Idea/Project : Vox Populi 3rd and 4th Unique Components

What do you think about adding new unique components to the civilizations of VP ?

  • I think it is too soon : balancing VP should stay the priority for now

  • I consider that VP is quite balanced, and I don't want new UC to hurt the balance

  • I think adding new UC would be an error : two UC per faction is enough, period

  • A lot of work will have to be done, but I'm not against the idea

  • I think it is a good idea : 2 UC per civilization is not enough for me

  • My opinion is not represented by the responses above (so I'll describe it in the comments)


Results are only viewable after voting.

Hinin

Agnostophile
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Presentation of the Idea/Project

Hello everyone,

I am a passionate player of Civ V, and I follow the growth of Vox Populi since 2015 (even though I've never written published something on the forum, since I'm quite shy). :blush:
Since several months, the number of great changes made by Gazebo to VP has decreased, and we may be witnessing the finale stages of the developement of this project, which has attained a level of quality I've rarely seen in any other mod for any game thanks to the hard work of Gazebo, the helpers and the members of this forum.

However, during my researches in the Civ V modding community, I discovered several attempts by modders to add new thoughtful unique components to the 43 civilizations of the finale version of Civ V (most notably the ones of mikeburnfire and lincoln_lyf). Because I've felt that these additions to the game makes it more enjoyable and complex but that playing without the VP would be a waste (I have that much admiration for the mod), I decided to propose a thread where we could exchange our ideas about these new UC and maybe launch a project adding these ideas to VP through a new element of the VP package (so it could be enabled or disabled). What do you think of this ? Tell me in the comments/by voting.

So, here we begin. :crazyeye:

Preliminary questions
If we accept the idea of adding new UC, some questions need to be asked :
- Who would program ? - Gazebo has already said that s/he would allow us to modify things but that s/he don't want to directly participate to new elements for VP. It is understandable, after all the work s/he has done, but, unfortunately, I have absolutely no skill in programming and making very simple change to the game would require a lot of time spent learning modding beforehand. On the bright side of things, the Civ V community is very active, and tons of pictures and 3D models have been made (asking politely to modders if we could use their work in VP could save us a lot of time). :think:
- Do we keep the 1 UU for 1 UB/UI ratio ? - I personally think this ratio is a good thing, and that having civs with 3 UU would totally unbalance the game (knowing that UU tends to be a lot more dangerous than their basic counterpart in VP), in addition to add more 3D models to create), as would civs with 3 UB/UI. However, it is simply my vision of the thing.:dunno:
edit : Funak has a good idea : a 1 UMilitary for 1 UB/UI/UCivilian could be an even better way to bring novelty.
- What could we do to prevent unbalancing too much the game ? - We should always keep in mind the way things work in VP : players tend to have a lot more cities than in the base game, small bonus in the early game can have tremendous consequences and promotions from UU tend, after their obsolescence, to still have important effects on the game.
- What question should we ask ourselves when creating new UC ? - Firstly, what the UC could add to the game (new mechanics, new power spike for a civilization, buff for a civilization lacking in a part of the game where we consider it shouldn't) ? ; secondly, what are the main features of a civilization gameplay-wise and how we could tweak things ? ; thirdly, what a civilization is known for and we could exploit it ? ; fourthly, does someone have already posted something similar in another mod ?

I'll use the first comments to provide an hindsight of some new UU/UB/UI I've imagined and, after the initial reaction, modify/add elements.

Thank you for reading and, if you want, welcome aboard ! :thumbsup:

PS : Of course, at the end of the project, every single person who has contributed (the modders whose previous works have been used, the programmers, the "feedbackers", everyone) will have her/his name on the wall of fame of this mod !

Here is a list of the most simple UCs. They will be the first done.

I'll indicate the advance of each of them through symbols.
:c5culture: 3D model, icon and flag are under fabrication or their creator are being contacted
:tourism: 3D model, icon and flag are obtained/done
:c5production: The codes are under fabrication or their creator are being contacted
:c5citystate: The codes needed are obtained/done
:c5unhappy: Unexpected difficulties during coding
:c5capital: Finished

- Monitor class (America) :tourism:
- Iron chariot (Assyria)
- Standschützen (Austria)
- Pracinha (Brazil) :tourism:
- Numidian Cavalry (Carthage)
- Langskib (Denmark) :tourism:
- Kopesh (Egypt) :c5culture:
- Longbowman (England) :tourism:
- Grande Ecole (France) :tourism:
- Jaeger (Germany) :c5culture:
- Agora (Greece) :c5culture:
- Mughal fort (India) :tourism:
- Turtle ship (Korea) :tourism:
- Caçador (Portugal)
- Pogost (Russia) :c5culture:
- Hakkapeliitta (Sweden) :tourism:
- Chasqui (Inca)
- Prowler (Iroquois) :c5culture:
- Ball court (Maya)
- Waag (Netherlands)
- Sipahi (Ottomans) :tourism:
- Hunting pound (Shoshones)
- Great Galleass (Venice) :tourism:



:goodjob:Wall of Fame :grouphug:
Inspirations for initial project :
- 3rd and 4th UC by mikeburnfire
- Super Power : Clash of Civilizations by lincoln_lyf

Inspirations for UC :
mikeburnfire - lincoln_lyf - JFD - Janboruta - Hypereon - Funak - Glidergun

Original idea and support :
Hinin - Enginseer - Funak - vyyt - Valvts - Blue Ghost - tu_79 - pandasnail - CrazyG - Glidergun - FoxOfWar - Jarula - Gazebo - CrazyG -kiwimaster - balinter - Randomares - De_Genius
 
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Ideas of UC (VP version 4-21)
I'll display several status next to the name of each civ in order for you to know the advance of each one :
- nothing : no thought has been given about this civ yet
- searching : we are working on the first version of the civ
- completed : two UC have been found, but we are not sure of their quality
- approved :
- construction : the UCs are being programmed, with the help of courageous folks (or me at the worst case scenario : once again, I have no experience in the matter) ; the use of pictures and 3D models can be asked to other modders
- approved : after some testing, the UCs have received positive feedback
- conclusion : all is finished for this civ... for now

The unique components (UC) are separated in several categories. In order to makes things more clear, here they are :
- The unique units are separated between the unique civilians units (UC), the unique military units (UM) and the unique great persons units (UGP)
- The unique buildings can be constructed inside all cities (UB) while the unique wonders (UW) can only be constructed in one city.
- The unique improvements are represented by UI

Also, when speaking of units, I'll use three appelations :
- CP/RCP for (Ranged) Combat Points, the initial power of a unit.
ex. : a Swordman has 15 CP and a Composite bowman has 8 CP and 10 RCP
- CS/RCS for (Ranged) Combat Strenght, the modifier which depends on a lot of parameters, including promotions.
ex. : defending on a forested Hill gives +35 % CS
- CV/RCV for (Ranged) Combat Value, the finale value which is compared to the CV of the other units implicated in the combat.
ex. : when defending on a plain, an Immortal will have 14.4 CV

So, to give a conclusive example, a fortified (+20 % CS) Iroquois Mohawk warrior defending in a forested Hill (+30 % CS from "+ CS in forest/jungle" promotion ; +10 % CS from "Woodman" ; +35 % CS from terrain) will have : 16 CP x (1+ 0.3 + 0.1 + 0.35 +0.20) CS = 16 CP x 1.95 CS = 31.2 CV

Finale note before reading : some information are not displayed simply because they do not change when comparing UC with the things they replace. If something is removed, it will be said.

Spoiler America Completed :

UM - Trailblazer (replaces Pathfinder) :c5strength::c5moves::c5citizen: : doesn't have the "-30 % CS against barbarians" promotion ; +1 PM ; when at lvl 3 or higher, can be expended to found a city and obtain as much gold as 4 times its number of XP points ; the city will have the following buildings already constructed if necessary technologies are researched : Monument, Council (The Wheel), Granary (Pottery), Market (Trade), Walls (Construction), Forge (Iron Working), Library (Writing).

