LS Civilization Set

I've always liked the prospect of expanding city-states - the concept of a political entity that just sits there and does nothing is a bit preposterous. I've always figured that after a certain point, each era they should get a settler and go and expand some. Also their friendship/allegiance yields should be based on what the actual city-state accomplishes, and to that end city-states have a vested interest in investing heavily in their category - cultural ones should build lots of culture buildings, militaristic should be making huge armies (and maybe going out and conquering). Also I think each type should have a sort of special ability unique to them - cultural should make great works that allies get access to, maritime should be sending ocean trade routes and mercantile land routes, religious ones should be founding pantheons and maybe even minor religions, etc. And barbarian encampments should turn into them given enough time.

Of course, that pertains little to making mod civilizations, that would rather be more the focus to an expansion.
 
I may say something unpopular, but City-States were bad idea.
I think that every civilization starts as "City-State", then it is expanding and create an empire. What I would do is that every game starts with a lot of civilizations, upon time some of them succeed, some are conquered and vasished, but some weaklings survives and turns into estates with little political meaning, who can be influented by major powers. However, I would never take the chance from those weaker civilizations to become empires (<3 Nepal). Let's say, they made one successful military campaign (either unite other weaklings or defeat major powerhouse), invest in strong economy or even take an opportunity that major regional powerhouses were weakened through internal or external problems. I would connect Culture with National Spirit (? the factor how large amount of population is feeling French [example]; obviously the conquerors would have this factor low, the same empires with low culture [I think peasants in Europe didn't care too much about nationality before XVIII century, they were low-educated]). This factor, if low, would create several civilizations, when empire collapse (unhappiness or due warfare) and if high, would give you higher resistance against conqueror and morale to defend lands (spring of nations). Barbarian creating new civilizations upon time is also good idea (from single camps into "city-states", to even large empire if a huge amount of territory is controlled by Barbarians).
I would much prefer the world to be alive (more collapses and rises of empires). Let's say you got one huge military campaign in classical era, however you ate more than you could and you hardly survive as small estate, then you slowly rise to become a powerhouse again in Industrial era.

Current ciV is pathetic in aspect of feeling the world or history. Gameplay is flat, Murica friendly and linear like "y = x".
Why am I writing this ;), because I am tied to the rules created by Firaxis. I am creating civs for this game.

Once more about those Settlers, I am playing huge map with 22 civs, there is not a lot of place, if City-States would take two good spots near me it would be a disaster, while the bonus would't be to impressive.

Though I may share you with two ideas I had before I started modding (they evolve upon time):
~Upon destroying Barbarian camp, you create there your own camp (cannot be destroyed). No other civ can settle city in the range (equal to the one in gamedefines). Upon entering Medieval Era, you can decide to turn those camps into Cities (if you hadn't settled nearby).
~Second is more complicated, but in general it is about creating "mega cities" or "a lot of small cities" (imagine you found a City, after it reaches certain population, the smaller city is automatically found nearby) depends on how I would develop it.

@edit
I read the thread that if somebody conquer Holy City, he should receive founder bonus. Such threads are repeating over time, but the question is, would you like this effect instead Golden Age for Jerusalem?
 
Ooh, that would actually be really neat for Jerusalem.

And I had a similar idea with how city-states should progress, they're functionally influence-available civs with slight limitiations - and indeed, if they grow powerful enough, they can decide to become civs proper (existing civ capitals will show up as cs, or a cs transforms into a civ with the same architecture style? might be weird when Milan suddenly transforms into Greece).

Yeah, Civ V is a very...arcade version of history. Personally, when VI comes around, I hope Firaxis takes a page or two from Europa Universalis in how it plays out. More advanced diplomacy options and actually competent AI, more distinct governmental styles (culture, in how it works right now, is just totally wrong - i don't get why Shakespeare writing a play translates into government action - things like courthouses and government buildings should influence what we know as social policies) with varying effects, unique attributes that make each and every civ have a /real/ unique flavor and playstyle to them, instead of just the mild buffs we have now with one or two exceptions (Venice is a step in the right direction, but still has it's flaws). Science is also way too passive, it should be based around exploration and specialized production towards research. Also no more tile stuff, I think a better idea for VI would be a radius-based system, where land incline and features determine the exact length of unit movement. Things should also be more to scale - cities should visually and spatially take up area that makes sense for a planet.

But you know, that's not there yet. Also such a Civ VI sounds /incredibly/ hard to make mods for. :P
 
Well, I have to admit that I was mislead and thought that Great Writers in opposite to Great Scientists provide culture based on birth instead of current turn (imho, it is how both Great Person should work). Though, nobody pointed me how bad designed Durrani UA was.

