LS Civilization Set

LS, I just wanted to say that your civs have IMHO really, really impressive unique features (I mean, lua) - I am in permanent awe of uniqueness of your civs.

I am wondering why they aren't MORE popular (why exactly people on workshop rate all these fantasy civs so good?... yeah they look nice but they rarely have interesting abilities and obviously lack immersion :p )

I have few possible answers and improvement ideas:
1) Art. I was just going to criticise art of being good instead of very good, but then I downloaded updated pack of your civs and was so impressed by new leaderscreens that I don't know what to say O_o

Still, I think you could improve one thing: colours sets of civs to be more visually attractive ;)

2) Lack of custom music, I guess finding Haida custom music is difficult as hell :D but music of Scotland should be easier to find ;) Maybe I will send here few music pieces fitting certain civs?


3) 'Marketing'. I may be wrong but I think that mods with Single Civs (and Their Leaderscreen/Map in the Thumbnail) are more 'attractive' to download than packs of civs with this not - so - sexy name 'LS Civilisation Set VIII' ;)

Other than that... I am confused which is Ashanti's UA: Golden Stool, +1 delegate for each capital conquered/influenced or +5% to tourism for each civ influenced? Each of them is cool but I guess the last one ist a bit overpowered (lol if I use this word it probably means that certain civ is REALLY OP, because usually I defend strong civilisations and abilities :D )

For me, combinaton of Golden Stool Artifact and first Ashanti ability (+1 delegate...) would be perfect ;)

Also... What is National Religion? :0

EDIT

BULGARIAN WAR MUSIC - especially second half of this song is awesome
https://www.youtube.com/watch?v=TeuL6qRGBUQ

SCOTLAND PEACE MUSIC
https://www.youtube.com/watch?v=WTJUZkw-J28
 
Hmm, you said you wanted to do something like the Three Principalities for Romania, right? How about something like "Bonuses that apply to the Capital for Social Policies also apply to the next two cities founded, which also start with a Palace."

Basically this means that, as an example, adopting Tradition would make that +3 culture go to the first three cities, and the policies in Liberty would give a Worker and Settler in each (but not the Great Person, for obvious reasons). Would that work out?

Also I see a bit of a problem in Ashanti's thing in that they'd be getting more tourism per turn than the default civ's culture from turn 1! With fervent enough exploration you could be halfway to a culture victory in the first dozen turns! That's why I suggested the bonuses increasing for each era - the Tourism would come in the Classical, so to start with it would be a bit weaker than usual Great Works, but as time goes on it provides stuff like a Delegate and an extra Spy and Great Person points and stuff like that.
 
There is something that I have been wondering. Why does Scotland reuse the French Chataeu instead of having its own UI?
Actually, it is not. Unless, you are talking about model/icon.
I am personally satisfied with the quality of Chateau's model.

Hmm, you said you wanted to do something like the Three Principalities for Romania, right?
I want something to fit UA's current name: "Scorched earth".

Also I see a bit of a problem in Ashanti's thing in that they'd be getting more tourism per turn than the default civ's culture from turn 1! With fervent enough exploration you could be halfway to a culture victory in the first dozen turns! That's why I suggested the bonuses increasing for each era - the Tourism would come in the Classical, so to start with it would be a bit weaker than usual Great Works, but as time goes on it provides stuff like a Delegate and an extra Spy and Great Person points and stuff like that.
I will disable Tourism until Classical Era. You can come up with one bonus. Reference.

Oh, no. It's you again, writing how bad my civs are.
Actually, I am enjoying my civs very much since they met all my personal criterias perfectly or almost perfectly. The only fault I made is getting obsessed about balance in cost of fun sometimes.
My friend, popularity is not truely important. I see no point in forcing people to play my mods. I believe that allowing every single interested person to use it is fair (all my mods are based on template taken from Tomatekh's mod). Anyone looking for new civs can just tag Civilizations on workshop and see... Krajzen's buffs (lol seriously :D?). Anyway, the point is the mods are available for anyone who searches for them.

