LS Civilization Set

Hmm, so I saw there were some changes! I poked Lithuania a bit since I had a streak of trying to play Scotland and forward-settling like crazy for a good Mausoleum site (Scotland encourages mass expansion, and Masonry is on the tech path to both uniques sooooo), and ended up getting tag-teamed by two aggressive early-game powers. Being ganged up on by both Rome and the Hittites is no fun. So suddenly I see a civ that gets defenses right off the bat and /also/ encourages crazy early expansion what with the 3 shrine happiness!

...that said I do like the 'Pagan Bastion' name better than 'Backwoods', that's a term usually associated with uncivilized ingrates and barbarians. The whole theme of Civ V is assigning honor and prestige to peoples and cultures - even the Huns, the most barbarian-like civilization in the game, are given their share of glory and awe! That's why I don't agree on the Hetmanate being 'filthy rebels' or whatever - in this game, any rebels, no matter how filthy, are treated as freedom fighters, their cause to be nobly lauded. The sins and misdeeds of historical figures are cleansed here, and their advantages and strengths made into the focal point. It's why you can make a literal pirate civilization look positively glorious, and even get away with portraying /Hitler/ as not the epitome of all evil.
 
First of all, I haven't used "Filthy rebels" in game (I am gloryfing them in DoM as I always do; even bashing those filthy Polish magnates).
Secondly, I am not native english speaker. In my language there is some poetical words about forests "lasy, knieje, bory", but seems like I have chosen the wrong word in English. Anyway I will think about name before next update. I intented no offense towards Lithuania.
I am very glad that you figured out the Lithuania. It was always about early expansion (before religion spread, you have a time to upgrade luxuries). Some people were pointing out that UB shouldn't be a Shrine, because player do not want a religion.
Anyway, I have one last set (huge changes) to update and then I will post changes and upload all sets on non-steam host.
 
Cherokee-Maya update
Sets updated: 4, 6, 7, 8.
New Dropbox link in op.

Bug fixed:
-Ashanti bonuses were not working correctly after reloading game.

Gameplay Changes:
-(Set 8; Tibet; Unique Building) Kumbum now gives +3 Culture if City is following National Religion instead bonus being a % modifier based on number of followers.
-(Set 8, Scythia; Unique Ability) Starts game with 5 Horse resources instead having Hourse resource doubled.
-(Set 8, Scythia; Unique Unit) Herdsman can now quickly (1 turn) build Pastures.
-(Set 6, Bulgaria, Unique Ability) Culture bonus doubled (was equal to current Culture per turn).
-(Set 6, Lithuania, Unique Ability) Old bonus completely removed. New: Cities have +1 defense per forest adjacent. Cities unconnected to Capital produce +2 Gold.
-(Set 6, Lithuania, Unique Unit) Vytis has no 5 movement and ignores terrain cost after attack.
-(Set 7, Hittites, Unique Ability) Influence per turn increased to 5 from 3.
-(Set 7, Hittites, Unique Building) Royal Barracks are now maintainence free.

Overhaul - Cherokee

Leader: Attakullakulla

Unique Ability: "Adaptation" - Diplomats may adapt technologies from more advanced civilizations.
-Visiting civilization has to have more known technologies than you.
-Espionage Modifier from Autocracy tenet speed up process.

Unique Unit: "Raven" - unchanged.

Unique Unit: "Chickamauga Warrior" - various abilities based on level: can move after attacking, free pillage moves, no river penalty, can use foreign road, ignores zone of control.

Art:
Spoiler :

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Ahh, so the Cherokee now have the 'Diplomats can do spy stuff' thing I'm surprised hasn't come yet. Neat! The Chickamauga thingy confused me when I poked the playing of them because their description and entry said nothing on what they did ^^;

Random ideas for unique stuff!

UA: Every time a unit levels up, it loses one random 'negative' promotion it may have (such as May Not Melee Attack, -33% vs. Cities, No Defensive Terrain Bonuses, etc.)

UA: Trading Posts may be built outside owned territory but take twice as long to build there and are destroyed if pillaged; if not within 4 tiles of another city, it will become a City after an amount of turns that increases each time this is done. These cities give +1 Gold to trade routes per era of existence for both sender and receiver.

UA: Regardless of ideology adopted, Tenets may be adopted from all three.

UA: All Strategic Resources are immediately visible.

UA: Gain a free Technology or Social Policy upon becoming Influential on a civ, and another for becoming Dominant.

UA: Trade routes to City-States gain +1 Science and +1 of their respective yield per era. (Militaristic City-States give Production)

UA: Coastal cities start with a free Seaport, while inland cities start with a free Windmill.

