LS Civilization Set

IMO Sumer's ability is kind of weird but on reflection, it makes sense with how LS described it. Especially considering how I see Civ V as more representing and iconifying history than how Paradox, for example, plays it more literally. Like say, early game I don't see Warriors as literally being 10 warriors sent out by a city, but rather an icon representing a migration of people over time that live and defend themselves from the world but are under the yoke of the civ itself, and during times of war they're summoned upon to fight for their motherland. Similarly, Wonders, I don't see as literally doing what they say on the box, but rather being an identifiable marker of a major and significant cultural achievement. The Pyramids aren't literally a big pyramid that pops up two Workers when everyone's done with it - what you're really spending all that production on is revolutionizing and pioneering the organization of the kinds of labor forces and material movement that would be needed to make things like, say, giant pyramids, and the reason why nobody else can build it is not because they're not capable of the same, but because they're not REMEMBERED for it and being the first to do that. Or how the Great Lighthouse doesn't literally light the entire world for you and gives your sailors super-eyes, but instead represents an intensive maritime tradition of teaching sailors to better learn the seas and exploration techniques that could be made possible by advancements in optics. Or how the Statue of Liberty isn't magically inspiring all your people to work harder, but is instead an icon for America's early and large-scale transition from agrarianism to specialized industrial labor in the early modern age. I could go on and on about this and in fact, I kind of think really describing why every wonder actually does what it does would be an interesting thing to do.

...I still think Ndongo's kind of a weak civ though, and probably somewhat too weird to play for what you're rewarded with. There is something to be said for being incredibly hard to conquer early-game, and I guess they'd be a good civ to really forward-settle with, but the first half of the UA very much cripples that because you never have a clear picture of what exactly the world looks like, so it's hard to really analyze where to settle unless you just spam a ton of scouts. The UU has definite utility in sneak attacks which is definitely unique considering it more or less becomes a slightly slower Cavalry on that, but it seems kind of out of one's control unless you have really good planning - some interesting risk and reward, not sure how it would work out so I'd need to really play with it. And the UB is just slightly perplexing to me since it encourages not having trade routes, which could pay off if you put them in about as many cities as the GPT of a given trade route, so you'd save production there, but...I dunno. I think it comes kind of late - Economics is right next to Industrialization which you'll be holding off as long as possible, maybe it should be a Market? Or just a Bank that comes slightly earlier, like say, Machinery? It's kind of the same thing as Persia, it is very silly for the Satrap's Court to be a Bank when they weren't a Renaissance civ at all and it'd make way more sense for it to be a Market or, more appropriately, Castle.

What I am saying is that they are odd and I will need to experiment with them. Shocker, an LS civ that is slightly obtuse to understand and really weird to play XD

Also if I git gud with coding ever then I'm totally making a compatibility patch for your stuff. Just...probably not the leaders that there are other compatible civs already with. To make it slightly easier would you be willing to reorganize your mods so civs people have done already are in packs together so that there are mods entirely free of potential conflict? Or is that a silly request? ^^
 
For the Mapuche Civilization, I'd put the UA description as: "Units obtain Promotions, Required Strategic Resources or Prerequisite techs from defeated units".

That should cover most confusions.
 
For the Mapuche Civilization, I'd put the UA description as: "Units obtain Promotions, Required Strategic Resources or Prerequisite techs from defeated units".

That should cover most confusions.
Why I don't get Civil Service after I defeated Pikeman?
There will be always confusion. :P "Upon defeating unit you may obtain one of its Promotions, required Strategic Resource or Technology to build it"?


I don't know. I can't see anything weird in them. Those abilities couldn't be simpler.

Anyway, since Ndongo's theme is defensive, it is a weak civ (can't change game mechanics). Again, not every civ must be weak or strong, I prefer to have the variety of gameplay.

I think you didn't understand the ability. It's opponent, who lose "vision" of Ndongo's territory. Ndongo's eyes are not obstructed by any extra Fog added.

Encourage Not having a Trade Route... Nope, it is a bonus that helps you maintain economy at war when your Trade Routes are plundered or there is no point to risk establishing them. Remember defensive theme.

Building is Bank, because it has too strong bonuses for early game.
1. Moroccan UA = +2 Target Gold
2. East India Company = +2 Target Gold
3. Nzimbu Pots = no way! +4 Target Gold (it is also reduced after 2 Trade Routes are sent to you, which is somehow good to not feed opponents)

I have no idea what is weird, seriously. Moroccan UA? Bonus dependent on the number of Trade Routes sent to your city? Or gold boost after you lose Trade Route. :crazyeye: They see me coding, they hating.

