LS Civilization Set

Hmm, do you have all your civ icons accessible individually somewhere on imgur or something? I figure I might as well do the collaborative mod color scheme reference guide thing for your civs, but I am not sure how to obtain just the icons on their own.
You can find icons in mods' folders (.dds format). Other than that I have them in PSD.



Yes, Kumbum will yield no Culture.
Unfortunately do not except new stuff before October. I have an idea "Can destroy World Wonders in captured cities for instant bonus." (free Policy/Tech/Great Person/Golden Age). Haven't decided between Vandals and Goths yet.
 
You can find icons in mods' folders (.dds format). Other than that I have them in PSD.



Yes, Kumbum will yield no Culture.
Unfortunately do not except new stuff before October. I have an idea "Can destroy World Wonders in captured cities for instant bonus." (free Policy/Tech/Great Person/Golden Age). Haven't decided between Vandals and Goths yet.

Goths would fit the trait best. The Vandals had too may notions of civility :P.
 
To tell you the truth all of them were ass kicking but main thing is that Vandals ended up being more of a pirates than sackers.
 
Well, if that'd mattered then there'd be the problem that Tomatekh's Goths are the most popular custom civ... ever.
 
Easy, I am not gonna to force you to play it...

Since Hiram is an expert, the Goths are gonna burn eternal city once more. Alaric:
Spoiler :
2yZbD9W.jpg


Btw, has anyone else have issues with forum (with width precisely)?
 
1. Rice terrace doesn't seem to display civilopedia entries, not sure why. No TXT_KEY_ETC error, just nothing there are at all.

2. How do Vegvar behave when there is more than one near an enemy? Do they all shoot? I've only ever had one Vegvar, having taken a city from them, and it seemed to kill caravels pretty handily. Just wondering what happens when you get lots, seems like it could be quite impregnable.

3. I'm of the opinion that the Olmec UA is OP. Specifically +3 science/+3 production. Evidence? Ran 3 games with them in, and in all cases they were 1st on tech by about 5%. I'm trying out +1 to all yields (including faith and food) in my current game and it seems a lot better. Might need to run one or two more to make sure it is consistent. I feel like this is still very strong, and preserves the (imo very cool) feel of the UA, while better enabling pursuit of other styles depending on how the Ancient Ruins behave. I think science is just too powerful to give away 'for free' like that.
 
1) That's my shenanigans. Baray should have the same issue. I'll try to remember about it, giving it low priority though.

2) All will fire. Vegvar can be prevented from attacking by pillaging or simply stationing on it. Strength (ancient/classical/.../.../industrial): 8/12/17/25/36. Right now I removed Faith/Culture from killing units by Vegvar. I assume that line of Vegvar with decent amount of unit would handle anything. On the other hand, decent amount of units + hills should do fine anyway. I haven't played them yet so I don't want to speculate. (Though I am sure that Vegvars on their own can't stop the "wave") I may increase Pillage bounty.

3) Maybe science on their own isn't so ahead of Mayan one, but 10 yields is quite a lot. Olmec always fades with Medieval Era. Not being able to build units/wonders isn't so bad, but Gold focus is devastating. I don't remember if I was too lazy to force default focus or it is impossible to do. Well, the concept was neat (uncontrollable "city-states" with own palaces), but it is somehow meh now. Yield bonuses, so ordinary. Neither the science does fit Olmec at all.
I was thinking about luxury resources: jade, obsidian, and magnetite. Unfortunately, Indonesia and Mali already exist.


About Text:
1) Scythian UB is now called Kurgan Tomb, I don't know what It replaces or does, so leave strategy for now.
2) Bisericile is now Romanian UB (Monastery in Romanian language; civilopedia should be easy, from painted Monasteries to Brâncovenesc style).
-No maintainence cost.
-Allows to purchase randomly selected unit for faith until Industrial Era.
 
Kurgan Tomb could work has a too UI but I see you prefer UB, anyway of I remember correctly those things were pretty much mass graves of elites and their horses.
UI: could yield faith and culture, culture could increase in eras or/and by disbanding elite units over it, can only be built adjacent to horses or pastures. (up to you horses only seems more balanced)
now all of this is kind of boring nothing really that says LastSword but you could make it interesting if you make the Kurgan guarantee an archaeological site on the same tile it was built upon (also after a player enters the Industrial era Kurgan are no longer buildable).

UB: now this could have a whole lot of variations (Circus, Stable, Shrine, Temple, Granary) now what it gives is up to you but the Kurgan consumes 1 horse gives some faith and doesn't require horse resource in the city.

I kind lost my muse on the second one mostly because I feel like a UI will be more fitting as long as it is in the realm of possibility.
 
Oh, I actually tried to make Artifacts with Olmec UB. I can't.
And I was thinking about Kurgan giving bonus upon digging artifacts in city border. The only reason I resigned is fact that I have just did it with Great Corsair (autoplagiarism too soon) + some logic stuff (ok, 2000 years passed we can now dig out our great ancestor and leader in order to obtain this nasty bonus).

