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Colonialist Legacies' Tlingit for VP

Discussion in 'Mods Repository' started by pineappledan, Dec 10, 2018.

  1. pineappledan

    pineappledan Warlord

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    The Tlingit
    Does not require original mod
    Download Here
    Requires VP version 01/15 or later


    UA - People of the Tides:
    • +50% :c5culture: Culture, and :c5science: Science from :trade: International trade routes.
    • :trade: Internal Trade Routes provide the Target City with 2:c5food: Food for each Fishing Boat, and 2:c5production: Production for each Noow near the Origin City every turn, Scaling with Era.

    Noow
    - UI
    Unlocked at Engineering
    Can only be built on coast, not on a resource, and not adjacent to each other
    30% :c5strength: defense
    +2:c5food:, +1:c5production:, +1:c5culture:
    +1:c5production: for every adjacent Forest/Jungle tile
    Units that pass over a Noow get +1 :c5moves: Movement
    +1 :c5production:, +1:c5food: at Machinery
    +2:c5gold: at Navigation
    +1:c5culture:, +1:c5production: at Combustion


    Xaa
    - musketman
    unlocked at Metallurgy
    325:c5production:
    25:c5strength:CS, 34:c5rangedstrength: RCS (+5 CS, +2 RCS from musketman)
    2 Range
    2 movement
    Embarkation with defense
    +1 vision when embarked
    'Tidal Raid' promotion
    (1 extra movement after embarking)
    Spoiler 3rd and 4th Unique Components :

    3UC - Duk
    - Fishing Boat - Esquiah-ah from Chinook Civ mod
    Unlocked at Fishing
    No unit maintenance

    70:c5production: (+30 from fishing boat)
    5:c5strength: CS, 12 :c5rangedstrength:RCS (-1 CS, -3 RCS from Dromon/Penteconter)
    No :c5gold: unit maintenance
    1 Range
    3 Movement
    Cannot end turn on deep ocean
    Can build fishing boats (like polynesian melee boats)


    4UC - Hit -
    Lighthouse - Plankhouse from Chinook Civ mod
    Unlocked at Trade (1 Tech Earlier)
    Can be built anywhere (Does not require Coast)
    120:c5production: (-30 from Lighthouse)
    1:c5gold: maintenance
    +2:c5food:, +2:c5production:
    +1:c5food:, +1:c5gold: from Coast and Ocean tiles
    Can form city connections over water
    10% of :c5food: Food is carried over after a new :c5citizen: Citizen is born.
    +1 :c5gold: Gold to :trade:Trade Routes to or from the City
    25 :c5production: Production on completion of an :trade: Internal Trade Route To or From this City, scaling with Era.
    Allows :c5production: Production to be moved from this City along trade routes inside your civilization.


    Credits:

    • TPangolin: Concept, Icons, Map, Leaderscreen, Pedias
    • Firebug: Concept, Compilation
    • Neirai: Concept, Lua
    • DJSHenniger: Lua, Icons, Improvement
    • Kaduseon: Lua
    • Slippery Snake: Icons
    • Hobonatir: Pedias
    • Deliverator: Xaa Graphics
    • Reedstilt: Concept
    • Pineappledan: VP compatibility
    • Adan_eslavo: lua
    • Sukritact: Icons and unit model (Duk and Hit)
     
    Last edited: Mar 26, 2019
  2. pineappledan

    pineappledan Warlord

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  3. pineappledan

    pineappledan Warlord

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    Update:
    Changed UA

    OLD: +25%:c5gold:/:c5science:/:c5culture: for all international Land :trade:Trade Routes
    NEW: +50%:c5science:/:c5culture: for all international :trade:Trade Routes

    Simpler and more universal so AI is guaranteed to make use of it.
     
    Last edited: Dec 15, 2018
    Hinin likes this.
  4. infidel88

    infidel88 Chieftain

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    "Internal Trade Routes provide the Target City with 2:c5food: Food for each Fishing Boat, and 2:c5production: Production for each Noow near the Origin City every turn."

    Is it scaling with era or not? If not - that's kind of poor. Noow has very strict conditions where it can be build, it's not connecting resources, so it's going to be hard to get more than 3 of them in the city (assuming "near city" means 3 tiles). Now while 6:c5production::c5food: seems kinda strong (but far from OP) in medieval, it's almost useless in further eras. Given that number of trade routes is limited to like 8 before you get ideologies and you get 3 Noows in all cities, which are involved in UA, that means you get total 48 :c5production::c5food: from your whole UA. Not a lot.
     
  5. pineappledan

    pineappledan Warlord

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  6. infidel88

    infidel88 Chieftain

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    It would be much better, but it's just theorycrafting right now, as I haven't had a chance to try this civ. Just compare it to Ottomans/Portugal - I believe internal TR are way worse. Ottos have 150/25=6:c5culture::c5gold: scaling - more valuable yields and Portugal has 5:c5science::c5gold: scaling. In normal circumstances I can't believe your city with most fishing boats and Noows has more than 5 of each. And that's really extreme case. And that extreme case doesn't really sound imbalanced, as you are spreading 10:c5production::c5food: starting from medieval around the empire at the same time, losing opportunity of other TRs. For me this part could be even 2:c5food::c5production: scaling and wouldn't be that OP.
     
