Civilization Request Thread

I had this for the Aztecs...

Yeah that's not a bad design, and the first part of the UA really fit's in with the whole Triple Alliance thing, but remember that I had made that Aztec design for the daily mechanic challenge, (same as the Scottish one, but I had edited it a bit. Not this one though.) and I did't find a lot of information. Most of the stuff I had in the design come from here, https://en.wikipedia.org/wiki/Aztec_Empire#Imperial_Reforms
 
Except for the UU the scripting seems pretty simple. Also it seems you think someone actually turns the designs into this thread into mod civs which isn't the case, not unless you provide all the art and script the simple stuff then maybe someone might finish it.

I meant that because somebody could come through looking for ideas.Gone through forums myself for ideas on games I actually can mod for.
Also, I was under the impression creating invulerability for a set number of a turns or actually adding a new resource as opposed to replacing one would be made super fiddly and frustrating by Civ 5, but if not then bloody brilliant. As for the art, I can provide some of it, but I'm clueless as to modding in the game. Anyway, more just a place to spread the fantasy. Just adds that extra bit in case it caught an eye.
 
I know, but "Circassian Warrior" sounds so boring... :p

More than just boring, I tryed to out do you and see if their were any sort of name for a Circassian soliuder or warrior. Out of luck, EU4 might have something though.

I meant that because somebody could come through looking for ideas.Gone through forums myself for ideas on games I actually can mod for.
Also, I was under the impression creating invulerability for a set number of a turns or actually adding a new resource as opposed to replacing one would be made super fiddly and frustrating by Civ 5, but if not then bloody brilliant. As for the art, I can provide some of it, but I'm clueless as to modding in the game. Anyway, more just a place to spread the fantasy. Just adds that extra bit in case it caught an eye.

Yeah this is a good place to let ideas flow free, and you never know. Someone might look at your idea and go. "That's quite smart actually." and do something with it. Or you learn how to mod, or you mod with some one. You never know what the future will hold. I'm actually modding now, but I'm new so everything is weird and complicated for me, for now.

Oh yeah does anyone know which movie this is from? Think it will make for a nice Kayqubad leader screen. (credit to @Lungora though for showing it to me.) http://www.moviepilot.de/files/images/movie/file/10745064/der-medicus-26.jpg
 
Adding a new resource is easy, replacing one is basically impossible.
 
Resource: things that either can be traded or show up on the map as Resources. So anywhere between Iron and Horses to Salt and Crabs to Indonesia's luxuries to Belgium's luxuries.

Thing is, if you plan on changing the resources of something in-game that isn't specific to what you're making, well, you're going to need a lot of unecessary work for dummy units.
 
Resource: things that either can be traded or show up on the map as Resources. So anywhere between Iron and Horses to Salt and Crabs to Indonesia's luxuries to Belgium's luxuries.

Oh resources! Oh my God I'm dumb! :lol:

Thing is, if you plan on changing the resources of something in-game that isn't specific to what you're making, well, you're going to need a lot of unecessary work for dummy units.

Yeah true, but why would you want to change/replace in game resources for? Other then maybe changing it's properties.
 
The Bavarium one which may replace Aluminium is what worries me.
 
Ickleslimer's design on the Republic of Medici.
 
Hi all. :)
I wanted to share my idea about a science-faith hybrid fictional civ that I have in mind, mostly inspired by my interest on esotericism.

Spoiler :
My idea is an utopian hyerarchical society with classes ordered by the level of achieved 'enlightenment'.

