3UC/4UC for VP: Project Coordination Thread

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I believe there were some limitations to adding features to great people in Vox Populi? @Enginseer , can you elaborate?
THEY DONT WORK

You can't add in abilities and expect them to understand what you're adding in even unique improvements-wise. You can add-on to their standard abilities, but you cannot add in custom abilities and expect them to understand a +3 Food Citadel or whichever it was.
 
THEY DONT WORK

You can't add in abilities and expect them to understand what you're adding in even unique improvements-wise. You can add-on to their standard abilities, but you cannot add in custom abilities and expect them to understand a +3 Food Citadel or whichever it was.

Improve just thenbase yields then.
 
  • I'm reluctant to add things which would help Japan in any way during the medieval. People have expressed a desire to spread uniques out across eras and I think that will help make the game more engaging. If we can give units at different eras then they have more game time where they feel truly unique.
  • The Daimyo great general adds to Japan's medieval power spike, and also adds to the saturation of great general replacements which have been suggested.
  • This is of course ignoring the fact that the AI opponent, when given a wacky new ability to deal with on a great person, cannot cope
  • I like the idea of a musicians guild replacement, but I disapprove of moving it outside renaissance. I see no pressing need to move the building.
  • No resources currently exist for a gagabuke building, to my knowledge
Here are some other unique units and buildings for Japan, post medieval. Everything listed already has resources:

UUs
Ironclad replacement: Atakebune_____________existing mod_____historical info
Fusilier replacement: Murata Rifleman_________existing mod_____historical info
Battleship replacement: Yamato______________existing mod_____historical info (largest battleship ever built. Largest guns on a boat ever. Pretty cool)
Cruiser replacement: Mikasa________________existing mod_____historical info

UBs
Opera House replacement: Kabuki Theatre_____existing mod____historical info
Hotel(?) replacement: Onsen________________existing mod_____historical info
Bank replacement: Kabunakama_____________existing mod_____historical info

Personally I would like to see a naval unit for Japan. There is nothing in their current kit which gives them any naval competency, which is weird for an island nation. My personal vote would be for the Mikasa or Yamato, though probably the mikasa, since no one likes super-late UUs.
Japan is a military civ which can pivot to culture in late game. The Kabuki theatre makes the most sense to me, and as an added bonus there is no current UB replacement for the opera house.
 
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Yamato has my vote.

Next civs I will try to do: Mongolia, Russia and maybe Celts (Oppidium looks like black magic for me now).

@Blue Ghost Do you have icon and picture for assyrian iron chariot and picture for their ub?
 
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Indonesia's 4UC is done. The files can be downloaded here (expires in 30 days)

Spoiler :

Prau - trireme replacement
unlocked at fishing (earlier)
costs 70:c5production: (20 less than trireme)
6 moves (2 more than trireme)
slipstream promotion - ignores zone of control

Kampung - UI
built on featureless ocean and coast by embarked workers, cannot be built next to each other (can only build kampungs in deep ocean after compass, because workers cannot embark onto ocean until then)
+1:c5food: food and +1 :c5culture: culture
+1:c5production: to adjacent fishing boats
+1:c5culture: at compass
unlocked at sailing

The Proa uses the base trireme unit model. I found icon artwork, but no unit model exists.
Please let me know if you encounter any bugs. I'm a poopy coder.
There is something strange happening with the mod. When the Indonesian 4UC mod is active the pathfinder unit does not exist, and all civs start with warriors. You cannot build pathfinders, but later scouting units still exist (scouts, explorers, etc.)

I have no idea what could be causing this, nothing in the mode should interact with warriors, pathfinders, or the base tech. It is possible that the replacement worker which needed to be implemented to replace the base worker so that they could build kampungs

@Blue Ghost, w.r.t. your concern about the prau's speed, I can assure you from playing that it does not feel overpowered, especially with the unit restricted to coast. I can't justify reducing movement to only +1 when England gets +1 on everything forever, including embarked units. Right now the unit is a good scout, but does little else; if anything it feels underwhelming. I'm considering giving the prau supply.

Next up: SHOSHONE
Spoiler :

Yellow Brow (Ohamupe)
Tercio replacement
:c5strength:25 CS
anti-mounted I
Fights at full :c5strength:strength when damaged.
‘Big Horse Dance’ Promotion - Double fortification bonus (80% instead of 40%)
using the black mouth unit as a model for now

Buffalo Pound
well replacement
no maintenance (down from 1)
+1:c5production: production and +1:c5food: food (well is +1 prod only)
+1:c5production: production and +1:c5food: food for every 5 :c5citizen: population
+1 :c5food: from deer, sheep, cattle, horse & bison
can be built on fresh water
can be built if city has water mill

Combined with water mill, that is +3:c5food:, +3:c5production: and 0.45 :c5food:&:c5production: per :c5citizen: (0.2+0.25)
For comparison, Aztec floating garden is +3:c5food:, +3:c5production: & 0.4:c5food::c5production: per :c5citizen:


Please take a look through my suggested Shoshone components. I would like feedback
 
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Maybe lua code bug if you have one for your worker (check with firetuner)? Did you set dependency for your mods from vp? I have few issues when i havent one.
 
Maybe lua code bug if you have one for your worker (check with firetuner)? Did you set dependency for your mods from vp? I have few issues when i havent one.

There's no lua code, only sql and xml. I'll try adding the dependencies like you say
 
What do you think we could put instead streltsy for russian uu? I thought about som uu from the times of Ivan the Terrible or WWI. Also we dont have any horse artllery in game, right? The only problem is I cannot find any useful info about some UU. T-34 is a bit too late unit. MIG too. Do you have some better knowledge? Licorne (for cannon or field gun, my vote for now). Peoples militia wasnt restricted to one era. Imperial guard (tercio?).

Mongolia is good for now, but I will look deeper later.

Oppidium is insanely op. I will read about it and think about some nerf. Carpentom surely will be refined.
 
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Spoiler Detailed descriptions :

  • Underlined content is not ready yet,
  • For UUs only new things are specified. Rest is inherited from units they substitute,
  • For UBs, UWs and UIs everything is specified (new or modified part are written in bold) except (if it is the same):
    • technology,
    • production cost
    • maintenance cost,
    • required building class,
    • required feature.
Spoiler America, Arabia, Assyria, Austria, Aztecs :

upload_2018-2-17_13-41-53.png


America:
UM - Monitor (replaces Ironclad):
  • 56 :c5strength: CS
  • "Cover I"
  • "Monitor" (+5 :c5strength: CP to adjacent Cities)
  • "Steam Power" (Double :c5moves: Movement on Coast)
UB - Ranch (replaces Stable):
  • +2 :c5food: Food, +2 :c5production: Production and +2 :c5gold: Gold to Horse, Cattle, Sheep and Bison Resource
  • +33% :c5production: Production toward Mounted Units
  • +10% :c5war: Military Supply Cap
  • +25% Border Growth Rate
  • 10 :c5food: Food and 10 :c5culture: Culture on Border Growth (natural or through tile purchase)
Arabia:
UM - Hashemite Raider (replaces Light Tank):
  • does not require Aluminum
  • is a Mounted Unit instead of Mechanized
  • 55 :c5strength: CS
  • 72 :c5rangedstrength: RCS
  • "Garland Mine" (No :c5moves: Movement Points used on Pillage. 10 Damage to adjacent Enemy Units on Pillage)
  • "Desert Raider" (Double :c5moves: Movement and +25% :c5strength: CS on Desert)
UB - Madrasa (replaces University):
  • +2 :c5faith:Faith and +3 :c5science: Science
  • +1 :c5science: Science to Jungle
  • +15% :c5greatperson: Great Person Points
  • 1 :c5science: Scientist Specialist Slot
  • -20% :c5science: Illiteracy
  • 20 :c5science: Science on :c5faith: Faith Purchase (100 :c5science: on Great Person :c5faith: Faith Purchase)
  • 25% of the :c5science: Science Output of the City as an instant boost to your current Research on :c5citizen: Citizen Birth

Assyria:

UM - Iron Chariot (replaces Horseman):
  • does not require Horses
  • 13 :c5strength: CS
  • "Hard and Fast" (+2 :c5strength: Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack)
  • "Fury of Nergal" (+7% :c5strength: CS for each adjacent Enemy Military Unit)
  • "Rough Terrain Penalty"
UB - Lamassu Gate (replaces Walls):
  • +1 :c5culture: Culture
  • +15 :c5strength: City Defense
  • +75 City HP
  • +20% :c5war: Military Supply Cap from :c5citizen: Population
  • 1 :c5culture: Writer Specialist Slot
  • 1 :greatwork: Great Work of Writing Slot