And your request is not silly, it is more like you don't care about anybody else.
 
Why I don't get Civil Service after I defeated Pikeman?
There will be always confusion. :P "Upon defeating unit you may obtain one of its Promotions, required Strategic Resource or Technology to build it"?

You can't? :confused:

What you wrote could work too.
 
Let none say I didn't try...

Spoiler :
Lets stand beneath the sacred Canelo tree and make a ceremony in your honor, oh great Janequeo from the Mapuche people of the Pehuen. Warfare is nothing new for the Mapuche, the elders tell stories of how the brave warriors amongst your people curved the expansion of the Inca centuries ago, making them pay dearly for daring to step on your lands, and after them came the Spanish, who suffered a similar fate. Even on the face of superior weaponry your people stood their ground, learning their ways and effectively using them against their foes. It was in these dark times that your call to action was held. Mourning the loss of your husband, you took up arms and led the armies against the invasors, a symbol not only of the Mapuche resistance, but of the fierce spirit of the Mapuche Woman.

Oh great Lonko Janequeo, your people even to this day keep fighting for their rights and their lands, can you lead them in a new beginning? Can you command them against unsurmuntable odds and come triumphant? Can you build a civilization that can stand the test of time?


On a more useful note, I bring a bug report: Turns out Lightning Warfare doesn't affect Toquis.
 
So I have updated a mod just to fix this bug (-1 :c5unhappy:, 5 minutes uploading). For my excuse, I have edited effects of Lightning Warfare a long time ago (+code is in Unit_Promotions instead Units). You can manually copy this to the xml (if you are on advanced level of modding knowledge):
Spoiler :
Code:
	<UnitPromotions_CivilianUnitType>
		<Row>
			<PromotionType>PROMOTION_FAST_GENERAL</PromotionType>
			<UnitType>UNIT_LS_TOQUI</UnitType>
		</Row>
	</UnitPromotions_CivilianUnitType>

About DoM text, thanks, you are free. :crazyeye:

I am gonna do some fancy leaderscene for extra happiness.
 
Hum... fancy leaderscene you say? The one they currently have ain't bad at all.

But, if you insist, a friend I showed it to told me it could use more Araucarias in the background.

(There were some other details like the Rucas being more of a coastal type while Janequeo comes from the mountains, but I doubt anyone will either notice nor care, besides, I imagine it's gotta be a real pain to find actual Ruca pictures.)
 
Hum... fancy leaderscene you say? The one they currently have ain't bad at all.

But, if you insist, a friend I showed it to told me it could use more Araucarias in the background.

(There were some other details like the Rucas being more of a coastal type while Janequeo comes from the mountains, but I doubt anyone will either notice nor care, besides, I imagine it's gotta be a real pain to find actual Ruca pictures.)
Actually, I have removed the mountains with forest (maybe Araucarias) from the background. :crazyeye:
I lack resources like time and skill. At this point, I am not gonna risk a change, because it may turn out to be worse (obviously, you can make your own background ^^, I had the concept of hill with the view on a valley; mapuche related elements everywhere. Humm, I got a little hyped, current background isn't so bad).

+4 :c5happy:, +50% length of Golden Age
 
Wow, the Abbey's a really curious building, oddly enough it's the one that caught my attention the most in this update.

How does it detect the yields of adjacent cities, would it be possible for it to have "Specialists" that'd let your city "work" the other city plots?
 
I didn't know you had a topic on this forum. I found one of your mods on Workshop and downloaded Mughal, Sparta, Vietnam mod couple days ago and all civs have really really unique UA, UU and UBs.

Fantastic mods.
 
I already did it in the Steam page, but once again let me say thank you for the update! Both Frankish's UA and Mauryan's UU look quite interesting!
Thank you for the update! As always, your content does not fail to impress!
Still, I do have one question: what exactly is the purpose behind Mauryan's UA? Also, when you say possible, do you mean available trade routes, trade route range or both?
Once again, thank you for the hard work!
In this case, let me answer here.
There must be available trade unit (Caravan or Cargo ship) and trade route (range).
What is a purpose? I didn't except this question since I considered this ability as "very strong". Mostly, science (standard Acoustic path); AI is also less likely to declare war on you if they have a Trade Route, some gold as well, enemy also wastes one Trade Route.
Even if AI hates you (warmongering and expansion), you are still receiving this quite important bonus. I usually got completely ignored by AI (eventually most Trade Routes comes from 1-2 civs), therefore I thought it would be actually quite useful ability that even scales into late-game (when range is increased).
Unique Building should help you go wide (so any civ will be forced to tribute).
Well, if you play Duel games, it is probably not the most amusing ability.

