3UC/4UC for VP: Project Coordination Thread

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For Germany I am considering a replacement to Heroic Epic "Teutonic Order".
- Change the technology era to Medieval
- Units built at the capital gain a faith based promotion, perhaps some bonus (faith,xp) in foreign lands ??
- Also, don't know if it's possible but would like to add Order replacement = "Ordensburg" and make it available in all cities after Teutonic Order is built
- Ordensburg : double faith cost of order, more xp, more defense, different promotion, + some gold, remove any faith pressure bonus (if there is one on order, haven't checked)

The idea is that it's a small nerf to Heroic Epic to make it available later (to be counterbalanced by a stronger midgame). Also, since Germany is unlikely to get a Religion (since it has no early game generation), it's not likely to create religion imbalance... but I'd see it as a vessel for faith in the early-midgame which sits around unused for many CIVs. Mid-lategame it would start to payoff with extra faith generation (to spend on GPs in industrial), possible extra tourism, slightly stronger military units. I'm interested in the exploring the strategy of piggybacking off another CIVs established religion.

I don't know if this could all be considered one UC, because I'd also be fine using the Kriegsschule as the other UC.
 
@Blue Ghost if you wanted to give China a boat, you could consider the xianfan guanjun, the Ming dynasty treasure fleet. Perhaps parking the xiafan guanjun in a city state could generate influence with that CS, which is doubled if you can demand tribute from the CS. The existing teddy Roosevelt’s America mod does something similar.

@BazaarJack the Teutonic order thing sounds interesting. The order was famous for its religious wars to convert Poland and Lithuania, as well as being primarily a crusading order from its inception. I don’t necessarily know if it needs to be pushed later, such a thing is unheard of, but it could certainly be done.
  • Teutonic order - replaces heroic epic
  • Unlocked at chivalry
  • 3 culture, 2 faith (up from 1 culture)
  • All barracks and armouries receive 2 faith and 2 food (they were a hospital order initially)
  • Barracks also get 25% religious pressure and all units trained in city recieve the morale and foreign lands promotions (transfer morale promotion from just the wonder to any barracks in empire)
  • Cities conquered by Germany are cleared of foreign religious influence (city conquest also proccs a free inquisitor “remove heresy” action on city)
Effectively, this would turn barracks into orders, but without the conversion resistance.
@adan_eslavo what about a klepht or armatoloi unique unit, instead of piling everything Greek into the classical? It’s getting crowded in there!

Sipahi currently have +1 move and vision and formation 1 (bonus I brought terrain and vs other cavalry). If you leave their free promotions as they already are I think they would be fine.

I like @FoxOfWar’s idea of giving the Grande Porte an extra trade route, but I’m worried it will look too much like the great cothon then. I hoped someone might have a better idea for a unique ottoman building, instead of giving them a wonder. I don’t know much about Turkish culture though. I am holding out for babylon’s UW to be a national monument replacement, and putting ottoman’s somewhere else would make that more unique.
 
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@BazaarJack the Teutonic order thing sounds interesting. The order was famous for its religious wars to convert Poland and Lithuania, as well as being primarily a crusading order from its inception. I don’t necessarily know if it needs to be pushed later, such a thing is unheard of, but it could certainly be done.
  • Teutonic order - replaces heroic epic
  • Unlocked at chivalry

Yes, this is where I was thinking as well

  • 3 culture, 2 faith (up from 1 culture)

Haven't considered bonuses here yet, but might make sense.

  • All barracks and armouries receive 2 faith and 2 food (they were a hospital order initially). [...] All units trained in city recieve the morale and foreign lands promotions (transfer morale promotion from just the wonder to any barracks in empire)

If I can't do anything with Orders, then this seems like a reasonable place to fall, it's also a simple change - so it's a nice backstop. I was thinking later today that it might work best to trigger the creation of ordinary Orders in all current cities (at the time of completion). I wouldn't have to muck around with figuring out to allow the buildings to be buildable without a matching religious belief, and it would also limit the potential scaling upside of having an extra buildable religious building.