Austria:

UM - Landwehr (replaces Fusilier):
  • 38 :c5strength: CS
  • "Imperial Vigilance" (+25% :c5strength: CS in owned, Friendly or Ally City-State Territory)
  • "Regimentsmarsch" (+1 :c5culture: Culture per turn on Garrison or if unit is standing in Fort or Citadel)
UB - Standschützen (replaces Arsenal):
  • 750 :c5production: Production Cost
  • +3 :c5production: Production and +3 :c5culture: Culture
  • +1 :c5production: Production and +1 :c5culture: Culture from each allied CS
  • +15% :c5production: Production towards Land Military Units and +30% to Gunpowder Units
  • +25 :c5strength: City Defense
  • +200 City HP
  • +5% :c5war: Military Supply Cap from :c5citizen: Population
  • +15 XP to Gunpowder Units on Training

Aztecs:

UM - Eagle (replaces Swordsman):
  • does not require Iron
  • 16 :c5strength: CS
  • "Sentry"
  • "Captives of War" (50% chance of spawning a Worker on Kill (without debuff)
UW - Huey Teocalli (replaces Grand Temple):
  • does not require Temple
  • grants a free Temple on :c5production: Construction
  • starts a :c5goldenage: Golden Age on on :c5production: Construction
  • +6 :c5faith: Faith
  • +2 :c5faith: Faith and +2 :c5culture: Culture to all Temples, +2 :c5food: Food to all Floating Gardens, +2 :c5culture: Culture to all Barracks
  • 1 :greatwork: Great Work of Music Slot
  • -25% :c5faith: Religious Unrest
  • receive permanent +3 :c5faith: Faith and +3 :c5food: Food, and +3 XP to units trained in the City (stacks 10 times) on :c5goldenage: Golden Age Start
UA change:
  • added dummy promotion to all Aztec units: "Human Sacrifice" ( :c5gold: Gold and :c5faith: Faith gain on Kill)
Spoiler Babylon, Brazil, Byzantium, Carthage, Celts :

upload_2018-2-17_18-53-23.png


Babylon:
UM - Sabum Kibitum
(replaces Spearman):
  • 12 :c5strength: CS
  • 2 :c5moves: Movement
  • "Legacy" (+10% :c5strength: Defense Bonus vs Range Attacks. +8% :c5strength: CS for every 2 levels gained until level 10, then additional +10% :c5strength: CS on level 12 and 25% :c5strength: CS on level 15)
  • "Quick Study"
UW - E-temenanki (replaces National Monument):
  • available at Mathematics
  • +3 :c5culture: Culture and +3 :c5food: Food
  • +2 :c5food: Food to all Shrines and +1 :c5science: Science to all Monuments
  • +30% :c5greatperson: Great Person Points
  • 2 :greatwork: Great Work of Writing Slots (+4 :c5food: Food on Theming with Great Writings from different Civilizations and different Eras)
  • 15% :c5science: Science and 15% :c5food: Food in every City on :c5gold: Building Investment
  • 15% :c5culture: Culture on :c5citizen: Citizen Birth
  • 50 :c5goldenage: Golden Age Points on :c5culture: Policy Unlock

Brazil:

UM - Pracinha (replaces Rifleman)
  • 50 :c5strength: CS
  • 3 :c5moves: Movement Points
  • "Amphibious"
  • "Expeditionary Force" (+1% :c5strength: Combat Strength for every tile between unit and :c5capital: Capital)
  • "Glorious Banner" (200 :tourism: Tourism toward all Civilizations on Kill)
UB - Sambadrome (replaces Opera House)
  • +5 :c5culture: Culture and +5 :c5goldenage: Golden Age Points
  • +10% :c5culture: Culture
  • +1 :c5gold: Gold and +2 :c5goldenage: Golden Age Points to Musician Specialist
  • +33% :c5greatperson: Great Musician Rate
  • +25% :c5goldenage: Golden Age Points during :c5goldenage: Golden Ages
  • 1 :c5culture: Musician Specialist Slot
  • 1 :greatwork: Great Work of Music Slot
  • +3 :tourism: Tourism at Radio

Byzantium:
UM - Penteconter
:
  • Penteconter is now first Naval Range Unit instead of Dromon
UM - Dromon (replaces Penteconter):
  • 17 :c5rangedstrength: RCS
  • "Greek Fire" (After attack, enemy gets additional fire damage at the beginning of its turn. Can Stack 3 times from 3 different units. Lost after unit upgrade)
  • "Splash Damage I"
UW - Hippodrome (replaces Circus Maximus):
  • must be built in :c5capital: Capital
  • 20 turns of :c5happy: WLTKD in Empire on :c5production: Construction
  • +1 :c5gold: Gold and +4 :c5culture: Culture
  • +4 :c5gold: Gold to all Arenas and +2 :c5culture: Culture to all Circusses
  • +1 :c5gold: Gold and +1 :c5culture: Culture to all Horses
  • +20% :c5gold: Gold and +20% :c5culture: Culture during :c5happy: WLTKD
  • +3 :c5happy: Happiness
  • -20% :c5culture: Boredom
  • 1 turn of :c5angry: Anarchy in the Empire and then 10 turns of :c5happy: WLTKD in the Empire on New Era if Player is not in Anarchy State
UA change:
  • changed "Leader_Flavor" value for "Naval" to 6

Carthage:

UM - Shophet
(replaces Great General):
  • on Land:
    • "Nearby Shophet" (At the beginning of the turn adjacent or same tile Friendly Units ignore ZOC for that turn)
  • on Water:
    • must be in a Friendly City to disembark back to a Shofet
UB - Tophet (replaces Shrine):
  • +1 :c5culture: Culture and +3 :c5faith: Faith
  • 5 :c5culture: Culture on Unit Purchase (with :c5faith: Faith or :c5gold: Gold)
  • purchased Units are not affected by the XP penalty

Celts:
UM - Scythed Chariot
(replaces Skirmisher):
  • 8 :c5strength: CS
  • 13 :c5rangedstrength: RCS
  • "Scythe" (Inflicts 10 Damage to all adjacent enemy units on Move. +1 Sight. Lost after unit upgrade)
  • "Slipstream"
  • "Carnyx" (+10% :c5rangedstrength: RCS vs Archer and Melee Units)
  • "Rough Terrain Penalty"
UM - Pictish Warrior change:
  • added dummy promotion: "Druidism" (Unit gains :c5faith: Faith on Kill)
UI - Oppidum (Great Merchant Improvement):
  • +2 :c5food: Food, +4 :c5gold: Gold, +2 :c5faith: Faith and +2 :c5culture: Culture
  • +50% :c5strength: Defense Bonus for stationing units
  • allows exploitation of any strategic resource on the tile
  • +20 HP to closest player City
  • adjacency bonuses:
    • +1 :c5food:/:c5production: to Farms
    • +1 :c5food:/:c5faith: to Camps
    • +1 :c5production:/:c5faith: to Pastures
    • +1 :c5production:/:c5gold: to Mines
    • +1 :c5production:/:c5science: to Quarries
    • +1 :c5gold:/:c5culture: to Plantations
    • +1 :c5production:/:c5culture: to Lumber Mills
    • +1 :c5food:/:c5science: to Logging Camps
    • +1 :c5food:/:c5faith: to Fishing Boats
  • gets +3 :c5faith: Faith at Theology, +2 :c5gold: Gold at Economics and +2 :c5production: Production at Industrialization
UA change:
  • substitute "+3 :c5faith: Faith in owned Cities where your Religion is the majority." with "+3 :c5faith: Faith in City after adopting Pantheon. +2 :c5greatperson: GMP in :c5capital: Capital after adopting Pantheon, and in Holy City for each Religious milestone."
  • changed "Leader_Flavor" value for "Great People" to 8
Known Bug:
  • if you have pillaged Oppidum and decide to destroy it you will lost bonus from it second time (first: from being pillaged, second: from destroying).
Spoiler China, Denmark, Egypt, England, Ethiopia :

upload_2018-2-17_19-1-53.png


China:
UM - Xiafan Guanjun
(replaces Frigate)
  • available at Astronomy
  • 28 :c5strength: CS
  • 36 :c5rangedstrength: RCS
  • "Broadside"
  • "Kowtow" (2 :c5influence: City-State Influence every turn if unit is within its borders)
UB - Examination Hall (replaces Chancery)
  • +1 :c5gold: Gold for every City-State Friend and +2 :c5production: Production for every Ally
  • +10% :c5production: Production to Diplomatic Units
  • 15 :c5greatperson: GPP toward Great Person with most points on :c5citizen: Citizen Birth
  • 2 :c5influence: Civil Servant Specialists Slots
  • "Royal Signet" promotion to Diplomatic Units trained in the City
  • +5% (+10% during :c5happy: WLTKD) :c5greatperson: Great Person Points

