Mod Idea thread

proposal for a Chola civ to finally have a little more representation on the subcontinent
Spoiler The Chola :

Chola - Led by Rajendra Chola

UA: Cholamandalam
Completing an International :trade: Trade Route places a Pekkandru in the target City. +2 :c5capital: Great Admiral Points for each Pekkandru. +1 :trade:Trade Route Slot for every 5 owned Cities and every Vassal. +100% :c5gold:Tax Revenue from Vassals.

UB: Ainurruvar Sangam (replaces Market)
+3:c5gold:gold,+1 :c5production:production
+1:c5food: food and :c5production:prod from Spices
+1:c5food: food and :c5gold:gold from Sugar Trade Routes to Other players generate
+1 :c5gold:Gold for both the city owner and the trade route owner
+1 :c5gold:gold for every Pekkandru established
Every Trade Route from this City to a foreign City with a Pekkandru increases this City's :c5science:Science and :c5culture:Culture rate by +5%
Thalaithirvai.png

UU1: Thirisadai
Cannot be produced
Given for free whenever a GAdmiral is born
Upgrades into Destroyer

:c5strength:CS scales with era (see below)
4 :c5moves:MP
Can enter Deep Ocean at Astronomy
Preeminence: -15% :c5strength:Combat Strength to enemy units within 2 tiles
Bonus vs Cities (33%)

Spoiler Thirisadai CS :

CS overview:
18 :c5strength: in ancient/classical (+4 from Trireme)
33 :c5strength: in medieval (+8 from Caravel)
48 :c5strength: in Renaissance (+8 from Corvette)
63 :c5strength: in Industrial (+3 from Ironclad)

Kadatpadai.png

UU2 Kallarani (Caravel replacement)
available at Compass
160 :c5production:production

28 :c5strength:CS (+3 from Caravel)
Quick Study
:c5production:Cost of the unit reduced by 5 in all coastal cities for each unique Trading partner on empire.
SquareWell.png

UI - Kovil Kulam
Unlocked at Philosophy
Must be built on flat land with no access to fresh water, and not adjacent to another Kovil Kulam
Removes features

2 :c5faith:Faith / 3 :c5gold:Gold / 2:c5food:Food
+2:c5food:Food to adjacent holy sites
Acts as a source of fresh water (ie unlocks baths in adjacent cities, freshwater boost to farms)
+1 :c5gold:Gold /:c5food:Food at Guilds
+1 :c5gold:Gold / :c5faith:Faith/ :c5culture: Culture at Navigation
+2 :c5gold:Gold /:c5food:Food at Fertilizer

This is a civ that is pretty near and dear to me, since my extended family is Tamil. I would like to push the base civ in a few different directions than what the India split came up with. I also don't think their leader scene or civ colours/icon are satisfactory.

A lot of things up in the air re: the Ainurruvar. I think it would work best thematically as an early EIC, but we already have 1 of those. Also, it combines so strongly with the Pekkandru from the UA, it should probably unlock earlier.
The Kovil Kulam is quite similar to the Polder, which has me a bit worried

Any thoughts?
 
Any thoughts?

As we discussed, the military part is very interesting : the heavy focus on melee ship (something I wasn't very found of at first), combined with the "reverse admiral" makes it truly stand out. Plus, it's the first true "2 naval UU civ" (the Venitian Fusta being currently phased out in term of design philosophy, and Carthage being an hybrid).

On the economic side of things.

