[Custom Civ] Colonialist Legacies’ Inuit for VP

I just finished a game with the Inuit, very pleasant to play. I didn't use the InuitRelocation.lua but in a communitas map (slightly modified) and Even More Resources for VP, I had a good start.
A personal remark, I find that the -1 range promotion should disappear during upgrades, against powerful fleets, it's very limiting.

A small update for ideologies, the bonuses for unique inprovements are those of the old versions.

Spoiler Policy_ImprovementYieldChanges :

------------------------------
-- Policy_ImprovementYieldChanges
------------------------------
INSERT INTO Policy_ImprovementYieldChanges
(PolicyType, ImprovementType, YieldType, Yield)
VALUES
('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_INUKSUK', 'YIELD_PRODUCTION', 1),
('POLICY_URBANIZATION', 'IMPROVEMENT_INUKSUK', 'YIELD_FOOD', 2),
('POLICY_MOBILIZATION', 'IMPROVEMENT_INUKSUK', 'YIELD_SCIENCE', 3);
 
Right, it’s now 4:c5food:/3:c5production:/3:c5science:, correct?

that’s probably needing an update on all my civs...
 
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Right, it’s now 4:c5food:/3:c5production:/3:c5science:, correct?

Yes, I use something like that to always be up to date but you know, I'm sure.

Spoiler Policy_ImprovementYieldChanges :

------------------------------
-- Policy_ImprovementYieldChanges
------------------------------
INSERT INTO Policy_ImprovementYieldChanges
(PolicyType, ImprovementType, YieldType, Yield)
SELECT PolicyType, 'IMPROVEMENT_INUKSUK', YieldType, Yield
FROM Policy_ImprovementYieldChanges WHERE ImprovementType = 'IMPROVEMENT_ENCAMPMENT_SHOSHONE';
 
That would also help with compatibility for @amateurgamer88's proposal for extra ideologies, provided load order cooperates.

I think if @amateurgamer88 uses a "FROM Improvements WHERE SpecificCivRequired= 1;" statement to iterate through all unique improvements, instead of just adding all the UIs individually, we should be covered.
 
That would also help with compatibility for @amateurgamer88's proposal for extra ideologies, provided load order cooperates.

I think if @amateurgamer88 uses a "FROM Improvements WHERE SpecificCivRequired= 1;" statement to iterate through all unique improvements, instead of just adding all the UIs individually, we should be covered.

It's kinda funny that I am replacing Urbanization and Five Year Plan effects in my reworked ideologies. However, I will be using this in my codes for something else I'm planning. Just need to finish the ideologies first.
 
Aw, I like the UTI boost. Unique improvements need that late boost to stay relevant vs GPTIs
 
https://imgur.com/a/dvMxEt2

Anyone know off the top of their head what may be the reason for this issue (screencap)?

If you're talking about how close you spawned to the ice it has to do with the Inuit Relocation Lua. I messed around with my own personally to work with a little nicer with tectonics but it honestly isn't perfect in any implementation that doesn't involve programming for every map type. I'd say just mess around with yours or if you're spawning into too much snow still make it so the Inuit get a flat non-scaling +1 prod on snow, it's what I did and I personally think not only does it make sense since they made their igloos like that, but it is necessary for balancing their UA if they get a purely snow start.
 
Started my first game as the Inuit played till the Renaissance era on Emperor standard size epic speed communitu79 no tech trading, no ruins,no events.
Unfortunately i spawned in the middle of the north pole with no coastal spot to plan a city early on so i missed on the seals ealry bonus but nonetheless it worked well.
Between the buffed up tundra pantheon(i edited it to include snow resources too) and the amazing UA i managed to grow my cities with authority to sizeable sizes pretty early and the UI made tundra hills with resources super tiles very early yet i think there are some points to be noted here.
Spoiler UA :
-The food consumption: it's really really good, effectively one food from every worked tile... I could not use the seals in this game but nonetheless it's really impressive.
-Crossing the ice, double movement on snow: crossing the ice is surprisingly useful, it seems like a mini Polynesia in allowing early scouting of inaccessible parts of the world but without the the military benifits how often would you use it to retreat anyway?


