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Mod Idea thread

I entertained the Chancery idea in order to possibly refrain from 2 UNW, but after laying it all out, I don't really care if I end up with 2 UNW. The Scrivener's Office is just that much more thematic and sensible, and If we're role-playing this legend of the Supreme Leader, it only makes sense that the true origins and roots of the DPRK propaganda machine extend back to the earliest possible moment in time. I like how this helps establish/fortify the civ's identity, even more so than my original Mansu Hill concept -- though I'm not ruling anything out yet, I have to do another pass/tweak over my initial proposal due to things like Smithsonian finally getting buffed -- and if anything, Mansu Hill is just one of the many physical embodiments and manifestations of the Propaganda Machine/Ministry itself. Either way I'm pleased, but I think this new proposal will bring the most unique fun. Let me know what you all think, good or bad -- the One and Unly strives for perfection.

UB - Propaganda Ministry (Writing / replaces "Scrivener's Office") *changes in bold
  • Cost: 144 :c5production:
  • +1 :c5food: in city for every City-State friend, and +1 :c5faith: for every ally.
  • +1 :c5greatperson: GDP and 1 Civil Servant slot; +10% :c5production: of diplomatic units in this city.
  • +1 Paper, 1 free Emissary, and a "Supreme Leader" is born upon completion.
  • Monuments gain +1 :c5faith: and :c5production:, and all :greatwork:Great Works gain +1 :c5culture:.
  • +5% Global :c5culture: upon researching Printing Press/Radio/Telecommunications.
  • Triggers an empire-wide WLTKD upon completion; + 10% :c5faith: / :c5culture: in all cities during WLTKD.
I tried to balance with Sachem's Council, and although this UB will generally look stronger on paper, Sachem's comes with an extra GDP + specialist slot + global diplo unit prod boost + unique diplomat promo, whereas the Propaganda Ministry won't have any inherent diplo bonuses. I think that's fair trade-off because Iroquois actually has historical diplo flavour. I toyed with the idea of a unique promo for DPRK diplo units, or even incentivizing foreign cities converting/adopting your religion for the first time, but I felt it's probably overkill. That would also build more reliance on diplomacy/religion, neither of which I want DPRK to necessarily be locked into.
Spoiler :
*Right off the top, we have wonderfully plausible/themed access to a Supreme Leader, though it presents a few new situations because I initially only had intended for 3 to be available; playing with 4UC would then allow for 4. If I choose this route, I'll have to possibly tweak how/when I plan to spawn the SL's, because logically/preferably the Propaganda Ministry berths the first one. Then again, I can't have the DPRK be 4UC dependent, so like I said, this will need some revision. I'm now even contemplating something crazy like a unique specialist slot (a la the new "Monk" via @pineappledan ) that could be worked to spawn subsequent SL's, now that I know something along those lines is possible.

*The Monument boost relates to my initial Mansu Hill concept, and the GW culture boost is a flavourful nod to the original mod creator's vision for the building. Monuments and GW are hyped up by the propaganda machine, it's as simple and effective as that.

*The culture % boosts are a logical progression from the technologies that better enable the spreading of propaganda. If able to secure the Sistine Chapel, DPRK is looking at a possible 25% global culture boost (though most situations will get little use from the last 5%, as telecomms is not even researched before the conclusion of a lot of games). Combined with the Juche Tower lowering the social policy cost by 10%, and there exists strong synergy that will peak into the late-game.

*Lastly we have the WLTKD, which is pretty self-explanatory (i.e., Yay, the Glorious One is born! Everyone love your Supreme Leader while we throw a huge party!) while flowing hand-in-hand with the civ's main emphasis.
*Bonus: If there ever becomes a way to incorporate my original denouncement trigger into the kit, I'd planned to have it at the core of this UB, similar to Sachem's +1 happiness for every active war/DP (e.g., +1 global happy, and to all yields in this city for every active denouncement against the DPRK). For now though it's looking like I have to revert to the Citadel trigger, as that is actually viable in multiplayer as well as paying homage to the original mod.
 