UB - Ranch (replaces Agrobusiness) :c5food::c5production: : available at Economics instead of Fertilizer ; reduced production/gold cost (600 production instead of 1200) ; no maintenance cost ; doesn't require Horse ; +3 :c5food: and +1 :c5production: from Cattle, Sheep and Horse.
=> Inspired by this mod by JFD and Janboruta



Spoiler Arabia Completed :

UC - Dhow (replaces the Cargo Ship) :trade::c5production::c5influence::c5faith: : cheaper (110 :c5production: against 140) ; half the value of :c5gold: obtained in the city thanks to the :trade: is converted into :c5faith: (so, for 8 gold gained, the city also gains 4 faith) ; you gain vision of the city targeted by the TR, and can obtain information about plots (so it gives you some of the benefices of an ambassador).

UC - Qafila (replaces the Caravane) :trade::c5production::c5influence::c5faith: : cheaper (70 :c5production: instead of 90) ; half the value of :c5gold: obtained in the city thanks to the :trade: is converted into :c5faith: (so, for 8 gold gained, the city also gains 4 faith) ; you gain vision of the city targeted by the TR, and can obtain information about plots (so it gives you some of the benefices of an ambassador).

UW - Dar al-Hikmah (replaces the School of Philosophy) :greatwork::c5faith::c5science::c5greatperson: : +2 Great Writer Points (in addition to the +2 Great Scientist Points) ; +3 :c5science: in Temples and +3 :c5faith: in Libraries ; 2 Great Work of Writing slots (+ 5 :c5culture: and +5 :c5faith: and increase Great Person generation in the city by 20 % when themed with Writings from other civilizations and era than the owner) ;


Spoiler Assyria Completed :

UM - Iron Chariot (replaces Skirmisher) :c5strength::c5rangedstrength::c5razing: : available at Iron Working (instead of Mathematics) ; 12 CP instead of 10 (but no additional RCP) ; has the "Armor plating" (+25 % CS when defending) and "Can pillage without cost" promotions.

UB -
Lamassu (replaces Temple) :c5faith::c5gold::greatwork: : +4 :c5faith: instead of +3 ; +1 :c5faith: and +1 :c5gold: to all GWorks in the empire ; has a GWWriting slot.


Spoiler Austria Completed :

UM - Landwehr (replaces Fusilier) :c5strength::c5citystate: : 38 CP instead of 35 CP ; Has the "Imperial vigilance" (+25% CS in friendly territory : owned territory, territory of an allied CS, territory of a friendly major civilization or of a vassal) and the "Sentry" (+1 sight) promotions.
=> picture and 3D model from bernie14 (if s/he accepts to share)

UB - Standschützen (replaces the Arsenal) :c5strength::c5production::c5gold::c5culture::c5citystate::c5war: : decreased production/gold cost (700 :c5production: instead of 900) cost ; +25 City defense strength (instead of +20) and +200 Hit points (instead of +150) ; -20 % :c5gold: cost for buying military units in city ; +2 :c5gold: and +1 :c5culture: in city for each allied CS ; +10 % supply cap form pop. (instead of +5 %).
=> These UC help Austria making good use of its CS by strengthening its military presence around them and lowering buy cost of new units (for when you don't have marriages to make).



Spoiler Babylon Completed :

UM - Kibitium (replaces Lancer) :c5strength::c5greatperson::c5production: : decreased production/gold cost (55 :c5production: instead of 70) ; has the "Legacy" (+50 % CS when attacking of defending in a non-pillaged Great Person tile improvement) and the "+50 % CS against mounted" promotions.
=> Inspired by a mod by JFD and Janboruta


UW - Etemenanki (replaces Grand Temple) :c5capital::c5faith::c5food::c5science: : available at Mathematics ; can only be constructed in the capital ; doesn't require a Temple to be constructed ; free Temple in the city ; +3 :c5faith:, +5 :c5science: and +5 :c5food: (instead of +6 :c5faith:) ; when investing in a building, +30 :c5food: and +30 :c5science: in the capital, scaling with era ; has 2 GWW slots (+4 :c5faith: and +8 :c5food: when themed with GWW of other civilization).


Spoiler Brazil Completed :

UM - Pracinha (replaces Rifleman) :c5strength::c5goldenage: : 50 CP instead of 45 ; Has the "Gain GAPoints from kills", the "Amphibious" and the "Medic I" (+5 HP when healing on unit and adjacent units) promotions ;

UB - Samba School (replaces Broadcast tower) :c5culture::tourism::c5greatperson::greatwork::c5goldenage: : reduced production/gold cost (1000 :c5production: instead of 1400) ; doesn't require a Museum ; +1 :c5culture: and 1 :tourism: per 4 :c5citizen: in city ; +4 GMusician points per turn ; has two GWM slots (+15 :c5gold: and +15 GAP when themed with GWM of your civilization)


Spoiler Byzantium Completed :

UM - Dromon (replaces Fire ship) :c5strength::c5rangedstrength: : cheaper (90 production instead of 100) ; has the "Greek fire" (-15 % CS/RCS for all adjacent hostile naval unit) promotion.
=> inspired by Glidergun contribution
=> Penteconter will become the new common unit (a new 3D model will be used for it).

UW - Hippodrome (replaces Circus Maximus) :c5capital::c5happy::c5culture::c5gold: : can only be built in the capital city, but doesn't requires an Arena to be built ; + 3 :c5gold:; +1 :c5culture: and +1 :c5gold: to Horse in empire ; triggers a long WLTKD when finished ; +20 % :c5gold: and +20 % :c5culture: during WLTKD in the city in which it is built ;
=> inspired by Funak's contribution (s/he fought hard for it) ;)



Spoiler Carthage Completed :

UM - Numidian Cavalry (replaces Skirmisher) :c5strength::c5rangedstrength::c5greatperson: : 16 RCP (instead of 12 RCP), but no additionnal CP ; has "Sentry" (+1 sight) and "Great General I" promotions.
=> I know it resembles a lot the Hussar, but it is used at a moment of the game where anti-cavalry is stronger, and it synergies well with the Carthaginian UGP. This unit is still highly vulnerable when attacked, be careful !


UGP -
Shophet (replaces Great General and Great Admiral and appears on land each time one of the two is produced ) :c5strength::c5greatperson::c5trade: : on land, can perform a "Discovery expedition" like a Great Admiral and be expended to built a Citadel like a Great General ; when embarked, this unit has the same amount of PM as a great admiral, and can be expended to heal all naval units around it ; has the "Grand Leadership" (+15 % CS and RCS to all units within two tiles) and the "Rab" (withdraw when facing melee attack) promotions.
=> by combining the Great General and the Great Admiral, the Carthaginians will have a greater amount of both (but they'll still see more Roman Great Generals and Admirals separately in case of war) an a real flexibility in their strategies.
=> directly inspired by a mod from JFD and Janboruta


=> Because the Carthaginian economy is already very good thanks to the Grand Cothon, I decided to focus on the military side of things : with these new UU and UGP, the Carthainian are strong on land and at sea, becoming a major (but far from unstoppable) threat if not well countered through the use of adapted tactics.


Spoiler China Completed :

UM - Artificers (replaces the Pikeman) :c5strength: : available at Metal casting ; has the "Cover I" (+25% CS against ranged attacks), "Pyrotechnics" (-20 % CS/RCS for all hostile mounted units within two tiles and -5 % CS/RCS for all other land units ; doesn't stack) promotions (but not the "+50 % CS against mounted units" promotion).
=> in terms of animation, the fire from the Dromon is a good first step.

UB - Siku Quanshu (replaces Printing Press) :c5influence::c5happy::c5culture::c5gold::c5production::c5science::greatwork: : +15 % :c5culture: in cities celebrating a WLTED ; 2 civil servant specialists (instead of 1) ; +2 :c5gold:, +2 :c5production: and +2 :c5science: to all civil servants specialists in empire ; has 4 GWWriting slots (+10 :c5gold:, +10 :c5production: and +10 :c5science: in city when themed with GWWriting from different eras).


Spoiler Denmark Completed :

UM - Langskib (replaces Caravel) :c5strength::c5moves: : ; available at Physics instead of Compass ; decreased production/gold cost (120 :c5production: instead of 160) ; 18 CP instead of 20 ; have the "Supply" (can heal outside friendly territory, +15 HP when healing), "Medic I" and "Medic II" promotions.
=> begin scouting the far seas earlier than the other players to prepare future waves of colonizations, defend your abroad colonies and allows raids to last longer by providing efficient healing at sea.
=> here are pictures and 3D models which could be used

UW - Ting (replaces the Printing Press) :c5influence::c5production::c5culture::c5food: : available at Education (instead of Printing Press) ; 2 civil servant specialists (instead of 1) ; +1 :c5production: and +1 :c5culture: in each Village, Towns and Colonia ; +30 :c5food: and +15 :c5production: in the city when a Great Person is expended ; requires a Chancery in the city.


