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Jarcast's The Etruscans for VP

jarcast2

Warlord
Joined
Jan 10, 2018
Messages
231
Location
Terra Incognita
The Etruscans

DOWNLOAD | Pictures
(Compatible with VP 3.0+)​

Leader - Thyrrenus


UA - League of Twelve People

International :c5trade: Trade Routes provide :c5greatperson: Great Artist points, while Internal ones provide :c5greatperson: Great Merchant Points, :c5food: Food, :c5production: Production and other yields ( :c5gold:/:c5culture:/:c5science: ) like if sent to an allied :c5citystate: City State.
Improving a strategic or luxury Resource for the first time gives the nearby City a weaker Palace. No :c5unhappy: Unhappiness from Isolation.


Spoiler UA Details :

Great Artist and Merchant points equal to 2/5 of :c5gold: Gold per turn from Trade Routes.
Internal trade routes yielding Gold provide also 1/4 of Gold as Food and Production in the destination City (not shown in trade route UI but in a side notification).

Weaker Palace
+2 :c5gold: Gold, +2 :c5production: Production, +1 :c5science: Science, +1 :c5culture: Culture.
1 Empty Great Work of Art or Artifact Slot.
+1 :c5greatperson: Great Diplomat point.


UU - Zilath (Great Merchant)

In addition, when adjacent to an owned City other than the Capital, the Zilath can be expended to perform a domestic Trade Mission that generates less :c5gold: Gold (1/2) and some :c5culture: Culture (1/10 of foreign Trade Mission Gold), but improves a strategic or luxury Resource within the working radius of the nearest City, claiming also the tile if not owned.
When constructing a Town receive a copy of the Bucchero luxury Resource.


Spoiler Bucchero resource :


+1 :c5gold: Gold, +1 :c5production: Production.
+2 :c5greatperson: Great Artist points, +10% :c5production: Production toward Work, Trade, Diplomatic Units to the working City per each copy nearby.
Bucchero Logistics Promotion: +1 :c5moves: Movement to Work, Trade, Diplomatic Units trained in working City with at least one copy nearby.
Monopoly bonus: +10% :c5gold: Gold in all owned Cities.


UB - Epineion (Lighthouse)

+1 :c5gold: Gold, +25% range to Land and Sea :c5trade: Trade Routes.
+1 :c5greatperson: Great Merchant point.
When constructed in the Capital: +1 :c5trade: Trade Route slot and a free Cargo Ship.
When constructed in other Coastal Cities: the Epineion provides a free Trade Hub in the nearest inland City within 10 tiles (if not already existent) creating a unique coastal-inland city pair, whereby each City shares any building constructed in the other City except mutually exclusive buildings, Guilds, National and World Wonders. Internal :c5trade: Trade Routes between paired Cities yield additional +4 Border Growth in them.

+1 :c5food: Food and +1 :c5gold: Gold from Coast and Ocean tiles.
Internal :c5trade: Trade Routes from this City generate +4 :c5food: Food.
Increases Military Unit Supply Cap by 1.
Forms a City Connection with other Cities via water if they also have Epineia.
Can only be constructed in a Coastal City.


Spoiler Trade Hub in paired inland City :


+1 :c5gold: Gold, +25% range to Land :c5trade: Trade Routes.


More Unique Components

UI - Hypogeum

Unlocked at Masonry.
May be built anywhere but not on resources and not adjacent to another Necropolis.
Removes features.
+2 :c5faith: Faith, +1 :c5culture: Culture, +1 :c5goldenage: Golden Age point.
Gains +1 :c5production: Production for adjacent Bucchero, Stone, Marbles resources.

+1 :c5faith: Faith at Theology.
+1 :c5culture: Culture at Architecture.
+1 :c5gold: Gold at Economics.
+1 :c5culture: Culture, +1 :c5goldenage: Golden Age point at Archaeology.
+2 :tourism: Tourism at Radio.

