(8-27) 4UC Mongolia

Status
Not open for further replies.

pineappledan

Deity
Joined
Aug 9, 2017
Messages
10,854
Location
Alberta, Canada
This is a thread for discussing the addition of 2 more unique components to the Mongolian civilization.

Spoiler Full kit with 4UC changes :

1717560255075.png


Spoiler Description of new components and changes to existing kit, differences from base component are underlined: :

UM - Black Tug (replaces Knight):
Available at Chivalry
175 :c5production: Production Cost
25 :c5strength: CS
4 :c5moves: Movement​
"Mingghan" (+5 XP for pillaging. +20% :c5strength: CS when standing on pillaged tile)​
"Charge I"
Requires Horses​

UB - The Yassa (Unique UNW):
available at Philosophy
:c5production: Production cost scales with number of Cities​
Gives the Yassa to all Cities on Empire​
+20% :c5production: Production towards Military Land Units (Range, Siege, Mounted and Armored)
-2% for all :c5unhappy: Needs for every Yassa on Empire
10 :c5gold: Gold, 10 :c5science: Science and 10 :c5culture: Culture from City conquests
 
Justification for 4UC additions

We wanted Mongols to have another mounted unique, but didn't want it to have a unique skirmisher because it would have been too powerful with the UA bonuses. The Black Tug uses some code left over from abandoned Viking and Recon promotions to create a unique aggressive pillage warrior.

The Yassa acts more like a unique policy than a UNW, since it has no base building. Once built it gives global happiness reduction and city capture yields that both scale with the number of cities on empire. The idea is that if you can get big enough with Mongols you can basically just turn off the happiness management system. Your empire cowed into submission by the Mongol Terror.
 
Is Yassa a real building? i.e. Does it count for abilities based on number of buildings?

Is the unit production modifier global?

Are the instant yields giving to each Yassa or to the city with the UNW?

If it's possible, would you reduce the pillage XP (I think it's hardcoded to be 5 right now)? Seems quite high for a non-recon mobile unit.
 
Both the The yassa NW and building are free buildings that persist.
The building production is applied locally via a building that is given for free globally.

The global yields for conquest are counted the same way as GP north yields in multiple cities; they are counted up per city, but are then all given in the capital. I should also say the only DLL in the mongol kit is the yields on city Capture. There is a table for Building_YieldsOnConquest but it doesn’t work. It seems kind of weird this ability doesn’t already exist

As you say it’s hardcoded to 5 now. Could be reduced if a DLL sponsor was up for a counterproposal to that.
 
Ah yes, a UNW that grants a free building in all cities that has the potential to be destroyed if it is built in a non-capital city. Leaving the old cities still have the building and new ones do not receive the free building.
 
Overall grade: A-
With the exception of the Black Tug’s theming, the Mongol additional components add a lot of flavor and fun mechanics. We opted to give them a mounted melee unit, because we wanted to showcase how the Mongols employed lancers in many of their most important victories. We also felt a unique skirmisher would have been too hard to balance with the UA’s bonuses. Overall, both are welcome additions that add an interesting new angle to the Mongols.

Black Tug
Theme - C.
Couldn’t come up with a particularly good name for the unit, and the Khan already is carrying a tug in his model. Could rename the unit to Mingghan and change the unique promotion name to something more generic. A mounted UU in medieval gives appropriate timing for a Mongol military power spike.
Mechanics - A. Pillage CS bonus is an old Danish combat bonus, and the XP on pillage is an old recon unit bonus. Both of these bonuses are now unique to this unit and DLL integrated, making them a pillaging monster.
Uniqueness - S. Unique pillage bonuses on a not-so-unique body, even more unique with the changes to the Danish kit. The Mongols have no other conventional UU, so the unique knight feels like a very welcome addition for a medieval power spike on a warmonger civ.

Yassa
Theme - S.
The oral law code of the Mongols issued during war time. It’s more like a unique policy than a building or wonder, but I guess that makes it pretty unique.
Mechanics - A. Gives a broad unit production bonus, like Denmark, but in addition, For each city you control on empire it lowers all needs. So if you have a large enough empire, Needs reduction overpowers the empire size modifier and that Frees the Mongols to have a very large, low maintenance empire. This ‘Rule through fear’ ability is very appropriate for the Mongols.
Uniqueness – A. It is a completely unique building class and as such it does stuff that is quite unique.
 
MAGI:
I don't have the table Building_YieldsFromConquest in my database. It exists in Trait_, Belief_, and as ConquerorYield in Policy_, but nothing on Buildings?
So would want a DLL sponsor for that

Rest is database
 
Yup. I remember there was an old table for it but it never worked in the time that I’ve been in this community and then was subsequently deleted

I think it’s pretty crazy it doesn’t exist already…
 
Shouldn't be complicated to implement a table for buildings for which we already have a counterpart for traits and beliefs. Sponsored.
 
Timestamp post to arrange all the threads in a neat order.
 
Status
Not open for further replies.
Back
Top Bottom