After having plenty of time to think away from the mod (there's been a couple of sole long train journeys this week), I've discovered I can fit in the extra three civs to make it to a full 31 in the Anno Domini mod. I've done this by clubbing some civs together to get shared themed buildings - e.g. all the celtic civs getting the druid's grove instead of having different buildings for each one.
I'd like one of the new civs to be an Indian one, making three altogether, as Harappa and Kushan are already there (the others, incidently, will be the Jutes and the Scots). I can make these three into a culture group for India and would be interested in your opinion on the following:
01. I'd be using the first era of this leaderhead for the new civilization:
Asoka - obviously renamed as appropriate. Shiro did the pcxs for the ancient era, so all the artwork's done. Which civ should I choose?
02. I've chosen Agricultural/Industrious for Harappa and their UU is the Harappan worker, who can irrigate without access to fresh water from the off and is faster than the average worker. The Kushan are Organised/Spiritual; I was thinking of a horse archer for their UU. What about the new civ? Also, if you feel that the Kushan have the wrong traits, then please let me know - organised, incidently, is a re-named Commercial.
03. There are sections in the tech tree I'd like to replace for the Indian civilizations. I've listed below what they are; any help at all on filling in some gaps would be appreciated - this is mainly to flavour the game, but if there are extra advantages we can give to the Indian civs, that's fine, part of their special gameplay!
Era one
The biggest era for changes:
Agriculture (builds wheat farm, which allows city size 2).
Logistics (builds barracks).
The above two leads to
Horseriding (first horse unit: A2D1M2). My thoughts were that we could replace this branch with elephant riders - there's a follow-up tech in era two which could also be replaced.
Logistics leads to
Archery (first archer unit (A3D1M1) and a GW which gives a free skirmisher (A3D2M1)
Masonry builds walls and leads to a flavoured tech, which normally leads to a flavour GW. The Great Granary would be good here for Harappa.
Boat building allows a harbour and the initial ships, and "Hanno's voyage" which gives +1 ship movement.
Era two
A flavour tech following Religion allows a specific religion to be the tech, and has a flavour building, typically allowing +1 happy face. Perhaps the Rubiyat could come in here, carrying an additional bonus?
The Republic is being replaced in many civs with a government more suitable to the civilization; what do you suggest and what could be it's stats? It would come towards the end of the second era and should be one that the civ might want to keep until the end of the game.
Horsemanship allows the upgrade to the horseman from era one; an A4D2M2 with an added HP bonus. Perhaps this could be an upgraded elephant unit?
Era three
Only one item to change here; a flavour tech following Urbanism leads to a leisure-time improvement which improves happiness
Era four
There's one flavour tech following Feudalism and one following Scholatisicm. These can lead to anything at all, as long as it is in flavour with the civilization.
So there we have it. I know there's a lot, but any help would be appreciated. You might be pleased to know that I'm also planning to make a few flavour units for India next week to suit the mod; I've looked at the blue lotus links to get some ideas
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