JFD and Janboruta's Civilisations

A city state can give a Japan UU while Japan is not even in the game? Because it's not a ethnic asian sword or longsword man, it realy has the samurai icon too....
 
Militaristic city-states have a random military UU that they'll gift to their ally if you've researched the appropriate tech to unlock it and haven't obsoleted it. The UU is picked at the beginning of the game and is always the UU for a civ that isn't in the game; specifically, in your game, Oda Nobunaga's Japan wasn't there, so the Samurai was in the pool of possible units.
 
Thank you very much for this info 1760s!
Learned some new. ;)
And a big thank you to all the modders out there for their hard work and great stuff. :)
 
haven't seen any new civs or updates etc. for months... does anyone here could feed me some plans regarding JFD's unreleased Civs? Thanks in advance.
Do you mean these?
Bulgaria
Bosnia
Germany (Maximillan I)
Hawaii
Mexico
Rome (Julius Caesar)
Russia (Alexander II)
Qing
Han
Ming
 
Does anyone know what the music is for Genseric's peace theme? I'm 90% sure it's something by Andreas Waldetoft who does a lot of music for Paradox Studios, just not sure exactly what the title is...
 
So you're probably really busy with all the Civ VI mods, but I do have a question...

It seems that a lot of the mods in the Steam Workshop, Custom Civ Wiki Pages, and even here where you hyperlink directly, are all Really out of date. Belgium is "Colonial" with the multi-cultural mod, and doesn't have any of the specific events & decisions from that mod either, even though both are posted on the Custom Civ Wiki Page. I was convinced this was due to conflicting mods until I emptied out all of my subs and one by one manually downloaded Vox Populi, Rise to Power, Cultural Diversity and Cities in Development, then I downloaded Belgium from the link in this thread and v.1 still doesn't have those mods, and is still considered "Colonial" Culture. While other Civs like Tojo's Japan has the Totalitarian Culture but is missing the Events and Decisions posted in the Wiki Page.

If this is not a matter of having the latest version and is in fact something wrong on my side then I apologize, and would like help determining the problem.
 
Do earlier versions of civs exist somewhere? Some of these updates are good and necessary bug fixes, others are balance changes I really can't get behind. Prussia, Bohemia, and Mehmed's Turks come to mind.
 
Do earlier versions of civs exist somewhere? Some of these updates are good and necessary bug fixes, others are balance changes I really can't get behind. Prussia, Bohemia, and Mehmed's Turks come to mind.

I mean, Prussia kinda didn't work properly; Turks were crazy stronk, which is bad bc it makes the game less interesting bc it then just becomes (even more of) a cakewalk; and I don't even remember Bohemia having a balance change...
 
I mean, Prussia kinda didn't work properly; Turks were crazy stronk, which is bad bc it makes the game less interesting bc it then just becomes (even more of) a cakewalk; and I don't even remember Bohemia having a balance change...

Yeah, Prussia wasn't working out, but that's a reason to make it work. Great general slots that give experience are both flavorful and interesting; barracks that give 7.5 more experience is decidedly not.
Similar for Turks. As I understand it, they were overpowered because your army was auto-upgrading mid-war, out in the field. And fair, that's ridiculous, needs heavy balancing, but removing the trait outright ain't right. And hell, maybe I like being obscenely overpowered sometimes.
Bohemia had a bunch of bug fixes. Due to janky Civ 5 code, the Tabor had to get the morale boost vanilla generals have. Fine, but to balance that their unique bonuses now only work in your own territory and only for units starting their turn. That's no good! These wonderful units are the flagship unique of the civ in my book, at least in their original state. Making them special only when on the defensive is a disgrace!
 
Yeah, Prussia wasn't working out, but that's a reason to make it work. Great general slots that give experience are both flavorful and interesting; barracks that give 7.5 more experience is decidedly not.
Similar for Turks. As I understand it, they were overpowered because your army was auto-upgrading mid-war, out in the field. And fair, that's ridiculous, needs heavy balancing, but removing the trait outright ain't right. And hell, maybe I like being obscenely overpowered sometimes.
Bohemia had a bunch of bug fixes. Due to janky Civ 5 code, the Tabor had to get the morale boost vanilla generals have. Fine, but to balance that their unique bonuses now only work in your own territory and only for units starting their turn. That's no good! These wonderful units are the flagship unique of the civ in my book, at least in their original state. Making them special only when on the defensive is a disgrace!

