Corsica (Pasquale Paoli) from DMS's Civilizations for VP

gwennog

King
Joined
May 31, 2015
Messages
974
Location
France
Civ Icon Moderne ombre.png

Download Here
Requires Events Activated
Leader - Pasquale Paoli
Pasquale Paoli Final.png

UA - Isle of Beauty


Cities gain +1 :c5culture: Culture and +1 point for :c5greatperson: GWAM per 3 Coast or Forest/Jungle worked by the City, +2 per Natural Wonder, and +1 per Mountain within the workable territory of the City, scaling with Era. Expending :c5greatperson: cultural Great People gives temporary benefits unique to each type.
  • The Era scaling is the following : 1/1/2/2/3/3/4/4
  • The code takes into account a mix of tiles (for example 2 Forests / Jungles + 1 Coast)
  • Lakes counts as Coast tiles here
  • As pointed out in the formulation, you don't need to work Mountain tiles to gain the bonus
  • The GPeople points (GWAM = Great Writer + Great Artist + Great Musician) gained thanks to the UA are affected by GP generation modifiers (exemple : National Monument)
Spoiler Cultural Great People bonuses :

  • GWriter : +1 :c5science: Science from GPTIs and +5 % :c5production: Production in all Cities for 15 turns, scaling with Era
  • GArtist : +1 :c5gold: Gold from Luxury Resources, +1 :c5food: Food from Bonus Resources and +4 :c5goldenage: GAP from WW for 15 turns, scaling with Era
  • GMusician : +5 XPs to all Units, +1 :c5faith: Faith from Specialists and +1 :c5culture: Culture to Strategic Resources for 15 turns, scaling with Era



UU1 - Macchieri (replaces the Commando)
Macchieri Final.png

Unlocked at Metallurgy (instead of Railroad)
450 :c5production: Production cost (instead of 600)

24 :c5strength: CS / 30 :c5rangedstrength: RCS (1 Range)
3 :c5moves: MP
Ignores Terrain Cost
Commando
Scavenger
Trailblazer III
Maquisard -
When starting its turn in Rough terrain (Hill, Forest / Jungle, Mountain), deals 15 damages to adjacent hostile Units and can move after attacking this turn

Removed - Brute Force, Reconnaissance, Attack Bonus (25)

UB1 - Furtezza
(replaces the Castle)
Furtezza finale.png

Unlocked at Chivalry
300 :c5production: Production Cost

1 :c5gold: GPT maintenance cost
8 :c5strength: CS, flat damage reduction of 2
+2 :tourism: Tourism

+1 :c5production: Production to Quarries and Fishing Boats
Heals 100 HP of the City whenever a cultural GPeople is expended

+10 XP to Archer and Scout Units produced in the City

1 :c5greatperson: Artist specialist

1 :greatwork: GWArt slot

Spoiler 4UC Compatibility :

UU2 - Armigeri (replaces the Spearman)
Armigeri Final.png

Unlocked at Military Theory (instead of Bronze Working)
70 :c5production: Production cost

12 :c5strength: CS
2 :c5moves: MP

Trailblazer III
Amphibious
Marauder -
Ignores Terrain cost ; +3 XP when pillaging, +5 XP when killing an hostile Unit and +10 XP when plundering a TRoute. Lost upon upgrade.

Removed - Formation I

UB2 - Stantari
(replaces the Monument)
Stantari Final.png

65 :c5production: Production Cost

+2 :c5culture: Culture

+34% faster border growth in the City.
Settlers and Workers produced in the City gain the 'Across all Boundaries' promotion.
+10 :c5food: Food whenever Borders grow naturally.

1 :greatwork: GWMusic slot
-1 :c5unhappy: less Unhappiness from Urbanization

'Across all Boundaries' promotion
: Unit can Embark, cross Mountains and gains +1 Vision.


