Cassimir IV (Jogaila would be fine since it will be Jagiellonian Poland)
Boleslav Chrobry (Principality of poland)
Sobieski (the Commonwealth - Poniatowski would be great without mentioning Poniatowski on map)
Good selection, looking forward to those civs. I hope to find some time for them this or the next week, but they should come along nicely. Especially interested in Chrobry, love early medieval stuff. And I had the shape of the Commonwealth outlined as it was around Sobieski's times, the borders didn't really change until the partitions (except for Podolia, but it was a temporary loss anyway)
I have updated set XI. Quite a lot of art was changed and Hungary was reworked.
So I had an idea of setting Rally Points, for glorious Poland of course. Shortly, there was not place for it, but I believe it is worthy to be introduced anyway. By a Rally Point, I define that units trained in cities will appear at Rally Point instead in the city.
Obviously, not every plot should be possible Rally Point, neither a mobile unit. Thankfully, I have a civ with a Border Castles.
Hungary:
UA - Creates Vegvar improvement upon clearing Barbarian Camp that can be used as a Rally Point. +10% Combat Bonus versus Barbarians.
UU - Musketman - 27 strength (vs 24), can heal 20 damage for 20 gold once per turn.
UB - Castle - City can be used as a Rally Point for other cities. Construction cost reduced by 5% (up to 50%) for every border with rival civilization city has.
SpoilerSome Screenshots :
Truely fabulous one.
Reduced cost of Vegvar (updated on end of turn).
To set a Rally point, left-click on flag and then on valid plot.
White flag is indicator of Rally Point, Red/Green one is linked to a city (Green means that City has a Rally Point active). To remove a Rally Point, set a Rally Point on a City.
I added icons to the abilities.
As you can see Vegvar Improvement is pseudo-Citadel. It deals 30 damage to adjacent units and upon creation claims all adjacent neutral(!), land (!) plots. So the civ should be quite ok despite having almost no real bonuses.
AI considers visible enemy units and cities, only.
I am gonna probably update set 3, 4, 5, 10, 13 soon. Minor stuff. Timurids and Zimbabwe have some changes, but they keep their gameplay. Timurids were simply too strong mathematically.
unintended bug report:
Hungary rally point also moves caravans. once at a vegvar they can't move anywhere else.
Played to the renaissance, the UA is awesome.
Zimbabwe cities will receive bonus from number of linked cities via trade routes. Up to +20% Production and Gold (and Food from UB). The number of needed cities to achieve max bonus is based on number of cities (the value per city is 1-3%).
So I have Harare sending Trade Route to Amsterdam. It seems that Amsterdam is a part of very nice trade web, it is somehow linked with 13 more cities (tooltip will display number of citizens and distance from linked cities, just for fun). Next turn I connected Great Zimbabwe with Harare by Internal Trade Route.
Spoiler:
Timurids. Keep the razing theme.
"UA: Military units are 10% more effective at intimidating City-States for every razed city. Keep territory of razed cities."
Humm, remember those crappy cities that AI tends to spam nearby even if you raze them, I don't like it.
UB is unchanged.
UU is Knight, for every killed enemy it spreads more fear (+5%, up to +15%) and will have some secondary bonus. Maybe always heal if ends turn on fresh water (every book about region mentions somebody moving from water source to water source).
It was a Tarkhan, but I ended up with Jalair Cavalry.
Obviously it can be worked if you have a city in range. I know it is not the strongest UA ever, but I somehow like the possibilities. You will don't have to keep a city just for a luxury for example.
Spoiler:
It was actually much more harder to code than I predicted. In case you wonder about the ownership, if you have a city in 5 radius (like Carthage here), it will be the owner of plot, otherwise the Capital (two bottom tiles).
Updates done.
Ok, right now only set 6 was not updated in 2015 shifty: and most glorious Polish Empire; lack of proper representation is disturbing). It will be next.
Thanks to Kujarim_Wuniver, the Cherokee Tribe will receive new lovely icons. Much appreciated.