Denmark:

UM - Longship (Langskib) (replaces Caravel):
  • available at Physics
  • 120 :c5production: Production Cost
  • 22 :c5strength: CS
  • "Viking Exploration" (Embarked Unit which start on the same tile as unit with this promotion can move across Ocean until it will leave it)
  • "Medic I"
  • "Can move after attacking"
UB - Andelsbevægelse (replaces Agribusiness):
  • does not require Horses
  • +5 :c5food: Food, +3 :c5production: Production and 3 :c5gold: Gold
  • +5% :c5food: Food
  • +3 :c5food: Food to Farms, +1 :c5food: Food, +1 :c5production: Production and 3 :c5gold: Gold to Pastures
  • +1 :c5food: Food to Plains
  • +10% :c5production: Production when constructing buildings

Egypt:
UM - Khopesh
(replaces Spearman):
  • 14 :c5strength: CS
  • "Skillful" (On attack, reduces :c5strength: CS of attacked Melee Unit by 30% until it Fortifies)
  • "Mercy" (+30 :c5strength: CS vs Units at or below 50 HP)
  • no "Anti-Mounted"
UB - Nilometer (replaces Water Mill):
  • can be built in city without River
  • can be built if city built the Well
  • +2 :c5food: Food, +2 :c5production: Production and +2 :c5culture: Culture
  • +2 :c5production: Production for every 5 :c5citizen: Citizen
  • on construction spawns 2 Flax Resources in the City
UR - Flax:
  • bonus resource
  • improved by plantation
  • +1 :c5production: Production and +1 :c5culture: Culture
  • +2 :c5gold: Gold with Plantation
UI - Latifundia:
  • improves Flax
B - Caravansary/UB - Egyptian Burial Tomb/UB - Incan Tambo change:
  • +1 :c5culture: Culture and +1 :c5gold: Gold to Flax in the City

England:
UM - Longbowman (replaces Crossbowman):
  • 180 :c5production: Production Cost
  • 14 :c5strength: CS
  • 22 :c5rangedstrength: RCS
  • "Range"
  • "Agincourt" (20% :c5rangedstrength: RCS/CS vs Mounted and Armored Units)
UW - White Tower (replaces Hermitage):
  • available at Banking
  • requires Castle
  • requires 30 :c5citizen: Population
  • +2 :c5culture: Culture
  • +1 :c5culture: Culture for every 4 :c5citizen: Citizens
  • +2 :c5culture: Culture to all Castles,
  • +3 :c5gold: Gold to Constabulary, +3 :c5food: Food to Arsenal
  • +5 :c5strength: CP
  • +1 :c5happy: Happiness in the City for every enemy spy killed
  • 3 :greatwork: Great Works of Art or Artifact Slot (+5 :c5gold: Gold and +5 :c5culture: Culture when themed)
  • 1 free :greatwork: Artifact: The Crown Jewels
  • -25% Spy Stealing Rate on Empire

Ethiopia:
UM - Ethiopian Swordsman (replaces Longswordsman):
  • 21 :c5strength: CS
  • 150 :c5production: Production Cost
  • "Maim" (On Attack reduces starting :c5moves: Movement of Enemy Unit by 1)
  • "Hooked Weapon" (25% :c5strength: CS vs Mounted Units. Lost after unit upgrade)
UM - Mehal Sefari change:
  • no "Cover I"
  • "Sentry"
UI - Monolithic church (Worker Improvement):
  • available at Theology
  • build time - 10 turns
  • +2 :c5production: Production, +2 :c5culture: Culture and +3 :c5faith: Faith
  • must be built on unfeatured Hill or Stone
  • cannot be adjacent to each other
  • improves Stone and Marble
  • +1 :c5culture: Culture for every Ancient Era policy tree completed on Empire
  • +1 :c5faith: Faith for every Medieval Era policy tree completed on Empire
  • +1 :c5science: Science and +1 :c5production: Production for every Industrial Era policy tree completed on Empire. +2 :c5gold: Gold after adopting Ideology
Spoiler France, Germany, Greece, Huns, Inca :

upload_2018-2-28_18-23-14.png


France:

UM - SPAD S.VII
(replaces Triplane):
  • does not require Oil
  • 6 :c5rangedstrength: Intercept Range
  • 880 :c5production: Production Cost
  • "Quick Study"
  • "Air Range"
UB - Grande École (replaces Public School):
  • 5 :c5gold: Gold Maintenance
  • +3 :c5production: Production, +5 :c5science: Science and +1 :c5culture: Culture
  • 1 :c5science: Scientist Specialist
  • +1 :c5production: Production and +1 :c5science: Science for every 2 :c5citizen: Citizens in the City
  • +3 :c5production: Production to Scientist and +3 :c5science: Science to Engineers
  • +2 :c5production: Production and +2 :c5science: Science at Computers
  • -50% :c5science: Illiteracy
  • allows training Archaeologists
UA change:
  • changed "Leader_Flavor" value for "Science" to 7

Germany:
UM - Slaganz (replaces Warrior):
  • 32 :c5production: Production Cost
  • 7 :c5strength: CS
  • “Furor Teutonicus” (+50% :c5strength: CS vs Barbarians)
  • "Barbarian Alliance" (50% chance of converting defeated Barbarian Units. On conversion, +5 :c5influence: Influence with nearest :c5citystate: City-State)
UW - Teutonic Order (replaces Heroic Epic):
  • available at Chivalry
  • free Armory in the City
  • +1 :c5culture: Culture and 3 :c5faith: Faith
  • +2 :c5production: Production for every 5 :c5citizen: Citizens
  • 50 City HP
  • +2 :c5faith: Faith, +5 :c5strength: Defense and 50 HP to all Barracks
  • units trained in a city with a Barracks gain the "Morale" Promotion
  • all melee land units immediately gain the "Chapter" (+10% :c5strength: CP outside friendly territory. On city conquest automatically de-converts population not following your majority religion to no religion) Promotion
  • 1 :greatwork: Great Works of Writing Slot

Greece:

UM - Klepht (replaces Gattling Gun):
  • available at Rifling
  • 650 :c5production: Production Cost
  • 23 :c5strength: CS
  • "Altitude Training"
  • "Can Move After Attacking"
  • "Philhellenism" (Gain :c5gold: Gold and :c5production: Production for every CS Ally or Friend on Fight)
  • no "Covering Fire I"
UB - Agora (replaces Market):
  • +2 :c5gold: Gold and +2 :c5culture: Culture
  • 1 :c5gold: Merchant Specialist Slot
  • +20% :c5production: Production towards Diplomatic Units
  • +1 :c5food: Food and +1 :c5production: Production to Spices, +1 :c5food: Food and +1 :c5gold: Gold to Sugar
  • :trade: Trade Routes other players make to a city with a Market will generate +1 :c5gold: Gold for both the city owner and the trade route owner
  • units in this City get "Proxenos" promotion (+5 :c5influence: Influence and +2 :c5gold: Gold from Diplomatic Missions)

Huns:

UM - Tarkhan (replaces Horseman):
  • 85 :c5production: Production Cost
  • "Migration" (Settlers and Workers that begin a turn stacked with a Tarkhan gain 1 :c5moves: Movement Point)
  • "Bellum Alet" (Unit Heals adjacent Friendly Units by 10 HP on Pillage)
UM - Horse Archer change:
  • 12 :c5rangedstrength: RCS
  • added "Last Chance" (Unit attacks automatically if used last :c5moves: Movement Point)
UW - Alti Cur Council (replaces Ironworks):
  • available at Physics
  • does not require Forge
  • +10 :c5production: Production, +3 :c5culture: Culture and +3 :c5science: Science
  • +2 :c5production: Production and +2 :c5culture: Culture to all Stables
  • 25 :c5science: Science for every :c5production: Constrution
  • 100 :c5gold: Gold and +6 :c5happy: Happiness for 20 turns when you demand Tribute from :c5citystate: City-States