It will be changed into:
~Each Mountain in the empire increases the rate of Great Writer acquisition by 1 in the city with Writers' Guild. Culture bonus each time Great Writer is born.
~Literature night old: +1 Happiness; +6 defense when slot is filled.
~Literature night new: 2 writing slots, 1 great work of writing is created when build.

fzjRpYY.png

New Scotland's UA: Free Great Writer, Engineer, Scientist, Technology and Social Policy upon entering Industrial Era.
Scotland's UI: +1 Production, +1 Culture, +1 Happiness, +10% GPP

Tweaked Sioux's UA: +1 Global Happiness per 12 land tiles owned.
UU: Horseman replacement; grab/"reclaim"/steal enemy land territory if tile is not closer to any of enemy cities than any of your cities.
UI: +1 Food, +1 Culture, +1 Production, +15% cheaper tiles (non-stacking); generates units.

Haida's UA: All naval and embarked units can attack after attacking.

Still designing Bulgarian UA.
 
Ah yes, much nicer to have a base number for the Sioux. Gives a bit better perspective.

At first I read it as Scotland getting that /every/ era, but a one-time boost of those things is kind of neat. Also is that Po Ngbe's new leaderscreen? Nice.

So basically Haida gives all units in the water Blitz/Logistics? Does this ignore movement points?

Hmmm...I'm not quite sure what to do with Bulgaria. I think that maybe the Stronghold abilities should be made as part of the UA applying to forts, and a building be in its stead...or...maybe make another UI that strengthens the defense and attack capabilities of a unit in an adjacent fort? But I never played as them, so I don't know how it is. +2 defense on cities is definitely very meh though.
 
Ah yes, much nicer to have a base number for the Sioux. Gives a bit better perspective.

At first I read it as Scotland getting that /every/ era, but a one-time boost of those things is kind of neat. Also is that Po Ngbe's new leaderscreen? Nice.

So basically Haida gives all units in the water Blitz/Logistics? Does this ignore movement points?
Can move* after attacking.

Hmmm...I'm not quite sure what to do with Bulgaria. I think that maybe the Stronghold abilities should be made as part of the UA applying to forts, and a building be in its stead...or...maybe make another UI that strengthens the defense and attack capabilities of a unit in an adjacent fort?
I have removed UI, because rivers' graphics were not updated until reloading the game.
Currently it is Literary School, replacing Library (trait: 1 scientist slot)
Boyars are replacing Horseman, (trait: 13 Combat (+1), +33% combat bonus when HP is above 50).
UA //Cyrillic script// grants culture bonus equal to 8% of science output.

It is not sooo terrible, but too passive.

@MyLittleLUA
I have also made "moving" city, solving the majority of issues. I think the most challenging (for me) would be making an Interface for it. Who knows, I may surprise you one day with another nomad civ.
 
Eh, that's a decent enough passive ability I suppose. I personally would go with something like "generates culture equal to a Political Treatise upon making a Research Agreement", fits in with the idea of their script being a cultural thing and the Great Writer thingit the civ had going for it before. I still think something with forts might be neat to add in, maybe even just a simple +33% combat strength while a unit is in one. Promote building forts everywhere.

And ooh, the Tatars are one of my favorite civs of these simply because of how unique and interesting yet simple their ability is. I think a civ with moving cities would certainly be more complex, but potentially useful. It could be a bit situational though.
 
Eh, that's a decent enough passive ability I suppose. I personally would go with something like "generates culture equal to a Political Treatise upon making a Research Agreement", fits in with the idea of their script being a cultural thing and the Great Writer thingit the civ had going for it before. I still think something with forts might be neat to add in, maybe even just a simple +33% combat strength while a unit is in one. Promote building forts everywhere.
That's great idea. It will be implemented. I will also add bonus to Forts as a credit for you :).

And ooh, the Tatars are one of my favorite civs of these simply because of how unique and interesting yet simple their ability is. I think a civ with moving cities would certainly be more complex, but potentially useful. It could be a bit situational though.
It would have to be what people call "a pro civ". Moving a city was more a little fun (since Tahiti I haven't coded anything interesting; I will try something truely cool for Forts). More serious idea, is stealing some resources from enemy territory (cows, horses, sheeps) and add it into your territory.

What I can say, Tatar's UA is probably my best idea here.

I had announced Civ icon overhaul (I am using one template since the beginning). I hope you will guess which one is new :).

RSdhYEN.png
 
It's for the /r/birdswitharms subreddit.

In all honesty, Zimbabwe has one of my favourite colour schemes - I would like for the colours to be more contrasty though :)
 
Recalling creating first icon (the Jerusalem), it was an one hour nightmare. For my excuse, I had 7 years break in using photoshop.

Zimbabwe Bird [see: origin ] (set V in general). The Trade Link ability is one of my personal favourites, I haven't yet explained it in details. Generally, each trade route is a link in trade web, which connects a lot of civilization and city-states. You instantly met every unknown "link". Simple example, sending Trade Route to the civ A, who is sending TradeRoute to civ B results in meeting civ B.
I admit it is very world-dependent, but I usually play crowded world.

