Mod Idea thread

I would like to work on the adaptation to VP of a civilization: SMAN's Duchy of Brittany, idea suggested by @Asterix Rage
The artistic work is superb and extremely complete.

On the other hand, I would orient myself well towards a Brittany turned towards the sea, religious, cultural and rich at a time in its history, torn between French and English royalty.
I will ask S-Man because I would like to upset a lot of things.

The first ideas would be :

UA:
With fishing, +1 :c5culture: Culture and +1 :c5faith: Faith by water tile.
Build faster maritime buildings, units or wonders and gain :c5greatperson: Amiral Points during contruction.
More Gold by defensive pact (Either on maritime constructions or on trade routes)


UU: (Brezel Kourserezh)
Brezel Kourserezh: a cheaper Privateer replacement. :c5culture: Culture and :c5gold: Gold by sunken, captured ship?

UB: (Porzh-iliz)
porzh-iliz: replace the temple, can add parts, calvary (kalvar) and ossuary (karnel) to the renaissance period depending on the gold generated and each part increases the part of :c5gold: Gold generated transformed into :c5culture: Culture and :c5faith: Faith.

3UC and 4UC Compatibility

UU: (Drouiz)
When expended, all adjacent unimproved tile of the Holy Site, +2 :c5science: Research, +2 :c5faith: Faith and +2 :c5culture: Culture or just a boost (less situational)

UB: (Rance Tidal Power Station)
Unique National wonder (does not replace any), give +2 :c5food: Food by bonus resource (and other yields, to find)
 
@gwennog - feel free to reuse any/all the things you find in the mod. Its contents are a combination of the original Brittany mod by Gedemo, which I recycled with his blessing. Other contributors made requests/suggestions in the collaboration thread:

https://forums.civfanatics.com/threads/duchy-of-brittany.634700/

I'm not familiar with what it takes to make a custom civ VP-compatible and swamped with other projects, so perhaps you can find another collaborator to convert the mod?
 
Build faster maritime buildings, units or wonders and gain :c5greatperson: Amiral Points during contruction.
like

Brezel Kourserezh: a cheaper Privateer replacement. :c5culture: Culture and :c5gold: Gold by sunken, captured ship?
You mean Corvette?
:c5culture: Culture per damage and :c5gold: Gold only if sunken? Capture is a Dutch business.

There are already many (a lot actually) unique units/buildings to design a dozen of Duchy of Brittany. Really need to look for two others?

porzh-iliz: replace the temple, can add parts, calvary (kalvar) and ossuary (karnel) to the renaissance period depending on the gold generated and each part increases the part of :c5gold: Gold generated transformed into :c5culture: Culture and :c5faith: Faith.
I don't know what you mean.

PS: You should open a separate thread...
 
I would like to work on the adaptation to VP of a civilization: SMAN's Duchy of Brittany, idea suggested by @Asterix Rage
The artistic work is superb and extremely complete.

Well, as a Breton by my father, I have a duty to participate. :lol:

Spoiler A lot of ideas for Brittany :

UA: With fishing, +1 :c5culture: Culture and +1 :c5faith: Faith by water tile.
Build faster maritime buildings, units or wonders and gain :c5greatperson: Amiral Points during contruction.
More Gold by defensive pact (Either on maritime constructions or on trade routes)

A culture/faith-focused maritime civ is indeed something we lack currently in VP. That said, a flat yield on water tiles is both a bit bland and too powerful I think. The production modifier on maritime buildings and wonders and naval units also seem a bit too direct (but I like the idea of gaining GAdmiral points). Finally the gold on defensive pacts is simply not a reliable bonus, simply because it depends too strongly on AI behaviour.

Here are some ideas :
  • To give a nod to the first migration to Armorica, why not a bonus to settling, with different ones for cities on the same landmass as the capital and cities on other landmasses (it counts islands) ? It would also highlight the participation of Bretons (with Basques notably) in the colonization of the New World (see flag of Saint-Pierre-et-Miquelon).
  • For faith, one idea that isn't present in no other kit is percentage modifier. The advantage for coastal cities would be that it lets you choose more freely your pantheon (since you cannot count on map generation to always give you good enough coastal tiles to work).
  • Culture could be added to Admiral Points on construction of maritime buildings and wonders and naval units
  • The idea to give the civ a diplomacy element could be kept but added on one of the other UCs (I'm thinking about the Corsair specifically)
A concrete example :
UA - TBD

When settling a city, it gains :c5culture: Culture and :c5strength: City Strength if on another landmass as the capital, :c5production: Production and :c5food: Food if on the same. +20 % :c5faith: Faith in coastal Cities, and gain :c5culture: Culture and GAdmiral points when producing maritime buildings or wonders or naval units, scaling with :c5production: Production cost (around 10 %).

