Manual: Civilizations

Xuenay said:
Thought about making it a seperate thread, but then figured that I might as well use this one. Keeps information in one place and clutters the forum less.

Wish I could edit the this thread's name, apparently you couldn't do it with just the edit command.

Did you try going advanced?
 
I saw something weird a few days back, I clicked a link to a thread I had just created (in the main page of the board) and found that it's name was in a text window... I don't know how it happened or if I could've changed the name and I can't seem to do it again (I might have been imagining this, of course).
 
Xuenay said:
I know, but for some reason barbarians from frozen regions always come from the North in fantasy stories. ;) But I guess it might be better to change it to "Iceland" for clarity's sake.

Since the capital is "Urslo" (as far as i recall), which is quite similar to the way "Oslo" is pronounced (capital of Norway), and all the other cities have nordic names, you might change it to "Norwegian barbarians" :D

Anyway. Great initiative. I`ve already printed and used it.
 
By the way;

A friend has told me (haven`t checked it myself yet), that the Calabim can`t build elder councils.
 
Deathling said:
I saw something weird a few days back, I clicked a link to a thread I had just created (in the main page of the board) and found that it's name was in a text window... I don't know how it happened or if I could've changed the name and I can't seem to do it again (I might have been imagining this, of course).

You can edit the thread title for half an hour. After that you need an moderator to have it changed.
 
The Calabim's Governor's Manor doesn't improve Engineers, Priests and Merchants anymore.
 
DMN said:
The Calabim's Governor's Manor doesn't improve Engineers, Priests and Merchants anymore.

Thats temporary. We need a new mechanism to make it work properly, as it did work only empirewide with the exisiting code.
 
Reshuffled the play styles a bit, the Khazad and the Ljosalfar are now Builders (actually the Khazad were already halfway builders - they were listed as such in the "In detail" part but not in the "In brief" part). That seemed like a logical thing to do based on reading some forum threads, but speak up if you folks disagree and I'll shove them back into being Hybrids.

DMN: Thanks. Cut mention of the specialist boosts from Governor's Major for now.

lorgen: After you mentioned that, I realized that I had HTML'ized versions of some of the 0.13 editor files on this computer. Looking through them, I believe I managed to update the main post for about all the buildings that any civilizations can't build, so thanks for the mention. :) (I could probably check the unavailable units from the same file too, but I'm too lazy to do it right now. Maybe tomorrow.)
 
I disagree with Hippus being warmonger, although this might be because I usually take Runes with them.
 
Actually, I find it easy to play builder without any traits, while I couldn't see myself ever playing hybrid without any warmonger traits...
 
Heres a list of sorcery info, categorized by spell type. It takes a lot of flicking back and forward from the pedia to use magic properly, so the list is something I wrote to make it easier to find which spell spheres are useful at a glance (makes mage specialization easier).

Not sure if it belongs in this thread, but seems as good a place as any :)

Sorcery spells/spheres by Spell type:

City Buff:

Earth I : Wall of Stone +25% city defence
Mind II : Inspiration +4 :science:
Spirit II : Hope +1 :) , +4 :culture:
Law III : Unyielding Order - no unhappiness or maintenance, ends city riots from capture

Permanent Unit Buff:

Law I : Loyalty - unit cant be converted
Spirit I : Courage - heals units in same tile 10% faster and immune to fear
Enchantment I : Enchanted Blade - strengthens melee units 20% and removes rust
Enchantment II : Flaming Arrows - strenghens archery units 20%

Temporary Unit Buff:

Nature I : Treetop Defence +2 first strikes if in forest
Chaos I : Dance of Blades +1 first strike, lasts one turn
Body I : Haste +1 movement, lasts one turn
Body II : Regeneration - heals 10% faster, lasts until used
Law II : Valor - extra 1 xp each combat, 10% chance of wearing off per turn

Targetted:

Entropy I : Wither - gives -20% healing/turn , resistable
Mind I : Charm - Unit cannot attack, 10% chance of wearing off per turn, resistable
Life II : Destroy Undead - damages all undead on tile
Chaos II : Rage - turns unit to barb
Death II : Contagion - gives disease (-30% strength, -10% healing/turn, -10% healing/turn for all units on tile)
Earth II : Rust - weakens melee units and metal golems
Earth III : Tremor - moves enemy units within 1 tile radius back a tile, resistable
Entropy III : Enervation - halves living units xp, resistable
Mind III : Domination - takes control of target, resistable and can lose control of caster
Water III : Tsunami - damages units on coastal tiles when land turns to ocean, small chance of killing them

Summons:

Death I : str 3 skeleton, permanent
Nature II : str 3 tiger, permanent, can make tiger cage
Fire II : str 3 fireball, can bombard and collateral damage
Fire III : three str 5 meteors, can bombard and collateral damage

Caster buff:

Dimensional I : Escape - teleport to capital
Water II : Water Walking - can use coast/inland water tiles.
Death III : Lichdom - turns archmage to lich
Enchantment III : Spellstaff - can be broken to allow a second cast that turn

Terraforming:

Water I : Spring - desert to plains
Fire I : Scorch - plains to desert
Life I : Sanctify - removes fallout
Entropy II : Defile - adds fallout
Nature III : Vitalize - upgrades all terrain but desert
Water III : Tsunami - turns coastal land into ocean


A few of them I dont know exact numbers, so if anyone can fill in the blanks that would be sweet. Oh and a tremor isnt really targetted, but its an offensive spell so it seemed to fit there best :)
 
I shifted the Hippus to the Hybrid slot. I also added some information taken from the Strongest religion thread - the Lanun/OO strategy by SchpailsMan, and Order / OO overview info taken from Kael's, SchpailsMan's and Chandrasekhar's postings. Also, thanks to Kassiopeia, all the temples and shrines now have their effects listed.
 
Chalid said:
Thats temporary. We need a new mechanism to make it work properly, as it did work only empirewide with the exisiting code.

Check out Impaler's work in the CCCP. He has a mod which can increase local specialist yield/commerce.

Specialist Tech Yield Changes:
An XML controled mod that gives Technologies the ability to alter the Yield Rate of specialists types just like the Angkor Wat Wonder dose. Basicaly I just copied and pasted the Code for that from Buildings into Tech. Civlopedia displays the change under the Tech window. Exports to Python
int CvTechInfo::getSpecialistYieldChange(int specialist, int yield)
void CvPlayer::changeSpecialistExtraYield(int specialist, int yield)

Local Specialist Yield Change:
An XML controled mod that gives a building the ability to grant a localized bonus to a specific Specialists Yield, Pedia displays the changes for each building, City view reports the change after a building is built. Python Export
int CvBuildingInfo::getLocalSpecialistYieldChange(int specialist, int yield)
void CvCity::changeLocalSpecialistYieldChange(int specialist, int Yield, int Change)
 
z00t said:
Heres a list of sorcery info, categorized by spell type. It takes a lot of flicking back and forward from the pedia to use magic properly, so the list is something I wrote to make it easier to find which spell spheres are useful at a glance (makes mage specialization easier).

Great, I edited this into the second post together with the religion info. :)

(Probably should rename this thread just "FfH Manual" or some such)
 
Btw, reading the second post in this thread, I have to agree the Veil looks terribly unattractive to the second "evil" religion: the Overlords.
 
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