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At one point I did actually consider having the kit centered around a unique ideology (Juche is the official ideology of the DPRK, after all...) with it's own distinct set of tenets that catalyze the supreme path to victory. Though, the fundamentals of modding already present me with difficulty, let alone the scope of that new can of worms. I could theoretically combine that idea with something in the early game, akin to the Celtic exclusive pantheons. I'd have to alter a bunch of my initial concept (which I was recently fiddling with anyways), namely the Supreme Leader unit, but it might end up being the best way to tie the entire package together. I'll see what eventually garners the most/any interest from all of my proposed ideas, though this is definitely the final concept; I kinda dig this though, otherwise I wouldn't have gone through the effort to put it on paper, hehehe. Third times the charm, I guess...

UA - Hermit Kingdom: Can select a unique Pantheon, and from a set of exclusive Ideological Tenets. Constructing a Citadel triggers "We Love the Kim Day", granting cities + 100 :c5goldenage:, 50 :c5culture:, and 10% Unit :c5production:, scaling with Era.

Pantheon of Glory (forget 'the glory of Rome', there's a new boss in town!): +3 :c5faith: and :c5happy: in the Capital/Holy City; +1 :c5production:/:c5faith:/:c5goldenage:/:c5culture:/:c5science:, scaling with era, in the Capital/Holy City for every 3 followers of your pantheon in owned cities.

*If it's too much, I could just remove the scaling, or keep it and bump the followers to 4. For comparison, God King is +2 faith/production; +1 GAP/faith/culture/science/gold per 5 followers, no scaling.

Juche: (3 unique tenets that are individually unlocked upon reaching specific milestones, so you'd still choose a standard ideology -- usually Order/Autocracy -- plus the associated tenets, as to not forgo any benefits)

Tier 1 - Military First: +10 Supply, and all created land units (past/present/future) receive the "Songun" promotion.
*available upon the construction of "Juche Tower"

Tier 2 - Enrichment: Instantly reveal Uranium; deposits provide double the quantity and yields.
*available upon researching "Military Science"

Tier 3 - Nuclear Bully: Can purchase Atomic Bombs and Guided/Nuclear Missiles with :c5faith:.
*available upon researching "Atomic Theory"
 
At one point I did actually consider having the kit centered around a unique ideology (Juche is the official ideology of the DPRK, after all...) with it's own distinct set of tenets that catalyze the supreme path to victory. Though, the fundamentals of modding already present me with difficulty, let alone the scope of that new can of worms. I could theoretically combine that idea with something in the early game, akin to the Celtic exclusive pantheons. I'd have to alter a bunch of my initial concept (which I was recently fiddling with anyways), namely the Supreme Leader unit, but it might end up being the best way to tie the entire package together.

Or you could make the Supreme Leader a unit which gains a significant amount of power (and unique abilities) depending on the ideology you pick : for each ideology, the Supreme Leader would incarnate the most 'Kim way' to understand that ideology (some dark humour inbound for Freedom). That would at least spare you the burden of creating an entire new ideology.

You could even make so that the UNWs of the civ also gains significant and unique bonus depending on your ideology.
 
Or you could make the Supreme Leader a unit which gains a significant amount of power (and unique abilities) depending on the ideology you pick : for each ideology, the Supreme Leader would incarnate the most 'Kim way' to understand that ideology (some dark humour inbound for Freedom). That would at least spare you the burden of creating an entire new ideology.

You could even make so that the UNWs of the civ also gains significant and unique bonus depending on your ideology.
That is certainly very unique and interesting, and it does offer Supreme potential, but might that be even more intricate for me to navigate? When I say "create an entire new ideology", all it really entails is 3 tenets in which I'm shifting aspects away from the UA directly, and incorporating them indirectly in another thematic/synergistic way. Also, coincidentally I know there's been much work done around the upcoming ideology modmod, so I'm sure those kind lads could point me in the right direction.

I will have to brainstorm some ideas revolving around your concept, though, as it does sound like another fun viable option. Thank you.
 
