Paradeigma

Apeiron

Warlord
Joined
Feb 7, 2010
Messages
161
Paradeigma (v4)



One world, different ways...


Game modifications

Global

Suppression of vanilla civs.
New building : palace extension and smokehouse.
Distance between two cities moves to 3.

Food

City slots make no more food.
Granary : +20% food instead of +2 food.
Watermill : +10% food and production, and +1 food on wheat resources instead of +2 food and +1 production.
Smokehouse : keep 20% food after growth and +1 food on cow, sheep and deer resources.
Hospital : keep 20% food after growth and new units have the medic promotion.

Production

Palace and palace extension get each +25% production.
Watermill (cf Food).

Science

The university bonus moves to 1 science per jungle and forest.

Happiness

Happiness per luxury type moves to 3.
Each luxury resource give +1 happiness.

Specialists

Ingineers : +3 production.
The library receive one scientist slot.

Improvements

Railroad (tech) : +1 prod per mine.
Dynamite : +1 gold per quarry.
Mass media : +1 gold per trading post.
Refrigeration : +1 food per pasture and camp.
Globalization : +1 gold per fishing boat and plantation.
Archaeology : +1 gold per fort and citadel.


New civilizations

Astur

Leader : Nimue.
Trait : Wheel of Fortune (+50% pillage, +50% golden age duration, units +20% fight and +1 move during a golden age).
Palace extension : Chancery of Exchequer (1 free golden age, tech and policy).
Special buildings : Fountain (monument with +1 gold after currency), Labyrinth (garden with +2 gold), Invisible hand office (bank with +2 happiness, Each Invisible hand head office : +7% golden age duration, limit : 10).
Special units : Dragoon (cavalry with "pillage cost no move"), Privateer (stronger frigate with "pillage cost no move").

Jenna'i

Leader : Jaden
Trait : Prestige of Jenna (City state friendship +50%, city state bonus +50%.).
Palace extension : Legacy from Jenna (2 free artists).
Special buildings : Cenotaph (monument : +3 culture instead of 2), Kiosk (garden : don't need fresh water, +2 culture and one more artist slot), Auditorium (opera house : +2 artist points), Royal residence (castle : -10% culture buy plot in the empire).
Special units : Guardian (crossbowman with +1 vision and the oligarchy promotion).

Meccan

Leader : S.Tim Doxtil
Trait : Great Architect of the Universe (+25% wonder production and +50% great scientist apparition).
Palace extension : Theory of evolution (-25% cost of policies, scientists +1 science).
Special buildings : Meccan monument (monument : +2 science instead of +2 culture), Lodge (university : +75% science, no jungle or forest bonus), Clock tower (windmill : +25% production, don't need flat land ans each great clock tower : -3% buy in a city, limit : 10), Manufactory (factory : cheaper and 3 engineer slots instead of 1).
Special units : Steamtank (earlier but less strong than tank and don't need resource), Flying fortress (earlier and slower than helicopter, don't have tank bonus and cargo I), Nautilus (early submarine).

Erix

Leader : Nos.
Trait : Digital link (-25% unhappiness from population).
Palace extension : Nexus (+1 population in each city, -25% unhappiness from number of cities).
Special buildings : Synod (library : +3 science per 4 people), Martial order (barracks with free promotion "discipline"), Resource allocation (bank with +1 gold per 4 people), Cooperative (workshop with +1 production per 4 people), Martial integration (military academy with free promotion "general spawn I").
Special units : Polybolos (catapult wich can attack twice).

Caledia

Leader : Deodor.
Trait : Everything for everybody (Buildings already in the capital are made 25% faster, units fight well when damaged).
Palace extension : Land of light (Like the Great walls and +25% defense in each city).
Special buildings : Basilica (courthouse cheaper and without maintenance cost), Cathedral (opera house with +4 happiness).
Special units : Roman legion, Paladin (stronger knight with medic).

Nuya
Leader : Ulacuni.
Trait : Caste system (Engineers +1 production, scientists +1 science and merchant +1 gold).
Palace extension : Altar of the Voice (specialists +1 culture).
Special buildings : Voice of the Ancients (nuya palace), Virtue house (market with +1 merchant slot), Wisdom house (library with +1 scientist slot), Art house (market with +1 engineer slot).
Special units : Jaguar warrior.

Huden

Leader : Hitaya.
Trait : Spirit of the forests and the rivers (Allied forests count as roads, faster along river and quantity of fur +100%).
Special buildings : Oral tradition (less science than the library but +2 culture), Forest workshop (workshop with no building bonus but jungles and forests : +1 production), House of flowers (like the collosseum, and keep 20% food after growth), Ancestors trees (university with jungles and forests : +2 science).
Special units : Mohawk warrior.

Parao

Leader : Cameron.
Trait : Pact with Deep Ones (Embarked units can defend and have +2 moves, 50% capture barbarians in the sea).
Palace extension : Trading company (+30% gold from trade routes, map centering and extra luxuries).
Special buildings : Beacon (lighthouse with +2 culture), Port (harbor with +1 gold from dye, spices, silk, banana, cotton, sugar and wine), Shipyard (harbor with +1 food on sea resources).
Special units : man-o-war (hand to hand caravel), Pirate (faster frigate with "pillage cost no move").

Wik

Leader : Velga
Trait : Military tradition (Generals spawn +100% and +20% fight bonus, -25% promotions cost).
Palace extension : Union of the clans (1 free general and -50% units improvement cost).
Special buildings : Palisade (earlier and cheaper but less resistant than walls), Hunting relay (smokehouse with +2 food from cow, sheep and deer resources), Dueling ground (barracks with +30 XP instead of +15), Trading post (harbor which keeps 20% food after growth).
Special units : Berzerker (stronger and faster longswordman wich can attack twice), Dreki (early caravel with city attack bonus).

Sind

Leader : Edja Rai.
Trait : Across the Earth (-25% unhappiness from number of cities, +100% happiness from natural wonders, +1 vision for military units).
Palace extension : Great expedition (4 free nomads and explorers).
Special buildings : Travelling company (circus wich can be build everywhere and +2 culture from horse and ivory resources).
Special units : Nomad (faster settler, ignore terrain cost), Explorer (faster scout).


Soon !

New civilizations : Saramé and Jianchu.
Slave, illumination and religion mechanisms.
Etc.
 
My first mod.
I'm french, so tell me the language mistakes.

Current version soon... when bugs will be fixed. I don't know why the game crashes when i try to lunch the mod...
 
great mod I will try it asap.
After reading each civ's palace extensions I think that some of them are greatly disbalanced: astur(I think that giving golden age, policy and tech is too much, you might give them only golden age and policy), sind(Their power is extremely overpowered because if you are going to play on small or standard world you will colonize more than half of map in one moment)
In addition hudden doesn't have palace extension at all.
Everything else is good and unique. :P
 
After reading each civ's palace extensions I think that some of them are greatly disbalanced: astur(I think that giving golden age, policy and tech is too much, you might give them only golden age and policy), sind(Their power is extremely overpowered because if you are going to play on small or standard world you will colonize more than half of map in one moment)
The balance will come with feedback and tests. ;)

In addition hudden doesn't have palace extension at all.
For the moment. Their palace extension is a surprise. ^^
 
Unfortunely, the current version (v4) has a bug for the moment, my apologies. I'll fix it and try to introduce the Saraméans and the slaves mechanics for the v5.

Edit : the v6 should work properly. There is only 10 civs because the Saraméans are not ready yet. Beware : not balanced with february patch.
 
I'm working on the next version, compatible with the last patch and with slaves and Saraméans.
 
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