Mod Idea thread

Apologies for reviving a thread that hadn't been updated for a year, especially for what is essentially a rough draft for a custom Civ. But I've been thinking hard on how to include the Taíno and I think I'm onto something, with some inspiration from this existing mod for Vanilla Civ V.

Spoiler The Taino :

The Taino
Leader- Agüeybaná II
Start bias- Coastal, Forest (preferably forested islands)

UA: Cacicazgo
Whenever a City gains a :c5citizen: Population, gain +5 :c5culture: Culture and :c5faith: Faith (scaling with era) and receive Cacique Points in the :c5capital: Capital. All owned Cities gain 10 turns of "We Love the King Day" whenever a Cacique is born. Fishing Boats and Camps yield +1 extra :c5food: Food, and clearing Forests and Jungles grants +25 :c5food: Food to the nearest City.

UGP: Cacique (Great General)
2 :c5moves: Movement Points.
"Leadership"
"Tribute" (Grants +50 Gold each turn).

UI: Conuco
Available at Calendar.
Must be built on Farm and Plantation resources (counts as improvement for both).
Removes Features.

2 :c5food: Food, 1 :c5production: Production, 1 :c5culture: Culture
Gains +1 :c5food: Food for each Fishing Boat and Camp worked by the owned city.
Spawns a Cassava / Yuca resource on adjacent Forest/Jungle tile
[Increased yields from techs TBD]

UR: Cassava / Yuca
Bonus Resource
Can only spawn in Forest/Jungle
Improved by Conuco or Plantation

+1 :c5production: Production
+3 :c5food: Food and +1 :c5production: Production with Conuco/Plantation

With "More UCs"

UB:
Batey (Replaces Arena)
Available at Construction (two techs earlier)
125 :c5production: Production Cost

+3 :c5culture: Culture and +1 :c5culture: Culture per 4 :c5citizen: Citizen
+2 :c5faith: Faith
Great Musicians are earned 25% faster during "We Love the King Day".

Reduces :c5unhappy: Unhappiness from Boredome by 1.
+1 :c5culture: Culture to Perfume, +1 :c5food: Food and :c5gold: Gold to Olives, and +1 :c5faith: Faith to Cassava / Yuca.
+2 :c5production: Production to Armory, Barracks, and Forge.

UU: ???

Like I said, this is a rough concept. In fact, I completely changed the UA from what it originally was after putting more thought into things lol But the general idea I'm pursuing with the Taino is for them to be the ultimate Food Civ; their UA and UI gives them loads of food, they have a rather reliable source of WLTKD for extra growth, and they benefit the most from gaining Citizens. Maybe I went overboard, or underboard, with the UCs in question, I was never the best with numbers. Nonetheless I think there's potential in this concept, just gotta iron it out. Although it'd be even better if we gave Brazil a new UA so we can use a version of theirs for the Taino And yes, I'm missing a UU to make 4UCs: I've searched numerous times for Taino warfare and stuff to find any distinct military units, and the closest I could find were "Macana", which aren't warriors so much as they are weapons. Nor are macana even exclusive to the Taino, being a common part of the Inca's arsenal.

Opinions? :)
Looks very cool! Nepal would definitely be a hard counter to the Inca and Tibet lol
 
Last edited:
Hmm...for the UU2, you could try referencing the Nitainos, a sort of Taino nobility who were often family members of the Caciques and made up both the warrior and secular administrative class, planting and harvesting crops and keeping the peace internally when they weren't fighting. I haven't done a deep-dive into it (mostly just a quick wiki-read) but it seems like it could be promising. Speaking of the Caciques, I don't know that I love the current build; the static modifier is powerful but not especially interesting, although I suppose it does encourage you to play differently in that you'd rather keep them around instead of planting them as Citadels in most cases.
 
Hm...! Somehow it didn't occur to me to try the Nitainos for a UU despite reading that they were often warriors lol But this works so much! Thanks ^^ Now to find a good source of info to figure out how they could function, beyond being able to build Conucos and maybe reducing Unhappiness in cities?
Speaking of the Caciques, I don't know that I love the current build; the static modifier is powerful but not especially interesting, although I suppose it does encourage you to play differently in that you'd rather keep them around instead of planting them as Citadels in most cases.
Yeah... Part of the problem, at least for me, is that Caciques do so much for their villages that they'd warrant at least three unique promotions, which I'm not sure can even be implemented A-OK. Gaining Gold as an instant yield per turn is a solid thing to translate from the "collects tribute" aspect of the Cacique, but they also supervise food production, protect civilians from the natural and "supernatural", and organizing "areitos" (basically big ceremonies where the whole village sings and dance in celebration of births, weddings, and so on, or to honor the ancestors and spirits). The last one is where the "10 Turns of WLTKD on Cacique birth" in the UA comes from, but it feels like that could be represented better... Damn Brazil and their Carnivals

On this note of making the Cacique more interesting, though, the original idea for the UA that I had scrapped was that a Cacique would be born in newly founded cities; literally plop a city down and it comes with a free GG. But with the downside in that they have a unique "Leadership" promotion that is way weaker (though stackable with itself), so you weren't going to be easily conquering any neighbors unless you got 5+ Caciques. And in bringing them out to war, you would be hampering the economic boosts they brought to the civilization. They also could not be expended at all, if only to not trigger certain beliefs/policies involving GPs. Think I should re-implement this idea, or too much?
 
The city spawning GGs thing is interesting, and makes a fair amount of sense given the strongly regional nature of Cacique rulership, though I don't know if a stacking GG aura can really be balanced; maybe if you restricted the combat aura to a 5% buff and made it only affect adjacent tiles? You'd have a 35% buff on one dude at full strength, but it'd be pretty fragile and require a fair amount of micromanagement, which seems reasonable (and possibly even underpowered for the amount of work required). How would you handle the GG buffs offered by the Imperialism policy tree? Not being able to put down Citadels could make the civ pretty easy to bully in the midgame, but that's probably not a huge issue since the AI doesn't usually steal your land en-mass.

I also love the idea of making an 'ultimate food civ', so it'd be a bit of shame to lose that, and the current UA does feel more synergistic with the rest of the kit. Both ideas could be neat in their own way,

I reckon you could fob one of the abilities you want to ascribe to the Cacique onto the Nitainos given their close interrelationship, if you wanted. Maybe you could represent the 'protect civilians from supernatural threats' thing with an unhappiness-reduction-on-garrison ability? Would be a good way to make the combination of creating a wide empire (so you can lay down tons of your UI and increase population growth triggers in your cap) with potentially huge cities (because you're a major food civ) a bit less painful to govern.

Meanwhile, I enjoy the possibility of building chains of Conucos on top of their spawned cassava resources, provided that the terrain works out in your favor. Though with that said, do you need both bonus food directly from Camps/Fishing Boats and the indirect yield from the Conuco boost from worked Camps/Fishing Boats? Feels like a bit much to have them both, and I personally think the latter is more interesting than the former.

Lastly, the Batey giving a percent bonus to Great Musician generation on WLTKD without providing any actual points for them is really weird. Maybe give them just one flat point, so you'll at least get something out of it before Acoustics?
 