Sets 5, 6, 7 and Napoleon updated.
Worthy noting may be a Numidian change to UB, now you have to pay to upgrade your newly trained unit into unique replacement, but it is now considering all 22 civs (even if you play duel, game assigns the unused slots) and checks current unique units of city-states. In addition, purchased units may move instantly. I have found a screenshot:
Spoiler:
Randomly choose an unique replacement, but all options are displayed.
Humm, glorious Poland and Poland and Poland and Poland.
Next idea was to make one Poland to act like a city-state, being able to be "influented" by other civs and so on. Quite an old concept of city-states civilization. Why not. Obviously Poland isn't the best option (maybe for something reversed ), if only there would be a some civ-confederation. Luckily I have one, updated set 13.
Switzerland
UA <Confoederatio Helvetica> Your cities provide bonuses similar to the City-States' ones that can be acquired by Gold or sold to the other civilizations.
UU <Reisläufer> - Pikeman - 19 Combat Strength.
UB <Watch Workshop> - Windmill - no requirements; 60% cost; +100% production towards Research and Wealth; no bonus towards building production
SpoilerDetails :
Bonuses can be acquired by any civ, you receive gold if the foreign empire buys one. The cost is 250 Gold, always. Lasts 30 turns on all game speeds. Bonuses based on friendly status, only one civ can be a friend of swiss City-State at once. If swiss player declares war on friend of the city, this city lose its city-state bonus forever.
Cultured - +3/3/6/6/13... Culture per turn
Militaristic - at the end of friendship (after 30 turns) one random land unit is gifted.
Maritime - +2 Food in the Capital
Mercantile - +3 Happiness in the empire (global)
Religious - +2/2/5/5/10... Faith in the Capital (I decided to buff this one)
That's it, the indicator of swiss city-state. Click on the icon, then a city-state like popup appears and you can give a gold for a bonus.
That's how swiss city with a friend looks like (+duration).
I declared war on Le Loi and two of my cities are no longer a "city-states". :<
In case you meet a Swiss as opponent, the indicator will most likely appear one turn after you reveal the rival city (not updating on discovery of plots).
The Numidian UA works with mod civ units, right? What happens if you use those custom DLLs that add more civilizations?
That Swiss UA is... extremely weird (what a big surprise, a difficult to evaluate LastSword civ )
Does the bonus work for you? And if it does, it works only:
A) When no one is ally.
B) When you buy the influence like anyone else.
?
Do you lose the bonus when another civ gains it or?
Yes, I'm kinda confused.
Somehow I feel like the UA would have fit the Olmecs better, but I see how it kinda fits Switzerland too.
As for the Unique Building, if I understood correctly, it basically improves the yields when you have your city producing wealth and research, correct?
Anyways, nice updates! It really makes for interesting gameplays.
Yes, it works with modded unique units, though it will consider only two unique units per civilization. I would blindly guess yes on DLL's question. It depends how good is this DLL.
That Swiss UA is... extremely weird (what a big surprise, a difficult to evaluate LastSword civ )
Does the bonus work for you? And if it does, it works only:
A) When no one is ally.
B) When you buy the influence like anyone else.
?
Do you lose the bonus when another civ gains it or?
Nah, not this level of development. And Olmecs are already unique enough.
As for the Unique Building, if I understood correctly, it basically improves the yields when you have your city producing wealth and research, correct?
Wow that is one cool mechanic.......that would fit so much civilizations it could almost be a regular thing in game. So I take it as intended that your cities become normal when you attack their ally?
Yes, it is intended. Since the bonus ends when the war is declared, I needed some penalty to prevent human from abuse.
Though, I could make it ignore "war" condition.
H: Geneva...
G: What?
H: We are at war with Casimir.
G: And?
H: And you are producing a military units for him.
G: If we weren't at war, he wouldn't need them. Gold is gold. I discriminate no one. Now, do you mind killing those Hussars nearby, they pillage my territory.
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