Brezel Kourserezh: a cheaper Privateer replacement. :c5culture: Culture and :c5gold: Gold by sunken, captured ship?

An idea in reaction (knowing that ship capture is both available as a promotion and already taken by the Dutch UM and the Ottoman 4UC).

Brezel Kourserezh (litt. : War Courser, Corsair ; replaces Corvette)
240 :c5production: Production cost instead of 300 (20 % cheaper)

Has the "Lightning Warfare" and "Friendly Port" promotions (+5 hp when healing, gain Production in the nearest coastal city when attacking ; bonuses scaling with the number of declarations of friendship and defensive pacts you have).

Something you must have in mind is how powerful the other Corvette replacement is : the Dutch Sea Beggar has just so much things going for it.

UB: (Porzh-iliz)
porzh-iliz: replace the temple, can add parts, calvary (kalvar) and ossuary (karnel) to the renaissance period depending on the gold generated and each part increases the part of :c5gold: Gold generated transformed into :c5culture: Culture and :c5faith: Faith.

Porzh-iliz (replaces Temple)

+3 :c5faith: Faith and +2 :c5culture: Culture
+1 :c5culture: Culture and :c5gold: Gold from Incense, Wine and Ember
No :c5unhappy: Unhappiness from Famine or Isolation (instead of -1 Unhappiness from Religious Unrest)
Generates +30 % Religious Pressure and increases the city's resistance to conversion by 10 % (instead of +25 % Religious Pressure)
1 :greatwork: GWMusic slot

Starting Renaissance era, gives a free Kalvar (calvary) if the city is inland or a free Kroaz Pell (widows' cross) if the city is coastal.

I changed the ossuary into the widows' cross because base VP already has an Ossuary as a Founder belief building.

Spoiler Kalvar and Kroaz Pell :

Kalvar

+10 % :c5food: Growth and +1 :c5faith: Faith to Great People Improvements and GWorks
Generates +25% Religious Pressure and increases the city's resistance to conversion by 10 %.
-1 :c5unhappy: Unhappiness from Poverty

Kroaz Pell

+1 :c5culture: Culture to Coastal tiles adjacent to the city.
Gain :c5faith: Faith whenever a unit you own dies.
-1 :c5unhappy: Unhappiness from Distress


UU: (Drouiz)
When expended, all adjacent unimproved tile of the Holy Site, +2 :c5science: Research, +2 :c5faith: Faith and +2 :c5culture: Culture or just a boost (less situational)

The problem I have with this UC is that the AI will never know how to use it. Plus, Druidism is far from being a typical Breton cultural element (more a Celtic one, and the Celtic UA already delves well into that question). Why not ask JFD if you could use the Machtiern from his Brittany mod ?

Example.
Machtiern (replaces the Knight)
Available at Currency instead of Chivalry

22 base CS instead of 25.
Can always be bought with :c5gold: Gold or :c5faith: Faith.
Has the "Shock I" and "Community protector" promotions (+25 % base Combat Stength when garrisoned)

UB: (Rance Tidal Power Station)
Unique National wonder (does not replace any), give +2 :c5food: Food by bonus resource (and other yields, to find)

I'm sure you already know this, but any UC that arrives later than in the Industrial era must be an actual game changer to be worth it.
In the case of the Rance Tidal Power Station, I understand its uniqueness (and I like it), but I really don't think a yield based UNW can actually be useful that late in the game.

If you want a UNW, there are lots worth mentionning for Britanny. Maybe something related to the Brocéliande Forest to make a link with both Arthurian legend and the Druidic tradition of Brittany you wanted to mention with the Drouiz ?

Example (but it's quite stretched)
Barenton Fountain (replaces National Monument)
Available at Writing instead of Drama and Poetry

+2 :c5culture: Culture and +5 :c5food: Food (instead of +1 :c5culture: Culture)
2 :greatwork: GWArt or Artifact slot (+4 :tourism: Tourism and +10 :c5goldenage: Golden Age points when themed) (instead of 1 GWArt or Artifact slot)
+1 :c5faith: Faith for every 2 Forest or Hill tiles worked in Empire
+20 % :c5greatperson: Great People generation in this city, increased by 10 % for each Declaration of Friendship you have
(instead of +25 % flat)
Receive 50 :c5goldenage: Golden Age points whenever you unlock a Policy, scaling with Era.

