LS Civilization Set

Oh, and that Tahitian new unique ability seems so magnifically exploitable, must play a game with them.
You can try. I wanted to add thing that removes "unrevealed" bonus speed from Capital upon meeting a rival (so the player will not deny embassies), but there is no place in trait text for that. Anyway, in normal games, the World Congress is found pretty quickly.
To help you exploit it magnifically:
Code:
{{GameInfoTypes.TECH_SATELLITES, 15}, {GameInfoTypes.TECH_RADIO, 25}, {GameInfoTypes.TECH_INDUSTRIALIZATION, 33}, {GameInfoTypes.TECH_ARCHITECTURE, 50}}
The max bonus cap.

The idea behind is quite simply, make a Tahitian gameplay wide (Settler replacement after all) and less attractive spots (like very tiny islands) to be actually a valid ones. So a city with 3-4 sea resources would grow to the 8-10 Population and that's it, set Specialists, control birth. The part about "unrevealed" is back to the Tahitian first version (but then the bonus was totally loss upon revealing, which was meh) and to encourage using Settler's ability to find nice hidden spots. Historically, it is related to the birth control, when elders decide upon killing the newly born infants (limited resources forced limited population)... so it is a shadow in your paradise. Other than that, I tried to make it on Rome/Egypt level, early % Culture bonus is rather unexistant, will see. It can be easily nerfed if somebody will actually exploit it magnifically.
Yaa, Trireme nerf is pretty obvious ~ to not make player have free Fishing Boats for whole the game.

Scythian redesign was to make it different from Egypt (lol, especially the version when Kurgan was a Temple, same UU and UB classes, trait related to Production). Quite happily I noticed in last game that Scythians is still decent AI (so their strength wasn't related to traits so much). Oh, Kurgan still grants conqueror the Ancient Ruins bonus (forget to mention it) - again Egypt :P.

Tibet, well, it is to prevent those crazy 100+ early faith generation (which I actually had while playing them) and sleeping on cultural defense whole game.
Some other irrevelant nerfs without ruining the theme.
I didn't feel wise enough to code Malian UA for snow/tiny islands, but I think it is decent trait, it has a secret ingredient after all - randomness.



Vytautas? Yaa, it is actually very slightly polished current Vytautas, which is not bad, but doesn't fit the style of others leaders. I found it very time efficient change.
Spoiler :
Gl5dXSQ.png


And yes, it is Meiji and I didn't assume that he will be the hardest to guess from all the Japanese stuff I posted. Especially that I based him on photos rather than quite non-detailed drawings. I probably failed in making him or you didn't care about other leaders at all. Humm. :)
 
Actually, was the Trireme nerf really necessary? From what I understood it started working after Astronomy but... after Astronomy it should be obsolete and unbuildable anyways, so...

In the same page... wouldn't Sattelites remove the bonus from unrevealed-ness anyways?

Well... for the other Japanese leaders, no idea who they are, so yeah, Meiji is the most recognizable I guess.

Japan split hype?!
 
Thanks for giving Tahiti something awesome! :D

I have to say I encountered many issues: the unique settler didn't go to a random coast tile and the trireme replacement couldn't switch port. Perhaps it was just the combination of mods that caused all this: the CL Inuit UI did not give yields to adjacent tiles and the Nuraghians had all policies unlocked. Anyway, Tahiti will certainly soon get a retry.
 
Actually, was the Trireme nerf really necessary? From what I understood it started working after Astronomy but... after Astronomy it should be obsolete and unbuildable anyways, so...
Yes, but filthy player can keep one and never build a fishing boat. It is hardly a nerf, UU still helps settling cities around the globe. It is rather about my policy of making not abusable things and that UU should have time-space.

In the same page... wouldn't Sattelites remove the bonus from unrevealed-ness anyways?
If rival discover it, yes. But the bonus still grows by 1% each turn, and in late game you probably had quite a big cities anyway so you could easily reach 15% bonus, which is ridiculous compared to Rome or Egypt (in general). Especially that in late game the Culture Modifier is gonna be more impactful. Dunno, I wanted it to make fun early (when there is actual dilemma between population growth and the bonus). Later, your paradise is ruined anyway by factories and mass media. :)

Well... for the other Japanese leaders, no idea who they are, so yeah, Meiji is the most recognizable I guess.