Inca:
UM - Chasqui (replaces Scout):
  • "Altitude Training"
  • "Chasquiwasi" (+15 HP every turn inside Friendly Territory when unfortified)
  • "Khipu Runner" (+1 :c5gold: Gold for every new discovered tile)
UB - Intihuatana (replaces Observatory):
  • available at Theology
  • no :c5gold: Gold Maintenance
  • 300 :c5production: Production Cost
  • +2 :c5science: Science and +2 :c5faith: Faith
  • +2 :c5food: Food and +2 :c5science: Science for every Mountain within 3 tiles of the City
  • +4 :c5science: Science after adopting Scientific Revolution Policy
  • +1 :c5faith: Faith to Scientist
  • 1 :c5science: Scientist Specialist Slot
UA change:
  • :c5food: Food to Mountains changed to :c5gold: Gold
Spoiler India, Indonesia, Iroquiois, Japan, Korea :

upload_2018-2-28_18-27-43.png


India:

UM - Dhanurgraha
(replaces Archer):
  • 5 :c5strength: CS
  • 8 :c5rangedstrength: RCS
  • "Epic" (Gain 75% killed unit :c5strength: Strength as :c5culture: Culture. Bonus doubled vs barbarians. 5XP on kills)
  • "Dhanurvidya" (Gain :c5faith: Faith and :c5culture: Culture on Levelling)
UM - Naga Malla change:
  • Has "Accuracy I"
UB - Mughal Fort (Qila) (replaces Castle):
  • +2 :c5food: Food and +3 :c5culture: Culture
  • +1 :c5production: to Quarry
  • 15% :c5strength: CS converted to :c5culture: Culture
  • +15 :c5strength: CS
  • +1 :c5strength: CS for every World Wonder built in the City
  • +125 City HP
  • 1 :c5greatperson: Great Artist Points
  • 1 :greatwork: Great Work of Art Slot
  • +10% :c5war: Military Supply Cap from :c5citizen: Population
  • -10% :c5strength: Crime
  • +3 :tourism: Tourism at Flight

Indonesia:
UM - Prau
(replaces Trireme):
  • available at Fishing
  • 70 :c5production: Production Cost
  • "Flying the Ama (+2 :c5moves: Movement. Lost after unit upgrade)
  • "Sentry"
  • "Sleapstream"
UI - Kampong (Worker Improvement):
  • available at Sailing
  • build time - 7 turns
  • can be built on featureless Ocean and Coast
  • cannot be built next to each other
  • +1 :c5food: Food and +1 :c5culture: Culture
  • +1 :c5production: Production to adjacent Fishing Boats
  • +1 :c5production: Production at Compass, +1 :c5culture: Culture at Navigation, +1 :c5food: Food at Dynamite, +1 :c5science: at Ecology
UA change:
  • changed "Leader_Flavor" value for "Naval Tile Improvement" to 8
  • changed "Leader_Flavor" value for "Naval" to 9

Iroquois:
UM - Prowler
(replaces Musketman):
  • 275 :c5production: Production Cost
  • "Withdraw Before Melee"
  • "Indirect Fire"
UW - Sachem's Council (replaces Scrivener's Office):
  • requires 15 :c5citizen: Population
  • +1 :c5culture: Culture per 5 :c5citizen: Citizens
  • +1 :c5food: Food in City for every City-State Friend and +2 :c5faith: Faith for every Ally
  • +1 :c5culture: Culture to all Councils and +2 :c5gold: Gold to all Chanceries
  • +10% :c5production: Production towards Diplomatic Units
  • +2 :c5greatperson: Great Diplomat Points
  • +3 Paper
  • 1 :c5influence: Civil Servant Specialist Slot
  • 1 free Emissary
  • +1 :c5happy: Happiness for every Defensive Pact or Declared War
  • Great Diplomats gain "Diplomatic Reciprocity" (After performing diplomatic mission all yields from that tile are added to your capital's revenue if target City-State is an ally, or only half of them if it is not)

Japan:

UM - Yamato (replaces Battleship)
  • 2000 :c5production: Production Cost
  • 45 :c5strength: CS
  • 80 :c5rangedstrength: RCS
  • 2 Range
  • "Kantai Kessen" (Unit gains Great Admiral Points on Kill)
  • "Armor Plating I"
  • 600 :c5goldenage: GAP on :c5production: Construction
  • Enemies receive 400 :c5culture: Culture and 400 :c5goldenage: GAP for sinking a Yamato
UB - Kabuki Theater (replaces Opera House):
  • does not require an Amphitheatre
  • +3 :c5culture: Culture
  • +5% :c5culture: Culture
  • +66% :c5culture: Great Musician Points
  • +33% :c5culture: Great Artist and :c5culture: Great Writer Points
  • +1 :c5gold: Gold to all Musicians' Guilds
  • replaces each of the Guilds with a unique japanese version of that Building :c5production: on construction
UB - Gagaku Guild (replaces Musicians' Guild):
  • +2 :c5faith: Faith to :c5culture: Musician and :c5citystate: Civil Servant Specialists
  • +5 :c5greatperson: Great Musician Points
  • +1 :c5culture: Culture to all Kabuki Theaters
  • 2 :c5culture: Musician Specialist Slots
UB - Monogatari Guild (replaces Writers' Guild):
  • +2 :c5gold: Gold to Writer Specialists
  • +5 :c5greatperson: Great Writer Points
  • +1 :c5production: Production to all Kabuki Theaters
  • 2 :c5culture: Writer Specialist Slots
UB - Ukiyo-e Guild (replaces Artists' Guild):
  • +2 :c5science: Science to Artist Specialists
  • +5 :c5greatperson: Great Artist Points
  • +1 :tourism: Tourism to all Kabuki Theaters
  • 2 :c5culture: Artist Specialist Slots

Korea:
UM - Turtle Ship (replaces Caravel):
  • 185 :c5production: Production Cost
  • 32 :c5strength: CS
  • 2 :c5moves: Movement Points
  • "Coastal Patrol" (Double :c5moves: Movement on Coast)
  • "Deck Spikes" (+25% :c5strength: CS vs Melee Units)
UB - Chaebol (replaces Stock Exchange):
  • +3 :c5production: Production and +5 :c5gold: Gold
  • +1 :c5gold: Gold per 2 :c5citizen: Citizens
  • +3 :c5production: Production to Factory
  • +2 :c5gold: Gold, +2 :c5science: Science and +2 :c5culture: Culture to all Chaebols
  • +1 :c5gold: Gold and +2% :c5greatperson: GPP for every :trade: International Trade Route you own
  • cost of :c5gold: Gold Purchasing reduced by 10%
  • 1 :c5gold: Merchant Specialist
Spoiler Maya, Mongolia, Morocco, Netherlands, Ottomans :

upload_2018-2-28_18-49-39.png


Maya:
UM - Holkan
(replaces Pathfinder):
  • +1 :c5strength: CS
  • "Trailblaizer I"
  • "Lost Codicies" (Gain :c5science: Science from Ancient Ruins)
  • "Renewal Cycle" (Heals unit by 30 HP every 20 turns, scaling with Game Speed)
  • no "Barbarian Penalty"
UM - Atlatlist change:
  • "Atlatlist Strike" is now "Poisoned Weapon" (+33 :c5rangedstrength: RCP vs Wounded Units. Stays after unit upgrade)
UB - Ball Court (replaces Arena):
  • uncapturable
  • +2 :c5faith: Faith, +2 :tourism: Tourism and +2 :c5culture: Culture
  • 10 :c5faith: Faith and 10 :c5science: Science, scaling with Era at the beginning of every B'ak'tun
  • +2 :c5culture: Culture to Perfume, +1 :c5food: Food and +1 Gold :c5gold: to Olives
  • +2 :c5production: Production to Armory, Barracks and Forge
  • Land Units trained in the city gain "K'atun Ahaw" (Every 20 game turns unit gets new promotion. Old one is lost):
    • Hun: 5XP, 5% :c5strength: CS
    • Ka'a: 10XP, 10% :c5strength: CS, 5% :c5strength: CS in Forest/Jungle
    • Oox: 10XP, 10% :c5strength: CS, 15% :c5strength: CS in Forest/Jungle
    • Kan: 15XP, 10% :c5strength: CS, 15% :c5strength: CS in Forest/Jungle, +10 HP on Heal in friendly territory
  • -20% :c5unhappy: Boredom

Mongolia:
UM - Black Tug
(replaces Knight):
  • 28 :c5strength: CS
  • "Mingghan" (+5 XP for pillaging. +20% :c5strength: CS when standing on pillaged tile)
  • "Charge I"
UB - Yassa Court (replaces Courthouse):
  • can be built in non-occupied cities
  • :c5production: Production Cost is slightly increased with number of Cities
  • +20% :c5production: Production towards Military Units (Range, Siege, Mounted and Armored)
  • liquidate :c5occupied: Extra Unhappiness from taking the City
  • -10% :c5strength: Crime, :c5science: Illiteracy, :c5culture: Boredom and :c5faith: Religious Tensions
  • conquering another City starts 10-turn long :c5happy: WLTKD