  7. pineappledan

    pineappledan Warlord

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    Well, I'll release a version with the scaling and fix you suggested. Adjusting the amount is a simple matter, as long as we don't keep changing how the bonuses are added.
    Incoming version 3:
    • internal TR bonus scales with era (+2 for every age after Classical)
    • optimization for international TR lua
    • science and culture from UA should affect needs in city like they are supposed to now
     
    Last edited: Dec 17, 2018
  8. infidel88

    infidel88 Chieftain

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    And I only have 2 main components BTW.
     
  9. pineappledan

    pineappledan Warlord

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    There's an issue with the dependencies in the current release of the .civ5mod file.

    The notification for the UA needs improvement. I'm working on a fix for that, and I will release an updated version of the mod with the fix once I get this figured out.

    replace the dependencies in the civ5mod file with this:
    Code:
      <Dependencies>
        <Dlc id="6DA07636-4123-4018-B643-6575B4EC336B" minversion="0" maxversion="999" />
        <Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="0" maxversion="999" title="Community Patch" />
        <Mod id="8411a7a8-dad3-4622-a18e-fcc18324c799" minversion="0" maxversion="999" title="Community Balance Patch" />
        <Mod id="eead0050-1e3f-4178-a91f-26cf1881ac39" minversion="0" maxversion="999" title="CSD" />
        <Mod id="c7bf7064-d1b1-4708-9e93-7a1560868582" minversion="0" maxversion="999" title="C4DF" />
        <Mod id="be2d13ee-d18d-410e-8f04-7cd19cd99a98" minversion="155" maxversion="999" title="(5) More Luxuries - CBO Edition" />
      </Dependencies>
    
    Near as I can tell, the balance looks pretty good, at least with 4UC it does, anyways.
     
    Hinin and infidel88 like this.
  10. pineappledan

    pineappledan Warlord

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    Update is live.
    • modified the mod dependencies so that should help with the 4UC incompatibility
    • The UA scaling was not being reflected in the yield notifications. Changed notification to an actual notification, rather than a floating text above the capital. If you had other instant yields appear simultaneously, those floating texts became illegible.
     
  11. infidel88

    infidel88 Chieftain

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  12. infidel88

    infidel88 Chieftain

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    @pineappledan any chance you can fix it with savegame compatible version? I was looking forward to test it with new fealty caravans :)
     
  13. pineappledan

    pineappledan Warlord

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    I’m out of town today, and can’t guarantee I will do it before Christmas. I’ll try to see what I can do tomorrow though

    Edit: @infidel88, is the UA not working at all? My update should have only been to the notifications, but I didn’t touch any of the code for implementing the UA. The UA adds it’s yields via buildings, you should be able to see the bonus production/food in the city screen
     
    Last edited: Dec 22, 2018
  14. infidel88

    infidel88 Chieftain

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    No rush mate, I just want to finish that game, as I kind of enjoy totally trade civ.

    Having said that - no, I don't have any dummy buildings. Chilkat has TR from Manu, which has 5 fishing boats withing 3 tiles (working only 4 of them - how is it calculated by the way - worked fishing boats, noows or all?) but gets only 7.4:c5food: and has no dummy buildings.
    Plus - if dummy buildings are involved - will +50% yields from internal TR affect it?
     
  15. pineappledan

    pineappledan Warlord

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    I have fixed the issue and will be pushing a new version shortly. There was an ")" missing from 2 new lines of code.
    There's no way of adding the yields via lua which could make the Tlingit UA benefit from the +50% from internals. I went for dummy buildings specifically because I wanted the bonus yields to directly impact :c5unhappy:Needs. A policy giving +XX% yields from internals will not affect the bonus :c5food:/:c5production:, but it would still be additive on the base amount from TRs at least, so there is still some synergy there.
    This does mean, however, that % bonuses to :c5food:/:c5production: in a city (Temple of Artemis, Mandirs, etc.) do affect the TR bonus, so keep that in mind.
     
  16. pineappledan

    pineappledan Warlord

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  17. Xmk

    Xmk Chieftain

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    Hi, long time lurker here. I love your work-

    Just a heads up, you linked your Canadian Dominion Mod instead of the The Tlingit in the downloads section.

    Cheers.
     
    Dimmy likes this.
  18. pineappledan

    pineappledan Warlord

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  19. c0mfld

    c0mfld Chieftain

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    I'm only getting 2 unique components when I install the latest version of 4UC (40).
     
  20. infidel88

    infidel88 Chieftain

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    I still fail to get UA bonus, maybe it's a conflict with other (plenty) mods I have. I don't know. Despite city with fishing boats sending caravan to another city, neither gets dummy building with extra :c5food::c5production:

    And two - in latest release instead of hit UB I am getting something like TXT_HELP_BUILDING_SAHIGAHPHSAHASDASHAUHSUHAUGSIAGYISA. Some long ass name with capital letters. Is the game shouting at me? :(
     

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