Light In The East: Civs Of The Orient(And Beyond)

Hey, i'll be...a good bit over 100 at that point. If medicine has advanced such that I can live that long, then they can help me through a Natan-stroke (strike?)
 
When I try to think on ideas for other people they usually suck because 2muchpressure4me (And I naturally criticize them more harshly, since they're mine but not for myself, so I don't know if they are actually bad), but here's what I've got:

Unique Ability: King of Kings
Palaces are not destroyed when original Capitals are captured, and cities under your control from that same civilization generate +1 Global Happiness as well as +1 Gold for every surplus Local happiness point. Units are fully healed when you wipe out another civilization.

Unique Unit: Usabara
Same as whatever you have now, and: Makes nearby mounted units fight worse, as well as any unit that was never affected by this effect before.

Unique Unit: Immortal
Same as vanilla, and: Can expend one movement point to become a Ranged Unit (Or turn back into a melee unit).


Thoughts: A Cyrus based civ should be focused on conquering entire major civilizations and at the same time having a stable empire (Since that's what he did). From personal experience playing civ, these are usually mutually exclusive things. If you attempt to wage war early on and wipe out another civ (As you should try to do playing with a Cyrus civ), two thing will happen:

First of all, you wont have happiness to settle your own cities, so you'll be stuck in wherever it was that the dumb AI decided to settle. So, usually you wont have enough different luxuries resources needed to maintain your happiness above 0.
And, your economy will also suck due to the sheer size of your army needed to wipe out said civ (And less of a issue since City States do exist, you'll end up with one less trade partner for caravans, furthering the bad economy).

So whatever UA you choose, it should address these issues.

Some other thoughts, about my design now: The last part of the UA is not anything fancy, however it's a nice incentive to start another war as soon as you finish your last one, and a nod to Cyrus' conquests (In his life span of 30 years he made the largest empire of the time). It could also be seen from a historical standpoint to be the new population reinforcing your army, and from this same standpoint it could be replaced with: "Can order puppet cities to build military units for you.", which is what I had at first, but then I thought: You already have the army, why would you want to hurt your economy and build even more units?

The Usabara ability could be seen as an incentive for the player to "Hit it once and hit it hard" (Seeing as Cyrus conquered each enemy in only one campaign), since it only works once per enemy unit (Except when dealing with mounted units) they wont be very useful in attrition wars, you must either go for it all at once or not go at all.

And the ability for the Immortal to become ranged helps tremendously in siege manoeuvring, thus connecting the unit with the rest of the design. Just make it have MUCH less melee combat strength in ranged form for balance reasons.
 
When I try to think on ideas for other people they usually suck because 2muchpressure4me (And I naturally criticize them more harshly, since they're mine but not for myself, so I don't know if they are actually bad), but here's what I've got:




Thoughts: A Cyrus based civ should be focused on conquering entire major civilizations and at the same time having a stable empire (Since that's what he did). From personal experience playing civ, these are usually mutually exclusive things. If you attempt to wage war early on and wipe out another civ (As you should try to do playing with a Cyrus civ), two thing will happen:

First of all, you wont have happiness to settle your own cities, so you'll be stuck in wherever it was that the dumb AI decided to settle. So, usually you wont have enough different luxuries resources needed to maintain your happiness above 0.
And, your economy will also suck due to the sheer size of your army needed to wipe out said civ (And less of a issue since City States do exist, you'll end up with one less trade partner for caravans, furthering the bad economy).

So whatever UA you choose, it should address these issues.

Some other thoughts, about my design now: The last part of the UA is not anything fancy, however it's a nice incentive to start another war as soon as you finish your last one, and a nod to Cyrus' conquests (In his life span of 30 years he made the largest empire of the time). It could also be seen from a historical standpoint to be the new population reinforcing your army, and from this same standpoint it could be replaced with: "Can order puppet cities to build military units for you.", which is what I had at first, but then I thought: You already have the army, why would you want to hurt your economy and build even more units?

The Usabara ability could be seen as an incentive for the player to "Hit it once and hit it hard" (Seeing as Cyrus conquered each enemy in only one campaign), since it only works once per enemy unit (Except when dealing with mounted units) they wont be very useful in attrition wars, you must either go for it all at once or not go at all.

And the ability for the Immortal to become ranged helps tremendously in siege manoeuvring, thus connecting the unit with the rest of the design. Just make it have MUCH less melee combat strength in ranged form for balance reasons.

Fantastic design! I love the units healing when a civ is wiped out by you. I also had the Palace retaining part in my original design. I think King of Kings could be given to either Darius or Cyrus as the UA name. Awesome ideas T!
 
Thats a great design!!! :goodjob:
(Someone use it ASAP please?)
 
Some other thoughts, about my design now: . . . It could also be seen from a historical standpoint to be the new population reinforcing your army, and from this same standpoint it could be replaced with: "Can order puppet cities to build military units for you."

How about "Can purchase military units in puppet cities" or can that even be coded?