That is certainly very unique and interesting, and it does offer Supreme potential, but might that be even more intricate for me to navigate? When I say "create an entire new ideology", all it really entails is 3 tenets in which I'm shifting aspects away from the UA directly, and incorporating them indirectly in another thematic/synergistic way. Also, coincidentally I know there's been much work done around the upcoming ideology modmod, so I'm sure those kind lads could point me in the right direction.

I will have to brainstorm some ideas revolving around your concept, though, as it does sound like another fun viable option. Thank you.

I'm happy to contribute to the glory of Best Korea in some way. There is no "Kamui" without a K, an I and a M. :goodjob:
 
I'm happy to contribute to the glory of Best Korea in some way. There is no "Kamui" without a K, an I and a M. :goodjob:
Look what you've done...:high5:

UU - Supreme Leader: Can not be built or purchased; spawns upon adopting a Pantheon, constructing Juche Tower, and researching Atomic Theory (thematically representing Il-Sung, Jong-Il, and Jong-Un, respectively).

Taewonsu: +3 Military Supply :c5war:, and inflicts "Near Terrifying Opponent" (-10% CS:c5strength:; doesn't stack) to all enemy units within 3 tiles.
Generates 3 :c5faith:/:c5greatperson: Great General Points per-turn (scaling with era) while stationed in the Capital. *Gains new powers depending on the active ideology.

*Autocracy: +10 :c5culture:/:c5faith:/:c5greatperson: GGP per-turn; Taewonsu radius increased to 5 tiles, and owned land units heal +25 HP if stacked with a Supreme Leader.

*Order: +20 :c5science:/:c5faith: and +5 :c5greatperson: GGP per-turn; +10% :c5science:/:c5production: in the city per stationed Supreme Leader, and all GP gain +5% toward their respective yields when expended.

*Freedom: +33 :c5gold:/:c5faith: and +1 :c5greatperson: GGP per-turn; +1 :trade: Trade Route, and :c5goldenage: GA last 10% longer. +5% to all local yields for each Supreme Leader present during WLTKD.

Spoiler Notes :
Okay, so the initial bonuses can't be too crazy out of the gate, as I don't intend DPRK be an early powerhouse and founding with the likes of Gandhi. The idea is to play it safe by camping Il-Sung in the Capital while beginning to farm GGP's into Citadels to secure perimeters and trigger more WLTKD. With 3 SL's, you end up at 9 supply + the 10 from "Songun"; an extra 19 units woks superbly for a civ who can remain tall (covering that style's only true weakness) and aggressively 'defensive', while also reflecting DPRK's largest paramilitary on the planet.

The Autocracy bonuses are ironically the weakest on paper, but it essentially acts as another GG/Khan, and the ability to fully heal a land unit in a single turn on/near the front line -- stack all 3 SL for 75 HP + standard healing/medics, while rotating units -- is quite dangerous ("Songun" will also come into play simultaneously). The healing is stronger than Khan, but you only get 3 SL while also having to stack units to heal instead of adjacency; SL healing only applies to land units for now due to balance concerns. Although the DPRK will hopefully reign supreme in any situation, I want to ensure that there are pros and cons or risk/reward for certain actions, otherwise things are too easy and OP for the Glorious One, and that's not balanced/fun. In this instance, having all 3 SL stacked with a single unit left in a vulnerable spot, only for that unit to be hard-focused and killed despite its full health, leaves all the SL's exposed and spells disaster. There are times in games where I still see random GG/GA/GP unprotected and aimlessly gallivanting around, though it's gotten better, and if it's exploitable or too frustrating of an issue I can reluctantly set the 3 SL to never capture. Hopefully the AI would be able to utilize/understand this properly... I know it's always one of the main concerns, but I'm now optimistic that the kit will overall be pretty userAI friendly.