Spoiler UI :
I like it alot, it's a mini game of where to place and combined with the tundra pantheon it creates super hills ..... I find myself prioritizing tiles buffed by the UI rather than working the UI itself which is kinda wierd, the tech buffs are on the weaker side but honestly it's not a big deal since the UI itself is really good.
Claiming tiles with it did save me a substantial amount of gold early on since i don't buy the tile i need but the tile thata UI on it could grab as much land as possible including the tiles i want.


Spoiler UU 1:Crossbow replacement. :
A weird unit IMO, a ranged unit with just one range is not going to work for the same reason Vanilla gateling guns were trash but it ignores terrain cost and reduces enemy MP so i'd just rather build a lot of them and upgrade them to super muskets .... on one hand it's really good being a support unit but on the other hand it has to be on the front line to work which is counterintuitive since it cannot soak much damage


Spoiler UU 2:Chariot replacement :
I was a bit confused when i first used it ... I got it as the starting unit instead of a pathfinder; it's supposed to be not slowed by terrain but it is slowed by it.
Reconnaissance with Less movement points, weaker than a chariot but requires no horses and no skirmisher doctorine either is such a weird combination but it works well as an early barbs killing machine but no so great at scouting; i play with no ruins so it did not get to see the draw back but i'm sure it would have hurt if i use them.
Reconnaissance is a good promotion to start with and it's never something i dislike in my units.



Spoiler UB1: Better caravansary :
a surprisingly good replacement for a building that is rather lame and tends to be skipped; it's reliant on starting on a lot of tundra or snow to do any real difference but on a good tundra city it's magnificent.
The UI it creates is a bit underwhelming but it spawns on snow with no resources so it effectively creates an ok tile from a terrible tile.
 
I noticed that the unique crossbow replacement obsoletes at Metallurgy rather than dynamite like the rest of crossbow uniques, is that intended?
I'm trying to find out a way to use it offensively or even defensively against ships but it just does not work ... what do you think of giving it "can move after attacking" promo like the Greek Klepht?
 
Spoiler :
upload_2020-12-15_20-51-4.png


Well, this is at least one example of when the inuit isn't underpowered in the hands of the AI. And look at Elizabeth down at the bottom, only denmark are worse and they were my neighbours...
 


Well, this is at least one example of when the inuit isn't underpowered in the hands of the AI. And look at Elizabeth down at the bottom, only denmark are worse and they were my neighbours...

I'm back from a long hiatus. Also I played with them again during this week and I can tell you right now they're actually overtuned and the qamuutiik is actually missing some appropriate bad promotions consistent among the skirmisher line like naval inaccuracy and siege inaccuracy.

I've had to actually nerf them a couple of times with some of the small positive changes I did to them, in particular the first thing I noticed is how broken Seals are. On Marathon they're basically able to create something that is twice the value of a monument very early into the game and I say twice because all you have to do is purchase a work boat and monuments only get half their production value cleared on purchase, and on top of that they immediately give off 3 culture. So if it were me I'd change the monopoly bonus on seals to be 1 faith and 1 production. Still fairly strong but now they won't get this absurd lead on culture when ridiculous amounts of fish just spawn.

As for Qamuutiiks besides the fact they're missing the bad promotions consistent with their promotion line, they're basically chariot archers that are unlocked earlier, can become really strong with enough exploration which is always an option in many situations because of the icewalk ability, don't require resources to use, and are also fairly cheap. Honestly it isn't hard to take a capital early with a few of these guys because warriors don't have a good way of dealing with them and you're literally not even required to unlock any technology for immediate access to them. I'd say nerf their combat strength for two reasons (which is what I did). The first one being it makes it easier for warriors to properly handle them since they'll deal so much damage to them once they get in range due to terrain that slows down movement. The other reason is that it also limits their exploration a little more because barbarian warriors will actually willingly attack them on sight. The second reason won't hurt their authority culture gains much either because if a warrior moves out of their encampment then you kill them quicker with another qamuutiik on standby and get the culture and gold quicker.

