Zantonius Hamm
Gay anime communist
By double I meant an additional +1
Oh, this makes it much more balanced, actually!
By double I meant an additional +1
In that case, I think there are no problems with the UA. It does provide a nice boost during early game, although one might have to be mindful of Production, later on.By double I meant an additional +1, only the war time ability was meant to be extended further from shore than the tiles immediately next to the city, provided that the city actually had managed to claim tiles farther into the sea of course!
This is merely my opinion, but if you thought that was the right way to go about it, then it probably is. It's your rendition, after all.Yes it seemed to be "more right" somehow, I guess, but thinking about it, it doesn't make much sense.. Especially now that I realized even bonuses from Statue of Zeus still apply to most modern units! Well that's what happens, you try to be "cool" and end up looking stupid and your ships will be weaker![]()
@GPuzzle
Etruscans (Most recent)
The UA sounds like it may have too many effects, as the extra Cargo Ship alone is pretty powerful. If the defensive building bonus is only +1, it's probably ok, though.
UA: Dodecapoli
Defensive buildings provideGold and
Faith and provide a free Cargo Ship whenever one is built in the
capital. For every
trade route you have with a different civilisation, receive +2
faith.
Agh, that looks awful to code! I'd have to detect wheter it was built in first place and if it was built in the capital, and then spawn a dummy building to supply it with Cargo Ships! No, thank you!
function helloIamApotato(ownerId, cityId, buildingType, bGold, bFaithOrCulture)
local player = Players[ownerId]
local city = player:GetCityByID(cityId)
if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_NAME"] then
if city:IsCapital() then
if buildingType == GameInfoTypes["BUILDING_WALLS"] or buildingType == GameInfoTypes["BUILDING_CASTLE"] or buildingType == GameInfoTypes["BUILDING_MILITARY_BASE"] then
unit = player:InitUnit(GameInfoTypes["UNIT_CARGO_SHIP"], city:GetX(), city:GetY())
end
end
end
end
GameEvents.CityConstructed.Add(helloIamApotato)
Code:function helloIamApotato(ownerId, cityId, buildingType, bGold, bFaithOrCulture) local player = Players[ownerId] local city = player:GetCityByID(cityId) if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_NAME"] then if city:IsCapital() then if buildingType == GameInfoTypes["BUILDING_WALLS"] or buildingType == GameInfoTypes["BUILDING_CASTLE"] or buildingType == GameInfoTypes["BUILDING_MILITARY_BASE"] then unit = player:InitUnit(GameInfoTypes["UNIT_CARGO_SHIP"], city:GetX(), city:GetY()) end end end end GameEvents.CityConstructed.Add(helloIamApotato)
A couple of civilizations I'd like to see...
Italy - I'm surprised I could only find one Italy civilization mod, with Mussolini as leader. I'd like to see another Italy mod with someone like Garibaldi as leader.
The Iberians - There's a few other ancient Mediterranean and European modded civilizations, like the Goths, Gauls, Minoans, Phoenicians, Thracians and Garamantes. An Iberian civilization would be a nice addition.
I do believe the Iberians exist in an Ancient Mediterranean civilization pack for G&K but not for BNW ( https://steamcommunity.com/sharedfiles/filedetails/?id=92186405&searchtext=iberian )
Perhaps I could create my own Italy civilization mod by combining bits from the others.
I could use the Victor Emmanuel II/The Kingdom of Sardinia-Piedmont mod as the basis (there are instructions with that mod for how to set up the civilization as the Kingdom of Italy).
Here are the leader/civilization traits/units for that mod:
Spoiler :
The Kingdom of Sardinia-Piedmont
Risorgimento
City-States under siege have a chance each turn to surrender without incurring a warmonger penalty from their capture. Accumulate Tourism in annexed City-States to spend on Military Units and Great People.
Alpini (Great War Infantry)
Unique Great War Infantry for Italy. Ignores terrain cost and has a combat bonus in friendly territory. May upgrade into a Garibaldino unit after earning at least 4 levels. Garibaldino units have a bonus vs cities, and may be expended for Tourism or City-State influence.
Piazzo (Garden)
15% of the Culture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city.
The Piazzo (Garden) looks good. Maybe I could try and set it that it can be built in every city, regardless of whether they're on a river/lake or not.
I'm wondering how the Risorgimento attribute would be handled by an AI player, and how effective it will be.
As for the Italian civilization unit, in the grand scheme of things, I think the Roman legion is the best and most notable fighting force that the people that have lived on the Italian Peninsula have produced. So I'll probably use that unit from the standard game instead of the Alpini. Probably give them the Ballista too.
Then I'd need to check the city names used in the Sardinia-Piedmont mod to see whether they used cities from all areas of Italy.
Given my limited modding ability, that's probably as much as I'd be able to manage to bring an Italy civilization mod into reality.
Would probably suit my needs, though.
but I could delve into the Italics
Our interest collide way too much it seems![]()
JFD made one Italy led by Mussolini, as well as Milan and the Papal States. Sukritact made Tuscany. There has never been "Italy" as a place until roughly the first World War, which the Sardinia-Piemont variant works, and in WW2 we already have it covered. I'm covering past Italy (well, the Etruscans specifically, but I could delve into the Italics), the Reinascence is already covered.