Last edited:
The city spawning GGs thing is interesting, and makes a fair amount of sense given the strongly regional nature of Cacique rulership, though I don't know if a stacking GG aura can really be balanced; maybe if you restricted the combat aura to a 5% buff and made it only affect adjacent tiles? You'd have a 35% buff on one dude at full strength, but it'd be pretty fragile and require a fair amount of micromanagement, which seems reasonable (and possibly even underpowered for the amount of work required). How would you handle the GG buffs offered by the Imperialism policy tree? Not being able to put down Citadels could make the civ pretty easy to bully in the midgame, but that's probably not a huge issue since the AI doesn't usually steal your land en-mass.
Exactly the idea I was going for lol The Cacique's "Leadership" promotion would've been strictly a 5% CS increase to adjacent units, which I felt would've been an effective drawback for being able to get these guys with each city. Although I did not take 'Regimental Tradition' boosting GGs into consideration... On one hand, I guess that's a fine bonus for those who want to play as "Domination Taino". But that definitely would get out of hand if you've been very successful settling wide lol So as thematic as it would be for each city to have their own cacique, probably better to stick with this UA where you have to earn them via growing cities.
I reckon you could fob one of the abilities you want to ascribe to the Cacique onto the Nitainos given their close interrelationship, if you wanted. Maybe you could represent the 'protect civilians from supernatural threats' thing with an unhappiness-reduction-on-garrison ability? Would be a good way to make the combination of creating a wide empire (so you can lay down tons of your UI and increase population growth triggers in your cap) with potentially huge cities (because you're a major food civ) a bit less painful to govern.
Ooh, great thinking! Cause yeah, part of my struggle with this kit was finding a way to mitigate Unhappiness due to the Food/Growth oriented playstyle. I initially thought of having WLTKD flat out cancel Unhappiness from Cities, but then I remembered that's exactly how Brazil's Carnival functions lol And I wanted to represent the Nitaino's role within the Cacicazgo in some way, so this works out perfectly :D
Meanwhile, I enjoy the possibility of building chains of Conucos on top of their spawned cassava resources, provided that the terrain works out in your favor. Though with that said, do you need both bonus food directly from Camps/Fishing Boats and the indirect yield from the Conuco boost from worked Camps/Fishing Boats? Feels like a bit much to have them both, and I personally think the latter is more interesting than the former.
Lastly, the Batey giving a percent bonus to Great Musician generation on WLTKD without providing any actual points for them is really weird. Maybe give them just one flat point, so you'll at least get something out of it before Acoustics?
Very glad you think so ;) That was also the exact idea: being able to make potentially long chains of Conucos via the Cassava spawning on one's completion, with the terrain being the limiting factor. But yeah, having the Camp/Fishing Boat bonus in the UA is too much lol And I'll definitely make that change for the Batey.

As it happens, though, Civilization VI actually represents the Taino in the form of Caguana, a Cultural City-State that allows Suzerains to construct Bateys, which provides Culture that increases with adjacent resources. And not gonna lie, that's giving me an idea that might radically change my approach to the Taino lol
 
@Hinin mentioned to have plans for a Taino civ, maybe he could give some more suggestions for the design.
 
@Hinin mentioned to have plans for a Taino civ, maybe he could give some more suggestions for the design.
He does? Sweet! Sooner or later, the Taino will come to VP as a custom Civ lol

Now let's see what he'll think of my latest approach to the Taino's kit. A little more bloated than I intended, but I think all these components captures the essence of Taino culture. [Any text within these brackets are my personal thoughts, NOT part of the actual component texts]
Spoiler The Taino :

The Taino
Leader- Agüeybaná II
Start bias- Coastal, Forest (preferably forested islands)

UA: Cacicazgo / Areito [Depends on which is more thematic]
"We Love the King Day" becomes Areito, adding +20% :c5culture: Culture and :c5faith: Faith and heals 10 HP to all owned Units in City's borders. Cities receive Cacique Points upon gaining a :c5citizen: Citizen and gain 10 turns of Areito when a Cacique is born. Removing Forest and Jungles gives +25 :c5food: Food to nearest City, and can improve Plantation resources with Farms.

UGP: Cacique (Great Merchant)
2 :c5moves: Movement Points.
"Leadership"
"Feed the People" (When garrisoned in a city, increases City's Growth)
"Cacique" (Increases Feature Removal and Tile improvement rate by 15% to nearby Workers and Nitaino)
Can build Caney, a unique Town replacement, as a one-time action without being expended.
Cannot perform Trade Missions.

UGPTI: Caney
Town replacement.
Connects Strategic and Luxury Resources to your trade network.
Removes Features.

+2 :c5food: Food, +5 :c5gold: Gold, +2 :c5culture: Culture, +1 :c5faith: Faith
+1 :c5gold: Gold for every 3 :c5citizen: Population in the city.
Adds +1 :c5production: Production to adjacent Farms, and +1 :c5culture: Culture to adjacent Batey.
Spawns a Cassava resource on construction.
Does not get increased yields if on a City Connection and if a Trade Route passes over it.


UR: Cassava
Luxury Resource
Can only spawn in Forest/Jungle tiles
Improved by Plantation [Farms for Taino]

+1 :c5production: Production
+2 :c5food: Food and +1 :c5production: Production with Plantation [Farms]
Monopoly bonus: 10% :c5food: Growth in all owned Cities.
Required Monopoly for TwoKay Foods.

UI: Batey
Available at Construction. [Alternatively, it can unlock in Masonry or any other Classical Era tech]
Can only be built on flat Grassland or Plains tiles adjacent to Bonus or Luxury Resources.
Cannot be adjacent to another Batey.

+2 :c5culture: Culture, +1 :c5faith: Faith, and +1 :c5greatperson: Great Musician Point
+1 :c5faith: Faith per adjacent Mountain
+1 :c5culture: Culture per adjacent Caney.
+2 :c5greatperson: Great Musician Points during Areito.
Adds +1 :c5culture: Culture to adjacent Farms.
Certain techs add additional yields (definitely :tourism: Tourism in the late game)

With "More UCs"

UU:
Nitaino (Pikeman)
Available at Philosophy (instead of Steel)
120 :c5production: Production Cost

15 :c5strength: CS
2 :c5moves: Movement
"Chop and Harvest" (Can remove Forest and Jungles and construct Farms)
"Village Advisor" (When garrisoned in a city, reduces city's Unhappiness from all sources)
"Nitaino" (Increased CS in owned territory and gains Great Artist Points on kills)

UB: Bohio (Smokehouse replacement)
Available at Trapping
65 :c5production: Production Cost

1 :c5gold: Maintenance
+2 Border Points
Gain 5 Food in City when its borders expand, scaling with Era

Spawns 1 Cassava
+1% :c5food: Growth for every X :c5faith: Faith per turn in City
[Not certain on a good number of Faith to increase Growth. Maybe every 4 Faith per turn?]
+1 :c5production: Production and :c5food: Food from Camps.
Adds +1 :c5food: Food to Farms for every Fishing Boat worked by the City.
Nearby Deer: +1 :c5food: Food.
Nearby Bison: +1 :c5food: Food.
Nearby Fish: +1 :c5food: Food.
[Maybe also adds +1 Food to all Camp and Fishing Boat Resources?]