  • Barracks also get 25% religious pressure
  • Cities conquered by Germany are cleared of foreign religious influence (city conquest also proccs a free inquisitor “remove heresy” action on city)

I actually don't want to create religious pressure, as it doesn't fit the theme I'm going for. I'm expecting Germans to be non-founder, and the participation in removing pressure/creating influence wouldn't benefit them.
 
New version available. 5 complete civilizations. (2 issues waiting for gazebo response or new version VP).
I will eagerly look onto optional substitues of "Companion Cavalry" later.
Decided to substitute "Sipahi" with "Great Bombard" (cannon replacement). Later I will think about more detailes.
For now in description you can look and judge Greek's Agora and full Spain. Rest is marked as TODO list :P.
 
... I was thinking later today that it might work best to trigger the creation of ordinary Orders in all current cities ....

I actually don't want to create religious pressure, as it doesn’t fit the theme I’m trying to go with...
Okay well which is it? You’re talking out of both sides of your mouth. Orders give 2 faith, 15XP, 25% religious pressure, 20% religious resistance and morale promotion. My suggestion for altering barracks would replicate all those things except the religious resistance, and be stackable with orders in the city, so Germany wouldn't have a "dead" religious tenet problem. Transferring the specific bonuses onto barracks effectively converts barracks into orders which allows you to mix and match what bonuses you want, rather than being confined to what the existing orders do. Plus, it would be easier to code.

New version available. 5 complete civilizations. (2 issues waiting for gazebo response or new version VP).
I will eagerly look onto optional substitues of "Companion Cavalry" later.
Decided to substitute "Sipahi" with "Great Bombard" (cannon replacement). Later I will think about more detailes.
For now in description you can look and judge Greek's Agora and full Spain. Rest is marked as TODO list :p.
I'm wondering if the great bombard wouldn't be better as an Indian UU? The Mughals are the one civilization in history that seemed most addicted to heavy iron-ball cannons. 3 of the 4 largest iron bombards were Mughal, and they actually used them much more frequently than the Ottomans. We have no assets for the proposed Indian archer replacement, and we can simply move the naga-malla wherever if we feel it's too cluttered.

I think the Agora and Armada look terrific as is.

re: Encomenderos, they are broken-OP. don't make them unreplaceable
  • Envoys only take 3 paper and 250:c5production: hammers and give 50:c5influence: influence.
  • Encomenderos take 3 paper, 250:c5production: hammers and give 60:c5influence: influence, +5 per era.
  • Diplomats take 5 paper, 500:c5production: hammers and give 60:c5influence: influence (at that tech, Encomenderos give 70 :c5influence:influence for the same 250:c5production: and 3 paper
  • Ambassadors cost 7 paper and 800:c5production: hammers and give 70:c5influence: influence. Encomenderos give 70:c5influence: influence, but for the same medieval-level price.
  • Encomenderos cap at 75:c5influence: influence in information era. 5 more than any other diplo unit at 31% of the cost
  • because they cost 1/3 as much and take 3/7 as many strategic resources, any promotions (ie +5 influence from printing press) are effectively 3x as potent.
Locking them as not being replaceable is actually an enormous buff to Spain on its own. This is also ignoring that encommenderos will enjoy all the +5 influence promotions available, so if you It makes Encomenderos incredibly spammable. The only downside to Encomenderos is they have 1 less move than later diplo units.

