Colonialist Legacies - the Community Expansion pack | Needs Feedback and Coding

...and here is my proposed New Era. Blue techs are new [when I think about it, Theory of Power should be renamed to something more general like New Philosophy] I tried to make technological division similar to the Firaxis one, in the same tame historical and balanced. Also I have some basic knowledge on Enlightment...

Spoiler :

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http://forums.civfanatics.com/showthread.php?t=523835&page=6

In THIS expansion you will have Kongo Belgium and Israel :D

See? Two expansions, everyone has his favourite :D

Not really, as it then comes down to mechanics and the two packs being incompatible with each other because of that. You like the civs of one but the mechanics of the other, etc.

And technically, I have the choice of all those civs already as they're not TPangolin's. They're (Tomatekh, Leugi, More Civ's etc.). Which is why I'm a little confused with the choice to include so many. They're already available to be used and mixed and matched with the game however you want. I really feel like projects like this should use original civs (or at least only the author's civs) to give more of a reason to use them besides what's already available on the workshop. Otherwise its just padding to sell an "expansion" idea with other people's work.
 
And technically, I have the choice of all those civs already as they're not TPangolin's. They're (Tomatekh, Leugi, More Civ's etc.). Which is why I'm a little confused with the choice to include so many. They're already available to be used and mixed and matched with the game however you want. I really feel like projects like this should use original civs (or at least only the author's civs) to give more of a reason to use them besides what's already available on the workshop. Otherwise its just padding to sell an "expansion" idea with other people's work.

Currently Viregel is also planning merging some other community mods, pretty big mods :) and community so far has nothing against that :)
 
Although Krazjen's ideas should be simplified, I think adding a new Era called the Enlightenment is a great way to go.

Gives enough time to flesh out a couple of lines and reduce some historical oddities.

In regard to names - how do we feel of "Beyond the Horizon" or "Upon Distant Shores"?
 
I hope that this topic isn't dead. Just in case it isn't, I had some ideas for this expansion.

1) Prehistoric Era - While I know that there is a Prehistoric Era mod, I believe that a new era based around civilization before agriculture would be great for this mod since many tribes in the Americas, Oceania, & subSaharan Africa were still hunter-gatherers at the time of European colonization. Of course, it wouldn't be as advanced as the Prehistoric Era mod itself, but it would still be good; new techs such as Fire, Organized Religion, Shamanry, Foraging, & Hunting & Gathering, among others, would add a great prehistoric feel to some civs that lived in tribes during the Age of Discovery (I've created some 'scenarios' with various mods, & with IGE I've just given most Native American Civs Trapping & Archery :P ).

2) Other New Techs - Besides the Prehistoric & Enlightenment Eras, I believe that this mod should include some other new techs throughout the other eras. Some techs that I had in mind include:

Spoiler :

Gunpowder:
Era: Medieval
Unlocks: Himeji Castle (same as vanilla), Fireworks Station (new building, increases Happiness in the empire)
Requires: Metal Casting
Techs Unlocked: Musketry, Flintlock Mechanism
(I believe that this tech should be in the Medieval Era because despite guns weren't invented until the Renaissance, the Chinese had access to gunpowder since c. 1000 AD)

Musketry:
Era: Renaissance
Unlocks: Musketman (same as vanilla), Gunsmith (new building that aids in the construction of Gunpowder units)
Requires: Gunpowder
Techs Unlocked: Chemistry, Metallurgy

Flintlock Mechanism:
Era: Renaissance
Unlocks: Flintlock Pistolier (new Gunpowder unit that is stronger than the Musketman; however, it has to fight in close range & has less strength than the Musketman)
Requires: Gunpowder
Techs Unlocked: Metallurgy

Decolonialism:
Era: Modern
Unlocks: Maxim Gun (upgraded from Gatling Gun, does extra damage to less advanced units), (Colonies begin to form independent CS's & sometimes even new civilizations)
Requires: Steam Power
Techs Unlocked: Electronics, Plastics

Democracy:
Era: Classical
Unlocks: Courthouse (same as vanilla)
Requires: Mathematics
Techs Unlocked: Civil Service

Balloons:
Era: Atomic
Unlocks: Zeppelin (late-game trade unit, can cross any terrain & trade with any discovered city on the map)
Requires: Plastics
Techs Unlocked: Ecology

Fishing:
Era: Ancient
Unlocks: Work Boat (same as vanilla), (reveals Fish, Crabs, & Whales), Fishing Boats (same as vanilla)
Requires: Agriculture
Techs Unlocked: Aquaculture

Aquaculture:
Era: Ancient
Unlocks: Fishpond (new building which acts like a Granary for Fish, Crabs, & Whales)
Requires: Fishing
Techs Unlocked: Sailing

Circumnavigation:
Era: Enlightenment
Unlocks: Magellan's Voyage (new wonder which gives the empire a free Great Admiral & allows the empire to meet one undiscovered civ on the map)
Requires: Oversea Expansion
Techs Unlocked: Navigation, Colonialism


3) Sailing Rivers - I honestly believe that this feature should be in vanilla. I believe that you & the AI should be able to send naval units through rivers; in actual history, rivers were very important to commerce; in England, the Thames River allowed for the English to trade with many other civilizations, and similar things could be said about Egypt & the Nile, Harappa & the Indus, & Amazonian tribes & the Amazon.