1) Colours are fine.
2) I don't listen to music from civ 5 at all. Leader music and soundtrack tags was purely for people like you. I have even added one Custom Leder music (to advertise youtube canal of beginning compositor). Now, you want me to add 52 Custom music? Check copyrights, compare if they sound better than current one and do all the modding stuff for it? If only custom meant better by definition...
3) I have actually reached two sites in my content and it makes me lost. "Marketing", seriously I am not selling anything.

National Religion will be an unique feature for Tibet.



Seriously, I appreciate your support and energy. It is nice you enjoy those mods. I promise I will listen through your propositions and consider them carefully. I would be grateful if you could provide times (ex. 0:15 - 3:40). It would make my work much easier.
 
Oh, no. It's you again, writing how bad my civs are.

I still don't get your irony :p

Actually, I am enjoying my civs very much since they met all my personal criterias perfectly or almost perfectly.

Lol mine too :p

My friend, popularity is not truely important.

Haha, I just thought you might like some suggestions :D Sorry but I was impressed by TPangolin's ability to get new fans and got this immoral capitalist way of thinking :crazyeye:

Anyone looking for new civs can just tag Civilizations on workshop and see... Krajzen's buffs (lol seriously :D?).

I have just realised that this tag could be bad idea :p

Now, you want me to add 52 Custom music? Check copyrights, compare if they sound better than current one and do all the modding stuff for it? If only custom meant better by definition...

Seriously, I appreciate your support and energy. It is nice you enjoy those mods. I promise I will listen through your propositions and consider them carefully. I would be grateful if you could provide times (ex. 0:15 - 3:40). It would make my work much easier.

Haha, if you don't like adding soundtrack - don't do that, those were just suggestions :lol: Also I love music and had great fun while making Great Musicians Mod so maybe I overthink soundtrack of this game :crazyeye:

So, don't listen whole current audios, I will provide times and ask you about them.
 
I was talking about the model/icon. I like Krazjen's custom music idea, as much as I like England's music it would be nice to hear some Scottish music for Scotland.
 
Haha, if you don't like adding soundtrack - don't do that, those were just suggestions :lol: Also I love music and had great fun while making Great Musicians Mod so maybe I overthink soundtrack of this game :crazyeye:

So, don't listen whole current audios, I will provide times and ask you about them.

I love music too and have a feeling that I think of soundtracks as much as you do.
 
Okay, here's something I've tried to cobble together for Romania (while trying not to focus on Wallachia). There are accompanying explanations for the name choices. Enjoy!

UA: Battle Of Torches
If an enemy unit is destroyed by a Romanian unit in a Melee attack, the tile upon which the enemy unit was destroyed is immediately Pillaged. Enemy units receive a -10% :c5strength: Combat Penalty on tiles your units have Pillaged.
The Battle of Torches, also known as The Night Attack, was a very famous raid conducted by Vlad the Impaler upon the camp of Mehmet II, Sultan of the Ottomans at the time, as an assassination attempt. It failed in that goal, but the fight rather set the scene for the Impaler's later atrocities, i.e. how he got his name (it involves upwards of forty thousand Turks). Ah, the Middle Ages. Such a happy place...

UU: Moldavian Levy (replaces Crossbowman)
Less expensive than the Crossbowman it replaces (90 :c5production: rather than 120 on Regular game speed). Has a unique promotion that enables the unit to make Melee Attacks, which is kept when it upgrades.
This unit is named for the policies of Stephen the Great of Moldavia, who dramatically expanded the right to bear arms of his subjects in order to wage war on the Ottomans. It wasn't just nobles and knights permitted to bear weapons any more, but commoners too - indeed, if any of them "[did] not have a bow, arrows and a sword, or [had] mustered without a spear, the culprit [was] condemned to death." My point is, Big Steve-O was a little bit fighty. As an aside, I should probably use the Longbowman model for this UU. For Christian nations who answered to the Pope (or occasionally Popes - the Middle Ages were weird in that regard), the crossbow was a banned weapon, since it was deemed to pervert the message of Christ's suffering upon the crucifix or something of that ilk. Besides, bows fit this unit better than crossbows.