Constructing 3 Hypogea around a City gives a free Necropolis building:

+2 :c5greatperson: Great Artist points. +1 :c5faith: Faith to Artist Specialists in City.
Receive 5 :c5culture: Culture when an owned Unit is killed in battle.
In the Capital: Contains 3 slots for a :greatwork: Great Work of Art or an Artifact, of which one is already filled (Tomb of the Leopards). Theming bonus: +3 :c5culture: Culture, +3 :c5faith: Faith, +3 :c5goldenage: Golden Age points.
In other Cities: Contains 2 slots for a :greatwork: Great Work of Art or an Artifact. Theming bonus: +1 :c5culture: Culture, +1 :c5faith: Faith, +1 :c5goldenage: Golden Age points.


UU2 - Nave (Galley)

Unlocked at Fishing
70 :c5production:
14 :c5strength: (+2 :c5strength: ), 4 :c5moves: (+1 :c5moves:)
Boarding Party I Promotion
Thyrrenian Piracy Promotion: May plunder foreign Sea Trade Routes even at peace. Gain 33% of the :c5strength: Combat Strength of defeated Enemy Units as :c5gold: Gold and :c5greatperson: Great Merchant points. Pillaging costs no :c5moves: Movement and gives XP and :c5greatperson: Great Merchant points.
Pisaeus' Bronze Ram Promotion: +25% :c5strength: Combat Strength toward other Naval Units.



Other content
Added 4 GW of Art for the Classical Era:


Credits:
  • TarcisioCM: leader art
  • DMS: Hypogeum UI art and model from DMS' Nuraghians
  • Sukritact: Nave UU model from MC's Athens
  • gwennog: promotion icons art
  • Jarcast: the rest
 
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Managed to solve the Bucchero resource bug.
Basically the resource is placed on the plot and improved by the merchant improvement.
However, it appears on the monopoly screen as "Control: 0 out of 1 in the world".
Then I just coded a dummy building giving the resource and added it to the city working the plot: "Control: 1 out of 1 in the world" and now correctly gives the monopoly (+10% gold in cities btw)
Perfect.

Update is now online.
 
New version of the mod is up for download.
The old one was basically vanilla with VP compatibility, this is a re-release for VP only.
Old code got cleaned and new one for 4UC compatibility was added.
Enjoy :)
 
@jarcast2, I started a game with your latest version of the Etruscans.
I was surprised at the gains on my first internal route :
1682706565543.png

But OK, I just read on the download page that it's new for production and food (could you put it in the description of the civ?)
On the other hand, I have this bonus :
1682706825928.png
1682706705493.png

which should appear only after the construction of an Epineion, no ? (I don't have the technology yet).

Otherwise, I really like the design, really the kind of civ I like to play. I continue :).
 
The Border Growth Points have a really strange functioning, I had it on all my cities connected by trade routes and from the moment I created a hub, all the bonuses disappeared except on the first route created between my capital and the second city of the kingdom.

I noticed that the Nave loses all its promotions when upgrading, it's a bit too limiting, I think. He should at least keep the Thyrrenian Piracy promotion. Also it disappears with Compass, it's a bit early for a UU and there is no overlap with the caravel.
 
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Second game (I abandoned the first, too many mistakes on my part), I'm doing better. I favored faith by choosing to go quickly to the Hypogeum. I built the Great Lighthouse which gives a free lighthouse, so it does not trigger the creation of a Trade Hub when I have a city in the land available. I changed the lua to make it work :).

For the shared buildings, you might want to remove the mutually exclusive buildings, I have by sharing, a well in a city by a river. So I can't build the water mill.

I make a lot of remarks but I really have a lot of fun, it's a really unique design :).
 
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I was surprised at the gains on my first internal route :
(could you put it in the description of the civ?)
Done.

The Border Growth Points have a really strange functioning, I had it on all my cities connected by trade routes and from the moment I created a hub, all the bonuses disappeared except on the first route created between my capital and the second city of the kingdom.