Everything else about the civ is fairly reasonable though. The spawning mechanisms will always be wonky and as I stated earlier there won't be a universal solution to it. But a good band-aid solution is to do what I did and give snow tiles a natural yield of 1 production. I find that it doesn't really break the civ as you can't make improvements (other than the UI but that still has limitations) on snow without bonus resources spawning on it or a lake spawning in a snow field, and even as the Inuit you're de-incentivized from settling constantly on the snow because you'll lose out on luxury resources and strategic resources in other parts of the map. That and sometimes the wonky spawning mechanisms won't even give you a starting luxury resource because of where you spawned, but it isn't the biggest deal because qamuutiik rushing early is really strong.
 
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Added city and naval penalties to the Qamutiik and Defense Only to the Untattik in new version

Oversight on my part. I hadn't intended to have Inuit units not have those.

I have left the naval penalty off the Unatattik. That is a small compensation for their lack of utility in fighting off naval invaders.
 
Is there any reason why Archaeologists and Great People don't have the icewalk ability by the way? I couldn't find what their combat class was in the community balance overhaul files so I don't have any way of changing them myself. I'm going to also assume the spaceship parts don't get the icewalk ability either.

Also is there any sort of document that has all the parameters and variables that allow one to make their own personal changes?
 
My Qamutiik doesn't have double movement on snow, unit does have attribute but moves as on regular terrain. Or it suppose to not have a penalty on snow? But pathfinder gets double movement on desert and snow and it moves double
 
Is there any reason why Archaeologists and Great People don't have the icewalk ability by the way? I couldn't find what their combat class was in the community balance overhaul files so I don't have any way of changing them myself. I'm going to also assume the spaceship parts don't get the icewalk ability either.
Archeaologists and GPs don't have a unitcombat, so I can't assign them promotions via the UA. You can give them unitcombats, but it felt like a pointless completionist exercise to do so, because 99.99% of games you would never use that ability on them.
My Qamutiik doesn't have double movement on snow, unit does have attribute but moves as on regular terrain. Or it suppose to not have a penalty on snow? But pathfinder gets double movement on desert and snow and it moves double
Intended. Qamutiiks don't have scout movement bonuses, they have normal movement. Effectively you trade No Terrain Costs for +1 moves. Double Move in Snow just cancels out the movement penalty in snow (ie. inuit units use 1 move in snow instead of the normal 2, and hills use 1.5 instead of 3).

If you desperately want double movement in snow, the Inuit have access to regular pathfinders and scouts, and they move faster than Qamutiiks in snow thanks to their combination of Ignoring Movement Costs and Double Move in Snow.
 
update incoming.
Updated Ekeunhick's leader flavors to make him more "neutral"
Creating a Seals resource now has the actual Seals icon instead of iron
 
By the way, since movement (like vision) cannot go below 1, don't you think it would be better for the Unaak promotion to reduce movement by 2 ? That wouldn't change much against infantry, but would make the Unatattik more potent against Mounted Units. I'm well aware the Ignore Terrain Cost promotion of the unit already does a lot for that, but the price of following mounted units within enemy formation is already quite steep, even with the high defense of the unit, so I've been wondering.

Also, have you been thinking of a way to nerf the civ's economy a bit ? I've found that it is often a beast in the hands of the AI (not so much in mines, but oh well).
The main culprit I feel is the Non-Specialist Citizens consume half the normal amount of :c5food: Food part of the UA. Stacked with usual AI bonuses, it allows it to grow very quickly, too quickly : in the hands of a human player, it's a way to settle low food biomes, but in the hands of the AI, the thing feels a bit unbalanced. What do you think ?
 
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