UU: Rosiori (replaces Cavalry)
Starts with Drill I and Mobility. Also has a unique promotion that enables it to ignore enemy Defensive Terrain Bonuses when attacking, which it retains upon upgrading. More expensive than the Cavalry it replaces (300 :c5production: compared to 225 on Regular game speed). Upgrades to Landship.
Rosiori (I'm not putting in the accents because it'd take too long) were 19th-century units that were basically Romanian hussars - though they weren't ever called hussars because the term had Austro-Hungarian connotations which would've annoyed the cavalrymen of Wallachia and Moldavia immensely. In addition to the red coats, they also wore fur busbies, because faaaaaabulous. =]

I know I haven't got anything from the unified era, but this seemed to fit more with what you wanted from the Civ. I think it captures the terror inflicted by Vlad the Impaler pretty well without making it an exclusively Wallachian Civ. Hopefully this is of some use to y'all.
 
I had an idea for the Scorched Earth UA which could play well for a defensive Romania.

Scorched Earth: Same as before + civilizations you are at war with lose GA point progress per turn for each pillaged improvement in friendly and enemy territory.

This would mean that if you come across Romania at war with multiple civs, although their cities may be battered and easy to take, you would think twice about declaring war against them as well.
Don't know if it's possible to do, but it would make Romania a more... interesting Civ to play as and against.
 
UA: Battle Of Torches
If an enemy unit is destroyed by a Romanian unit in a Melee attack, the tile upon which the enemy unit was destroyed is immediately Pillaged. Enemy units receive a -10% Combat Penalty on tiles your units have Pillaged.

The Battle of Torches, also known as The Night Attack, was a very famous raid conducted by Vlad the Impaler upon the camp of Mehmet II, Sultan of the Ottomans at the time, as an assassination attempt. It failed in that goal, but the fight rather set the scene for the Impaler's later atrocities, i.e. how he got his name (it involves upwards of forty thousand Turks). Ah, the Middle Ages. Such a happy place...
I have read about this while making the civ. Actually, what do you think about an ability to kill enemy Great Generals in your territory. The only issue is how incorporate it into game. If I made it unique Spy action, it may be either be:
-illogical that your Spy in London kills Great General near Bucharest
-unusable by AI if some dependencies are made (spy in your city or unassigned)
Other option is to make this passive ability (so every enemy Great General first time entering Romanian borders has X% chance to be assassinated).
It may be worth brainstorming.
I think uncontrolled pillaging is unneeded.

Shortly about the rest.
I will only mention that Stephen the Great is probably the best leader for Romania. I chose "Why so Serious?" Vlad, because Romania is not truely a valid option for a Civ in my opinion. Either with eye-blink or not at all.
1. Ability to melee attacks means ability to capture cities (sometimes can be used to instantly capture enemy civilian or barbarian camp, eventually position). Well, not bad. Keeping it with upgrade would be actually quite easy. Making AI use this ability is achievable.
2. I have no idea how to make an unit ignore opponent's defensive bonuses.

I am satisfied with Szekely and Hajduk, but thanks for more options (I actually needed them several pages ago :P)

I had an idea for the Scorched Earth UA which could play well for a defensive Romania.

Scorched Earth: Same as before + civilizations you are at war with lose GA point progress per turn for each pillaged improvement in friendly and enemy territory.

This would mean that if you come across Romania at war with multiple civs, although their cities may be battered and easy to take, you would think twice about declaring war against them as well.
Don't know if it's possible to do, but it would make Romania a more... interesting Civ to play as and against.
Quite cheesy and it would be very hard to make AI consider it.

