Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
I didn't see a section under Creation and Customization for mod specs, only for completed mods, so if there's a better section to post this, please let me know.
This mod will be "yet another medieval mod", but this will be well worth it, I think, as there is a non-trivial amount of research behind it and will be ideal for those of us who don't want to mess with ancient times, hitting "enter" 200 times to build a settler, etc., and who also don't want to mess around with mechanized infantry, etc., just want to start medieval and stay medieval the whole game. Here goes:
Design spec for a Normans, Saxons, and Norse mod:
1. Map:
http://forums.civfanatics.com/attachment.php?attachmentid=104739&d=1132662329
2. Factions:
a) Normans
b) Saxons
c) Norse
d) Minor, "barbarian" or AI: Irish, Welsh, Flemish, Scots
3. Units:
a) Peasant soldier; no tech, building or resource prerequisites; combat: 3 {10 hammers}
b) Man-at-Arms; no tech; required buildings: Barracks, armorer; required resource: iron; combat: 5 {25 hammers}
c) Feudal Archer; no tech; required buildings: Barracks, archery range; required resource: hardwood; combat: 4 (+1 first strike) {20 hammers]
d) Feudal Knight; requires Arthurian Legend; required buildings: Barracks, armorer, stable, lists; required resource: iron, horse; combat: 7 {60 hammers}
e) Huscarl; requires Hyrd; required buildings: Palace; required resource: iron; combat: 6 {50 hammers}
f) Berserkr; requires Seithr; required buildings: Norse Shrine; required resource: none; combat: 7 {60 hammers}
g) Longbowman; requires Craftsmanship; required buildings: Barracks, archery range; required resource: Yew trees; combat: 5 (+2 first strikes) {30 hammers}
h) Feudal Pikeman; requires Order Drill; required buildings: Barracks; required resource: iron; combat: 4 (+100% vs. mounted) {30 hammers}
i) Crusade Knight; requires Crusades; required buildings: Barracks, armorer, stable, lists, church; required resource: iron, horse; combat: 9 {90 hammers}
j) Crossbowman; requires Craftsmanship; required buildings: barracks, archery range, bowyer; required resource: hardwood, iron; combat: 6 (no first strikes, +20% vs. melee) {60 hammers}
k) Chivalric Knight; requires Chivalry; required buildings: barracks, armorer, stable, lists, castle; required resource: iron, hardwood, horse; combat: 8 {70 hammers}
l) Feudal catapult; no tech; required buildings: barracks, siege engineer; required resource: hardwood; combat: 6 (-75% when defending, +3 first strikes when attacking) {90 hammers}
m) Trebuchet; requires Siege Tactics; required buildings: barracks, siege engineer; required resource: hardwood; combat: 10 (-90% when defending, +3 first strikes when attacking) {120 hammers}
n) Siege Tower: requires Siege Tactics; required buildings: barracks, siege engineer; required resource: hardwood; combat: 0 (city defense 0 when unit adjacent) {120 hammers}
o) Hand Cannoneer: requires Gunpowder; required buildings: barracks, metalsmith; required resource: iron, saltpetre; combat: 7 (+1 first strike) {50 hammers}
p) Arquebusier: requires Gunsmithing; required buildings: barracks, gunsmith; required resources: iron, saltpetre; combat: 8 (+2 first strikes) {60 hammers}
q) Chivalric Pikeman; requires Siege Tactics; required buildings: barracks, armorer; required resource: iron, hardwood; combat: 5 (100% vs. mounted) {40 hammers}
r) Halberdier; requires Siege Tactics; required buildings: barracks, armorer; required resource: iron; combat: 8 {90 hammers}
