Civilization Request Thread

First of all, you won't think me for that.
BTW, the lancer has the survivilaism I promotion. It basically means he could gain II and III as well, which would make him OP. Was that your intention?
(And how do u get those lancer replacements everywhere)
 
First of all, you won't think me for that.
BTW, the lancer has the survivilaism I promotion. It basically means he could gain II and III as well, which would make him OP. Was that your intention?
(And how do u get those lancer replacements everywhere)

Yes. That's the point. It's based on the Hehe method of waging war, which was a combination of guerrilla tactics from the forward reconnaissance assets (the previously mentioned vandagandaga) and tightly-clustered spear formations that formed the wajinga regimental structure. Since Pikemen upgrade to Lancers, it makes sense to ditch the Lancers and have them take an upgrade path that doesn't completely suck.

It ALSO means you're not using those promotions to get your Drill and Shock promotions, which lead to all manner of good stuff. This helps to balance it out, in my opinion, but I understand that it's not shared by everyone.

Would you have ideally wanted +1 tourism instead of +1 culture (as that is very do-able)?

Is it? If so, brilliant! I think it'd make more sense for it to be tourism, because not only did the coffee auctions bring in foreign investment, they also put the young country on the map - Tanzania's name coming from a combination of Tanganyika and Zanzibar. It'd fit in more with going for a culture victory too, especially since you can help get more Ideology Pressure out the door.

I really like the idea of going Commerce/Order with this Civ, primarily because of Skyscrapers + Big Ben stacking so well. You can buy happiness buildings dirt cheap, you're getting a shedload of cash every turn, and with Dictatorship of the Proletariat or whatever it is, you get boosted Tourism (and therefore Ideology Pressure) against Civs with less Happiness than you - which means there's more ability to flip them to your own ideology, which means yet more money. Synergy! =]

Also, the icon should definitely be the Uhuru Torch, and the colours should be blue and green. If poss, a sky-blue field with a neon-green torch as the emblem. Hope that helps. =]
 
Is it? If so, brilliant! I think it'd make more sense for it to be tourism, because not only did the coffee auctions bring in foreign investment, they also put the young country on the map - Tanzania's name coming from a combination of Tanganyika and Zanzibar. It'd fit in more with going for a culture victory too, especially since you can help get more Ideology Pressure out the door.
You'll be pleased to know it can be done simply, with XML, no lua required! It works on the same principle as the Eiffel Tower which has these lines:
Code:
<EnhancedYieldTech>TECH_RADIO</EnhancedYieldTech>
<TechEnhancedTourism>12</TechEnhancedTourism>
You just need to ensure the tech is the same as the one that the Coffee Auctioneer becomes available with and obviously in the example above 12 is the number of tourism points per turn.
 
You'll be pleased to know it can be done simply, with XML, no lua required! It works on the same principle as the Eiffel Tower which has these lines:
Code:
<EnhancedYieldTech>TECH_RADIO</EnhancedYieldTech>
<TechEnhancedTourism>12</TechEnhancedTourism>
You just need to ensure the tech is the same as the one that the Coffee Auctioneer becomes available with and obviously in the example above 12 is the number of tourism points per turn.

Although if you want the Tourism yield to be dynamic (such as +1 Tourism per Plantation, or something) then you're going to run into a few problems, as Tourism from dummy buildings doesn't stack, unlike other yields. I know some people have found a workaround using multiple dummy buildings, however, so it is possible, and dynamic yields would ultimately need a bit of Lua, rather than being pure XML anyways.
 
It's actually a pretty simple workaround. LeeS and DarkScythe help me with it at one point. You can check out my Corsica civ for the Lua and sql.
 
... Not to be confused with the HueHue method of warfare.

Which was pretty much how the Pracinhas took Monte Castelo - they just laughed so much that the Italians and Germans went insane.
 
To be honest, I didn't read it right - so the suggestion I made was for a flat rate tourism, which is my bad - apologies. Luckily Danmacsch has a workaround.
 
Requesting Huns and Mongolia rework. UUs remain the same.

Huns:

Atilla - Scourge of God - May not train settlers. Raze cities at double speed. All military units receive the siege promotion. While razing a city, your military units ignore enemy ZOC. While razing a city, your capital produces that city's output times three in addition to it's own output (stacks).

Mongols:

Genghis Khan - Mongol Horde - Mounted units receive a free ranged attack (like an impi. Ranged mounted units also have this ability) before attacking and have +2 movement. May expend horses to upgrade foot soldiers to mounted versions of themselves (counting as mounted units, retaining their original abilities but giving them +2 movement and a free ranged attack, and using up horse resources. Mounted animation dependent on the era and the attack type of the unit).
 
Nice, but that doesn't fit Attila too much...
 
Well, right, but the loot was mainly gold. They didn't steal building materials, as far as I'm concerned.

I would suggest this two abilities:

Huns
Menace of Europe- May not build settlers. While in enemy territory, units ignore ZOC. Mounted units ignore terrain costs, and convert the city's :c5production: production to :c5food: food while built. Raze cities at double rate and gain :c5food: food and :c5gold: gold from doing so.

Mongols
Mongol Terror- automatically exchange embassies with every civilization you meet. Mounted units have +1 :c5moves: movement and no penalty against cities.
 
Well, right, but the loot was mainly gold. They didn't steal building materials, as far as I'm concerned.

I would suggest this two abilities:

Huns
Menace of Europe- May not build settlers. While in enemy territory, units ignore ZOC. Mounted units ignore terrain costs, and convert the city's :c5production: production to :c5food: food while built. Raze cities at double rate and gain :c5food: food and :c5gold: gold from doing so.

Mongols
Mongol Terror- automatically exchange embassies with every civilization you meet. Mounted units have +1 :c5moves: movement and no penalty against cities.

IDK, those Huns would function pretty much the same as mine, although maybe the gold could be emphasized a bit more in mine.

But that Mongol UA is just bad, now every civ would know where your cap is. I'd rather have the city-state bonuses.
 
Automatically exchanging embassies is a bad thing.

IDK, those Huns would function pretty much the same as mine, although maybe the gold could be emphasized a bit more in mine.

But that Mongol UA is just bad, now every civ would know where your cap is. I'd rather have the city-state bonuses.

You don't get it, do you.... It suppose to make it easier for you.... You can ride all the way to glory. You could change it to "receive embassy" of you'd like.
 
And what if you meet Shaka or Monty or any of the other leaders who are really, really good at early-to-midgame war? What then, when they know where your capital is and have a distinct advantage when it comes to unit production?
 
You don't get it, do you.... It suppose to make it easier for you.... You can ride all the way to glory. You could change it to "receive embassy" of you'd like.

Even if it were changed to receive, I prefer my idea. The combat penalty against cities relief is pointless because you would be using Keshiks anyway, and would only really benefit cavalry, an already perfectly decent unit.
 
Keshiks are overpowered...
@Scapegrace: change it to "recieve".
 
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