Japan split hype?!
Hype is for the weak.
All the leaderscenes (except Kanmu) were made in September, so they would be created long time ago if I feel a need. In best scenario, I am gonna slowly gathering other stuff (easy like civ icons) and hard (designs and maps). I think I had one Japan designed (Oda?), but can't find the file. Then I am gonna wait 2 months so designs will look ok enough to me and then boom coded, shared. At least that how I made glorious Polish one.
Lack of ideas is quite obvious, otherwise I would update more and maybe even create more sets. I have just discovered that Franks already have an ability on which I based Saladin, which have originally came up with Chrobry's Poland. I thought It would be nice to recycle it, but forgot that I sneaky managed to put it somewhere already. Yaa, I think the ability will be replaced from Frankish trait with the one allowing to assimilate a conquered non-capitals into your civilization (aka original ownership), which somehow fits "the new order in Europe" civ.

Anyway, Japanese leaders for the record, all scenes were posted I believe:
1) Prince Shōtoku
2) Emperor Kanmu
3) Shogun Ashikaga Takauji
4) Oda Nobunaga
5) Tokugawa Ieyasu
6) Emperor Meiji
Bushido is Life, Sake is Love ~ name? 6 will be perfect number, less than num of Polands, but enough to represent Japan colourfully.
 
Man, all of these are looking better and better every time, Do you plan on making any more mods that split any Vanilla Civs up? I would love to see Mongolia get some love. Pre and Post Genghis Khan, as well as a Modern Mongolia could be some cool ideas
 
Man, all of these are looking better and better every time, Do you plan on making any more mods that split any Vanilla Civs up? I would love to see Mongolia get some love. Pre and Post Genghis Khan, as well as a Modern Mongolia could be some cool ideas
I am not making any modern civs.
I have made Timurids, Tatars and Mughals that are more or less related to the Mongolia.
I am actually very happy with how Mongolia is designed by Firaxis, so no chance that I am gonna touch it. :)

Though, it is excellent question. I need some possible leaders to make while bored. Let's see what can I alternate.
~Austria; I don't know, since one of my rules is to keep uniques... I would totally rework diplomatic marriage. Current desing is somehow very bland.
~China; mainly to remake Chu Ko Nu? Still I like the civ, so probably not gonna happen.
~Dutch; well, hmm, the civ is outdated, AI is hardly using, but I don't know. I made Flanders anyway.
~England; :0
~Inca; just trolling
~Ottomans; because the civ is quite weird designed?
~Russia; k, tomorrow post first leader, let it be Peter.
~Spain/Portugal combo; well, quite sad I have never done it, while I was actually making civs regularly. It was my first thought when I considered "splits". Alternate Versions sounds better.

Gonna turn this thread into my personal gallery, *planning* them of course so related to thread. Clearly, Dutch/China/Inca/Ottomans are out of the chance. China because I am not in the mood for Asian civs.
 

:woohoo:

just trolling

... Damn it

Clearly, Dutch/China/Inca/Ottomans are out of the chance

Curse the fickle heart of the walrus llama.

What about some African Civilization then? Songhay could provide some interesting ideas? Though you technically already did by making a Mali civilization. I'd ask for other South American civilizations but... there's just Brazil in the base game.

While I'm sh...posting, may I ask what sort of logic do you follow when creating civilizations AIs? Do you try to give them values related to the uniques of the civilization or you just pick random numbers?

Do you actually create your own or copy them from another civilization?

I'm asking because in game your civilizations AIs seem to be particularly... curious. Some do some excellent performances, like Jerusalem or the Polish ai based around the Relief of Vienna whose name I cannot remember, while there's some other civilizations who have legendarily bad AIs like Haida (this would seem like complaining, but I'm not kidding, it's so impressively bad that it actually became memetic in civai battles, so I'd say that's an accomplishment on itself).

