1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Avatar: The Last Airbender Civilizations

Discussion in 'Civ5 - New Civilizations' started by Boster, May 1, 2011.

  1. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    Avatar: The Last Airbender Mod
    This mod adds the four civilizations from the Nick show, Avatar: The Last Airbender:

    The Water Tribe

    Leader: Chief Arnook
    Trait: Tui and La
    Units receive instant embarkation and can pass through ice.
    Units:Water Warrior
    Combat Bonus in water and snow, Combat Penalty in desert.
    The Earth Kingdom
    Leader: Earth King Kuei
    Trait: Neutral Jing
    :c5angry: Unhappiness from number of cities halved.
    Units:Earth Warrior
    +25% Defense, -1 :c5moves: Movement.
    The Fire Nation
    Leader: Fire Lord Ozai
    Trait: Divine Right
    All units receive +25% :c5strength: Combat Strength VS Cities.
    Units:Fire Warrior
    +1 :c5strength: Combat Strength, No Defensive Bonuses.
    The Air Nomads
    Leader: Monk Gyatso
    Trait: Element of Freedom
    All land units can pass through mountains.
    Units:Air Warrior
    -1 :c5strength: Combat Strength, +1 :c5moves: Movement.

    This mod also includes a custom map created by member Caroco.

    What to expect in future versions:
    1. More UUs, I was thinking that there would be three bender stages that would replace early melee units.
    2. UBs (not sure exactly what yet, but I am open to suggestions)
    3. Pedia entries
    4. City States (such as Sun Warriors, seedy merchants pier, etc.)
    5. Unique Technology
    6. Scenarios
    7. Audio (if modders can figure out how to work this)
    Current Issues:
    1. Currently created only for vanilla, but apparently still works with G&K.
    2. The custom map doesn't let you pick your Civilization the first time you play it.
    3. Balance is always an issue.
    4. The units do not have a custom look other than icons and a unit flag. However, creating 3D assets seems far to complicated for my skills. If anyone is interested in creating assets for this mod, please let me know. I would love that more than you can imagine. :p
    5. For some reason, the unit flag for the Earth Warrior sticks out beyond the circle. This is likely because the icon itself is polygonal, unlike the others. I don't know how to fix this issue.
    6. I'm still not 100% sure how the leader AI works, so if someone could help me explain exactly how the values work, that would be great.
    7. I finally realized that the Air trait originally allowed them to pass through both mountains AND ice. I managed, however, to edit the code so they could only pass through mountains. However, I cannot figure out how to make the Water tribe only pass through ice and not mountains.

    Screenshots
    Water Tribe
    Spoiler :



    Earth Kingdom
    Spoiler :



    Fire Nation
    Spoiler :



    Air Nomads
    Spoiler :




    To Install
    Version 6 has been released, with updated DOM screens, the second tier of UUs, changed quotes on the Civilopedia, and all of the other Civs (except G&K civs) have been completely removed.
    To download, follow this link.
    Once you download, place the folder in the "..\< My Games>\Sid Meier's Civilization V\MODS" directory. It can then be loaded under the "Mods" prompt in Civilization V.
    To play the map scenario, select it under the list of maps when setting up the game.

    Any help, suggestions, and comments are greatly appreciated. :)
     
  2. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    reserved
     
  3. Putmalk

    Putmalk Chieftain

    Joined:
    Sep 26, 2010
    Messages:
    2,613
    Location:
    New York
    I love the idea but don't you think the Earth Kingdom trait is a bit overpowered? XD
     
  4. KaiserElectric

    KaiserElectric Total Freakin Besties

    Joined:
    Dec 2, 2007
    Messages:
    3,378
    I love it thus far, but I have to agree that the Earth Kingdom trait is a little overpowered.
     
  5. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    I thought so too looking back, but as I said in the first post, I will probably give more trait bonuses to the other nations to make it balanced, yet also more unique. I may also make the Earth Kingdom terrain a bit more deserty (for the map) and I could also just take the +50% defense and give it to the UU (Earth benders).
     
  6. Sonereal

    Sonereal Call Me Ish Supporter

    Joined:
    Mar 31, 2008
    Messages:
    14,564
    Yeah, that would be best. Otherwise, it makes no sense that the Fire Nation conquered the Earth Nation. Unless of course you give the defense bonus to cities and make it 25%. ;)
     
  7. Putmalk

    Putmalk Chieftain

    Joined:
    Sep 26, 2010
    Messages:
    2,613
    Location:
    New York
    I was thinking for the water benders that their unique trait involves them receiving +1:c5gold: and +1:c5production: from all Fish, Pearl, and Whale resources. And set their bias to start near ocean and tundra.

    Perhaps add two unique buildings for Water Benders...I was thinking something that adds food and production to ice tiles and another which provides extra food when a source of fish is nearby.

    Just some ideas, good luck with this!
     
  8. dragonmage119

    dragonmage119 Chieftain

    Joined:
    Jul 21, 2010
    Messages:
    26
    You should give the fire nation a better boost to their tech yield someway (whether building or trait), as this would represent how technologically advanced they are in the show compared to the other nations.
    The water tribe could a medic unit who is very weak fighting but can heal 1 other unit every turn as a representation of the female water benders in the northern water tribe.
    but your making it so you have final say.these are just some ideas.
     