Spoiler Egypte Completed :

UM - Kopesh (replaces Swordman) :c5strength::c5production: : decresead production/gold cost (85 :c5production: against 100) ; has the "Unusual weapon" (+30 % CS against non-mounted units) and the "Shock I" promotions.
=> inspired by this mod by JFD and Janboruta


UB - Nilometer (replaces Aqueduct) :c5production::c5food::c5culture::c5faith: : available at Masonry instead of Engineering ; decreased production/gold cost (150 :c5production: instead of 200) ; +4 :c5food: and +2 :c5culture: instead if +3 :c5food: ; +1 :c5food: and +1 :c5faith: on tiles with access to fresh water.
=> inspired by this mod by JFD and Janboruta + contribution from Glidergun



Spoiler England Completed :

UM - Longbowman (replaces Composite Bowman) :c5strength::c5rangedstrength::c5strength: : has the "Formation I" (+25 % CS against mounted units ; +10 % CS when defending in open terrain), "Formation II" (idem) and "Range" (-20 % RCS ; +1 range) promotions.
=> with these promotions, it means that, when defending against cavalry in an open terrain, these archers gain +70% CS (so 13.6 CV). This UC keeps the initial flavor of the Longbowman from vanilla Civ V but transfers it the end of the Classical era (during which the longbow was already often used). The -30 % CS from the Range promotion is also good lore-wise (since longbows send less powerful projectiles than the composite bows), and I hope this promotion won't be buffed. All in all, this UU is very powerful defensively against cavalry (bloody Frenchmen !), but stays weak against melee foot troops and must have some experience before inflicting real damages.

UW -
White Tower (replaces Hermitage) :c5strength::c5culture::c5gold::greatwork: : available at Steel ; requires a Castle in the city to be built ; +10 CP in the city in which it is built ; +1 :c5culture: for every 2 :c5citizen: in the city (instead of "for every 4 :c5citizen:") ; still 3 Great Work of Art of Artifact slots (+5 :c5gold: AND +5 :c5culture: if themed with WWA of your civilization but of other eras than the one you're in) ; -50 % spy steal rate in the city.
=> England, specialist of espionage, should also be the specialist of counter-espionage. With this building, your most populous city (usually London) will be more protected and can reject enemy spies (usually of players choosing Statecraft) before the Renaissance era. Moreover, you have an early Hermitage on steroids to fill with some great works if you want (so it gives the same feeling as the real Tower of London : a fortified tower/prison AND a museum for precious artifacts)


Spoiler Ethiopia Completed :

UM - Tekula (replaces Pikeman) :c5strength::c5goldenage: : 17 CP (instead of 15 CP) ; has the "Golden Age points from kills" and the Stalwart "+5 % CS when defending for all units within two tiles, stacks" promotions (Stalwart is lost after upgrade).
=> The Tekula was one independent regiment serving under Amda Seyon (XIVth century). Because the weapons of predilection of the Ethiopian soldiers at this time were the spear/shield combination, that the shield bearers had for principal mission to protect archers, and that the independent regiments were made of warriors raised since childhood to compete for the king's favors, I gave them the Golden Age points from kills promotion, the Stalwart promotion, and made the UU a replacement for Pikeman (and I wanted to reference the reign of Amda Seyon, who is considered the greatest king of the Solomonic dynasty).


UW - Monolithic church (replaces Grand Temple) :c5faith::c5production::c5goldenage: : -10 % policy :c5culture: cost ; +1 :c5faith: per 2 :c5citizen:in the city (instead of +5 :c5faith:) ; all shrines and temples gives +2 :c5production:; has 2 Great Work of Art slots (+ 5 :c5production:when themed with GWA of the same era) instead of one Great Work of Music slot.
=> I went for an easy choice there. Things might change, but I think it synergies well with the Ethiopian UA and theme.


Spoiler France Completed :

UM - Soixante-Quinze (replaces Artillery) : available at Dynamite ; doesn't have the "Siege inaccuracy" (-25 % RCS against land units) nor the "Indirect Fire" promotions ; has the "Quick learner" (-50 % XP needed to obtain promotions) and the "Collateral damage I" (inflicts 5 damage to all enemy units adjacent to the target) promotions.
=> Something I would like to know is if inflicting damages to enemies through the "Collateral damage" (I know it isn't the actual name, but I'll stick with it for now) promotion triggers the effect of the new French UA "Esprit de Corps". If it is the case, then the combination of Gun units with the "Lightning warfare" promotion and some Soixante-Quinze could be incredibly powerful (and so a nerf could be needed).


UB - Grande Ecole (replaces Public school) :c5greatperson::c5goldenage::c5science: : upkeep cost increased from 4 :c5gold: to 6 ; +3 Great Engineer/Great Merchant/Great Scientist points per turn ; +5 GA points at Corporations ; +5 % :c5science: in city at Atomic Theory.
=> Inspiration by a mod from Hypereon



Spoiler Germany Completed :

UM - Jaeger (replaces Musketman) :c5strength::c5moves: : + 1 PM ; has "Survivalism I" (+ 25% CS when defending ; +5 HP when healing in foreign territory) promotion ; has access to the promotions of the reconnaissance units in addition to those of the ranged units.
=> direct inspiration from a mod by JFD and Janboruta

UB - Kriegsschule (replaces Military Academy) :c5war::c5science::c5culture: : available at Metallurgy ; +2 :c5culture: and +2 :c5science: (instead of +1 :c5science:) ; has 2 scientist specialist ; Melee mounted units and Gun units trained in the city gains the "Great General I" promotion.
=> Inspired by Glidergun's contribution



Spoiler Greece Completed :

UGP - Strategos (replaces the Great General) :c5war::c5strength::c5greatperson::c5occupied::c5influence: : can be expended in an occupied city to suppress rebellion and obtain a free Courthouse in the city ; when expended, obtain a free Emissary ; appears each first time someone declares war on you in an era.

UB - Agora (replaces Market) :c5citystate::c5influence::c5gold::c5production::c5culture: : + 2 :c5gold:, +2 :c5production: and +2 :c5culture: in city if allied to a CS ; +10 % :c5production: when producing a diplomatic units.


Spoiler India Completed :

UM - Dhanuraashi (replaces Archer) :c5strength::c5rangedstrength::c5faith: : 7 RCP instead of 6 ; has the "Dhanurvidya" (when killing a unit, gain 5 additional experience points and as much :c5faith: as the strength of the unit killed ; gain 5 % CS/RCS for each level) promotion.
=> To understand the promotion, please check this page


UB - Mughal fort (replaces Castle) :c5strength::c5production::c5culture::tourism: : decreased production/gold cost (250 :c5production: instead of 300) ; + 125 HP and + 12 CP in city (instead of 100 HP and 10 CP) ; +2 :c5culture: ; +2 :tourism: after Architecture and +3 :tourism: after Flight ; +10 % supply cap from pop. (instead of +5 %).
=> Inspired by this mod from More Civilizations



Spoiler Indonesia Completed :

UM - Perahu (replaces Trireme) :c5strength::c5moves::c5production::c5gold: : available at Fishing instead of Sailing ; decreased production/gold cost (70 :c5production: instead of 90) ; 13 CP instead of 12 ; +1 PM and +1 Sight ; has the "Exotic Gargo" (has two "Exotic cargos" ; when in the territory of an non-hostile civ, you can expend one cargo to gain 100 :c5gold: and gain some experience, scaling with era) promotion.
=> Inspired by Funak's contribution and this mod by mikeburnfire


UB -
Wayang (replaces Amphitheater) :c5production::c5culture::c5faith::c5gold: : decreased production/gold cost (150 :c5production: instead of 200) ; +2 :c5culture: and +2 :c5faith: for each religion with at least one follower in the city ; all Guilds produces +1 :c5gold: and +1 :c5culture:.
=> Inspired by Glidergun's contribution and this mod by mikeburnfire



Spoiler Japan completed :

UGP - Daimyo (replaces Great General) :c5strength::c5greatperson::c5happy::c5goldenage::c5food::c5culture: : In Capital city, can conduct a "daimyo-gyoretsu" (triggers a long WLTKD in the city and a minor :c5goldenage:), one time per Daimyo ; Can be expended to found a Citadel with +3 :c5food: and +3 :c5culture:.
=> mix of the GG of this mod


UB -
Noh Stage (replaces Artists Guild) :c5greatperson::c5culture::greatwork: : can be constructed six times instead of three ; +3 Great writer points (in addition to the +4 Great artist points) ; +1 :c5culture: to artist specialist in empire; has a Great work of art slot.