Disbanding elite units sounds... wrong.
I don't also feel Workers building tombs...
Though, unique improvement for Great General might be an option (...or not, building own tomb?).
 
Just thinking about avenues that haven't been explored yet: are bonus resources usable in some way? The game seems to keep tract of how many you have hooked up in you empire. Like could you have a UB (or maybe a UA since a UB might spiral out of control unless you can give fractional yields) that gave +faith per cattle in the empire for example? (thinking minoans in that particular example)

Olmec. hum. I agree about not having another more cities=lux civ. ideas:
Colossal heads to UI which must be built on (or maybe adjacent? to) stone/marble and gives flat faith and culture per era of existence. Could periodically claim nearby tiles if you want to raid the Inuit script/write that.
Tu and Ku is really interesting imo since you have to choose between annexing the cities or keeping the puppet bonuses (when you do annex no unhappiness from :c5occupied: since they are technically your citizens apparently). Yeah all I can say is that the +1 to all yield works out quite nicely imo.

Kurgen Tomb... UI with flat +faith and +culture yield every time one of your mounted units dies within *5* tiles? Must be built next to luxuries, can't be built next to each other to prevent having too many? This is pretty similar to the colossal heads idea mind you.
I quite like BttLsht's idea of UB that requires horses. I'm running parts of the Strategic Buildings mod, and I really enjoy the extra dimension this gives strategics, so yeah: +1 for replaces circus and requires no horses in the city. cost 1 horse. +2 faith.
Though if you are keeping Outer Pastures then obv this is 2 UB and that's not great.
Can you make a UI require horses?

Re:Re:Vegvar: can't be built next to each other and up the yield. Say +2 culture on railroad (aka pretty castle tech)? Maybe +culture next to river instead of +food to give a boost to tourism late game. They might not even need changing at all but that just seems neater to me, and they can still hit hard without worrying about being OP.

Painted Monastery: Cool stuff. Button looks good in that one screenshot.
Is the whole of Romania getting redone? UA was quite flavourful, though not very interesting.
 
Hey, I remember you were discussing the Assassins a while a go and these ideas just struck. No idea if they're possible but if anyone can do it, it will be you!

The Assassins
UA: Everything is permitted - Upon entering the Renaissance you may produce additional spies in your capital. Your spies have a per turn chance of killing other spies, which results in a culture boost.
UB: Eagle's Nest - Replaces constabulary, is maintenance free and has +1:c5greatperson: Great Assassin points
UGP: Great Assassin - Unique to the assassins, the Great Assassin does not replace any unit. It is earned by successful missions and killing enemy spies. May be expended next to enemy cities to enter them into several turns of anarchy or ,if they were previously captured, to liberate them.
Spoiler :
I'm not sure if producing spies is possible, I assumed it could be done with dummy buildings as the National Intelligence Agency grants an additional spy. It could then be balanced with an increasing producing scale for each consecutive spy, of say 200/400/700 etc :c5production:. This would mean the assassins would have the most spies in the game as should be appropriate but must invest resources to do so, and must use them effectively to generate Great Assassins and make the most of their uniques. If possible I think it would be good to allow the production of spies at a technology a bit before the renaissance, say Chivalry, to give them a bit of a headstart.
I do apologise for ripping off your Hetman unique abilities :blush:


Abstergo Industries
UA: The Search for Eden - Gain a science boost each time you puppet or annex a Capital or City-State. Successful coups allow you the option to puppet or annex the city
UB: Animus Farm - Replaces police station, does not require constabulary to build. Instead of reducing enemy spy effectiveness, it instead increases the chance of capturing the spy. Receive a science boost in this city if a spy is captured, increased for level of spy
UGP: Templar Grand Master - Unique Great Person for Abstergo, any time another great person is born there is a chance a Templar will also be created. May bring city-states into your empire, or create a weakened academy

I particularly enjoy how this will immediately set the Assassins and Abstergo against each other. Abstergo are encouraged to conquer and pursue science, which makes them a perfect target for the many spies of the Assassins and the liberating power of their Great Assassins. And then when Abstergo get Animus farms up and running Assassins have to be careful they don't get caught.

All in all I'm happy with the design, as I said the ideas just struck me so I thought I may as well put them here. I have no idea if they're possible or even something you are interested in, but either way just continue what you're doing as you are great at it :goodjob:
 
Well I mean I meant them in terms of the actual Hashshashin Order under Hassan-i Sabbah, though the icon and spy names are more of an easter-egg-ey nod to the games which made them much more known. As far as I know there's typically little interest in non-historical civs around here, though VV does poke at that.
 
I've made a Whole Conversion Civ5, such as balance, and I want to use your Mod, but it doesn't balance. So can I use your mod and balance it out (Of course I'll put credit for your Civilizations)
 
@stapano00
Do whatever you like.

@Beefie
I feel unconfortable getting requests. You know, I can help you with LUA and tell you what to do in XML/sql (though not before October). Spy killing spy is not possible. Other than that it seems quite doable. Building Spies is actually interesting, maybe the fact that Espionage is freaking boring (whole game so linear)... I truely regret starting modding custom civs instead .dll total conversion.
Well, if you want to learn modding; going to steam folder and search for civ5buildings/civ5units/civ5civilizatio/civ5leader etc. and looking through other mods is everything you need to start.

