LS Civilization Set

Honestly I wish more modders would organize all their civs into more convenient packages. 27 individual civs to check in the mod screen is a little obnoxious and makes each individual one harder to find.

Just as well, I would support those who have different builds of the same civilization (i.e. LS's and Tomatekh's Mali, Hittites, and Timurids) to collaborate and merge those into one to minimize duplicates, but that'd take the entire community, like, making a panel to judge things and that would lead to weird stuff.
 
Honestly I wish more modders would organize all their civs into more convenient packages. 27 individual civs to check in the mod screen is a little obnoxious and makes each individual one harder to find.

I strongly disagree. I like being able to pick and choose which civs I want : based on their uniques and based on their location (I mostly play on YnAEMP with TSL when I play with mods).
 
But you can just do that at the actual selection screen where you pick which civs will be on the map, which you'd have to do anyway if you're playing with lots of mods. Grouping them in sets makes it easier to work with on the often fiddly and wonky mod selection screen, and so all the ones you have take up less space on that list and are thus easier to find.
 
But you can just do that at the actual selection screen where you pick which civs will be on the map, which you'd have to do anyway if you're playing with lots of mods. Grouping them in sets makes it easier to work with on the often fiddly and wonky mod selection screen, and so all the ones you have take up less space on that list and are thus easier to find.

I guess you can do that if you select manually all the civs you want in the game, but I prefer to leave it on random.

I get your point, but not having the civs grouped together gives people a lot more flexibility, even if the mods screen gets a little unwieldy.
 
Reorganising, splitting... :D You missed 1st of April.
Sets follow modiquette, it is not like I made civs share XML files.

07-04-2014 Update
Sets: 1, 2, 3, 4, 5, 7, 8.
I see no point in describing details; anyone interested already found them on previous post.

My first game since forever.
 
Ah...ahahahahahahaha

The Haida are now the most fun ever. War Canoes are amazing at just running all over the map and obliterating barbarians. Plus they can like, actually get experience in a timely manner off those barbarians, you can get them to Mobility quickly, and combine that with the Great Lighthouse and yessssssss. I thought the attacking coast would just be a weird amusing flavor quirk, but it's ending up surprisingly useful to base a playstyle on.

Great job on this one, it's practically perfect IMO. I'd be highly surprised if you really needed to revise any of Set I by this point, the only point I see that has room for improvement is maybe the Hetmanate UA, but I haven't played with it so it could be more powerful than I think - besides, I see the Hetmanates more focused on their Hetmans and the UA being more a bonus, just like with the Huns, you don't play them for the production on pastures, you play them because Battering Rams are the best unit in the game. Set I definitely has a lot of, as the community would put it, 'synergy', as all of them have uniques that aren't super amazing on their own but together work in tandem to kick all kinds of ass. Not that synergy is necessary of course, just look at Poland, they're super powerful even though added social policies don't really do all that much for horse-based things, or the Shoshone, who are mostly just solid overall. In your case, Scotland is a good example, their stuff doesn't go hand in hand much but it doesn't need to, as what they do makes sense and each part is neat on its own without relying on the other aspects of it.

Anyways, hmm. I had an idea for a UA in which allied Maritime CSs would give unique naval units, but I'm not sure what sort of civ that would go with. Closest I can think is like...Genoa? They were a pretty heavy maritime power. I'm thinking they could have like...a UI that can be built in neutral lands and trade routes can be established to them, if that's even possible to do. Maritime sorts of civs are uncommon in your sets, so maybe another one could work out.
 
I've always found the Shoshone the most fun Civ to play as on higher difficulty settings.

This is because I tend to end up annoying every AI in the game... just to hear their war theme.

Seriously. Dat war theme.


Link to video.
 
There is no place for Haida in Brave No Wars.
Frigates moving after attack, that is something you can rely on.
Even if overnerfed to the ground, I am still happy with the new Haida. They are truely deserving LS tag now.

Hetmanate's UA is the only reason I have made the civ. Glorious Hetmanate, what a valid material for a civilization.

