Possibly for the time being, i could use some art for some ancient or medieval time period african unit, and use it for a UU, something for that area of africa but just older times maybe? Not sure if ill do this civ. Im considering it. Not good at LH tho, ill probably come out with static ones, and add a animated one if some1 creates it
I'm working on a nomadic Civilization for Erebus. This civilization will occasionally relocate an entire population from an on-season city to an off-season settlement
(converting the off-season settlement into an on-season city in the process). They have a number of unique improvements for the terrain, to reflect their nomadic life.
The standard cottage, hamlet, village, town cycle will be replaced by a 4 equivalents at each level. As the improvements are used they do not upgrade along the usual path. Rather, they degrade, producing less and less income the more they are used. This is to reflect the massive surge in trading when a population relocates into an area and the gradual diminishing of trade as the resources of the area are used up. IMPROVEMENT_MOBILE_COTTAGE_1 degrades to IMPROVEMENT_MOBILE_COTTAGE_2, which degrades to IMPROVEMENT_MOBILE_COTTAGE_3, which degrades to IMPROVEMENT_MOBILE_COTTAGE_4. When the improvement is in the fat cross of an off-season settlement and an on season city relocates to it, then the improvement moves up to the next tier, e.g. if it was a mobile cottage type improvement, it is converted into IMPROVEMENT_MOBILE_HAMLET_1.
Spoiler:
The trading camps have a population boom whenever the nearest primary camp comes into season as the merchants scramble to supply the large population. Of course, the merchants can not survive without food and so as the
food in the area diminishes, so many of the merchants will move on. Over the seasons as the population returns again and again, the associated trading camps will become more established and developed providing a greater and more varied
selection of traded goods.[NEWLINE][NEWLINE]The four first tier improvements are: New, Established, Old and Deserted Small Trader Camps. If these are within the fat cross of a city when the Panivo relocate to it, they become New Trading Camps. Further Relocations will upgrade the improvements to New Large Trader's Camps and ultimately New Massive Trading Camps. The variously sized trading camps go through the cycle: New, Established, Old and Deserted.
For the cities I'm using the tents and yurts style used by the Hippus (http://img193.imageshack.us/i/hippus.jpg/) developed by Freya for the CityStyleModModMod (http://forums.civfanatics.com/showthread.php?t=333249). I was thinking that a varying number of these early era tents/yurts could be used in the graphic to represent the different mobile cottage, hamlet, village, town improvements.
This particular Civilization would exploit tiles rather than farm them. To represent this, I've created 7 exploited improvements. The first 4 yield extra food, the fifth yields no food and the last two reduce the amount of food the tile produces. I'm looking for a graphic to represent this on the screen. I haven't a clear idea for this one (perhaps an increasing number of grey/brown lines scarring the land).
Spoiler:
The Panivo Foragers are skilled at finding more food in an area than any other workers, resulting in high early food yields in a city supported by exploited terrain. Overtime, this exploitation is unsustainable and the
amount of food returned diminishes. If the land is not given some time to recover, it will ultimately cease to yield any food at all. There is the added possiblity that the intensive exploitation will result in degradation of the
terrain, even if recovery time is allowed - Exploitation ultimately will yield frozen tundra or harsh deserts.[NEWLINE][NEWLINE]Exploited lands goes through the following improvements, each with lower food yields; Initial Exploitation,
Continuing Exploitation, Diminishing Returns Exploitation, Weak Returns Exploitation, Break Even Exploitation, Scarred Land, Ruined Land.[NEWLINE][NEWLINE]Exploited land can only recover to Dormant, when it is not in the fat cross of an
On-Season Panivo City. The more exploited the land, the lower the likelihood of this recovery and the greater the likelihood that the underlying terrain will itself have degraded.
Would anyone be interested in developing some of these improvement graphics?
Could somebody with a little LH making experience take a look at Da Capo's Mongkut LH? Da Capo doesn't seem to be active at the moment so I post this here.
I don't know if there's something wrong with the LH itself or if I've only made some mistake. Anyway, my Mongkut always gets pink eyes:
Could somebody with a little LH making experience take a look at Da Capo's Mongkut LH? Da Capo doesn't seem to be active at the moment so I post this here.
I don't know if there's something wrong with the LH itself or if I've only made some mistake. Anyway, my Mongkut always gets pink eyes:
Well, he's a fictional character. Some friends and I used to play a forum game online that was sort of a mix between Risk and Civ, and I decided to make a Civ mod that included all of our fake nations from that game. I've been able to find existing leaderheads that work for most of the other nations, but there aren't any good lookalikes for that guy.
There is indeed a Brandenburg Gate,but if founded NO Masjid al-Haram in the downloads database.
If you have or can find one,then please post or upload it.
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