Completing an International :trade: Trade Route places a Pekkandru in the target City. +2 :c5capital: Great Admiral Points for each Pekkandru.
UB: Ainurruvar Sangam (replaces Market)
+3:c5gold:gold,+1 :c5production:production
+1:c5food: food and :c5production:prod from Spices
+1:c5food: food and :c5gold:gold from Sugar Trade Routes to Other players generate
+1 :c5gold:Gold for both the city owner and the trade route owner
+1 :c5gold:gold for every Pekkandru established
Every Trade Route from this City to a foreign City with a Pekkandru increases this City's :c5science:Science and :c5culture:Culture rate by +5%

So this Pekkandru system (that you presented as an early form of Corporation) forces you to make a choice between changing the targets of your TRoutes as often as possible or commit to old ones in order to gain percentage bonus. The concept is sound, but as you said the UB doesn't stand out very well. It seems more an extension of the UA (only tech tier 2) than a true UC, and as you mentionned making this UC a UNW isn't the solution (there is already enough similarities with Carthage).

+1 :trade:Trade Route Slot for every 5 owned Cities and every Vassal.

I would have liked to see the TR from Vassals part integrated into the Ottoman UA, as you know. As for the TR slots from cities, I personally think it is too strong : Petra and the Colossus both only give one, and are considered high priority just for doing so.

Acquiring vassals usually means a high investment in military forces, while simply gaining more and more cities demands no interactivity. That's why I avoided that kind of bonus for my own kits.

+100% :c5gold:Tax Revenue from Vassals.

That I love. I would even suggest maybe having a yields conversion as an alternative (eg. : gain 25 % of the :c5gold: Tax Revenue of your Vassals as :c5production: Production).

UI - Kovil Kulam
Unlocked at Philosophy
Must be built on flat land with no access to fresh water, and not adjacent to another Kovil Kulam
Removes features

2 :c5faith:Faith / 3 :c5gold:Gold / 2:c5food:Food
+2:c5food:Food to adjacent holy sites
Acts as a source of fresh water (ie unlocks baths in adjacent cities, freshwater boost to farms)
+1 :c5gold:Gold /:c5food:Food at Guilds
+1 :c5gold:Gold / :c5faith:Faith/ :c5culture: Culture at Navigation
+2 :c5gold:Gold /:c5food:Food at Fertilizer

The problem I have with this UI is that nothing else in the kit supports Faith, and especially not Holy Sites (as you told me when I suggested something in the same spirit). Not all UCs in a kit are supposed to go in the same direction, but for Faith / Religion based-ones, it's tricky because Faith, when not founding, loses a majority of its value (making something like this work will be an objective of the Feudal France project we currently have with @gwennog).

All that said, one suggestion I have is to make the UB an early Temple replacement that spawns a Kovil Kulam on an adjacent tile and gains power with Pekkandru. That way, you give the civ a tech tier 3 source of faith in addition to a support to its food supply, and it liberates the 4th UC for something else.
Maybe more administration-related, to complete the peaceful wide trinity of commerce / naval power / diplomacy (in parallel to the war-related part of the kit) ? Plus, a second way to benefit from the Pekkandru system later into the game (Civil Service) could be interesting.
 
So this Pekkandru system (that you presented as an early form of Corporation) forces you to make a choice between changing the targets of your TRoutes as often as possible or commit to old ones in order to gain percentage bonus. The concept is sound, but as you said the UB doesn't stand out very well. It seems more an extension of the UA (only tech tier 2) than a true UC, and as you mentioned making this UC a UNW isn't the solution (there is already enough similarities with Carthage).
That I love. I would even suggest maybe having a yields conversion as an alternative (eg. : gain 25 % of the :c5gold: Tax Revenue of your Vassals as :c5production: Production).
I wonder if swapping the :c5gold:gold in all cities and the :c5capital:GAdmiral points to the UB would make it feel better?

UA name option 1: Vira-Valanjiyar (eng: "Valiant Merchants")
UA name option 2: Disai Ayirattu Ainnurruvar (eng: "Five Hundred Lords of a Thousand Directions")

Completing an International :trade: Trade Route places a Pekkandru in the target City. +1:c5gold:Gold in all Cities for each Pekkandru. +1 :trade:Trade Route Slot for every 5 owned Cities and every Vassal.