Diplomatic units are tricky to make UUs because later techs actually make them WORSE, or at least less efficient. The original idea of making it a chancery upgrade which gives unique promotions to ALL diplo units is a better idea, because the unit costs will still scale
 
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I'm wondering if the great bombard wouldn't be better as an Indian UU? The Mughals are the one civilization in history that seemed most addicted to heavy iron-ball cannons. 3 of the 4 largest iron bombards were Mughal, and they actually used them much more frequently than the Ottomans. We have no assets for the proposed Indian archer replacement, and we can simply move the naga-malla if we feel it's too cluttered.
Heh, one doesn't exclude the other. What I mean mean is why we can't have them for both nations? I want to make something different than another lancer replacement. But if you think that two bombard cannons in the game are too much I still can go onto "Mehmetçik". I need only to read more about it.
I think the Agora and Armada look terrific as is.
So I can leave them as they are or they need some tunning down?
re: Encomenderos, they are broken OP. don't make them unreplaceable
  • Envoys only take 3 paper and 250:c5production: hammers and give 50:c5influence: influence.
  • Encomenderos take 3 paper, 250:c5production: hammers and give 60:c5influence: influence, +5 per era.
  • Diplomats take 5 paper, 500:c5production: hammers and give 60:c5influence: influence (at that tech, Encomenderos give 70 :c5influence:influence for the same 250:c5production: and 3 paper
  • Ambassadors cost 7 paper and 800:c5production: hammers and give 70:c5influence: influence. Encomenderos give 70:c5influence: influence, but for the same medieval-level price.
  • Encomenderos cap at 75:c5influence: influence in information era. 5 more than any other diplo unit at 31% of the cost
  • because they cost 1/3 as much and take 3/7 as many strategic resources, any promotions (ie +5 influence from printing press) are effectively 3x as potent.
Locking them as not being replaceable is actually an enormous buff to Spain on its own. This is also ignoring that encommenderos will enjoy all the +5 influence promotions available, so if you It makes Encomenderos incredibly spammable. The only downside to Encomenderos is they have 1 less move than later diplo units.

Diplomatic units are tricky to make UUs because later techs actually make them WORSE, or at least less efficient. The original idea of making it a chancery upgrade which gives unique promotions to ALL diplo units is a better idea, because the unit costs will still scale
I totally agree. I always try to make something OP to cut it down or rework. But I still like the @Hinin 's idea of ecomenderos as a UU. What do you suggest then? Could give me some example of how you imagine that unit to be?
 
Given the above problems balancing a unique diplomatic unit, I'd probably veer on the safer side and give another "boring but practical" UB to Spain(with maybe a diplomatic unit promotion added to it, as a nod). Spain already wants to go wide anyway, so almost any pre-Industrial building is probably good to go with, given also that it's one of those civs that have a vast history to work from.
 
I will look for something.

As of Greece. @pineappledan units you suggested are interesting, but do we have an art for them? I wnated to move CC further away to medieval and stretch a bit those antical-classical tightness. I really like the synergy between agora's GP generation and CC unique promotion. What about assault trieres (I know, I know, another trireme), rhodian slinger or phalangitai as an extension to hoplites?

Do you like Cistern (Aqueduct) or Hamam (Gardens) for Ottomans?

Fast search for Spain:
Bull Ring (Zoo)
Alcázar (Castle)
 
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Honestly, an Armatoloi or Klepht would look almost exactly the same as a janissary in real life. Same historical context and race. You could just use the janissary unit assets and change the icon.

I meant to say that the Agora and Armada, as described look like they wouldn't require any tweaks. They look good.

Spain already has a castle replacement.
What about a Hacienda UI instead, for Spain? Encomiendas often were granted to conquistadors, making them encomenderos. Essentially, both of Spain's UUs would have been different aspects of the same unit, but one of them was going to, bizarrely, be a diplomatic unit, even though encomiendas imply enslavement and genocide. The Hacienda system is what replaced the Encomienda, once the Spanish crown was able to re-exert its influence over the colonies.

But if you think that two bombard cannons in the game are too much I still can go onto "Mehmetçik"
Heh... WWI was NOT the Ottoman Empire's shining moment. The Ottoman footsoldier was possibly the worst-equipped, least effective fighting force in the entire war, aside from possibly the Italians. It would almost feel like a snub to include them
 
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Okay well which is it? You’re talking out of both sides of your mouth. Orders give 2 faith, 15XP, 25% religious pressure, 20% religious resistance and morale promotion. My suggestion for altering barracks would replicate all those things except the religious resistance, and be stackable with orders in the city, so Germany wouldn't have a "dead" religious tenet problem. Transferring the specific bonuses onto barracks effectively converts barracks into orders which allows you to mix and match what bonuses you want, rather than being confined to what the existing orders do. Plus, it would be easier to code.

