Jarcast's The Navajo for VP

jarcast2

Janitor Raccoon
Joined
Jan 10, 2018
Messages
595
Location
Terra Incognita
The Navajo
NavajoIconWIKI.png

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Leader - Manuelito
Navajo_Leader.png

UA - Hózhóóji
Starts with a slot for a Great Work of Music. Great Musicians cost 25% less and Great Works of Music provide +3 :c5food: Food, +3 :c5faith: Faith, +1 :c5happy: Happiness, +5% Religious Pressure, and +2% Religious resistance in the City.
Land military Units starts with the Ana'í Ndáá' promotion.
Spoiler UA details :
Ana'í Ndáá' promotion
+1 Sight. Unit gains :c5faith: Faith on Kill.
Ignores terrain costs and +25% :c5strength: Combat Strength on Plains and Desert.


UI - Hogan (Village)
Hogan Icon.png

Unlocks at Philosophy.
It may be built in owned lands and not adjacent to another Hogan.
Remove features.
+1 :c5production: Production, +1 :c5culture: Culture, +2 :c5faith:Faith, +10% :c5strength: Defensive bonus.
+1 :c5greatperson: Great Musician points.
Additional +1 :c5food: Food if built on Desert.
+1 :c5culture: Culture, +1 :c5faith:Faith if adjacent to a Holy Site.
The first Hogan built near a City provides 2 Slots of Great Work of Music, that can be themed placing owned GWs.

+1 :c5culture: Culture, +1 :c5faith: Faith at Acoustics.
+1 :c5food: Food at Fertilizer.
+2 :c5production: Production at Industrialization.
+1 :c5science: Science at Biology.
+1 :c5gold: Gold at Corporations.
+2 :tourism: Tourism at Radio.

UU1 - Hataalii (Great Prophet)
icon_hataalii.png

5 :c5moves: moves (+1).
Can construct a Holy Site or spread Religion.
When expended the Hataalii creates a Great Work of Music if a corresponding slot is available.
Holy sites yield +3 :c5food: Food and heal stationing Units by 10 HP and adjacent Units by 5HP.


UU2 - Naabaahii (Cuiraisser)
pgpS9Wg.png

Unlocks at Metallurgy.
350 :c5production: Production (=).
27 :c5strength: (=), 24 :c5rangedstrength: (+2)
6 :c5moves: moves (+1)
Only Defensive
Can Move After Attacking
No Defensive Bonuses
Naval Inaccuracy
City Attack Penalty
Skirmisher Doctrine
Navajo Raider: No Movement Cost to Pillage. +5 XP from Pillaging. Unit provides :c5food: Food, :c5production: Production and :c5culture: Culture when Pillaging Tiles.

UB - Diyogi At'looh (Workshop)
Diyogi At'looh.png

Unlocks at Civil Service.
385 :c5production: Production (+10%), 220 :c5faith: Faith, +2 :c5gold: Maintenance.
Contains 1 Artist specialist instead of Engineer.
1 slot for Artifact/GWArt.
Artist Specialists in City generate +2 :c5production: Production, :c5gold: Gold, and :c5faith: Faith.
Provides 1 copy of the Diyogi luxury resource.
Nearby Sheep: +2 :c5gold: Gold.
+1 :c5production: Production from Plains and Desert tiles worked by this City.
+1 :c5production: Production, +1 :c5culture: Culture for every 4 :c5citizen: Citizens in the City.
+2 :tourism: Tourism at Radio.

Rest of Workshop stuff.

UR - Diyogi
diyogi.png

The copy is placed under the City; any existent resource on City tile is moved to a free empty tile nearby.
+1 :c5culture: Culture.
Monopoly Bonus: +5% :c5gold: Gold, +5% :c5culture: Culture in all owned Cities.
Monopoly unlocks Giorgio Armeier corporation.

Jar_MapNavajo.png

Credits:
  • senshidenshi/GPuzzle: civilization icon
  • DJSHenninger: native prophet model
  • grant: leader art, hogan UI model & art
  • AsterixRage: promotion icons art.
  • Jarcast: design, code, remaining art.
 
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Download is online. ⬆️
 
I tried it and it works perfectly so far.
The only issue is the music.
When "entering the world" the civ music will not start but instead will keep looping the menu music, until I meet a civ and its theme will play instead.
Other then that it's a fun civ.
 
