LS Civilization Set

What's so bad about the vikings? They're awkward, yes, but I like the way they play, and really, isn't that the most important thing?
I failed to satisfy my exceptations.
Though I refrain from further comment before playing.

Update is almost done, one Set left (+1/2 beta games).
Anyway, something begins; new civ, new opportunities with lesser exceptations:
Spoiler :
CAk1nbF.jpg
 
I decided on something that would be more fun than Savoy or anything italian!

...so you remember the Buccaneers and how they're the surprisingly historically reasonable civ adaptation of more a joke concept, right?

The Hashshashin

Leader: Hassin-i Sabbah

Colors: Dark red on medium gray

Icon: Assassin logo, of course

Unique Ability - Furusiyya: Civilian and Trade Units return to the Capital when defeated. Spies are never killed, steal tech from cities at the same rate as that civ's Capital, and destroy any units in that city upon stealing a tech, but only the First Spy is obtained through Era progression.

Unique Unit - Fida'i: Replaces the Longswordsman. Available from Iron Working, but unable to be produced or bought, and must instead be upgraded from a level 3 Swordsman (or bought with Faith). It is invisible to non-adjacent enemies, does not require Iron, begins with Siege I-III, and may choose to Assassinate units garrisoned in Cities directly, but cannot attack Civilian or Trade units outside of cities.

Unique Unit - Rafiq: Replaces the Great General. May once Recruit from cities you are currently at war with, spawning three Swordsmen. Upon being expended to create a Citadel, a Spy is recruited.

Spy Names:

Spoiler :


Altair
Al Mualim
Malik
Kadar
Rauf
Rafik
Swami
Abbad
Darim
Maria



City List:

Spoiler :


Alamut
Masyaf
Rusafa
Hir
Al-Kahf
Al-Qadmus
Khawabi
Atan
Sarmin
Quliya
Garmaroud
Sefid Ab
Ulayqa
Zavarak
Hasan Abad
Maniqa
Varbon
Avirak
Baghdasht
Abu Qubays
Parch Kouh
Shahrak
Madan
Safarin
Jabal al-Summaq
Lat
Dikin
Vargil
Sefid Ab
Venash-e Bala



Dawn of Man

Spoiler :


Your disciples stand ready at your command, Grand Headmaster Hassan-i Sabbah, leader of the Hashshashin Order. Taking interest from a young age into science and religion, you converted to the growing Ismaili movement, your devotion and wisdom attracting the attention of many. Traveling the land as a scholar and missionary, you incurred the wrath of oppressive armies in the region, and fled into the mountains of Persia. There, you took control of the fortress of Alamut, and began the Hashshashin movement, sending your devoted followers to publicly execute the corrupt and infidel. Though your influence and holdings grew, you found greater solace in the world of study and prayer, and spent your days translating texts and sharing the teachings of the Quran.

Despite the skill and might of your loyal warriors, eventually the Hashshashin were conquered by the expanding yoke of the Mongol empire, and those who remained taken over by the Mamluk sultanate. Yet your legacy is strong and the Hashshashin became romanticized heroes fighting greed and corruption in the eyes of the West. Now, the world is full of those who would seek power and wealth at the cost of those below them. Will you and your followers rise again to spread the light and wisdom of God, and free the people from their subjugators? Will the legend of the Hashshashin rise again to the forefront of the imagination? Can you build a civilization that will stand the test of time?



...now how much of that is even possible to do? :O Spy stuff might be hard to do, the general point is that they should be really awesome, but you have to expend a Great Person to get them (except for the one obtained whenever someone hits the Renaissance).
 
Civilian and Trade Units return to the Capital when defeated. Doable

Spies are never killed. Nope

steal tech from cities at the same rate as that civ's Capital Nope.
and destroy any units in that city upon stealing a tech Doable.
but only the First Spy is obtained through Era progression. Nope.

Unique Unit - Fida'i: Replaces the Longswordsman. Available from Iron Working, but unable to be produced or bought, and must instead be upgraded from a level 3 Swordsman (or bought with Faith). Doable.
It is invisible to non-adjacent enemies Nope, but I can make totally invisible.
does not require Iron, begins with Siege I-III, Will see what I can do.
and may choose to Assassinate units garrisoned in Cities directly, Doable.
but cannot attack Civilian or Trade units outside of cities. Nope.