There are no big fishes left in the ocean, I disabled my own civ, Romania is near to follow this fate. Yeah, it sounds like last-call to stop making new ones.
I think that Civilization V has 1-2 years of opportunities. "Adding new civ to improving gameplay" is obviously not a linear graph. It had to have a break point. I have the skills to repair the flaws of this very-good-designed-definitely-not-linear game. The only problem is the web of dependencies, changing one feature follows more changes, while I would prefer small steps. There is much to do.

Your idea actually fits Venice nicely.
 
Maaaaaan don't think that way. This isn't about the longevity of the game, there will always be people who find it fun to play Civ V, and I predict that the next game may very well be far more difficult to mod unless Firaxis is super lazy. And stop worrying about the validity of a civilization! At this point all you need to be valid is 'was an ethnic or cultural group', I am positive people can and have made cases for like, the Tuareg (when borders expand through culture or gold, automatically claims one other desert tile? and maybe pastures on said desert?) or even the Ababda (silly reference to Bir Tawil, land can't be stolen by citadels or something ^^;) for all we know. All that matters is neat gameplay mechanics that make historical sense assigned to a group of people to play as. If you find it fun to make civs, keep going, no matter how minor or insignificant they may be. Half the fun of the series is taking down Rome or Russia as some minor country they would've off-handedly annihilated in reality.

And people overexaggerate the difficulty of war in BNW. They want to be able to conquer things /easily/ but the truth of the matter is, if you want to wage war, you need to be making a big standing army and devoting your efforts. War is expensive! That's the way it should be. The Haida work decently with a strategy of giving their War Canoes Coastal Raider and swarming coastal cities, and it pays additionally in its own way by giving lots of culture in reward. Swoop in, strike the city, move back, hopefully to a forest tile. It works fairly nicely early in the game, and again, they're rad at barbarian hunting. And later on you're basically all set up as a dominant naval power with a strong culture base.
 
really anxious to give some of these a try. If possible, would you please explain the Gallic UA? I am wondering how that actually works. I may be dense and did not quite understand it. (the Barbarian part...I got the production part. :))

Gallia Tribes
leader: Vercingetorix

UA <Tribal Alliance> At war gains +25% Production towards Military Units and makes peace with Barbarians whose power and number is greatly increased nearby.
 
Power:
<Blitz>true</Blitz>
<River>true</River>
<IgnoreZOC>true</IgnoreZOC>
<IgnoreTerrainCost>true</IgnoreTerrainCost>
<HPHealedIfDestroyEnemy>50</HPHealedIfDestroyEnemy>
<HealIfDestroyExcludesBarbarians>true</HealIfDestroyExcludesBarbarians>
<AttackFortifiedMod>50</AttackFortifiedMod>
<CannotBeChosen>true</CannotBeChosen>
<AttackWoundedMod>25</AttackWoundedMod>
<FlankAttackModifier>50</FlankAttackModifier>
<AttackMod>25</AttackMod>

Number:
5 land units in each Barbarian camp. (type is random, but based on units owned by barbarians)

Where:
Barbarian camp has to be in 15 range to Gallic city.

When:
Always after the peace period (starting war when not currently at war). Ignores city-states.
Next spawn is in 15/20/25/30 turns of constant war. (quick/normal/epic/marathon)

Those barbarians are killed once all Gallic players end wars.

Basically when Gallia goes to war, all barbarian camps within 15 tiles of a Gallic city get 5 extra units every 20 turns (normal speed) that attack twice, ignore terrain and ZOC, heal 50 HP when killing an enemy, get a base 25% bonus on offense along with another 25% against wounded units, 50% bonus on flank attacks, and another 50% against fortified units. And of course, they won't attack Gallia's territory or units. Mercifully, all of those die when Gallia goes to peace, so they don't just linger around murdering everyone.

It is /pretty goddamn terrifying/ if you are anywhere near Gallia because those are still barbarians and will come visit you if you're closer than who they declared war with. It's crazy yet amazing in how insane it is. Effective 200% attack strength when your units are in a position they are already likely to be when dealing with barbarians makes it work as scarily as you'd imagine. It's not crazy broken for Gallia itself because, you know, barbarians, it equates more to someone else being at war with the same civ you are, but it's definitely something to take advantage of.
 
