Additional Civilizations (by DJSHenninger)

I'm sure I've got all those points covered (Not sure how to check mod version, but since I downloaded it yesterday it's probably up to date)

Here's a screenshot, maybe I'm doing something wrong

KkCHTFe.jpg
 
That's strange. Here's my attempt:

Spoiler :
wE1MONc.jpg


Worked with Silver as well. Have you tried resources other than Gold?

And another question, perhaps more important: Is that the Direct Download (Mediafire) or the Steam version?
 
Mediafire hosted direct download, I dislike messing with Steam any more than I have to

I hoped that the Direct Download was the problem; that I uploaded a defunct version or something, but that's not the case. I tested it again using the Mediafire version and I could improve Copper. That leaves the other question: tried with a resource other than Gold?
 
I hoped that the Direct Download was the problem; that I uploaded a defunct version or something, but that's not the case. I tested it again using the Mediafire version and I could improve Copper. That leaves the other question: tried with a resource other than Gold?

Tried it with copper. No cigar, though I did just realize that my Civ isn't patched beyond 1.0.3.18. Gonna patch it now and try again later

EDIT: It did have something to do with my game not being patched, sorry for wasting your time. Have a good day.
 
So, can you tell us your plans for the Sassanians? :)

Almost done! It's not balanced yet, though:

UA: Every finished Policy Tree provides +1 per Luxury. During Golden Ages, Gold cost of Purchasing Buildings is halved and 50% of excess Happiness is added each turn to the amount of Culture.

UB: Iwan Palace. Replaces the Mint. It does not require nearby Silver or Gold and does not increase those resources' Gold output. Instead, it requires nearby Desert. +2 Gold per Land Trade Route when connecting to another civilization. Contains an Artist Specialist slot. Military Units trained during Golden Ages in cities with an Iwan Palace provide Tourism to other Civilizations. Because of the Sasanian Palaces' massive size, it requires 30% more Production.

UU: Savaran Cavalry. Replaces the Horseman. Has a lower City Penalty (-15%). After the first battle, this unit either gains +33% Combat Strength against Cities or infantry.

So, as said before, it's not balanced yet and I'm trying to get the last part of the Iwan palace to work. I actually succeeded, but a strange thing happened, I suddenly had 43 MILLION Culture. lol. But I couldn't replicate the problem after trying a second time. Then I decided to make the code 'more efficient' (shorter), but now it no longer seems to work xD

To balance things, the half cost of purchasing buildings may become 30% instead of 50 or 30% of excess happiness etc.. Or perhaps I'll remove one of the building's effects.
Or I simply don't care about balance and change nothing :lol:
 
That Palace has too many bonuses in my opinion, although the production penalty and the required desert balance it out, I suppose.

I love the UU though.

Also what does every luxury provide? Golden Age points?

Oh, I guess I accidentally removed it. Happiness. I don't think I can make them give Golden Age Points directly. I think I may change that to every Pre-medieval policy tree finished. Makes more sense regarding the empire's period of existence.
 
Well, that's essentially what Happiness does, isn't it?
Does it mean for every separate luxury or for every one of them?
Like, for 2 Ivory would I get 2 Happiness or 1?

Every type of luxury, not every copy. Happiness works well with the latter part of the trait. The UB indeed has many buffs. I may remove the artist slot and the production penalty. Makes it less complicated/random and the civ has enough cultural/tourism buffs already. But first I need to make sure everything works :)
 
Yeah, I agree completely. The Artist slot is just random and unnecessary.
And the UA is perfect, it is very similar in one way to the Persian one, which is very good.

Yeah I wanted a more cultural variant of the trait, while also adding a bit of trade and warfare. The mod changes Persia to 'The Achaemenids" etc. but I'm using one city of their list, so I need to delete that city on their list. It's Shiraz (TXT_KEY_CITY_NAME_SHIRAZ). I don't generally work with Delete. Any idea how I can do this? Kinda noob question, but I need to know anyway. This also counts for a couple of The Seljuqs' cities.
 
I think if a city is founded and a different Civ already has it on it's list it will be replaced by the next one in the list. So it's not much of a problem. And I think certain Civs already share some cities.

Oh I hope so, that would be excellent :p And.. THE BUILDING EFFECT NOW WORKS! xD

So, when a unit is trained during a Golden Age in a City with an Iwan palace, you'd gain a certain amount of tourism to all civilizations:

Ancient units: 10 tourism
Classical: 20
Med: 30
Renaissance: 40
Industrial and further: 50

I think it's ready to be playtested, apart from the fact that it misses civilopedia entries and a DOM quote etc. The values above are probably too high, even though they seem low initially. Perhaps I should set values for modern, atomic and information as well.

Beta version of the Sasanian Empire can now be downloaded (see post #6). Haven't playtested it myself yet. I need feedback regarding balance, especially the set values (50% of happiness, cost reduction of buildings, tourism from military units etc). Keep in mind that doing well as the civilization doesn't mean it's overpowered. That may very well be correlated with your starting location etc.

Still need to finish the Kazakhs.
 
Finished a game with the Sasanians, they are definitely too strong. I pretty much got almost all Social Policies while playing with them. They need a nerf, just not sure which one.

I know, I'm testing with different values already. For now, I've narrowed it down to pre-medieval policy trees en reduced the happiness convert percentage to 33%. I don't think the unit needs changing. The actual extra culture from the trait is just the happiness conversion, but because happiness is extremely buffed because of the first part of the trait (and a policy converts 50% already), the culture gain is increased enormously. I once had like 101 happiness and ca. 40 was because of the trait lol. And then I won the International Games and got 731 culture per turn! Haha.
I think it eventually needs to be narrowed down to ''Finished Starting Policy Trees provides +1 per Luxury. During Golden Ages, Gold cost of Purchasing Buildings is halved and 25% of excess Happiness is added each turn to the amount of Culture.
What do you think of the Tourism per unit effect? I thought it was too low to switch to unit production during Golden Ages. That's why I actually buffed that.
Also, If I can make it like: +1 Happiness for every two Luxuries instead of +1 per luxury, then I'd do that. But I'm not sure if that's possible.
Edit: Military Tourism values were: 10/20/30/40/50 (industrial era and up) and now set to: (10/25/40/70/100/135/180/230). You think that's too much? :P
 
Not sure, didn't try out the unit/tourism thing, so I can't really tell. Sorry.

But I think that the S.Policy nerf is spot on. Great work.

Ok, no problem :P But I've discovered something I've overlooked: the Lua code provides multiple free policies during golden ages and removes it after the Golden Age has ended. However, this removal also decreases future Policy costs -.- That's another reason why you pretty much had all policies. I never noticed until now, but I think I can fix it :D

EDIT: Uploaded a 'fix' for the Sasanians and debuffed the trait while buffing the building a bit (Tourism values):
- Previously, after a Golden Age ended, you'd have decreased policy costs because a hidden free policy was given and removed after the Golden Age ended. Now, during Golden Ages, the cost of Policies increase during the Golden Age only and will return to the correct value after the Golden Age ended. I couldn't find any other way of fixing this :/
- Now only the Starting Policy Trees (Tradition, Liberty, Honor, Piety) are affected by the trait. Also, the happiness convert percentage is reduced to 25% (from 50).
- Tourism values from trained units during Golden Ages increased. Also, you only need a single Iwan and every unit you train in every city during golden ages provides Tourism.
 
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