Thalaithirvai.png

Thirvai (Customs House)
Available at Guilds
350 :c5production: Production Cost

+2 :c5culture: Culture, :c5science:Science, and :c5production:Production
25% of your :c5gold:Tax revenue from Vassals is converted to :c5production:Production in this City
Every Trade Route from this City to a foreign City with a Pekkandru increases this City's :c5science:Science and :c5culture:Culture rate by +5%
Completing any :trade: Trade Route To or From this city generates 50:c5capital:Great Admiral Points, scaling with Era

when a :trade: Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output
1 :c5gold: Merchant Specialist Slot
Tobacco Resources gain +3:c5gold:
Coffee Resources gain +1:c5gold: +2:c5production:
Tea Resources gain +2:c5gold: +1:c5production:
Banana Resources gain +2:c5gold:
Now the kit won't generate GAdmirals passively until you're close to unlocking deep ocean movement for them. Early GAdmirals can be a bit silly, with their deep ocean movement allowing you to scout far beyond other civs in early eras. This also allows us to split the vassal bonuses and gate one to the era where vassals unlock. It's also a more sensible spot for that Thirvai icon; we will have to make a new one for the Thirisidai.

The UA's scaling global gold and free TRs means there is a lot of power installed in the UA, so the UB doesn't have to be that good; it can just focus mainly on generating the GAdmirals and giving a few other small trade benefits.
I would have liked to see the TR from Vassals part integrated into the Ottoman UA, as you know. As for the TR slots from cities, I personally think it is too strong : Petra and the Colossus both only give one, and are considered high priority just for doing so.
Yes, and you would need 10+ cities to get 2 TRs. TRs are good, but they aren't fantastic on their own, especially since their TRs aren't actually stronger or better, unlike Carthage, who also gets more TRs from its Uniques. You aren't likely to hit 10 cities on a standard map until you start pushing other civs back, unless you got a start with a ton of space. I rarely break 10 cities in a standard game. I actually predict that it's too weak, and we are likely to increase it to 1 TR per 4 cities. It is their UA, after all.

I don't think the Ottomans are likely to change, but the way that the Chola vassalized or otherwise culturally and militarily dominated Odisha, the Chalukyas, Yangon, and Srivijaya makes it fit well here too.
Acquiring vassals usually means a high investment in military forces, while simply gaining more and more cities demands no interactivity. That's why I avoided that kind of bonus for my own kits.
Too much emphasis on vassals as a mechanic risks making the civ too high risk for too little reward. It's also bears mentioning that too much emphasis on era-locked abilities like vassalization in the UA doesn't feel great; era-locked abilities are much more at home on UBs, which have their own tech locks.
I like that the scaling bonus from number of cities feels "safe", it helps buffer the vassal bonus. It's not totally non-interactive, as it is your largest incentive for an ICS strategy with Chola. The global franchises also help mitigate poverty, the largest source of wide unhappiness in the latest patches.
The problem I have with this UI is that nothing else in the kit supports Faith, and especially not Holy Sites (as you told me when I suggested something in the same spirit). Not all UCs in a kit are supposed to go in the same direction, but for Faith / Religion based-ones, it's tricky because Faith, when not founding, loses a majority of its value (making something like this work will be an objective of the Feudal France project we currently have with @gwennog).

All that said, one suggestion I have is to make the UB an early Temple replacement that spawns a Kovil Kulam on an adjacent tile and gains power with Pekkandru. That way, you give the civ a tech tier 3 source of faith in addition to a support to its food supply, and it liberates the 4th UC for something else.
Maybe more administration-related, to complete the peaceful wide trinity of commerce / naval power / diplomacy (in parallel to the war-related part of the kit) ? Plus, a second way to benefit from the Pekkandru system later into the game (Civil Service) could be interesting.
I really detest those abilities that just plop something down on the map without you getting a say, personally. I don't like control and land management being taken away from me. Having the Kovil Kulam be a self-contained UI also has other advantages, like not needing additional art and text resources, more understandable, and feels less arbitrary.