May once Recruit from cities you are currently at war with, spawning three Swordsmen. Not sure what do you mean.
Upon being expended to create a Citadel, a Spy is recruited. Doable.

...now how much of that is even possible to do? :O
Well, take your time to rethink stuff. :)
Actually, espionage is quite hard-coded with almost nothing controllable with LUA. We can read espionage data though.
 
Hmm, well, it seems that stuff with Spies is rather limited. In that case anything reasonable that is possible to do, go with. If there really is no way to make it so that Spies don't automatically come in, then...well, axe the thing with the General making Spies.

As for that unit, I meant that you would walk the General up to a hostile city, and it would be able to once make three Swordsmen pop up. Kind of a light version of the Hetman, only it doesn't die afterwards and continue General-ing up.
 
Update 06.20.2014

Sets Updated: all except X
Dropbox: link
Bugs Found and Fixed: Scythian Herdsman was not moving while barbarian, Sioux UU ability was not working.
Art Update: As always, a lot of random stuff. See Current Leaderscreens (1:4).
Changelog:
Spoiler :
====Changelog====
==Set I (v11)==
Haida (start bias) is now properly starting along ocean.
Haida (code) it is not longer possible to abuse UA in order to move through invalid terrain.
Hetmanate (code) fixed very rare scenario when UA fails to detect pillaging.
Khmer (trait) Reverted Unique Building to original design:
-Baray replaces Water mill, +2 faith, no requirement.
==Set II (v14)==
Papal States (trait) Unique Building:
-Basilica replaces Temple, +3 faith (instead 2), 1 Artist Specialist slot.
Papal States (diplo) medium diplo penalty upon annexing city-state with its allies and friends.
Sioux (trait) Unique unit ability to claim territory is now active (added diplo penalty upon stealing rival territory).
==Set III (v14)==
Phoenicia (start bias) is now properly starting along ocean.
Timurids (trait) removed Spy ability destroying enemy walls.
==Set IV (v17)==
Ashanti (diplo) huge diplo penalty with a player who owns their Golden Stool.
Ashanti (trait) unique unit's Akan Drums is now active ability:
~Unit ends turn, but your other units in 3 distance radius receive +1 movement and heals up 10 damage (doesn't work on units who have already 0 movement).
==Set V (v12)==
Zimbabwe (trait) Unique Unit now receives bonus when any Trade Route is plundered (former only Caravans triggered it).
Zimbabwe (trait) removed revealing City locations of met civilizations.
Zimbabwe (trait) Unique Building:
~Zimbabwe replacing Castle, +1 Gold from Cattle and Sheep, starts 'We love the King' if city is connected by Trade Route with civilization that has desired resource.
Scotland (trait) UI is removed by UB:
~Clan Castle replacing Castle, +5% GP generation for every Hill and Marsh in working radius.
==Set VI (v13)==
Tatars (diplo) small diplo penalty for claiming tiles close to other player. Code was also optimized.
Bulgaria (trait) completely new UA:
~When signing Research Agreement, both sides receive extra Culture per turn (equal to 50% CPT of other side).
==Set VII (v9)==
Cherokee (trait) Chickamauga Warrior simplified to 'Can move after attacking and start with Mobility promotion'.
==Set VIII (v6)==
Scythia (fix) Herdsman during Go Wild! will no longer stay senselessly (changed UNIT_AI).
Tibet (trait) New Unique Ability:
~Cost of Golden Age reduced by half. Converts Faith into Culture during Golden Ages.
Tibet (trait) Rtakhrab Knight will now gain 1 Combat Strength per level.
Tibet (trait) Reworked Unique Building:
~Kumbum replaces Shrine, +1 Culture; +1 Faith per Great Work in City.
Romania (diplo) Added huge diplo penalty with civs who conquered City-States related to UA bonus.
Romania (code) Influence no longer rises too fast with City-States with non-integer decay (the game was treating 1.5 as 2, now it is (1,2,1,2,...) depends if GameTurn is even).
==Set IX (v6)==
Tahiti (trait) Unique Building replaced with combat Unique Unit:
~Pahi replaces Trireme, Can build Fishing Boats and has ability to change port.
Qin (trait) War Academy +2 Science bonus reverted back to +5 science while researching Military Technology.
 
