[Custom Civ] Jarcast's The Navajo for VP

jarcast2

Clueless Phantasm
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Jan 10, 2018
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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 point.
Additional +1 :c5food: Food, +1 :c5production: Production if built on flat Desert without features.
+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.

UGP - 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.


UU - 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
 
OK, thank you. It was the little pop-up that misled me.

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
Thanks. I will look into it.
 
Update online.
I followed gwennog's advice and changed the lua function for Musician points given by Hogan.
 
I can’t figure out whether this is best played with Tradition or Progress. Hell, the faith on kills promotion means you could make an argument for Authority. Anyone got advice?
 
I can’t figure out whether this is best played with Tradition or Progress. Hell, the faith on kills promotion means you could make an argument for Authority. Anyone got advice?
I think theyre pretty flexible depending on whats around you, in mine I had a fairly successful tradition>artistry game with all the extra great works.
 
I am playing a Tradition game with the Dine. One bug: My Navajo weavers UB still have an Engineer specialist instead of the Artist (I cleared my cache before the current game, so hopefully not a mod incompatibility.) Also, I have every intention of digging around for some appropriate music to suggest to you.

Other than those two small issues, I think this is just the coolest civ. But then, I'm New Mexican, so a little biased.
 
I am playing a Tradition game with the Dine. One bug: My Navajo weavers UB still have an Engineer specialist instead of the Artist (I cleared my cache before the current game, so hopefully not a mod incompatibility.) Also, I have every intention of digging around for some appropriate music to suggest to you.

Other than those two small issues, I think this is just the coolest civ. But then, I'm New Mexican, so a little biased.
The UB is coded correctly to have an artist slot, it's likely a bug/compatibility issue with the Workshop-Windmill swap included in Hokath Enlightenment Era mod.

I'm glad you like the civ :c5happy:
 
Ah. Yeah I use EE and Hokath's Changes. Is there anything that you can do?
It's better if @hokath adds the compatibility in his file.
Try replacing this in the Enlightenment Era mod SQL folder.

Edit: removed attachment.
 
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Thanks a ton, Jarcast

@jarcast2 that seems to have turned all engineer specialists everywhere into artists...quite an interesting change lol. I cleaned the cache and the issue remains
 
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I think this civ has a couple thematic issues and I wanted to make a few suggestions:

1. The faith on kill is both really powerful and really not original or thematic for the Navajo. That should just be the Celts' thing, and the Navajo are founding a religion way too easily right now. Instead, in combat they should focus on defending their lands (aka the desert/plains combat bonus + hogans' defensive bonus) because of how notoriously difficult the Navajo were to conquer.

2. The whole civ needs to feel more "desert" (I say this as a New Mexican). Technically, the Navajo lands are mostly what we call "high desert": think less sand and more endless scrub grass, mesquite (the most unkillable bush ever), yucca (a spikey succulent), arroyos, etc. But desert is the closest we can get, since plains is much more common in-game and would make the Navajo OP (and like the Shoshone). My suggestions for making the Navajo feel more desert is to give more incentive to put hogans on desert, up their desert tile bonus to at least +1 prod, +1 food, or even +1 culture as well.

3. Give the blanket-weavers (at'loo) a +1 culture, +1 prod to hogans. Maybe even exchange it for the +1 to deserts and plains, if you're worried about these being too strong (they *are* quite strong). If you see any pictures of hogans, they have the blankets over the entrance (and inside a lot) as a door.

Thanks as always for your amazing work, Jarcast.
 
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I think this civ has a couple thematic issues and I wanted to make a few suggestions:

1. The faith on kill is both really powerful and really not original or thematic for the Navajo. That should just be the Celts' thing, and the Navajo are founding a religion way too easily right now. Instead, in combat they should focus on defending their lands (aka the desert/plains combat bonus + hogans' defensive bonus) because of how notoriously difficult the Navajo were to conquer.

2. The whole civ needs to feel more "desert" (I say this as a New Mexican). Technically, the Navajo lands are mostly what we call "high desert": think less sand and more endless scrub grass, mesquite (the most unkillable bush ever), yucca (a spikey succulent), arroyos, etc. But desert is the closest we can get, since plains is much more common in-game and would make the Navajo OP (and like the Shoshone). My suggestions for making the Navajo feel more desert is to give more incentive to put hogans on desert, up their desert tile bonus to at least +1 prod, +1 food, or even +1 culture as well.

3. Give the blanket-weavers (at'loo) a +1 culture, +1 prod to hogans. Maybe even exchange it for the +1 to deserts and plains, if you're worried about these being too strong (they *are* quite strong). If you see any pictures of hogans, they have the blankets over the entrance (and inside a lot) as a door.

Thanks as always for your amazing work, Jarcast.
  1. I don't think a faith bonus from combat makes founding a religion that easier. The fact the Celts have it doesn't exclude other civs from having it, too. The UA promotion gives a combat bonus in Plains and Deserts, the main terrains of Diné lands.

  2. Differentiate improvement yields based on terrain is not possible with SQL because there's no associated table. Ironically one can put a bonus based on adjacent terrain but not on the terrain of the improvement plot. I gave the +1 Food bonus with lua, but if it is a SQL table coded in DLL the AI cannot recognize it, so I could add with lua more yields but they won't be factored in the improvement placing strategy of AI.

  3. I think boosting terrain is better than boosting just an improvement.
 
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