Jarcast and pineappledan's Marajoara for VP

jarcast2

Janitor Raccoon
Joined
Jan 10, 2018
Messages
595
Location
Terra Incognita
The Marajoara
comanche.png

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Leader - P'küee
MarajoLeaderIcon.png


UA - Terra Preta
Farms, Villages and Great People Improvements do not remove features. Upon entering a new Era, worked tiles gain a Forest or Jungle, if possible. Every second Era, improved land tiles gain +1 :c5food: Food.
Spoiler UA details :
Grassland and Plains tiles with no other features are eligible for a Forest or Jungle. Tundra tiles allow only Forests.


UU1 - Nheengaibas (Composite Bowman)
IconPNG_Koidkam.png

Unlocks at Currency
110 :c5production: Production (=)
13 :c5strength: (+1), 15 :c5rangedstrength: (+1)
2 :c5moves: moves
Only Defensive
Naval Misfire
Tzan-Tza promotion (kept on upgrade): Gives :c5food: Food from kills equal to 150% of enemy :c5strength: CS.
Amazon Dweller promotion (kept on upgrade): +20% :c5strength: CS and double movement in Forests and Jungles.


UI - Maloca
Maloca.png

Unlocks at Calendar.
It may be built in owned lands and only on Forest, Jungle, or Marsh tiles with resources.
Does not remove features.
+1 :c5food: Food, +1 :c5production: Production, +1 :c5culture: Culture.
+1 :c5production: Production with Workshop.

+1 :c5food: Food, +1 :c5gold: Gold at Chemistry.
+1 :c5gold: Gold at Economics.
+1 :c5production: Production at Industrialization.
+1 :c5food: Food, +2 :c5science: Science at Biology.

UU2 - Snake-Canoe (Liburna)
MarajoUnitIcon.png

Unlocks at Sailing
100 :c5production: Production (=).
10 :c5strength: (+3), 17 :c5rangedstrength:(+1)
Only Defensive
Can Move After Attacking
Naval Inaccuracy
Mboia promotion (kept on upgrade): Steals 5 HP from adjacent enemy units at the beginning of each turn.

UB - Teso (Well, Watermill)
MarajoBuildingIcon.png

Unlocks at Mining
72 :c5production: Production (+10%)
Can be built anywhere.
+2 :c5food: Food, +3 :c5production: Production
+1 :c5production: Production for every 4 :c5citizen: Citizens.
+1 :c5faith: Faith. +5 :c5strength: City Defense.
4% of :c5food: Food is carried over after a new :c5citizen: Citizen is born.
Whenever the City reaches a population that is multiple of 5 it can construct another Teso (max. 40 :c5citizen: Citizens). The additional Tesos provide +1 :c5food: Food, +2 :c5production: Production, +1 :c5strength: City Defense, and +2% of :c5food: Food is carried over after a new :c5citizen: Citizen is born.


MarajoMap412.png

Credits:
  • DarthKyofu: leader art.
  • Senshi: map art.
  • TPangolin: Teso and Snake-Canoe icons.
  • JakeWalrusWhale: Nheengaibas icon.
  • Leugi: Maloca icon and model, Nheengaibas model.
  • Gwennog: promotion icons art.
  • Pineappledan: design.
  • Jarcast: design, code.
 
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Looks really interesting, can't wait to try it when the time comes.
Many thanks and keep up the good work.
 
At first glance, some of the effects and their synergies seem insane, until you realise that they only give food and production for more food and production. The units likewise seem strong, especially the double movement in forests which you can spawn, but their abilities look unlikely to be usable often on the offence, as they're ranged. The only thing that directly helps with actually achieving victory is the tiny bit of culture on the admittedly spammable UI and a slightly larger bit of science which comes very late. All in all, tall Shoshone with a bit of Polynesia, though I still think it's better at being a generalist than Shoshone, and far easier to turtle as. I guess it'll be one of those civs which are much stronger in human hands than in the AI's, but we'll see. Either way, you made me read up on Amazonians, so good job.
 
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Really excited to see a pre-colonial Brazilian civ! The Tupi would have been another cool choice too, though I recognize the Maloca icon from that mod, so it might be difficult to represent both cultures at once without too much overlap.
 
Does the UA's food yield for improved tiles stack on top of itself with every era and affect non-worked improvements? Feels kinda wild if so, especially with the increased food storage of the Teso. Granted, food is not a great yield and it will have a reduced effect for your later-founded cities (and it's not like you'll even have every tile improved in your cap ring until like the medieval era at the earliest, even with progress and a focus on workers), so I don't think it's OP, it just provides a strong immediate impression.
 
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Hi Jarcast, I prefer to talk here for the follow-up than on Discord.

I have made good progress in my game. Several remarks come to me:
First of all a small bug for the Maloca, the lua is missing the possibility of placing on the marshes.
For the Maloca, managing placement by lua is problematic, the AI does not know what to do with it (you only have to try the workers in automatic mode to see it). Hinin and I had already tested this for the Ainu, it does not work, you have to find combinations in the databases, even if it limits much more. The best I think would be to remove the "on feature" condition, it will grow anyway :).
Then the production of food with the addition by UA to each era is really too strong and especially it is not used. The Teso also gives some, the UU2,... For me, this component should be removed from the UA. With the production of cultural artifacts and objects, something along these lines would replace advantageously. For example 5% of the :c5food: Food produced in each city converted into :c5culture: Culture. Either in the UA or given to Teso with a progression of the style 1% per level.