List of the classes
-- Gold or Upper Holy Ranks
Hermes Trismegistus: an unknown group of three Holy Griacrisi who rule the entire world, physical and non-physical, in harmony with the Will of the Tao-Logos.
Griacriso or Sun Ministry: members of the Holy Council of White Èlite that have strong advisory powers on different matters. They have magical powers and usually constitute the occult government kept unknown and concealed that actually hold the reins of Crisopea. Sometimes one Griacriso appears to the lower masses as Great Prophet to guide the people in particular or critical conjuncutures.
Iosispha or Moon Ministry: members of this rank have mastered the laws of 'here and there' worlds awakening hidden magical powers. They form the Golden Vault, the 'visible' government of the country elected by all the Crisopians, responsible to rule the 'matters of matter' like the inner and foreign relations with other civilizations.
-- Silver or Lower Holy Ranks
Shinalka or Magistrate: it is in charge of manage the administration both of holy and secular institutions under the orders of Iosispha.
Pranagistro: apprentice who has passed the phases of Nigredo. They teach in particular schools to the Makyoi.
Areteni: novice elected to apprehend and test the deeper concepts of the doctrine in solitude.
Makyo: novice who has passed preliminary testing rites and hence shows predisposition with the doctrine. He undergo further challenging initiation rites with increasing difficulty.
__________
-- Lead or Secular Ranks
Tzelia: individual who has chosen to devote its life to the doctrine secrets but has not passed the preliminary rite of initiation. He can just access to and teach the knowledge attaining physical world (secular science).
Kuvronagi: military units educated with an adhoc version of the doctrine.
Nikapa: workers, traders that express no interest or attitude in the doctrine, but in wordly activities.
Bija: young under 18 years old without defined status.
__________
-- Arsenic or Forbidden Ranks
Kalisura: apprentices that has reached a certain level of purification but then failed the alchemic process and are prone to use their power/knowledge for selfish purposes. They are forbidden to Areteni and classes below to limit their threats they pose on the stability of the society. Iosispha control them by imposing magical seals and use them as spies abroad or in initiation rites to test and tempt the Makyoi and Areteni.


:c5faith:Empire of Crisopea:c5science:*
(* from the Greek chrysos = gold and poiros = make, it is used to refer to alchemy itself)
Short: Crisopea
Adjective: Crisopean

UA: Esoterism (Aleya Iosispha, female)
:c5faith: Faith is converted into :c5science: science. Enemy spies cannot steal techs from the :c5capital: capital.

UU: Nikapa (Worker)
Additions:
- Production cost: 100 :c5production: (+25)
- Can be purchased with :c5faith: faith costing 100.
- Grants +1 :c5faith: faith and +1 :c5greatperson: GPP of Great Scientist per unit.

UB: Magnus Opus Sanctuary (Garden)
+25% generation of Great People in the city.
Additions:
- No river or lake requirement.
- Production cost: 180 :c5production: (+30).
- Can be purchased with :c5faith: faith costing 220.
- 2 :c5gold: gold maintenance (+1)
- +1 :c5faith: faith and +3 :c5greatperson: GPP toward Great Scientists.
- 2 slots of :greatwork: GW of writing. Grant additional +2 :c5faith: Faith if filled with GWs of the owner.

Start bias: hills.
Region avoided: jungle

City list
Spoiler :
01 Niv'Mabrak
02 Athanor
03 Brahman
04 Djehuti
05 Khnum
06 Idris
07 Vedarta
08 Asclepia
09 Seimmarten
10 Junagar
11 Alkhaest
12 Kanad
13 Caduceo
14 Ningishzidda
15 Azot
16 Dharma
17 Eirinn
18 Diraon
19 Griapoc
20 Rebis
21 Ouroboros
22 Zolfo
23 Sizigia
24 Kaltum
25 Resembool
26 Ishval


Mod support
- Sukritact's Event and Decision
Spoiler :
Decisions:

1) Establish the National Institute of Metal Transmutation:
Required tech: Chemistry
Cost:
- 700 :c5gold: Gold
- 1 Magistrate
Effects on every city:
- +1 :c5gold: Gold and +1 :c5food: Food on every mine improvement.
- +2 :c5culture: Culture from Salt, Silver, Gold (and Sulphur when present).
- +15% :c5gold: Gold.

2) Officiate the Albedo awakening rite:
Required era: Renaissance
Cost:
- 600 :c5faith: Faith.
- 1 Magistrate;
- 800 :c5gold: Gold.
Effects:
- defensive buildings in all cities are 25% more effective.
- all military land units receive the Quicksilver Spirit promotion: heal automatically 10 HP per turn, +2 sight view.
- starts a 10-turn golden age.

Events:
1) Era of decadence:
The heart of young novices are led astray by triviality, perversion and materialism using the holy knowledge to please their selfish whims.
a. Let's reinterpret and present our strict and obsolete doctrine in more modern ways to approach them.
Output: lose 100*idEra culture, start a We-love-the-king-day in the capital.
b. What is lost in the spirit can be regained disciplining the body...
Output: capital+2 random cities enter in anarchy for 1 turn, but then receive 3 up-to-date military units with zero maintenance cost around the capital.
c. Eradicate those parasitic weeds from our holy land.
Output: all cities with pop>6 lose 2 citizens, but receive 100+50*idEra*(1+ NAC) culture (NAC= number of affected cities).