Original mod Credits :
  • Danmacsch: Design, SQL, Lua, Text, Art (Leaderscreen, Icons, misc)
  • Scapegrace: Design
  • JFD: Lua
  • Machiavelli: Lua
  • Regalman: Map
  • Civitar: Original Macchieri model
Artistic Credits (All Rights Reserved to original authors) :
Development Credits :
  • Astérix Rage: Leader Icon Patina
  • Hinin: Research, Design, Macchieri 3d models modifications, UnitIcons and BuildingIcons, FlagIcons, new GameTexts, Diplomacy and AI flavors, Testing
  • gwennog : SQL, Lua, Design, help on UnitIcons and BuildingIcons, CivIcon, Armigeri 3d models modifications, Testing
Special Thanks :
  • DMS, JFD, Adan_eslavo, Sukritact: lua inspiration and source
  • Irkalla: Civ Icon guide
  • Deliverator: 3d model guide
  • HungryForFood: Lua API wiki
  • Astérix Rage: Icon and Screen dimension guide, valuable advice for the artistic part
Documentation (Sorry, in French) :
  1. Histoire de la Corse et des Corses par J-M Arrighi et O. Jehasse.
  2. Grosjean Roger. "Le complexe torréen fortifié de Cucuruzzu (Lèvie, Corse). Première campagne de fouilles, 1963". In: Bulletin de la Société préhistorique française. Études et travaux, tome 61, n°1, 1964. pp. 185-194.
  3. Pascale Paoli, Un Corse des Lumières par M. Vergé-Franceschi
Previous Version:

Spoiler Previous version (V3) :



Mountain in the Sea

Each Great General or Great Admiral expended increases the length of :c5goldenage: Golden Ages by 3% (max 60%). Buildings constructed during Golden Ages yield additional :c5culture: Culture. Citadels yield :tourism: Tourism and :c5goldenage: Golden Age Points.




Macchieri (Musketman)
  • :c5production: Cost Less (20%)
  • +10% :c5rangedstrength: Ranged Combat Strength
  • -10% :c5strength: Combat Strength
  • Starts with O Saremo Liberi and Oculta in a Machja Promotions
    • O Saremo Liberi : Ignores terrain movement penalties, +20% :c5rangedstrength: Ranged Combat Strength in Rough Terrains, -15% :c5strength: Defense Strength in Open Terrain.
    • Oculta in a Machja : Enemy units ending their turn adjacent to it take 10 HP damage if the Macchieri is on a Hill, Jungle, or Forest Tile.



Furtezza (Castle)
  • -20% :c5production: Production Cost
  • Does not require Walls
  • Grants land military units the Great Generals I promotion
  • +2 :tourism: Tourism
  • 10 :c5culture: Culture and :c5goldenage: Golden Age Points as an Instant Boost every time the city frontier expends
  • 50 :tourism: Tourism when it's built
Spoiler 4UC Compatibility: :


Guerrieru (Spearman)
  • +1 :c5strength: Combat Strength
  • Start with Assimilazione and Capimachja Promotions
    • Assimilazione: Unit gains :c5culture: Culture on Kill.
    • Capimachja: Unit gains :c5greatperson: Great General Points on Promotion.

Stantari (Monument)
  • Same effects as the Monument
  • Coastal Stantari provide +1 :c5greatperson: Great Admiral Point and Land Stantari +1 :c5greatperson: Great General Point.
  • +1 Border Growth every 3 Coast tiles and +1 :c5goldenage: Golden Age Points every 3 Mountain tiles worked by the City.
  • +1:tourism:

 
Last edited:
Hey, Gwennog, great to see another modmod, this time with a very intriguing Corsican civilization! A couple of questions, if I may:)
1.) Do the bonuses on city border expansion from Furtezza scale with era?
2.) Oculta promotion - does the Macchieri have to be "fortified" or is it enough to activate it if it's simply stationed on a hill, jungle or forest tile, even if that turn it used some/all of its movement points?
3.) What are the actual numbers for the UA, how much GA points, culture etc.?
 
I like the DMS work and Corsica is a civilization to play between war and peace in my opinion :).

To answer your questions :
  • 1) Yes, I use the same function as Cathedral (Building_YieldFromBorderGrowth)
  • 2) I replace a complicated lua code recently by a UnitPromotions fonction : AoEWhileFortified. I didn't have time to test it well but it seems operate when unit is fortified.
  • 3) For :c5goldenage: Golden Age Points, formula is (number of GA + GG) x Era (1,1,2,...) x gamespeedmodifier x 10.
  • 3) Cities gain permanently +1 :c5culture: Culture by building finished during the golden age.
  • 3) Citadels yield +3 :tourism: Tourism and :c5goldenage: Golden Age Points.
If you test Corsica, don't hesitate to give me a feedback :). Thank you for your interest.
 
