raystuttgart
Civ4Col Modder
Absolutely and we need to figure out how it would combine e.g. with Techs or if it would replace it.It would however be nice to know in more details what you are thinking of because it could affect planning.
Absolutely and we need to figure out how it would combine e.g. with Techs or if it would replace it.It would however be nice to know in more details what you are thinking of because it could affect planning.
Yes, but if we give each Civ additional Unique Units instead of replace their normal Unit,
we will have these Units duplicated for the specific Civs just with small differences.
Does not make much sense for Gameplay of these Civs, since their Unique Unit will always be better than their normal one.
Yes, I know this. One of the units I suggested is a Land Cargo unit, and another is mostly meant for exploration, though it can do combat.The Units I am talking about are not (only) "Military" like you might know from Civ6.
Most of them are used for Economy (Workers and Ships) mainly
Well, the Units I suggested do have common units that are similar. The Sea Dog is like a Privateer, the Coureur des Bois is like any other Land Cargo unit, and the Bandeirante performs a similar function to any Human turned Scout. I am suggesting making them not replacements because that way they can be made not-strictly-better than the version they 'replace', and you can choose between them and the vanilla unit. If you never have to choose between using them or not, then it is just a Unique Ability.and all Civs need to have them in general - but some Civs might have better ones.
I'm not sure if you're talking about a theme problem or a gameplay problem or a technical problem, here. If theme, then a) you already have Human Units like the Line Infantry that don't transform and b) units like Wagon Trains obviously have humans in them thematically, so I'm not sure what the problem is with having a crew of humans who weren't given a wagon. If gameplay, then what about making Unique Professions? Is that possible? And if it is technical, then what determines whether a unit is human or not?"Human Units" in Colonization, are born / do immigrate or are hired.
(And by features like Education System, LbD, Living with Natives, ... they transform to new "Human Units.)
They are not built.
Why? We can simply give the Civs Unique Buildings that are better and replace the normal ones.
There will be no extra space needed in CityScreen, since the "SpecialBuilding" slot will be the same.
We probalby misundersand each other.
@Atlas627
I am not talking about "Technical Stuff" only.
I am mainly talking about "good gameplay design" (as I personally consider it).
A) I do not consider it to be good gameplay to have 2 Units (for the same Civ) that basically do the same and are equally valuable for the same purpose. (The choice does not matter then.)
It just increases "masses of alternatives" (which we already have a lot) but it does not really enhance gameplay.
B) But yes, there are also some technical aspects in features, e.g. "Education", "Learning by Doing", "Capturing", ... where it needs to be exactly clear which Unit is (technically) created.
These things more or less happen with a 1:1 rule (e.g. Profession -> Expert) - which can be interpreted Civ specifically though - by using "Unique Units".
C) Every Unit should have a clear unique purpose (and usage) in the game. Basically having something like "an evolution" (from weak to strong) or a "stone - paper - scissor" system.
Availability vs. power as well as costs vs. benefits as well as advantages vs. disadvantages need to make sense to add value to gameplay.
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Good concept design does not mean that we should simply dump anything we technically can into the mod.
(I have seen that often enough in other mods and hated to play them.)
There are many aspects to be considered - some are a little hard to explain in a few short posts.
Also this needs to match the "vision" / the "big picture" / other planned features for the mod.
With "Unique Units" and "Unique Buildings" I am in fact trying to give players an enhancement of Civ specific strategies that they care about.
And I am also trying to add a new gameplay element which is capturing those to add these "specific enhancements" to your own Civ.
I am not trying to simply give them lots of alternatives that actually do not really matter for gameplay.
(In fact I am trying to clean some of that up by transforming useless Units to useful Unique Units which includes rebalancing them.)
There simply is a big difference between useless / unmeaningful content (that players hardly ever use) and useful / meaningful content (that players really care about).
Technically however we can add whatever Units we want and as many as we want - but I do not feel it will make the mod better to "just have more" Units that do not have a justification / purpose.
To summarize the idea:
But yes, that is a matter of personal taste.
- Trying to make the existing Civs more unique (considering useful strategies) but still historically correct
- Adding a few new (Civ specific) Unique Units that enhance gameplay and meaningful choices
- Removing useless Units by transforming them into useful (Civ specific) Unique Units - thus removing unmeaningful choices
- Not adding stuff "just to have more" without enhancing gameplay strategies or meaningful choices.
(What I consider meaningful might and most likely will be considered unmeaningful by somebody else.)
Finding a consense in such things is not always easy ...