So this swinginess really got me curious on just how much attention do you put into civ ais. Hope it's not a bother to answer this query.
 
While I'm sh...posting, may I ask what sort of logic do you follow when creating civilizations AIs? Do you try to give them values related to the uniques of the civilization or you just pick random numbers?

Do you actually create your own or copy them from another civilization?

I'm asking because in game your civilizations AIs seem to be particularly... curious. Some do some excellent performances, like Jerusalem or the Polish ai based around the Relief of Vienna whose name I cannot remember, while there's some other civilizations who have legendarily bad AIs like Haida (this would seem like complaining, but I'm not kidding, it's so impressively bad that it actually became memetic in civai battles, so I'd say that's an accomplishment on itself).

So this swinginess really got me curious on just how much attention do you put into civ ais. Hope it's not a bother to answer this query.
I'm also curious.

I am not making any modern civs.
Not even Kyrgyzstan? I somehow have always this half an UA in mind: When making a DoF, also make a defensive pact. This would be so crazy in ai only battles :crazyeye:
Or why not a Venice split?
Spoiler :
Or the Berbers? Or Hesse? Or the Fulda? Or Livonian Order? Or Götland? Or Yarkand? Or Kokand? Or ... :crazyeye:


I retried Tahiti, but again my settler didn't go on a random coast tile after ending a turn on an ocean tile.

EDIT:
I retried again. The Tahitian UA seems not to be loaded (same goes for the Inuit, their UA and other uniques don't seem to load).
 
Not even Kyrgyzstan? I somehow have always this half an UA in mind: When making a DoF, also make a defensive pact. This would be so crazy in ai only battles :crazyeye:
Not even Poland. :) Nah, seriously, I haven't came up with anything interesting since Napoleon and I am actually bored of repeating same schemes over and over. And traits are for me the most important motivation to create a civ. So, lack of ideas; I have explored the ocean of gameplay, discovered all the islands. :P I have made 50 civs, what about you? It isn't so hard after the first one, just copy-paste. I was actually thinking about Teutonic Order for set 16, but I am prisoner of number.

Or why not a Venice split?
Oh, I have actually my private Venetian "split" (into one civ :P) and I played it last game, tried to claim "my sea", but failed...
Spoiler :
h5ic9eO.jpg

They were obviously punished for this treason.


I retried Tahiti, but again my settler didn't go on a random coast tile after ending a turn on an ocean tile.

EDIT:
I retried again. The Tahitian UA seems not to be loaded (same goes for the Inuit, their UA and other uniques don't seem to load).
Ok, everything works for me, first step is checking lua log. Eventually, take in mind that ability is obsolete after Astronomy, so if you start in industrial era or late, it will not work. Reload a mod might work if files were corrupted.

What about some African Civilization then? Songhay could provide some interesting ideas? Though you technically already did by making a Mali civilization. I'd ask for other South American civilizations but... there's just Brazil in the base game.
I like Songhai, mayestic Honor~Commerce civ, sleeping on gold. Other South Americian civs, you mean like Chile? Nah, I am gonna leave it to Leugi, felt bad about making Mapuche anyway.

While I'm sh...posting, may I ask what sort of logic do you follow when creating civilizations AIs? Do you try to give them values related to the uniques of the civilization or you just pick random numbers?

Do you actually create your own or copy them from another civilization?

I'm asking because in game your civilizations AIs seem to be particularly... curious. Some do some excellent performances, like Jerusalem or the Polish ai based around the Relief of Vienna whose name I cannot remember, while there's some other civilizations who have legendarily bad AIs like Haida (this would seem like complaining, but I'm not kidding, it's so impressively bad that it actually became memetic in civai battles, so I'd say that's an accomplishment on itself).
Ok, take it easy, not write an essay about it, you can do it.
1. All the splits have the same flavours (based on official civ). I intentionally did it to observe the importance of traits and flavours.
2. All the civs from sets have flavours made by me. They are mainly based on a civ (history) and traits (gameplay).
3. I personally prefer diversity of characters, I could give every civ a preferable flavours to make them effective, but when everything is superb, nobody is.
Removed 7 points :P, not gonna bore you with my view on gameplay.
Spoiler :
61122541.jpg



What have I promised yesterday? Peter Pan leaderscene? Aww, the Great one.
Spoiler :
00-mikhail-shankov-tsaritsa-2007.jpg

I can't decide if Peter should be the guy in the doors (first meeting: "Just a moment, quite a heave wind today") or the dying man on sofa. You silly, what have you excepted :P?

