Mod Ideas:Civilization 5: Colonies Lost To Time

For the UU I'd say no difficult terrain penalty is enough, the other bonus kinda steps over Liberty (and Pyramids).
Maybe it could yield... something from movements.
 
For the UU I'd say no difficult terrain penalty is enough, the other bonus kinda steps over Liberty (and Pyramids).
Maybe it could yield... something from movements.

"something from movements." that doesnt look like something possible in Civ V, or at least I've never seen it before. So after some playtesting the realease schedule will be more or less something like this:
1) Nyasaland Protectorate
2) French Algeria
3) French Indochina

All will be coming next year and stay tuned, I'm still in the need of icons or art as well as some possible support for E&D.
 
Mao's UA gives yields from movement so it's completely possible. As for E&D ideas for Nyasaland, the Thangata system is definitely a possibility.

Yeah but thats more of an Game Event trigger used in a UA not an actual thing assigned to units within thier own XML/Lua files unless I can just fake it by using that system and pretending its unit-only but ehh... nevermind my head goes in circles :crazyeye:.

Still mind to elaborate on the Thangata System, I've heard it before though... does it have something to do with extortion?
 
Code:
-- Used to grant Mao culture when his units move in enemy territory
function OW_MaoTraitCultureBoost(iPlayer, iUnitID, iX, iY)
    local pPlot = Map.GetPlot(iX, iY)
    if (pPlot) then
        dprint("OW_MaoTraitCultureBoost: Plot loaded!")
        local pPlayer = Players[iPlayer]
        if (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_HT_NEW_SWEDEN) then
            dprint("OW_MaoTraitCultureBoost: The unit at " .. iX .. ", " .. iY .. " belongs to Chairman Mao.")
            local pUnit = pPlayer:GetUnitByID(iUnitID)
            if pUnit:IsHasPromotion(newSwedenUUPromotion) then
			pPlayer:ChangeJONSCulture(1)
						end
					end
				end
            end
        end
    else
        dprint("OW_MaoTraitCultureBoost: We did not get a tile for some reason.")
    end
end

Do not actually use this code cause I was just deleting lines and not actually paying attention to what I was doing, but I assume this is more or less going to give New Sweden 1 culture for every tile their UU moves. If I actually pay attention to what I'm doing and remove that god damn Hungarian notation that pisses me off I could do it.

Thangata was agricultural labor given without pay by a tenant to an estate owning European. It was exploited quite frequently. I guess it could give you gold from farms and plantations.
 
Uh... what? What's wrong with Hungarian notation? :confused:
And, BTW, that code will do nothing since it has no event hook.

But if all you want to do is reward the player with 1 culture when the UU moves, then this should suffice:
Code:
GameEvents.UnitSetXY.Add(
function(iPlayer, iUnit, iX, iY)
	local pPlayer = Players[iPlayer]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_HT_NEW_SWEDEN) then return end
	pUnit = pPlayer:GetUnitByID(iUnit)
	if (pUnit == GameInfoTypes.UNIT_HT_SKOGSFINNAR) then
		pPlayer:ChangeJONSCulture(1)
	end
end)
You don't even need to mess with the plot at all.
 
This gives some more sense of... innovation I guess:
New Sweden
Johan Björnsson Printz
UA: Nykel Agreement
Upon sharing a Declaration of Friendship with a Civilization, New Sweden and thier ally gain a free Trade Route, Work Boats generate +1 :c5gold: Gold and +1:c5production: Production when stationed on a Trade Route.
UB: Printzhof (???)
Costs slightly more :c5production: Production than the Building it replaces, generates +1 :c5gold: Gold for every Fort present in the City and +2 :c5production: Production from Fishing Boats
UU: Skogsfinnar (Worker)
Does not suffer :c5moves: Movement Penalties in rough terrain and upon moving into friendly territory generates :c5production: Production.
bit more synergetic, even if the design is mediocre at best... on the right track though.