I intended to make another "Spoiler" to give explanations on why these components work the way they do and such, but I've spent so long writing and thinking this over that I'm exhausted lol I will simply say that I know that the UA steps on Brazil's toes, but I really don't care. 'Areita' is far more significant to Taino culture than Carnival is for Brazil anyway. Far as I know, I'm not Brazilian

EDIT- It just occurred to me that the Nitaino UU would be WAY more thematic if, instead of replacing Pikeman, was it's own truly unique unit that spawns alongside Cacique and doesn't upgrade, simply getting stronger CS with each era. I welcome any thoughts on this.
 
Last edited:
He does? Sweet! Sooner or later, the Taino will come to VP as a custom Civ lol

Now let's see what he'll think of my latest approach to the Taino's kit. A little more bloated than I intended, but I think all these components captures the essence of Taino culture. [Any text within these brackets are my personal thoughts, NOT part of the actual component texts]
Spoiler The Taino :

The Taino
Leader- Agüeybaná II
Start bias- Coastal, Forest (preferably forested islands)

UA: Cacicazgo / Areito [Depends on which is more thematic]
"We Love the King Day" becomes Areito, adding +20% :c5culture: Culture and :c5faith: Faith and heals 10 HP to all owned Units in City's borders. Cities receive Cacique Points upon gaining a :c5citizen: Citizen and gain 10 turns of Areito when a Cacique is born. Removing Forest and Jungles gives +25 :c5food: Food to nearest City, and can improve Plantation resources with Farms.

UGP: Cacique (Great Merchant)
2 :c5moves: Movement Points.
"Leadership"
"Feed the People" (When garrisoned in a city, increases City's Growth)
"Cacique" (Increases Feature Removal and Tile improvement rate by 15% to nearby Workers and Nitaino)
Can build Caney, a unique Town replacement, as a one-time action without being expended.
Cannot perform Trade Missions.

UGPTI: Caney
Town replacement.
Connects Strategic and Luxury Resources to your trade network.
Removes Features.

+2 :c5food: Food, +5 :c5gold: Gold, +2 :c5culture: Culture, +1 :c5faith: Faith
+1 :c5gold: Gold for every 3 :c5citizen: Population in the city.
Adds +1 :c5production: Production to adjacent Farms, and +1 :c5culture: Culture to adjacent Batey.
Spawns a Cassava resource on construction.
Does not get increased yields if on a City Connection and if a Trade Route passes over it.


UR: Cassava
Luxury Resource
Can only spawn in Forest/Jungle tiles
Improved by Plantation [Farms for Taino]

+1 :c5production: Production
+2 :c5food: Food and +1 :c5production: Production with Plantation [Farms]
Monopoly bonus: 10% :c5food: Growth in all owned Cities.
Required Monopoly for TwoKay Foods.

UI: Batey
Available at Construction. [Alternatively, it can unlock in Masonry or any other Classical Era tech]
Can only be built on flat Grassland or Plains tiles adjacent to Bonus or Luxury Resources.
Cannot be adjacent to another Batey.

+2 :c5culture: Culture, +1 :c5faith: Faith, and +1 :c5greatperson: Great Musician Point
+1 :c5faith: Faith per adjacent Mountain
+1 :c5culture: Culture per adjacent Caney.
+2 :c5greatperson: Great Musician Points during Areito.
Adds +1 :c5culture: Culture to adjacent Farms.
Certain techs add additional yields (definitely :tourism: Tourism in the late game)

With "More UCs"

UU:
Nitaino (Pikeman)
Available at Philosophy (instead of Steel)
120 :c5production: Production Cost

15 :c5strength: CS
2 :c5moves: Movement
"Chop and Harvest" (Can remove Forest and Jungles and construct Farms)
"Village Advisor" (When garrisoned in a city, reduces city's Unhappiness from all sources)
"Nitaino" (Increased CS in owned territory and gains Great Artist Points on kills)

UB: Bohio (Smokehouse replacement)
Available at Trapping
65 :c5production: Production Cost

1 :c5gold: Maintenance
+2 Border Points
Gain 5 Food in City when its borders expand, scaling with Era

Spawns 1 Cassava
+1% :c5food: Growth for every X :c5faith: Faith per turn in City
[Not certain on a good number of Faith to increase Growth. Maybe every 4 Faith per turn?]
+1 :c5production: Production and :c5food: Food from Camps.
Adds +1 :c5food: Food to Farms for every Fishing Boat worked by the City.
Nearby Deer: +1 :c5food: Food.
Nearby Bison: +1 :c5food: Food.
Nearby Fish: +1 :c5food: Food.
[Maybe also adds +1 Food to all Camp and Fishing Boat Resources?]

I intended to make another "Spoiler" to give explanations on why these components work the way they do and such, but I've spent so long writing and thinking this over that I'm exhausted lol I will simply say that I know that the UA steps on Brazil's toes, but I really don't care. 'Areita' is far more significant to Taino culture than Carnival is for Brazil anyway. Far as I know, I'm not Brazilian

EDIT- It just occurred to me that the Nitaino UU would be WAY more thematic if, instead of replacing Pikeman, was it's own truly unique unit that spawns alongside Cacique and doesn't upgrade, simply getting stronger CS with each era. I welcome any thoughts on this.
The new version definitely feels a lot cleaner, especially with the Cacique being a Merchant now. I assume its Leadership bonus doesn't stack with the Great General's?

Mild shame to lose the Conuco, but probably for the best given the changes to the rest of the kit, particularly now that Cassava is a Luxury Resource rather than a Bonus. Speaking of Cassava, is it possible to make it improvable by two different improvements for different civs (ie Farms for Taino and Plantations for everyone else) as you appear to want to do, or is that more of an aspirational thing?

The Batey's Musician points tripling during Areito is interesting, especially because Musicians can provide WLTKDs with their performances, iirc. I don't think it'll be too wild and swingy, just something I noticed on the first gander.

The Bohio definitely doesn't need the additional bonus food [the one proposed in brackets] on Camp and Fishing Boat resources, since it already boosts/is boosted by those resources. Adding that would further bloat an already busy building. Giving a bonus to one improvement (farms) for working another (fishing boats) is fascinatingly unusual, so I have no idea where it lands in terms of balance. Could be totally nuts depending on your terrain--having three boats and three farms would be +9 food, which is a ton for the Ancient era.

I love the idea of making the Nitaino a Cacique-tied standalone, as it would feel better both thematically and mechanically (since Chop and Harvest would be a lot more useful if it arrives before Medieval), though it might be a bit *too* synergistic since the Cacique already has a bunch of stuff going on that ties into the rest of the kit (spawning Cassava, buffing Bateys, boosting Forest Chop speed). Could still be worth considering though, if only because it's fun to think about. Also, do you have numbers for their Unhappiness reduction, either in this incarnation or the Cacique-tied version?

While Areito does step on Pedro's toes a bit, I don't think that's a huge deal. The triggers and effects are sufficiently different (Golden Ages vs GM birth [based on pop growth]; Tourism and Happiness vs Culture and Faith) that they encourage fairly divergent styles of play, especially when considered alongside the full kits.
 
Last edited:
Rather than quality, I am going to discuss this design in terms of feasibility, and I have to say the design is very very heavy in terms of coding, requiring a lot of lua, beside the fact you have to provide 3 different 3d models for your UCs (Caney, Cassava, Batey).
For the unique improvements I would suggest to have a look here to see if there is one from other mods you can reuse.