For the border points thing I wanted to try the new function DoInstantYield instead of giving yet another dummy building:

Code:
if route.FromCity:GetNumRealBuilding(iJarEpineionID) == route.ToCity:GetNumRealBuilding(iJarEpineionID) then
    local fromCityID = route.FromCity:GetID()
    local toCityID   = route.ToCity:GetID()
    pPlayer:DoInstantYield(borderyieldID, PairIntTRYield, false, fromCityID)
    pPlayer:DoInstantYield(borderyieldID, PairIntTRYield, false, toCityID)
end

So do you confirm that fires once instead of repeating? Because if it's so then I have to change the code.

which should appear only after the construction of an Epineion, no ? (I don't have the technology yet).

I forgot to add "and route.FromCity:GetNumRealBuilding(iJarEpineionID) >0" in the condition above. :hammer2:

EDIT: I changed to this, now it should work correctly:
Code:
if route.FromCity:GetNumRealBuilding(iJarEpineionID)>0 and route.FromCity:GetNumRealBuilding(iJarEpineionID) == route.ToCity:GetNumRealBuilding(iJarEpineionID) then
    route.FromCity:ChangeBaseYieldRateFromMisc(borderyieldID, PairIntTRYield)
    route.ToCity:ChangeBaseYieldRateFromMisc(borderyieldID, PairIntTRYield)
end

I noticed that the Nave loses all its promotions when upgrading, it's a bit too limiting, I think. He should at least keep the Thyrrenian Piracy promotion. Also it disappears with Compass, it's a bit early for a UU and there is no overlap with the caravel.
I will change it.

I built the Great Lighthouse which gives a free lighthouse, so it does not trigger the creation of a Trade Hub when I have a city in the land available. I changed the lua to make it work :).
I will fix it, too.

For the shared buildings, you might want to remove the mutually exclusive buildings, I have by sharing, a well in a city by a river. So I can't build the water mill.
That is a thing that I didn't think about at all.

Thanks a lot for your feedback. Indeed helpful and valuable. :)
 
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New fixed version is up.
 
I forgot to add "and route.FromCity:GetNumRealBuilding(iJarEpineionID) >0" in the condition above. :hammer2:
I had come to the same conclusion, cool, easy to debug :lol:.
Thanks a lot for your feedback. Indeed helpful and valuable. :)
My pleasure, It's a beautiful mod.
 
I think that the part of the lua which defines that a city is not coastal (but on the edge of a lake) does not work. I built a coastal city then a city inland but on the edge of a lake (a 1 tile lake) and no Trade Hub.
 
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Given at this point I cannot even trust the built-in functions I just manually made one checking the plots adjacent to a city: if there is water that is not a lake then the city is coastal, inland otherwise.

Yet another update is online, pictures were updated.
 
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Given at this point I cannot even trust the built-in functions I just manually made one checking the plots adjacent to a city: if there is water that is not a lake then the city is coastal, inland otherwise.
For MWfVP, @adan_eslavo did the same, I believe.

Otherwise, for the placement rules of the civ, I think you have put too many conditions. In my memory, I don't really know, either VP doesn't take it into account, or it will interfere with the overall placement (I can't find the discussions on this subject).
 
Given at this point I cannot even trust the built-in functions I just manually made one checking the plots adjacent to a city: if there is water that is not a lake then the city is coastal, inland otherwise.
It works :thumbsup:but it needs a little correction, probably a bit fast copy/paste ;).

Code:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Jarcast's The Etruscans for VP (v 2)\Lua/Jar_Etruscans_Functions.lua:445: attempt to index global 'pCityPlot' (a nil value)
It's cCityPlot in your code.

Another small error, sorry:
Code:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Jarcast's The Etruscans for VP (v 2)\Lua/Jar_Etruscans_Functions.lua:1131: attempt to index local 'pPlot' (a nil value)
 
In game with the latest version, I really struggled to find an effective way to play but it's good, I think (Progress/Statecraft).
I go to the renaissance era and the civ works well. On the other hand, I have just discovered compass, I see that you have not extended Nave's career to Navigation. Is it a choice or an oversight? The Etruscans only have one military unit, losing it so quickly is really weakening, in my opinion.
 