I could reduce the faith to 1 point, such that it is vestigial flavor, as opposed to a main yield. As I said when you suggested something in the same spirit, the Temple Tanks, though connected to religious buildings, are primarily irrigation reservoirs and storm drains. Tamil Nadu has some 38,000 temples, and the Chola built a huge proportion of them, but temples in Tamil society doubled as community halls, public works, and banks, distributing loans and administering the irrigation system for the local farmers. The Kovil Kulam are central to the practical functions of the temple, so I think we can have a bit of :c5faith:Faith to acknowledge their religious link, but emphasize other yields and utilities as much as possible.

How about this?
SquareWell.png

UI - Kovil Kulam
Unlocked at Philosophy
Must be built on flat grassland or plains, with no access to fresh water, and not adjacent to another Kovil Kulam
Removes features

1 :c5faith:Faith / 1 :c5culture: Culture / 2 :c5gold:Gold / 2:c5food: Food
Kovil Kulam gains +1:c5gold: for each adjacent Farm (ie. Farms boost KKs, not KKs boosting Farms)
Acts as a source of fresh water (ie unlocks baths in adjacent cities, freshwater boost to farms, etc.)
+2 :c5food:Food at Guilds
+1 :c5gold:Gold / :c5faith:Faith/ :c5culture: Culture at Navigation
+2 :c5gold:Gold /:c5food:Food at Fertilizer

So the improvement is a big :c5gold:Gold battery that gets bigger the more farmland you can surround it with. The KK gives freshwater +1:c5food: to any nearby farms, and the farms in turn pay back into the temple's irrigation system. This softens the no access to freshwater limitation too, because it puts higher emphasis on lots of farms anyways.
 
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Putting together based on discord chat:
Spoiler The Chola :

Chola - Led by Rajendra Chola

UA: Vira-Valanjiyar
Completing an International :trade: Trade Route places a Pekkandru in the target City. +1:c5gold:Gold in all Cities for each Pekkandru. +1 :trade:Trade Route Slot for every 5 owned Cities and every Vassal.

Thirisadai.png

UU1: Thirisadai
Cannot be produced
Given for free whenever a GAdmiral is born
Upgrades into Destroyer

:c5strength:CS scales with era (see below)
4 :c5moves:MP
Can enter Deep Ocean at Astronomy
Preeminence: -15% :c5strength:Combat Strength to enemy units within 2 tiles
Bonus vs Cities (33%)​
Spoiler Thirisadai CS :

CS overview:
18 :c5strength: in ancient/classical (+4 from Trireme)
33 :c5strength: in medieval (+8 from Caravel)
48 :c5strength: in Renaissance (+8 from Corvette)
63 :c5strength: in Industrial (+3 from Ironclad)

Thalaithirvai.png

Thirvai (Customs House Replacement)
Available at Guilds
350 :c5production: Production Cost

+2 :c5culture: Culture, :c5science:Science, and :c5production:Production
20% of your :c5gold:Tax revenue from Vassals is converted to :c5production:Production in this City
Every Trade Route from this City to a foreign City with a Pekkandru increases this City's :c5science:Science and :c5culture:Culture rate by +5%
Completing any :trade: Trade Route To or From this city generates 50:c5capital:Great Admiral Points, scaling with Era
when a :trade: Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output
1 :c5gold: Merchant Specialist Slot
Tobacco Resources gain +3:c5gold:
Coffee Resources gain +1:c5gold: +2:c5production:
Tea Resources gain +2:c5gold: +1:c5production:
Banana Resources gain +2:c5gold:
Kadatpadai.png

UU2 Kallarani (Caravel replacement)
available at Compass
160 :c5production:production

28 :c5strength:CS (+3 from Caravel)
Quick Study
:c5production:Cost of the unit reduced by 5 in all coastal cities for each unique Trading partner on empire.​
SquareWell.png