Code:
GameEvents.UnitSetXY.Add(
function(iPlayer, iUnit, iX, iY)
	local pPlayer = Players[iPlayer]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_CLT_NEW_SWEDEN) then return end
	pUnit = pPlayer:GetUnitByID(iUnit)
	if (pUnit == GameInfoTypes.UNIT_CLT_SKOGSFINNAR) then (Haven't decided between CLT or HT)
		pPlayer:ChangeJONSProduction(1)
	end
end)
this should suffice, but I gotta sort all of my other projects :p, one thing at a time people.
 
Except that production isn't handled on a player basis, but a city basis. So the code will fail on this line:
Code:
pPlayer:ChangeJONSProduction(1)
Ignoring the fact that there is no such thing a "JONS" yield except for culture; the function you need is City.ChangeProduction(int change).

So if you wanted to increase all cities' production by 1, then you would add in an iterator, like so:
Code:
GameEvents.UnitSetXY.Add(
function(iPlayer, iUnit, iX, iY)
	local pPlayer = Players[iPlayer]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_CLT_NEW_SWEDEN) then return end
	pUnit = pPlayer:GetUnitByID(iUnit)
	if (pUnit == GameInfoTypes.UNIT_CLT_SKOGSFINNAR) then
		[COLOR="Blue"]for pCity in pPlayer:Cities() do[/COLOR]
			pCity:ChangeProduction(1)
		[COLOR="blue"]end[/COLOR]
	end
end)
But if you only wanted the production to go to a specific city - say, for example, the nearest one - you'd need to specify that a different way.

When defining UC effects, specificity is key.
 
Yeah my Lua skill can be defined as WIP at best and Very Terrible at worst but I can see that when it comes to Production has to be allocated to the nearest pCity with the use of iterator, I'm gotta keep notes on that.
 
Here are a few E&D drafts that I have been working on:

Decisions:
Institute the Thangata System
Requirements/Restrictions:Player must be the Nyasaland Protectorate, Player must have entered the Industrial Era, May only be adopted once.
Costs: 1 :c5greatperson: Magistrate, 500 :c5gold: Gold
Rewards: All Plantations built generate +1 :c5gold: Gold and +1 :c5food: Food, receive a free Worker

Institute a Hut Tax
Requirements/Restrictions:Player must be the Nyasaland Protectorate, Player must have entered the Industrial Era, May only be adopted once.
Costs: 2 :c5greatperson: Magistrates, 1000 :c5gold: Gold
Rewards:All Buildings that contain Mercantile Specialists generate +2 :c5gold: Gold and thier base yields are all increased by +1.
 
Plantations yield... +2 gold and +1 food? Wow. Desert incense (oops?) Will yield 5 gold and two food. The second decision is also OP: +5 gold per each university, public school, research lab, market, stock exchange, workshop, factory, bank and guild?
 
Plantations yield... +2 gold and +1 food? Wow. Desert incense (oops?) Will yield 5 gold and two food. The second decision is also OP: +5 gold per each university, public school, research lab, market, stock exchange, workshop, factory, bank and guild?
Edited although I wouldnt mind some help Natan, considering your much more experienced than me when it comes to E&D

Anyway I just thought of this and I would like some opinions on it:
West Indies Federation
Grantley Herbert Adams
UA: A Carribean United
Earn an extra Delegate in World Congress from Allied City-States, +1 :tourism: Tourism and +5% :c5culture: Culture from Beach and Coastal Tiles, Sugar appears in double quantities.
UU: Reefer (Cargo Ship)
Slightly more expensive than the Unit it replaces, it generates :tourism: Tourism equivalent to :c5food: Food transported from Cities, and may able to establish an additional Trade Route.
UGP: Chantuelle (Musician)
Receive a free Chantuelle upon discovering Acoustics, it may build an "Espozisyon" generating +1 :c5culture: Culture and +1 :c5greatperson: Great Musician points, may be gifted to City States for +50 :c5influence: Influence.
 
UA: first part is nice, second is OP, third is... Fine, I suppose.
UU: well, I suppose it fits the theme of the civ, but... Is the last part even codeable?
UB: Isn't that Espozisyon basically a GW with half yields? And +20 influence is too weak(but synergetic, and fits the theme of the civ as well)?

