JFD
Kathigitarkh
New UIs don't grow on trees 

Actually, it is not. Unless, you are talking about model/icon.There is something that I have been wondering. Why does Scotland reuse the French Chataeu instead of having its own UI?
I want something to fit UA's current name: "Scorched earth".Hmm, you said you wanted to do something like the Three Principalities for Romania, right?
I will disable Tourism until Classical Era. You can come up with one bonus. Reference.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.
Oh, no. It's you again, writing how bad my civs are.
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.
My friend, popularity is not truely important.
Anyone looking for new civs can just tag Civilizations on workshop and see... Krajzen's buffs (lol seriously?).
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 suggestionsAlso I love music and had great fun while making Great Musicians Mod so maybe I overthink soundtrack of this game
So, don't listen whole current audios, I will provide times and ask you about them.
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...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.
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: Moldavian Levy (replaces Crossbowman)
Less expensive than the Crossbowman it replaces (90rather than 120 on Regular game speed). Has a unique promotion that enables the unit to make Melee Attacks, which is kept when it upgrades.
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. =]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 (300compared to 225 on Regular game speed). Upgrades to Landship.
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: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...
Shortly about the rest.
Quite cheesy and it would be very hard to make AI consider it.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.
Is this occurs when you are using only Zimbabwe mod?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 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...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.
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.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.
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: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...
Congratulations, you have just made me disable Shoshones and Cherokee.
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...