UI - Kovil Kulam
Unlocked at Philosophy
Must be built on flat grassland or plains, with no access to fresh water, and not adjacent to another Kovil Kulam
Removes features

1 :c5faith:Faith / 1 :c5culture: Culture / 2 :c5gold:Gold / 2:c5food: Food
Kovil Kulam gains +1:c5gold: for each adjacent Farm (ie. Farms boost KKs, not KKs boosting Farms)
Acts as a source of fresh water (ie unlocks baths in adjacent cities, freshwater boost to farms, etc.)
+2 :c5food:Food at Guilds
+1 :c5gold:Gold / :c5faith:Faith/ :c5culture: Culture at Navigation
+2 :c5gold:Gold /:c5food:Food at Fertilizer​
 
Proposal for a Cree civ:
Spoiler The Cree :

Poundmaker.png

The Cree - led by Poundmaker

UA - Iron Confederacy

All Monopoly resources start at 15% control. Other Civilizations cannot trade Resources that you control with a Global Monopoly. +5% Border Growth in all Cities per Unique:trade: Trade Route Partner
Mekewap.png

UI - Mekewap
Available at Calendar
Must be adjacent to a Bonus Resource, and not Adjacent to another Mekewap
Does not remove features
1:c5food:1:c5gold:1:c5culture:
1 :cringe:Border Growth for each adjacent Forest, Jungle, or Marsh​
1:c5gold:1:c5science: at Currency​
1:c5food:1:c5culture:1:c5production: at Economics​
1:c5science:1:c5production: at Alternative Energy​

Okitchitaw.png

UU - Okihtcitaw (Longswordsman)
unlocked at Steel
160:c5production:
Does not require Iron
20:c5strength:CS
Unit gains +1:c5strength:CS whenever it gains a level​
2 moves​
Gains +1XP when trained in a city for each tile claimed via tile purchase or border expansion​
Spoiler 4UC :

Sabtuan.png

Pahkekinohkewikamik (Caravansary)
Available at Currency
200 :c5production:
No maintenance
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent :c5culture:Culture output.
Land Trade Routes gain +75% Range and +3 :c5gold:Gold​
+1 :c5gold:from Merchants.​
+1 :c5food: Food and :c5gold: Gold for every 3 desert or 3 tundra tiles worked by city.
Truffles +2 :c5gold:
Cotton +1:c5production: 1:c5culture:
Furs +1:c5gold: 1:c5production:
Strongheart.png

UU - Kιhtockinikiw (Lancer)
Unlocked at Metallurgy
39:c5strength: (+2)​
4:c5moves:
Can move after attacking​
No defensive Terrain bonuses​
Counting Coup -​
Only activates after 1st combat (like mystic blade, but with only 1 possible promotion)​
+15% CS and Ignores ZOC​
Gain 1 XP at the beginning of your turn for each adjacent enemy unit​



That's a LOOOOOOT of new code that would require DLL integration. Lots of things I'm not too sure about with this design, but I like the theme and historicity of the Cree being the consummate middle-men.
  • I'm not sure if the idea of a unique trade unit is even possible, but I like the idea of giving a civ the ability to hit landlocked cities on other continents, and just straight-line over everything.
  • Not sure what the right level for the Monopoly control is. Either 10 or 15%, which would make it bite into other civ's control levels enough that the Cree can really steal monopolies, but not feel unfair.
  • I'm not sure where the Okihtcitaw best fits. Like it being a scout line combat unit, but I don't like unique pathfinders or scouts, since they either feel way too impactful or not enough.
  • The Mekewap is a question mark for me. Not sure how to make it feel unique w.r.t. yields or interactivity.
 