Oh, also my ideas good enough to be ripped off. Supremacy. :)

@Gyra
You may help me with Hashshashins, I couldn't find images to make unit icons.

Just thinking about avenues that haven't been explored yet: are bonus resources usable in some way? The game seems to keep tract of how many you have hooked up in you empire. Like could you have a UB (or maybe a UA since a UB might spiral out of control unless you can give fractional yields) that gave +faith per cattle in the empire for example? (thinking minoans in that particular example)

Olmec. hum. I agree about not having another more cities=lux civ. ideas:
Colossal heads to UI which must be built on (or maybe adjacent? to) stone/marble and gives flat faith and culture per era of existence. Could periodically claim nearby tiles if you want to raid the Inuit script/write that.
Tu and Ku is really interesting imo since you have to choose between annexing the cities or keeping the puppet bonuses (when you do annex no unhappiness from :c5occupied: since they are technically your citizens apparently). Yeah all I can say is that the +1 to all yield works out quite nicely imo.

Kurgen Tomb... UI with flat +faith and +culture yield every time one of your mounted units dies within *5* tiles? Must be built next to luxuries, can't be built next to each other to prevent having too many? This is pretty similar to the colossal heads idea mind you.
I quite like BttLsht's idea of UB that requires horses. I'm running parts of the Strategic Buildings mod, and I really enjoy the extra dimension this gives strategics, so yeah: +1 for replaces circus and requires no horses in the city. cost 1 horse. +2 faith.
Though if you are keeping Outer Pastures then obv this is 2 UB and that's not great.
Can you make a UI require horses?

Re:Re:Vegvar: can't be built next to each other and up the yield. Say +2 culture on railroad (aka pretty castle tech)? Maybe +culture next to river instead of +food to give a boost to tourism late game. They might not even need changing at all but that just seems neater to me, and they can still hit hard without worrying about being OP.

Painted Monastery: Cool stuff. Button looks good in that one screenshot.
Is the whole of Romania getting redone? UA was quite flavourful, though not very interesting.
I thought Minoans are fine. :(
Your idea is possible, but it is truely not different than just adding +1 Faith from working those resources.

What's wrong with Colossal Heads, I know that now every second mod is claiming neutral territory, but I would keep it anyway, otherwise I would have to remade every civ every year. It's actually quite useful (you can't buy plots in puppet cities).
Olmec UA will be nerfed.

I am fine with Circus costing one Horse and yielding extra 2 Faith. It is grabbing removed Happiness from UA quite nicely.

Yes and no to UI requiring resource. I have to skip UI topic for now. Shortly I don't like any UI in game.

I promise to think about Vegvars.

Romania will get Faith and Golden Age points from killing enemies of different religion inside their territory.

@Goths
It turned out they were a civ in the scenario. Not gonna keep colours nor swordsman, but I changed icon to eagle. It should be easy with city-list and civilopedia.
 
I thought Minoans are fine. :(
Your idea is possible, but it is truely not different than just adding +1 Faith from working those resources.

Yeah I think the Minoans are great too! Was just explaining why I wrote what I wrote, though you are totally right - a UA is no different to adding yield from the tile. Silly me :crazyeye:

What's wrong with Colossal Heads
Nothing. I just read you saying that the Olmec UA was 'ordinary' and thought you meant you didn't like how the whole civ worked out. I think they're pretty groovy tbh.

Edit: Just realised the Set XI text I upload was missing the DoM. Fixed.
 
Well I mean I meant them in terms of the actual Hashshashin Order under Hassan-i Sabbah, though the icon and spy names are more of an easter-egg-ey nod to the games which made them much more known. As far as I know there's typically little interest in non-historical civs around here, though VV does poke at that.

Ah sorry, I thought the suggestion was for a bonus civ along the lines of more civs Buccaneers my mistake!

LastSword said:
@Beefie I feel unconfortable getting requests. You know, I can help you with LUA and tell you what to do in XML/sql (though not before October). Spy killing spy is not possible. Other than that it seems quite doable. Building Spies is actually interesting, maybe the fact that Espionage is freaking boring (whole game so linear)... I truely regret starting modding custom civs instead .dll total conversion.
Well, if you want to learn modding; going to steam folder and search for civ5buildings/civ5units/civ5civilizatio/civ5leader etc. and looking through other mods is everything you need to start.

Don't worry about it, it wasn't a request! As I said, the ideas just came to me so I thought I'd throw them out there as I had seen you were contemplating an assassin civ. If you use some of ideas, even in another civ or if they simply inspire another implementation, great! If not, no harm done.

I have toyed with starting modding, trying some simple building/wonder mods, but with a new job and moving taking up time and a crappy laptop barely able to run the game I've put that to the backburner. If I ever manage to seriously take a crack at it I'd love to take you up on the offer :D
 
From what is seems pretty much all coding modders here have DOS for their OS so no need for a fancy computer.
 
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