UA
Changing name of WLtKD to Areito is flavorful but personally not worth the hassle. I would call the UA Areito and keep mentioning only WLtKD
so I would rephrase it as:
"WLtKDs boost Culture and Faith by 20% and always heals 10 HP to all owned Units in City's borders. Cities receive Cacique Points upon gaining a :c5citizen: Citizen and gain 10 turns of WLtKD when a Cacique is born. Removing Forest and Jungles gives +25 :c5food: Food to nearest City"

I wholeheartedly advise to drop this bit "can improve Plantation resources with Farms." because:
1) you have to manually remake 3D models for every plantation into farm, so that it doesn't glitch visually.
2) even if you manage to do that, there's high chance the improvements will still appear on map glitchy as hell and visually unappealing like an eyesore.

This is another example of flavorful feature that requires too much effort to be worth implementing.

UGP Cachique
Feed The people: doable with a dummy building added with lua.
Cacique: I already coded something similar in the past for my Samnites civ but coding it with lua means the bonus is not clearly visible to the player. It will appear like: 9 turns to complete improvement, then next turn instead of 8 would be 7 turns remaining or similar, meaning that the bonus is there but it cannot be accounted for a priori in the hud.

UGPTI: Caney
Spawns a Cassava resource on construction: easy to do with lua.
Would it spawn on an empty jungle/forest or under the tile?

I would make Cassava just improvable by Farm only. In 95% of the cases only Taino would handle the resource, so coding it also as plantation for other civs that may conquer a cassava city would likely be another instance of wasted effort.
In his Taino mod Uighur_Caesar uses wheat model for Cassava with unique cassava icon.
If you want to add a new model I advice to look here, especially the Oats mod that has model tuned for Farms. (unfortunately there's no available cassava model)

UI: Batey
The Great Musician point stuff needs to be added with lua, the rest requires sql.

UU: Nitaino (Pikeman)
Chop and harvest requires sql.
Village advisor can be coded as a dummy building that's given and removed with lua.
The first part of Nitaino is doable with sql but the Great Artist points from kills needs lua to be coded. It is similar ability of my Etruscan galley UU (in that case Merchant points on kills) so you can reuse my code and change to Artist points. In the past I requested a new sql table for this purpose similar to yields on kills but for great people points, I was ignored so unfortunately we shall continue to use lua for such bonuses.

UB: Bohio (Smokehouse)
Spawns 1 cassava. There's an infamous sql table for that, which I stopped using because the spawn rate was not 100% (sometimes resource won't spawn) so I preferred to use my custom lua function for it.
+1% :c5food: Growth for every X :c5faith: Faith per turn in City.
This would require lua but to make it simpler I suggest to use the table Building_YieldFromYieldPercent and rephrase it as "15% (or 20%) of Faith is converted into Food every turn".

Adds +1 :c5food: Food to Farms for every Fishing Boat worked by the City.
This is a bit convoluted but still doable with lua. One can count the fishing boats then giving a certain number of a dummy building that boost farms using the Building_ImprovementYieldChanges sql table.

Overall I think the design has a high coding difficulty, around 4/5.
If you have never modded before then you will need a lot of assistance in coding it otherwise you would need to redesign bonuses so to be doable with already implemented sql tables.
 
The new version definitely feels a lot cleaner, especially with the Cacique being a Merchant now. I assume its Leadership bonus doesn't stack with the Great General's?
Very glad you think so ^^ And correct, the Cacique's Leadership promotion would not stack with the Great General's promotion. Can't deny, though, I'm starting to consider having the Cacique be a replacement for both GMs and GGs. I know it's actually possible to do that, as Hinin was able to give the Iroquois a Unique GP that functions as both a Great Prophet and Great Diplomat (as part of an unreleased version of his Tweaks mod). Although, in light of jarcast's input on this whole kit, best to keep thing simple ^^;
Mild shame to lose the Conuco, but probably for the best given the changes to the rest of the kit, particularly now that Cassava is a Luxury Resource rather than a Bonus. Speaking of Cassava, is it possible to make it improvable by two different improvements for different civs (ie Farms for Taino and Plantations for everyone else) as you appear to want to do, or is that more of an aspirational thing?
Yeah, I really wanted to keep the Conuco lol But a problem I quickly ran into with the Batey as a UB was that it overlapped way too much with the Ball Court, the Maya's own Arena replacement that gives both Culture and Faith for 4UCs. And as it happened, the Conuco's restrictions and function was the exact same as the Latifundium, Rome's former UI from 4UCs: an improvmenent that could be built on both Farm and Plantation resources, and spawned a Bonus resource improved by Plantations on completion. So having the Batey become the UI while the Conuco is represented by Farms that could be also built on Plantation resources was the best compromise to avoid overlap. Though sadly, the whole "Farms on Plantation resources" will also have to go, if we want this mod idea to become a reality (and that should answer the question about Cassava). Although the Bohio still represents Conucos in a way, as many sources I've looked up on the Taino state that every Bohio had a Conuco.
The Bohio definitely doesn't need the additional bonus food [the one proposed in brackets] on Camp and Fishing Boat resources, since it already boosts/is boosted by those resources. Adding that would further bloat an already busy building. Giving a bonus to one improvement (farms) for working another (fishing boats) is fascinatingly unusual, so I have no idea where it lands in terms of balance. Could be totally nuts depending on your terrain--having three boats and three farms would be +9 food, which is a ton for the Ancient era.
Understood! It shall only get additional food from Fish, and I'm thinking 1 Food and 1 Production from Cassava (if that's possible). And yeah lol That whole "Farms get extra food from Fishing Boats" is inspired by how the Taino used 'fishing scraps', such as clam shells and fish bones, to fertilize their Conucos. And of course, I do want the Taino to be a proper "islander civ", so a bonus to Fishing Boats is crucial. I guess the bonus to farms could be nerfed by having it be every 2 fishing boats or something.
I love the idea of making the Nitaino a Cacique-tied standalone, as it would feel better both thematically and mechanically (since Chop and Harvest would be a lot more useful if it arrives before Medieval), though it might be a bit *too* synergistic since the Cacique already has a bunch of stuff going on that ties into the rest of the kit (spawning Cassava, buffing Bateys, boosting Forest Chop speed). Could still be worth considering though, if only because it's fun to think about. Also, do you have numbers for their Unhappiness reduction, either in this incarnation or the Cacique-tied version?
True, true lol I'm thinking that since the Caney would be another 3D model to create, and bloats an already rather bloated kit, I'll just remove that UGPTI. So the birth of each Cacique only starts 10 turns of WLTKD in a city, spawns a Cassava resource nearby the city, and spawns a Nitaino. Still probably a lot, but not too much I hope lol. As for the Unhappiness reduction, I'm thinking maybe 2? Although I'm actually reconsidering that promotion idea since it'd be more apt as a bonus to the Batey UI, as the Batey game was used to ease tensions within Taino communities. If that's possible to program at all lol If not, then the Nitaino would reduce Unhappiness by 1 or 2: depends on how much we feel would be balanced or not.
While Areito does step on Pedro's toes a bit, I don't think that's a huge deal. The triggers and effects are sufficiently different (Golden Ages vs GM birth [based on pop growth]; Tourism and Happiness vs Culture and Faith) that they encourage fairly divergent styles of play, especially when considered alongside the full kits.
All very true! And another thing I should stress is that the birth of a Cacique wouldn't affect the whole empire; only the city that birthed the Cacique would enter the 10 turns of WLTKD. Might be underpowered but the Taino were never a unified nation, so I feel this helps capture that whole "regional thing", while also setting them apart from Brazil and China (both Civs having bonuses to WLTKD that can be triggered on the whole empire).
Rather than quality, I am going to discuss this design in terms of feasibility, and I have to say the design is very very heavy in terms of coding, requiring a lot of lua, beside the fact you have to provide 3 different 3d models for your UCs (Caney, Cassava, Batey).
For the unique improvements I would suggest to have a look here to see if there is one from other mods you can reuse.
I see... ^^; Well, thank you so much for your input! Sadly, I don't see anything resembling a Batey or Caney within that list of improvements, so I'm thinking the Caney can just be removed and find a way to make a 3D model for Bateys. Shouldn't be too hard, since they're just circles made of stone.
UA
Changing name of WLtKD to Areito is flavorful but personally not worth the hassle. I would call the UA Areito and keep mentioning only WLtKD
so I would rephrase it as:
"WLtKDs boost Culture and Faith by 20% and always heals 10 HP to all owned Units in City's borders. Cities receive Cacique Points upon gaining a :c5citizen: Citizen and gain 10 turns of WLtKD when a Cacique is born. Removing Forest and Jungles gives +25 :c5food: Food to nearest City"

