iron0037
Warlord
I dropped a message over in his thread but I wouldn't hold your breath. He has a lot of other enhancements he's working on for that project.
.It sounds good apart from the original modifications you done... which some are really bad (no offense)
.Thanks for the feedback CiaranB123. Some thoughts on your points...
- The Keshik and the Ancient Cavalry are not the same. Opening Ancient Cavalry up to all units allowed me to move some of the many (I would argue excessive) unique Knight units. The Keshik, along with the War Elephant, is one of those units that replaces the Ancient Cavalry, and it gets +1 attack. This makes the Keshik one of the most dangerous units in the game, creating a Mongol Dark Age scourge very much like history
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- The changes to civilizations were made with an eye to playing this on an Earth map. All the civilizations removed were in crowded real estate, and those that were added were placed in open spaces. I'm working on an Earth map to go with the next major revision of the mod.
- Specifically with the Byzantines, I know that a number of players don't like them. The Byzantine Empire can be considered an extension of the Roman Empire or also as the Middle Age Greek civilization. Both of those civs are already there, so why have another one?
- People will argue about proper civilization traits to the end of time; I don't think this community will ever reach a consensus. From my perspective, "industrious" means you are good at building civil infrastructure due to the worker rate bonus. "Commercial" on the other hand means that you're a trading power. Romans with their aqueducts and roads felt industrious while Japan with its huge trade surplus felt more commercial, and hence I swapped them. "Agricultural" to me has the game benefit of increasing your population, so civilizations with a lot of people got that. In general, I find that England, America, Rome, Greece, and China are all hard assign traits because so much of what we think of as civilization comes from them.
One thing, you might consider iron0037, if you wished to add another concept is giving some civs 3 traits so as to have some so-called "great-civs". Possibilities could include the ones you mentioned in the last line above.
.@atf
So what would entail making a civilization "great?" Are you thinking that certain civs should be given more than the standard issue of 2 traits? It's an interesting idea, but wouldn't that imbalance the game a little?
I'm [nearly] positive I have one or two mods that have this implemented.@atf
So what would entail making a civilization "great?" Are you thinking that certain civs should be given more than the standard issue of 2 traits? It's an interesting idea, but wouldn't that imbalance the game a little?
Take a look at TAM. Troy has three traits. But each of the other civs has a wonder unique to them (they can build it from the start) which gives them some other advantage, like spy missions off the bat, or extra sea movement, or bonuses to commerce, etc. It takes some work, but there are ways to balance giving a civ extra traits.In answer to the unbalance, yes the civs you gave a 'bonus trait' to would have a definite advantage = they would almost always be a more impressive civ in game.
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I'm [nearly] positive I have one or two mods that have this implemented.
Civilizations:
Bonuses:
Militaristic: Determines if the civilization is Militaristic. Milistaristic civs get a discount on militaristic improvements, and also their units are twice as likely to be promoted.
Industrious: Determines if the civilization is Industrious. Industrious civs get a discount on industrious improvements, and also increases the shield production of the center square in level 2 and level 3 cities by 1. Industrial workers work 33% faster than other civilizations' workers.
Expansionist: Determines if the civilization is Expansionist. Expansionist civs get a discount on expansionist improvements, and also causes goody huts to give no negative effects.
Scientific: Determines if the civilization is Scientific. Scientific civs get a discount on scientific improvements, and also receive a free tech whenever the civ enters a new era. Also increases the chance of a scientific great leader spawning when a civ is the first to research a new tech to 5%. (non-scientific civs get a 3% chance)
Religious: Determines if the civilization is Religious. Religious civs get a discount on religious improvements, and Anarchy only lasts 1 turn when in revolution.
Commercial: Determines if the civilization is Commercial. Commercial civs get a discount on commercial improvements, and also increases the commerce production of the center square in level 2 and level 3 cities by 1. Also reduces corruption.
Agricultural: Determines if the civilization is Agricultural. Agricultural civs get a discount on agricultural improvements, and also increases the food production of the center square in all cities, and irrigated desert squares to produce 1 more food.
Seafaring: Determines if the civilization is Seafaring. Seafaring civs get a discount on seafaring improvements, and also increases the chance of survival of ships in hazardous waters. Also increases ship movement points by 1.
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