In 2/3 of those cases though the issue was that it couldn't work; iirc the issue with General specialists was that the AI straight-up didn't use them, and surely in the case of the Tabor it's better to have a weaker unit than a broken one (and in my last Bohemia game I didn't even use the Tabor so I'd say that's a larger issue...)

I too was disappointed when the Turk nerf happened; perhaps one day a compromise between the two points can be found...
 
In 2/3 of those cases though the issue was that it couldn't work; iirc the issue with General specialists was that the AI straight-up didn't use them, and surely in the case of the Tabor it's better to have a weaker unit than a broken one (and in my last Bohemia game I didn't even use the Tabor so I'd say that's a larger issue...)

I too was disappointed when the Turk nerf happened; perhaps one day a compromise between the two points can be found...

The AI wasn't using them? Screw the AI! I thought he reason the general slots were axed was they just weren't worth the population and that generals counted as scientific great people, which is fair and fixable, but the AI isn't using them? A cool mechanic for the player gets dropped because the computer can't handle it? That's ludicrous. Hell, if it's that much of a problem, then release two versions of the civ; one with the general slots for players, the other with the better barracks for the AI.

I admit, I'm not sure what exactly about the Tabor needed to be fixed. I didn't play Bohemia before the change. I suppose they got the leadership bonus and JFD couldn't get them to not do so? I dunno, I'd be fine with that. Overpowered, yes, but I'd rather they be too strong than too weak.

A compromise for the Turks? I could think of a few.
Units auto-upgrade only in your territory.
Units auto-upgrade only in your territory, and only when you get the tech. If your longswords are out fighting and you get muskets, well to bad, they missed the boat.
Units upgrade when you take a city. Maybe limit it to capitals? That could be neat, "Hmm, want to attack France, but my guys are outdated...well you know, there's this city-state right there..."
What made the auto-upgrading aspect cool for me wasn't cheesy mid-siege upgrades, it was that you could build an army early and never stop fighting, or start building your push well before Renaissance. To many era-specific warmongers have nothing going for them until they hit their golden period and just sorta twiddle their thumbs until then, which is both immersion-breaking and boring. Mehemud doesn't have that issue, or at least didn't.

Regardless of these discussions, my question still stands, fyi. Are old versions of civs available somewhere?
 
So you're probably really busy with all the Civ VI mods, but I do have a question...

It seems that a lot of the mods in the Steam Workshop, Custom Civ Wiki Pages, and even here where you hyperlink directly, are all Really out of date. Belgium is "Colonial" with the multi-cultural mod, and doesn't have any of the specific events & decisions from that mod either, even though both are posted on the Custom Civ Wiki Page. I was convinced this was due to conflicting mods until I emptied out all of my subs and one by one manually downloaded Vox Populi, Rise to Power, Cultural Diversity and Cities in Development, then I downloaded Belgium from the link in this thread and v.1 still doesn't have those mods, and is still considered "Colonial" Culture. While other Civs like Tojo's Japan has the Totalitarian Culture but is missing the Events and Decisions posted in the Wiki Page.

If this is not a matter of having the latest version and is in fact something wrong on my side then I apologize, and would like help determining the problem.
What version do you have of Cultural Diversity? The newest version is 13, but a 15 version was released then removed. It was removed because the other mods were not updated yet. You can still use the version 15 soundtrack.
 
Mods (All are up to date):
Community Patch without EUI
Events & Decisions
Historical Religions Complete
YAEMP
Event Compendium
Cities in Development
Rise to Power
Cultural Diversity
Exploration Continue Expanded

Is anyone else having an issue with JFD's Hungary and Poland-Lithuania where there are text errors? I mean the city names looks like coding instead of normal names.

Also these 2 do not appear in the menu (YAEMP v24): JFD's Russia (Nicholas II) and Papal States (Pius IX).
 
Thanks for the information. So does that mean Poland-Lithuania is, too?

P.S. Russia (Nicholas II) has been fixed. It appears in the menu now.
 
OH SHI- I Never saw Events Compendium! I have no idea why, and honestly I won't question it lol, but Belgium is working as intended! That was actually the missing piece of the puzzle! Thank you So Much!

One more question and this also might be my incompetency; but the Cultural Diversity Mod talks about "Ideals being extra Social Policies" but I don't know where to find them. I've fulfilled the pre-reqs before in game but I've never been prompted or found where the "Ideals" are for the mod. Since they're not in the Social Policy Tree.
 
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