I wholeheartedly advise to drop this bit "can improve Plantation resources with Farms." because:
1) you have to manually remake 3D models for every plantation into farm, so that it doesn't glitch visually.
2) even if you manage to do that, there's high chance the improvements will still appear on map glitchy as hell and visually unappealing like an eyesore.

This is another example of flavorful feature that requires too much effort to be worth implementing.
Understood. You're going to hate me for this, though, as I'm actually considering replacing the "always heals 10 HP to owned units" with "+50% Great Musician Rate" (with the Batey losing the GMu points in reutnr) ^^; Reasoning being that music was a crucial aspect of Areitos, and it helps give the Taino more of an edge in CV since Great Musicians contribute to Tourism more directly than Great Writers and Great Artists. Would that be doable in either SQL or Lua? If not, then the heal shall be kept. [Obviously the 50 can be changed to a lower number if that's too much lol]

And that is unfortunate about Farms on Plantation resources :( But I figured that that would've been hard to code anyway, so I can do without it.
Would it spawn on an empty jungle/forest or under the tile?
The way I envision it is that, by default, Cassava only spawns on empty jungle/forest tiles on flat ground (the latter specifically because I'm fairly certain Farms can only be constructed on flat ground anyway). But for Cities on 1-tile islands or otherwise have no other viable tiles nearby, the Cassava would spawn underneath the city. Of course, I figure that in itself would be a programming nightmare, so we could disregard that if so.
The first part of Nitaino is doable with sql but the Great Artist points from kills needs lua to be coded. It is similar ability of my Etruscan galley UU (in that case Merchant points on kills) so you can reuse my code and change to Artist points. In the past I requested a new sql table for this purpose similar to yields on kills but for great people points, I was ignored so unfortunately we shall continue to use lua for such bonuses.
I see! That's weird. I guess GP Points are considered different enough from all other yields that it can't be translated into SQL easily? Regardless, I appreciate the offer ^^ Although I'm mostly doing this whole thing to sate my urge to brainstorm ^^; As much as I would love for the Taino to be a playable VP Civ, and would do my part to make that a reality, I lack any relevant skill to actually make this possible. And I wouldn't ask anyone to make this a reality unless I can compensate them a great deal lol That might change if I manage to learn how to understand SQL and Lua, but for now I'm making up this kit just "for fun": learning all the defining aspects of Taino culture and incorporating them into a cohesive kit for Vox Populi.
Overall I think the design has a high coding difficulty, around 4/5.
If you have never modded before then you will need a lot of assistance in coding it otherwise you would need to redesign bonuses so to be doable with already implemented sql tables.
Daaang. And here I was doing my best to make sure it's realistically codeable, but made a nightmare instead lol But still, I greatly thank you for your insight on this mod idea from a coding perspective :D I'll try to amend these components to be a lot more realistic, even if this is mostly "for fun". Where can I look to find these implemented SQL tables?
 
Understood. You're going to hate me for this, though, as I'm actually considering replacing the "always heals 10 HP to owned units" with "+50% Great Musician Rate" (with the Batey losing the GMu points in reutnr) ^^; Reasoning being that music was a crucial aspect of Areitos, and it helps give the Taino more of an edge in CV since Great Musicians contribute to Tourism more directly than Great Writers and Great Artists. Would that be doable in either SQL or Lua? If not, then the heal shall be kept. [Obviously the 50 can be changed to a lower number if that's too much lol]

And that is unfortunate about Farms on Plantation resources :( But I figured that that would've been hard to code anyway, so I can do without it.
+50% GMusician rate during WLtKD requires to add/remove with lua a dummy building that has the same properties of the Musicians' Guild that uses the Building_SpecificGreatPersonRateModifier sql table.

The way I envision it is that, by default, Cassava only spawns on empty jungle/forest tiles on flat ground (the latter specifically because I'm fairly certain Farms can only be constructed on flat ground anyway). But for Cities on 1-tile islands or otherwise have no other viable tiles nearby, the Cassava would spawn underneath the city. Of course, I figure that in itself would be a programming nightmare, so we could disregard that if so.
I did something similar for my Zimbabwe mod whereby upon construction of the UB a resource called Wildlife is placed on an empty jungle/forest tile.
It's even possible to spawn a jungle together with Cassava on an empty tile if there is no jungle tile near the City.
For 1-tile islands Cassava can be spawned on nearby land. If there is no land within workable radius then it's placed under city tile, although that would remove any other resource on that tile.

I see! That's weird. I guess GP Points are considered different enough from all other yields that it can't be translated into SQL easily? Regardless, I appreciate the offer ^^ Although I'm mostly doing this whole thing to sate my urge to brainstorm ^^; As much as I would love for the Taino to be a playable VP Civ, and would do my part to make that a reality, I lack any relevant skill to actually make this possible. And I wouldn't ask anyone to make this a reality unless I can compensate them a great deal lol That might change if I manage to learn how to understand SQL and Lua, but for now I'm making up this kit just "for fun": learning all the defining aspects of Taino culture and incorporating them into a cohesive kit for Vox Populi.
Unfortunately I'm a bit erratic lately and have quite a backlog for my civ projects already, but if in the future I regain some serious commitment toward civ modding, I could give you a hand with coding.

Daaang. And here I was doing my best to make sure it's realistically codeable, but made a nightmare instead lol But still, I greatly thank you for your insight on this mod idea from a coding perspective :D I'll try to amend these components to be a lot more realistic, even if this is mostly "for fun". Where can I look to find these implemented SQL tables?
It is codeable, I have seen worse "monsters" in terms of code complexity (some old mods by LastSword have totally crazy mechanics still to this day, for example), but for a rookie modder it has a really steep learning curve.
You can give a look to the sql tables added by VP looking at the folder MODS\(1) Community Patch\Core Files\Core Tables\
Here there are 2 files CoreTableEntries.sql and CoreTableAdditions.xml that you can open using notepad, although for this kind of job I advice installing Notepad++

You can also "study" how a civ mod is done by checking the files of already released mods, that's how I started learning lua and sql coding, for example.
 