And the ability for the Immortal to become ranged helps tremendously in siege manoeuvring, thus connecting the unit with the rest of the design. Just make it have MUCH less melee combat strength in ranged form for balance reasons.

Interesting. Would the Open and Rough terrain promotions convert to their ranged counterparts or would you lose them until you switched back to melee? Would this ability be lost or kept upon upgrade? Lancers that can convert to a ranged Lancer or Gunships that can change into ranged Gunships sound wonderful, but probably OP.
 
Why not go fully into "this will break the game in a thousand ways" mode?

UA: Every time you completly remove another civ from the game, take an extra turn.
 
I feel like we breezed over the Ainu design without much discussion thanks to the excitement over Persia splits. Personally, I'm split on it. I really dont like the first bit of the UA: The free resource for X has been done many times and is a fairly boring way to encourage settling on Tundra. Its similar to Indonesia and really only gives you +4 happiness and gold if traded. Furthermore - after the first bear resource, additional bears wont provide anything unless traded, which is a weird focus given I'm not sure the Ainu economy relied on selling live Bears :lol:

That said, the second half is PERFECT - I love the idea of representing animism through yields upon death. I assume you'll just get a lump sum of random yields in the capital when a unit dies? I love it - my problems with the rest of the civ stem entirely from the fact that none of it makes use of this great mechanic - the whole civ should be based around this imo.

Id rather go for something like:
UA: When killed or captured; Ainu units return their essence to the capital and all cities founded on tundra as a small amount of faith, food or production. Receive additional culture when this happens in cities founded on Tundra.

UU: Shaman (Replaces Missionary)
The Shaman is somewhat more expensive than the missionary it replaces, but when purchased you may choose one of 3 variants: Devotee of Kamuy-Fuchi, which increase the faith generated from unit death when garrisonned, Kamun Kamuy which increase the Production and Repun Kamuy which increase the food.

UB: Heper Set (Replaces Granary)
Unlike the Granary it replaces, the Heper Set yields +1 culture and faith on animal resources and an additional +1 food if the resource is on a tundra tile.
 
Did you take into account the stroke that will come of dealing with Natan for the next month? :p

I've already had nine. Now I just sit by the window and dribble.

Plus ca change...

Anyway, I think that the Immortals design with the Melee/Ranged dual functionality is an incredibly interesting one, though a pain to code. Would you be able to use it as a set up-range attack like a siege unit? That'd be interesting. And yes, I think it should become a ranged Helicopter Gunship. Frankly, HGs need all the help they can get. =]
 
Sadly the lua is already done, so I have no intentions of changing it. Yeah, I realise that the first part of the UA is simple, but that doesn't mean it's necessarily bad. Main purpose is to make you settle on Tundra, and it gets the job done and the Bear sacrifice traditions deserve some form of reference in my opinion. Overall I feel that the civ covers major aspects of the Ainu society with a lot of variety.

Still, appreciate the suggestions.
 
D'aww, I had started to like Urdnot_Scott's Ainu civ. The focus on bears is certainly weird. At least now I know where the idea came from.

Anyway, I think that the Immortals design with the Melee/Ranged dual functionality is an incredibly interesting one, though a pain to code. Would you be able to use it as a set up-range attack like a siege unit? That'd be interesting. And yes, I think it should become a ranged Helicopter Gunship. Frankly, HGs need all the help they can get. =]
Actually, having a unit that has both melee and ranged attack is fairly easy, I actually came upon one by sheer casuality and as you may be aware I'm not quite an accomplished modder... :crazyeye:
 
Well that's me told. =]
 
Sadly the lua is already done, so I have no intentions of changing it. Yeah, I realise that the first part of the UA is simple, but that doesn't mean it's necessarily bad. Main purpose is to make you settle on Tundra, and it gets the job done and the Bear sacrifice traditions deserve some form of reference in my opinion. Overall I feel that the civ covers major aspects of the Ainu society with a lot of variety.

Still, appreciate the suggestions.

Oh, yeah, i wasnt attempting to insinuate that theres anything wrong with simplicity, some of the best designs are elgant and simple - I just think the free resource for settling X has already been done by Indonesia and the essence thing is too cool to get just a small nod in the UA.

Either way if the lua is done, ill not try change anything - i realise lua can be a pain and wouldnt dream of asking for changes now if its finished. Looking forward to it all the same!
 
What's funny, Urdnot, is that the Ainu society and economy DID revolve in many ways around the possession and ceremonial use of bears. :D

Though perhaps we couldn't say that their economy relied on the TRADING of live bears.
 
No, they don't appear on the map. Work the same way as the Praline from JFD's Belgium, rather than the Salmon from More Civs' Chinook.

Well, the same could be said about Ivory not being quite... trading live elephants. :sad:
 
Don't forget there is ample room for events and decisions for the Ainu, which have not yet been coded. If anyone has any new ideas or ideas to incorporate Urdnot's design, feel free to discuss them here.

I should also warn everyone that a new civ might be out sooner than anyone thinks(It has most of it's art from Janboruta!).

Speaking of Cyrus, would anyone be interested in pedias?
 
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