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.
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
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)
Capital: Sochi
Leader: Tuguzhuko Kyzbech
UA: Adyghe Supremacy - receive a free great general upon the discovery of iron working, gunpowder, and rifling. Forts produce culture.
UU: Circassian Ghulam - Replacing the pikeman, the Circassian Ghulam costs less in maintenance and begins with Cover, but is built like a settler - growth stops in a city while the Ghulam is constructed.
ALTERNATIVE UU: Cherkess Rider - Replacing the Lancer, the Cherkess Rider loses its bonus against cavalry. Instead, it gains a bonus against cities, and comes at Chivalry instead.
UB: Habze Shrine - Unlike the Temple, the Habze Shrine also gives Circassian units 15xp upon production (like a barracks).
Hmm.. Interesting, but needs a little tweakint; it'd be much more synergetic if the UA would also grant culture from citadels, not just forts. Additionally, the alternate UU is basically a stronger version of Songhai's UU... It should replace the knight, otherwise it makes training it plain useless. I do like the actual UU more but I think it should be just Ghulam as opposed to Circassian Ghulam (otherwise, it would appear as "Circassian Circassian Ghulam" in-game).
Okay I haven't posted a civ design for a while, but I've got one. This isn't a new civ I've thought of (been very busy as of late) instead, with the help of Lungora have I have redesigned my Sultanate of Rum civ. I'll show you a before and after shot of the designs.
This design here is the old one, the one Natan design and I edited slightly.
Sultanate of Rum under Kayqubad I
UA: Pax Rumana
Cities construct buildings and units built in cities that they could send a trade route to faster, and when a trade route is sent to your city, gain production boost towards buildings built in its home city. +5% combat strength against cities per each trade route they had with your cities*.
UI: Han
Unlocked at Currency. May be built on city connections, and never adjacent to another Han. +1 gold after economics, and +1 gold per each trade route that passes through or adjacent to it. Trade routes to and from cities with an adjacent Han have a 33% increase in range. Gives a defensive bonus of 50%
UU: Bey
Replaces great general. When stationed in a city grants double bonuses from the UA.
Units within two tiles of a bey cost no maintenance.
UA: Rumlar Barış
Upon a buildings completion, it's production can over flow into the next unit's production.* +5% combat strength against cities per each ongoing trade route you have. *(10-15% maybe?).
UU: Bey (great general replacement)
Increases the production over flow when stationed in a city plus it comes with a unique citadel, called the Han. (Normal bonuses plus +4 gold, +2 with road/railroad connection, +1 tourism after flight.) Bey's have unique names (like the Khan).
UB: Kızıl Kule (castle replacement)
Generate's Great General points for every trade route that comes to a city with a Kızıl Kule. Doesn't require walls and get's +1 tourism after flight
Spoiler:
Now the 3rd and 4th UCs!
UU: Ghulam (longswordsman replacement)
Available from Metal Casting rather than Steel. can change into a worker, with a promotion that increases construction speed.*
*(15%?)
UB: Medrese (university replacement)
Normal university bonus plus +1 faith, +2 food, and a higher production cost.
Well that what Rum was doing under Kayqubad, and yeah I haven't seen it in civ either. So it makes this civ very interesting. I'm glad you like the design!
Could someone please make this (and make it better than it is):
The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit
This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.
Could someone please make this (and make it better than it is):
The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit
This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.
Marvel said A: Thor and Loki were not raised as brothers. Loki is the blood brother of Odin. B: Loki is NOT A GOD! He is a Jotunn. C: they got the realms wrong. Svartalfheimr is the home of dwarves (Dokkralfr) and is the same thing as Nidavellir. To make up for the nine now being ten, Marvel then said that Niflheimr and Jotunnheimr are the same. And that's just the surface.
Sorry. I'm a horrible pedant and love Norse mythology.
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.
Marvel said A: Thor and Loki were not raised as brothers. Loki is the blood brother of Odin. B: Loki is NOT A GOD! He is a Jotunn. C: they got the realms wrong. Svartalfheimr is the home of dwarves (Dokkralfr) and is the same thing as Nidavellir. To make up for the nine now being ten, Marvel then said that Niflheimr and Jotunnheimr are the same. And that's just the surface.
Sorry. I'm a horrible pedant and love Norse mythology.
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.
Could someone please make this (and make it better than it is):
The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit
This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.
hmm, intriguing.
Here's my take on the idea
The Æsir
Leader: Odin
Capital: Asgardr
UA: Fimbulvetr - +1 production when at war, and all effects from the honor tree doubled. Whenever a unit is defeated, it returns as an Einherjar.
UU: Einherjar - No clear replacement. Each era has its own Einherjar, with a combat strength corresponding to the strongest unit in that era. Cannot be built, only gained through combat.
UU: Valkyrie - Unlike the Knight it replaces, the Valkyrie can cross mountains and oceans irrespective of technologies.
In case the Einherjar is NOT considered a proper UU
UB: Urd Well - Replacing the Temple, the Urd Well produces +1 happiness in addition to the temple's normal bonus.
It's not wrong, it's just like saying that a dog raised with cats is now a cat. Also, Svartalfheimr is Nidavellir. It's just the maggot holes in the body of Ymir, which is earth. It's trippy as hell how the dwarves happened.
hmm, intriguing.
Here's my take on the idea
The Æsir
Leader: Odin
Capital: Asgardr
UA: Fimbulvetr - +1 production when at war, and all effects from the honor tree doubled. Whenever a unit is defeated, it returns as an Einherjar.
UU: Einherjar - No clear replacement. Each era has its own Einherjar, with a combat strength corresponding to the strongest unit in that era. Cannot be built, only gained through combat.
UU: Valkyrie - Unlike the Knight it replaces, the Valkyrie can cross mountains and oceans irrespective of technologies.
In case the Einherjar is NOT considered a proper UU
UB: Urd Well - Replacing the Temple, the Urd Well produces +1 happiness in addition to the temple's normal bonus.
I don't know my Norse mythology (not particularly interested in Europe in general) but I don't think it's a great idea to have two uniques with the same name
I don't know my Norse mythology (not particularly interested in Europe in general) but I don't think it's a great idea to have two uniques with the same name
Hideyoshi - Japan (Bounty of the Sun)
Enter a Golden Age immediately upon capturing a Capital. Length of Golden Ages increased for each annexed or puppeted city you control.
UU: Ashigaru
Unlike the Musketman it replaces, the Ashigaru is weaker but much cheaper. On top of this, it gains a combat bonus when outside of friendly territory.
UI: Wajo
Unlocked at Engineering, the Wajo may only be built on Coast and provides +1 Gold and Production, as well as 50% Defensive Strength for any unit stationed on the tile. If built on captured territory, it also deals 5 damage to any adjacent enemy units.
Not a very good design, I know, but I'm very interested in porting the Wajo from Invasion of Korea over to the base game. I believe I've found the files for it
Not a very good design, I know, but I'm very interested in porting the Wajo from Invasion of Korea over to the base game. I believe I've found the files for it
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