s) Bombard; requires Gunpowder, Siege Tactics; required buildings: barracks, metalsmith; required resource: iron, saltpetre; combat: 10 (-90% when defending, +3 first strikes when attacking) {100 hammers}
t) Culverin: requires Cannonsmithing; required buildings: barracks, cannon smith; required resource: iron, saltpetre; combat: 12 (-50% when defending, +3 first strikes when attacking) {120 hammers}
u) Siege Miner; requires Siege Tactics; required buildings: none; required resources: none; combat 0 (saps 10% city defense strength per turn) {20 hammers}
v) Light Horse; no tech; required buildings: barracks, stable; required resource: horse; combat: 4 {30 hammers}
w) Viking Raider; no tech; required buildings: none; required resource: copper or iron; combat: 5 {30 hammers}
x) Longboat; requires Shallow Hull Shipbuilding; required buildings: shipbuilder; required resource: hardwood; combat: 4 {50 hammers} [cargo hold: 1; move: 3]
y) Knarr; requires Shallow Hull Shipbuilding; required buildings: shipbuilder; required resource: hardwood; combat: 0 {50 hammers} [cargo hold: 4; move: 2]
z) Feudal Barque; no tech; required buildings: shipbuilder; required resource: hardwood; combat: 2 {50 hammers} [cargo hold: 2; move: 2]
4. Tech Tree:
a) Hyrd (Saxons and Norse only), 500 beakers, no prereq
b) Seithr (Norse only), 250 beakers, no prereq
c) Shallow Hull Shipbuilding (Norse only), 130 beakers, no prereq
d) Bardcraft, 400 beakers, no prereq, leads to Arthurian Legend, Troubadours
e) Arthurian Legend, 700 beakers, req. Bardcraft, leads to Crusades, Chivalry
f) Crusades, 1700 beakers, req. Arthurian legends
g) Chivalry, 1300 beakers, req. Arthurian legends
h) Guilds, 400 beakers, no prereq, leads to Craftsmanship
i) Order Drill, 600 beakers, no prereq
j) Craftsmanship, 750 beakers, req Guilds, leads to Siege Tactics
k) Siege Tactics, 2600 beakers, req Craftsmanship, leads to Gunpowder
l) Gunpowder, 3300 beakers, req Siege Tactics, leads to Gunsmithing, Cannonsmithing
m) Gunsmithing, 3100 beakers, req Gunpowder
n) Cannonsmithing, 4500 beakers, req Gunpowder
5. Buildings
a) Barracks, no tech, 30 hammers
b) Archery Range, no tech, 20 hammers
c) Stables, no tech, 50 hammers
d) Lists, req. Arthurian Legend, 40 hammers
e) Armorer, no tech, req iron, 90 hammers
f) Church (Catholic) or Temple (Norse), no tech, req stone, 90 hammers, (can flip priest)
g) Bowyer, req Craftsmanship, req hardwood, 70 hammers
h) Market, no tech, +25% coins, 50 hammers, (can flip merchant)
i) City palisades, no tech, (game default for city walls)
j) Castle, req Chivalry, req STONE, (game default for castle), (can flip scientist, artist, engineer)
k) Metalsmith, no tech, req IRON, +25% hammers, 70 hammers, (can flip engineer)
l) Siege Engineer, no tech, req hardwood, 90 hammers, (can flip engineer)
m) Shipbuilder, no tech, req hardwood, 90 hammers, (can flip engineer)
n) Gunsmith, req gunsmithing, req iron, 120 hammers
o) Cannonsmith, req cannonsmithing, req iron, 160 hammers
p) Festival Field, req Bardcraft, +1 happy +1/10% culture, 60 hammers (can flip artist)
q) Passion Play, req Crusades, +2 happy +1/20% culture, 90 hammers (can flip priest, artist)
r) Philosopher's Lodge, req Craftsmanship, +25% beakers, 60 hammers (can flip scientist)
s) Public bakery, no tech, replaces granary
t) Muster field, +2 XP per peasant soldier trained
6. Non-standard Resources
a) Hardwood,
b) Yew Trees, plantation allowed by Craftsmanship
c) Saltpetre, revealed by Gunpowder
7. Religions
a) Norse Religion (Norse Shrine built with Great Prophet)
b) Catholicism (Normans and Saxons start as Catholic, shrine can't be built--in Rome!)