Options presented so far:
  • Cities works like citadels, dealing 5 damage
  • Enemies has 10% combat penalty on pillaged improvements
  • Ability to slain enemy Great Generals in own territory (details to be done)
  • decreasing Golden Age points of civilizations at war with, based on pillaged improvements
 
Zimbabwe all of a sudden got that TEXT_ahfksjfhksjfsjf error going on. Wasn't like that before. The other civs on the set are fine. Deleted the mod and dowloaded it again, but no go.
 
I should have to say, by this point there's very little that can't be considered a valid option for Civ. Now that the Shoshone are an official thing, pretty much any ethnic group has a precedent being in the game. If Firaxis says the least civilization-like native american group is good to go, Romania, an actual country with cities and stuff, is entirely valid.

Anyways I have a few ideas for abilities and units and stuff.

UA - Cities founded on landmasses away from the Capital get a free Worker and +50% Production to buildings from at least two eras prior.

This is something I think would fit for a colonial-type nation - Belgium being the first that comes to mind, though Belgium only became a real thing after Napoleon came and went. Norway's another option for it. The idea is, of course, that effective colonies get up and running quickly to be on par with cities founded earlier in the game, a distinct advantage since cities founded as late as the Renaissance will continually have trouble being relevant.

That makes me also think of the Boers as a possibility, though again, relatively post-Napoleonic. They could work decently well with what they get in the Africa scenario to begin with, a simple +1 food and culture base from farms (adding pastures and maybe even plantations to that would be fitting as well). Their Staatsmuseum could also simply be a Museum that's available much earlier - maybe at Civil Service instead of all the way at Archaeology. And I suppose their unit could be, like, a Worker that could dispel Barbarian units in or adjacent to Boer territory. Or maybe an infantry-class unit that does the same.

You said you figured out the possibility of mobile cities, right? What sorts of properties do they have? Does production of something reset when moving it? What about trade routes? I was thinking of a Romani civ that works like migration and spreading settlement improvements everywhere, but hmm...
 
Zimbabwe all of a sudden got that TEXT_ahfksjfhksjfsjf error going on. Wasn't like that before. The other civs on the set are fine. Deleted the mod and dowloaded it again, but no go.
Is this occurs when you are using only Zimbabwe mod?
I will take a look, but it is most probably conflict with other mod.
If you have enabled logging, see Database log for details.

I should have to say, by this point there's very little that can't be considered a valid option for Civ. Now that the Shoshone are an official thing, pretty much any ethnic group has a precedent being in the game. If Firaxis says the least civilization-like native american group is good to go, Romania, an actual country with cities and stuff, is entirely valid.
I was rather thinking about regional meaning, with Ottomans, Bulgaria, Byzantium, Russia, Poland and Hungary nearby... Romania looks bland. Though you made me think about removing Shoshones from game...

Anyways I have a few ideas for abilities and units and stuff.

UA - Cities founded on landmasses away from the Capital get a free Worker and +50% Production to buildings from at least two eras prior.

This is something I think would fit for a colonial-type nation - Belgium being the first that comes to mind, though Belgium only became a real thing after Napoleon came and went. Norway's another option for it. The idea is, of course, that effective colonies get up and running quickly to be on par with cities founded earlier in the game, a distinct advantage since cities founded as late as the Renaissance will continually have trouble being relevant.

That makes me also think of the Boers as a possibility, though again, relatively post-Napoleonic. They could work decently well with what they get in the Africa scenario to begin with, a simple +1 food and culture base from farms (adding pastures and maybe even plantations to that would be fitting as well). Their Staatsmuseum could also simply be a Museum that's available much earlier - maybe at Civil Service instead of all the way at Archaeology. And I suppose their unit could be, like, a Worker that could dispel Barbarian units in or adjacent to Boer territory. Or maybe an infantry-class unit that does the same.
The production towards Buildings from previous eras is a great idea and I will probably take an advantage of it in future. Forget about credits, this belongs to the Empire now. :shifty:
What's about Ashanti's bonus? (1 per era is too much; ex. Free Spy == England UA)
I am now working on fixing Gameplay (currently: normal Venice).

