Additional Civilizations (by DJSHenninger)

Here's some food for thought after the Argentina discussion from earlier. I can provide sources and images later once I get a scanner (yes, sources in English) if this becomes interesting to you.

Argentina - Julio Argentino Roca
UA: Conquest of the Desert: Cleared Barbarian Camps reveal sources of Cattle, Horses or Sheep. Cities produce more gold and food while training cavalry.
UU: Choiquero: Replaces Cavalry. Starts with Blitz and can withdraw from combat. If starting a turn with 25% or less health, it may turn into a Barbarian Camp.
UB: Frigorífico: Replaces Atomic Plant. Comes earlier at Refrigeration. No Uranium Requirement. +15% Production. +1 Gold for every point of Food provided by Pastures worked in city.

Decisions:

Federalize Buenos Aires

Create Alsina's Trench

Events:

The Inform about the Working Class in outlying cities is ready

We've come upon the idea of the Drago Doctrine

We've found a revolutionary way of solving criminal cases
 
I'd change the first part of the UA to a 50% chance, and the second part to mounted units instead of cavalry. The rest is good, but I think the Nuclear Plant is a quite weird build for thr Frigorífico to replace.
 
Oops, yeah. I meant mounted units, I forgot Cavalry was an actual individual unit. As for the UA, Barbarian Camps rarely are within ranges that become workable for cities unless you go out of your way to acquire those territories, so I thought it'd be much more useful if it happened 100% of the time, but well, that's why I made the design public, so it could be discussed. ;)

As for the Frigorifico, I know, but I wanted a production or gold producing building that was unlocked at Refrigeration, and at that point the only options were either the Nuclear Plant or the Solar plant, so rather than having a building unlocked later, I preferred to have one unlocked earlier.
 
While I'm here, here's the design for the other Argentine leader proposed:

Argentina - Juan Manuel de Rosas
UA: Civilization and Barbarism: Puppet Cities automatically produce military units over time. Receive Gold and Production in the Capital when annexing puppets equal to the size of the annexed city.
UU: Caudillo: Replaces Great General. Can be expended to Puppet a non-capital city it's garrisoned in. When Garrisoned in a Puppet City, negates the Culture and Science Penalty of the city.
UI: Estancia. Unlocked at Horseback Riding. Can only be built on flat terrain, +2 Production if built next to a farm, +2 Food if Built next to a Pasture, +2 Culture if built next to a city.

Decisions:

Enact Law of Customs

Encourage Immigration

Events:

Blockade of La Plata

Succesful Desert Campaign

Decide on Bishop Apointing Jurisdiction

So here you are, here's my views on the two versions of Argentina proposed, later I'll explain in depth with some sources and stuff. :)
 
The Argentine Confederation would definitely also be an interesting civilization, but would be better with a new icon and color scheme. I'd change the Caudillo though, I don't think it's very useful to puppet your cities. And puppets don't increase science/culture, only annexed cities. I don't know if that would still be accurate, but I believe it'd be better to give him the ability to annex puppeted cities and build a free courthouse there, and for the cities annexed this way to not increase the cost of techs/policies. As for the UA, the gold and production bonuses should be 10-20 times the city's population, otherwise it'll be an irrelevant boost.
 
Puppet Cities do have a Culture & Science Penalty of 25%, and the ability to Puppet them is for UA Synergy, and it has a few other uses too (Reducing unhappiness, National Wonders or whatnot).

I say it'd really make sense for a civ based on the Confederation Period, since Buenos Aires and the Provinces had a tenuous relationship at best.
 
Oh, right, the yield penalty. I did not know that existed, and thought you were talking about the tech/policy penalty from number of cities. That said, allowing the civ to keep puppeting and unpuppeting cities - and receiveing a boost for that - will be easily exploitable. Having it based on annexing will still be synergic, but not exploitable. Plus there aren't much advantages either: negating the tech/policy penalty will have basically the same effect as negating the yield penalty, puppets don't actually produce less unhappines (except when compared to an occupied, courthouse-less city, but that wouldn't be a problem with this mod), and the buildings required for the important national wonders aren't really that hard to get.
 
