c5culture:culture
+1 :c5gold:gold for every mountain in 3 tile radius of city
1 :c5science:scientist specialist slot
reduces illiteracy slightly

Yachaywasi were the centres of learning in the Incan empire, though they were restricted to only the highest nobility, the elderly and the youth of conquered nobles. Incan leaders recognized the value in educating the next generation of vassals in the Incan language and customs as a means of pacifying and legitimizing their rule.

Education was conducted by the scholar-philosophers, or amawtakuna, who would teach legends, morals, and religion, but also tactics, exercises and of course, the use of the khipu record-keeping system. Youths began their education at 13 and could expect to graduate from their formal education by the age of 19, whereupon they were given a special ceremonial undergarment as a 'diploma' of sorts.

Highborn boys and Men above the age of 50 were brought into these schools to become literate in the use of khipu, the Incan system of record keeping which used knots tied on chains of textile strings. The system was primarily numerical, used for taking stock of troops, food stocks, and taxation. Recent evidence suggests, however, that Khipu may have slowly been developping into a unique written language by the time the Spanish made contact with the Inca, and banned to use of Khipu system. Modern scholars are only beginning to understand the meaning found within the few hundred Khipu that remain.

quipu, Inca Education

AZTEC: See @Blue Ghost’s earlier post for the newest eagle warrior:
Eagle (Swordsman)
16 :c5strength: CS (up from 15)
Does not require Iron
Sentry (+1 sight)
50% chance of spawning a Worker when killing a unit
 
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I'm very happy to see you all so motivated to continue what we've begun :) Thank you very much adan_eslavo for having the courage to enter the fray !
As you know, after what happened to me these last months, I won't be able to produce anything meaningful in the next year. However, it doesn't mean I can't write some things when I have the time.
I'll try some new suggestions and interrogations :
- since the Shoshones now have the Comanche rider as a UU, why not giving them a unique scout specialized in pillaging and distruption (so with a promotion of the same type as what I suggested for the CR in the other thread, food in the nearest city when pillaging, and some other generic reconnaissance promotion giving xp => It would make the forward settling next to an enemy much more fruitful for the Shoshones) ?
- i like the ideas you have for the Iroquois diplomatic unit. Unfortunately, I don't have much else to say about it for now.
- I was not sure about the Incan UCivilian : do you have any idea ?
- The Aztec unique unit is a big problem for me ? What to do with it ?
- For the French Soixante-Quinze, it would be nice if splash damage could trigger the Esprit de Corps combat bonus. Do you know if this is the case or not ?

I'll try to follow this thread during the next months. Once again, I'm really sorry for not being able to help you all more... I'm really sorry.
Hello Hinin! Don't worry about it, real life comes first. Thanks for all your work in brainstorming and organizing the project! This couldn't have started without you.

I did the code for Assyria, and put a link to it in the second post. I'm planning to publish the civs a batch at a time, but I thought I should put something there to show. Don't have art or civilopedia yet; I'll do those later, and any help in finding art or writing historical info would be appreciated.

Volunteers, if you have finished civs, can you please maintain them in a single post so I can link to them from the OP? Eventually we'll combine all our contributions into a single mod, but at this stage, I think it's best if everyone takes responsibility for maintaining their own civs.

... Hmm, perhaps we should start a shared Github repo for this?
 
WTF y'all what the heck is up with the incessant let s give Latin American civs science they were advanced culturally and religiously but no mas science they were in the stone age for crying out loud.

Think about people who like to play hitoric Sims. It's redonk when the Inca and Maya are entire ages above every European civ

If anything they should be getting faith or diplomatic or culture.
 
... Are you talking about my idea for the Yachaywasi? It's a library replacement that gives only 1 more :c5science: science than a normal library.

It's mainly a :c5gold: gold building. I wanted to re-introduce the gold from mountains you used to get from their UA, in a fashion. Looking at it again I'm wondering if I should increase that to +2 :c5gold: gold/mountain? Observatories give 2 science per mountain, and that's not a UB, and science is better.