Thanks.

Wow, the Abbey's a really curious building, oddly enough it's the one that caught my attention the most in this update.

How does it detect the yields of adjacent cities, would it be possible for it to have "Specialists" that'd let your city "work" the other city plots?
Not sure how, yes, but meh.


I didn't know you had a topic on this forum. I found one of your mods on Workshop and downloaded Mughal, Sparta, Vietnam mod couple days ago and all civs have really really unique UA, UU and UBs.

Fantastic mods.
Thanks.


I should update some mods since I have time today.
 
What is a purpose? I didn't except this question since I considered this ability as "very strong".
Ah, I did not mean like it was weak, just that there might be some benefits not very straightforward. For example, I had not thought about how it would affect the AI behavior.

Even if AI hates you (warmongering and expansion), you are still receiving this quite important bonus. I usually got completely ignored by AI (eventually most Trade Routes comes from 1-2 civs), therefore I thought it would be actually quite useful ability that even scales into late-game (when range is increased).
Perhaps this should be asked in the General Discussion, but what is the diplomatic modifier for having a trade route? However I tried, I could not find it.
 
Ah, I did not mean like it was weak, just that there might be some benefits not very straightforward. For example, I had not thought about how it would affect the AI behavior.
Perhaps this should be asked in the General Discussion, but what is the diplomatic modifier for having a trade route? However I tried, I could not find it.
I am quite sure I have read a statement from Firaxis itself claiming that AI consider Trade Routes while going on war.
Other than that, those are my private observations. Especially if you have different ideology, AI set Embargo of Hate on you. :)

I see. This ability is rather for me, since I play exclusively 22-matches. I am gonna go wide until everyone hates me :cool:.


Lovely updates, Nerfhammer time:
Set I
1. Some harmless Database errors removed (text updating left a lot of missing references)
2. FIX Hetman is no longer moved after building Citadel.
3. I have found out that Hetman has completely new ability unreleased:
Uprising ~ consume unit ~ gain control of nearest allied city-state's military units.
4. Some of you might remember fancy leaderscene I made, introduced as well:
He is not impressed

Set II
1. Some harmless Database stuff done.
2. Papal States
For too long, they had this filthy powerful ability. Fix is extremely simple:
They got religion if there is no more religion available.
Their religion is instantly enhanced if they found religion on their own.

Old City-State bonus removed completely.
Swiss Guard is now providing Culture even if not garissoned and has bonus near Capital.

Some face-lifting for old Gregory to recompensate:
Actual comparision
3. Sioux
Nerfed heavily. UI removed.
UA grants happiness based on total land you own.
Barracks replacement makes trained unit claim one neutral or enemy tile (but only if in working range of one of your cities).
Lancer replacement, less costly, upgrade into Cavalry, starts with random promotion.

Set XII
1. Fixed quite serious database stuff (text was missing).
2. Fixed an actual Runtime error (only notification, but still).
3. Minoans
Yaa, I promised to remake UB by December. My promises are worthy nothing if I have some serious stuff to do.
Watermill replacement:
~Can be built if city is next to river OR on the coast.
~+1 Production per 4 sea tiles owned by city. (only working range, up to +9 for 36 sea plots :))
~+2 Tourism if you know a player on which you are influential less than 25%.

Glorious, simple boost to those little islands and I actually reimplemented early Tourism. I have actually played-tested a little longer than needed.
Some lifting to leaderscene done as well.

Huh, only three sets.
 
Number of Ideas is tripled. Damn trait.
Plus some civs done for other reasons.

I noticed gif is not working.
Spoiler :
Pzbd6xh.gif

Spoiler :
oMBOsCk.jpg


Also, it was reported that update ruined Haida. Yes, it seems that when I was coding new Hetmanate stuff (when?) I have cut off the Haida code (probably some glorious overhaul, never to see daylight). So humm, I have just copy-pasted previous version (tested, working ;)) and updated set I.

Anyway, with this spotlight on Haida, I have done a little change, the trait now grants culture from captured cities based on buildings destroyed. Because I can.


You know, only 3 sets. I wanted to update set XIII (got report about glitch + Goths' colours are not enough ferocious for some people...) and remove UI from set V. Dunno why I even put it there.

@Edit
And I ruined steam description of Set I again.
 
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