Estonian Civilazation (WIP)

margustoo

Warlord
Joined
Aug 22, 2014
Messages
117
Location
Tallinn, Estonia
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ESTONIA

Leader: Lennart Meri

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UA Between Swamps and Foes
Marshes, yield +2 :c5culture: Culture, +1 :c5faith: Faith and provide fresh water. Fertillizer tech adds +2 :c5production: production and +1 :c5food: Food to Marshes.
Resources on marsh tiles in your territory are instantly connected to your trade network.
+25% :c5strength: Combat strength in friendly territory when fighting against multiple civilizations.
(More detailed UA description in first spoiler)
Spoiler :
Marshes yield +2 culture, +1 faith. Philosophy tech adds additional +2 culture, +1 faith from marshes. Fertillizer tech adds +2 production and +1 Food
Resources that are on marsh tile will be added to your trade network upon discovering, there is no penalty fighting in marshes and marshes act as fresh water resource.
+25% Combat strength in friendly territory when fighting against multiple civilizations. If you settle for first 3 times then max 3 marshes spawn near you and replace flat terrain..)
Spoiler :
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UB: Laululava (Song Festival Stage) (Opera House Replacement)
+1 :c5culture: culture, +2 :c5greatperson: GPP toward Musician, has 1 :greatwork: Great Work slots for Music and
if that slot is filled Laululava also provides +1 :c5happy: Happiness
Also, allows building Song Festival Grounds if there is Laululava in every city.
Spoiler :
arukula-laululava

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UNW: Lauluväljak (Song Festival Grounds) (Redone Hermitage)
Unlike Hermitage, contains 3 :greatwork: great work of music slots, and grants +5 :tourism: tourism when filled with great works from different eras but from your civ (Estonia).
Additionally, grants +50% :c5culture: Culture in the city and +2 :c5culture: culture per each great work of music in your empire.

(Sidenote: It doesn't show up on loading screen nor when you are choosing your civ
also technically it doesn't replace Hermitage but instead it will be added in as NW that you get at the same time as Hermitage)
Spoiler :
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UU: Soomusrong (Armored Train) (Artillery Replacement)
Replaces artillery, but unlocked at railroads. Though much stronger than the Artillery (40 :c5strength: ,55 :c5rangedstrength:) it may only move on railroads,
and it has a smaller boost against cities(+50%). However, it does not need to be set up before attacking, and it has a +50% boost against infantry units.
Spoiler :
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MUSIC

Arvo Pärt- Spiegel im Spiegel

Arvo Pärt- Fratres

Arvo Pärt- Für Alina

Arvo Pärt- Silentium

Arvo Pärt- Summa for strings

Arvo Pärt- Tabula Rasa

Veljo Tormis- Raua Needmine (most likely War music)

Tõnis Mägi "Koit" (they sing it 2 times.. 2nd time with composer/original singer as a solist)

Veljo Tormis- Lauliku lapsepõli (one of the option for peace music)

Rein Rannap- Ilus maa (one of the option for peace music)

Gustav Ernesaks- Mu isamaa on minu arm

Urmas Sisask - Ood armastusele

Folk music - Handi paadimehe lugu

EVENTS & DECISIONS

Decision No1 Laulupidu (Song Festival)
If you have 1 free magistrate, you have discovered tech called Acoustics and you have UNW
then you can spend gold equal to 100 times era to have +20% of :c5culture: culture generation for your empire for 20 turns
and +10 :tourism: Tourism in city where UNW is built
(You can do it once per era)

Decision No2 ???