Here's some food for thought after the Argentina discussion from earlier. I can provide sources and images later once I get a scanner (yes, sources in English) if this becomes interesting to you.

Argentina - Julio Argentino Roca
UA: Conquest of the Desert: Cleared Barbarian Camps reveal sources of Cattle, Horses or Sheep. Cities produce more gold and food while training cavalry.
UU: Choiquero: Replaces Cavalry. Starts with Blitz and can withdraw from combat. If starting a turn with 25% or less health, it may turn into a Barbarian Camp.
UB: Frigorífico: Replaces Atomic Plant. Comes earlier at Refrigeration. No Uranium Requirement. +15% Production. +1 Gold for every point of Food provided by Pastures worked in city.

Decisions:

Federalize Buenos Aires

Create Alsina's Trench

Events:

The Inform about the Working Class in outlying cities is ready

We've come upon the idea of the Drago Doctrine

We've found a revolutionary way of solving criminal cases

I'd love to have some more info on them, thanks :) Won't start with Argentina any time soon, though.
 
I'm getting consistent game crashes when adopting Warrior Code while playing Samuel's Bulgaria.


That's strange. Is that the one where you get a free Great General? I've used it successfully multiple times, however. I suppose this would also mean that you're getting a crash with any other way of getting a free Great General? Might have accidentally changed something, though I don't see how this could be a mod conflict of some sort. I'll look into it, thanks.



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I'm having a problem with Samuel's Bulgaria: he won't show up in my Mods screen. He's still there in my MODS folder, but when I try to click on the radio button to activate the mod, all I see are Krum and Simeon. I haven't the faintest idea what could be causing this and I've never had it happen with any other mod. But since nobody else has mentioned it, I assume the problem is on my end. Does anybody have any ideas?
 
I'm having a problem with Samuel's Bulgaria: he won't show up in my Mods screen. He's still there in my MODS folder, but when I try to click on the radio button to activate the mod, all I see are Krum and Simeon. I haven't the faintest idea what could be causing this and I've never had it happen with any other mod. But since nobody else has mentioned it, I assume the problem is on my end. Does anybody have any ideas?

Hmmm... Hmmmmmmm... Nope, no idea. Maybe just delete and redownload? Or re-subscribe? Also, I had no problems with the Warrior Code thing on my end, so it must be some kind of mod conflict, but can't find anything relevant in the logs.
 
Hmmm... Hmmmmmmm... Nope, no idea. Maybe just delete and redownload?
I did that a couple days ago and he showed up again. So I started a new game as him, played a while, and saved it for the night. But when I went to load up the game the next day, he was no longer in the Mod list again and loading the game caused it to crash on me. So I came here to see if anybody else had the problem.
 
I did that a couple days ago and he showed up again. So I started a new game as him, played a while, and saved it for the night. But when I went to load up the game the next day, he was no longer in the Mod list again and loading the game caused it to crash on me. So I came here to see if anybody else had the problem.

Ooh, weird stuff. Samuel's just trolling. Again. :crazyeye:
 
Justinian's Corpus Juris Civilis decision I don't think is working properly. It looks like it's adding +33% of my faith per turn every single turn to produce absolutely insane faith gains.
 
Justinian's Corpus Juris Civilis decision I don't think is working properly. It looks like it's adding +33% of my faith per turn every single turn to produce absolutely insane faith gains.

Do you mean it's cumulative?

100 + 33% = 133
133 + 33% = 177 etc..

33% is probably too much as well, were it not bugged.
 
Not sure what I am doing wrong. I have the latest version of Civ5. The only mod I have is the Enhanced UI Mod. But, I cant get these civs to show up at all. I installed Romania, and i cant select them to play. They do not show up anywhere.
 
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