Meh, if you think that effort - reward ratio is fine, ok.
I understand that somebody would like to play with Tuareg.
I have my own criterias though and the way to have fun from game.
Actually, it's about how long I will play this game; making mods itself isn't so fun.
Thanks for describing Gallic Tribes. Description seems to be quite clear (peace; more barbs; stronger barbs).

My last Game - classic Tradition/Liberty; no early wars; 4 city; lucky Ulury followed by Religion; later on I upgraded army to 6 crossbowman; made one-side war against Hungary and lost interest in game.

To make early game more attractive I start with:
SocialPolicies
~All branches are available at start
~No openers and finishers
~Each branch has three tier 1 policies and two tier 2 policies
~Tier 2 policies are mutually exclusive; require all three tier 1 policy
~Removes extra culture from policies completely
~Removes word FREE
~All policy linked wonders will be pre-medieval (I may add some new).

So far, I have designed only Honor and Piety (Stonehenge).
 
Basically when Gallia goes to war, all barbarian camps within 15 tiles of a Gallic city get 5 extra units every 20 turns (normal speed) that attack twice, ignore terrain and ZOC, heal 50 HP when killing an enemy, get a base 25% bonus on offense along with another 25% against wounded units, 50% bonus on flank attacks, and another 50% against fortified units. And of course, they won't attack Gallia's territory or units. Mercifully, all of those die when Gallia goes to peace, so they don't just linger around murdering everyone.

It is /pretty goddamn terrifying/ if you are anywhere near Gallia because those are still barbarians and will come visit you if you're closer than who they declared war with. It's crazy yet amazing in how insane it is. Effective 200% attack strength when your units are in a position they are already likely to be when dealing with barbarians makes it work as scarily as you'd imagine. It's not crazy broken for Gallia itself because, you know, barbarians, it equates more to someone else being at war with the same civ you are, but it's definitely something to take advantage of.

THAT is very cool. I tried Scotland for a little bit last night. Haven't been able to use any of their uniques yet, but being of Scottish descent, I am enjoying it. Will definitely enjoy the Gauls.
 
Various suggestions for stuff!

Hetmanate: UA: Rightful Liberators: Recieve Great Person points in the Capital (100 base, increased by 50 every Era) upon liberating a city. Pillaging tiles gives a boost of Food and Production to the nearest city. (Basically I didn't like the name of the UA so a better one, and a nifty bonus to help fit with it.)

Jerusalem: UA: Rename UA to "Kingdom of Heaven", just so that it isn't so similar to the UU, and also, technically speaking, the Kingdom of Jerusalem didn't take part in the crusades so much as formed as a result of them. But then, I'd also think the Crusader should be called a Templar, as...I am not certain what a Templar House even is, and if that should be renamed too.

Papal States: Swiss Guard should give +1 Culture for every era past the Medieval, and never go obsolete, but obviously loses that bonus upon becoming a Lancer. Church should be renamed Basilica.

Sioux: UA: Seven Council Fires: +1 Happiness from every 12 owned tiles. Every non-Tenet Social Policy adopted will cause a source of Bison to spawn on a random flat Grass or Plains tile. (same Bison from the BNW Conquest of the New World scenario, Tipi camps can be put on these too but won't spawn units)

Mali: Rename UA to Splendor of the Mansa, because I think that sounds nicer. I'm still tempted to complain about slavery stuff but eh, the UB is pretty neat and accurate and I can't think of anything else it could even be called so w/e.

Timurids: Rename UA to something like "The Iron Khan" because. I also think a better name could be found than Terrorbringer, but hmm, little exact info exists on them. Unsure if Madrasah should be Maydan like in the other Timurids, as Madrasahs are definitely more associated with Arabia and north Africa proper than Persia.
 
Various suggestions for stuff!
Yay, free suggestions.