Event No1 Sooraud (Bog iron)
If you have discovered tech called Iron Working and you have at least 2 marsh in territory of 1 of your cities
then you have change that event will appear and allows you to have 1 source of Iron appear in marsh/bog tile.
(You may see that event as long as you have cities that have 2 marshes and you haven't used that event for that city)

CITY NAMES

1 Tallinn
2 Tartu
3 Pärnu
4 Viljandi
5 Narva
Spoiler :
6 Rakvere
7 Haapsalu
8 Paide
9 Kuressaare
10 Võru
11 Valga
12 Nõmme
13 Petseri
14 Tapa
15 Türi
16 Mustvee
17 Põltsamaa
18 Tõrva
19 Mõisaküla
20 Jõhvi
21 Otepää
22 Kunda
23 Sindi
24 Elva
25 Kallaste
26 Antsla
27 Kärdla
28 Kilingi-Nõmme
29 Jõgeva
30 Suure-Jaani
31 Keila
32 Mustla
33 Paldiski
34 Kohtla-Järve
35 Maardu
36 Sillamäe
37 Kiviõli
38 Rapla
39 Saue
40 Abja-Paluoja

ICON OF CIV

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MAP

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Checklist:
Spoiler :
Civ Design: Done.
Icons: 100% Done
Leaderscene: Incomplete
Map: DONE :)
Unit Models: Done
UA: Incomplete
UB: Incomplete
UU: Incomplete
Game Text: Incomplete
Mod Support: Incomplete (may not be in first release)

It is my first mod.. Any help is appreciated..

Special Thanks
To Natan35 - He improved my previous UA and UU and came up with UNW
To Antagonise - For writing description for UA
To Gatoutak - For making a map
To Zwei833 - For icons for civ, leader and UB, inspiration for icon of UNW
To DarthStarkiller - For the concept for the civ icon
 
Last edited:
I feel the UA is a bit weak when you consider marshes aren't that prevalent on the average map (without specifically changing the Rainfall setting to "Wet"). Unless you somehow managed to work in some code to add extra marsh around the Estonian starting area or something.

You'd need to at least add a second part that would be useful for all those marshless starts or else you'd just wind up with a UA-less civ.
 
I think you should change the UA... Its too specific.
 
I feel the UA is a bit weak when you consider marshes aren't that prevalent on the average map (without specifically changing the Rainfall setting to "Wet"). Unless you somehow managed to work in some code to add extra marsh around the Estonian starting area or something.

You'd need to at least add a second part that would be useful for all those marshless starts or else you'd just wind up with a UA-less civ.

What about worker's being able to turn flat grassland into marshes.. Would that maybe be too OP..
Other option is that first 3 cities that you great change max 3 flat terrain into marshes.. But it might be really hard to code eventhough civs that spawn resources do something similar..
 
Do you have to focus on marshes?
 
Do you have to focus on marshes?

Yes, because I feel that this terrain should get more attention because usually that terrain is quite useless and almost always get's drained into usual and boring grassland.. More love for Marshes :)

Bogs are huge things for Estonian culture and folklore. Also they are one of the main places where tourist go outside of Tallinn (capital)...
 
Lol I know where Tallin is... My uncle is Estonian(or at least he was).
But you need more than culture and faith to make people actually work marshes. How about adding more parts to the UA, like: improved marshes yield +1 :c5gold: gold and :c5culture: culture.

(Also also what's a bog?)
 
How about this:

Units start with marsh immunity, and receive defensive bonus rather than penalty from marshes. Marshes yield +2 :c5culture: culture and +1 :c5faith: faith and become bogs after being worked for 25 turns (on standard), yielding additional :c5culture: culture, :c5faith: faith and :c5production: production(increased after industrialisation).

(Or\ also: marsh resources are automatically connected to your trade network.
 
How about this:

Units start with marsh immunity, and receive defensive bonus rather than penalty from marshes. Marshes yield +2 :c5culture: culture and +1 :c5faith: faith and become bogs after being worked for 25 turns (on standard), yielding additional :c5culture: culture, :c5faith: faith and :c5production: production(increased after industrialisation).

(Or\ also: marsh resources are automatically connected to your trade network.

I changed it up a bit.. Hopefully it is a bit better now..
 
(Possible addition: if you settle for first 3 times then max 3 marshes spawn near you and replace flat terrain..)


