Just a quick note, I found some examples of Uniforms from 18th Century Saxony. I'm not sure if you are flavoring the units, or what you are looking for but here they are: ...
Thanks for the sources, they look valuable. I'd say that the units on the pictures are between rifleman and musketman (in terms of civ4), so one could base either a late musketman or an early rifleman on this. As I already requested a rifleman from Bakuel based on this:
... I'd say your pictures could be a base for a late musketman here. Unfortunately, I don't want to annoy Bakuel again. He's certainly the Ekmek of unit modding, and I was laways lucky with his units, but I already rquested a at from him. Enough for the moment, I guess. But I'd take volunteers for this.
I don't know how far you want to go, but if you want to flavor the whole module I could at least help out with the Medieval era. I have a pretty good Saxonian Knight I got from the TR graphics, and I could easily make units for the rest of the medieval era.
Actually, I already looked for units I could put in for a medieval unit set. I was thinking about a germanic unit set I found in the file db. Currently it's 'reddish' - I would have tried to change the colours to green. If you already have a knight and believe that you could make the rest of the units easily, then I'd say give it a go! These are the units I could need:
- longbowman
- maceman (with mace plase, not with sword

)
- pikeman
- crossbowman
(- knight - already done)
So in short: the complete medieval set. I just listed these here as some may consider swordman and co. also as medieval, but as I am using ambrox germanic units for that purpose and feel satisfied with them, I really don't see an urgent need for new units of the aerly eras.Anyways, I'd accept your offer about the medieval units, thanks! Just keep in mind that the meaning of the word 'Saxonian' is sometimes not clear. Originally, Saxons were a germanic people from north western Germany (I suppose there is the connection to the Anglo-Saxons, too), but nowadays an eastern german 'people' is considered to be Saxons and the latter are what this is about. Don't confuse them, please.
@kochman: I'm afraid, your assumptions are wrong. The UB replaces the theatre. The colloseum can be built pretty early in the game and those early eras,
these didn't exist as an own people actually. Hence replacing the theatre felt more natural to me. But you are right, that info was missing in the first post so far - I've corrected this now.
Now, my problem was that the trait creative boosts the building speed of theatre and therefore that of baroque opeas, too. Of course, I could have removed this feature by editing the operas stats, but I didn't want to as then creative would lose an important property. Also, I don't exclude that I'll add another leader some day and then I'd really want that August would have some influence on this building. Not to mention that this meets the rel Augusts behaviour pretty well, I'd say. In short: I didn't want to remove that creative speeds up the building time of the opera, so I only limited the speedup. Still, I thought this needs to be considered when thinking about the UBs stats.
But anyways, to me it looks like you still miss the point: I'm absolutely okay with making the UB better, the question is simply how I'll improve on the UBs stats. If you now take a look at the other theatre replacing UBs, there already should be one that raises culture output by 25%. Well, I haven't looked this up again, so I'm not 100% sure here yet, but at least I think there is such a UB. +25% culture is exactly what you suggested and that's why I said the UB wouldn't be unique then. Also, I'm pretty sure that the leader(s) of the civs that can build those theatre replacing UBs, aren't creative. Again, I didn't look this up before writing this, but I'd wonder if it would be otherwise. I hope that I made it clear this time, why I decided to have the stats this ways. And again: I have no problem with altering the stats. I was even awaiting these statements before I even uploaded this mod.
I can say for sure, that till the weekend, there will be no update for this mod anyways. Simply because I don't have time to finish it and because at the moment there are no changes. Nitram didn't say anything about updating August the way I suggested after his last post here, so there is nothing new about this topic. I haven't thought about what could be the new stats of the UB yet. Hence no changes. As I would wait with a new version for The Capos units anyways, this would give us enough time to discuss new UB stats. But please stop criticizing it as too weak - this problem is well known now. Please make suggestions for new stats instead.
EDIT: I didn't saw the preview of your knight. Seems like you got the right Saxons

I like it, but I would try to give it a sword to fight with (I like these knights better then those with lances). If you want, I might try to do so by my own via bone transplantation. But of course, I'd need the nif then.