Spoiler :
2lauhwo.jpg

Yaa. I got the name, "Russian States (of Mind)". Next week, Ivan the Terrible.
 
LastSword, I'm a huge fan of your Qin mod. Any way for it to be E&D Compatible?
I am unaware why would it not work together. Please, ask the author of the mod about it and report me back if I can fix something on my end.
 
Because I do not bother to check if Polynesian architecture works without Polynesian dlc and I made my civ requiring only GK and BNW. Recently got a report from the guy who doesn't play with GK, not gonna multiply it.

@steam; I know the previous trait was more powerful, if you are interested in it, the Hiram is already working on the new civ with even stronger version. I prefer the new one.
 
@steam; I know the previous trait was more powerful, if you are interested in it, the Hiram is already working on the new civ with even stronger version. I prefer the new one.

If I'm not mistaken, Hiram has changed his design to prevent an overlap :p
 
Since I have recently randomed Teotihuacan and I am in the mood to share my experience. First playing the civ is always special, I had yet to play some much older ones. Blah, blah, balance, blah, blah, incoming changes, blah, blah bugs, blah playing is important part of developing.
To be honest, I played a whole game, because I am recently into modding map scripts and I got one, which I like. Now, I have only to understand how to repeat the results. Maybe, it is about world age.
Spoiler :

iF88mSz.jpg

So I have united some tribes around and decided to start making usage of traits. For the record, UU is fine. Yes, I was playing on easy mode.

IeFatYD.jpg

Yaa, they failed hard and gave me a city for free. Pointing that I was struggling with Happiness whole game.

GzGXv3l.jpg

A bug! Cosmetic one, obviously Trade Route was working fine, but I don't know why the yields are not displayed properly. Only in two cities I detected it.

Y9fnQq1.jpg

Ideological Happiness came in, so the House of Gods could rise quickly. Good view on my start, not the best one. Imagine open ocean with naval trade routes. On the other hand, I managed to create very safe Trade Web, which wasn't interfered by wars (once bloodthirsty, you are always bloodthirsty) or barbarians.

OjMFQEG.jpg


pzNUvJS.jpg

Close in numbers. Other than that, the game had 8 religions with 10-18 cities, which is quite rare to me (usually they are dominant and forsaken ones).

Xl1Cn7N.jpg

50. Decided to go for 100.

lhv3jpZ.jpg

Hug of life, but Hawiatha decided to denounce me, which was probably a wish to join my empire.

6jThNNT.jpg

Here is excellent view on UA.

rFpIYdo.jpg

Where were you been when Ideological Unhappiness kicked in? Meh, I was busy at west and I lost a lot of routes.

9mg8HHI.jpg

Still I recovered and decided to end this pointless game. No limits for Population detected. Anyway, the concept of civ is fine and enjoyable.

Thoughts, faith from buildings is redundant. Changes:
UA: Food Trade Routes to Capital ignores distance limit and building requirements. (granary)
UU: no changes
UB: Removed part about allowing internal food trade routes. Add +1 Happiness per 8 population if built in Capital.

Ah, I would like to work on performance as well. Noticable delay on entering Trade UI.

Looking forward for Nubia.
 
Are these civs available for direct download anywhere? When I subscribe using steam workshop only half of the mods are available (for example the 'Bulgaria, Lithuania & Tatars' set won't show).
 
Are these civs available for direct download anywhere? When I subscribe using steam workshop only half of the mods are available (for example the 'Bulgaria, Lithuania & Tatars' set won't show).

You can use the Steam Workshop Downloader.
 
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