8. Wonders
a) La Morte d'Arthur, -50% maint costs for Feudal and Chivalric Knights, 600 hammers, req. Arthurian Legend
b) Templar Grand Priory, +50% Chivalric Knights production, 800 hammers, req. Crusades
c) Iceland Colony, +2 movement sea craft, 900 hammers, req Shallow Hull Shipbuilding, Shipbuilder
d) Icelandic Sagas, +2 happy all Norse cities, 1100 hammers, req Iceland Colony
e) Song of Roland, +1 movement all mounted units, 350 hammers, req Bardcraft, obsolete with Gunpowder
f) Rus traderoute, +1 trade routes all Norse cities, 1300 hammers req Hyrd, Shipbuilder
g) Tale of Robin Hood, +50% archery unit production, 700 hammers, req Bardcraft, obsolete with Gunpowder
h) Legend of the Musketeers, +50% gunpowder unit production, 2000 hammers, req Gunpowder, Bardcraft
9. Civics
a) Government:
1. Comitatus: Low maint;
2. Feudal State: Low maint; req Arthurian Legend; 15 free units
3. Bureaucratic State: Med maint; req Craftsmanship; 1 free specialist per city
4. Nationalism: High maint; req Gunpowder; +1 coint per village, town
b) Economy:
1. Slavery: Low maint; can sacrifice population to build
2. Feudal Agriculture: med maint; +1 hammer per farm, req Arthurian Legends
3. Guilds: high maint; + 1 happy per market, +1 coin per farm, req Craftsmanship
4. Mercantilism: med maint; no foreign traderoutes, -50% city maintenance due to distance, req Gunpowder
c) Civil Rights:
1. Dictatorship: Low maint;
2. Feudal Castes: High maint; -50% war weary, +2 xp per land unit, req Arthurian Legends
3. Common Law: Med maint; +4 happy in 5 largest cities, req Craftsmanship
4. Constitution: +100% culture, +100% GP production, penalty in civs without Constitution, req Gunpowder
d) Religion:
1. Tribal Mysticism: Low maint; +1 unhappy per religion in city
2. State Religion: Med maint; +1 unhappy per non-state religion; req Bardcraft
3. Crusade Kingdom: High maint; +50% unit production in cities with state religion, +2 unhappy per non-state religion; req Crusades
4. Free Religion: Low maint; +1 happy, +4 culture per religion; req Gunpowder
(Any similarity in civics to the Europa Europa mod, I can neither confirm nor deny...)
I've caught a few minor errors myself on rereading, but do any of you have tips or suggestions for improving realism, balance, playability, etc.?
This mod will be "yet another medieval mod", but this will be well worth it, I think, as there is a non-trivial amount of research behind it and will be ideal for those of us who don't want to mess with ancient times, hitting "enter" 200 times to build a settler, etc., and who also don't want to mess around with mechanized infantry, etc., just want to start medieval and stay medieval the whole game. Here goes:
Design spec for a Normans, Saxons, and Norse mod:
1. Map:
http://forums.civfanatics.com/attachment.php?attachmentid=104739&d=1132662329
2. Factions:
a) Normans
b) Saxons
c) Norse
d) Minor, "barbarian" or AI: Irish, Welsh, Flemish, Scots
3. Units:
a) Peasant soldier; no tech, building or resource prerequisites; combat: 3 {10 hammers}
b) Man-at-Arms; no tech; required buildings: Barracks, armorer; required resource: iron; combat: 5 {25 hammers}
c) Feudal Archer; no tech; required buildings: Barracks, archery range; required resource: hardwood; combat: 4 (+1 first strike) {20 hammers]
d) Feudal Knight; requires Arthurian Legend; required buildings: Barracks, armorer, stable, lists; required resource: iron, horse; combat: 7 {60 hammers}
e) Huscarl; requires Hyrd; required buildings: Palace; required resource: iron; combat: 6 {50 hammers}
f) Berserkr; requires Seithr; required buildings: Norse Shrine; required resource: none; combat: 7 {60 hammers}
g) Longbowman; requires Craftsmanship; required buildings: Barracks, archery range; required resource: Yew trees; combat: 5 (+2 first strikes) {30 hammers}
