Firebug's Civilizations

I like it. Although that percentage seems like it's gonna get really OP really fast, although I guess that's necessary for a one-city civ.

More strange things from my current greek game (in which I updated all the civs after the Athens fix)
1. As Athens, capturing a barbarian settler turns it into a great writer. This probably wasn't intentional, as I don't think Venice gets MoV that way, IIRC.
2. Ethnic Units support doesn't seem to work for any of the greek states. I should probably just check the references.
3. As Athens (although Athens probably isn't the problem) I was unable to puppet/raze cities that I captured (captured cities were auto-annexed) this didn't happen when taking city-states, though.
4. The "buy city-state" button still says MoV and refers to Venice.
5. buying city-states causes a negative modifier because apparently only Venice is allowed to do that. I' pretty sure this (and #4) can't be changed.
 
I like it. Although that percentage seems like it's gonna get really OP really fast, although I guess that's necessary for a one-city civ.

More strange things from my current greek game (in which I updated all the civs after the Athens fix)
1. As Athens, capturing a barbarian settler turns it into a great writer. This probably wasn't intentional, as I don't think Venice gets MoV that way, IIRC.
2. Ethnic Units support doesn't seem to work for any of the greek states. I should probably just check the references.
3. As Athens (although Athens probably isn't the problem) I was unable to puppet/raze cities that I captured (captured cities were auto-annexed) this didn't happen when taking city-states, though.
4. The "buy city-state" button still says MoV and refers to Venice.
5. buying city-states causes a negative modifier because apparently only Venice is allowed to do that. I' pretty sure this (and #4) can't be changed.

Thanks for the feedback.
1. This is caused by the lua, it wasn't actually intentional. Its supposed to stop you from getting free settlers. It seems the lua kicks in before the settler turns into a worker (as it would for any other civ)
2. I'm confused about that. None of them? I'll take a look.
3. That's strange, i can't think of anything that would cause that.
4. I'm aware of that issue, i tried to fix it but it caused issues. I'll try again in a future patch. I didn't consider it a major issue though, since the game is still playable.
5. I'm aware of the negativity, but honestly its understandable. You just took over a City State that other civilizations were friendly with.
 
What do people think of this design for the Argos update?

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I really like the synergy of the UA and the UB. I feel like a lot of the times food carried over is tacked on for extra growth without thinking.
 
Video doesn't exist :P
 
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The Argos map is done.
 
Congrats on the release. :D I realize that I haven't gotten around to trying some of your civs in a while (especially since I had to clear out my mods a month ago). I had two questions though;

1. I think I might have asked this a long while back, but if I want to keep Alexander in, I just need to delete the KillAlexander file right?

2. Does Argos have music? I looked in the files and I couldn't find the peace and war themes.
 
Yeah, just delete the KillAlexander file. You may need to look through multiple of my city state mods.

Argos doesn't have custom music. I couldn't find anything i like, and i wanted the release out to clear up my schedule. Maybe at some point it will.
 
i imagined so, since i looked at the Athens Compatibility files and they still said "Thebes" on some of them.
 
The Samos design. (Ignore "Available at Philosophy" for the Aqueduct)
mOVrBrV.png

Spoiler :
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Samos will certainly be exciting civ! Considering the fact they've pretty much toyed around with independence and autonomy since antiquity until the heyday of the Ottoman Empire. Although I'm curious as to what exactly a coastal building is?
 
Samos will certainly be exciting civ! Considering the fact they've pretty much toyed around with independence and autonomy since antiquity until the heyday of the Ottoman Empire. Although I'm curious as to what exactly a coastal building is?

Anything that can only be built on Coastal Cities. Like Lighthouses.
 
I'm still toying with the design a bit, looking for ways to help it with naval production (since its a one-city civ that can only expand through war).
The Samaina will probably lose its combat strength against cities (since the UA already gives it that) but keep the gold from attacking cities. Instead, it might end up being slightly cheaper to help with producing a large fleet.
 
Could you make it so they gain one military naval unit for every building with either a Great Engineer slot in addition to coastal buildings?
 
Only 3 buildings (and 2 UBs) contain engineer specialists.
the Workshop, the Windmill and the Factory. Seems a bit pointless.
 
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