Morocco:
UM - Corsair
(replaces Corvette)
  • 38 :c5strength: CS
  • "Slipstream"
  • "Razzia" (Gain :c5production: Production and :c5food: Food on Kills, Pillaging and Plundering :trade: Trade Routes)
UB - Riad (replaces Garden):
  • does not require River
  • no Maintenance Cost
  • 1 :c5culture: Culture for every 5 :c5citizen: Citizens
  • +1 :c5food: Food and +1 :c5gold: Gold to Citrus and Cocoa
  • +1 :c5food: Food and +3 :c5gold: Gold to Oases
  • +25% :c5greatperson: Great People Points
  • +15% :c5gold: Gold during :c5goldenage: Golden Age
  • +2 :c5gold: Gold, +2 :c5culture: Culture and 100 :c5greatperson: Great Merchant Points for each :trade: Trade Route from this City

Netherlands:
UM - Goedendag (replaces Pikeman):
  • 100 :c5production: Production Cost
  • 20 :c5strength: CS
  • "Burgemeeste" (+25% :c5strength: CS when standing on a tile with luxury resource)
  • "Goedendag!" (+25% :c5strength: CS against mounted units. +10% :c5strength: CS for all adjacent ally units)
  • City growth Stagnates during construction (50% of :c5food:F ood converted to :c5production: Production, (like Settler))
UB - Waag (replaces Bank)
  • available at Civil Service
  • does not require Market
  • 350 :c5production: Production Cost
  • +2 :c5gold: Gold
  • 15% of :c5gold: Gold spent is converted into :c5science: Science
  • +2 :c5gold: Gold to Market, +1 :c5gold: Gold to Carvansary and Customs House
  • -10% :c5gold: Poverty
  • +3 :c5gold: Gold to Gold, +1 :c5gold: Gold, +1 :c5production: Production and +1 :c5culture: Culture to Silver, +1 :c5gold: Gold and +1 :c5culture: Culture to Gems
  • 2 :c5gold: Merchant Specialists Slot
  • +2% :c5greatperson: Great Person Points and 1 :c5strength: CS for every traded Luxury Resource from other Empires (max 20% :c5greatperson: and 10 :c5strength: )
UI - Polder change:
  • can be built on Marsh (regardless of Fresh Water source)
  • all enemy units which walk on Marsh lost their left Movement Points
  • no bonus to Towns and Villages

Ottomans:
UM - Great Turkish Bombard
(Siege Unit):
  • available at Machinery
  • may only have 2 at one time.
  • 375 :c5production: Production Cost
  • 15 :c5strength: CS
  • 44 :c5rangedstrength: RCS
  • "City Assault"
  • "City Siege I"
  • "Siege Inaccuracy II" (-50% :c5rangedstrength: RCS vs Land Units. Lost after unit upgrade)
  • "Sahi Topu" (Unit damage itself on Attack for 20 HP. +10 HP on heal in Friendly Territory)
UB - Tersane (replaces Harbor):
  • +2 :c5production: Production and +2 :c5gold: Gold
  • +1 :c5production: Production and +1 :c5food: Food to Coast and Ocean
  • +1 :c5gold: Gold to Sea Resource
  • +50% :c5production: Production towards Cargo Ships
  • +30% :c5production: towards Naval Melee Units
  • +30% :c5production: towards Naval Ranged Units
  • +100 City HP
  • +10% :c5war: Military Supply Cap from :c5citizen: Population
  • when a :trade: Sea Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output
  • :trade: Sea Trade Routes gain +50% Range and +2 :c5gold:
  • Naval Melee Units in this City recieve the :c5plus: "Prize Ships" promotion.
UA change:
  • changed "Leader_Flavor" value for "Offense" to 7
  • changed "Leader_Flavor" value for "Naval" to 6
  • changed starting bias:
    • deleted Hills
    • added Coast
Spoiler Persia, Poland, Polynesia, Portugal, Rome :

upload_2018-3-14_15-39-2.png


Persia:
UM - Qizilbash (replaces Lancer):
  • can be Purchased with :c5faith: Faith
  • 40 :c5strength: CS
  • 350 :c5faith: Faith Cost
  • "Safavi Agitator" (Gains +1 :c5faith: Faith, +2 :c5gold: Gold and +2 :c5goldenage: GAP for every turn spent in enemy territory)
UB - Paradise Garden (replaces Garden):
  • does not require River
  • +3 :c5culture: Culture to Writers', Artists' and Musicians' Guild
  • +1 :c5food: Food and +1 :c5gold: Gold to Citrus and Cocoa
  • +2 :c5gold: Gold to Oases
  • +3 :c5culture: Culture and +3 :tourism: Tourism
  • +25% :c5greatperson: Great Person Points
  • 30 :c5culture: Culture when a :c5goldenage: Golden Age begins
UA change:
  • changed "Leader_Flavor" value for "Culture" to 6

Poland:
UM - Pancerny (replaces Heavy Skirmisher):
  • 18 :c5strength: CS
  • 24 :c5rangedstrength: RCS
  • "Bogurodzica" (Gain :c5faith: Faith on Kill. Bonus doubled on barbarians)
  • "Grunwald" (+25% :c5strength: Defense Bonus in Forest and Jungle and +10% :c5strength: CS in Marsh. Lost after unit upgrade)
  • "Cover I"
UB - Barbican (replaces Armory):
  • requires Walls
  • +2 :c5science: Science, +2 :c5culture: Culture and +2 :c5faith: Faith
  • +10 :c5strength: CS
  • +25 XP for all newly trained units
  • units garrisoned in the city gain "Embrassure" (+33% :c5rangedstrength: RCP when garrisoned in the city)
  • +2 :c5war: Military Supply Cap
  • -30% :c5unhappy: Crime
UA change:
  • changed "Leader_Flavor" value for "Mobile" to 9

Polynesia:
UM - Koa (replaces Scout):
  • 80 :c5production: Production Cost
  • 12 :c5strength: CS
  • "Kapu Ku'ialua" (After attacking, enemy unit takes an additional 10 "bleed" damage at the start of their turn. Effect can stack up to 3 times)
  • no "Barbarian Penalty"
UB - Fale Tel'e (replaces Council):
  • +1 :c5science: Science and +1 :c5culture: Culture
  • +1 :c5gold: Gold to Fishing Boat
  • 5 :c5science: Science on :c5citizen: Citizen Birth
  • 3 :c5culture: Culture, 3 :c5gold: Gold, 3 :c5faith: Faith and 3 :c5food: Food on :c5production: Building Construction
UA change:
  • changed "Leader_Flavor" value for "Recon" to 7

Portugal:
UM - Cacadores (replaces Gatling Gun):
  • "Fighting Cock" (Whenever this unit levels up, it gets a promotion from either the Survivalism or Trailblazer lines along with its normal promotion)
UB - University of Coimbra (replaces Oxford University):
  • does not require University
  • free University
  • +5 :c5science: Science and +5 :c5culture: Culture
  • +2 :c5gold: Gold to all Universities
  • +2 :c5gold: Gold and +1 :c5production: Production for every Feitoria built in Foreign Territory
  • 50 :c5culture: Culture Researching a Technology, scaling with Era
  • -30% :c5science: Illiteracy
  • all naval units receive the "Age of Discovery" (Gain :c5gold: Gold whenever tiles are revealed by a Naval Unit)
  • free :c5science: Great Scientist
  • 2 :greatwork: Great Work of Writing Slots (+3 :c5science: Science when themed)