Order's bonuses will simulate the pursuit of perfection through tireless effort and dedication to the cause while under the watchful judgement of the Supreme Ones. I set the yields in order to allow more incentive/reward to keep all 3 SL alive; 3 SL stacked in a city grants 30% boost for use in wonder rush, space race, etc. The 5% to bulbs also stacks (so a potential 15%), but doesn't depend on proximity to a SL unit, and will naturally bring glorious synergy with TTGoG.

Choosing Freedom represents opening up to the outside world and embracing the unknown. Users who concede defeat and fail to display the necessary courage by choosing this path, will see them instantly acquire up to 99 gold and 3 TR's, simulating the release from DPRK's economic misfortune. A free Golden Age will begin, and the citizens will bizarrely show the SL's even more love if they preside in their city -- the amount of people now lining up for the Kim's divine autographs is insurmountable!
I might still have to issue a few balance tweaks, but in general I think this looks worthy. :clap:
 
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I have an Idea for a Poland UA change to make them more interesting. Not really a fully worked out replacement, just some ideas I had. All numbers and concepts can be changed. I was also thinking of possibly ditching the free social policy for everything, and just making it the reward for specific policy tree bonuses, and beefing them up a tad more to balance. And I'm not expecting this to overtake the existing design, but could be used for a Civilisation split, or being adjusted for a different mod civ.

Solidarity
Gain a free Social Policy upon adopting a Policy Opener or Ideology, and gain a unique policy specific bonus upon adopting a Finisher

(Free social policy only applies once per era grouping of policies. So Ancient, Medieval and Industrial, then 1 more for ideology)

The idea behind this is to make Poland an all-rounder civ, that can play to any policy tree pathway.

Ancient
Tradition - Funeral Gords - Recieve GPP for all non-military Great People (Half the points to receive the first one which vary by game speed) -2 Urbanisation in the capital.

Progress - Amber Road Trade - Free Trade route and caravan.

Authority - Świętokrzyskie Mountain Iron Works - 2 Free Iron. 15% Production to melee units in Capital.


Medieval
Fealty - The Golden Liberty - Farms, Plantations and Camps produce 1 Gold and 2 Golden age points. Receive 2 free Cossack Units.

Statecraft - Union of Lublin - Recieve a free reskinned Merchant of Venice (so you can union with a city-state. Can annex this city-state or leave as a puppet). Gain 30 Influence with all known city-states.

Artistry - Jagiellonian University - 1+ Population in cities with Writers and Artists' Guild (if possible, make them come from a different religion to Poland's state religion, to represent Jewish migration to Poland). Culture specialists produce Golden Age Points.

Another Medieval bonus I had an idea for, was a single city getting a free Hanse to represent Gdansk, but that would fit best with Statecraft, which is already the best natural fit for Union of Lublin.


Industrial

Industry - Invest in Eastern Poland - Recieve a free Great Engineer. Gold Investments give a small percentage of gold invested as Production.

Imperialism - Intermarium - Recieve a Free Great Diplomat. Birth of Great General or Admiral increases influence with city States.

Rationalism - Poland Can into Space - Recieve a free Great Scientist. 20% Faith Discount for purchasing Policy unlocked Great People.
 
Idea for a Mali custom civ mod. The last part of the UA is taken from the Songhai kit, which I'm currently reworking in my mind.

Spoiler Mansa Musa Mali :

Leader - Mansa Musa

UA - Golden Hajj
Can buy Religious Units and Great People with :c5gold: Gold (same conditions and cost scaling as for :c5faith: Faith buying). Convert 3 % of :c5gold: Gold used to buy Units or invest into Buildings into :tourism: Tourism. Rivers create :c5trade: City Connections.