4) New Ideologies - I remember a while back that someone (I forgot who) suggested a fourth ideology; Theocracy. I believe that this would be a great addition to this mod, as well as some potential other ideologies; Colonialism, anybody? Or how about a Traditional ideology? Perhaps a civ with an Industrious ideology? This could also give some civs new ideological preferences; I'm sure that civs like Egypt or the Aztecs would be fond of Theocracy, while England & China could be quite Industrious. And perhaps civs like Spain & Portugal would prefer Colonialism. I personally think that some ideologies besides Freedom, Autocracy & Order would be great in Civ 5.
 
Although Krazjen's ideas should be simplified, I think adding a new Era called the Enlightenment is a great way to go.

Gives enough time to flesh out a couple of lines and reduce some historical oddities.

In regard to names - how do we feel of "Beyond the Horizon" or "Upon Distant Shores"?

Plus Ultra

Everyone loves latin subnames after all. :D
 
Perhaps you could do Colonialist Legacies: New Shores? Or Colonialist Legacies: Voyage to a New World?
 
That mod... isn't compatible with other civs, is it?
 
Hm... I found the idea of new Ideologies pretty interesting, so I came up with this:

Fundamentalism:

Focus: Faith (duh) Population (Secondary)
Spoiler :
-Charity: +1 Happiness for each Shrine, Temple and Building Purchased with Faith.
-Distributism: 25% Food is carried over after a citizen is born.
-Hospitality: +1 Local Happiness for each follower of your religion.
-Infallibility: +1 Influence per turn for each city state you've sworn to protect.
-Quietism: No penalty from opting out of World Congress Decisions.
-Spirituality: +25% Great Person Generation.
-Legionaries of God: Can Recruit Foreign Legions from Population.
___
-Common Good: Missionaries, Inquisitors and Great Prophets can spread Religion two times more.
-Dignity of Work: Can Purchase buildings from the Industrial era forward with Faith.
-Living Wage: +1 Happiness from each Aqueduct, Windmill and Medical Lab
-Religious Law: Your Faith per turn contributes to your science.
-Rerum Novarum: +1 Faith from Specialists.
-Theonomy: +25% Combat Strenght against cities where you have the mayority religion.
___
-Universal Church: Can Buy Spaceship Parts with Faith.
-Holy War: 1 Less Population Point lost when conquering cities for each follower of your religion. -1 Unhappiness in Occupied Cities for each follower of your religion.
-Two-nation: +1 Delegate for each Civilization and City State where yours is the Mayority Religion.


Third Position:

Meant for Late-comers to the Ideology Game. Purposedly weak on the military side.
Spoiler :
-Universal Healthcare: +1 local Happiness for each National Wonder
-Neutrality: +10 Influence per Turn with City States without an Ally. City States cannot declare war unprovoked.
-Equal Opportunity: +25% Great People Generation.
-Decentralization: No Unhappiness from Colonies. Colonies and Ex-colonies +5 Tourism.
-Labor Supply: Each City gains a random Specialist slot.
-Human Development: +1 Happiness from each Amphiteater, Opera House and Museum.
-Technocracy: +2 Happiness from each Library and University. They cost 33% less production.
___
-Anticolonialism: Positioning units near enemy colonies causes them to enter in Resistance.
-Disarmament: +1 Local Happiness on each city without a Garrison.
-Pacifism: +50% Tourism as long as you're not at war.
-Political Asylum: Civilizations with different ideologies may gift Great People.
-International Aid: +5 Influence per turn with City States at war.
-Social Justice: +1 Happiness from each Constabulary, Police Station and Bomb Shelter
___
-Non-Aligned Movement: No Unhappiness from Differing Ideologies. +1 Delegate for each declaration of Friendship with a civilization following a different Ideology.
-Exploration Alliance: +1% Production Towards Spaceship parts for each Population Point in the city. Spaceship Parts move twice as fast.
-Third World: +34% Tourism to Civilizations not following the two most popular ideologies. +66% Tourism to Civilizations not following any ideology.