Rome:
UM - Ballista:
  • 6 :c5strength: CS
  • 14 :c5rangedstrength: RCS
  • "Legatus Legionis" (Double :c5moves: Movement Points on Plains, Grassland and Tundra if :c5capital: GG is at most 2 tiles away)
  • no "Siege Inaccuracy"
  • no "Limited Visibility"
UM - Legion change:
  • "Praefectus Castrorum" (Unit creates Improvements 60% faster if :c5capital: GG is at most 2 tiles away. Lost after unit upgrade)
  • "Pilum" stays after unit upgrade
UI - Latifundium:
  • available at Calendar
  • build time - 18 turns
  • must be built on any Luxury Resource requiring plantation, Bananas or Wheat
  • improves resource beneath
  • +1 :c5food: Food and +1 :c5culture: Culture
  • +2 :c5gold: at Currency, +1 :c5production: Production at Civil Service, +1 :c5gold: at Economics, +1 :c5food: Food and +1 :c5production: Production at Fertilizer
  • +1 :c5culture: Culture to adjacent Plantation and +1 :c5production: Production to adjacent Farm
  • spawns Figs Resource with Plantation after construction if it is still on Roman territory
  • if spawned figs are outside the Roman borders, Rome claims that tile
  • if spawned figs are in foreign territory, Rome steals that tile
  • cannot be pillaged
UR - Figs:
  • bonus resource
  • improved by plantation
  • +1 :c5food: Food
  • +1 :c5food: Food and +1 :c5production: Production with Plantation
B - Grocer/UB - Autrian Coffee House change:
  • +1 :c5food: Food, +1 :c5production: Production and +1 :c5gold: Gold to Figs
Spoiler Russia, Shoshone, Siam, Songhain, Spain :

upload_2018-3-14_15-55-33.png


Russia:
UM - Licorne
(replaces Field Gun):
  • available at Metallurgy
  • "Grapeshot" (+50% :c5rangedstrength: RCS vs Melee Units)
  • "Can Move After Attacking"
  • no "Moves at Half-Speed in Enemy Territory"
UB - Pogost (replaces Customs House):
  • Building evolves:
    • Stage 1: Market:
      • +3 :c5culture: Culture and +2 :c5gold: Gold
      • +5% :c5gold: Gold from :c5trade: City Connections
      • +1 :c5gold: Gold to Village and Town
      • 1 :c5gold: Merchant Specialist Slot
      • +4/2 :c5gold: Gold to all :trade: Trade Routes to/from this city respectively
      • -20% :c5gold: Poverty
      • when a :trade: Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output
    • Stage 2: Intendant's Residention at Banking:
      • +2 :c5science: Science
      • +5% :c5gold: Gold from :c5trade: City Connections
    • Stage 3: Eastern Orthodox Church at Architecture:
      • +2 :c5faith: Faith
      • +2 :c5faith: Faith to Shrine, Temple and Monastery
      • +5% :c5gold: Gold from :c5trade: City Connections
UB - Ostrog change:
  • moved to "Rifling"

Shoshone:
UM - Yellow Brow (replaces Tercio):
  • 27 :c5strength: CS
  • "Courage"
  • "Big Horse Dance" (Additional Defense Bonus on when fortified)
UB - Buffalo Pound (replaces Well):
  • 0 :c5gold: Gold Maintenance
  • can be built on Fresh Water
  • can be built if city built Water Mill
  • +2 :c5food: Food and +1 :c5production: Production
  • +1 :c5food: Food for every 5 :c5citizen: Population
  • +1 :c5food: to Sheep, Cattle, Horse and Bison
  • a Bison tile appears near the City if possible

Siam:
UM - Seir Morb (replaces Field Gun):
  • 22 :c5strength: CS
  • 45 :c5rangedstrength: RCS
  • "Coastal Cannon" (+25% :c5rangedstrength: vs Naval Units)
  • "Crouching Tiger" (+15% :c5rangedstrength: RCS on attack for every full movement point left on Seir Morb. Lost after unit upgrade)
  • "Cover I"
  • "Cover II"
  • no "City Bonus"
  • no "Naval Penalty"
UM - Narsuean's Elephant change:
  • Has "General Stacking"
UB - Elephant Camp (replaces Workshop):
  • 4 :c5gold: Gold maintenance
  • 1 Great Engineer Specialist Slot
  • +6 :c5production: Production, +2 :c5culture: Culture and +1 :c5faith: Faith
  • +1 :c5production: Production and +1 :c5gold: Gold to Forest
  • +1 :c5culture: Culture to Lumber Mill and Logging Camp
  • +1 :c5faith: Faith to Ivory in City
  • +1 :c5production: Production and +1 :c5gold: Gold in city for every Strategic resource gifted by City-States
  • receive 20 :c5production: Production and 20 :c5culture: Culture every time a City-State gifts a unit
  • allows :c5production: Production to be moved from this city along :trade: Trade Routes inside your civilization
UB - Wat change:
  • Enemy Spies cannot disrupt :c5production: Wonder Production, cause :c5angry: Resistance or destroy :c5food: Food
UA change:
  • changed "Leader_Flavor" value for "Defense" to 8

Songhai:
UM - Sofa (replaces Crossbowman):
  • available at Chivalry
  • 130 :c5production: Production Cost
  • 18 :c5rangedstrength: RCS
  • "Medic I"
  • "Father of the Horse" (+15% :c5strength: CS and :c5rangedstrength: RCS for Mounted Units in 2 tile radius)
UB - Qadi (replaces Courthouse):
  • can be built in non-occupied Cities
  • eliminates unhappiness from occupied cities
  • +2 :c5faith: Faith
  • +1 :c5gold: Gold for every :c5citizen: Citizen not following your Majority Religion
  • 10% :c5production: Production output converted to :c5culture: Culture
  • -25% :c5faith: Religious Unrest

Spain:
UM - Armada (replaces Corvette):
  • available at Gunpowder
  • 400 :c5production: Production Cost
  • 40 :c5strength: CP
  • -1 :c5moves: Movement
  • "Santa Maria" (Earn :c5capital: Great Admiral Points from kills)
  • "Invincible" (+2 XP if unit is in enemy territory at full Health. +4 :c5strength: CP at full Health. Lost after unit upgrade)
  • "Boarding Party I"
UM - Conquistador change:
  • no "Extra Sight II"
  • "Scouting I"
  • "Scouting II"
UI - Hacienda (Worker Improvement):
  • available at Civil Service
  • build time - 8 turns
  • +1 :c5food: Food, +1 :c5production: Production, +2 :c5gold: Gold
  • +1 :c5culture: Culture if built adjacent to the city
  • cannot be built adjacent to other Hacienda
  • +2 :c5gold: Gold from each adjacent Luxury Resource
  • +2 :c5production: Production from each adjacent Strategic Resource
  • +2 :c5food: Food from each adjacent Bonus Resource
  • +1 :c5culture: Culture at Architecture, +1 :c5gold: Gold and +1 :c5production: Production at Fertilizer.
UB - Mission change:
  • add +1:c5faith: Faith to Haciendas worked by the city
UA change:
  • changed "Leader_Flavor" value for "Tile Improvements" to 7

Spoiler Sweden, Venice, Zulu :

upload_2018-3-14_15-57-43.png


Sweden:
UM - Hakkapeliitta (replaces Lancer):
  • 38 :c5strength: CS
  • "Great General II"
  • "Charge I"
  • "General Stacking"
  • "Movement to General"
UM - Carolean change:
  • moved back to Rifling
  • replaces Fusilier
  • 38 :c5strength: CS
  • 625 :c5production: Production Cost
UB - Bastu (replaces Baths):
  • no terrain requirements
  • +3 :c5culture: Culture and +1 :c5food: Food
  • +1 :c5culture: Culture and +1 :c5gold: Gold to Temple, Amphitheater and Garden
  • +15% :c5culture: Culture and +10% :c5food: Food during :c5goldenage: Golden Age
  • +1 :c5science: Science to Tundra
  • +1 :c5science: Science to Lake
  • 25% of :c5science: Science output in city as an instant boost to :c5science: Science and 25% of :c5culture: Culture output in city as an instant boost to :c5culture: Culture whenever a citizen is born

Venice:
UM - Great Galleass
(replaces Galleass):
  • 15 :c5strength: CS
  • 25 :c5rangedstrength: RCS
UM - Fusta (Range Naval class):
  • available at Guilds
  • 0 :c5gold: Gold Maintenance
  • 125 :c5production: Production Cost
  • 4 :c5moves: Movement Points
  • 9 :c5strength: CS
  • 19 :c5rangedstrength: RCS
  • 1 Range
  • "Withdraw before melee"
  • "Can move after attacking"
  • "Cannot end turn in deep ocean"
  • "Cannot melee attack"
UB - Laguna (replaces Harbor):
  • +3 :c5food: Food, +3 :c5gold: Gold and +3 :c5culture: Culture
  • +1 :c5food: Food to Ocean
  • +1 :c5production: Production to Sea Resource
  • +2 :c5food: Food and +2 :c5production: Production to Atoll
  • +4 :c5gold: Gold for :trade: Trade Routes
  • +2 :c5food: Food and +3 :c5gold: Gold to Rialto District for every Laguna on Empire
  • +2 :c5production: Production and +2 :c5science: Science to Arsenale de Venezia for every Laguna on Empire
  • +2 :c5culture: Culture and +2 :tourism: Tourism to Murano Glassworks for every Laguna on Empire
  • 100 City HP
  • 10% :c5war: Unit Supply Cap from :c5citizen: Population
  • increases range of :trade: Sea Trading Routes by 75%
  • when a :trade: International Sea Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output