In my first post about Germany I mentioned removing religious pressure from an Order replacement - what benefit does it have to a non-founding CIV? I mentioned automatically creating Orders as a possible backup solution, just in case I can't make that work. I agreed that the solution you offered is also very good.

I've often thought it would be interesting to have a CIV that can take advantage of an existing religion and get something extra from it, and I've also often wished there was a way to build more religious buildings, because I think they are useful (I like that they build instantly with faith, and that they can end up producing tourism later - is that just sacred sites?) The idea was trying to reconcile these thoughts. However, I'm glad you mentioned about a having a dead religious tenet - it is a good point. Modifying the barracks/armory might just be the better way to go for now.
 
It would be difficult to have that work out well, I think. You would be punishing players for succeeding in founding a religion with that system. Vanilla Indonesia had Candis that rewarded civs for being 'colonized' by other religions, but it was subsequently removed. There was an Armenian civ which had being colonized by AI religions as its main conceit. Problem is none of these systems were "fun". It feels like, instead of merely making the religion game more difficult, the game was actively punishing you for having a religion at all.

Indonesia is a great example because the Islands were historically colonized in waves by Hinduism, Buddhism and Islam at various parts through their history. Germany is most famous for being ground zero for the reformation, but I don't know how you would "gamify" that beyond what is already part of the religion system.
I've often thought it would be interesting to have a CIV that can take advantage of an existing religion and get something extra from it, and I've also often wished there was a way to build more religious buildings, because I think they are useful (I like that they build instantly with faith, and that they can end up producing tourism later - is that just sacred sites?
You can get 3 tourism for any building that was built with faith with a specific reformation belief. You have to be careful with this mechanic because giving civs buildings which can be built with faith can tilt them into culture civs, because the tourism starts rolling in quite early if you spread your religion diligently.

@adan_eslavo An idea for the Great Bombard for Ottomans. Things that are different in Bold:
Spoiler :
Dardanelles Gun: Trebuchet replacement
unlocked at Machinery (1 tech later than trebuchet)
375:c5production: (vs. 175 for trebuchet & 350 for cannon)
10 :c5strength:CS, 44:c5strength:RCS (vs. 8/22 for trebuchet & 14/30 for cannon)
City assault promotion (existing, but unused, 150% to cities)(up from 100%)
Seige inaccuracy_II (new promotion, -50% dmg to domain: land)(up from -33%)
May only have 2 at any time

Combined with free volley from the siege foundry UB, this is 3x damage vs cities, and has slightly more base RCS than a field gun, but only 10 defense. Because of boosted siege inaccuracy, Dardanelles gun hits units only slightly harder than a cannon (22 vs 20 modified RCS). This makes it very effective vs. boats though.

I like the flavour of the Turks not having trebuchets; I can't find any sources to indicate they ever used them. In fact, it's popular opinion that the Ottoman's use of gunpowder bombards is what 'killed' the trebuchet as a viable weapon. Also the foundry giving volley to a wooden seige weapon is sorta weird.

Here's my idea for the Klepht so far. I'm basing this off of the Greek war for independence. Though Klephts appeared as soon as the Ottomans took control of Greece in 1453, I'm basing this off of their contribution to shaking off Ottoman rule in 1821-1830.
Spoiler :
Klepht: Gatling Gun replacement
unlocked at Rifling
650:c5production: (vs. 700)
25 :c5strength:CS, 45:c5strength:RCS
Altitude training promotion (+10% CP in rough terrain, double move on hills)
may withdraw when defending
can move after attack
Does not have covering fire promotion
GAP points on kill