I was hesitant to make a new post in here, since I'd yet again bump a long inactive thread. But I'm on a brainstorming kick for custom civs and I just have to share what I got. Maybe not unless the Discord server has a dedicated spot for this Just note that, for the sake of simplicity, I'm just going to list what yields and effects certain components give for each kit.

First, here's one last revision of the Taino:
Spoiler The Taino :

Leader- Agüeybaná II
Start bias- Coastal, Jungle / Forest (preferably forested islands)

UA: Bounty of the Zemis
  • Farms gain adjacency bonuses from Plantations and Fishing Boats, which also provide additional Food.
  • X% of Food is converted into Faith, and Cities recieve a burst of Production on gaining Population.
  • A Cassava Resource spawns when founding cities.
UM1: Kanoa (replaces Liburna)
  • Available at Sailing (same tech)
  • Weaker CS but cheaper production / gold
  • +1 Sight and Movement, and can move over Deep Ocean Tiles.
  • Deals greater damage to Barbarian Units and can clear Encampments by killing the stationed unit.
UGP: Bohique (replaces Great Prophet)
  • Upon birth, all units are healed to full HP and all cities gain a burst of Food.
  • Faster embark speed and no movement penalty traveling through Forest / Jungle.
  • Can be expended to create an Artifact (based on Zemi art)
UR: Cassava
  • Bonus resource (Plantation)
  • Base yields: +2 Food, +1 Production, +1 Faith
  • Improved yields: +4 Food, +2 Production, and +1 Faith
  • Spawns in flat Grassland / Plains tiles, with or without Features (if no viable tiles, will spawn underneath city)
With 4 UCs

UM2
: Macana Fighter (replaces Swordsman)
  • Available at Military Theory (different tech, same “time”)
  • Lower CS but slightly cheaper.
  • Doesn’t cost Iron.
  • Starts with “Amphibious” and gains a significant CS bonus when fighting in owned territory.
UB: Batey (replaces Arena)
  • Available at Masonry (same tech)
  • Same costs and maintenance
  • +1 Culture, +1 Faith, and +1 Happiness. Rest of yields/effects are the same.
  • +X% Culture and Faith and +33% GWAM Rate during “We Love the King Day”
  • Each WLTKD trigger permanently increases Culture, Faith, and Happiness (up to a max of +5)
  • 1 Great Work of Art/Artifact.


And now some new Civ ideas:
Spoiler The Kalinago (Caribs) :

Leader- Kairouane
Start bias- Coastal, Jungle / Forest (preferably forested islands)

UA: Raiders of the Windward Isles
  • Military Units grant Food to origin city upon killing enemy units. [scales with enemy CS]
  • Captured Workers do not receive the “Prisoner of War” plague, and can capture other enemy Civilian Units without penalty. [Ex. Capturing an enemy Settler doesn’t turn it into a Worker, and Naval Units can capture civilian units]
  • Military Units don’t receive movement penalties in owned territory.
UM1: Kalinago Raider (Replaces Spearmen)
  • Starts with “Amphibious” promotion.
  • Can embark and disembark without movement cost, with +2 embark sight.
  • +30% CS when escorting captured units.
UB: Karbay (Replaces Barracks [or Armory])
  • Available at ???
  • Same yields and effects, but also gives Forests, Jungles, and Fishing Boats +1 Production.
  • Speeds up production of Naval units by 10%.
With 4 UCs

UM2
: Piraua (Replaces Caravel)
  • Available at Navigation.
  • +1 Movement and Sight.
  • Ignores Zone of Control.
  • Can move after attacking.
  • When attacking enemy cities, a random non-road improvement gets pillaged. [Credited to the unit for any pillaging bonuses]
UI: Ajoupa
  • Available at Calendar
  • Must be built in Forest / Jungle. Does not remove Features.
  • +1 Food.
  • +1 Production to adjacent Camps and Plantations.
  • +10 Defensive bonus to units stationed on tile. Melee units do not move from tile on killing enemy units. [Functions exactly like a Fort / Citadel]
  • Increases yields with technology (primarily food and gold).


Spoiler The Mississippians :

Leader- “Birdman”
Start bias- Rivers, Plains / Grassland. Avoid hills and snow.

UA: The Great River
  • Improvements on River tiles provide +1 extra yields. [Ex. Mines on river hills give +2 Production, for a total of 4 Production before building/tech upgrades]
  • Land Trade Units move faster alongside River tiles and crossing rivers does not cost movement.
  • Cities with a Specialist gains +1 Faith and Culture.

UM1: Falcon Dancer (replaces Swordsmen)
  • Available at Bronze Working (earlier tech)
  • Same costs, slightly weaker CS.
  • Doesn’t need Iron.
  • Unique promotion that increases CS for each consecutive attack received (up to a max of X). Also gains a substantial CS increase near owned Trade Units.
  • Does not lose movement when crossing rivers.
UI: Mound
  • Available at Construction.
  • Can only be built on Flood Plains and flat Grassland and Plains tiles.
  • +1 Gold, +1 Faith.
  • +1 Golden Age Point when adjacent to City. +1 Gold per adjacent Villages and Towns.
  • Tech upgrades: +1 Gold (Currency), +1 Faith (Theology), +1 Gold (Guilds), +1 Science (Architecture)
  • +15% Defensive bonus
  • [Should be noted that all of these yields receive +1 extra for Mounds on River tiles]
With 4 UCs

UM2: Burning Arrows (Replaces Composite Bowman)
  • Same tech and costs.
  • Has the unique promotion, “Burning Arrows” (Increased Ranged CS and inflicts the “Burning” plague on attacked units) [Deals +5 damage at the end of turn for two turns]
  • Deals more damage to enemy Cities.

UB: Chunkey Yard (Replaces Caravansary)
  • Available at Currency.
  • +2 Culture, 100% Land Trade Route Range, -1 Boredom. Other yields and effects are the same.
  • Completing Trade Routes with City States gives a burst of Food to origin City and Influence with the City State (scales with era).