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UU1 - Farimba (replaces the Heavy Skirmisher)
Unlocked at Chivalry (instead of Physics)

200 :c5production: Production cost (instead of 175)
Requires Horse

18 :c5strength: CS & 21 :c5rangedstrength: RCS (range 1) => instead of 15 :c5strength: CS & 18 :c5rangedstrength: RCS
4 :c5moves: MP

No Terrain Defense
Cannot Melee attack
Can move after attacking
Attack malus against Naval Units
Skirmisher doctrine
Farari - +25 % CS/RCS when adjacent to a City ; generate :c5greatperson: GMerchant points in the nearest City when killing
Quick Study

Removed : Attack malus against Cities


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UB - Suguba (replaces the Market)
Unlocked at Trading

110 :c5production: Production cost

+3 :c5gold: Gold
TRoutes to this City generate +1 :c5gold: Gold
2 Merchant specialists (instead of 1)
Convert 5% of :c5gold: Gold spent in the City into :c5culture: Culture and :c5science: Science.
Cannot have negative :c5food: Food in City
+10 % :c5gold: Gold in City during :c5happy: WLTKD


Same Resource bonuses

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UU2 - Kele-Bolo (replaces the Composite Bowman)
Unlocked at Mathematics

90 :c5production: Production cost
No cooldown, movement or experience penalty when bought with :c5gold: Gold

11 :c5strength: CS & 11 :c5rangedstrength: RCS (range 2)
2 :c5moves: MP

Cannot Melee Attack
Attack malus against Naval Units
Horon - No maintenance cost ; lost on upgrade
Soninke poison - When attacking, inflicts the "Vulnerable" plague, decreasing :c5strength: Combat Strength when defending by 15% for 2 turns.


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UNW - Gbara (replaces the East India Company)
Unlocked at Guilds

125 :c5production: Production cost
:c5production: Production cost and :c5citizen: Population requirement scaling with the number of Cities you own

Receive an additionnal copy of all Luxury Resources around this City
Incoming :trade: Trade Routes generate +4 :c5gold: Gold for the Empire, and +2 :c5gold: Gold for the :trade: TRoute owner. (instead of for the City)
Reduces the :c5faith: Faith and :c5gold: Gold cost of :c5greatperson: GPeople in the Empire by 2% per :trade: Trade Routes coming to Cities you own (max. : -50%)
+1 :trade: Trade Route per Global Monopoly

-10 % :c5unhappy: Unhappiness Needs modifier for Distress and Boredom in all Cities (instead of Poverty)


Themes :
  • Peace - Kora Bali by Toumani Diabaté
  • War - Not found yet
 
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Idea for a Mali custom civ mod. The last part of the UA is taken from the Songhai kit, which I'm currently reworking in my mind.

Spoiler Mansa Musa Mali :

Leader - Mansa Musa

UA - Golden Hajj
Can buy Religious Units and Great People with :c5gold: Gold (same conditions and cost scaling as for :c5faith: Faith buying). Convert 3 % of :c5gold: Gold used to buy Units or invest into Buildings into :tourism: Tourism. Rivers create :c5trade: City Connections.

__________________________________________________________
UU1 - Farimba (replaces the Heavy Skirmisher)
Unlocked at Chivalry (instead of Physics)

200 :c5production: Production cost (instead of 175)
Requires Horse

18 :c5strength: CS & 21 :c5rangedstrength: RCS (range 1) => instead of 15 :c5strength: CS & 18 :c5rangedstrength: RCS
4 :c5moves: MP

No Terrain Defense
Cannot Melee attack
Can move after attacking
Attack malus against Naval Units
Skirmisher doctrine
Farari - +25 % CS/RCS when adjacent to a City ; generate :c5greatperson: GMerchant points in the nearest City when killing
Quick Study

Removed : Attack malus against Cities


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UB - Suguba (replaces the Market)
Unlocked at Trading

110 :c5production: Production cost

+3 :c5gold: Gold
TRoutes to this City generate +1 :c5gold: Gold
2 Merchant specialists (instead of 1)
Convert 5% of :c5gold: Gold spent in the City into :c5culture: Culture and :c5science: Science.
Cannot have negative :c5food: Food in City
+10 % :c5gold: Gold in City during :c5happy: WLTKD


Same Resource bonuses

__________________________________________________________
UU2 - Kele-Bolo (replaces the Composite Bowman)
Unlocked at Mathematics

90 :c5production: Production cost
No cooldown, movement or experience penalty when bought with :c5gold: Gold

11 :c5strength: CS & 11 :c5rangedstrength: RCS (range 2)
2 :c5moves: MP

Cannot Melee Attack
Attack malus against Naval Units
Horon - No maintenance cost ; lost on upgrade
Soninke poison - When attacking, inflicts the "Vulnerable" plague, decreasing :c5strength: Combat Strength when defending by 15% for 2 turns.