Also, here is an idea for War theme if you need it (the problem being that it ends abruptly and that I didn't find a better version).


If you want to go further on this mod, I agree with Asterix Rage that you should create a proper thread.

Also, a problem you might encounter is how similar the civ's colors are to the German ones.
 
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Another civ concept I put here.

Spoiler The Ainu for VP :


The Ainu - Shakushain/Aynurakkur

UA - Moshiri (Floating World)

Except mounted and Siege units, all Land units have access to the Survivalism and Trailblazer promotion trees. When settling a City on a new landmass, gain a permanent :c5faith: Faith and :c5food: Food bonus in all Cities and spawn a Recon unit in the new City.

UU1 - Matangitono (replaces Pathfinder)

7 :c5strength: CS (instead of 6)
Doesn’t have combat malus against Barbarians

Has the “Surku” promotion (Before engaging in melee, this Unit has an extra attack; attacks from this unit inflicts the “Poisoned” plague, preventing healing for 3 turns ; kept on upgrade) and can improve tiles to build Camps, Pastures or Kotan (if unlocked).

UI - Kotan (replaces Village)

Available at Trapping

Must be built on a Bonus Resource or next to a Fish resource (no terrain restriction)
Long improvement time
No adjacency allowed

Improves any Resource under it.
+1 :c5culture: Culture, +1 :c5food: Food, +1 :c5gold: Gold
+30 % :c5strength: Defense bonus
Gets all the bonuses to Villages (city connections, technologies and policies) plus the following:
  • +1 :c5food: Food and :c5gold: Gold from Sailing
  • +1 :c5food: Food and :c5culture: Culture from Compass
  • +1 :c5food: Food, +1 :c5gold: Gold and +1 :c5culture: Culture from Navigation

Spoiler MUCfVP :

UU2 - Matagi (replaces Explorer)

20 :c5strength: CS (instead of 17)

Has the “Amphibious”, “Can move after attacking” and “Rayke” promotions (+1 :c5moves: MP, +5 XP and gain :c5greatperson: GWriter points in the nearest city when killing a unit, scaling with the :c5strength: CS of the unit killed ; kept on upgrade).

UB2 - Yukar Gathering (replaces Writer’s Guild)

Available at Drama and Poetry
No Maintenance Cost or number limit, but isn’t affected by usual benefits to and from guilds (Amphitheaters and policies)
Provides no Writer Specialist and doesn’t prevent :c5unhappy: Unhappiness from Urbanization

+1 :c5greatperson: GWriter point for every 2 non-Specialist :c5citizen: Citizens in City
Each :greatwork: GWWriting in City provides +2 :c5faith: Faith and :c5culture: Culture and increases resistance to conversion by 10 %.
1 :greatwork: GWWriting slot

Spoiler Peace theme :


Spoiler War theme :


 
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I've been thinking about a kit for Switzerland (just for brainstorming-sake, since I have already too many things to do as of now). I put it here for now.

Spoiler Switzerland :

Switzerland (Guillaume-Henri Dufour)
Hill bias - Coast anti-bias

UA - Chronicon Helveticum

Cannot declare war or join a defensive pact. Can offer military units to any civilization, and units offered this way gain the Häiwee promotion. +50 % :c5production: Production to Land units when at Peace, and gain 5 % of the :c5gold: Gold from all Gold purchases among met civs (10% for unit purchase).

Spoiler Häiwee promotion :

Häiwee - You gain :c5gold: Gold whenever the unit fights; the unit disbands after a set number of turn; when the unit disbands or dies, gain :c5culture: Culture. All effects scaling with era and game speed.


UB1 - Stufenbetriebe (replaces Granary)

+1 :c5food: Food, +1 :c5culture: Culture

+15 :c5food: Food (instead of 25) when completed and whenever the city gains tiles, scaling with era.
15% of :c5food: Food is carried over after a new Citizen is born.
Each source of Wheat, Deer, Bananas and Bison worked by this City gives +1 :c5food: Food.
+1 :c5gold: Gold to Pastures.
Allows :c5food: Food to be moved from this City along trade routes inside your civilization.