There's only 1 other library replacement in the game and the Inca Khipu system is one of the most unique and interesting artifacts from that culture. The other really interesting thing about Inca culture was their incredibly intricate and sophisticated textiles, but that was often a cottage industry without a specific "building"

As for scientific American civs, the Inca get science off mountain tiles, but the only true "science" civ is currently the Maya. Iroquois, Shoshone, and Aztec have no science
 
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Guys, I have very often (not always) CTD and error in Database.log:
Code:
------------------------------
[12772.628] no such column: Type
[12772.628] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
Did you have such an error and could you help me find out what's the cause? CTD happens differently: sometimes it's just exploring, sometimes when I get ancient ruins, sometimes when I click next turn and sometimes when I accept choosen policy (like liberty). It also happens with different builds.

Current build:
https://ufile.io/6g16h
 
Guys, I have very often (not always) CTD and error in Database.log:
Code:
------------------------------
[12772.628] no such column: Type
[12772.628] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
Did you have such an error and could you help me find out what's the cause? CTD happens differently: sometimes it's just exploring, sometimes when I get ancient ruins, sometimes when I click next turn and sometimes when I accept choosen policy (like liberty). It also happens with different builds.

Current build:
https://ufile.io/6g16h
This has always existed since the beginning of civ 5 itself. There's no fix to this as far as I know. There's another reason for why you have a CTD.
 
Guys, I have very often (not always) CTD and error in Database.log:
Code:
------------------------------
[12772.628] no such column: Type
[12772.628] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
Did you have such an error and could you help me find out what's the cause? CTD happens differently: sometimes it's just exploring, sometimes when I get ancient ruins, sometimes when I click next turn and sometimes when I accept choosen policy (like liberty). It also happens with different builds.

Current build:
https://ufile.io/6g16h
Anything in your Lua log?
 
As you all know, the American UU has been a source debate since the beginning... Because my original idea was to provide America a way to strenghten its "landgrab" capability in the early game, but that it proved to be too much to make a settler benefitting from some advantages of the pioneer, I have been thinking a bit...

Why not a "militarized" settler for America ? By "militarized", I mean that the unit would be a line of UM replacing the Settler/Pioneer/Colonist. Like a settler, these UM couldn't be bought with gold or faith, and producing them would halt the growth in the city involved, but they would have combat strength. In any case, this can't be a unit you can spam easily.
What are the advantages and inconvenients in providing a military replacement for the settler ?
Pros : - Can defend itself againt barbarians and agressive civilizations
- Can attack other settlers (so gives a net advantage in "forward settling situations")
- Benefits from the American UA (+1 sight)
- Additionnal promotions
- Can benefit from effects reducing its upkeep cost
Cons : - Cannot be produced if you already have too much military units
- Cannot benefit from the "Sacred path" promotion (+2 PM to civilian units)
- Cannot be protected by another unit
At the end, the concept is quite simple, but there are tricky parts :
- Is it possible to replace a civilian unit by a military one in terms of coding ?
- What other bonus could we give to the units of this line (more mobility, ZOC immunity) ? What I'm sure is that we sould give the units a malus against cities.
- What could be the combat strengths of these units ? Should they evolve depending on your technological advance in the infantry line or should they be fixed ones ?
- What names for the units of the lines : Trailblaizers/?/Frontiersmen

What do you think about it ? Should this idea be totally rejected, or should we think about some examples ?
 
Trying to use "GameEvents.CityPrepared.Add(function(iPlayer, iCity, iSpecialist)" in my lua. Any idea why it doesn't work? I tested GameEvents.CityTrained and GameEvents.CityConstructed and they work well. I need it to keep track to great diplomats generated in my cities. Moreover I found here in line 788 that in 10-17 version of CP it's present.
There's another reason for why you have a CTD.
I'm really curious what could it be. I have been looking for it for some time, but found nothing.
 
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Trying to use "GameEvents.CityPrepared.Add(function(iPlayer, iCity, iSpecialist)" in my lua. Any idea why it doesn't work? I tested GameEvents.CityTrained and GameEvents.CityConstructed and they work well. I need it to keep track to great diplomats generated in my cities. Moreover I found here in line 788 that in 10-17 version of CP it's present.
I'm really curious what could it be. I have been looking for it for some time, but found nothing.
Code:
GameEvents.CityPrepared.Add(function(iPlayer, iCity, iSpecialist)
Code:
GameEvents.CityPrepared.Add(function(iPlayer, iCity, iSpecialist, bGold, bFaith) end)
? Have you tried using print statements?
 
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