Zulu:
UGP - InDuna
(replaces Great General):
  • 3 :c5moves: Movement Points
  • "Leadership"
  • "Ibutho" (When expended, grants +30 XP to the unit the Induna is Stacked with and deal 30 damage to adjacent Enemy Units)
  • "Iqawe" (Stacked Melee Unit gains +5XP on Attack, Ranged Units - 2XP)
UM - Impi change:
  • "Bonus vs Gunpowder Units" stays on upgrade
UB - Iziko (replaces Amphitheater)
  • 0 :c5gold: Gold Maintenance
  • +3 :c5culture: Culture and +2 :c5faith: Faith
  • 5 :c5culture: Culture on unit Levelling. Scales with Level
  • +1 :c5culture: Culture and +1 :c5gold: Gold to Dyes and Silk, +2 :c5culture: Culture to Lapis Lazuli
  • +1 :c5gold: Gold to all Writers' Guilds
  • 33% :c5greatperson: Great Writer Points
More Unique Components for VP:
Download (v29)
Github (almost v30)
 

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Last edited:
I created descriptions for next 3 civilizations:
- The Celts - completely reworked. Need balance advices,
- Russia - new UU. Few aspects added to Pogost,
- Mongolia - UU and UB almost the same. Yassa Court need some buff in my opinion. Any ideas?
 
Russia:
  • There's also the Druzhina, a possible longswordsman replacement for Russia. My guess is that the Streltsy would be preferable to the licorne, since it's at the same tech era as the Cossack.
  • The recent patch to ostrog already gives 2:c5gold: gold for strategic resources. G made the original pogost idea obsolete.
  • I should preface this by saying that I know very little about Russian/Slavic history. I get the sense you are much more familiar. Pogosts were originally boarding houses for wealthy travellers, then administrative centers, then converted to churches. Why not reflect this evolution in role by adding effects to the building as you go through the tech tree? This would give some synergy with Russia's science focus as well.
  1. 3:c5culture:/2:c5gold: base (up from 2:c5culture:) . +4:c5gold: and +2:c5gold: for each trade route to and from this city, respectively. (up from 2/2)
  2. At Economics: +3:c5science: science and +3:c5gold: gold from city connections. -10% crime
  3. At Industrialization: +1:c5faith: faith for every 4 :c5citizen: population
Mongolia:
  • My experience playing the custom goth civ which @Blue Ghost created is that enhanced pillage healing and no movement to pillage should never mix, ESPECIALLY on cavalry. The combination is too potent and makes mounted units unkillable. There have been enough units given no move to pillage anyways, I would drop it.
  • Yassa court looks good as is to me, honestly. The building would increase happiness by at least 3 in any town it's built in, and that's plenty good,but it would drop off in late eras. Once police stations become available you may as well sell it in non-occupied cities. In light of that, you could give it a massive yield increase at electronics. ie. +5 :c5culture: and +5 :c5gold: at electronics.
Celt:
  • Maybe this is a crazy idea, but what if you really played up the scythe thing?
    • Scythe chariot - skirmisher replacement
    • has chariot rough terrain penalty (loses movement when entering rough terrain)
    • ignores zone of control
    • When moving, deals 5 damage to every adjacent enemy unit
  • The strategy then would be to circle units and use your last move to attack for max damage
  • As is, the unit basically has the "feared elephant" promotion, which is out of place.
  • What about making Oppidum a unique replacement for the town? That's what Oppidum are, after all. You would have to make a unique GM replacement for Celts, but make it identical to the normal GM except it builds oppida instead of towns.
Spoiler :

Town (for reference)
2 :c5food:, 4 :c5gold:
+1 :c5gold:/:c5production: on City Connection; +2 :c5gold:/:c5production: on Railroad connection; +1:c5gold:/:c5production:on trade route; +2:c5gold:/:c5production:on railway trade route,
Banking: +2 :c5gold:
Architecture: +2 :c5food:
Railroad: +2 :c5food:
Refrigeration: +2 :c5gold:

Colonia (for reference)
4 :c5food:, 4 :c5gold:, 3 :c5culture:
+1 :c5gold:/:c5production: on City Connection; +2 :c5gold:/:c5production: on Railroad connection; +1:c5gold:/:c5production:on trade route; +2:c5gold:/:c5production:on railway trade route,
"Culture bombs" like a GG citadel
Guilds: +2 :c5gold:
Economics: +2 :c5culture:
Fertilizer: +2 :c5food:


Oppidum
2:c5food:, 4:c5gold:,2:c5culture:, 50%:c5strength: defense for units on tile;
+1:c5faith: and :c5culture: if built on hill
+1 :c5culture:/:c5gold: to adjacent plantation; +1 :c5production:/:c5gold: to adjacent mine; +1:c5food:/:c5production: to adjacent farm; +1 :c5science:/:c5gold: from adjacent lumber yard; +1:c5culture:/:c5food: to adjacent camp; +1:c5science:/:c5production: from quarries
no bonus for roads and city connections
Civil Service: +2 :c5culture:
Economics: +2 :c5gold:
Fertilizer: +2 :c5food:


  • Then I would change the Celtic UA to give +1 Great Merchant Points in capital, and increase this bonus by:
+1 on founding a pantheon,
+1 founding a religion
+1 enhancing a religion
+1 on reformation
Or if that's too hard, simply have the GM points increase with era.
I think the AI would actually do better with this than normal GMs. They don't really seem to understand that they should put towns on roads.
One problem I can think of ahead of time for this is that the leader screen would show the celtic GM replacement, not the Oppidum, as the unique component.​
 
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Giving Indonesia a spin.

EDIT: I met a militaristic city-state, and got a *Settler* off of them. On turn 6. Probably not intentional, that.

---

Japan: I think Yamato sounds like a thing to do - late Unique is less bothersome when it's just one of four, and given the lateness you can make it relatively awesomesauce to get if you get that far. If not, Japan definitely wants some pretty boat.

Celts: Liking the idea of Oppidum as Town replacement, ties rather nicely into their in-grown, self-contained nature that they'd want to use most merchants for improvements too.

Mongolia: Yassa Court seems good, still has a nice amount of steam even later.
 
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Russia:
  • There's also the Druzhina, a possible longswordsman replacement for Russia. My guess is that the Streltsy would be preferable to the licorne, since it's at the same tech era as the Cossack.
What I don't like about "Drużyna" is fact that it was created from many types of units and thousands of men (spearmen, archers, horsemen). Making from them single unit is hillarious. I will probably stick with Licorne, becuase if russia got early UB then two renaissance era units wouldn't be a problem. And licorne is really russian invention, and it's first field gun replacement in the game.
  • The recent patch to ostrog already gives 2:c5gold: gold for strategic resources. G made the original pogost idea obsolete.
  • I should preface this by saying that I know very little abot Russian/Slavic history. I get the sense you are much more familiar. Pogosts were originally boarding houses for wealthy travellers, then administrative centers, then converted to churches. Why not reflect this evolution by adding effects to the building as you go through the tech tree? This would give some synergy with Russia's science focus as well.
  1. 3:c5culture:/2:c5gold: base (up from 2:c5culture:) . +4:c5gold: and +2:c5gold: for each trade route to and from this city, respectively. (up from 2/2)
  2. At Economics: +3:c5science: science and +3:c5gold: gold from city connections. -10% crime
  3. At Industrialization: +1:c5faith: faith for every 3 :c5citizen: population, +15%:c5faith: faith in city
Isn't it too OP for normal UB built in every city? I generally like the idea but it's too overpowered. I will rethink that.​
Mongolia:
  • My experience playing the custom goth civ which @Blue Ghost created is that enhanced pillage healing and no movement to pillage should never mix, ESPECIALLY on cavalry. The combination is too potent and makes mounted units unkillable. There have been enough units given no move to pillage anyways, I would drop it.
  • Yassa court looks good as is to me, honestly. As is, the building would increase happiness by at least 3 in any town it's built in, and that's plenty good. The building would drop off in late eras though, and you may as well sell it when police stations become available. In light of that, you could give it a massive yield increase electronics. ie. +5 :c5culture: and +5 :c5gold: at electronics
Agreed. I will do something about that.
  • Maybe this is a crazy idea, but what if you really played up the scythe thing?
    • Scythe chariot - skirmisher replacement
    • has chariot rough terrain penalty (loses movement when entering rough terrain)
    • ignores zone of control
    • When moving, deals 5 damage to every adjacent enemy unit
  • The strategy then would be to circle units and use your last move to attack for max damage
Awesome idea. Thank you.
  • What about making Oppidum a unique replacement for the town? That's what Oppidum are, after all. You would have to make a unique GM replacement for Celts, but make it completely identical to the normal great merchant except it builds oppida instead of towns.
Spoiler :