'Ah, Hiram posted, I am curious what I have messed up.' My best bug reporter. :) Thanks.
It was like 'copying new BuildingAtlas -> remember to change Portrait Index', but 'copied BuildingAtlas -> it is time to test Pahi'.
Anyway, Steam is updated with the same version, I have no idea if it will download/update. In opening post, there are instructions on how to fix issue manually (just under Dropbox link, which is not updated).

Thanks once more.
 
...I had a silly minor idea for the Hashshashin. What if you set their background color to have a 0.5 alpha instead of the usual 1? Would the translucent effect be neat and appropriate or just obnoxious and weird?

Also the models should totally be based on the Inquisitors, I just realized ^^;

edit: the effect doesn't seem to be there at all for cities, and on units only really works if /both/ background and icon are set at a translucent alpha. It's sort of weird, maybe it would be neat? but it's probably falling more in the 'obnoxious' side. It does do kind of a cool thing if the icon's alpha is set to 0 instead of the background, then the cities have the secondary color but the units have a weird ghostly gray on white which is kind of distinctive.
 
Are the Vikings compatible with Historical Religions/ YNAEMP?

I intend to add compatibility for them the next time I update the mods. At the moment the Historical Religion mods only support all the LS civilization packs (1-10), not the two civs that LastSword recently released stand alone.

Edit: By compatible, then yes they won't cause problems when used together, but no, the preferences are only programmed for pacts 1-10 and not the Vikings yet.
 
No.
Precisely, I think all mods are compatible with Historical Religions, but AI will not pick the most historically adequate religion.
In terms of YNAEMP, you can thank JFD that he bothered to made a patch for majority of my civs. I can easily add support for any civ if you provide:
1. Coordinates for all 4 Earth maps and Europe if needed.
2. Coordinates for replaced City-State if needed (I also believe that modding community should bother to create sticky thread with standardise City-State replacement, so everyone who replace City-State X, make it Y... :P my dreams. I remember situation, when City-State on map was Toronto, but in diplomacy it was Minsk)
3. Existing (Firaxis) Civilization for starting resource reference.
I think all I would need is add one database SQL with no dependencies, so even I can do it for YNAEMP users. In fact, on next update I plan making Strategic View related stuff and maybe more music for people listening to it.


Yesterday I noticed that today is gonna be the anniversary of thread. At first I wanted to celebrate it with adding civilizations' details on OP, but let be honest, I am probably the most lazy "developer" ever; you have still click on steam links for more info (except for set I, because I once accidently lost info on update and it's not back).
However, I took some time to create the ranking of my favourite civilizations (the only criteria is overall enjoyment from playing).