Spoiler Korea Completed :

UM - Turtle ship (replaces Galleass) :c5strength::c5strength:: available at Steel (instead of Guilds) ; increased production/gold cost (225 :c5production: instead of 175) 22 RCP instead of 20 RCP ; has the "Armor plating" (+20 % CS when defending) and Cover I (+25 % CS against ranged attacks) promotions.
=> This unit, even if it requires a heavy investment, will be very dangerous and allow to block most enemy offenses before the Renaissance era (except if these offenses are Danish or Polynesian).

UB - Uigembu office (replaces Constabulary) :c5capital::c5culture::c5science::c5goldenage::c5production::c5faith: : reduces boredom by 20 % and crime by 50% in the city ; +2 :c5culture: and +2 :c5science: ; +3 GA points and +3 :c5production: when in a city with a connection to the Capital city or in the Capital city ; religious units which aren't of your main religion must expend one extra PM to move in the territory of the city.
 
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Spoiler Mongolia Completed :

UM - Tug Banner Warrior (replaces the Knight) :c5strength::c5razing: : cheaper (160 :c5production: instead of 180) ; has the "Massacre" (no cost for pillaging, pillaging heals 35 HP instead of 25, +30 % CS against wounded units) promotion.
=> The Mongolian heavy cavalry was equipped with axes and iron mass and charged when the enemy was weakened enough. Plus, after conquering a city, the local population was usually pitilessly massacred (the artisans aside, sent in Mongolia).


UB -
Yassa court (replaces Courthouse) :c5occupied::c5happy: : can be built in non-occupied cities ; - 20 % crime, illiteracy, boredom and religious tensions in the city ;
=> may look bland, but can be quite powerful on the long run (the Mongols don't need fancy walls to prevent crime, only the respect of the Yassa counts).



Spoiler Morocco Completed :

UM - Black Guard (replaces Tercio) :c5strength::c5strength: : 28 CP instead of 25 ; has the "Elite guard" (Benefit from double the defense bonus from terrain), the "+50 % CS against mounted units" and the "Cover I" promotions.

UB - Menara gardens (replaces Garden) :c5production::c5culture::c5gold::c5food: : decreased production/gold cost (250 :c5production: instead of 300) ; decreased :c5gold: upkeep cost (1 instead of 3) ; +2 :c5culture: and +2 :c5gold: on Oasis and Lakes (instead of +2 :c5gold: on Oasis) ; +1 :c5food: in city for each Mountain within 2 tiles of the city.
=> Modifications will be made after some tests



Spoiler Persia Completed :

UM - Aswaran (replaces Horseman) :c5strength::c5rangedstrength: : has the "Armor plating" (+20 % CS when defending) and the "Ranged attack before melee" promotions (the second is lost after upgrade).
=> Inspired by Jarula and kiwimaster's contribution

UB - Naqsh-e (replaces Stone works) :c5production::c5gold::greatwork::c5culture: : has no maintenance cost ; don't require an improved Stone/Marble/Jade/Salt near the city ; +2 :c5production: and +1 :c5gold: ; has a GWA slot ; when a Great Person is expended, gain +10 :c5production: and +10 :c5culture: in city (scales with era).
=> The two UC are quite bland, but can be powerful and synergies well with the Persian UA. Tests will tell if more bonus are needed.



Spoiler Poland Completed :

UM - Voi (replaces Spearman) : 12 CP instead of 10 ; has the "Mobility" and the "Quick learner" promotions.
=> Inspired by this mod by More Civilizations
=> That aside, the peace theme used in the mod


UB -
Barbakan (replaces Armory) :c5war::c5strength::c5culture: : requires a Wall in the city to be constructed ; +5 CP to city ; units in the city heals 10 HP per turn whether or not they take an action ; units trained in the city gains the "Medic I" promotion ; +2 supply cap instead of +1 ; +2 :c5culture:.
=> Inspired by this mod from mikeburnfire


Spoiler Polynesia Completed :

UM - Koa (replaces Swordman) :c5strength::c5production::c5moves: : available at Sailing instead of Iron Working ; doesn't require Iron ; decreased production/gold cost (80 :c5production: instead of 100) ; has the "Amphibious" and "Va'a tele" (when embarked : gain +1 PM, +1 sight, +50 % CS when defending and has a chance of withdrawing when attacked at melee) promotions
=> inspired by this mod by More Civilizations


UB -
Fale Tele (replaces Council) :c5gold::c5science: : +1 :c5gold: to Fishing boats ; when a naval unit is produced in the city, gain a small amount of :c5science:, scaling with era.
=> Inspired by this mod by Colonialist Legacies and senshidenshi.



Spoiler Portugal Completed :

UM - Caçador (replaces Musketman) :c5strength::c5moves: : +1 PM ; has the "Cover I" (+25 % CS when defending against ranged attacks) and the "-- fire" (20 % to make an enemy unit retreat after a ranged attack, if the unit cannot retreat, it takes 50% more damages) promotions.

UW - University of Coimbra (replaces Oxford University) :c5science::c5faith::c5culture: : - 50 % :c5science: needed modifier in city instead of -20 % ; +5 :c5science: and +5 :c5culture: (instead of +3 and +3) ; gain :c5science: whenever tiles are revealed by a naval unit, gain 50 :c5culture: and 50 :c5gold: whenever a city is founded on another continent or a technology is researched, scaling with era.


Spoiler Rome Completed :

UW - Campus Martius (replaces Heroic Epic) :c5capital::c5war::c5faith::c5culture: : can only be constructed in the capital city ; +10 XP to newly trained units per war declared with a major civilization (max. 40 XP) ; when expending a GGeneral or a GAdmiral, gain a new unit in capital (priority to Legion if possible) and a medium amount of :c5faith: in city, scaling with era ; +2 :c5culture: instead of +1 ; gain a small amount of :c5culture: in city, scaling with era, each time a unit is produced in city.

UI - Latifundia :c5food::c5gold::c5production::c5culture: : available at Mathematics ; cannot be constructed next to a city, nor next to another Latifundia ; long time of construction ; +2 :c5production:, +2 :c5gold: and +1 :c5culture: (+1 :c5production: and +1 :c5gold: at Guilds and at Economics) ; +1 :c5food: and +1 :c5culture: to all adjacent luxury and bonus resources ; +1 :c5gold: to all adjacent farms.
=> Inspired by Jarula's contribution



Spoiler Russia Completed :

UM - Streltsy (replaces Musketman) :c5strength::c5rangedstrength::c5production: : decreased production/gold cost (275 :c5production: against 325) ; 20 CP instead of 17, and 26 RCP instead of 30 ; has the "Walking fort" (when having all MP, gains +40 % RCS when attacking) promotion.

UB - Pogost (replaces Custom House) :trade::c5culture::c5faith::c5gold: : +3 :c5culture: and +2 :c5faith: instead of +2 :c5culture: ; +1 :c5gold: to all Strategic resources worked by the city ; +50 % range to TR.
=> Inspired by this mod by JFD and Janboruta



Spoiler Siam Completed :

UM - Thhar kenth (replaces Tercio) :c5strength::c5gold: : decreased gold cost ; has the "Hereditary draft" (+10 % CS per level on unit), the "Formation I" (+10 % CS when defending on open terrain, +25 % CS against mounted units) and the "+50% CS against mounted units" promotions.

UB -
Kuti (replaces Temple) :c5production::c5gold::c5food::c5faith::c5influence: : decreased production/gold cost (150 :c5production: against 200) ; no maintenance cost ; +2 :c5food: and +4 :c5faith: instead of +3 :c5faith: ; missionaries produced in the city have the "Self-denial" (when converting a CS to your main religion, gain 10 :c5influence: influence with that CS ; if that CS is already of your main religion, gain 20 :c5influence: influence and a small amount of :c5faith: faith instead) promotion.