Town (for reference)
2 :c5food:, 4 :c5gold:
+1 :c5gold:/:c5production: on City Connection; +2 :c5gold:/:c5production: on Railroad connection; +1:c5gold:/:c5production:on trade route; +2:c5gold:/:c5production:on railway trade route,
Banking: +2 :c5gold:
Architecture: +2 :c5food:
Railroad: +2 :c5food:
Refrigeration: +2 :c5gold:

Colonia (for reference)
4 :c5food:, 4 :c5gold:, 3 :c5culture:
+1 :c5gold:/:c5production: on City Connection; +2 :c5gold:/:c5production: on Railroad connection; +1:c5gold:/:c5production:on trade route; +2:c5gold:/:c5production:on railway trade route,
"Culture bombs" like a GG citadel
Guilds: +2 :c5gold:
Economics: +2 :c5culture:
Fertilizer: +2 :c5food:

Oppidum
2:c5food:, 4:c5gold:,2:c5culture:, 50%:c5strength: defense for units on tile;
+1:c5faith: and :c5culture: if built on hill
+1 :c5culture:/:c5gold: to adjacent plantation; +1 :c5production:/:c5gold: to adjacent mine; +1:c5food:/:c5production: to adjacent farm; +1 :c5science:/:c5gold: from adjacent lumber yard; +1:c5culture:/:c5food: to adjacent camp; +1:c5science:/:c5production: from quarries
no bonus for roads and city connections
Civil Service: +2 :c5culture:
Economics: +2 :c5gold:
Fertilizer: +2 :c5food:

Then I would change the UA to give +1 Great Merchant Points in capital, and increase this bonus by:
+1 on founding a pantheon,
+1 founding a religion
+1 enhancing a religion
+1 on reformation​
I think the AI would actually do better with this than normal GMs. They don't really seem to understand that they should put towns on roads
One problem I can think of ahead of time for this is that the leader screen would show the celtic GM replacement, and not the Oppidum as the unique component​
Again I like the idea. I will tweak it probably. The only thing that concerns me is changing UA of Celts. I would like to avoid that. Can we do something about that?
 
Japan: I think Yamato sounds like a thing to do - late Unique is less bothersome when it's just one of four, and given the lateness you can make it relatively awesomesauce to get if you get that far. If not, Japan definitely wants some pretty boat.
I totally agree. late era uniques will sting a lot less if we can mix them with early bonuses too. W.R.T. Russia, we could definitely justify the T-34 with this logic if we wanted to. No, the REAL reason I wouldn't give Russia a T-34 UU is because T-34s are already the default unit model for tanks. Everyone has T-34s already, it would be like giving Greece a unique trireme replacement: the Trireme.

If we were going to give Russia a unique tank it would have to be something like the IS-2, but that's much less iconic.

Celts: Liking the idea of Oppidum as Town replacement, ties rather nicely into their in-grown, self-contained nature that they'd want to use most merchants for improvements too.
I'm really glad for these fresh perspectives you bring. I hadn't even thought of the synergies with the celt's playstyle; I liked the idea of taking the towns off of road infrastructure too. Roads are for dirty Roman interlopers. F*ck roads!

What I don't like about "Drużyna" is fact that it was created from many types of units and thousands of men (spearmen, archers, horsemen). Making from them single unit is hilarious. I will probably stick with Licorne, because if Russia got early UB then two renaissance era units wouldn't be a problem. And licorne is really russian invention, and it's first field gun replacement in the game.
Fair enough. I'm a little worried about 3 UCs for Russia all being in a straight line, 1 after the other. This is the same criticism that was leveled at the Voi though.

Isn't it too OP for normal UB built in every city? I generally like the idea but it's too overpowered. I will rethink that. Agreed. I will do something about that.
Definitely, tweak the numbers how you like. I actually edited my own post to tone down the faith before I saw your own post. I intentionally left the initial bonuses pretty anemic, but late era bonuses do need to be pretty grandiose. I also a figured a faith bonus in industrial would have to pack a wallop, since it's basically only good for great people at that stage in the game.

Again I like the idea. I will tweak it probably. The only thing that concerns me is changing UA of Celts. I would like to avoid that. Can we do something about that?
Well, you'd have to think of some other gimmick to get more GMs into the celt's hands. Otherwise we would have given Celts a bonus they have no good way of using. My first idea was to edit each pantheon belief to give +1 point in the city. That would work too I suppose. It might even be easier.

Without a bonus to GM generation, I fear we would be railroading Celts hard into Industry. Celts would need that 25% GM boost and faith purchases, or they'd never get to use the UC enough for it to matter.
Editing the Celtic UA or pantheons should should be a simple XML or SQL tweak, along with the necessary alteration in the description
 
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Roads are for dirty Roman interlopers. F*ck roads!
Nicely said. :p I will put into Celts Loading Screen.
Editing the celtic UA would be a simple XML code to add GM points to the palace., then tweak the UA description.
I'm not afraid about the implementation. I'm worried about how this unbalance really well balance UAs from VP. Maybe subsitute "+3 :c5faith: Faith in owned Cities where your Religion is the majority." with +2 :c5greatperson: Great Merchant Points after getting Pantheon and +1 :c5greatperson: Great Merchant Point for founding Religion, extending Religion and choosing Reformation Belief"?
 
I'm not afraid about the implementation. I'm worried about how this unbalance really well balance UAs from VP. Maybe subsitute "+3 :c5faith: Faith in owned Cities where your Religion is the majority." with +2 :c5greatperson: Great Merchant Points after getting Pantheon and +1 :c5greatperson: Great Merchant Point for founding Religion, extending Religion and choosing Reformation Belief"?
None of the unique components exist in a vacuum. Doubling the UCs is going to completely alter the balance, so I see no harm in tweaking other components to alter synergies. Sweden is another example of something we will have to change to fit the 4UC in. Hakkapeliitta being re-added means we need to move the Carolean back to fusilier (where it belongs).

What you have suggested here (adding :c5greatperson: GM points to cities with the majority religion) is probably the most elegant solution. It will also save big on complexity for the text for the celtic UA. If it were me, I would keep the +3:c5faith: faith, but add +1:c5greatperson: GM point on top.

EDIT: Okay, I've never actually played the VP Celts myself, so I'm not really sure how this works. Do you only get the +3 :c5faith:faith/city once you have a full religion, or does the faith begin at pantheon? If this bonus requires a full religion, then that actually simplifies things. Just add 1 :c5greatperson: GM point to every unique pantheon belief, and 1 :c5greatperson:GM point to the UA for an easy step-up

By itself the Oppidum as a GP tile is a rather unimpressive component. Venice, for instance, can buy out cities and culture bomb with their GM, and the colonia is at least competitive with the oppidum for yields. They also get a free GM after hitting a tech milestone. Giving a flat :c5greatperson: great person yield is something that will be completely unique to the celts and will have its biggest impact early (unlike babylon's %-based bonus). It also reinforces their wide playstyle.

EDIT: I met a militaristic city-state, and got a *Settler* off of them. On turn 6. Probably not intentional, that.
Okay what the hell? lol. Thanks so much for letting me know. I suspect if I fix the pathfinder bug that would be fixed as well. The city state probably tried giving you a pathfinder unit, realized they have been deleted from the game, and so it gave you the first unit on the unit list, which is settler. Oh well, lucky you! Have you had a chance to take the prau for a spin? I think it might need a little more jam as an early unit
 
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Just spent a while exploring with Prau, and I'd switch it to have one less movement in exchange for +1 sight. That much movement is almost wasted when I can not see those further coastal tiles to go to, that early.

Also, I think it's just fine giving Celts a bit of a GM boost early. +1/+2 GM points will hardly break anything, but it'll serve as a nice reminder that 'oh yeah, that unique GP improvement is a thing' as you load up as Boudicca.
 
The 6 move is a non-negotiable for me :nono:. Prau are some of the fastest ships ever created, and are still the second fastest sail-powered ships today. Having England match the 2nd fastest sailboat in existence with its UA alone is unconscionable.

Hmm... my main complaint when I was playing with it was that the prau moved too far, too fast, too early (too few friendly borders to resupply and too many barbarians). I was considering giving it supply so it could be more independent. You think it should get +vision instead? Should the vision be lost on upgrade?
 
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