Spoiler Kuba Kingdom (Bushongo) :

Leader- Shyaam a-Mbul a Ngoong
Start bias- Jungle / Forest

UA: Children of Woot
  • Jungle tiles provide +1 Production and Forest tiles provide +1 Food.
  • Gain Food and Science from trading Luxuries.
  • Great Works of Art and Artifacts provide extra yields.
UU1: “Congo Tracker” (replaces Pathfinder)
  • Same CS but cheaper.
  • Faster movement and better sight in Jungles / Forests.
  • Able to construct Camps and Plantations.
UB: Raffia Loom (replaces Herbalist)
  • Available at Calendar (same tech)
  • Same cost and maintenance.
  • +2 Culture instead of +1 Food. +1 Gold for every two Jungles and Forests instead of Food. +1 Production to Plantations.
  • On completion, reveals a source of Raffia Cloth.
UR: Raffia Cloth
  • Luxury Resource (Plantation)
  • Base yields: +1 Food and +1 Production
  • Improved yields: +1 Food, +2 Production, +1 Culture, +1 Gold.
  • Monopoly bonus: +10% Culture in all cities
  • Corporation: Giorgo Armeier, Inc.
With 4 UCs

UU2
: Mwaash aMbooy Guard (replaces Tercio)
  • Available at Gunpowder (same tech)
  • Weaker CS but cheaper.
  • No movement penalty in Jungle / Forest.
  • Increased CS in Cities with Great Works of Art/Artifacts.
  • Prevents thefts of Great Works of Art/Artifacts in stationed city [if codeable]
UNW: Nyim’s Court (replaces Royal Collection)
  • Available at Architecture (same tech)
  • Same yields as base.
  • Two extra Great Works of Art Slots.
  • Free Artifact (Ndob Sculpture)
  • Great Artist Rate is increased with GPT
  • Basically a Great Artist/GWoA steroid

Like last time, I would love to provide a rationale/explanation for each component (and the changes to the Taino's kit). But it's a lot to explain and it's getting late in my area. If you're remotely familiar with any of these cultures, the UAs and components should be self-explanatory. Well, maybe except for the military units. Those were probably the biggest "liberties" I had to take lol

EDIT- Seeing how I have some spare time and this thread hadn't gotten a response yet, may as well give insight on the Civs and their kits.
Spoiler Explanations/Rationales :