h) Feudal Pikeman; requires Order Drill; required buildings: Barracks; required resource: iron; combat: 4 (+100% vs. mounted) {30 hammers}
i) Crusade Knight; requires Crusades; required buildings: Barracks, armorer, stable, lists, church; required resource: iron, horse; combat: 9 {90 hammers}
j) Crossbowman; requires Craftsmanship; required buildings: barracks, archery range, bowyer; required resource: hardwood, iron; combat: 6 (no first strikes, +20% vs. melee) {60 hammers}
k) Chivalric Knight; requires Chivalry; required buildings: barracks, armorer, stable, lists, castle; required resource: iron, hardwood, horse; combat: 8 {70 hammers}
l) Feudal catapult; no tech; required buildings: barracks, siege engineer; required resource: hardwood; combat: 6 (-75% when defending, +3 first strikes when attacking) {90 hammers}
m) Trebuchet; requires Siege Tactics; required buildings: barracks, siege engineer; required resource: hardwood; combat: 10 (-90% when defending, +3 first strikes when attacking) {120 hammers}
n) Siege Tower: requires Siege Tactics; required buildings: barracks, siege engineer; required resource: hardwood; combat: 0 (city defense 0 when unit adjacent) {120 hammers}
o) Hand Cannoneer: requires Gunpowder; required buildings: barracks, metalsmith; required resource: iron, saltpetre; combat: 7 (+1 first strike) {50 hammers}
p) Arquebusier: requires Gunsmithing; required buildings: barracks, gunsmith; required resources: iron, saltpetre; combat: 8 (+2 first strikes) {60 hammers}
q) Chivalric Pikeman; requires Siege Tactics; required buildings: barracks, armorer; required resource: iron, hardwood; combat: 5 (100% vs. mounted) {40 hammers}
r) Halberdier; requires Siege Tactics; required buildings: barracks, armorer; required resource: iron; combat: 8 {90 hammers}
s) Bombard; requires Gunpowder, Siege Tactics; required buildings: barracks, metalsmith; required resource: iron, saltpetre; combat: 10 (-90% when defending, +3 first strikes when attacking) {100 hammers}
t) Culverin: requires Cannonsmithing; required buildings: barracks, cannon smith; required resource: iron, saltpetre; combat: 12 (-50% when defending, +3 first strikes when attacking) {120 hammers}
u) Siege Miner; requires Siege Tactics; required buildings: none; required resources: none; combat 0 (saps 10% city defense strength per turn) {20 hammers}
v) Light Horse; no tech; required buildings: barracks, stable; required resource: horse; combat: 4 {30 hammers}
w) Viking Raider; no tech; required buildings: none; required resource: copper or iron; combat: 5 {30 hammers}
x) Longboat; requires Shallow Hull Shipbuilding; required buildings: shipbuilder; required resource: hardwood; combat: 4 {50 hammers} [cargo hold: 1; move: 3]
y) Knarr; requires Shallow Hull Shipbuilding; required buildings: shipbuilder; required resource: hardwood; combat: 0 {50 hammers} [cargo hold: 4; move: 2]
z) Feudal Barque; no tech; required buildings: shipbuilder; required resource: hardwood; combat: 2 {50 hammers} [cargo hold: 2; move: 2]
4. Tech Tree:
a) Hyrd (Saxons and Norse only), 500 beakers, no prereq
b) Seithr (Norse only), 250 beakers, no prereq
c) Shallow Hull Shipbuilding (Norse only), 130 beakers, no prereq
d) Bardcraft, 400 beakers, no prereq, leads to Arthurian Legend, Troubadours
e) Arthurian Legend, 700 beakers, req. Bardcraft, leads to Crusades, Chivalry
f) Crusades, 1700 beakers, req. Arthurian legends
g) Chivalry, 1300 beakers, req. Arthurian legends
h) Guilds, 400 beakers, no prereq, leads to Craftsmanship
i) Order Drill, 600 beakers, no prereq
j) Craftsmanship, 750 beakers, req Guilds, leads to Siege Tactics
k) Siege Tactics, 2600 beakers, req Craftsmanship, leads to Gunpowder
l) Gunpowder, 3300 beakers, req Siege Tactics, leads to Gunsmithing, Cannonsmithing
m) Gunsmithing, 3100 beakers, req Gunpowder
n) Cannonsmithing, 4500 beakers, req Gunpowder