Spoiler Songhai Completed :

U

UB - Kalansoba (replaces University) :c5greatperson::c5science::c5gold::trade: : ; 10 % of the :c5gold: income of city is converted into :c5science: ;

Thanks to its UU and its UA, Songhai already has the means to perform well military speaking. Because Askia was more an administrator than a warrior and that the Songhai empire was a thriving center of both commerce and scolarship, I chose these UC. Tell me if you disagree, of course, and I'll see what could be better.



Spoiler Spain Completed :

UM - Armada (replaces Corvette) :c5strength: : available at Gunpowder instead of Navigation ; increased production/gold cost (350 :c5production: instead of 300) ; 35 CP instead of 30 ; -1 PM ; has the "earn GA points from kills" and the "Invicible" (+3 XP at the end of each turn if the unit has all its health ; cap at 45 XP points) promotions;
=> Inspired by this mod by lincoln-lyf

UC - Encomenderos (replaces Envoy) :c5capital::c5influence::c5faith: :c5gold::c5culture:/:c5food::c5production: : Never becomes obsolete ; can be bought with faith (250 :c5faith:) ; if produced in Capital City, can be expended in an allied CS in exchange 40 influence to obtain a medium of :c5culture: and :c5gold:, or in a oversea city to acquire a medium amount of :c5food: and :c5production:.


Spoiler Sweden Completed :

UM - Hakkapeliitta (replaces Lancer) : 38 CP instead of 35 ; has the "Great General II" and the "Charge I" (+10 % CS when attacking in open terrain ; +25 % CS when attacking wounded unit) promotions.

UB - Stavkyrka (replaces Temple) :c5faith::c5production::c5food: : decreased production/gold cost (150 :c5production: instead 200) ; 10% of :c5food: is carried over after a new Citizen is born ; +10 :c5food: and +10 :c5production: in city when a unit/building is bought in the city, scaling with era.
=> To compensate the poor starting bias of Sweden in term of food, this unique Temple offers alternative solutions. + if you have enough faith, you can speed the production of wonders/important buildings a lot by buying missionaries/units through Zealotry.
=> Inspired by this mod by mikeburnfire



Spoiler The Aztecs Completed :

UM - Eagle (replaces Horseman) : doesn't require Horse ; 13 CP instead of 15 ; is considered a foot unit ; benefices from defensive terrain bonus ; has the "+15 % CS when stacked with a GG" promotion.
=> Inspired by these mod by mikeburnfire and lincoln-lyf


UW - Huey Teocalli (replaces Heroic Epic) :c5war::c5angry::c5faith::c5culture::c5production: : available at Calendar (instead of Iron Working) ; + 5 :c5faith: ; gain :c5production: and :c5culture: in the city each time one of your units dies (value equivalent to the CP of the unit lost) ; 2 Great works of Writing slots (instead of one), with +5 :c5faith: if themed with Writings of the same era and civilization.
=> bonus for losing units was a thing before in VP, and I wanted to reintegrate it for the Aztecs since it soften this All or nothing side of the civ : even if you are losing a war, you'll replenish more quickly and benefit a bit from it (plus it gives a boost to Tradition Aztec by strengthening your main city's production and culture, which is quite relevant lore-wise).


Spoiler The Celts Completed :

UM - Carpentom (replaces Heavy skirmisher) :c5strength::c5rangedstrength::c5moves::c5production: : available at Metal Casting instead of Physics ; decreased production/gold cost (150 :c5production: instead of 175) ; -1 PM ; benefits from terrain defensive bonus ; has the "double movement in plains and grasslands (even with forest)" promotion.

UI -
Oppidum (available at Masonry) :c5strength::c5production::c5food::c5culture::c5gold: : available at Masonry ; long time of construction ; can only be constructed in rough terrain (doesn't require forest/jungle to be chopped on) and not adjacent to another Oppidum ; allow exploitation of any resource on the tile ; +30 % CS defense bonus ; +3 :c5food: and +3 :c5production: ; +1 :c5culture: to all adjacent luxury resources on and around the tile, +1 :c5gold: to all strategic resources on and around the tile, +1 :c5food: to all bonus resources on and around the tile.
=> Inspired by this mod by TercisioCM



Spoiler The Huns Completed :

UB - Zovlol (replaces Council) :c5science: : +7 :c5science: when the borders of the city expand and when a citizen is born in the city, scaling with era.
=> Inspired by this mod by TarcisioCM

UC - Battering Ram :c5strength::c5razing: : available at Mathematics ; production cost : 130 :c5production: ; may only have 2 Battering Ram at the same time ; becomes obsolete at Gunpowder ; +150 % CS against cities to the non-mounted melee unit on the same tile as the Battering ram.


Spoiler The Incas Completed :

UM - Chasqui (replaces Scout) :c5strength::c5moves: : +1 MP and +2 Sight ; can construct Roads and Railroads with necessary technologies ; has the Cover I (+25 % CS when defending against ranged attacks) promotion.

UC - Ch'uru :c5war: : production cost : 100 :c5production: ; may only have 2 Ch'uru at the same time ; available at Military theory and becomes obsolete at Military science ; "+5 % CS when defending for each adjacent enemy unit" to all owned units within 2 tiles (doesn't stack) and -5 % CS/RCS to all enemy units within two tiles (stacks) ;


Spoiler The Iroquois Completed :

UM - Prowler (replaces Musketman) :c5strength::c5rangedstrength::c5moves: : decreased production/gold cost (275 :c5production: instead of 325) ; 20 CP instead of 17 ; has the "Withdraw before melee" and "Indirect Fire" promotions.
=> with the Iroquois UA, this unit can be a nightmare for your enemies : if not outnumbered, it will be very hard to catch and kill and, with spotters, will continuously attack.

UW - Sachems Council (replaces Scrivener's Office) :c5influence::c5greatperson::c5food::c5culture::c5production: : +1 :c5culture: and +2 :c5food: per 4 :c5citizen: in the city ; + 3 Great Diplomat points (instead of 1) ; whenever a citizen is born in the empire, +5 :c5production: in city (scaling with era) ; all councils gain +3 :c5food:.


Spoiler The Mayas Completed :

UM - Holkan warrior (replaces Spearman) :c5strength::c5production::c5science::c5faith: : available at Calendar instead of Bronze working ; decreased production/gold cost (55 :c5production: instead of 70) ; 11 CP instead of 10 ; has the "Capture raid" (when killing an enemy unit, gain 3 :c5science: in each city, scaling with era) promotion.
=> Inspired by Funak's contribution

UB - Ball court (replaces Arena) :c5production::c5culture::c5happy::c5faith: : decreased production/gold cost (125 :c5production: instead of 150) ; +1 :c5happy: +2 :c5faith: and +3 :c5culture: instead of +1 :c5culture:.
=> Inspired by Funak and Glidergun's contribution and mikeburnfire's mod



Spoiler The Netherlands Completed :

UM - Goedendag (replaces Pikeman) :c5strength::c5gold: : decreased production/gold cost (115 :c5production: instead of 135 ; decreased gold cost by 20 %) ; 16 CP instead of 15 ; has the "Unusual weapon" (+30 % CS against non-mounted units) and the "Brutal force" (+33 % against barbarians) promotions.
=> Here it is, the new UU for The Netherlands, aka the French killer (if we believe some sources).
=> Inspired by this mod by JFD and Janboruta


UB -
Waag (replaces Bank) :c5production::c5strength::c5gold::c5greatperson::c5science: : available at Civil Service instead of Banking ; decreased production/gold cost (350 :c5production: instead of 500) ; +5 CP and +50 HP in city ; 2 Merchant specialists instead of 1 ; -25 % spy steal rate in city ; +4 :c5culture: at Radio.
=> Inspired by this mod by mikeburnfire



Spoiler The Ottomans Completed :

UM - Sipahi (replaces Lancer) :c5strength::c5moves::c5razing: : increased production/gold cost (375 :c5production: instead of 350) ; 33 CP instead of 30 ; +1 PM ; doesn't have malus against cites ; has the "can pillage without cost" and the "+25 % CS against wounded units" promotions.

