Jabberwockxeno
Prince
- Joined
- Jul 10, 2012
- Messages
- 507
Let me preface this with the following:
I'm trying to make a mod that adjusts each civ's unique abilities to be more useful and match who they are better. I started with the Mongols. Given the notority of their expansive empire, hit and run attacks and subjugation-or-raze mentality, I felt their UA was a let down.
So, I came up with demands are 20% more effective, mounted units get 1+ movement (alreeady existing), units that live through a battle that leaves them in red gives them 1+ mp and enhanced healing the next turn. I toyed around with hannpniess with razing/annexing/making a puppet state, but couldn't think of a good way to show how they worked without having something like "Razing a city your demanded beforehand but were denied produces no unhappy", which I assume would be very hard to make.
I figured maybe i'd think of something later, and moved on to the huns... Then I realized something.
The Mongols ARE more or less the Huns.
Both revolve around using mounted soldiers and archers, both come from central Asia, both ran far reaching raids and conquests out of Asia, both had similar cultural customs and backgrounds, both Atillia and Temujin had a habit of demanding land and resources and setting the whole thing ablaze if their demand was refused, etc. There are some theories that say the Mongols descended from the Huns.
Regardless of the sepfics, both are clearly very alike in both the real world, and more so in civ 5, to the point where I feel it's a waste to include them both.
What do you think? What civ would you have in place of the mongols or the huns? What would you do to make each more distinct?
What should I do about their unique abilities?
EDIT: For the Huns, how about:
Enthogensis: Raze Cities at 170% speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture, defeated barbians have a 30% chance of joining you, snd captured encampments have a 10% of becoming a city of yours. Annexing or instuting a puppet state produces 170% more unhappnies.
This would make the huns more suited to building tall, en masse we have reserves empires and armies, vs. the wide, more hit and run style of the mongols
Moderator Action: Moved to G&K.
I'm trying to make a mod that adjusts each civ's unique abilities to be more useful and match who they are better. I started with the Mongols. Given the notority of their expansive empire, hit and run attacks and subjugation-or-raze mentality, I felt their UA was a let down.
So, I came up with demands are 20% more effective, mounted units get 1+ movement (alreeady existing), units that live through a battle that leaves them in red gives them 1+ mp and enhanced healing the next turn. I toyed around with hannpniess with razing/annexing/making a puppet state, but couldn't think of a good way to show how they worked without having something like "Razing a city your demanded beforehand but were denied produces no unhappy", which I assume would be very hard to make.
I figured maybe i'd think of something later, and moved on to the huns... Then I realized something.
The Mongols ARE more or less the Huns.
Both revolve around using mounted soldiers and archers, both come from central Asia, both ran far reaching raids and conquests out of Asia, both had similar cultural customs and backgrounds, both Atillia and Temujin had a habit of demanding land and resources and setting the whole thing ablaze if their demand was refused, etc. There are some theories that say the Mongols descended from the Huns.
Regardless of the sepfics, both are clearly very alike in both the real world, and more so in civ 5, to the point where I feel it's a waste to include them both.
What do you think? What civ would you have in place of the mongols or the huns? What would you do to make each more distinct?
What should I do about their unique abilities?
EDIT: For the Huns, how about:
Enthogensis: Raze Cities at 170% speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture, defeated barbians have a 30% chance of joining you, snd captured encampments have a 10% of becoming a city of yours. Annexing or instuting a puppet state produces 170% more unhappnies.
This would make the huns more suited to building tall, en masse we have reserves empires and armies, vs. the wide, more hit and run style of the mongols
Moderator Action: Moved to G&K.