I would suggest the UA giving musician points for working coastal tiles. I'll do some reading(or actually, school starts tomorrow, so maybe not... :p)

I would love to help you with ideas, but as I mentioned above, I'm occupied with school stuff at the moment(and you obviously aren't :mischief:), so reading might take time. Didn't mean to sound harsh.
 
UA: first part is nice, second is OP, third is... Fine, I suppose.
UU: well, I suppose it fits the theme of the civ, but... Is the last part even codeable?
UB: Isn't that Espozisyon basically a GW with half yields? And +20 influence is too weak(but synergetic, and fits the theme of the civ as well)?

I would suggest the UA giving musician points for working coastal tiles. I'll do some reading(or actually, school starts tomorrow, so maybe not... :p)

I would love to help you with ideas, but as I mentioned above, I'm occupied with school stuff at the moment(and you obviously aren't :mischief:), so reading might take time. Didn't mean to sound harsh.

I took your suggestions, I imagine it working like the Voyaguer in some aspect most likely.

Anyhow I'm having problems as I'm having problems with the Nyasaland Protectorate in regards to the UB as I'm not sure how to incorporating the UB (the tile claiming part in specific as the rest of it is done) and I'm still in need of some art, very desperately as matter of fact :p.
 
Code:
function NyasalandUBTileClaims(playerID, cityID, buildingID)
	local player = Players[playerID]
	if (player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_HT_NYASALAND and player:IsEverAlive()) then
		if buildingID == GameInfoTypes["BUILDING_HT_MINING_OUTPOST"] then
			local city = player:GetCityByID(cityID)
			local plot = Map.GetPlot(city:GetX(), city:GetY())
			for loopPlot in PlotAreaSpiralIterator(plot, 3, SECTOR_NORTH, DIRECTION_CLOCKWISE, DIRECTION_OUTWARDS, CENTRE_INCLUDE) do
				local plotX = loopPlot:GetX()
				local plotY = loopPlot:GetY()
				local plotResource = loopPlot:GetResourceType()
				if loopPlot:GetOwner() == -1 then
					if (plotResource == resourceGemsID or plotResource == resourceSilverID or plotResource == resourceGoldID or plotResource == resourceCopperID or plotResource == resourceSaltID)  then
						loopPlot:SetOwner(playerID, cityID, true, true)
						loopPlot:SetRevealed(playerTeam, true)							
						end
					end
				end
			end
		end
	end 	


GameEvents.CityConstructed.Add(NyasalandUBTileClaims)

I did this right now so I'm not 100% sure that it works. I'm assuming you've written the civ and UB has I have here. Also, you'll need to define all of the luxury variables like this:

local resourceGemsID = GameInfoTypes["RESOURCE_GEMS"]
 
I've made this straw poll too see what you people want I've been running out of Ideas pretty quickly so I bunched up a bunch of interesting civs to see if anybody likes them, if you want something in specific then please feel free to ask me:
Civ Strawpoll
 
I really like the idea of Colonial Courland or Maltese colonies personally.

Again it would be a bit of a waste if it wasnt an actual Courland Civ, although I will consider releasing it in a pack if someone gives me a couple of simple designs

Anyhow I guess the main lineup right now for consideration is:
  • New France
  • New Sweden
  • Danish West Indies
  • French Madagascar
  • Belgian Congo
Its pretty fitting and I think its going to be quite the very exciting releases, also would anybody be nice enough to update my civilization que in the Wiki possibly?
 
"When the royalty is overthrown the peoples of its rule must speak"
French Madagascar​
Victor Augagneur
UA: Seizure of Merina
Cities may randomly enter a 5-turn We Love The King Day upon adopting a :c5culture: Social Policy, Naval Unit :c5production: Production in Cities is increased by 50% during a We Love The King Day and Naval Units gain a temporary +1 :c5moves: Movement upon spawning.
UU: Vazaha (GWI)
Stronger than the Great War Infantry it replaces, the Vazaha my be garrisoned in Cities to decrease excess :c5unhappy: Unhappiness, gains a :c5strength: Combat Bonus when stacked with a Civilian Unit.
UI: Sampy
+1 :c5culture: Culture from Coastal Tiles, +2 :c5culture: Culture for every adjacent Sampy, may be built upon discovering Masonry.
Thoughts?
 
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