Also, a table to explain my decisions:

Ideological Focus:
Spoiler :
Diplomatic + Domination + Tourism Autocracy
Tourism + Science + Domination Order
Tourism + Domination + Science Freedom
Tourism + Diplomatic + Science Third Position
Domination + Diplomatic + Science Fundamentalism
 
Good ideas for ideologies, Hoop Thrower! They'll fit in perfectly with the rest of the expansion. :)

Anyways, I've been looking at some of the scenarios in Civ 5, & I was thinking that some scenarios would be cool in this expansion; mainly ones from around the Age of Exploration & Industrial Revolution. Here are some ideas I had:

Spoiler :

The Crusades

In this scenario, play as one of four religious factions; the Catholic kingdoms of Western Europe, the Orthodox kingdoms of Eastern Europe, the Islamic caliphates of the Middle-East & Africa, & the Asatru kingdoms of Scandinavia. Will your religion become the dominant belief of the known world? Or will it go down in flames, to be remembered as ancient myths?

In this scenario, there would be four factions; the Catholic kingdoms of the Crusader States, Venice, England, France, Holy Roman Empire, Castille, & Aragon, the Orthodox kingdoms of Byzantium, Cyprus, Sicily, & Hungary, the Islamic caliphates of the Ottoman Empire, the Almohads, & the Ayyubid Sultanate, & the Asatru (Norse mythology) kingdoms of Denmark, Norway, & Sweden. I decided to include the Scandinavian kingdoms mainly because from what I recall, the Christianization of Scandinavia happened at around the same time as the Crusades. The main goal of this scenario is to spread your religion & conquer those who oppose it. Another goal will be to occupy the holy city of Jerusalem until the end of the scenario.


American Revolution

It is the late 1700s; the sound of revolution is ringing through the air. Play as one of six civilizations; America, England, France, Spain, the Netherlands, or the Iroquois tribes. Will the thirteen colonies of America finally become free? Or will they remain under the empire of which the sun never sets?

In this scenario, there are two factions (which have no names :p ) ; the revolutionary force of America as well as France, Spain, & the Netherlands, against the Crown of England & the indigenous Iroquois tribes. The goal of the scenario is for either America to achieve freedom from England by remaining free until 1776, when the scenario ends, or for the British to conquer America before 1776.


Manifest Destiny

Today is a glorious day for America! After defeating the British in the American Revolution, a new age has ushered in for America. Songs of praise for a Manifest Destiny ring, for the leader of France, Napoleon, has sold Louisiana & opened the gateway to the west! However, the west is still not easy to conquer; native tribes, religious pilgrims, European powers, & other post colonial nations will block the way. Play as either America or many other nations, ranging from England to Deseret to the Shoshone!

In this scenario, you may play as either America, the European powers of England, France, & Russia, the indigenous tribes of the Shoshone, the Iroquois, & the Cherokee, the Mormon State of Deseret, or the post colonial nations of Mexico & Texas. The goal of the scenario will be either for America to expand to the Pacific Ocean, for Europe to conquer America, or for the other nations (Shoshone, Iroquois, Cherokee, Deseret, Mexico, & Texas) to keep America out of their countries. I was thinking about having it be like the scenario added with Genghis Khan so you could only be America, but I wasn't sure about it.


The Opium Wars

War has broken out in China over the trade of opium from western nations. Choose your side; play as either the Qing dynasty of China or the colonial empires of England & France.

In this scenario, you would play as either the Qing dynasty or England & France. There would be a custom resource, Opium, & the goal of the scenario would be to establish economic control in the map.


World War I

The year is 1914. A war has broken out between the world; on one side, there are the Allied powers of America, Great Britain, France, & Russia (among others); on the other side are the Axis powers of Germany, Austria-Hungary, the Ottoman Empire, & Bulgaria. You must choose a side. Will you lead the Allies to victory & establish freedom for all? Or will you allow the Axis to succeed, spreading your ideology throughout the globe, killing anyone who opposes it?

In this scenario, you can play as two factions; the Allied powers of America, Great Britain, France, & Russia, or the Axis powers of Germany, Austria-Hungary, the Ottoman Empire, & Bulgaria. There will also be other non-playable civs that fit the theme of the era; these include China, Japan, Mexico, Brazil, & Argentina. The goal of this scenario is to spread your ideology throughout the map; either Freedom if you're the Allied powers or Autocracy if you're the Axis powers.