Code:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Jarcast's The Etruscans for VP (v 2)\Lua/Jar_Etruscans_Functions.lua:445: attempt to index global 'pCityPlot' (a nil value)
It's cCityPlot in your code.
Ok fixed.
Another small error, sorry:
Code:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Jarcast's The Etruscans for VP (v 2)\Lua/Jar_Etruscans_Functions.lua:1131: attempt to index local 'pPlot' (a nil value)
This one is somehow more 'normal' as sometimes functions fire more than needed and not always there is a plot indexed, so it gives nil. Do not ask me why it happens.
In game with the latest version, I really struggled to find an effective way to play but it's good, I think (Progress/Statecraft).
I usually play cultural victory so I often go Artistry but I noticed Statecraft is broken for this civ. The next choice should be Industry for obvious reasons but given in my last gameplay I was lagging behind in research I had to take rationalism.
I see that you have not extended Nave's career to Navigation. Is it a choice or an oversight? The Etruscans only have one military unit, losing it so quickly is really weakening, in my opinion.
I made Thyrrenian Piracy to be kept on upgrade, so Caravel and beyond still has it, but newly trained ones don't.
Honestly, it would be a bit ludicrous to have a trireme in the great age of exploration in the renaissance and beyond.
I already moved the Nave earlier to Fishing instead of Sailing like Carthage's Quinquereme to make it last longer, but it is what it is, especially at standard speed where in few hours you get to the industrial era.
An alternative is to have an UU from later eras, maybe from a Tuscan polity that is somehow a successor but it won't have nothing to do with the Etruscans and it would look ugly imo.

Btw, new update with fixed lua typos is on.
 
I made Thyrrenian Piracy to be kept on upgrade, so Caravel and beyond still has it, but newly trained ones don't.
Honestly, it would be a bit ludicrous to have a trireme in the great age of exploration in the renaissance and beyond.
I already moved the Nave earlier to Fishing instead of Sailing like Carthage's Quinquereme to make it last longer, but it is what it is, especially at standard speed where in few hours you get to the industrial era.
An alternative is to have an UU from later eras, maybe from a Tuscan polity that is somehow a successor but it won't have nothing to do with the Etruscans and it would look ugly imo.
There is historical truth and gameplay. It would be to my knowledge the only UU VP that does not overlap with its next unit.
I agree that a sea unit is probably missing from the normal progression of the tech tree between triremes and caravels, however, a 15th century rowing ship is not at all anachronistic. The galleys are legion in the Mediterranean sea at this time.
Finally, it's your mod, I don't insist but I made my mod mod on it :).

Thank you for the update :goodjob:.
 
There is historical truth and gameplay. It would be to my knowledge the only UU VP that does not overlap with its next unit.
I agree that a sea unit is probably missing from the normal progression of the tech tree between triremes and caravels, however, a 15th century rowing ship is not at all anachronistic. The galleys are legion in the Mediterranean sea at this time.
Finally, it's your mod, I don't insist but I made my mod mod on it :).

Thank you for the update :goodjob:.
Yeah, UUs usually go obsolete at one upgrade later in th uniznline compared to the standard unit. The mod looks very cool and very unique!
 
In game with the latest version, I really struggled to find an effective way to play but it's good, I think (Progress/Statecraft).
I go to the renaissance era and the civ works well. On the other hand, I have just discovered compass, I see that you have not extended Nave's career to Navigation. Is it a choice or an oversight? The Etruscans only have one military unit, losing it so quickly is really weakening, in my opinion.
Interesting civ indeed. I have not tried them, but I would also go for progress into statecraft. The city pairs seem very strong. You basically save all the production that you spend on buildings in 50% of your cities (except capital). That production can be used on diplo units, stacking several buccheros in one city to pump them out. Also military units, to go after key competitors. Strong internal trade routes are much safer than a bonus for external ones. Semi-early faith from the UI helps with religion.
 
Interesting civ indeed. I have not tried them, but I would also go for progress into statecraft. The city pairs seem very strong. You basically save all the production that you spend on buildings in 50% of your cities (except capital). That production can be used on diplo units, stacking several buccheros in one city to pump them out. Also military units, to go after key competitors. Strong internal trade routes are much safer than a bonus for external ones. Semi-early faith from the UI helps with religion.
Ja, you can basically construct two items at once in your paired cities!
 
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