Spoiler :
1. Tahiti
I don't like starting location? Embark. I can have cities randomly distributed around the world? Sign me in. Did I mentioned random element? Other bonuses create a nice background to the main ability.
2. Phoenicia
Rrandom luxury from Sea Market and bonus from We Love the King... Anyway, it is the only civ that makes me go on resource hunt and therefore every game with them is unique experience. AI doesn't handle them best, but it is actually historically adequate.
3. Mali
So, they are basically very strong from every side. Glorious Economic/Military civ with Composite Bowman unique replacement. It is very easy to focus on conquest with strong economy, Mali results in relaxing game. And you got random luxury from UA.
4. Sioux
Grab as much land as possible and get random unit each ~30 turn from every horse resource. Would be perfect if magnificient AI weren't replacing Tipi (1p, 1c, 1f) with Pasture (1p) forcing me to make this improvement permament. Simple and successful, AI usually is doing well with Sitting Bull.
5. Mughals
I haven't a pleasure to play them yet, but creating Great Merchant without internal scream (Nooooo) is something truely attractive. It seems to be very strong civ in terms of peaceful, lazy, passive pre-modern game.
6. Scythia
I have just played them and this one turned out to be completely magnificient. Herdsman messing up with other civs is something... just different. Oh, filthy Scout is nearby, let's make him a surprise. In addition you can steal workers what is incredible useful. Pillaging own territory by mistake is also funny. Trait ability is also less passive than it seems, you can move your cavalry to distribute bonuses adequate to your will. Maybe I should put them higher.
7. Hetmanate
What I like is building Citadels without consuming a Great General. Before I edited policies, I went straight for free GG from policy, settle nearby enemy capital (Moscow :)) and they had no chance. Pillaging bonus is also nice when you develop some cavalry, other benefits from warring is always interesting.
8. Lithuania
Probably the only reason why so high is that Great Random beloved this civ and I played it the most times through all my civs (in terms of modded, they are on surpass with Sumer, other chosen one). What's so funny about them? Lithuania almost forcing you to settle aggresively (settler, shrine, monument, archer is all you make in early game), which results in extremely exciting 60-100 turns, where you got multiple DoW.
9. Tatars
Mostly I love how AI handles them, they are the last civ I lost capital to. Extremely friendly with strong army so I decided to attack other neighbour. In one turn suddenly, the massive army on the border, second DoW (not something like usual 5-10 turns before magnificent AI attacks), I didn't make it back to Capital, but I retook it with imba Hetman. Back to playing them, the mass Czambul attack is actually my favourite part. After initial attack they are quite useless so don't mind losing them in suicidal combat and rebuild. Claiming neutral lands is also nice to secure some interesting spots for settler or get luxury.
10. Olmec
Unique scout with ability to reveal all Ancient Ruins in 6 radius. I could stop writing now, but other bonuses are neat as well. Maybe monument is too similar to light version of Shoshones' UA, but it has actually sense if you cannot buy a plots in uncontrollable puppets. It is also interesting to decide when/if to annex certain city.
11. Nepal
Very map dependent, but last game I played with them I have good memories so it is why they are so high on the list. Never build a single Gurkha though, but they makes some interesting spots valid for settling (for example... plot adjacent to 5 mountains :D).
12. Gallia
In the game, where early warfare is non-existent, Gallia made it happen. With proper luck, Barbarians will do the major part of job. I remember the game, where I get rid of Ethiopia before they found a religion. Later you can made some solid army from Unique Units.
13. Papal States
Simply, in my case founding a religion is not a matter of investment or work. I need a luck or proper civ. Papal States do not care about Shrines, just wait.
14. Khmer Empire
My first civilization, actually I have just reverted back Baray bonus so they are identical with the release version. Proud title of unchanged civilization goes to them (second place I bet took Romania from set 8; considering the time as main criteria). What is Khmer about? The Mega-City, which I always fail to make. Mathematically Tahitian bonus is more useful and doesn't apply only to Capital. I may need to consider buffing this civilization one day.
15. Numidians
The ability to build any available land Unique Unit in game. Desert start is also a nice thing.
16. Timurids
I have actually never made use of UA, neither saw the AI conquering other Capital (as not last city). It turned out that Espionage bonus from Madrasah is what making them interesting. Catching up with technologies is very easy that way and you have not to pick Autocracy to achieve it.
17. Qin
Not played yet. I am looking forward for it, observing what AI is capable of do with its ability. At last, something to break the "magnificent power of cities designed by Firaxis". I haven't yet pleasure to be DoWed by them (I mean, real DoW with units in my borders). In theory, you can't buy a Walls/Composite Bowmans, which should result in losing Capital if not prepared (which should be a standard thing...). Barracks seem interesting as well.
18. Sparta
Not played yet. I am quite sceptical if trait is gonna make Melee units actually useful. Civilization is epic though.
19. Scotland
One of the lazy civilizations, I remember when I entered Industrial era with Archeology (making Louvre with Engineer), everything was planned so well... except the fact that I was forced to pick Metal Casting as free tech x<. Anyway I believe that new UA is much less passive than old one, allowing to plan something interesting for Industrial Era.
20. Durrani
My favourite civilization, pear of the pearls, my avatar etc. It has my the most late game unit replacement (Infantry). Other bonuses are related to Great Writer, but they are not enough to put this civilization high on list.
21. Bulgaria
I wanted badly to make UB a library with Scientist slot. It is balanced, but unfortunately It automatically took the opportunity of creating strong UA... which I finally made after all. It benefits from Research Agreements, boosting Culture of both sides (50% of CPT of other side, I am gonna change the formula probably). Why so low? Because I have no tendency to play serious games.
22. Vietnam
Not played yet. I have straight plan on how to play, Composite -> Crossbowman conquering everything, got DoW by everyone, survival mode. I think I am gonna made Fire Lancer a bit more interesting than row bonus combat though.
23. Hittites
Yes, my beloved Influence from intimidation since beginning... except good luck with that, nobody is afraid of you. However, AI is very pleasant to see.
24. Romania
Well, Romania is very interesting (what City-States I am gonna met) until you meet two first city-states. Nothing special later.
25. Tibet
It is actually so generic that It could be Vanilla civ. I put to little work into Kum Bum, it has to be more interesting. Anyway, another lazy civilization only for lazy afternoons. AI is very treacherous and expansionist, in this aspect I didn't failed.
26. Ashanti
This civilization is about one Great Work you got at start, that has 20(?)% Combat bonus aura. Ashanti aren't truely encourage to do anything special, but for sure one of the more balanced civilizations.
27. Haida
On Immortal, Trireme warfare is not existent. Culture from Military achievements is nice, but Aztecs already cover it. Naval Melee units attacking land are saving this civilization. I like the concept, something truely out of box.
28. Zimbabwe
Even though I like the ability, it is hardly exciting or even useful in most scenarios. I hope that change to unique building will add some flavour to selecting Trade Route destination.
29. Cherokee
I am actually quite curious how my "Diplomats "steal" technologies" system work. Other than that... Cheeeerokeeee :[. Mighty Cherokee found religion and build Parthenon.
30. Kingdom of Jerusalem
Oh, somebody had to be the last. I believe that design is very historically adequate, without too strong focust on conquest, but Baldwin lost a lot in terms of fun since first version. I accidentally found some music to recompense the last position ;). Well, this revision is probably result in editing Jerusalem (Tibet, Vietnam, Bulgaria (nerf), Khmer (buff), Hetmanate (just had a glorious idea)).


