[Ladies in Charge, vol. 1: Nzinga] Jarcast's Ndongo-Matamba for VP

Mmm... The civ has to be at peace with everyone major to recharge the UA. So if it's at war then others join nothing should happen.
Yes, that's what bothers me a little. If you chain wars, your troop gain will only happen once. Well, that might be enough knowing that if CSs rally to you, they also bring you a unit.
 
Yes, that's what bothers me a little. If you chain wars, your troop gain will only happen once. Well, that might be enough knowing that if CSs rally to you, they also bring you a unit.
What about a timer of X turns (15, 20, 30?) after which unit gift applies again?
 
Yes or maybe just a new unit with each new declaration of war if you already are (like gaining a new CS).
I think I want the number of CS allied or embassies to be meaningful, so probably I will go with the cooldown of 15 turns (that will be adjusted for game speed).
 
Update 1.4 1.5 online.

Changelog:
  • fixed audio bug.
  • fixed UA unit gift applying also to City-States declaring war and not only to major civs.
  • added 10 turn timer (standard speed) between UA unit gift activation due to declarations of war .
Thanks to @gwennog :worship:

I hope it's the last bug-related update.
 
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Balance update online.

Changelog:
  • Kilombo yield from Tech: +2 :c5science: Science moved from Chemistry later to Military Science, +2
    icon_border_growth2.png
    Border Growth moved from Military Science earlier to Chemistry. :c5production: Production at Industrialization reduced to +1 (was +2);
  • Added Attack and Defense UnitAI type to Pombo (so AI can use them also at war);
  • Reduced :c5science: Science amount from expending a Makunze.
 
While I quite agree with the first two changes (I find the bonuses relatively high for the UI), on the other hand, I found the Science bonus when expending a Makunze a little weak.
I finished a game with quite a tech lead without even taking Rationalism so I'm worried it's too much a science civ when it's not intended to be so. 🤔
In the original version the amount of Science from Makunze was: 2 * (total player science per tun) + 0.15 * (current tech cost) [so it automatically scales with eras]
Currently, I reduced to: 1 * (total player science per turn) + 0.10 * (current tech cost).

What do you think can be the optimal amount?
 
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Added Attack and Defense UnitAI type to Pombo (so AI can use them also at war);
The Unit_AITypes table is only used for unit production and unit selection for operations. They won't actually fight with recon default AI.
 
They'll attack if they happen to be nearby and can kill a lone enemy, but that's it.

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Is there any straightforward way to make it compatible with more wonders submod, specifically wonders that require villages? As theres currently no way to build villages with this civ, yet I'd like to get my greedy little hands on the wonders that buff the kilombos.

I deleted the requirements for villages as a brute-ish solution but I havent got to the wonders yet to double check if it works.
 
What do you think can be the optimal amount?
Leave it like that for now. I tend not to create many diplomatic units, so I probably generated fewer Makunze than you. I think you should play a game or two with the civ as an NPC to see how it performs in terms of science. I'll test that in my next game.
 
Is there any straightforward way to make it compatible with more wonders submod, specifically wonders that require villages? As theres currently no way to build villages with this civ, yet I'd like to get my greedy little hands on the wonders that buff the kilombos.

I deleted the requirements for villages as a brute-ish solution but I havent got to the wonders yet to double check if it works.
If you're playing with MWfVP, it's actually blocking the construction of some wonders at the moment. I talked to @adan_eslavo about it, and he's agreed to implement the UIs that replace improvements in his mod. He's already done the work; it should be released in the next version if I'm not mistaken.

This should work for : Keriadenn (Village), Kotan (Village), Borgo (Village), Hogan (Village), Kilimbo (Village and Fort), Aiken (Camp and Pasture).

Replace this file in MWfVP, it should work.
 

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The Unit_AITypes table is only used for unit production and unit selection for operations. They won't actually fight with recon default AI.
They'll attack if they happen to be nearby and can kill a lone enemy, but that's it.
Thank you for all this information, it sheds a lot of light on what is feasible and what is not.
 
Leave it like that for now. I tend not to create many diplomatic units, so I probably generated fewer Makunze than you. I think you should play a game or two with the civ as an NPC to see how it performs in terms of science. I'll test that in my next game.
In play with the Basques, Communitas/Large/Emperor. I'm playing with MWfVP and Hokath Changes.
In the Industrial Era, Nzinga Mbande is first with Authority/Fealty/Imperialism and is tied for first with me in science.
She's a real steamroller, and looking at the state of her neighbors, I think her power and position will continue to assert itself. This is the first match I've made with Ndongo in AI, but I think it's enough for science. I also think the Kilombo are a bit strong in bonuses, but that'll be seen over time.

Spoiler Capital :
1751804458609.png
 
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