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.
Improvements are buildings constructed by Workers or Work Boats outside of cities, providing additional bonuses to the tile it's built on. Many civilizations add unique improvements that can only be built by them.
civilization-v-customisation.fandom.com
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

Citizen and gain 10 turns of WLtKD when a Cacique is born. Removing Forest and Jungles gives +25

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

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?