Don't like the contrast? To be honest I am totally blind in this aspect.
 
The Trade Link ability is one of my personal favourites, I haven't yet explained it in details. Generally, each trade route is a link in trade web, which connects a lot of civilization and city-states. You instantly met every unknown "link". Simple example, sending Trade Route to the civ A, who is sending TradeRoute to civ B results in meeting civ B.

The Trade Route Link is also my favorite ability from your civs.
 
I'll post an example of what I mean when I get home :)

But yeah, I love trade links. Are you working on any civs in the future?

Just out of curiosity, are there any sort of abilities or unique attributes that you know are possible but haven't incorporated into any of your civs yet? I mean some of the ideas you come up with are absolutely brilliant and seriously outside of the box.

On a side note, I think we owe a lot of success of the Colonialist Legacies mods (i.e Canada is approaching 12k downloads) to your coding, so thanks a heap!
 
I'll post an example of what I mean when I get home :)

But yeah, I love trade links. Are you working on any civs in the future?

Just out of curiosity, are there any sort of abilities or unique attributes that you know are possible but haven't incorporated into any of your civs yet? I mean some of the ideas you come up with are absolutely brilliant and seriously outside of the box.

On a side note, I think we owe a lot of success of the Colonialist Legacies mods (i.e Canada is approaching 12k downloads) to your coding, so thanks a heap!
All civs, I would like to see in game, are made with the exception of India, but with some luck, this will be solved as well.

In case of abilities, I think the least explored are Improvements. I can't recall if anybody else was playing with them (I think Nazca civilization had some LUA, but it was part of UA), which is weird, because since BNW it is so easy to manage them.
~more detailed example would be: "canal".
The hardest part is AI, because they love to replace +3 yield improvement with +1 yield improvement... I had to make Tipi camp pernament.
Settling a City-State (or turning conquered city into it) is also doable, but not for people who use all 62 player slots, that's why I never touched it.
Adding unique actions to Spy/Diplomat is just a matter of UI (interface/buttons/nightmare staff).
Unique Bonus for destroying Barbarian Camp. Have you seen it?
I had an idea for buccaneer, the land unit who becomes naval unit on deep water (ocean).
Unique Admiral, Great Captain/Corsair, with the ability to create "Corsair Fleet"; basically a decent amount of Barbarian ships; who would be controlled by Admiral. The point is to make them 0 movement before the Barbarian turn. Mother ship (the Great Captain) moves, barbarian privateers move, if barbarian privateer enters the tile with foreign Cargo Ships, plunder it; +200 gold. If barbarian is close enough to attack, it will attack and so on.
Ok, I stop this wall of text now.


Congratulations about Canada.
 
A few of our upcoming civs have UIs in them - Inuit being quite fun (especially in combination with the fake snow bias), Blackfoot being really interesting and Mexico already has some UIs.

Feel free to keep venting though. It's really interesting so see what's possible.
 
I am not writing this to bash you or something, but the mexican LUA...
I think the biggest crime is that it pointlessly iterates so much plots every turn, but you could also use XML for not random techyieldchange. It would make AI flavour it more. Anyway, it is working, so it is good enough. However, in description you have Economics, but code triggers on Banking (might be a result of outdate version I downlaoded).

Ok, random yield is good beginning. Though I will give some "out of box" examples about UI:
~non-yield bonuses from working (examples: defense, % GPP, GPP, Happiness (building staff in general); Military units are more effective at intimidating City-States [I wanted make it for Vlad], 1 Unit Maintainence Free (policy staff in general))
~units bonus based on distance (examples: regaining max movement when visit, enemies has reduced combat in the area [yea, Vlad Tepes], gold bonus when rival caravan cross the tile)
~terraforming (examples: creating a river around the tile; canal)
~other (examples: creating units over time, 1 Golden Age point per turn (Nazca?), block opponent from settling nearby)

That's what I mean about UI.
Anyway, I am not fan of terrain based civs (sorry Prithvi). They have a genetic design flaw on creation, unfixable. Again, not writing this to bash you, because I believe it was the only path to create Inuits, but to share opinion based on experience. I still loves my handicapped bastard Nepal.
 