Attachments

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"All Monopoly resources start at 10% control. Other Civilizations cannot trade Resources that you control with a Global Monopoly." - That could impact other civs too much. Maybe change that to just: "All monopoly resources start at at least one copy control"
 
"All Monopoly resources start at 10% control. Other Civilizations cannot trade Resources that you control with a Global Monopoly." - That could impact other civs too much. Maybe change that to just: "All monopoly resources start at at least one copy control"
That sounds even stronger to me. In standard games, there is usually 8-12 of most resources on the map, but you get ones like Marble with only 5-6 on the map, sprinkled around. In a standard game, "1 copy more" would mean +18-20% on something like Marble, so you would only need 1 real tile and then build an EIC to get 60% and grab the monopoly.

A flat 10% is more consistent, easier to understand, and doesn't supercharge these rare resources.
 
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That sounds even stronger to me. In standard games, there is usually 8-12 of most resources on the map, but you get ones like Marble with only 5-6 on the map, sprinkled around. In a standard game, "1 copy more" would mean +18-20% on something like Marble, so you would only need 1 real tile and then build an EIC to get 60% and grab the monopoly.

A flat 10% is more consistent, easier to understand, and doesn't supercharge these rare resources.

How will this be then for all the luxuries that are in very small quantities (usually held by city-states)? Porcelain etc. You can after all get a monopoly on them to. Normally there is usually only 1-3 or so of these and is the 10% then rounded up to a minimum of 1 or? How about created luxuries (indonesia, brazil wood etc)?
Will you get happiness etc from these luxuries? Or are they not "real" in that regard as in you have actually have them?

I don't think the impact will be to great on the others can't trade luxuries that you have a monopoly on. After all most other civs don't tend to have lots of anything that you have a monopoly on. Mostly they might have 1-2 and one of them is going to be "used" on their own happiness so at most it will be a loss of one here and there.
 
I think you're misunderstanding. If you go to the monopoly screen, it shows a % control of all resources on the map. If there are 5 resources on the map and you control 1 of them, you control 20% (1/5) of that resource. The Cree would control 30% (20 + 10). This just lets them get monopolies up faster, break ties, etc. There are already ways to manipulate this control in the game, like how double resource quantity from the EIC lets you get more than 100% of the resources on the map.

It would work the exact same as it does already, but the Cree have +10% control. It might feel too weak at only +10, so maybe +15% control would work better. Not sure what the right number is. You can't sell copies of CS-gifted luxuries, so that part is unaffected, except they could get monopolies on CS luxuries slightly faster.
 
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Right so you don't actually gain anything really. At best it's going to be a tie-breaker for when you have an even number of resources most likely as in you won't get stuck at exactly 50% or so and the monopoly doesn't kick in until you tip over. Still it's going to look weird when it says you control something which you do not actually have. So you have zero of something and it still says you control 10% of the market. Shouldn't it just increase the once you have by 1,1 then instead? So you still have to have something to gain the %.

You can't sell them if they are gifted, but you can if you conquer them. Still normally it's 1-3 of them so getting 10% extra won't take you to a monopoly, unless the number is 2 on globe which does happen, anyway if you just take one of the cities. In this case of three it won't matter much since you'll still need two of them to get above 50%, having 1 plus 10% is still always going to be below. Otherwise it would have to increase by 20% (or I guess 18%) if you want to gain a monopoly of 1 of those.

But in the grand scheme of things this 10% isn't going to do much of anything really. Considering that your starting location should have enough for a monopoly this won't really change that, all it might do is that it might kick in one tile improvement ahead of time then.

Still it's somewhat weird conceptually. You have something but don't actually gain something and you can't use it for anything.
 
As you say, it won't matter if you were going to get -- and keep -- a natural monopoly anyways. You've convinced me that my initial impulse to raise it to 15% was correct. It will break ties, get your monopoly up faster, and allow you to steal/compete on monopolies in borderlands better. On it's own it isn't anything special, that's why I wanted to pair it with the ability to block all trading of that resource with anyone but you once you control the monopoly. With the two abilities combined, and the big border blob for trade routes, I think it's a respectable amount of power for a UA ability.
 