__________________________________________________________
UNW - Gbara (replaces the East India Company)
Unlocked at Guilds

125 :c5production: Production cost
:c5production: Production cost and :c5citizen: Population requirement scaling with the number of Cities you own

Receive an additionnal copy of all Luxury Resources around this City
Incoming :trade: Trade Routes generate +4 :c5gold: Gold for the Empire, and +2 :c5gold: Gold for the :trade: TRoute owner. (instead of for the City)
Reduces the :c5faith: Faith and :c5gold: Gold cost of :c5greatperson: GPeople in the Empire by 2% per :trade: Trade Routes coming to Cities you own (max. : -50%)
+1 :trade: Trade Route per Global Monopoly

-10 % :c5unhappy: Unhappiness Needs modifier for Distress and Boredom in all Cities (instead of Poverty)


Themes :
  • Peace - Kora Bali by Toumani Diabaté
  • War - Not found yet
Mansa musa is rich
Gold
MUST MAKE EVERYTHING GOLD RELATED
I'm taking some inspiration from iska, the last part is op so I'm gonna make a suggestion aswell: How about spawn a source of gold near a city?
The vulnerable plague is really similar to Inca's slinger, so maybe the defender gets 15% and the ranged unit (comp bow in your case) gets 15% combat bonus? I don't know
 
Mansa musa is rich
Gold
MUST MAKE EVERYTHING GOLD RELATED

This kit is less about generating gold (at least not in direct ways) than having more ways to invest it and gain more from investing it. Plus, incentivizing Great Merchant generation isn't common (everybody ignores GMerchants).

the last part is op

You mean the GP cost reduction ? Numbers can be tweaked (bonus per TR or max cap), but I think the idea itself is sound.
 
This kit is less about generating gold (at least not in direct ways) than having more ways to invest it and gain more from investing it. Plus, incentivizing Great Merchant generation isn't common (everybody ignores GMerchants).



You mean the GP cost reduction ? Numbers can be tweaked (bonus per TR or max cap), but I think the idea itself is sound.
I mean the river part, doesn't seem like much but free city connections without roads are huge for gold maintenance. It's like a slightly worse version of Songhai's ability, whereas he can use them as ACTUAL roads.
I like that you have to trade to benefit from these bonuses - make sure you don't get Shaka though, because your irr otherwise
 
I think it looks like a cool design and that is what is most important to me. I dont care much about historical accuracy etc as long as it is a fun civ to play. I would play with hundreds of civs if they were designed well enough and if memory etc allowed it. The numbers can be tweaked as you say, but I think I agree that the Soninke Poison promo sounds too similar to the slingers effect currently
 
I have an idea for a UA

Mandala Circle - Free Settler on Pantheon. Non-capital cities are special puppets that have a unique bonus and cannot be Annexed, with a limit of 5 non-capital cities. Cities can work the same tiles. Conquered cities are razed, rewarding food.

(Puppets have no food/growth malus, and provide extra Supply)

Unique Bonus

Temple City - 1 Faith and Great Artist Point in Capital with city connection to this city, +1 Faith for every 5 population in City (The Puppet, not capital). Gain +2 Faith and 1+ Great Artist Point for every Great Prophet Birth. (Can't select until Pantheon founding)

Tributary Trade Center - 1 Gold and Great Merchant Point in Capital with City connection to this city, +1 Gold for every 5 population in City. Gain +2 Gold and 1+ Great Merchant Point for every Town.

Workshop City - +1 Production and Great Engineer Point in Capital with City Connection to this city. +1 Production for every 5 population in City. Gain +2 Production and +1 Great Engineer Point for every Manufactory.