Those are all of the scenarios I can think of right now, though I would like a Vinland-oriented scenario, I'm just not sure how it would work or what the goal would be. Perhaps it could be of Leif Ericson's voyage? Karlsefni's colonial fleet? Maybe even an alternate history-based scenario?! o.0

I also think that some of the techs in Conquest of the New World would fit into the Renaissance & Enlightenment Eras; Piracy, Warships, Religious Orders… of course, some techs would have to be edited (it would be pretty annoying if you were France and you wanted to declare war on England but you were in the Classical Era :p ), but they would fit the overall theme IMO. :)
 
Hm... I found the idea of new Ideologies pretty interesting, so I came up with this:

Fundamentalism:

Focus: Faith (duh) Population (Secondary)
Spoiler :
-Charity: +1 Happiness for each Shrine, Temple and Building Purchased with Faith.
-Distributism: 25% Food is carried over after a citizen is born.
-Hospitality: +1 Local Happiness for each follower of your religion.
-Infallibility: +1 Influence per turn for each city state you've sworn to protect.
-Quietism: No penalty from opting out of World Congress Decisions.
-Spirituality: +25% Great Person Generation.
-Legionaries of God: Can Recruit Foreign Legions from Population.
___
-Common Good: Missionaries, Inquisitors and Great Prophets can spread Religion two times more.
-Dignity of Work: Can Purchase buildings from the Industrial era forward with Faith.
-Living Wage: +1 Happiness from each Aqueduct, Windmill and Medical Lab
-Religious Law: Your Faith per turn contributes to your science.
-Rerum Novarum: +1 Faith from Specialists.
-Theonomy: +25% Combat Strenght against cities where you have the mayority religion.
___
-Universal Church: Can Buy Spaceship Parts with Faith.
-Holy War: 1 Less Population Point lost when conquering cities for each follower of your religion. -1 Unhappiness in Occupied Cities for each follower of your religion.
-Two-nation: +1 Delegate for each Civilization and City State where yours is the Mayority Religion.


Third Position:

Meant for Late-comers to the Ideology Game. Purposedly weak on the military side.
Spoiler :
-Universal Healthcare: +1 local Happiness for each National Wonder
-Neutrality: +10 Influence per Turn with City States without an Ally. City States cannot declare war unprovoked.
-Equal Opportunity: +25% Great People Generation.
-Decentralization: No Unhappiness from Colonies. Colonies and Ex-colonies +5 Tourism.
-Labor Supply: Each City gains a random Specialist slot.
-Human Development: +1 Happiness from each Amphiteater, Opera House and Museum.
-Technocracy: +2 Happiness from each Library and University. They cost 33% less production.
___
-Anticolonialism: Positioning units near enemy colonies causes them to enter in Resistance.
-Disarmament: +1 Local Happiness on each city without a Garrison.
-Pacifism: +50% Tourism as long as you're not at war.
-Political Asylum: Civilizations with different ideologies may gift Great People.
-International Aid: +5 Influence per turn with City States at war.
-Social Justice: +1 Happiness from each Constabulary, Police Station and Bomb Shelter
___
-Non-Aligned Movement: No Unhappiness from Differing Ideologies. +1 Delegate for each declaration of Friendship with a civilization following a different Ideology.
-Exploration Alliance: +1% Production Towards Spaceship parts for each Population Point in the city. Spaceship Parts move twice as fast.
-Third World: +34% Tourism to Civilizations not following the two most popular ideologies. +66% Tourism to Civilizations not following any ideology.


Also, a table to explain my decisions:

Ideological Focus:
Spoiler :
Diplomatic + Domination + Tourism Autocracy
Tourism + Science + Domination Order
Tourism + Domination + Science Freedom
Tourism + Diplomatic + Science Third Position
Domination + Diplomatic + Science Fundamentalism


Second level tenet for Fundamentalism:

Religious republic: -33% unhappiness from population following your religion.
 
That idea sounds good, Natan35. I also had an idea for a tenet for Fundamentalism, but I wasn't sure how good it was. It would probably be a first or second level tenet as well, but here it is;

Religious Pilgrims - Any cities founded after this tenet will automatically begin to worship the dominant religion of your empire.
 
I don't get the thinking behind these wonders. It seems as though an expansion about colonialism should focus on, well, colonial era civilizations, conquered and conquerers. The Americas are sorely lacking precolumbian wonders, even though there are numerous good wonders that haven't been added. Do we really need *another* Greco-Roman wonder when there was a DLC pack with an absurd umber of them? How are the Ancient Egyptians or Neo-Babylonians more relevant to the Age of Colonialism than say the Pueblo or the Maori. I get Belem Tower, I get Chateau Frontenac, and I like Ellora Caves just because it reflects an underrespented culture in Civ. But the other wonders seem like a stretch or another example of making civilization too Western focused.
 
This expansion will be replaced by the governor's pack soon, according to TPangolian.
 
Oh; I was under the impression that he was planning a new expansion called 'Governor's Pack' :p .
 
Oh; I was under the impression that he was planning a new expansion called 'Governor's Pack' :p .

He is; for a long time now, in fact.
 
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