Chiloe Civilization

Hoop Thrower

Cyberbolivarian Inkarri
Joined
Aug 5, 2013
Messages
2,463
Location
Chile
Alright, so if I understood correctly this is mostly a subforum to develop Civilization ideas into fruition. With that in mind I thought it'd be a good moment to ask how plausible would be to actually make this civilization.

Truth is I'm looking forward to make my own civilizations mods, and now that my Age of Empires 3 mod is out (Yay! [party]) I should now have more time to put some more thought to this bussiness.

With that in mind, I believe the first (actually second, I'm working on updating LastSword's Imbangala) civilization I'd like to work on is this one, but first, I want to make sure it's actually... fehasible to make.

Chiloe

Leader: Martín Ruiz de Gamboa

UA: Minga: Selling a building in a city makes it free to purchase in another city, generating culture while doing so.

UB: Chilotan Church: Replaces Temple. +1 :c5faith: Faith for each religion being followed in this city. +1 :tourism: Tourism for each religion being followed in this city after the discovery of Globalization.

UU: Warlock: Replaces Inquisitor. Cannot Remove Heresy, instead increasing Religious pressure from cities it is Garrisoned in. Instead of protecting cities from Missionaries and Great Prophets, it has a 50% chance of converting them to your civilization when performing such action.

Peace Music

War Music

City List:

Spoiler :
Castro
Ancud
Quellon
Chonchi
Dalcahue
Quemchi
Achao
Queilen
Curaco de Velez
Puqueldon
Colo
Caguach
Detif
Vilupulli
Nercon
Chelin
Quehui
Rilan
Tehuac
Lelbun
Cucao
Aldachildo
Huillinco
Quinchao
Apiao
Tac
Linao
Manao
Chacao
Chepu
Caulin
Llanco
Tolkien


Spy List:

Spoiler :
Trauco (m)
Fiura (f)
Millalobo (m)
Huenchula (f)
Pincoya (f)
Tempilcahue (m)
Calcu (m)
Chillpilla (f)
Moraleda (m)
Chayanco (m)


Leaderscene:

Spoiler :
iglesia+Achao.JPG

iglesiacastroint1.jpg

delgado.jpg



So, long story short, and to cut to the chase.

Is any of the features I planned for the civ code-able at all?
 
The UB is codeable for sure. That UA is impossible as far as I know. You can't change the price of a specific unit or building directly. In my Saudi State mod I had to make a new unit which was identical to the inquisitor, just 25% cheaper, and make it only buildable if you have a Sharia Court to facilitate the "inquisitors are 25% cheaper in this city." So when you go to buy an inquisitor in that city two inquisitors show up, one's just cheaper. I don't know how much could be done with selling buildings either. I guess you could possibly check all the buildings every one of your cities has every turn and then check if they still have those buildings and if not then you could get something. First half of the Warlock is possible, the second half I'm not too sure. I don't know if there's a way to check when a prophet or missionary spread their religion.
 
Well... damn. Wonder if there's some other way to "transfer" buildings between cities somehow. I really wanna have the Minga be an important aspect of this civ.
 
The UA is overpowered, you can just keep transferring a building between two cities to make tons of gold and culture.
 
Well... duh? That's kinda the point, it still has the issue that you must wait a bit before selling a building, so it should be controlled by game mechanics.
The Repurchase can't be made to become exactly 0 either, so the mod balances itself... supposing it's doable at all.
 
Actually I'm not sure the UA is impossible to code. I might have an idea. Let me check it out and see if it's even remotely doable and get back to you tonight..

EDIT: could you elaborate on the ability of the UU? I'm not sure I understand the latter part of description given in the op.
 
Alright, let's get to the gist of it:

UA: Can transfer buildings between cities.

Let's not even bother with the buy/sell mechanic.

What I want to see here where you can pull shenanigans like:

Observatory not giving you enough Science in your forgotten little Mountainside city?
Move it to your capital!

Hanging Gardens looking ugly on your capital?
Move them to the city you just founded!

Don't need those walls anymore in that city on the middle of your empire and Atilla's eyeing one of your frontier cities?
Get your Walls there!


I... have no idea if this is codeable, but it'd be certainly nice if possible, though something's telling me it'd need loads of LUA. Not... the best for a first civ I guess. :blush:


As for the UU ability:

A Missionary comes to your city and does his bussiness, however, you happen to have had a Warlock stationed there! So now, that Missionary spreading religion is yours!

Not sure if that's doable either, but I'd be content if the Warlock could simply convert Religious units somehow.
 
The idea is great no doubt - even if it isn't code-able - but don't you think it might need some sort of restriction as to how often you can 'move' buildings?
 
Sure, there should be a restriction to it. First I wanted to make sure it was doable at all. :p

Well, seems to be. Even if it's waaaay beyond my capacities at the moment (or the foreseeable future). But it's a good idea to leave on the backburner... or for anyone who desires to make a civ out of an obscure region of an already obscure country.

That said. How could it be restricted, once per turn perhaps? Once per city?

Should it be restricted at all?
 
I was thinking something like once per city every 8th turn (standard game speed). That way, the player really has to weigh which buildings to move and when to do it.
 
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