Examination Centre - +1 Science, and Great Scientist Point in Capital with city connection to this city. +1 Science for every 5 population in City. Gain +2 Science and 1+ Great Scientist Point for every Academy

Scholar Centre - +1 Culture and Great Writer Point in Capital with city connection to this city. +1 Culture for every 5 population in City. +1 Culture for each Great Work, scaling with era.

(These bonuses are somewhat placeholders, and can be changed as needed if too strong)
----

So Mandala refers to a South-East Asian system of political organisation, where a political centre, around a major capital city, would have various surrounding tributaries that contribute to the centre. These tributaries often had relations to multiple other overlords, with tribute and control waxing and waning depending on conditions. The whole complicated system can't quite be represented, but this UA is an approximation to a degree.

To represent them being not fully integrated administratively, these cities are Puppet cities. But they have no limits on internal growth, and in fact, you get rewarded for them growing big. And the system of entangled relations, between different masters, could be represented by City-States (but is a bit too close to Phoenicia), but instead, I decided to go with cities being able to work the same tiles. This works well with a Tall civ, being able to get more use out of the best tiles, like for growth, or Great Tile Improvements. But it isn't quite as strong as a normal civ doing it, because the extra working is still being done by a Puppet.

The City razing, is mainly for the limiting of the civ to its Capital and surrounding Puppets. The Food bonus is partly just to give something as a reward to counterbalance this, and to represent in South-East Asian warfare, a typical tactic was forced migration of people into areas, so they could be better controlled for taxation or conscription. So a food bonus fits, particularly given the growth focus of the civ.

So this civ would be best played, by setting up a relatively small territory, with cities overlapping their tiles significantly, in order to share tiles. The core of the civ is the Capitol, but to get the best results, you also need to boost the growth of the Puppet Cities. City Connections are also very important, which further incentives setting up more tightly packed cities.


Now the reason why this is a UA and not a whole civ, is I'm not quite sure which kingdom to use. Siam and Indonesia are already used, Khmer is a mod civ. So it can be used for, Pagan/Burma/Myanmar, Lan Xang, Champa or maybe Srivijaya if we count Indonesia as Majapahit since that is who their leader is. Myanmar or Lan Xang seems the most fitting. Depending on which is picked, can decide what names are used for the cities and the bonus, and decide the UU and UB.

Anyway, thoughts are welcome.
 
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Concept for an Puebloan / Hisatsinom civilization :

Spoiler Pueblo / Hisatsinom kit :

Leader - Po'pay

UA - Guardians of the Fourth World


Starting Units gain +2 Vision and +2 :c5moves: MP for 10 turns. Gain the :c5faith: Faith output of the City when a Building is constructed, and the :c5production: Production output when a :c5citizen: Citizen is born. All Units gain +25 % :c5strength: Combat Strength if within 3 tiles of a Natural Wonder.

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UCivilian - Muhanna (replaces Worker)
Unlocked immediatly
80 :c5production: Production cost

2 :c5moves: MP

Can gain experience and levels

Can build the same Improvements as the Worker

Central Space - +25 % improvement rate ; +4 Experience when constructing a non-road Improvement, and 1 XP when constructing a Road/Railroad Improvement.

Spoiler Unique Muhanna promotions (in order of unlocking) :

North and South - +2 Vision ; +10 % improvement rate

East and West - Ignores Terrain cost ; +15 % improvement rate

Above and Below - Can be expended to found a City and gain :c5food: Food and :c5science: Science. The founded city will have a free Shrine and Temple.

____________________________________________________________
UB1 - Great Kiva (replaces Temple)
Unlocked at Masonry instead of Philosophy

200 :c5production: Production cost
1 :c5gold: GPT maintenance cost

No base yield
(instead of 3 :c5faith: Faith)
+1 :c5faith:/:c5science:/:c5culture: to World Wonders and Natural Wonders in City.
+1 :c5food: Food to Bonus Resources worked by the City.
+15 % of :c5food: Food is carried over after a new Citizen is born.