UU: Any enemy units that begin their turn adjacent to this unit gets -1 Movement for the turn.

UU: Infantry-type unit that ignores terrain and can choose promotions exclusive to Scouts.

UU: Generates Great Person points from defeating enemies.

UB: Replaces Mint - gold gains apply instead to Spices, Incense, Cotton, and Citrus

UB: Replaces Stone Works - does not have restrictions or requirements, and spawns a source of Marble nearby

UB: Replaces Arsenal - allows for stacking of one additional land, naval, and civilian unit in the city.
 
Ahh, so the Cherokee now have the 'Diplomats can do spy stuff' thing I'm surprised hasn't come yet. Neat! The Chickamauga thingy confused me when I poked the playing of them because their description and entry said nothing on what they did ^^;
Oh, Chickamauga Warrior is musketman (see: Chickamauga Wars

Random ideas for unique stuff!

UA: Every time a unit levels up, it loses one random 'negative' promotion it may have (such as May Not Melee Attack, -33% vs. Cities, No Defensive Terrain Bonuses, etc.)


UA: Trading Posts may be built outside owned territory but take twice as long to build there and are destroyed if pillaged; if not within 4 tiles of another city, it will become a City after an amount of turns that increases each time this is done. These cities give +1 Gold to trade routes per era of existence for both sender and receiver.
Colonism much? I may one day start making mod components, but it is so hard to make them compatible.

UA: Regardless of ideology adopted, Tenets may be adopted from all three.
This is very good idea. Unfortunately, it would require replacing current game file (which is against my policy of making civs) and AI would not use it.

UA: All Strategic Resources are immediately visible.
Hey, chieftain I found this heavy glowing rock, let's call it Uranium, our descendant will make fireworks from it. Actually, it is quite useful, because: 1) yields, 2) city placement, 3) scumming AI (yes, Alexander, you really needs this shiny alluminium right now). I have no idea what civ would fit though (probably some China state).

UA: Gain a free Technology or Social Policy upon becoming Influential on a civ, and another for becoming Dominant.

UA: Trade routes to City-States gain +1 Science and +1 of their respective yield per era. (Militaristic City-States give Production)

UA: Coastal cities start with a free Seaport, while inland cities start with a free Windmill.
Strong and boring, sleeping on production from the start.

UU: Any enemy units that begin their turn adjacent to this unit gets -1 Movement for the turn.
Actually, Timurids' UU is doing it.

UU: Infantry-type unit that ignores terrain and can choose promotions exclusive to Scouts.
The question is if survivalism/scouting is so good in first place. In longer perspective you would prefer normal promotions.

UU: Generates Great Person points from defeating enemies.
Hard, not reliable coding.

UB: Replaces Mint - gold gains apply instead to Spices, Incense, Cotton, and Citrus


UB: Replaces Stone Works - does not have restrictions or requirements, and spawns a source of Marble nearby
I am trying to not plagiarize myself (Mali has spawning resources, Nepal has auto-claiming specific tiles: those are ones that I wanted to repeat several times, in Scythian civ for example).

UB: Replaces Arsenal - allows for stacking of one additional land, naval, and civilian unit in the city.
I am not able to do it. What a dishonour.

For something more specific, I am not satisfied with current Viking UA. The main idea is to be warfaring early and then calm down during Medieval/Reinassance break time.

Overseas Expansion:
Before Reinassance era embarked units have +3 movement and enemy coastal cities are damaged every turn based on naval Trade Routes you established.

Berserker:
Swordsman, 3 movement, starts with Blitz (kept) and Frenzy (lost on upgrade) promotions. Frenzy gives +50% combat bonus on second attack in turn.

Runestone:
Monument, 75% production cost, +5 XP for visiting units.
 
Reuploaded (with fix to Scythian double pasture glitch).

Reuploaded (with Ashanti major bug fix; if you have Ashanti in game you want to finish, do not let them capture a city).

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Whoa, these three look pretty crazy. It's amusing how the most o.o-inducing part of each one are separate things, the Mughals' super-promotioning Lancers are quite insane, but then Spartan melee units just getting to pick whatever promotion from the start is super potent. Culture from river tiles is super good though, especially if you take my typical early strategy for cultural/religious civs of just 'great library to Philosophy, immediately National College, Theology before anyone else is even in the Classical'. Dunno about the Fire Lancer though, that's a supremely generic thing for what's a really unique type of weapon.
 
As far as I'm concerned, the Mughal super-lancers are necessary for Lancers as a unit to, er, how can I put this...

Not be rubbish?

Yeah, that works. =]
 
Meh. Made uber-great ability, followed by synergetic ub and boom, everyone are concerned about placeholder unit. Double promotion or not, I am not gonna build the Lancer.