The Taino
  • UA: For the longest time, I'd been trying to have the Taino's UA better reflect Areitos since those appeared to be a prominent and crucial part of their culture. However, even my best approach to that concept overlapped too much with Brazil and other WLTKD focused Civs. And seeing how plenty of folks don't really like how Brazil's UA is based around an annual festival... Feels better to just have the UA focus on what the Taino are actually well known for: island agriculture (also keeping in line with my intention to have them be a food-focused civ). To that end, I decided to go for the simple route and have Taino farms gain adjacency bonuses from Plantations and Fishing Camps as a way to represent Conucos: mounds of soil from which the Taino would grow all sorts of crops and would fertilize with fish scraps. Also gives the Taino a very effective niche in being able to bolster their farms with common improvements, with Fishing Boats also giving the Taino a very good reason to settle coasts/islands. I guess if we want to go even further with this, Taino farms could also get a "Fresh Water bonus" from Coastal tiles, but this should be good enough. To help with that, the Taino's UA also causes a unique bonus resource, the Cassava, to spawn whenever a city is founded, ensuring that they would always have a Plantation to bolster their farms with. And to get some more leverage from all this Food aside from feeding/growing population, a percentage of Food would be converted into Faith (as the Taino were very religious/spiritualistic, and so they can reliably generate their UGP) while their cities get a burst of Production from gaining new Citizens, so that their island cities aren't too starved for Production.
  • UM1: This was a big liberty I had to take as there isn't any documented account of the Taino using boats for warfare. But no Coastal Civ is complete without a Naval UU, so may as well make their Kanoas (from which the word "canoe" is derived from) into one. Seeing how there are very few Liburna replacements, felt right to have the Kanoa be one that is cheaper to make, moves faster, and crosses deep ocean undeterred but at the cost of weaker CS. Since a major obstacle in settling islands is how Barbarians tend to overrun them, it made sense to have the Kanoa be a sort of "Barb exterminator unit" by having way higher CS against Barb units and being able to clear encampments just by eliminating the Barb unit stationed within (which could also be a nod to the Taino's struggles against the Kalinago). And on that note, the Kanoa having better vision allows them to be a good scout for islands to settle on.
  • UGP: As said, the Taino were very religious. Almost every aspect of their culture was religious in some form, so giving them a religious component only made sense. And instead of attempting the Cacique against, I decided to give them a UGP in the form of Bohiques, Taino priests. These guys served many important roles in Taino culture, one of them being healers, hence why all units are healed to max HP and cities gain a burst of Food on Bohique birth. Since the Taino favor coastal, forested areas, the Bohique being able to travel through both terrain faster gives them an edge against other Great Prophets. And on that note, since the Taino want to be settling on islands, wherein spots for Holy Sites are really limited, it made too much sense for the Bohique to have a second (third?) expend ability via creating an Artifact (or simply a Great Work of Art), which the Taino had plenty of in the form of Zemi Art and petroglyphs. And this in turn allows the Taino an actual "victory path" in Culture Victory since Artifacts (or GWoA) are pretty crucial to that.
  • UM2: There is very little documentation about Taino warfare/military in general, but one thing that does get pointed out were the Taino's use of Macanas, wooden sword-like weapons that were actually pretty common among all sorts of Central and South American cultures: the Mayans, Aztecs, and even Incans made use of these weapons. For that reason, I didn't want to have the Taino's UU be defined by these things and tried for making the Nitaino (Taino nobles) into their land UUs. However, the idea I went with for them ended up rather... Gimmicky. So, screw it: Taino's second UM would be a Swordsman replacement that fights with Macanas. Since Macanas are, again, sword-like weapons made of wood, they would not require Iron to produce/purchase. But so as to not step on the toes of the Iroquios' Mohawk Warriors, Macana Fighters not only have weaker CS but their role in Taino militiary is much more defensive in nature (as opposed to the Mohawk's more offensive role), with a promotion that dramatically increases CS in Taino territory. How exactly that would work, I have no idea: this is pretty much just me brainstorming. The point is that the Macana Fighters give the Taino a much needed defensive edge, at the cost of some conquest potential.
  • UB: Bateys were very important structures in Taino culture. They were literally central to every village as plazas and were where all sorts of events took place: from a ceremonial ball game also called "batey" to the aforementioned Areitos. And because of that last bit, it made the most sense to have the Batey be the in-game representation of Areitos for the Taino Civ, with the UB boosting Culture, Faith, and the generation of GWAMs during WLTKD and also permanently increasing its yields for each trigger of WLTKD. Said yields being Culture, Faith, and Happiness as bateys were, again, pretty central to Taino culture, were used for many religious ceremonies/events, and batey (the ball game) were done to ease tensions, as well as bring entertainment. And to that end, the Batey made the most sense as a replacement for the Arena, though if we don't want to frontload the Taino to Ancient/Classical Era, I'd be more than happy to have the Batey replace a different building: maybe the Circus? As for the Great Work of Art/Artifact slot, that's in reference to Bateys being outlined with petroglyphs, as well as synergizing with the Bohique's creation of Artifacts (or GWoA).
The Kalinago (Carib)
  • UA: The Kalinago were the second dominant culture of the Caribbean (the name of which was derived from the Kalinago's "nickname", the Carib). But whereas the Taino were fairly peaceful, the Kalinago were much more aggressive; being warriors that frequently raided neighboring islands, capturing women and eating any men they took... Well, ostensibly: like a lot of things from colonial times, this was likely a myth made up to make the native inhabitants appear worse. But regardless of how true this is, eating people has become the legacy for the Kalinago, with the word "cannibal" being derived from "Carib". So, may as well play into that by having the Kalinago's UA grant food to their cities from killing enemy military units, which would incidentally make them a more aggressive counterpart to the Taino by getting their food from fighting rather than from farms, plantations, and fishing boats. But of course, the Kalinago's raids were conducted far more for capturing the civilians of their neighbors. And a gameplay mechanic of Civ V VP that I noticed wasn't utilized by any of the official or custom Civs is "civilian capturing", so I decided that the Kalinago could be the Civ that makes the most of this mechanic: being able to capture enemy civilians without penalty, with even captured Workers not having the "Prisoner of War" plague. And as the third and final "bonus" from the UA, since the Kalinago were also noteworthy for putting up fierce resilience to colonization, I gave their military units unimpeded movement within owned territory (which is bound to be full of forests), making them effective guerilla fighters.
  • UM1: Like the Taino, the Kalinago don't have any "special military units" along the lines of, say, the Aztec's Jaguars or Mayans Atlatists. But as mentioned, they were definitely raiding warriors and their UA encourages killing enemy military units and capturing their civilians, so may as well have the "base" UM help with those goals. Since the Taino already have a Swordsman replacement, may as well have the the Kalinago's own melee UU be a Spearmen replacement with the same costs and CS, but starting with the Amphibious promotion and having both faster embarkation as well as not spending any movement to embark/disembark. I admit, this may step on the toes of Denmark too much, but since this is limited to an early era UU, I don't think it should be too bad. And of course, to help with the capturing of enemy civilian units, the Kalinago Raider also gets a big boost in CS when "escorting" a captured unit: mainly to help survive any retribution from the enemy, but this could also be a creative way to help with capturing cities lol
  • UB: Karpay's were one of the more central structures of Kalinago culture, being equivalent to the Iroquois' Longhouses or the Taino's Bohios. It was where Kalinago families and guests slept and ate food in, and they were also were many meetings were held: namely fishing and military discussions. For that reason, the Karpay is a replacement for either the Barracks or the Armory (depends on whether we want the Kalinago to be an Ancient/Classical Civ or more Medieval/Renaissance) that boosts the production yield of Fishing Boats and Forest / Jungle tiles, as well as increasing the production of Naval Units faster. Not much else to say, just a military building that gives good production to forested coastal cities and helps with naval units.
  • UM2: As said before, no coastal civ is complete without a naval UU and the Kalinago have a very distinct one in the form of the Piraua, which were essentially "freaking big canoes". Many sources I've looked at state that Piraua were mainly for transporting large groups of people across the sea and, of course, fishing. But for Civ V VP, this will be a Caravel replacement that is super maneuverable and can pillage land-based improvements just by attacking cities. Assuming that can be coded... Regardless, this will further complement the Kalinago's raiding potential by essentially making them the "Mongols of the coast".
  • UI: Ajoupa are, to quote Wiktionary, simple bamboo huts. And according to this Prezi, the Kalinago made use of ajoupa to cook cassava bread and as a camp outside of villages. While these could work as a Smokehouse or Herbalist replacement, I decided to have ajoupa be unique improvements to complement the Kalinago's defensive capability by being forts that also provide food and boost the production of adjacent camps and plantations. Could definitely be adjusted in different ways, but again this is mainly just brainstorming.
The Mississippians
  • UA: When it comes to the Mississippians, certain mods and 4Xs have their UA focus on either their mound building, maize-centric agriculture, or industriuousness. And while all of those work, I opted to have the Mississippian's UA focus on what they were named for: the Mississippi River, which is what enabled their culture to become so dominate in the first place. And with the Songhai's "Rivers create City Connections" becoming a universal bonus instead of tied to them, we're in need of a Civ that gets the most from rivers. So, as crazy as it might be, I opted to have the Mississippians' improvements grant +1 extra yield when built on river tiles, which in turn should represent both their greater agriculture (as river farm triangles become even more powerful) and industriousness (as river mines, and any other improvements, grant even more production than normal). If it's not too imbalanced, this could even be applied to Mississippi cities to further encourage settling on rivers, but simply improvements should be enough. And as the Mississippians are famous for their extensive trade network, their Caravans would not only move faster along river tiles but not lose all movement from crossing rivers, in essence treating rivers as roads with bridges (obviously not stacking with those, of course). As for the Faith and Culture from Specialists, the thing about Mississippian cities such as Cahokia is that they were theocracies, with the paramount chiefs doubling as priests. So having cities gain Faith and Culture from some urbanization is a meaningful bonus, and this prevents from making the Mississippians a dedicated Religious Civ.
  • UM1: As with the Taino and Kalinago, there isn't a whole lot to go off on for Mississippian military. But "Bird People" are a motif in their stuff, and it's at least possible that their high ranked warriors took on such a visage. So may as well play into this by giving the Mississippians a Swordsman replacement in the form of the Falcon Dancer. As the Mississippians practiced metallurgy with copper, but not iron, the Falcon Dancer would unlock at Bronze Working instead of Iron Working, and consequently they're yet another Swordsman replacement that doesn't cost Iron. Like with the Taino's Macana Fighters, though, the Falcon Dancer's strength is more in defense than offense with a unique promotion that increases their CS for every consecutive attack recieved in a turn, as well as a big CS boost when near trade units (given their importance to the Mississippians gameplan). Falcon Dancers are also slightly weaker with no cheaper cost to produce and purchase, so that should keep them from being offensively overwhelming but still capable of taking cities, should one want to do so. As a bonus, the model for the Aztec's former UM2, the Eagle Warrior, can be re-used for the Falcon Dancer!
  • UI: The Mississippians are most famous for building mounds. They're even called "Mound Builders". Not having Mounds be a UI for the Mississippians would be a travesty in every sense of the word, so here we go. Admittedly, this UI is pretty much the Mound improvement from "Unique City States" (gained from being Allies with Cahokia). It is the same thing after all, and since Cahokia would be the Capital for the Mississippians anyway, may as well make use of this improvement for the Civ. Only difference is that I replaced the +1 GG Points at Military Science for +1 Faith at Theology since, again, the Mississippians were a theocracy: Faith is pretty much a requirement. I guess the GG points on Military Theory could remain, but regardless the Mounds give the Mississippians a solid improvement that's even better on river tiles owing to their UA.
  • UM2: Yes, this is pretty much the Mississippian UU from Civ 7. Again, sources on Mississippian military units are murky, so liberties have to be taken. Falcon Dancers already cover the land melee, and neither mounted, siege, or mounted units can be used, so may as well borrow inspiration from Civ 7 for a unique ranged unit. And Burning Arrows is a simple yet effective UU concept: archers with enflamed arrows to deal more damage and also have greater sieging capability. I guess their base CS could be dialed down if that's too much, but I'm just getting this component out of the way.
  • UB: The game of Chunkey is credited as one of the main reasons the Mississippian culture bloomed (or at least Cahokia) since it was a source of entertainment that attracted people to Mississippian lands. So it definitely warrants being a component for the Civ in the form of a UB, and not only would it be a source of Culture and Unhappiness reduction (Boredom, in this case), but it could strongly synergize with the Mississippians trading ability by granting longer land trade range and having a special interaction with City-States via granting the origin city a big burst of Food on trade completion, along with a burst of Influence to the target City-State; reflecting that whole migration bit. As a result of that, it made good sense for the Chunkey Yard to replace the Caravansary instead of, say, the Arena, which would also allow the Chunkey Yard the "burst of tourism on trade completion with other Civs" that is just as thematic.
Kuba Kingdom (Bushiongo)
  • [To be typed out]
 
Last edited:
Back
Top Bottom