CiVUP - CiV Unofficial Patch

hey Thalassicus,i love your mod!And i have a suggestion for you:

Denmark: Viking fury
Instead of no cost movement for pillaging, give denmark double movement on river tiles

Reason:Vikings were good at rivers....thats how they pillaged Paris btw...And that would make then more reliable on pangea maps....

I assume that adjusting the Vikings is not a top priority. But this is such a good idea that it's worth nerfing the Vikings in addition to losing the pillaging bonus.
 
I assume that adjusting the Vikings is not a top priority. But this is such a good idea that it's worth nerfing the Vikings in addition to losing the pillaging bonus.

Well...glad you liked it...but just to empathize....denmark dont lose their +1 embarked movement and no movement cost moving from water to land....my propose only change the "no movement cost to pillage"....im saying this just to make myself clear ok?
 
Well...glad you liked it...but just to empathize....denmark dont lose their +1 embarked movement and no movement cost moving from water to land....my propose only change the "no movement cost to pillage"....im saying this just to make myself clear ok?

Yes. I was suggesting more of a penalty than that, to balance the civ. But I agree that the penalty should not be something major like losing embarkation or freely moving from water to land. I was thinking more along the lines of only giving the river bonus to Berserkers, and having the promotion become obsolete with an upgrade... or perhaps nerfing the combat ability of the Viking or Ski Infantry.
 
i think if they added what i said,only berseker would need a nerf....but thats it!

"If you do one of those nerfs, add in a perk for double pillage gold too."

I guess that would be a better trait for songhai....but of course i wouldnt cry if they add to denmark....only me enemies would do such a thing!xD
 
I think this entire conversation should probably be relocated to the Leaders thread where it belongs.
 
I think this entire conversation should probably be relocated to the Leaders thread where it belongs.

aff you are right sorry....i didnt know that we had a entie post just for leaders for this mod....thx! i will post there!
 
Maybe I over looked it but is there an official change list between this and vanilla? I checked the site and just saw what changed between versions
 
So I noticed I cannot do a research agreement with this mod

Research agreements in the vanilla sense are considered rather too powerful (and can't be modified or restricted by the mod) and disabled in favor of an alternate approach.

Instead, if you've researched philosophy and had a declaration of friendship with another player, you add 5% of your combined research to your total each turn. This is still increased by the rationalism policy.
 
@jduvall
Yes, there's an overview of major changes on the Features and Tips page of civmodding.wordpress.com. Details are also on the other documentation pages along the top menu of the website.

By "this mod" do you mean CiVUP (the unofficial patch), or are you also using that plus VEM (vanilla enhanced)? They come packaged together. There was a tooltip mistake in v9.1 VEM which was fixed in v9.1.17 beta, and will be in the next general release as well. If you are using only CiVUP, please check the Reporting Bugs post.
 
I'm happy to learn that the City and Vanguard defense buffs some players have complimented turned out to be an error!

I'm surprised there was a need to increase late-game strategics by 50%. I usually have aluminum coming out of my ears, and my own sense is that uranium should be limited (given how relatively unpopular nukes are).
 
Conquerors are unaffected since we get Fascism anyway. The change primarily affects peaceful victories. In my last game with a peaceful empire I found the quantity of strategic resources available was somewhat low.

  • Oil is useful for both land and sea units, and I felt it should be a little more available for peaceful players. We can now build 5 oil-using units with just our territory.
  • Aluminum is the only way to build aircraft, and aircraft are incredibly AI-friendly (stackable and no movement or tactics to worry about). I like encouraging their use to keep the AI from clogging the map with a carpet of land units in the late game. As a secondary benefit, I personally find air power fun. :D
  • The main use for Uranium in a peaceful empire is Nuclear Power Plants, and at 3 uranium per territory it's still rather rare.
 
Could we perchance add to Fascism the following: 50% strategics, +2 Free Uranium, Oil, Aluminum.
 
It would also be historical if you think of all the ways it was tried to produce synthethic ressources!

If Fascism is one of the first policies of the tree (Authoritarianism or what is it named?), it might also be a detour worth for a peaceful small empire that has no ressources. As this would be the only way to get a ressource which is not in your empire (see Civ IV and Corporations).

Or a small effect could be added to the Rationalism or another finisher to boost them. (maybe only aluminium and oil, as the first helps alot for a scientific victory and one or two tanks can help a lot to defend).

Plus, it's historical.
 
It would also be historical if you think of all the ways it was tried to produce synthethic ressources!

If Fascism is one of the first policies of the tree (Authoritarianism or what is it named?), it might also be a detour worth for a peaceful small empire that has no ressources. As this would be the only way to get a ressource which is not in your empire (see Civ IV and Corporations).

Or a small effect could be added to the Rationalism or another finisher to boost them. (maybe only aluminium and oil, as the first helps alot for a scientific victory and one or two tanks can help a lot to defend).

Plus, it's historical.

Personally even with a 3-4 city small empire (of 35+ pop cities) I would never give up freedom for a small amount of aluminum/whatever. I'd probably bribe CSes.
 
That's an alternative - I can add small deposits of late-game resources near all citystates. From what I've seen only about 1 out of 4 CSs tend to have strategic resources.
 
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