seasnake
Conquistador
Hi guys, I have a new mod I'm working on. It will add six civs to the base 34: Gran Colombia, Israel, Songhai, Siam, Iroquois and Polynesia. Also, Native Americans is being changed to Sioux, and Vikings to Scandinavia. Whittling the Roster down to 40 leaders, 1 per civ, and each civ will have a Unique tech and a Unique Palace replacement, 2-3 UUs and 1-2 UBs.
What I need help with is 1) picking which leaders to keep/kill, 2) figuring out civ UA, UU, and UB.
Any ability that can be granted by a trait, promotion, tech, or building is on the table. Also any of the python traits people know about on this site are fair game.
New general units, eligible for replacement with UUs, include Special Forces, Lancers, Longswordsmen, Light Horseman, and Chariot Archers. the mod imports Dale's combat mod, so ranged attacks are on the table.
For example, I have four already done.
Egypt: Children of the Nile
Lead by Ramesses
-33 percent wonder construction
+1 food per farm
Start game with Pottery
UUs: War Chariot (same), Scythed Chariots (replace Horse Archers, +50 percent against melee), Mamluk (replace Cuirassier, 2 points stronger).
UB: Obelisk (same)
Aztec: Wrath of the Jaguar God
Lead by Montezuma
Gold for killing enemy units
Melee units +1 movement
Start game with world map centered
UUs: Jaguar (same), Jaguar Elite (replaces Longswordsman, Start with Woodsman 1, Amphibious).
UBs: Sacrificial Altar (same), Floating Gardens (replaces aqueduct, culture in city for own units killed in cultural borders).
America: We the People
Lead by Washington
No Unhappiness from Drafting
+1 happiness per city, monument, radio tower
Settlers start with Sentry, move 3 per turn.
UUs: Navy Seal (same), B-12 (greater range, bombard strength), G.I. (replaces paratrooper, can use enemy roads and move after combat victory).
UB: Mall
Mongolia: The Great Khan
Lead by Ghenghis
Start with source of horse
Free stable in every city
Double income from pillaging
UU: Keshik (replace Light Horseman), Hunnic Archer (replace knight, doesn't require Iron and 35 percent chance of withdrawal), Arsiyah (replaces Longswordsman, +25 against melee units).
UB: Ger (same)
What I need help with is 1) picking which leaders to keep/kill, 2) figuring out civ UA, UU, and UB.
Any ability that can be granted by a trait, promotion, tech, or building is on the table. Also any of the python traits people know about on this site are fair game.
New general units, eligible for replacement with UUs, include Special Forces, Lancers, Longswordsmen, Light Horseman, and Chariot Archers. the mod imports Dale's combat mod, so ranged attacks are on the table.
For example, I have four already done.
Egypt: Children of the Nile
Lead by Ramesses
-33 percent wonder construction
+1 food per farm
Start game with Pottery
UUs: War Chariot (same), Scythed Chariots (replace Horse Archers, +50 percent against melee), Mamluk (replace Cuirassier, 2 points stronger).
UB: Obelisk (same)
Aztec: Wrath of the Jaguar God
Lead by Montezuma
Gold for killing enemy units
Melee units +1 movement
Start game with world map centered
UUs: Jaguar (same), Jaguar Elite (replaces Longswordsman, Start with Woodsman 1, Amphibious).
UBs: Sacrificial Altar (same), Floating Gardens (replaces aqueduct, culture in city for own units killed in cultural borders).
America: We the People
Lead by Washington
No Unhappiness from Drafting
+1 happiness per city, monument, radio tower
Settlers start with Sentry, move 3 per turn.
UUs: Navy Seal (same), B-12 (greater range, bombard strength), G.I. (replaces paratrooper, can use enemy roads and move after combat victory).
UB: Mall
Mongolia: The Great Khan
Lead by Ghenghis
Start with source of horse
Free stable in every city
Double income from pillaging
UU: Keshik (replace Light Horseman), Hunnic Archer (replace knight, doesn't require Iron and 35 percent chance of withdrawal), Arsiyah (replaces Longswordsman, +25 against melee units).
UB: Ger (same)