Are you talking about unlocking new units or just changing graphics. Unlocking units during the game is half supported already (well 2.8 branch) and I made a modcomp for BTS for the latter where you can define graphics for each unit on a per era basis. There is no technical reason why it wouldn't work in WTP too.
In other words whatever your idea is, odds are that we might need to update the dll to support it, but it's a realistic update. It would however be nice to know in more details what you are thinking of because it could affect planning.
I was considering to check for road / water connections for these both:However unlike the plotgroups in BTS, my implementation is simplified to only follow routes (roads).
The "pelourinhos" were stone or wooden columns where escaped slaves and criminals were flogged as punishment for their faults. It was a relevant structure during the period of slavery in Brazil.
(https://pt.wikipedia.org/wiki/Pelourinho)
"ENGENHO/ ENGENHO DE AÇUCAR" ...)
I don't know exactly how to implement this UB, but I leave it here to be registered in case it is interesting as a UB option.
(https://en.wikipedia.org/wiki/Engenho)
One thing I would like to point out here is the Puritan contribution to the public education system that emerged in English colonies with large portions of them. One of the main tenets of Puritanism was no central hierarchy amd the only source of authority they recognized was the Word of God, the Bible. That lead to the necessity of eqch individual having a strong command of reading and literacy so they could intelligently interpret the Bible on their on and not fall prey to someone looking to lead them astray as had been the case exclusively for most of Christian history until this point. I think a production bonus based in the concept of Puritan Work Ethic is fine and should be included but there should also be a significant bonus for Education in any of their colonies as well because they are in large part why we have advanced Literacy as far as we have today.I think this is a great idea! Although:
Not 100% sure I agree with this, as that would only serve to exaggerate the benefits of the nations, rather than make them more nuanced and unique. Also matching to bonuses runs the risk of just duplicating existing units. The obvious option for England, for example, would be to replace Firebrand Preacher with a Puritan Theologian, with a bonus to crosses. But that would just duplicate the current Bishop unit, and not make a noticeable difference as England already has the cross bonus. So I'd suggest more along the lines of the following:
England
France
- US (Unique Ship) - Pirate Galleon (https://en.wikipedia.org/wiki/Golden_Hind) - Privateer with cargo space 3, able to carry treasure
- UU - Puritan colonist (https://en.wikipedia.org/wiki/Protestant_work_ethic) - Free colonist but with +1 when working on some trades (coats, premium coat, cigars, rum)
- UB - Colonial College (https://en.wikipedia.org/wiki/College_of_William_&_Mary#Colonial_era:_1693–1776) - College with +1 education for converted natives
Not sure on others, but the idea is to offer different strategies - England can carry out better production with their free colonist without needing to educate them, France can use indentured servants for farming rather than just dumping them straight in a native village etc. Give more options to succeed, rather than just boosting existing bonuses
- UU - Engage - Replaces indentured servant, +2 food from land (https://en.wikipedia.org/wiki/New_France#Settlers_and_their_families There was a high demand for children, for they contributed to the prosperity of the farm from an early age, and there was plenty of food for them. Women bore about 30% more children than comparable women who remained in France)
Good news: adding the unique units for each nation has been completed!
The full line-up:
- Danish Colonies: Dansk Fisker, replacing the Expert Fisherman
- Dutch Colonies: Timmerman, replacing the Master Carpenter
- English Colonies: Colonial Distiller, replacing the Master Distiller
- French Colonies: French Furrier, replacing the Master Fur Trader
- Portuguese Colonies: Escavador, replacing the Expert Prospector
- Russian Colonies: Siberian Lumberjack, replacing the Expert Lumberjack
- Spanish Colonies: Explorador, replacing the Seasoned Scout
- Swedish Colonies: Järnsmed, replacing the Master Blacksmith
As said, also a huge thanks to Schmiddie for creating all the graphics!
View attachment 663120
I found the addition of UU to each CIV very cool, they will certainly help to make the play more unique with each one.One request for an overview that was mentioned a number of times was about the civilization and leader traits.
I've created one and added it to the excel file at the first post of this thread.
Civilization and leader traits and unique national units
Everyone will select a certain nation (civilization) and leader when starting a game. Each civilization and leader has certain traits, creating a differentiated start and influences your strategy.
Additionally, from WTP 4.1 on (upcoming), each nation will also have a unique national unit. This unique unit replaces a specific expert in the game, being even more powerful or productive and contributes to distinguish all nations even further.
Here is the overview of Civilization traits, leader traits and unique units:
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