UM1 - Reisläufer (replaces Landsknecht and Pikeman)
Available at Steel
Doesn't require to finish the Authority tree to be available, and can be produced

18 CS
Has the same base promotions and bonus when bought as the Landsknecht
Has the "Silent advance" (When ending their turn fortified, inflict "Demoralized" upon adjacent enemy units, which decreases their CS by 15 % for 2 turns ; lost on upgrade) and "Rivalry" (+30 % CS against units bought with gold or faith) promotions.

UNW - Tagsatzung (replaces Printing Press)
Available at Civil Service (instead of Printing Press)

+2 :c5gold:/:c5culture:/:c5science: (instead of +1 :c5culture:)

+1 Great Diplomat Points
+1 Paper
2 Civil Servant specialist (instead of 1)
+20% :c5production: Production of diplomatic units

All diplomatic units receive the Literacy promotion (grants +5 :c5influence: Influence when you conduct a diplomatic mission, +1 :c5moves: movement for diplomatic units, and the ability to ignore terrain cost)
Unlock the unique action of "Oath" for allied CStates connected to the Capital for a certain number of turns : annex the city for free, build a Courthouse in it and gain yields depending on the CState type.

UCivilian - Rotes Kreuz (unique unit class)
Available at Scientific Theory and never becomes obsolete, but number limited by map size
200 :c5production: Production
3 :c5moves: MP

Has the "Red Cross" promotion (Can enter rival territory ; This unit and all units (comprising those of other civs) in adjacent tiles heal 10 hp per turn regardless of action ; gain :c5science: Science when healing this way)

Music :
- Peace
- War
 
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I've been thinking about a kit for Switzerland (just for brainstorming-sake, since I have already too many things to do as of now). I put it here for now.

Spoiler Switzerland :

Switzerland (Guillaume-Henri Dufour)
Hill bias - Coast anti-bias



Spoiler Häiwee promotion :

Häiwee - You gain :c5gold: Gold whenever the unit fights; the unit disbands after a set number of turn; when the unit disbands or dies, gain :c5culture: Culture. All effects scaling with era and game speed.










Music :
- Peace
- War
This is such an awesome concept for a civ. Many players have always yearned for the unit gifting ability to extend past CS, and this would be a unique way to implement it into the game somehow.
 
This is such an awesome concept for a civ. Many players have always yearned for the unit gifting ability to extend past CS, and this would be a unique way to implement it into the game somehow.

In CoreChanges.sql there should be an option to reenable unit gifting to major civs.
 
This is such an awesome concept for a civ. Many players have always yearned for the unit gifting ability to extend past CS, and this would be a unique way to implement it into the game somehow.

Happy to have a positive feedback on this (although, I'll be frank, it's far too complexe for me at the moment to even think about making it a reality). As usual, I begin thinking about a civ's kit when I find interesting music for it (basically, all my projects begins with the music, which is weird I know), but I actually took a lot of inspiration from the Roving Clans from Endless Legend for the UA (which is my defaut faction to play in this game).

I think the production bonus should be tied to being at peace (so you must prepare your military before a conflict to benefit from it). For the gold bonus from purchases, I'm conflicted : is it actually feasible, and would it be interesting enough to be kept ?

In CoreChanges.sql there should be an option to reenable unit gifting to major civs.

I have two question about this :
  • Would the AI be able to use the action, and would it be able to know what to do with it (so that the civ doesn't become a player-only one) ?
  • To give a unit, must you be in the territory of the civ you want to give it to ? If that's the case, making all Swiss units able to traverse rival territory would be the easiest solution (it's not as if they could be a threatening force, although having a Swiss army around your capital while Switzerland has a defensive pact with your biggest rival would be quite frightening).
 
Would the AI be able to use the action, and would it be able to know what to do with it?
That's the very first question to ask yourself :ack:
I believe the answer is no.

the civ doesn't become a player-only one
Many A lot Most already are without any warning :lol:

It would be fine and fair anyway to have this kind of civmod with a "human only" sticker on it
 
That's the very first question to ask yourself :ack:
I believe the answer is no.

Many A lot Most already are without any warning :lol:

It would be fine and fair anyway to have this kind of civmod with a "human only" sticker on it

Well, that seems obvious, but I still ask.

Modified the kit a bit to make it a bit more balanced.
 
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