Hungary is actually done, but I have made something requiring test games and I don't know when I am gonna share it. Last civ I put so much time into was Nepal (back then, making Mountains workable was a great achievement for me).
 
Prior to the latest updates, your Vietnam was compatible with the CL Vietnam. Since updating, however, CL's Vietnam does not show up in my civ list when they are both activated. I looked through my logs and didn't notice anything wrong.

Edit: Nevermind, I should have tried disabling your Vietnam before saying that. CL's still isn't showing up, so it seems to be unrelated. Disregard this.
 
If you could do something for the Tuvans, that'd be brilliant, ta. I came up with an idea for them for RawSasquatch, but, well... nobody seemed interested. Sadgrace was indeed sad. =[

Still, here they are!

The Tuvans (Donduk Kuular)
Start Bias: Tundra
UA: Ger Kharuul Line
Cannot form Land Trade Routes until after Railways is researched. Cities you founded gain +5 :c5strength: Combat Strength and +1 :c5production: Production for each Civilisation you have a Declaration of Friendship with.
UI: White Water Church (All New!)
Unlocked at Astronomy. Can be built on any tile, and generates +1 :c5faith: Faith. However, it also generates +1 :c5faith: Faith for each unimproved tile in a 1-hex radius around it and +1 :c5culture: Culture if it is built next to a Natural Wonder.
UB: Kamlanie Site (replaces Opera House)
+1 :c5culture: Culture, +1 :c5greatworks: Great Work of Music slot. +1 :c5faith: Faith per Natural Wonder within the borders of the empire. Unlocked at Theology rather than Acoustics.

I don't know if that's in any way feasible to create, but I was quite proud of the White Water Church idea. They were a real thing, by the way; the Seekers of White Water were an Old Believers sect of Russian Orthodox Christians who sought God in remote places and were among the first immigrants to Tuvan lands, then called Tannu Urialkai. Hopefully it's of interest to you. =]
 
You're welcome for the Haida idea. ^.^

Jerusalem's at the bottom? I found them kind of neat. You're pushed beyond anything to, well, go on crusades while being hyper-religious yourself. And Crusaders are really great, they're hefty bruising all-purpose warriors on the offense to a Holy City, and form an unbreakable wall when every other civ gets angry and wants to take your shiny Holy Cities from you. I distinctly loved how a band of 4 Crusaders parked on some hills managed to absolutely annihilate the 20-something unit strong armies of the resident Polish superpower. And then once their utility ended you're an economic superpower thanks to all those trade routes. They're nice because they explicitly give a goal that isn't necessarily victory-related - own all the Holy Cities possible even if you aren't going for conquest. It's the same kind of thing Spain (The Quest to Own Every Natural Wonder) and your Phoenicia (The We Love the King Day that Lasted Forever) have that make them interesting.
 
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