UW - Sublime Porte/ Babiali (replaces National Monument) :c5capital::c5greatperson::greatwork::c5goldenage: : must be built in capital city ; 1 civil servant specialist ; -20 % religious unrest ; + 20 % GP generation in city ; 2 Great work of Writing slots (+5 :c5culture: and +5 GAP when themed with GWW of your civilization) instead of 1 Great Work of art slot ; +45 GAP when adopting a policy, building a city or conquering a city (scaling with era).


Spoiler The Shoshones Completed :

UM - Comanche rider (replaces Cavalry) :c5strength::c5rangedstrength::c5moves::c5production::c5food: : decreased gold/production cost (640 :c5production: instead of 800) ; +1 PM ; has the "Raider's spoil" (when pillaging, the nearest city you control gain as much :c5food: as the amount of :c5gold: you've gained) promotion.
=> I'm not sure about the name of the promotion (see fourth paragraph). Does someone have a better idea ?

UB - Hunting pound (replaces Well) :c5food::c5production::c5gold: : has no maintenance cost (instead of 1 :c5gold:) ; +2 :c5food:and +1 :c5production: (instead of +1 :c5production:) ; +1 :c5food:and +1 :c5production: for each 5 :c5citizen:; +1 :c5food: from Deer, Bison, Cow, Sheep and Horse ; can be constructed next to a river ; cannot be constructed if the city has a Water mill.
=> Inspired by Glidergun's contribution



Spoiler The Zulus Completed :

UGP - Induna (replaces Great General) :c5strength::c5greatperson::c5moves: : units beginning their turn adjacent or on the tile the Induna is on gain +1 MP ; when expended, grants +60 XP to the unit the Induna is stacked with.
=> Inspired by this mod by mikeburnfire

UB - Iziko (replaces Amphitheater) :c5culture::c5faith::c5gold: : no maintenance cost ; +2 :c5faith: and +3 :c5culture: (instead of +2 :c5culture:) ; +5 :c5culture: in city whenever a citizen is born in it, scaling with era.
=> "Iziko" is a Zulu word meaning "fireplace". This was (and is still today) around it that the community would reunite to listen to songs and express their faith. Nowadays, fireplaces are where isicathamya competitions are held.
=> Even if the Zulu are, in term of gameplay, not what we can call a GP-oriented civ, I wanted to help the player diversify her/his strategy with this civ. With this UB, Zulu culture will be more strong and choosing Esthetics can be really beneficial in mid-game to make the Impi spam happen sooner.



Spoiler Venice Completed :

UM - Great Galleass (replaces Galeass) :c5strength::c5rangedstrength::c5production: : decreased production/gold cost (140 :c5production: instead of 175) ; +1 MP ; has the "Barrage" (+50 % RCS against fortified units and cities) promotion.
=> May look bland, but is already quite strong, since ranged ships are major assets in any army.

UB - Consegio (replaces Chancery) :c5citystate::c5food::c5gold::c5production::c5culture::c5science::c5greatperson: : reduced production cost and reduced investment cost (200 :c5production: instead of 300, 120 :c5gold: instead of 180) ; +3 :c5food:, +3 :c5gold:, +2 :c5production:, +1 :c5culture: and +1 :c5science: ; +1 GM and +1 GEmbassador points in Capital City; -20 % :c5gold: cost for buying diplomatic units (instead of +10 % :c5production:) in city.
 
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So... Here is the list of the components (concepts, pictures, 3D models, pieces of codes) I'll try to borrow from modders in order to have a mod far more easy to make. Of course, before anything, I must obtain their agreement, and this is why I'll begin to send demands today (8th May) before initiating the "training phase".

If a creator has accepted that I use its creations, I'll indicate this with a :c5happy: next to the elements.

Of course, all help is welcome.

Gazebo won't be named very often, but that is simply because I'll ask myriads of things (mainly codes and pieces of advice I think).

Austria :
- Janboruta for the Landwehr icon and flag :c5happy:
- bernie14 for the Landwehr 3D model :c5happy:
- JFD :c5happy: and/or Gazebo (Exploitation policy) for pieces of codes for the promotion of the UU

Babylon :
- JFD :c5happy:
- Janboruta for the Kibitium icon and flag (this mod) :c5happy:
- Danrell for the Kibitium 3D model (idem)

Byzantium :
- Kwadjh for the Hippodrome icon (this mod)

Carthage :
- JFD (for this mod) :c5happy:
- Janboruta for the Shophet icon and flag (idem) :c5happy:
- Danrell for the Shophet 3D model (idem) and the Numidian Cavalry (this mod by mikeburnfire)
- mikeburnfire for obtaining the name of the one who has created the icon and the flag I want to use for the Numidian Cavalry (idem) :c5happy:

Denmark :
- JFD :c5happy:
- Janboruta for the Longship icon and flag (this mod) :c5happy:
- Wolfdog for the Longship 3D model :c5happy:
- Barathor for the Ting icon (from the Viking longhouse by mikeburnfire) => I'm not sure about using this icon (since most picture shows the things as outdoor assemblies), but it would make a good placeholder.

Egypt :
- JFD :c5happy:
- Janboruta for the Kopesh icon and flag and the Nilometer icon :c5happy:
- Danrell for the Kopesh 3D model

Ethiopia :
- sukritact for the Monolithic church icon :c5happy:

France :
- Hypereon for the Grande Ecole icon :c5happy:

Germany :
- JFD for the codes of the Jaeger :c5happy:
- Janboruta for the icon and the flag of the Jaeger :c5happy:
- bernie14 :c5happy: and/or Danrell for the 3D model of the Jaeger

Greece :
- AlanH for the Agora icon

Indonesia :
- mikeburnfire for obtaining the name of the one who has created the icon I want to use for the Wayang. :c5happy:

Japan :
- JFD for the Daimyo :c5happy:
- Janboruta for the icon and the flag of the Daimyo :c5happy:
- Danrell for the 3D model of the Daimyo

Mongolia :
- lincoln-lyf for obtaining the name of the one who has created the icon I want to use for the Yassa court (from a Mongolian UB of the Super Power - Clash of Civilizations mod).

Poland :
- JFD :c5happy:
- Janboruta for the icon and the flag of the Voivode :c5happy:
- Danrell for the 3D model of the Voivode
- mikeburnfire for obtaining the name of the one who has created the icon I want to use for the Barbakan (from Barbacan, Polish UB in this mod by mikeburnfire) :c5happy:

Polynesia :
- More Civilizations
- Janboruta for the icon and flag of the Koa :c5happy:
- Hangman for the 3D model of the Koa
- TPangolin for the icon of the Fale Tele
- Pouakai - for permitting use of the Koa component from the Polynesia split.

Russia :
- Janboruta for the icon and flag of the Streltsy :c5happy:
- Sukritact for the icon and flag of the Pogost (taken from the Sobor UB, since it looks alike the Vytreba pogost)
- Wolfdog for the 3D model of the Streltsy :c5happy:

Spain :
- BlackFeather_ for the icon and flag of the Armada
- lincoln-lyf for obtaining the name of the one who has created the 3D model I want to use for the Armada.

Sweden :
- JFD for the Stavkirka (from Stave church) :c5happy:
- Janboruta for the icon of the Stavkirka :c5happy:

The Aztecs :
- mikeburnfire for obtaining the name of the one who has created the icon and the flag I want to use for the Eagle.
- Danrell for the 3D model of the Eagle.

The Celts :
- mikeburnfire for obtaining the name of the one who has created the icon, the flag and the 3D model I want to use for the Carpentom. :c5happy:
- TarcisioCM
- Leugi for the icon and the model of the Oppidum

The Incas :
- Leugi for the icon and flag of the Chasqui
- mikeburnfire for obtaining the name of the one who has created the 3D model I want to use for the Chasqui.

The Iroquois :
- mikeburnfire for obtaining the name of the one who has created the icon and the flag I want to use for the Prowler (from the Rusher). :c5happy:
- Patum333 for the 3D model of the Prowler (idem).