2) Unexpected visit
A small group of curious and noisy foreigners came to visit our land. Their difference in customs is frightening some citizens and awing others. They may be spies, merchant or just tourists.
a. Take two guards and send our public relation manager to escort them while touring in our country.
Output: Receive a lump sum of tourism and 33% of chance of an additional effect between losing some science or gold.
b. Let's see what's in their cargo.
Output: Receive a lump sum of gold and 33% of chance of an additional effect between losing some science or culture.
c. They are certainly spies! You know what to do...
Output: +50 food in a random city.

3) To be defined

- JFD's Cultural Diversity: Western (or Papal)
- BINGLES CIV IV TRAITS: :c5greatperson: Philosophical, :c5faith: Spiritual.
- Ethnic units: Europe
__________

What do you think? Interesting? Boring? OP?

If someone reveals to be interested in making it, I can help. Even though I've decided only recently to make an account, I lurked enough on this subforum to be able to edit xml, sql and a little of lua.
 
Overpowered. Especially the great scientist points from workers part.
 
Overpowered. Especially the great scientist points from workers part.

Uhm... I see. I have not a full and deep familiarity of the game mechanics as you 'veteran' guys, so thanks for the opinion. :)

Anyway, given this, any suggestion about how to make it more interesting and playable?
Summarizing briefly the traits I want to give it:
- a civ that pursue knowledge and truth regarding physical and metaphysical phenomena with no discrimination and prejudice about ideas except strictness about the inquiry method. Spirituality and rigorous scientific inquiry meet and melt together.
- a closed, elitist, strict and disciplined society. In one word: a sect, hence inaccessibility from outside (in my mind higher defenses against invaders and control against spies to avoid leaks of their esoteric knowledge).

What about those changes?

Spoiler :
:c5faith:Empire of Crisopea:c5science:*
(* from the Greek chrysos = gold and poiros = make, it is used to refer to alchemy itself)
Short: Crisopea
Adjective: Crisopean

UA: Esoterism (Aleya Iosispha, female)
:c5faith: Faith is converted into :c5science: science. Enemy spies cannot steal techs from the :c5capital: capital.

UU: Nikapa (Worker)
Additions:
- Production cost: 100 :c5production: (+25)
- Can be purchased with :c5faith: faith costing 100.
- Grants +1 :c5faith: faith and +1 :c5greatperson: GPP of Great Scientist per unit.


(edit)UU: Kuvronagi (Crossbowman)
Additions:
- 16 :c5rangedstrength: Ranged Combat strength (-2).
- Adamant Resistance promotion: When garrisoned in a city gives +5 :c5strength: Defense Strength, +20 Hitpoints to the city and gains experience 20% faster.

UB: Magnus Opus Sanctuary (Garden)
+25% generation of Great People in the city.
Additions:
- No river or lake requirement.
- Production cost: 180 :c5production: (+30).
- Can be purchased with :c5faith: faith costing 220.
- 2 :c5gold: gold maintenance (+1)
- +1 :c5faith: faith and +3 :c5greatperson: GPP toward Great Scientists.
- 2 slots of :greatwork: GW of writing. Grant additional +2 :c5faith: Faith if filled with GWs of the owner.
 
Ickleslimer's design on the Republic of Medici.

"Could replace aluminium."
I meant this as a last ditch resort in case you couldn't get a new one in. As with the last post, I have no grasp of how easy or hard things are to mod in so I just provided an option for either case..I was basing it more on skyrim where creating a new item rather than completely changing an existing one is quite the hassle.
No matter, new resource it is.
 
Uhm... I see. I have not a full and deep familiarity of the game mechanics as you 'veteran' guys, so thanks for the opinion. :)

Yeah people aren't talkers here, unfortunately. I'm different though!

Anyway, given this, any suggestion about how to make it more interesting and playable?
Summarizing briefly the traits I want to give it:
- a civ that pursue knowledge and truth regarding physical and metaphysical phenomena with no discrimination and prejudice about ideas except strictness about the inquiry method. Spirituality and rigorous scientific inquiry meet and melt together.
- a closed, elitist, strict and disciplined society. In one word: a sect, hence inaccessibility from outside (in my mind higher defenses against invaders and control against spies to avoid leaks of their esoteric knowledge).

It's good to see you have a plan on what our civ's theme is going to be like. It helps a lot when designing a civ. Especially if they're fictional.