5. Buildings
a) Barracks, no tech, 30 hammers
b) Archery Range, no tech, 20 hammers
c) Stables, no tech, 50 hammers
d) Lists, req. Arthurian Legend, 40 hammers
e) Armorer, no tech, req iron, 90 hammers
f) Church (Catholic) or Temple (Norse), no tech, req stone, 90 hammers, (can flip priest)
g) Bowyer, req Craftsmanship, req hardwood, 70 hammers
h) Market, no tech, +25% coins, 50 hammers, (can flip merchant)
i) City palisades, no tech, (game default for city walls)
j) Castle, req Chivalry, req STONE, (game default for castle), (can flip scientist, artist, engineer)
k) Metalsmith, no tech, req IRON, +25% hammers, 70 hammers, (can flip engineer)
l) Siege Engineer, no tech, req hardwood, 90 hammers, (can flip engineer)
m) Shipbuilder, no tech, req hardwood, 90 hammers, (can flip engineer)
n) Gunsmith, req gunsmithing, req iron, 120 hammers
o) Cannonsmith, req cannonsmithing, req iron, 160 hammers
p) Festival Field, req Bardcraft, +1 happy +1/10% culture, 60 hammers (can flip artist)
q) Passion Play, req Crusades, +2 happy +1/20% culture, 90 hammers (can flip priest, artist)
r) Philosopher's Lodge, req Craftsmanship, +25% beakers, 60 hammers (can flip scientist)
s) Public bakery, no tech, replaces granary
t) Muster field, +2 XP per peasant soldier trained
6. Non-standard Resources
a) Hardwood,
b) Yew Trees, plantation allowed by Craftsmanship
c) Saltpetre, revealed by Gunpowder
7. Religions
a) Norse Religion (Norse Shrine built with Great Prophet)
b) Catholicism (Normans and Saxons start as Catholic, shrine can't be built--in Rome!)
8. Wonders
a) La Morte d'Arthur, -50% maint costs for Feudal and Chivalric Knights, 600 hammers, req. Arthurian Legend
b) Templar Grand Priory, +50% Chivalric Knights production, 800 hammers, req. Crusades
c) Iceland Colony, +2 movement sea craft, 900 hammers, req Shallow Hull Shipbuilding, Shipbuilder
d) Icelandic Sagas, +2 happy all Norse cities, 1100 hammers, req Iceland Colony
e) Song of Roland, +1 movement all mounted units, 350 hammers, req Bardcraft, obsolete with Gunpowder
f) Rus traderoute, +1 trade routes all Norse cities, 1300 hammers req Hyrd, Shipbuilder
g) Tale of Robin Hood, +50% archery unit production, 700 hammers, req Bardcraft, obsolete with Gunpowder
h) Legend of the Musketeers, +50% gunpowder unit production, 2000 hammers, req Gunpowder, Bardcraft
9. Civics
a) Government:
1. Comitatus: Low maint;
2. Feudal State: Low maint; req Arthurian Legend; 15 free units
3. Bureaucratic State: Med maint; req Craftsmanship; 1 free specialist per city
4. Nationalism: High maint; req Gunpowder; +1 coint per village, town
b) Economy:
1. Slavery: Low maint; can sacrifice population to build
2. Feudal Agriculture: med maint; +1 hammer per farm, req Arthurian Legends
3. Guilds: high maint; + 1 happy per market, +1 coin per farm, req Craftsmanship
4. Mercantilism: med maint; no foreign traderoutes, -50% city maintenance due to distance, req Gunpowder
c) Civil Rights:
1. Dictatorship: Low maint;
2. Feudal Castes: High maint; -50% war weary, +2 xp per land unit, req Arthurian Legends
3. Common Law: Med maint; +4 happy in 5 largest cities, req Craftsmanship
4. Constitution: +100% culture, +100% GP production, penalty in civs without Constitution, req Gunpowder
d) Religion:
1. Tribal Mysticism: Low maint; +1 unhappy per religion in city
2. State Religion: Med maint; +1 unhappy per non-state religion; req Bardcraft
3. Crusade Kingdom: High maint; +50% unit production in cities with state religion, +2 unhappy per non-state religion; req Crusades
4. Free Religion: Low maint; +1 happy, +4 culture per religion; req Gunpowder
(Any similarity in civics to the Europa Europa mod, I can neither confirm nor deny...)
I've caught a few minor errors myself on rereading, but do any of you have tips or suggestions for improving realism, balance, playability, etc.?