The Mayas :
- Leugi for the 3D model of the Holkan warrior (from the Konuks'wu)
- Janboruta for the icon and flag of the Holkan warrior (idem) :c5happy:

The Netherlands :
- JFD :c5happy:
- Janboruta for the icon and flag of the Goedendag :c5happy:
- JDF for obtaining the name of the one who has created the 3D model I want to use for the Goedendag
- wodhann for the icon of the Waag

The Shoshones :
- mikeburnfire
- Neirai for the concept/codes of the Hunting pound (from the Buffalo pound)

The Zulus :
- mikeburnfire for obtaining the name of the one who has created the icon, flag and 3D model I want to use for the Induna (from the Izinduna) :c5happy:

So the people I'll contact will be
Gazebo, JFD :c5happy:, Janboruta :c5happy:, bernie14, Danrell, Kwadjh, mikeburnfire :c5happy:, Wolfdog :c5happy:, Barathor, sukritact :c5happy:, Hypereon :c5happy:, AlanH, lincoln-lyf, More Civilizations, Hangman, TPangolin, Pouakai, BlackFeather_, TarcisionCM, Leugi, Patum333, Neirai.

If I have forgotten anyone, please tell me.
I'll update the list when if I obtain agreements.
 
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Keep in mind, we want to follow VP's consistency with unique things. It is always a UU, UB/UI.

If it's a 3rd and 4th UC, then we have to consider either an additional UU/UB, and a UB/UI(if doable).

Then we have to consider the core balance aspect of the game which can leads to community-based and all of those things. If you're willing to do it. Feel free.
 
Keep in mind, we want to follow VP's consistency with unique things. It is always a UU, UB/UI.

If it's a 3rd and 4th UC, then we have to consider either an additional UU/UB, and a UB/UI(if doable).

Then we have to consider the core balance aspect of the game which can leads to community-based and all of those things. If you're willing to do it. Feel free.

Of course : unique components should provide unique alternatives to base units/buildings. If not, I wouldn't be interesting. :)
 
Honestly, this has been brought up and dropped multiple times already. If you want to go for it, by all means, go for it.


As for the UU/UB/UI situation, every civ does not need a UI.
I believe some civs could do 3 UUs, but at that point one of the UUs would have to be a non-combat unit, like a great person or a settler/worker replacement.
 
Honestly, this has been brought up and dropped multiple times already. If you want to go for it, by all means, go for it.


As for the UU/UB/UI situation, every civ does not need a UI.
I believe some civs could do 3 UUs, but at that point one of the UUs would have to be a non-combat unit, like a great person or a settler/worker replacement.

You're right about the UCivilian (so Settler, Worker, Fishing boat, Missionary, Inquisitor or GP) : I think the ration should be 1 UMilitary for 1 UB/1UI/1UCivilian.
As for the fact that the similar projects have been dropped before, I say "Why not try again ? VP is more stable in its gameplay now, and I don't intend this project to be finished quickly, of course. It will take time, but I'm sure some ideas will have their usefulness."
 
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You're right about the UCivilian (so settler, worker, fishing boat, GP) : I think the ration should be 1 UU for 1 UB/1UI/1UCivilian.
As for the fact that the similar projects have been dropped before, I say why not try again : VP is more stable in its gameplay now, and I don't intend this project to be finished quickly, of course. It will take time, but I'm sure some ideas will have their usefulness.
I don't necessarily think such a ratio would be necessary.

It was necessary for base VP, in fact I was one of those who kept pushing for that, but that was mainly because a UU represents crazy power in one era and an UB represents power over time, having two UUs especially close together just gave you too big of an advantage when you could exploit them and too much of a disadvantage when you could not.

For a third and fourth unique you can probably balance them better against each other, because there is at least one UB/UI to fall back on.

For example I don't think it would be completely unreasonable for netherlands to get a unique bank and a unique great merchant, assuming they're balanced to not go out of control.
 
Welcome and congrats on your first post :)

I am not completely opposing the idea, but I think it will be difficult to come up with so many new ideas that would be not only balanced with VP, but also distinctive enough and fun. And don't forget the graphics. I honestly think it is not worth the efforts.
 
I'm not in favor of doing this as part of base VP. It'd amount to drastic overhauls to every civilization, which will require months or years of balancing to fine-tune. VP is great as is, and it's a bit late to be adding huge feature changes like this.

But I would love to see this as a modmod, and if it's well-implemented, I would definitely play with it. I do feel that most unique units, and some buildings, don't get long enough to shine, so seeing more uniques would be a great way to differentiate the civs' playstyles. In particular, I'd like to see each civ get something unique at each stage of the game, though that may be difficult for civs that historically weren't around that long.
 
Welcome and congrats on your first post :)

I am not completely opposing the idea, but I think it will be difficult to come up with so many new ideas that would be not only balanced with VP, but also distinctive enough and fun. And don't forget the graphics. I honestly think it is not worth the efforts.

Thank you for your support ! :thumbsup:

I agree that it will require tremendous efforts to install all these things. Once again, there is already a lot of potential in what other modders did, and I'll ask the permission to each one of them if their graphics/3D models can be used for this mod. I hope the answers will be positive, since, once again, I have no knowledge in programming (but I can learn during the holidays if the situation is too dire).

Awesome idea! Im all for it.

Thanks once again. If some people have some programming skills, have time and are motivated enough (it makes a lot of "if"), I would be happy to work with her/him. :goodjob:

I'm not in favor of doing this as part of base VP. It'd amount to drastic overhauls to every civilization, which will require months or years of balancing to fine-tune. VP is great as is, and it's a bit late to be adding huge feature changes like this.

But I would love to see this as a modmod, and if it's well-implemented, I would definitely play with it. I do feel that most unique units, and some buildings, don't get long enough to shine, so seeing more uniques would be a great way to differentiate the civs' playstyles. In particular, I'd like to see each civ get something unique at each stage of the game, though that may be difficult for civs that historically weren't around that long.

Of course, at the end it would be more of a submod for those who want to see more variety in the UC.
Speaking of balance, this is of course a major issue, but only time will tell us if this is too much to handle or not : I would like to balance things as much as possible in the next months (vive les vacances !) :smug:

Finally, I want to say that I dreamed too of seeing things like "one UC per civ per ear" (plus the unique unit for each ideology for each faction), but it is waaaaay too much to handle.:crazyeye:
 
Austria, China and Denmark are ready for "reaction time" !
 
Austria, China and Denmark are ready for "reaction time" !
You want some feedback? Fine I'll bring down the hammer, just don't say I didn't warn you.

Landwehr (replaces Fusilier) : +2 CP ; Has the "Imperial vigilance" promotion (+25% strength in friendly territory : owned territory, territory of an allied CS, territory of a friendly major civilization or of a vassal) => picture and 3D model from bernie14 (if s/he accepts to share).

UB - Standschützen (replaces the Military academy) : decreased production/gold cost ; + 1 culture per 4 pop. in the city ; -15 % gold cost for buying units in city.

=> These UC help Austria making good use of its CS by strengthening its military presence around them and lowering buy cost of new units (for when you don't have marriages to make).

First one does not stand up to VP unique unit quality, the base idea is solid enough, but one decent promotion and +2 CS on an industrial era unit?

Second one is fine, probably. I would call it underwhelming if it was G who made it and it was one of two uniques, but in a 4 unique system it's probably fine.

UU - Artificers (replaces the Pikeman) : available at Metal casting ; -2 CP ; has the "Cover I" (+25% strength against ranged attacks), "Cover II", "Pyrotechnics" (-20% strength for all adjacent hostile units) and the "+50% strength against mounted units" (because explosives are very efficient at frightening horses) promotions.
=> in terms of animation, the fire from the Dromon is a first good step.

UI - Feng Hou : available at Engineering ; Can only be constructed next to a border (inside or outside your territory), and not adjacent to another Feng Hou ; medium time of construction (contrary to the fort, which has quite a long time of construction) gives possession of the tile where it is constructed ; gives 3 tiles of vision around it and +50 % strength when defending when not pillaged ; + 4 gold with Military Tradition ; + 2 gold and +2 science with flight.
=> this improvement is to be used in complement to the forts to create your own Great Wall or to provide watchtowers (the UI is inspired by the system used by the Han dynasty to counter the Xiongnu, system which will later inspire the Great Wall we know today) and see through your rivals' territories if you know they'll expand at this place (hence, it serves as a warning : this border will be guarded and any gathering of troops will be detected)
=> In terms of 3D model, a clayish version of the lighthouse model should do the work

=> These two new UC don't modify the Chinese economy (which is already quite good) but add an even more defensive flavor to the civilization while keeping it more mid-game oriented than the Romans
First one probably isn't going to cut it. Those are too good promotions, with the unit itself being as weak as it is it would just lead to incredibly overpowered Tercio once upgraded.