Don't know who would fit for it, but I think it would be interesting to have a civ with a UA that focused on selling buildings. It's a mechanic that's there, but it seems to not really see much use though. (If such a civ already exists for VP, please, let me know!)
 
Don't know who would fit for it, but I think it would be interesting to have a civ with a UA that focused on selling buildings. It's a mechanic that's there, but it seems to not really see much use though. (If such a civ already exists for VP, please, let me know!)
So is disbanding your units, but I doubt it'd be interesting as a Civ UU :p You generally almost never want to either of that, so AI probably won't know how to use it.
 
So is disbanding your units, but I doubt it'd be interesting as a Civ UU :p You generally almost never want to either of that, so AI probably won't know how to use it.

That's the main reason I think : all gameplay elements of a civ's kit must be as AI-friendly as possible, and if the core mechanic of a civ cannot be used by the AI (even unvolontarily), then the mod loses a large part of its appeal. Plus, AI-unfriendly mechanics often relies on a lot of micro-management for the player (eg. a bonus that only applies to the unit on the same tile as the UU).

That doesn't mean there isn't a niche for that kind of kit among players, but it is really a subcategory of custom civ for people who don't mind never seeing the AI capable of using it in a way that doesn't hurt it.
 
I believe there is a Robespierre mod on the workshop that is based around selling buildings.
 
What do you think about adding (more) support units? I'm somewhat optimistic that the AI can handle this, they aren't bad at keeping the GGs behind the frontlines, which is pretty much all they need to benefit from a support unit. I've been sitting on a medic mod for a while, I've tried a bunch of db workarounds to make AI use them, but obviously it needs dll work. So I might as well add some other support units if I'm going to deal with the DLL. I think AntiAir units could be made support units, they would be behind the frontlines as medics so it wouldn't need much additional work. A Siege engine line wouldn't be bad and I'm guessing the majority of the work is already done for Assyrian Siege Tower. Of course, I'm basing all these on the assumption that I can just replicate GG TacticalAI code for support units, which may be very wrong.
 
What do you think about adding (more) support units? I'm somewhat optimistic that the AI can handle this, they aren't bad at keeping the GGs behind the frontlines, which is pretty much all they need to benefit from a support unit. I've been sitting on a medic mod for a while, I've tried a bunch of db workarounds to make AI use them, but obviously it needs dll work. So I might as well add some other support units if I'm going to deal with the DLL. I think AntiAir units could be made support units, they would be behind the frontlines as medics so it wouldn't need much additional work. A Siege engine line wouldn't be bad and I'm guessing the majority of the work is already done for Assyrian Siege Tower. Of course, I'm basing all these on the assumption that I can just replicate GG TacticalAI code for support units, which may be very wrong.

If you have the energy and the patience to expand that part, I would be very happy to help on a design pov. I also think @pineappledan would be interested.
 
Would it be possible to add some kind of notification on the units/building list where you have put hammers/production into?

What happens when you unit limit goes a bit bonkers some turns and you go over the limit all units that are being produced just stop and it's somewhat hard to recall when things return which units are half built or in the queue so to speak.

For building this is sort of easy to spot since they can't have their gold invested etc. But if you have not invested gold you sort of have to know or guess depending on the cost or time to completion.

Would there be some way to say include a hammer/production icon on units or things that have some existing production tied to them?
 
Can something be done about the tooltips for unit deaths? When a unit dies it says what type of unit it was and you can ping the location. But you can't see if you was a renamed unit, or if it was what the rename was. It is just standard name of the unit type not the actual unit name if you will. It's sort of important or interesting, for me, since I rename important units such as medic units gets renamed to medic etc. It would be kind of neat if I could know if they had died instead of trying to look around for them and wonder which unit it was that actually died.
 
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