Aaaaaaand a possible Hacienda:
Spoiler :
Hacienda - Spanish UI
Available at Civil Service
Built adjacent to cities or luxury resources (including ocean, if possible), cannot be built adjacent to each other (identical requirements as Chateau)
+3:c5food:, +1:c5production:, +1:c5gold:
+1:c5production:, +1:c5gold: if 2 tiles from a city, +2:c5production:, +2:c5gold: if adjacent to city (hacienderos often lived in town, and only visited their properties sporadically, if at all.
+2:c5gold: to adjacent luxuries (including sea-based)
Missions generate +1:c5faith: for every hacienda worked by the city
+2:c5culture:culture at Architecture
+1:c5gold:, +1:c5production: at Fertilizer

In comparison to the chateau (2:c5culture:,3:c5food:,3:c5gold:) is has worse yields, but offers more adjacencies and synergies, and has slightly more options for terrain because of city adjacency

EDIT: I like @phantomaxl1207's idea of a unique harbour for Ottomans:
Spoiler :
Tersane - Harbour replacement
Available at Compass
+50 city HP, +3CP, 5% supply cap from pop
+2 :c5gold:, +2:c5production: (up from 1:c5gold:)
2 maintenance
When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent :c5culture: output.
Sea Trade Routes gain +50% Range and +3 :c5gold: (up from 2:c5gold:)
+50%:c5production: on cargo ships
+1 :c5food:, +1 :c5gold: and +1 :c5production: from Coast and Ocean tiles (up from 1:c5food:/1:c5gold:)
+30% :c5production: of Naval units. (up from 15%)
+1 :c5production: on Sea Resources
Naval units in this city recieve the 'prize ships' promotion

That should help with their domination focus, and a little with their trade-route focus as well. The hammam would be a bath replacement, and we already gave Sweden Bastu. It feels like double-dipping.
 
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I was read about the Barbary Corsairs that the Ottomans used and wondered if could be an idea, but what they did was mostly what the Dutch Sea Beggar does: capture other ships and raid coastal towns. Well they did also capture plenty of slaves. And not to mention it is the Vanilla UA. So a Harbor that gives the ship capture ability and a higher % for building ships as after their defeat in Lepento, they were able to rebuild their Navy before the Christians could take advantage of their victory.
 
@pineappledan, @FoxOfWar: Thanks for the feedback on my drafts!

For Brazil, I think I'm going to keep the Pracinha as is. Gaining tourism from fighting can be a representation of receiving international recognition for war efforts. I don't think it makes any less sense than golden age points. I don't think any reasonable amount of GAP would be worthwhile this late in the game. The Brazilian Expeditionary Force was deployed in Europe in WWII, so the bonus should definitely be for fighting abroad, not at home. Gameplay-wise, the tourism bonus encourages proactive use of military power, and for culture-focused civs, that would mean taking down a runaway, which is likely to be far from your capital.

For China, I could have the Examination Hall give a flat 40 GPP when a citizen is born. That would equate to about 4 GPP per turn, assuming growth every 10 turns. China can grow faster than that, but I don't think a random 4 GPP per turn would be excessive.
If we're going with the Siku Quanshu instead, I think it would make more sense as a Hermitage than a Printing Press. The Siku Quanshu was a repository of books, and didn't really have much to do with diplomacy.

Spoiler Siku Quanshu :

Hermitage replacement
Does not require Opera House
Grants a free Great Writer
+25% Great Writer rate in all cities
+3 :c5science: Science to Universities and Chanceries, and +3 :c5culture: Culture to Great Works of Writing
4 Great Work of Writing slots (instead of Art)
+10 :c5science: Science, :c5culture: Culture and :c5gold: Gold when themed with writing from different eras


Or I could just go with Hinin's proposed Siku Quanshu. I think that's fine as written.