Second one is just too weird for me, I don't know how to judge it. My experience with weird utility-based uniques is that they usually don't cut it. I mean the Portugese Feitoria had to be reworked and changed like 10 times before G just finally gave up and made it a normal yield-based unique improvement on top of all the other buffs it received (and it's still not overpowered despite that).

UU - Longboat (replaces Caravel) : available at Physics ; -3 CP ; have the "Supply" (can heal outside friendly territory, +15 HP when healing), Medic I and Medic II promotions.
=> begin scouting the far seas earlier than the other players to prepare future waves of colonizations, defend your abroad colonies and allows raids to last longer by providing efficient healing at sea.
=> here are pictures and 3D models which could be used

UGP - Skald (replaces Great Writer) : may embark and cross oceans after researching Fishing ; Double defense and movement when embarked ; may found cities on other landmasses.
=> direct copy of the Skald of JFD and Janboruta's Iceland which allows Denmark to install pockets of colonies all over the map during the early game (but not with the efficiency of Polynesia, of course), colonies which, if provided enough attention (by producing/buying new units/buildings in them), can dramatically increase the number of potential targets/friendly relationship.

=> These two UC increase the Danish focus on sea and allow some historical reconstitution (Vinland is finally accessible !)

Again I don't really believe in making units weaker and then handing them off more promotions, it usually just creates a upgrading nightmare. That being said this unit isn't necessarily better than the Netherlands unique melee-ship, that starts with 3 promotions, like 30% more strength and is available earlier, so melee ships just aren't very appreciated :D

As for the Skald, I'm sorry but I really don't see the point of that. Why would someone waste a great writer to found a city?
Yeah I understand that it can cross oceans earlier, but honestly if you told me you wanted a unique settler that could cross oceans at fishing I would have told you that it looked too weak. And that's a settler, this is a great person.


Besides those point I'm afraid the Denmark civ is just too focused on ocean maps, they are already fairly weak at pangaea type maps, and this would probably relegate them to not being playable outside of heavy ocean maps.
 
You want some feedback? Fine I'll bring down the hammer, just don't say I didn't warn you.

I asked for it : the beginning of a process like this is likely to be harsh. But feedback is always a good thing, when the arguments are properly developed.

First one does not stand up to VP unique unit quality, the base idea is solid enough, but one decent promotion and +2 CS on an industrial era unit?

Second one is fine, probably. I would call it underwhelming if it was G who made it and it was one of two uniques, but in a 4 unique system it's probably fine.

Concerning the Landwehr, I understand that, for now, the unit looks very bland. I'll work on this : the idea around this unit, however, is understandable : defense of your sphere of influence, instead of simply your territory.
For the Standschützen, this building should give the feeling of a "militia-focused version" of the Military academy, hence the current bonus. However, once again, it looks a little bland, and there is work to do (surprisingly).
=> To sum it up. I'll work on it, but every idea is welcome :)

First one probably isn't going to cut it. Those are too good promotions, with the unit itself being as weak as it is it would just lead to incredibly overpowered Tercio once upgraded.
Second one is just too weird for me, I don't know how to judge it. My experience with weird utility-based uniques is that they usually don't cut it. I mean the Portugese Feitoria had to be reworked and changed like 10 times before G just finally gave up and made it a normal yield-based unique improvement on top of all the other buffs it received (and it's still not overpowered despite that).

Artificers : I agree that Cover I + Cover II is too much : a alternative must be found. That aside, I still like the idea of an early Pikeman (the Chinese were very in advance in the domain of anti-cavalry during the "Classical period") and of primitive fire weapons. I'll tweak the bonus and try to make it more balanced on the long run.
Feng Hou : I agree that Uis are difficult to do right, but, for once, I would like a UI that has no immediate yield bonus. We'll see how it evolve and how other people see it.

Again I don't really believe in making units weaker and then handing them off more promotions, it usually just creates a upgrading nightmare. That being said this unit isn't necessarily better than the Netherlands unique melee-ship, that starts with 3 promotions, like 30% more strength and is available earlier, so melee ships just aren't very appreciated :D
As for the Skald, I'm sorry but I really don't see the point of that. Why would someone waste a great writer to found a city?
Yeah I understand that it can cross oceans earlier, but honestly if you told me you wanted a unique settler that could cross oceans at fishing I would have told you that it looked too weak. And that's a settler, this is a great person.

Besides those point I'm afraid the Denmark civ is just too focused on ocean maps, they are already fairly weak at pangaea type maps, and this would probably relegate them to not being playable outside of heavy ocean maps.

Longboat : I wanted to have something complementary with the Danish UA and Berserker, and I think it cannot be fully understood without these too elements. Alone, I agree this unit wouldn't be very attractive.
Skald : I think Great Writers are, with Great Generals, the most common GP you can find : with a proper strategy, you can have a dozen of them easily. After, it is just a bet you make : are new colonies across the seas worth the lose of a Great Work ? I personally love this UGP (a way to make it more attractive would be to give free buildings to the new colonies (like Jelling stones, Granaries, Councils etc) to make them more interesting to make in the early game (the upkeep cost aside).
What you say about Denmark being too focused on ocean maps is unfortunately something a cannot deny, but, personally, I hardly consider playing on a map without ocean parts, and even less on a Pangea map : Polynesia's UA would be wasted, as a major part of Spain's Conquistador (the extra CP aside) and of the interest of the Imperialism policy tree. However, it is only my opinion, and I understand you perplexity.

Thank you for your feedback :thumbsup: Harshness isn't automatically a bad thing !
 
Longboat : I wanted to have something complementary with the Danish UA and Berserker, and I think it cannot be fully understood without these too elements. Alone, I agree this unit wouldn't be very attractive.
Skald : I think Great Writers are, with Great Generals, the most common GP you can find : with a proper strategy, you can have a dozen of them easily. After, it is just a bet you make : are new colonies across the seas worth the lose of a Great Work ? I personally love this UGP (a way to make it more attractive would be to give free buildings to the new colonies (like Jelling stones, Granaries, Councils etc) to make them more interesting to make in the early game (the upkeep cost aside).
What you say about Denmark being too focused on ocean maps is unfortunately something a cannot deny, but, personally, I hardly consider playing on a map without ocean parts, and even less on a Pangea map : Polynesia's UA would be wasted, as a major part of Spain's Conquistador (the extra CP aside) and of the interest of the Imperialism policy tree. However, it is only my opinion, and I understand you perplexity.

Thank you for your feedback :thumbsup: Harshness isn't automatically a bad thing !
The Spanish Conquistador is a beastly strong combat unit, so strong that I don't even consider the founding ability to be part of the unit, if that makes any sense. What I'm trying to say is that it carries itself very well.
Polynesian UA got a few other bonuses that makes sense on a pangaea, and the ability to embark your units directly and move them into ocean-tiles to get passed blocked tiles is actually really useful during the early stages of the game.
They can also map the entire coast with triremes (not getting blocked by civ borders like most other civs are. They can also cross the ocean to scout of the other side of the continent early on, even if the north and the south are cut off by ice.

Some civs are definitely going to be stronger or weaker depending on maptype, but I'm afraid this will just be too much.

As for the Skald, honestly, I tried that Iceland mod out a few times back when it was first released and I never really liked it. And even that mod is designed with large amounts of synergy towards those skalds, you getting the great works anyways if you settle a city on another landmass and you getting extra writingpoints from some actions.

Anyways it's not up to me to tell you what you can and can't do, but I think Denmark would do better with something focused around infrastructure, as that's a territory they fare fairly badly in.
 
Anyways it's not up to me to tell you what you can and can't do, but I think Denmark would do better with something focused around infrastructure, as that's a territory they fare fairly badly in.

Have you any idea ? It was only my vision of the thing, but the project was made to incorporate propositions from a lot of people (alone, my sight is too limited :lol:).

For buildings, we could maybe use the Thing (assembly of the free men) as a replacement for the Council. What could be the bonus ?
 
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I'd prefer that this is offered only as a mod-mod. VP is so near to completion that I rather see gameplay improvements than new features.

I don't intend this mod to be put at the same level as the other ones of VP. You'll be able to download it and activate it separately.
Speaking of gameplay improvement, it could be the subject of another thread. Why not try it yourself ? :thumbsup:
 
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