What about those changes?

Spoiler :
:c5faith:Empire of Crisopea:c5science:*
(* from the Greek chrysos = gold and poiros = make, it is used to refer to alchemy itself)
Short: Crisopea
Adjective: Crisopean

UA: Esoterism (Aleya Iosispha, female)
:c5faith: Faith is converted into :c5science: science. Enemy spies cannot steal techs from the :c5capital: capital.

UU: Nikapa (Worker)
Additions:
- Production cost: 100 :c5production: (+25)
- Can be purchased with :c5faith: faith costing 100.
- Grants +1 :c5faith: faith and +1 :c5greatperson: GPP of Great Scientist per unit.


(edit)UU: Kuvronagi (Crossbowman)
Additions:
- 16 :c5rangedstrength: Ranged Combat strength (-2).
- Adamant Resistance promotion: When garrisoned in a city gives +5 :c5strength: Defense Strength, +20 Hitpoints to the city and gains experience 50% faster.

UB: Magnus Opus Sanctuary (Garden)
+25% generation of Great People in the city.
Additions:
- No river or lake requirement.
- Production cost: 180 :c5production: (+30).
- Can be purchased with :c5faith: faith costing 220.
- 2 :c5gold: gold maintenance (+1)
- +1 :c5faith: faith and +3 :c5greatperson: GPP toward Great Scientists.
- 2 slots of :greatwork: GW of writing. Grant additional +2 :c5faith: Faith if filled with GWs of the owner.

Yes now your civ is much more balanced! Some could say it's a little on the weak side, but I think it will do just fine! A question though, when you say, "Faith is converted into science." How much are we talking about? Like all of it? Or a percentage?

"Could replace aluminium."
I meant this as a last ditch resort in case you couldn't get a new one in. As with the last post, I have no grasp of how easy or hard things are to mod in so I just provided an option for either case..I was basing it more on skyrim where creating a new item rather than completely changing an existing one is quite the hassle.
No matter, new resource it is.

AFAIK you can't just 'make' a new resource. Buuut! You could have a building that produce Bavarium as a unique luxury for Medici. Like the Safavid's Karkhane or Belgium's Chocolaterie. So maybe you could have something like a Bavarium Extraction Plant that replaced the Hydro plant, or have it be a mine replacement, but after a certain technology the mine now yields Bavarium as well as other things. I don't know I'm throwing this out there.

Also he are the links for the two mods I listed above, it'll help you give insight into what I'm talking about.
https://steamcommunity.com/sharedfiles/filedetails/?id=326457147
https://steamcommunity.com/sharedfiles/filedetails/?id=261160871
 
AFAIK you can't just 'make' a new resource.
Yes, yes you can. And you even contradicted yourself there, as even if the lua command "player:ChangeNumResourceTotal()" didn't exist you could just use (Dummy) buildings to spawn the new resource.
 
So today I learnt we really need an Olga from Kiev civilization somewhere...

This is simply too good to not be Leaderscene material!
olga-3.jpg
 
Yes now your civ is much more balanced! Some could say it's a little on the weak side, but I think it will do just fine! A question though, when you say, "Faith is converted into science." How much are we talking about? Like all of it? Or a percentage?

Thanks for the answer. :)
I was just pondering about the right percentage of conversion. Don't know if 100% is ok or op.
Other doubts still arise from the UU: I'm still quite undecided among buffed workers and a military unit.

Right now I had an idea: an UU (replacing Archer) whose name and abilities changes according to the 'prosperousness' of the empire determined by how near it is to a golden age.

For example:

Basic promotion (Spirit of Time): the unit adapts to changes in eras.
The unit retains the defense and ranged strength of further upgrades, albeit getting progressively weaker in terms of ranged strength: -1 than Archer, -2 than Composite Bowman, -3 than Crossbowman, -5 than Skirmisher (Enlightenment Era mod), -5 than Gatling Gun, -10 than Machine Gun, -20 than Bazooka.
This for 2 reasons:
a) their powers derive from a juncture of both scientific and spiritual-mystical sources, thus not so much depending on tech level. Technology can progress and others can be more advanced, but they retain the comparative advantage given by their magical-esoteric knowledge that constitutes their peculiar intangible 'strategic resource'.
b) keep the UU's peculiarity and utility avoiding to leave the promotion on upgraded units, which coupled with their strenght will become uberOP.
Moreover, it has an additional conditional ability among the following:

Code:
[B]AGE		Condition		Name UU		FreePromotion		When Garrisoned	Ability[/B]
[B]Golden Age[/B]   	---------		Sahasnagi	Third Eye		+10% science	+1 attack range; +1 sight.
[b]Silver Age[/B]	>66% happiness next GA	Anahagi		White Magic		+3 food		This unit and all the adjacent ones heal +10 HP per turn.
[B]Bronze Age[/B]	>33% happiness next GA	Muladnagi	Green Lion		+5Def, +10HP	+20% combact strenght within own territory.
[B]Iron Age[/B]	after GA ends		Kuvranagi	Demon Heart		-10% spy rate	Enemy adiacent units within 2-tile range has -10% combact strenght.

Edit: I played a little with the lua to see if I was able to handle it, I think I did it (hoping without errors).

Spoiler :
Code:
-- Trait
local civilizationID 		= GameInfoTypes["CIVILIZATION_CRISOPEA"]
function Esoterism(playerID)
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then
		local SciBonus = math.ceil(player:GetTotalFaithPerTurn())
		local fTeamID = player:GetTeam();
		local fTeam = Teams[fTeamID];
		local fTeamTechs = fTeam:GetTeamTechs();
		fTeamTechs:ChangeResearchProgress(player:GetCurrentResearch(), SciBonus, player:GetID())
	end
end
GameEvents.PlayerDoTurn.Add(Esoterism)

-- Spirit of Time Promotion
function SpiritOfTime(playerID)
local SpiritOfTimeProm = GameInfoTypes.PROMOTION_SPIRIT_TIME
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then 
		for pUnit in pPlayer:Units() do
		if pUnit:IsHasPromotion(SpiritOfTimeProm) then
			local TechBazooka = GameInfo.Technologies["TECH_NUCLEAR_FISSION"].ID
			local TechMgun = GameInfo.Technologies["TECH_BALLISTICS"].ID
			local TechGgun = GameInfo.Technologies["TECH_INDUSTRIALIZATION"].ID
			local TechXbow = GameInfo.Technologies["TECH_MACHINERY"].ID
			local TechCbow = GameInfo.Technologies["TECH_CONSTRUCTION"].ID
			-- Bazooka update
			if fTeamTechs:GetTeamTechs():HasTech(TechBazooka) then
				local BazCo = GameInfo.Units.UNIT_BAZOOKA.Combat
				local BazRC = GameInfo.Units.UNIT_BAZOOKA.RangedCombat
				pUnit:SetBaseCombatStrength(BazCo)
				pUnit:SetBaseRangedCombatStrength(BazRC-20)
			-- Machine gun update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechMgun) then
				local MgunCo = GameInfo.Units.UNIT_MACHINE_GUN.Combat
				local MgunRC = GameInfo.Units.UNIT_MACHINE_GUN.RangedCombat
				pUnit:SetBaseCombatStrength(MgunCo)
				pUnit:SetBaseRangedCombatStrength(MgunRC-10)
			-- Gatling gun update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechGgun) then
				local GgunCo = GameInfo.Units.UNIT_GATLINGGUN.Combat
				local GgunRC = GameInfo.Units.UNIT_GATLINGGUN.RangedCombat
				pUnit:SetBaseCombatStrength(GgunCo)
				pUnit:SetBaseRangedCombatStrength(GgunRC-5)
			-- Crossbowman update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechXbow) then
				local XBowCo = GameInfo.Units.UNIT_CROSSBOWMAN.Combat
				local XBowRC = GameInfo.Units.UNIT_CROSSBOWMAN.RangedCombat
				pUnit:SetBaseCombatStrength(XBowCo)
				pUnit:SetBaseRangedCombatStrength(XBowRC-3)
			-- Composite Bowman update
			else fTeamTechs:GetTeamTechs():HasTech(TechCbow)
				local CBowCo = GameInfo.Units.UNIT_COMPOSITE_BOWMAN.Combat
				local CBowRC = GameInfo.Units.UNIT_COMPOSITE_BOWMAN.RangedCombat
				pUnit:SetBaseCombatStrength(CBowCo)
				pUnit:SetBaseRangedCombatStrength(CBowRC-2)
			end
			-- Second part: Age-specific abilities
			local ThirdEyeProm = GameInfoTypes["PROMOTION_THIRD_EYE"]
			local WhiteMagicProm = GameInfoTypes["PROMOTION_WHITE_MAGIC"]
			local GreenLionProm = GameInfoTypes["PROMOTION_GREEN_LION"]
			local DemonHeartProm = GameInfoTypes["PROMOTION_DEMON_HEART"]
			local Current = player.GetGoldenAgeProgressMeter
			local Threshold = player.GetGoldenAgeProgressThreshold
			-- Golden Age
			if player:IsGoldenAge() then
				if not unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, true)
					local bThirdEye = GameInfoTypes.BUILDING_THIRD_EYE
					for city in player:Cities() do
					if (city:GetNumBuilding(bThirdEye) > 0) then
						city:SetNumRealBuilding(bThirdEye, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(ThirdEyeProm) then
						city:SetNumRealBuilding(bThirdEye, 1);
					end
					if unit:IsHasPromotion(WhiteMagicProm) then
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then					
					unit:SetHasPromotion(GreenLionProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Silver Age
			elseif math.ceil(Current/Threshold) >= 0.66 then
				if (not unit:IsHasPromotion(WhiteMagicProm)) then
						unit:SetHasPromotion(WhiteMagicProm, true)
					local bWhiteMagic = GameInfoTypes.BUILDING_WHITE_MAGIC
					for city in player:Cities() do
					if (city:GetNumBuilding(bWhiteMagic) > 0) then
						city:SetNumRealBuilding(bWhiteMagic, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(WhiteMagicProm) then
						city:SetNumRealBuilding(bWhiteMagic, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then					
					unit:SetHasPromotion(GreenLionProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Bronze Age
			elseif (math.ceil(Current/Threshold) >= 0.33 and math.ceil(Current/Threshold) < 0.66)  then
				if (not unit:IsHasPromotion(GreenLionProm)) then
						unit:SetHasPromotion(GreenLionProm, true)
					local bGreenLion = GameInfoTypes.BUILDING_GREEN_LION
					for city in player:Cities() do
					if (city:GetNumBuilding(bGreenLion) > 0) then
						city:SetNumRealBuilding(bGreenLion, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(GreenLionProm) then
						city:SetNumRealBuilding(bGreenLion, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(WhiteMagicProm) then					
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Iron Age
			else 
				if (not unit:IsHasPromotion(DemonHeartProm)) then
						unit:SetHasPromotion(DemonHeartProm, true)
					local bDemonHeart = GameInfoTypes.BUILDING_DEMON_HEART
					for city in player:Cities() do
					if (city:GetNumBuilding(bDemonHeart) > 0) then
						city:SetNumRealBuilding(bDemonHeart, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(DemonHeartProm) then
						city:SetNumRealBuilding(bDemonHeart, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(WhiteMagicProm) then					
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then
					unit:SetHasPromotion(GreenLionProm, false)
					end
				else
				end
			end
		end
	end
end