Spacegrace, be so kind and edit your statement to something more family-friendly as this forum is.
 
Sparta is absolutely devastating, though. It's very easy to make your Spartiates into units with very distinct roles for conquest - Cover 1 and 2 for one that's meant to soak up ranged shots, Blitz and March for one that's meant to rip through armies, or Blitz and Siege for whoever does the actual city taking. The Great General is pretty insane, though, and I feel a bit like it's too much if it can do that the entire game. Maybe have it 'upgrade' into the regular General in the Industrial era, since that's when the model for it changes anyway. I do like how it can even take out garrisoned units, though, that's super useful since composite bowmen holed up in cities are the #1 ruiner of conquest.

I think it's quite telling that my first conquest was the Hittites when their entire thing is their capacity to be able to support the biggest military on the map, and I did it with like two Spartiates. It really is like playing out 300 in civ form. ^.^
 
Culture per river thing was actually the most delayed feature. After considering various aspects (requirement of River tiles), (River is stronger requirement than Water), (Floating Gardens), (Vietnamese UA), (whine about generic XML stuff) I have graciously included it.

Oh, Fire Lancer is bad, because it is generic. Nobody says "great, I can dominate medieval era with them, conquering as many cities as possible, ending with over nine thousand unhappiness, get multiple DoW, loose cities and make usage of UA". The riddle: Why is Crossbowman version of Naresuan's Elephant imbalanced?

I will only mention that Archagetai damages every single Aircraft and Ship in range. I was excepting that model will be changed like for normal GG. I believe that it can be fixed using Khan Art Defines.

Glad you enjoyed them.

Developing stuff for next version:
~Sparta will be removed from Greek city list
~Archagetai's ability will work only if stacked with melee unit (+some other bonus, much probably extra XP if stationed in city)
~Archagetai's model will not gonna change in industrail era.
~Lancer cancer, I may add some unique promotions to obtain (he will be less... generic)
~Fire Lancer cancer:
Current: 16 str, 22 ranged.
New: 15 str, 20 ranged (gain 1 extra ranged str per turn without attack up to 25 ranged str, reset on attack)
 
LS it seems like the Tahitian's unique settler isn't working like described, if you begin your turn on an ocean tile nothing happens.
 
Fixed, meanwhile I added new Qin leaderscreen and probably made several new bugs. Code of this set is some kind of dark magic. Thanks for reporting.

From other news, I think I finally debugged Set X (Mughals precisely) and GE,GS,GM should develop now correctly.

@Something ends.
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Phoenicia doesn't seem to have a coastal start bias which seems rather weird, also is it possible to program a UI which appears immediately after killing a land combat unit that deals damage like a citadel? could be a pretty sick UA or a UU buff for Romania.
 
Phoenicia doesn't seem to have a coastal start bias which seems rather weird, also is it possible to program a UI which appears immediately after killing a land combat unit that deals damage like a citadel? could be a pretty sick UA or a UU buff for Romania.
Amazing. You are right, there is a typo in XML. I must admit that I noticed before weird placement of Phoenicia, but never checked it. Thanks, will be fixed in next update.
Yes, it is possible.

New leaderscene for Timur?

Oh by the way, will you be updating the dropbox download soon? I want to get the updated sets IX and X but steam workshop is terrible :P.
I like current Timur. :( Made some changes to him, position and shadows, but nothing serious.
It is Togay Bey, commander of the horde. Previous diploscreen was bad and I put too much time trying to fix it instead of remade.

For interested (newest versions):
Set IX
Set X


By the way, great Steam recently gave me a sign (by ignoring my subscribing) to write some dark magic. I probe if anyone would like to be beta-tester (by playing and reporting conclusions, issues, ideas).

LS Colony System (all rights reserved to the empire and Milo syndicate).

The beginning is done. So far, there is only one Building related to system: East India Company (old effects removed).
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EIC generates 1 point of "New Colony" per turn. Has also two Colonist Slots (+3 points respectively). Some yields are given.
What is settled: new Colony will not increase cost of any GP.
Right now, cost of new Colony is unfortunately related to GS, GE, GM.

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List of available Colonies is provided. Clicking on them will center map on adequate plot. So far, there is only one limit: plot has to be at least 6 plots away from your nearest city.

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Click and Colony is made (so far cannot be destroyed). In the face to the Augustus.
 
Ooh, that is an interesting prospect indeed! Uncertain about the details of it, but it seems like it might be pretty cool to play with. Better than the usual proposition of colonies that usually make me go 'that could all be represented by just putting a normal city there'.
 
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