  9. Putmalk

    Putmalk Chieftain

    Joined:
    Sep 26, 2010
    Messages:
    2,613
    Location:
    New York
    Both of these ideas are pretty nice, and I would suggest that maybe like a unique building that replaces the Barracks that grants +science yield...or a unique ability that grants some technology every time you kill a unit or capture a city, the logic being here that the Fire Nation would often attack a nation and force their inventors to invent weaponry for them. Would make them more likely to be aggressive, as well.
     
  10. KaiserElectric

    KaiserElectric Total Freakin Besties

    Joined:
    Dec 2, 2007
    Messages:
    3,378
    Now that I look at it, the air nomad's trait doesn't seem to suit them very well as you described them in their intros. Maybe they should get a cultural trait instead of the movement bonus, which seems more suited to a military civ.
     
  11. GenjiKhan

    GenjiKhan Chieftain

    Joined:
    Apr 29, 2011
    Messages:
    1,117
    With Water Tribe,you can put something like that:
    The Rising Tide:Land Units can attack in water,just like in soil(they can even sink a naval unit),it receives amphibious promotion and have +1 sight in water.
     
  12. caroco

    caroco Chieftain

    Joined:
    May 3, 2011
    Messages:
    5
    hey great work!! here are some suggestions (and questions)

    Airbending bonus traits:
    +1 movement all unit or ignore terrain penalties, movement over mountain & defense bonus at hill/mountains
    a unique building that connect trade network between their cities (kinda like the harbor function)
    unique unit like archers that are more efficient defenders
    free promotion against ranged attacks

    Waterbending trait name: "Spiritual Chi" and bonus:
    +2 sight & movement of naval units
    land units free amphibious promotion and can move through snow as roads? (maybe look at the Iroquois' trait for coding?), Embarked units can defend themselves.
    healing promotion
    unique building that provides gold and production from coastal tiles
    unique building that provides food from snow and tundra

    Earthbending - i like the trait name Neutral Jing and bonus:
    Unhappiness from number of cities halved.
    defensive structures are more efficient +25%
    +25% production towards any buildings that already exist in the Capital.
    +1 gold from each Trade Route, and marble, iron, alum resources provide double quantity.
    +2 culture per city

    Firebending - I'm not sure why you chose "Divine Right" for the trait name of the Fire Nation, maybe because it's dictatorial monarchy as opposed to constitutional monarchy like earth kingdom?
    Some suggestions for trait name:
    Sacred Dragons
    Dragon's Breath
    Rise of the Sun
    Sozin's Comet
    And trait bonus:
    Gains Culture for the empire from each enemy unit killed.
    Effectiveness and spawn rate of Great Generals increased.
    Units fight as though they were at full strength even when damaged.

    I don't agree with the +25% combat strength against cities because that was not always the case. I don't see why fire nation would have an advantage against an air nomad city or water tribe city either. Maybe the units get +25% combat strength at Golden Ages or if a city is capture it triggers a golden age could be a nice loop cycle to motivate ongoing war.
     
  13. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    All of these ideas are very good, and I will consider them all when working on the next version. However, I do not currently have time to address each idea individually. Hopefully I will have more time once the school year wraps up. :/

    I do want to say that the name "Divine Right" comes from Azula's line in Crossroads of Destiny, which she uses to say that she has the natural right to rule. This fits with their trait, as the Fire Nation believes that they are the natural rulers of the world.
     
  14. naruto 101

    naruto 101 Chieftain

    Joined:
    Nov 6, 2010
    Messages:
    33
    for air nomads a uu can be avatar it is basicly a upgraded spearmen but replaces warriors and when it dies it can be reborn for 100 gold
     
  15. UltimateAction

    UltimateAction Chieftain

    Joined:
    May 4, 2011
    Messages:
    6
    Location:
    The Netherlands
    i would say a healing bonus and fish bonus for the water tribe
     
  16. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    I have now released version 2, which includes a trait for the water tribe, map images, and the Earth Kingdom is a bit more balanced (they only have the unhappiness modifier).
    Unfortunately, it has to go through the mod queue again, but in the meantime it can be found in the mod browser.
     
  17. KaiserElectric

    KaiserElectric Total Freakin Besties

    Joined:
    Dec 2, 2007
    Messages:
    3,378
    I have an idea for the Air Nomads. What if their trait made every tile they own function as a road tile? That way, they can connect cities without spending money and time on roads, and they can be much more mobile within their own borders. The trait would help the Air Nomads to make more money and also give them a critical advantage in defensive wars.
     
  18. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    If I knew how to code that, I would do it. But that seems a bit too complicated for my skills.
     
  19. KaiserElectric

    KaiserElectric Total Freakin Besties

    Joined:
    Dec 2, 2007
    Messages:
    3,378
    You could make roads free and instantly-buildable. :dunno:
     
  20. Boster

    Boster Chieftain

    Joined:
    Feb 3, 2011
    Messages:
    33
    Location:
    USA
    edit: nvm, problem fixed
     

Share This Page