You don't need to add that to the UA. Just use it as a hidden ability or something like that.
When the game initializes you could put a few marshes here and there, nearby.

I like Natan's idea of bogs, by the way. Very cool. This guy's ideas are great.
 
(Possible addition: if you settle for first 3 times then max 3 marshes spawn near you and replace flat terrain..)


You don't need to add that to the UA. Just use it as a hidden ability or something like that.
When the game initializes you could put a few marshes here and there, nearby.

I like Natan's idea of bogs, by the way. Very cool. This guy's ideas are great.

That thing I wouldn't add to ua description anyways.. It is just as a sidenote what might happen.. if that is even implemented..

Also I quite like bog idea but it might be for me a bit too hard to code..
 
(Possible addition: if you settle for first 3 times then max 3 marshes spawn near you and replace flat terrain..)


You don't need to add that to the UA. Just use it as a hidden ability or something like that.
When the game initializes you could put a few marshes here and there, nearby.

I like Natan's idea of bogs, by the way. Very cool. This guy's ideas are great.

Wow. Always nice to hear that. :):D
Now, my idea of Estonia:

(Marsh version)
UA: Between Forests and Marshes
Marshes yield +1 :c5culture: culture, +1 :c5faith: faith and become bogs after being worked for 25 turns(on standard), doubling those yields. Marsh resources are added to your trade network upon discovering and yield +1 :c5production: production, doubled in bogs. Gain a 15% :c5strength: combat bonus when fighting in marshes.

UNW: Lauluväljak
Replaces the Hermitage. Unlike it, contains 3 :greatwork: great work of music slots, and grants +5 :tourism: tourism when filled with great works from different eras and civilizations. Additionally, grants +2 :c5culture: culture per each great work of music in your empire, and boosts :tourism: tourism by 50% in the city it is built in.

UU: Armored train
Replaces artillery, but unlocked at railroads. Though much stronger than the Artillery (36 :c5strength:, 50 :c5rangedstrength:) it may only move on railroads, and it has a smaller boost against cities(50%). However, it does not need to be set up before attacking, and it has a 50% boost against infantry units.


What do you think?
 
Wow. Always nice to hear that. :):D
Now, my idea of Estonia:

(Marsh version)
UA: Between Forests and Marshes
Marshes yield +1 :c5culture: culture, +1 :c5faith: faith and become bogs after being worked for 25 turns(on standard), doubling those yields. Marsh resources are added to your trade network upon discovering and yield +1 :c5production: production, doubled in bogs. Gain a 15% :c5strength: combat bonus when fighting in marshes.

UNW: Lauluväljak
Replaces the Hermitage. Unlike it, contains 3 :greatwork: great work of music slots, and grants +5 :tourism: tourism when filled with great works from different eras and civilizations. Additionally, grants +2 :c5culture: culture per each great work of music in your empire, and boosts :tourism: tourism by 50% in the city it is built in.

UU: Armored train
Replaces artillery, but unlocked at railroads. Though much stronger than the Artillery (36 :c5strength:, 50 :c5rangedstrength:) it may only move on railroads, and it has a smaller boost against cities(50%). However, it does not need to be set up before attacking, and it has a 50% boost against infantry units.


What do you think?

Tnx a lot.. I replaced some stuff that you suggested.. F.e Lauluväljak shouldn't give bonus when they are from different civs than Estonia because Estonians can sing very well.. but not so well in foreign language.. Also I kept Laululava and because of that Lauluväljak will be 3rd component of that civ that doesn't show up when you choose leader.. Technically it will be available for every civ but for that you need to have Laululava in every city and because of that other civs than Estonia will be very unlikely able to build that..

I kept fertilizer bonus because otherwise it still would be bad idea to keep marshes because they have so low food production.. Good luck growing your cities when your civ specializes on tiles with +1 food production..

Also in case of armored train I made it a bit stronger otherwise it wouldn't be a match for rocket artillery that isn't very far away from Railway tech..

Other than those changes I kept most of what you posted.. Huge tnx for input :)
 
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