You said you figured out the possibility of mobile cities, right? What sorts of properties do they have? Does production of something reset when moving it? What about trade routes? I was thinking of a Romani civ that works like migration and spreading settlement improvements everywhere, but hmm...
Production can be kept (food as well). Trade Routes obviously not. I think I abadonded project due to interaction with policy cost. It had very bad Awesomeness to Issues ratio. It would be actually quite meh. I think that it can be replaced with:
~Each turn Settler storing Food/Production from plot yields, which is used upon settling a city. (nomadic)
 
Well I mean, those era bonuses wouldn't be that much. Like, the Classical bonus would be the tourism you normally should get with a Great Work, and from then on each era would double the yield from the Golden Stool. So by Medieval it's 4 culture/tourism, Renaissance 8, Industrial 16, Modern 32, Atomic 64, Information 128. Though late-game that would be a bit much. Maybe a more Fibonacci-esque thing - Medieval 4, Renaissance 6, Industrial 10, Modern 16, Atomic 26, Information 42. ...but then that feels a bit /low/ for so late in the game. ...Maybe the average of those two. Renaissance 7, Industrial 13, Modern 24, Atomic 45, Information 85.

...numbers. *.* yeah I dunno if that's what you'd want to do.

...Honestly, if it were me in charge at Paradox I would have gone for the Cherokee (pretty much only second to Iroquois in terms of civ-ability in northern native americans) or the Sioux (because they were in a previous game and it feels weird to have earlier civs not present in V) before the Shoshone. Great Expanse could've gone to the Sioux easily, Pathfinder's abilities have plenty of other places to go, and the Tipi improvement they got in the New World DX scenario makes /way/ more sense for the Sioux. Comanche Rider is silly, in my Proposed Expansion their assets would be used for an Industrial-era ranged mounted unit, I think a Carabinier maybe, and they would get a Pithouse.
 
They went for a lesser-known civ, and more power to them for that - the more exposure that lesser-known but equally important Native civs get, the better. We don't need more reinforcement of the 'All Natives were either Iroquois, Sioux, or Aztec' stereotype found in media. Also, Paradox might be confused if you tried to go working for them as a Civilization dev, considering it's a Firaxis game. :D
 
Congratulations, you have just made me disable Shoshones and Cherokee.
I keep Sioux due to sentiment, while I believe Haida is actually deserving a place in game.

Equally unimportant north american civs are getting attention, mass media must be so proud. After all, they were...

Meh, I will post it today ignoring the date.

Golden Stool has Tourism reduced by 50% (anyway, it seems like Cultural Victory is disabled for first 10 turns; I will reduce it to 100% if needed) before classical era.
I am actually too lazy to make Golden Stool's Tourism increasing per era. Ashanti receives replacement bonus (I hope it is fine) by now.
Spoiler :
irw8bih.jpg


Nepal UA tweaked to +2 food, +1 production, +1 culture.
Nepal UB is now replacing Water Mill; available at agriculture; 40 cost; 1 maintainence; requires nearby Mountain instead river.
Spoiler :
TIVhRMC.jpg
 
Would someone be so kind to post the most recent version of Set I somewhere to download? I can't get mods I subscribe to at Steam Workshop to download for the life of me...

Not sure on where to get a file I'm afraid, but I may have another solution if your case is the same as mine. Sometimes when I download a mod from the workshop it doesn't appear in the mod list, but when I check my MOD folder it is there, but it just hasn't been "unpacked". If you have 7-zip etc you can extract the files and then it should work. Hope that can help
 
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