50%? - That might be a little low... Does it still apply to captured barbarian units? - Or is it possible to produce additional unique warriors without a city in your mod?
You should probably just add it back into your own games yourself. VP didn’t delete that old Germany ability, it just turns it off.
if you want that old ability back, you can go into the leader balance changes file and set it back on there. But for most other players, there isn’t much interest in returning Germany to a UA bonus that ceases to do anything past classical.
you can make the UA anything you want, mixing and matching any abilities past or present. you can add barb conversion to any other civ too. Or all of them.Is there no way to combine the UA's?
you can make the UA anything you want, mixing and matching any abilities past or present. you can add barb conversion to any other civ too. Or all of them.
But if you’re pushing to revert VP Germany back to its vanilla kit, and have barbarian conversion be Vox Populi’s out-of-the-box kit for Germany, no I don’t think so. I for one certainly don’t want that. Germany wouldn’t have been changed in the first place if the majority of people liked Germany’s vanilla kit. The no city challenge is still there for the people who want to do it, but it’s best left as a challenge mode IMO
Realpolitik: +3 Science per Friendly City-State and +3 Culture per Allied City-State, scaling with Era. Gain an embassy and open borders with civs containing your diplomat.
As for the Panzer, I'd keep it. It's an iconic unit, and the extra speed is the best part about it initially (something the any militant AI needs to excel, ala Songhai). Two eras later the stacking extra armour + never becoming obsolete, means that German Modern Armour is reliably top notch. I'd be loathe to see it gone.
allies already reward you more for being allied. You get more yields, and you get various other benefits like resources and votes. Having Germany just pile on even more yields as even more reward didn’t change anything about how you play them. The idea was to make Germany relatively more agnostic towards the friend/ally distinction, because at least he gets a decent bonus for either.I'm sure this has been asked before, but why does the UA give 3 only when friends with a CS and 3 only when allied? I'm assuming it would be too strong to keep the both the science yields and add the culture on top of it when you become allies, but why not split the yields? Why not have friends give 1 and 1 for friends and 2 and 2 for allies?
I think the ulfhedinn unique unit probably is going away.
It isnt a bad idea to create a civ about CS friendship, but its simply terribly solved. To get the most out of your Hanse UB, you need as many trade routes to CS as possible, but trade routes to friendly CS give so low yields in comparison to all other options, so you want to ally the trade route target to get more yields. Another point is, what is a diplo civilization, which didnt want to ally CS and get vote for the world congress to win by a DV?allies already reward you more for being allied. You get more yields, and you get various other benefits like resources and votes. Having Germany just pile on even more yields as even more reward didn’t change anything about how you play them. The idea was to make Germany relatively more agnostic towards the friend/ally distinction, because at least he gets a decent bonus for either.
It's not helpful to bring up the 4UC components for Germany, because The Ulfhedinn and Teutonic Order were chosen specifically to address Germany's early game deficiencies. 4UC is trying to "fix" Germany, but fixing Germany isn't necessary if base Germany ceases to be broken.I found the Ulfhedinn an incredible game changer when a converted barbarian had the ability to embark. It's basically like playing Polynesia- grab a few barbs and go exploring at rates and lengths that would make the AI jealous. Germany becomes an ancient ruins civ with the ulf, which translates to several techs, pop, & religion.
Actually, with 3/4 UC Germany kinda shines at every point in the game in player hands: strong ancient era ---> religion boom with classical Teutonic Order ---> build city state alliances for yields ---> Hanse hammer explosion ---> early endgame unit to bolster any victory style. It's not overboard, but this civ pulls itself along.
Indeed, now the shoe is on the other foot. With the two base components coming much sooner, and a UA that is fully unlocked at turn 1, now the most glaring deficiency in Germany is the lack of anything from post-unification Germany (besides Bismarck). 4UC can re-focus on adding back a late-game unit, since that would then be the biggest hole.UA: Blood and Iron
+3 Culture in the Capital for each City-State Ally and +3Science for each Friend, scaling with Era. Military units gifted to City-States generate 1 Influence for Germany each turn.