Grazia per stu bellu mod ! ;)
(et j'm'en vais en espérant n'pas avoir fait d'faute, pauv' parigot qu'je suis...)
 
Didn't reach furtezza or macchieri yet on a 4uc game but wanted to let you know the civ seems fine on the balancing. However, I would nerf the golden age scaling off admirals and generals during wartime and balance the nerf by making it so that golden age length scales on the number of expended admirals and generals (Something like 2% each expended great admiral/general or a little higher). Doing that incentivizes the player to expend the general and admirals instead of never using them and just getting constant golden ages from fake wars, and puts more leverage on the culture victory for this civ instead of just going straight authority and purchasing units in every city from lots of golden ages.

Only 4UC criticism I can give is how weird the +1 tourism on the stantari is but I would argue it is fine to keep since it helps build up early tourism gains and the guerrieru with the right set-up is easily the better extra component of this civ. I had an order and a barracks creating these guys and getting like 45 GG points from leveling them up. And the extra culture from kills is a nice way to connect the cultural and domination victories together on top of that.

Also will we be getting any music specific to this civ, and or a narration for their description? Just curious since its awkward playing a clearly not vanilla civ but having no unique music play for it.

I'm also hoping your other civs will get more unique components soon as I was charmed by this civ. I enjoyed it and I'd argue with the small change I'm recommending it'd already be perfect.

As an added note: I'd argue you have to do this to further separate them from Persia's ability to generate golden ages.
 
Last edited:
First of all, thank you very much for your comments. I go step by step to try to propose civilizations (well, civilization changes, I’m not the creator, thanks to them) that are interesting and that use the fonctionalities of VP and offer compatibility with other mods.
Until then I had not played with More Unique Components for VP, what a fool!, it’s really a great mod and a crazy job that I discovered when I wanted to integrate this much requested feature.

I would nerf the golden age scaling off admirals and generals during wartime and balance the nerf by making it so that golden age length scales on the number of expended admirals and generals (Something like 2% each expended great admiral/general or a little higher). Doing that incentivizes the player to expend the general and admirals instead of never using them and just getting constant golden ages from fake wars, and puts more leverage on the culture victory for this civ instead of just going straight authority and purchasing units in every city from lots of golden ages.

Very good suggestion. The idea is good for itself but in addition, I often play with this civilization in AI and I can see that this one is doing really worse than a human player. It might rebalance the non-human game (I've been trying for a while). I will work on it.

Only 4UC criticism I can give is how weird the +1 tourism on the stantari is but I would argue it is fine to keep since it helps build up early tourism

OK, I understand the odd aspect, but I had come to the same conclusion for the gameplay. And then, the Stantari are monuments developed by the natives which make the link between the Neolithic and the bronze age with the newcomers (Torean civilization), which were transformed on contact by taking on more martial appearances. With a stylistic effect, we can speak of a tourist attraction, especially since Corsica saw many invaders thereafter :mischief:.

Also will we be getting any music specific to this civ, and or a narration for their description?

Sorry, I hadn't seen that (I very often play without sound at civ), I saw however that there were music files of Corsican group (polyphonies that I like a lot). I will work on this aspect, I agree it is important.

I'm also hoping your other civs will get more unique components soon as I was charmed by this civ.

Thank you.
Yes, I am currently working on Cajuns, I would like to use the Krewe, unique musician in the original mod but there is a problem with the Unit_UniqueNames which I think, comes from VP. I reported it in Github but have no response yet. For the UB, I'm pretty happy with my icon, I'm making a little progress on art (very far behind what we can see for Civ V, however)
Spoiler Vieux Carré Français :
FrenchQuarter_256.png


For the Tehuelche, I find UU, a lancer, but not the UB. I can't find much documentation on the internet, except in Spanish and my Spanish is very average so I'm not progressing quickly :undecide:.
 