For Egypt:
A bonus to units with lower CS could be interesting. I'm not sure if that's Lua codeable. I can give it a try, but I'd need a backup option in case that doesn't work out. Would a bonus against ranged units work? Since those tend to be less armored than melee fighters?
I like the idea of the Nilometer granting gold to river tiles. It's hard to come up with a water mill replacement that can compete with the Aztec Floating Gardens, which already covers the "water mill, but better" role. The Floating Gardens get increased yields per population, so the Nilometer could get higher base yields to start in exchange.
 
For Brazil, I think I'm going to keep the Pracinha as is.
Cool. I just thought it looked funny, not necessarily opposed to it. It's a funny mental image. "oh damn that guys sure kills good. I've always wondered about authentic Brazilian cuisine..."
If we're going with the Siku Quanshu instead, I think it would make more sense as a Hermitage than a Printing Press. The Siku Quanshu was a repository of books, and didn't really have much to do with diplomacy.
Well that puts it more in the correct historical period (1700s), so I'm not opposed. It looks good as described. I assume that siku quanshu has the normal 0.25 culture per citizen as well?
Perhaps I'm just biased, I just really prefer this UW more than the examination hall, conceptually
A bonus to units with lower CS could be interesting. I'm not sure if that's Lua codeable. I can give it a try, but I'd need a backup option in case that doesn't work out. Would a bonus against ranged units work? Since those tend to be less armored than melee fighters?
Could you simply compose a list of all unit classes which have lower CP and give +dmg vs those unit classes? ie warrior, archers, catapults, trebuchets, composite bowmen, chariots, skirmishers and other spearmen?
I like the idea of the Nilometer granting gold to river tiles. It's hard to come up with a water mill replacement that can compete with the Aztec Floating Gardens, which already covers the "water mill, but better" role. The Floating Gardens get increased yields per population, so the Nilometer could get higher base yields to start in exchange.
you were mentioning maybe doing a lua script which repaired allpillaged river tiles within range of the city every 10 turns. That would certainly be unique. A cool "utility/quality of life" addition
 
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I think the harbor + "trebuchet" combination can work for Ottomans. Bringing Dardanelles in range of a city should strike legitimate fear, then. Tersane is also a nice nod to the old UA, I like.

Pracinha is probably fine, yeah. Playtesting will tell.

Hacienda seems workable with.
 
@adan_eslavo An idea for the Great Bombard for Ottomans. Things that are different in Bold:
Spoiler :
Dardanelles Gun: Trebuchet replacement
unlocked at Machinery (1 tech later than trebuchet)
375:c5production: (vs. 175 for trebuchet & 350 for cannon)
10 :c5strength:CS, 44:c5strength:RCS (vs. 8/22 for trebuchet & 14/30 for cannon)
City assault promotion (existing, but unused, 150% to cities)(up from 100%)
Seige inaccuracy_II (new promotion, -50% dmg to domain: land)(up from -33%)
May only have 2 at any time

Combined with free volley from the siege foundry UB, this is 3x damage vs cities, and has slightly more base RCS than a field gun, but only 10 defense. Because of boosted siege inaccuracy, Dardanelles gun hits units only slightly harder than a cannon (22 vs 20 modified RCS). This makes it very effective vs. boats though.

I like the flavour of the Turks not having trebuchets; I can't find any sources to indicate they ever used them. In fact, it's popular opinion that the Ottoman's use of gunpowder bombards is what 'killed' the trebuchet as a viable weapon. Also the foundry giving volley to a wooden seige weapon is sorta weird.
I love that idea! You should work for Firaxis :p
Here's my idea for the Klepht so far. I'm basing this off of the Greek war for independence. Though Klephts appeared as soon as the Ottomans took control of Greece in 1453, I'm basing this off of their contribution to shaking off Ottoman rule in 1821-1830.
Spoiler :
Klepht: Gatling Gun replacement
unlocked at Rifling
650:c5production: (vs. 700)
25 :c5strength:CS, 45:c5strength:RCS
Altitude training promotion (+10% CP in rough terrain, double move on hills)
may withdraw when defending
can move after attack
Does not have covering fire promotion
GAP points on kill
Nice, I like the idea of late Greek unit. Will it use Jannisary's art?
Aaaaaaand a possible Hacienda:
Spoiler :
Hacienda - Spanish UI
Available at Civil Service
Built adjacent to cities or luxury resources (including ocean, if possible), cannot be built adjacent to each other (identical requirements as Chateau)
+3:c5food:, +1:c5production:, +1:c5gold:
+1:c5production:, +1:c5gold: if 2 tiles from a city, +2:c5production:, +2:c5gold: if adjacent to city (hacienderos often lived in town, and only visited their properties sporadically, if at all.
+2:c5gold: to adjacent luxuries (including sea-based)
Missions generate +1:c5faith: for every hacienda worked by the city
+2:c5culture:culture at Architecture
+1:c5gold:, +1:c5production: at Fertilizer