Hetmanate: UA: Rightful Liberators: Recieve Great Person points in the Capital (100 base, increased by 50 every Era) upon liberating a city. Pillaging tiles gives a boost of Food and Production to the nearest city. (Basically I didn't like the name of the UA so a better one, and a nifty bonus to help fit with it.)
Wooooo, I will not name those filthy rebels "rightful". ;)
I made Hetmanate, because they fit to pillaging trait I truely wanted. It's funny, because most people recognize Cossacks as "cavalry", while their favourite activity was plundering Black Sea coast. They were pirates of east Europe, arr.
Anyway, trust me that Hetmanate doesn't need a buff (neither Great People fits their theme). Very strong civ with early warmongering potential.
Though, I will look for a better name (Looting/Plundering/Black Sea Scourge/Ravagers)...

Jerusalem: UA: Rename UA to "Kingdom of Heaven", just so that it isn't so similar to the UU, and also, technically speaking, the Kingdom of Jerusalem didn't take part in the crusades so much as formed as a result of them.
Ok. To be honest, I wanted to name it something like "centre of Earth" (in latin?), related to fact that Jerusalem was believed (still is?) to be centre of Earth. Quite logical looking on medieval maps (+geocentrism). Couldn't find proper sentence.

Papal States: Swiss Guard should give +1 Culture for every era past the Medieval, and never go obsolete, but obviously loses that bonus upon becoming a Lancer. Church should be renamed Basilica.
They were once never obsolete, but AI had this tendency to spam it (low production unit, perfect for marching on enemy tanks). I am quite sceptical about buffing garrison effect, because... AI doesn't handle it now. I would have to spent a lot of time to write the script so AI would keep unupgraded SG and garrison them.
Isn't Basilica a church? Though If I remember correctly, I had seen Basilica mod (new Belief) and that's why I didn't named it so.

Sioux: UA: Seven Council Fires: +1 Happiness from every 12 owned tiles. Every non-Tenet Social Policy adopted will cause a source of Bison to spawn on a random flat Grass or Plains tile. (same Bison from the BNW Conquest of the New World scenario, Tipi camps can be put on these too but won't spawn units)
I somehow do not feel the pressure to add Bisons (if anything I would made (1 Bison per Sioux Civ) that appear randomly on plain tiles. It would travel from city to city, having quite decent amount of food/production). Obviously, considering that 1 turn is 20 years it has little sense to introduce migration mechanic.
Sioux are already top tier and I don't feel to buff them more.
I think Happy Hunting Ground isn't so bad name, is it.

Mali: Rename UA to Splendor of the Mansa, because I think that sounds nicer. I'm still tempted to complain about slavery stuff but eh, the UB is pretty neat and accurate and I can't think of anything else it could even be called so w/e.
It will be done (though it is not worthy a update).


I have made some changes (not updated yet):
~Romania UA is reverted to the City-States' one
~Cherokee UA no longer gives techs; It simply doubles the science from Trade Routes.
~Cherokee UB no longer provides GW points
~Cherokee flavours will be changed to represent more their great achievements
~Scythians are simplified:
UA - Horse Resource Doubled. Mounted units generates 1 Production and 1 Happiness (in nearest city).
UB - 2 specialist slots (3 food, 2 production)

Other than that, I always wanted to make this UA:
-Great Scientist, Merchant and Engineer have separate meters.

If I will find civ fitting this trait, can I count on you making DoM and Diplo text?
 
Isn't Basilica a church? Though If I remember correctly, I had seen Basilica mod (new Belief) and that's why I didn't named it so.

They're different. A Basilica has been given special rights by the Pope (in Catholicism, at least). But yeah, there is a mod that adds Basilicas as a belief, though.
 
What is this mod?
 
So it turned out that Church is belief building. The only Basilica I found is made by whoward and is roman UB. My memory failed me. The origin of name is probably related with the old effects.

JFD's Papal States' UB is Church as well. :) Seems valid.
On next April's Fools I may replace it with Grand Inquisitor, heresy, burning and stuff.

I didn't know that Inquisitors can remove Holy City. Learning every day. Interesting workshop in general, gameplay focused.
 
By the GP separate meter thing, do you mean that gaining one doesn't increase the cost for another, like how the cultural three work now?

...Because there's a bunch of mods that make that a standard thing, and most people consider that something that should be in the game for everyone.
 
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