GameEvents.PlayerDoTurn.Add(SpiritOfTime)

-- Spirit of Time Promotion Enlightenment Era Mod
function SpiritOfTime2(playerID)
local SpiritOfTimeProm = GameInfoTypes.PROMOTION_SPIRIT_TIME
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then 
		for pUnit in pPlayer:Units() do
		if pUnit:IsHasPromotion(SpiritOfTimeProm) then	
			local TechSkirm = GameInfo.Technologies["TECH_EE_FLINTLOCK"].ID
			local TechXbow = GameInfo.Technologies["TECH_MACHINERY"].ID
			local TechCbow = GameInfo.Technologies["TECH_CONSTRUCTION"].ID
			-- Skirmisher update (credit: JFD)
			local EEModID = "ce8aa614-7ef7-4a45-a179-5329869e8d6d"
			for _, mod in pairs(Modding.GetActivatedMods()) do
				if (mod.ID == EEModID) then
					if (fTeamTechs:GetTeamTechs():HasTech(TechSkirm) and fTeamTechs:GetTeamTechs():HasTech(TechXbow) and fTeamTechs:GetTeamTechs():HasTech(TechCbow)) then
					local SkirmCo = GameInfo.Units.UNIT_EE_SKIRMISHER.Combat
					local SkirmRC = GameInfo.Units.UNIT_EE_SKIRMISHER.RangedCombat
					pUnit:SetBaseCombatStrength(SkirmCo)
					pUnit:SetBaseRangedCombatStrength(SkirmRC-5)
				end
			end
	end
end

GameEvents.PlayerDoTurn.Add(SpiritOfTime2)
 
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