Hmm, so I was pondering an idea for a civilization, and thought that the role of Mesoamerican cradle was filled by the Olmec, until I found this- http://en.wikipedia.org/wiki/Norte_Chico_civilization. I'd prefer to go with Caral for the name, but the page offers interesting options for a civ. My ideas for it are hazy, I'm pretty sure it would involve naval stuff available off the bat, possibly Work Boats not being expended and being able to make improvements on empty coastal tiles, a unique Shrine/Temple/Colosseum? that costs half production and no maintenance (they're pretty much big piles of dirt really), and I'm thinking a unique improvement that's something of a satellite city, only being available on coast or on Cotton, and through them inland cities can build naval stuff? It's a tricky one for sure, it wasn't even discovered until the 90s. An interesting idea is all, since you seem to like tricky native american civs. ^^;

Other simple concepts not attached to any civ are things like "Social Policies in a tree may be selected in any order" (I would have done this for an Australia, but for ancient-er civs, maybe Mycenae?), "Upon completing a Social Policy tree or adopting an Ideology, a specific National Wonder may be built in every city" (something like the concept I had for the Holy Roman Empire), the good old "start with an additional Settler, Worker, Social Policy, and Tech" thing I'd go with for Sumer or something, and, hm, a silly part of me thinks Burgundy could go well as a civ with something like starting off with every policy tree already opened since they're pretty fancy-pants and a decent enough polity to make sense being religious/militaristic yet monarchical and expansive.
 
@Norte Chico
I have found the map with archeological sites. I think that every single one would be used as City-name. That's why I wouldn't personally go with "sattellite cities". I was thinking a while and I will skip the brainstorm process, just a conclusion:
1) UU - replacing fishing boats, can be build in: (every city/in some distance to water) and can build "fake" fishing boats (everything looks like fishing boats, but it would be new improvement). Can be build outside the borders would be probably only change. It would be automatically moved to water once built. (don't want to bore you with details, but I truely thought about them :])
2) UA - Sea Resources who are out of city range (maybe with some upper range limit, like less than 10 tiles) and were updated with UU are being worked by a city (using the fact that we can differ number of citizens and number of working citizens; +add yields to the city [maybe just food/prod/gold]). Second part: Sea Resources gives extra yields and founding city in some distance to water will create one Fish resource?
TL;DR, be able to work sea resources (no oil!) out of working range, make it a bonus (extra yields) no penalty.

UU should be able to remove improvements.
3) UB - I would have to read more, though I think UU/UA would represent the most crucial thing, the civilization was based on maritime instead of agriculture.

Anyway, I think Tomatekh was planning them, so it is matter of time for Craddle of Civilization pack.


About other ideas (shortly):
~Selecting any Policy/ Ignore requirements - too complicated for me to do (technical); idea is good and not OP some
~epic start - I may be wrong, but it would be awfully boring (+strong). I think an extra population is representing Sumer good enough.
~every social policy opened? - I would go with opening new branch is not increasing cost of next policy (which would truely matter late in game)
 
Hmm, I just noticed on your opening post header thing, you have the old Tatar one along with what looks sorta like another Ashanti thing and the Pirates one. Do you plan to do anything with those three or are they just there to fill space? ^^;
 
Hmm, I just noticed on your opening post header thing, you have the old Tatar one along with what looks sorta like another Ashanti thing and the Pirates one. Do you plan to do anything with those three or are they just there to fill space? ^^;
5x6 was squarer than 3x7.
Don't lose hope, you will get 3 new civs. Romania and Tibet require a little of work.

==============
==Update-03-07==
===============

Art:
  • New Civilization Icon style (Mali and Olmec have new icons)
  • Olmec and Lithuania diploscreens

Gameplay:
  • Haida UA (as mentioned above)
  • Hetmanate pillaging bonus now works only in enemy territory
  • Hetman damage to Cities under occupation reduced from 50 to random between 25-50.
  • Papal States AI now needs 20% less Faith to buyout City-State.
  • Papal States UB now gives +3 Faith and +35% religious pressure (back to original effect, because I ensured the Religion for them).
  • Papal States UU now gives +1 culture and +6 city defense when garrisoned. Is updating tooltip.
  • Sioux Changes (as mentioned above)
  • Kingdom of Jerusalem is unchanged (in opposite of what is mentioned above)
  • Durrani Changes (as mentioned above)
  • Scotland Changes (as mentioned above)
  • Bulgaria UA: "Receives one-turn Culture bonus each time Research Agreement partner discovers a technology. Each Fort in working radius increases City Defense by 2 and 25 HP.
  • Cherokee UA: "(...) +5 Science in the Capital per Diplomat schmoozing." YOUR diplomat schmoozing in rival capital to be precise.
  • Cherokee UB: +20% Culture, +2 GreatWriterPoints in the city with Guild for each Newspaper in the empire.
  • Hittites UA: Influence nerfed to 3, but you will receive Culture output of City-State being afraid of you.
  • Qin UA: Removed Gold from Cow and Wheat.
  • Tahiti Changes (as mentioned above)

Fixes:
  • Nepal UA interaction with Natural Wonders.
  • Olmec's Landmark not updating Culture properly.
  • Mali's gold from Gold Mine is not removing Mine improvement anymore. It will be instantly added to the empire.
 
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