Little update.
Forgot to add IsMounted=1 to Naabaahii.
 
The only issue is the music.
When "entering the world" the civ music will not start but instead will keep looping the menu music, until I meet a civ and its theme will play instead.
I'm playing Navajo, I like this civ :thumbsup:.
@jarcast2 , for the music, just a little error, you called the civ in the denomination, not the leader.
With the name of the leader it works
Code:
--==========================================================================================================================
-- AUDIO
--========================================================================================================================== 
-- Audio_Sounds
------------------------------ 
INSERT INTO Audio_Sounds
        (SoundID,                                     Filename,         LoadType)
VALUES    ('SND_LEADER_MUSIC_JAR_MANUELITO_PEACE',     'Navajo_Peace',        'DynamicResident'),
        ('SND_LEADER_MUSIC_JAR_MANUELITO_WAR',         'Navajo_War',         'DynamicResident'),     
        ('SND_AMBIENCE_WIND',                         'WindAmbience',     'DynamicResident');     
------------------------------
-- Audio_2DSounds
------------------------------ 
INSERT INTO Audio_2DSounds
        (ScriptID,                                         SoundID,                                     SoundType,         DontTriggerDuplicates,    DontPlayMoreThan,    TaperSoundtrackVolume,    MinVolume,     MaxVolume,  IsMusic, Looping)
VALUES    ('AS2D_AMBIENCE_LEADER_JAR_MANUELITO_AMBIENCE',    'SND_AMBIENCE_WIND',                         'GAME_SFX',     0,                        0,                    0.0,                    70,         70,         0,          1),
        ('AS2D_LEADER_MUSIC_JAR_MANUELITO_PEACE',        'SND_LEADER_MUSIC_JAR_MANUELITO_PEACE',     'GAME_MUSIC',     0,                        0,                    -1.0,                    60,         60,         1,          0),
        ('AS2D_LEADER_MUSIC_JAR_MANUELITO_WAR',         'SND_LEADER_MUSIC_JAR_MANUELITO_WAR',         'GAME_MUSIC',     0,                        0,                    -1.0,                    60,         60,         1,         0);
 
Update online.
Music fixed.
Thanks @gwennog .
 
@jarcast2 , just a quick note. For GMusicians points, you chose a progression in the lua via "ChangeSpecialistGreatPersonProgressTimes100".
Why not use a dummy building progression that would allow you to benefit from the 25% bonus from Artistry?

And, I may be misunderstanding, but each city is missing 1 GMusician point. I think that's where it comes from:
Code:
local bonusMusician = (iNumHogan -1)*GMusP
but it may be intentional.
 
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@jarcast2 , just a quick note. For GMusicians points, you chose a progression in the lua via "ChangeSpecialistGreatPersonProgressTimes100".
Why not use a dummy building progression that would allow you to benefit from the 25% bonus from Artistry?

And, I may be misunderstanding, but each city is missing 1 GMusician point. I think that's where it comes from:
Code:
local bonusMusician = (iNumHogan -1)*GMusP
but it may be intentional.
The Hogan building adds the first point, that's why it's n-1.
In my experience dummy buildings adding great person points seems to not stack, that's why I use lua that looks cleaner.
 
The Hogan building adds the first point, that's why it's n-1.
OK, thank you. It was the little pop-up that misled me.
In my experience dummy buildings adding great person points seems to not stack, that's why I use lua that looks cleaner.
Yes, sorry, I won't bother you with that anymore; we've already discussed it.
For VP, it was fixed maybe a year or two ago but I couldn't find the version. In my version of France under Philippe Auguste, the castles do the same thing as Hogan, and it works very well.
Code:
function GPPForChateau(iPlayer)  
    local pPlayer = Players[iPlayer]

    if not pPlayer then return end  
   
    local NumChateau = pPlayer:CountAllImprovement(iChateau)
   
    if NumChateau < 1 then return end
   
    for pCity in pPlayer:Cities() do
        local NumCityChateau = pCity:CountNumWorkedImprovement(iChateau, false)      
        if NumCityChateau > 0 then
            pCity:SetNumRealBuilding(iDummyBuildingForArtist, NumCityChateau)
            pCity:SetNumRealBuilding(iDummyBuildingForWriter, NumCityChateau)
            pCity:SetNumRealBuilding(iDummyBuildingForMusician, NumCityChateau)
        end
    end
end
 
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