Additional Civilizations (by DJSHenninger)

Just a quick question, I am about to start a game with the Seljuqs, is the UI compatible with the More Pantheons mod by Barathor?
Also what would Pagodas, Religious Community, Swords into plowshares, (Pantheon which provides happiness for shrines. Forgot the name) give me? Those are the ones I always go for :)
 
Just a quick question, I am about to start a game with the Seljuqs, is the UI compatible with the More Pantheons mod by Barathor?
Also what would Pagodas, Religious Community, Swords into plowshares, (Pantheon which provides happiness for shrines. Forgot the name) give me? Those are the ones I always go for :)

It's not compatible, although adding new beliefs would be easy by looking at Civ5Beliefs.xml. just copy the code (rows included) and rename the yield and belief name. Swords into Plowshares grant +1 Food. Religious Community provides +1 Production and Pagodas provide +1 Culture. The last pantheon probably grants faith or something :p I still need to nerf the UI. Not sure how.
 
Well... started the game with that mod and screwed myself.
i have a useless UI now :sad:.
Oh well, I'll just have to deal with it. And I don't think that it's Overpowered at all, since it requires deserts, can't be built next to each other and needs to have land on all other tiles it reduces the amount of possible tiles to a very low number.
 
Well... started the game with that mod and screwed myself.
i have a useless UI now :sad:.
Oh well, I'll just have to deal with it. And I don't think that it's Overpowered at all, since it requires deserts, can't be built next to each other and needs to have land on all other tiles it reduces the amount of possible tiles to a very low number.

It's the Pantheon mod, right? That doesn't change any of the other beliefs (follower/enhancer/reform etc.) So you should just miss a max of 2 yields. Also, he didn't remove all original beliefs I think. So some of them should still work.

EDIT: It can add a max of 7 yields (Pantheon Belief + Follower Belief + Founder Belief -> Enhancer Belief + Follower Belief + Reform Belief + Pantheon of second largest religion) . That's like a Great Tile improvement xD Except desert doesn't yield anything except flood plains. Chateau adds 3 Gold and 3 Culture after Flight, for comparison.
 
90% sure they do. I've got a book (now let's see if I can find it) that has some sort of state centred in Belarus.

Sounds interesting. I hope there's enough info, though.

Aside from that, should Kazakh's start bias be Plains or Desert? The trait is not really related to any of them, although Plains would indirectly prove to be more useful (Free Stable in all Cities -> possibly more horses/cattle/sheep on Plains). That's not the entire trait, though:
Free Stable in all cities. Resting point for Influence with all City-States is increased by 9. Scouts have +2 Movement.

I think I should replace the scout thing and put in a combat related element. Anyone?

Ablai Khan's military skills were notable as well as his diplomatic skills. I also read that animal husbandry was/is an important part of Kazakh culture, so that's where the free stable's coming from.
 
The Kazakhs are a central Asian people, so it's only natural that they have animal husbandry as one of their most prominent traits.
The stable sounds fine, I'd increase the bonus to 10 just to make it a round number.

The scout bonus is kind of out of place though. How about having all mounted units have terrain bonuses?
 
The Kazakhs are a central Asian people, so it's only natural that they have animal husbandry as one of their most prominent traits.
The stable sounds fine, I'd increase the bonus to 10 just to make it a round number.

The scout bonus is kind of out of place though. How about having all mounted units have terrain bonuses?

The 9 is deliberate. The Policy Consulates increases resting point to 20. If Kazakhstan has 10, it'll be 30. It even increases if you haven't met the city states and you will get your bonuses. This means that you get yields and units from all City States on the map. With 9, you still need to increase it by 1 to become friends. The cheapest way to do this is to pledge to protect them, which will increase the resting point by 5 (for a total of 34). This makes sure you can only become "permanent" friends with City States you've met (because you need to meet them to pledge protect :lol:)
And the scout bonus was simply to be able to meet city states faster :P But indeed, I want to give something to Mounted units :) There was a technique called tulgama the Kazakhs used: ''As a method of warfare, tulgama
means to turn, make a flanking movement and attack the enemy on the flank or in the rear.'' I was thinking of Flanking Bonuses. Any thoughts?
 
I don't know, flanking bonuses don't really seem interesting. But since it has a very solid historical basis I am all for it.

Anyways, I think I found the state that Viergel was talking about.

Interesting, although information seems scarce. Probably any kind of visual representation of a leader as well.

Currently, the flanking bonus is 10% per unit, so units would gain 10% combat strength for every unit that surrounds that singular enemy. The bonus is set to 50%, so it would be 15% instead of 10%. That doesn't really sound interesting lol. I also gave the unique unit more 'mobility' (+1 movement, ignore Zone of Control) to increase flanking possibilities. This mobility is also 'historically accurate'. Think I should double the bonus? (from 10% to 20%). That's certainly more interesting. Even cavalry would be capable of conquering cities :P My problem is that Austria's Hussar has similar features. Very similar. The UU + trait is stronger than the Hussar. :cry:

Earlier you mentioned terrain bonuses. What kind of bonuses?
 
I figured some bonus from plains would be fitting.
And yeah, it is similar to Austria, but hey if it fits it fits.

The only terrain related xml tags I could find is Doublemove, Attack and Defence. Don't really seem that interesting to me, although some RAW open terrain attack bonus would be kick ass :P

I'm not sure that was it - but in terms of a leader of it, then Vseslav could be the best option, given there's something you can use as a base there. I'm still searching for the book, though. :p

This would have been a cool icon if not for the random eagle apparently flying with one wing IN the dude's cape. I think the statue is supposed to be Vseslav, though. Not even a nice head, save for the one on the coin but that's too flat for me. And small.
Found a nicer picture. And the bird makes sense now lol: http://img-fotki.yandex.ru/get/5901/varandej1.110/0_674a1_642458c0_XL
I could make something out of that, although he won't face the player. But that's not the first time. It's a bit small, but probably the best I can do haha.
 
How about giving all mounted units the open terrain combat bonus?

Shock I promotion? That would be interesting. It also allows for quicker acquisition of the stronger promotions. IDC about OP-ness. This will do, thanks :) I'll probably change the UU a bit too.
 
Great, have you decided on UB/UI/UUs?

UB: Kïiz Üy. Replaces circus/requires no nearby horse or ivory. Provides yields to cattle, sheep and horse. The yields depend on the type of Kïiz Üy you build. There are five types, you can only build one of them. I also made it require no Tech since it looks ugly and the tech was Trapping, which is one of first techs anyway. Synergizes well with the Free Stable thing, although may become too strong. On the other hand, it depends on luck (resource-related).

UU: Batir/Bogatyr/Bahatur. This will replace the Horseman but will be classified as a Melee Unit while retaining a Mounted Unit's movement and promotions. This means it will not be vulnerable to anti-mounted units. I gave it a -25% ranged defense in return. I originally gave it +1 movement and Ignore ZOC AND made it stronger (although this strength increase won't retain). I wanted to use <combatlimit> to limit the number of Batir you can have simultaneously, but it didn't work. Long story short, I need to redo this unit, but I want to retain the unitcombat classification.
 
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