Despite my remarks, this does not take away the pleasure of playing it and embodying an Amazonian civilization. Very good job :thumbsup:.
 
Unique civ indeed. This would be one of the only civs that SPAWN features, synergized together with their UA's sound OP. Sounds like an insane progress civ, considering the amount of food and production it provides. Excited to try it out when it releases
 
First of all a small bug for the Maloca, the lua is missing the possibility of placing on the marshes.
This one I fixed it internally.
For the Maloca, managing placement by lua is problematic, the AI does not know what to do with it (you only have to try the workers in automatic mode to see it). Hinin and I had already tested this for the Ainu, it does not work, you have to find combinations in the databases, even if it limits much more. The best I think would be to remove the "on feature" condition, it will grow anyway :).
I wonder why the PlayerCanBuild game event even exists if the AI totally snobs lua. :\

Then the production of food with the addition by UA to each era is really too strong and especially it is not used. The Teso also gives some, the UU2,... For me, this component should be removed from the UA. With the production of cultural artifacts and objects, something along these lines would replace advantageously. For example 5% of the :c5food: Food produced in each city converted into :c5culture: Culture. Either in the UA or given to Teso with a progression of the style 1% per level.
I agree the food bonus needs to be toned down. We'll see when pdan gets back.
 
Can forests/jungles grow on improved cattle or bison tiles, for example? It only mentions being incompatible with features, not resources or other improvements; camps can be built on forests/jungles

Does the Maloca connect resources? if I understand it correctly, they can only be built on tiles that have both a forest/jungle/marsh and a resource, which is quite uncommon without a regional luxury that spawns under them, but if it doesn't connect luxuries, you wouldn't want to built it on them
 
Tiles without features can grow a forest or jungle, that includes also tiles with resources and improvements as far as they are worked.
Maloca connects all resources that have a forest/jungle on it.
It can even happen that you have an improved resource, UA gives a forest/jungle on it then u can replace the improvement with a Maloca (if you see it's convenient).
 
Hello sir, thank you for your work! Interesting civ.

I think the Mboia promotion on the Snake-Canoe is weak. Ranged boats are very vulnerable to melee boats; if 2+ of them become adjacent to you, you're almost certainly dead.

Imo it would be more interesting on a melee boat instead. Could remain as is, or be changed to something like: at the end of your turn, inflict a condition on adjacent enemies that steals 5HP from them at the beginning of their next turn. This opens up strategies where you put your unit in harm's way with a strong potential reward, vs the current promotion for which the reward is largely out of your control.
 
I decided to make the civ available because I need more feedback on balance.
Download in the first post.
 
Update online.

Changelog:
- now automated workers cannot cut jungles/forests when a revealed resource is on the tile and will build a Maloca instead.
 
I think the Mboia promotion on the Snake-Canoe is weak
Tried it and the ability is very effective in clearing coastal barbarian camps, especially in early game. Admittedly it has limited use in actual naval wars.

would also suggest adding a forest/jungle bias if possible, bit disappointing when it spawns in a desert or near the arctic
 
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would also suggest adding a forest/jungle bias if possible, bit disappointing when it spawns in a desert or near the arctic
The forest/jungle bias is there already.
 
Update online.

Changelog:
- fixed bug in the placement logic of Maloca
- tweaked UA description text.
 
Tiles without features can grow a forest or jungle, that includes also tiles with resources and improvements as far as they are worked.
Maloca connects all resources that have a forest/jungle on it.
It can even happen that you have an improved resource, UA gives a forest/jungle on it then u can replace the improvement with a Maloca (if you see it's convenient).
In my game Maloca doesn't connect resources.
I've got forest over improved salt, replaced mine with Maloca and lost access to salt.
I've tried putting Maloca on other resources, with workers and with IGE, but always with the same result.

1737233774363.png
 
In my game Maloca doesn't connect resources.
I've got forest over improved salt, replaced mine with Maloca and lost access to salt.
I've tried putting Maloca on other resources, with workers and with IGE, but always with the same result.
Are you playing with latest version 1.4?
 
Are you playing with latest version 1.4?
Yes, i've downloaded this mod today and latest modified date for files in archive is 10th of december, so it should be 1.4.
I'm playing it on 4.15.2 version of VP, so maybe it causes this problem.
 
I tried this civ. Quite a powerhouse. I went tradition game and goddess of nature, which is a no-brainer with this civ. I have quite a lead over other civs in the industrial era, on Diety, which is not normal for me :lol:

I feel the UA could be toned down a little. I really like the fact that I could spread forests and I could build improvements on them. I would remove the +1 food on improved tiles personnaly.

Maloca and Teso are both great. They allow the civ to have very good production even when going tradition.

Nheengaibas is good and fits well in the kit. I did not use Snake-Canoe a lot because I was on a pangea map.

Overall, I really like the civ, but I feel some nerfs could be in order.

Thank you very much for your great work !
 
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