Thanks for the consideration! I think the reason why the AI might be performing poorly is mostly because it doesn't understand that it should constantly be at war with other civs to try and spawn generals and admirals even if they don't have furtezzas built yet. It might also be expending great generals and admirals instead of keeping them alive, but if you do go through with my suggested change then there wouldn't be a need to change anything about the AI itself which would seem easier on paper.

Honestly looking back at it now this seems to be a middle ground between the Aztecs and Persia. I would argue it would be in the exact middle of the two if expending those great units increases the length of golden ages.
 
How is this possible when we can't seem to do it for eg. God of the open sky?

Here is the code. It defines the number of times a Dummy Building giving Culture and GWAM points is present in the city.

NumCityTerrainFeatureBonus = IndiceEra * (math.floor (pCity:CountWorkedFeature(iForest)/3 + pCity:CountWorkedFeature(iJungle)/3 + pCity:CountTerrain(iMountain)/2 + pCity:CountWorkedTerrain(iCoast)/3 + 2 * PlotNaturalWonder))

As you can see, each instance counts Forest and Jungles separately, and then adds the values together to produce the final result. @gwennog will be able to tell you more about this.
 
Looks nice! I'll try it once I get the Civ 5 bug again. Are you guys worried by any chance of the new civ colors being too easy to mix up with City-States? I had the same trouble with Brittany.
 
Looks nice! I'll try it once I get the Civ 5 bug again. Are you guys worried by any chance of the new civ colors being too easy to mix up with City-States? I had the same trouble with Brittany.

It's the opposite color scheme (black figure on white background), so no chance of mistaking them for a minor civ.
 
For the Armigeri (unique spearman) you can use that to farm barbarian/citystate XP forever as they keep getting the extra 15 bonus xp on kills even after having reached lv2 when normally XP for barbarian type unit stops.
 
For the Armigeri (unique spearman) you can use that to farm barbarian/citystate XP forever as they keep getting the extra 15 bonus xp on kills even after having reached lv2 when normally XP for barbarian type unit stops.

Player can do what they want. If they want to do exploits and ruin the fun for themselves just to prove they are intelligent, they can use IGE too for all I care. I stopped taking that kind of element into account a while back simply because it restricts design on the assumption that we must expect the worst behaviours from players : we are not a competitve game, we do this for fun, and the AI won't do it, so I'll allow it on paper. Players can auto-discipline themselves.

Thanks for asking though. I gives me the opportunity to make that clear. :)
 
Last edited:
Said everything, thank you Hinin :hatsoff:.
Just lua, not SQL and especially thanks to the VP team which is constantly adding new functions, many thanks to them :worship:.
Is there any way this can be implemented in base vp for the relevant abilities?
 
Player can do what they want. If they want to do exploits and ruin the fun for themselves just to prove they are intelligent, they can use IGE too for all I care. I stopped taking that kind of element into account a while back simply because it restricts design on the assumption that we must expect the worst behaviours from players : we are not a competitve game, we do this for fun, and the AI won't do it, so I'll allow it on paper. Players can auto-discipline themselves.

Thanks for asking though. I gives me the opportunity to make that clear. :)

That really doesn't make much sense as a response at all. The question is why is there no limit on it like for all other units. If anything that is just bad design or something you forgot. To compare it to using IGE is just silly. Either this is intended and should then be stated or it was a mistake then you forgot or didn't notice, either is fine really. It's not a matter of assigning blame or anything.

That said it's a very limited "abuse" if you will. After all barbarians will be gone after a time, the unit will be to weak once barbarians upgrade -- sure you could have other units come in and soften them up and then finish with the Arm but that kind of farming is a bit to much, and also the promotion that enables it is lost on upgrade.

How do you know the AI won't do it? An authority AI will most definitely hunt barbarians for as long as it can and then gain its free 15XP even if you don't think of it as abuse.

If it's just down to the players to auto-discipline themselves then why have any limits on anything. Just state what you wanted and then after that the players should just auto-discipline themselves instead and follow that.

I guess I just won't bother pointing things out that are broken in the future then since they are apparently all working as intended and we should just auto-discipline ourselves to work around it.
 
Top Bottom