-1 :c5unhappy: less Unhappiness from Religious Unrest
+1 :c5faith: Faith and :c5culture: Culture to Incense, Wine and Ember

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UU2 - I:ladanna (replaces Crossbowman)
Unlocked at Physics instead of Machinery
145 :c5production: Production cost
(instead of 160)

14 CS / 18 RCS (instead of 15/19) ; 2 Range
3 :c5moves: MP (instead of 2)

Cannot Melee Attack
Attack malus against Naval Units
Quick Study
Trailblazer II
(Double movement in Desert and Snow ; ignores ZOC ; +10 % :c5strength: CS when outside friendly territory)

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UNW - Pueblo Bonito (replaces Hermitage)
Unlocked at Astronomy instead of Architecture
Same :c5production: Production Cost and :c5citizen: Population requirement
Doesn't require Opera House

No base yield
(instead of 2 :c5culture: Culture)
+1 :c5culture: Culture per 4 :c5citizen: Citizens in City
+10 % :c5culture: Culture in City

Minimum Policy requirement for Wonders reduced by 1 in Empire.
+1 :c5food: Food and :c5culture: Culture from Bonus Resources in Empire.
+1 :trade: Trade Route slot per Natural Wonder in Empire.

Reduces :c5unhappy: Unhappiness Needs modifer for Boredom by 10 % in all Cities.

3 GWArt / Artifact slots

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Peace Theme - Hopi Lullaby by Fernando Cellicion
War Theme - Jemez Rain Dance Song

The kit is designed with four ideas in mind :
  • Give the combat bonus from nearby Natural Wonders a true kit in which it can work well (now that it has been removed from the Iroquois UA)
  • Make a tall civ that can still gain more from early exploration and expansion
  • Make a kit that incentivizes working the bottom half of the tech tree (production, food and military) early on without penalizing you too much for faith, science and culture
  • Explore the concept of a unique civilian that can gain experience (I have confirmation from Enginseer that it is possible, although the UI could refuse to show the xp amount, we'll see how it goes).
 
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Explore the concept of a unique civilian that can gain experience
Damn, that would be a juicy feature for Supreme Leader. I won't steal your thunder though -- you've already helped supply the DPRK with plenty of quality munitions!

Do Musa first though (who doesn't love that 'story')!
 
I have been thinking about Great people points pooling, like in Civ6. Shouldn't it be possible? A lot of the modded civs add points to various great people(s) but they are not shown in the actual progress per turn graphics but are just added to the total amount per city per turn. Sort of like stealth points. Example the Khmer add engineer points if you have a wonder etc.

Could you not loop thru all the cities, check the points they have for various GPP, make note of how many points there are and then set them back to zero and then transfer all the points they had into the capital using the same mechanic as with those modded civs?

That way you have more of a great people per civilization instead of this that or the other city. Also it would make working great people in smaller and newer cities less crap since they will probably never actually create a great person but are just doing it for the yields. But the great people part is in theory wasted.

It might be weird since all great people would form in the capital but perhaps you could just randomize a spawn location of your cities if that is the case.
 
Is there a mod for VP that's similar to Aeon GameSpeed? Or is it already that and I'm just dull? (As in longer era/science and culture time but normal buildings and unit construction time)
 
Is there a mod for VP that's similar to Aeon GameSpeed? Or is it already that and I'm just dull? (As in longer era/science and culture time but normal buildings and unit construction time)
A vanilla mod should work fine for this purpose, as long as it doesn't touch anything else. You could also change the values yourself with a simple sql file, like the commands below:
Code:
UPDATE GameSpeeds SET TrainPercent = 100 WHERE Type = 'GAMESPEED_EPIC'; -- Units
UPDATE GameSpeeds SET ConstructPercent = 100 WHERE Type = 'GAMESPEED_EPIC'; -- Buildings

Game speed affects more than just two though, and further columns to customise can be found in CIV5GameSpeeds.xml, as well a few new additions in the VP git, mostly for C4DF.
 
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