In comparison to the chateau (2:c5culture:,3:c5food:,3:c5gold:) is has worse yields, but offers more adjacencies and synergies, and has slightly more options for terrain because of city adjacency
I like this composition. Original idea has that it only could be built adjacent to cities and that was bad. Now is really ok.
EDIT: I like @phantomaxl1207's idea of a unique harbour for Ottomans:
Spoiler :
Tersane - Harbor replacement
+50 city HP, +3CP, 5% supply cap from pop
+2 :c5gold:, +2:c5production: (up from 1:c5gold:)
2 maintenance
When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent :c5culture: output.
Sea Trade Routes gain +50% Range and +3 :c5gold: (up from 2:c5gold:)
+50%:c5production: on cargo ships
+1 :c5food:, +1 :c5gold: and +1 :c5production: from Coast and Ocean tiles (up from 1:c5food:/1:c5gold:)
+30% :c5production: of Naval units. (up from 15%)
+1 :c5production: on Sea Resources
Naval units in this city recieve the 'prize ships' promotion

That should help with their domination focus, and a little with their trade-route focus as well. The hammam would be a bath replacement, and we already gave Sweden Bastu. It feels like double-dipping.
I like bonus to cargo ships and trade routes. And by the way its Harbor (US) not Harbour (EN) in game :D. Do you have some art in mind?

Overall very interesting ideas. Where do you get it from? :D This will be much work. Thank you very much!

Post updated.
 
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...Greek unit. Will it use Jannisary's art?I ...I like bonus to cargo ships and trade routes. And by the way its Harbor (US) not Harbour (EN) in game :D. Do you have some art in mind?...

Post updated.
Yeah I’m canadian, so I just use the Queen’s English sometimes, eh? :)
Yeah I would just use the janissary base unit, but then find a different icon to use. I don’t know what.

The Tersane is reasonably easy, I think you have some choice. Could use the Kilwa coral Fort or maybe the Omani mina’a

Source 1 for tersane
Source 2 for tersane
Source 3
 
@pineappledan Dida you add Policy bunuses to Kampung? Something like this:
Code:
INSERT INTO Policy_ImprovementYieldChanges
           (PolicyType,                   ImprovementType,               YieldType,           Yield)
VALUES       ('POLICY_NEW_DEAL',               'IMPROVEMENT_CELTS_OPPIDUM',   'YIELD_GOLD',       5),
           ('POLICY_TRADITION_FINISHER',   'IMPROVEMENT_CELTS_OPPIDUM',   'YIELD_FOOD',       1);
 
Here should only be the ideology changes, so yes

I fixed the pillage reward (thank you @adan_eslavo) but I will wait until I have more work finished and post all at once
 
That's ok. New version published. Added all civilopedia entries and "heavily" modified UC help descriptions to be more consistent with vanilla civ ones. Tell me please if they are good now.

Did someone use my part of mod? Do you have any suggestions what should be reworked/tweaked/changed? Please do keep in mind I'm not native english speaker and there could be many language mistakes. Catch them if you can, please.

For now, I wil probably start Dardanelle Guns (I love them :P) and maybe Ottoman's Harbor. They seem to be solid right now.
 
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