pineappledan
Deity
Hello,
I thought I would post a separate thread where I quickly review 4UC's components by 3 criteria:
Theme: Their historical importance, how important I feel portraying that thing is to the identity of the culture overall, etc.
Mechanics: The gameplay feel of that component. How complex is it. How difficult to implement. How nicely does it play with the rest of the kit
Uniqueness: Unique components should be unique. The ideal component is one that replaces a base component that nothing else replaces, and unlocks some sort of playstyle or approach to the game that is novel to that civilization.
Overall grade: B+
Perfectly happy with their bonuses. They help America do America things while also feeling special in their own way.
America - Monitor
Theme - B. America, for its time as a world power has been primarily a naval power. This should be reflected in the game somehow. The use of an ironclad to fulfill that roll. The roll as a harbor defense unit that IRL monitors fulfill is not properly expressed by the unit, because limiting their deep ocean movement would have hobbled the base ironclad too much. The defensive aspect is expressed in the damage reduction and bonus CS to adjacent cities, however.
Mechanics - A. DLL integrated, kinda. Its city defense bonus uses a sql ability that is currently broken, so if the DLL simply worked as advertised it would be.
Uniqueness - A. Unique naval units always get bonus points, because there are so few of them relative to land units. There is only 1 other unique ironclad, and it is a very aggressive unit, while the monitor has bonuses on defense. You could make this UU even more unique by making it a unique unit class that specializes in littoral combat, but I think that would come at the cost of usefulness.
America - Ranch
Theme - B. It represents more of that manifest destiny from the UA, both visually and mechanically, which is great. The pioneer early unlock ability also has that Homesteaders appeal and works well for making you feel feel like you can push into an expansionist midgame. It's a bit anachronistic though.
Mechanics - B. Doubles down on the UA and kind of forces your hand, because it force-steals any pastures in range of your cities. If you weren't actively antagonizing your neighbours before this well you are now. Though if you weren't setting out to do that, why did you pick America as a civ to begin with?
Uniqueness - B. Medieval UB and already stacked up on Poland. Kind of mid as far as uniqueness. Unlocking a normal unit an era early is pretty unique though
Overall grade: C
Arabia's kit is too tightly focused around the UA to the detriment of the existing UB and UU, nevermind the addition of 2 more ones. The Hashemite just doesn't work on a design level because of how it is the same upgrade line as the camel archer. I am overall unhappy with these components, but I think the base kit is at least 60% to blame for that.
Arabia - Hashemite
Theme - B. The bright spot of this unit. It's a post-independence Arab nationalist symbol that is Arabian, with no Iranian or African inclusions. Barring anything else it is Arab.
Mechanics - D. Totally DLL integrated, which is nice, but doesn't stand out or enable some new playstyle. The Camel archer upgrades directly into it, which is a major problem
Uniqueness - C. The only light tank in the game, but doesn't do much to stand out.
Arabia - Bimaristan
Theme - C. It's alright for theme, but the name and a lot about the institution has Persian influence. It fits with that tall religious Arab playstyle and doesn't rock the boat too much
Mechanics - B. This was where the yields on faith purchase bonus originated and then that got ported into the main mod. This used to be a really special and interesting bonus that has been watered down by the addition of many new things. It's still ok, but a lot less special than it was 6 years ago.
Uniqueness - B. Shares a base component with Korea, another tall science-y civ. Doesn't add much to round out the Arabian playstyle, because the Arab kit is such a closed loop that is so focused on the UA mechanic to the exclusion of everything else. Doesn't leave much space for a new UB to contribute. Overly unique? Not really, but that's the base civ's fault for being such a narrowly focused design, and not 4UC's
Overall grade: C+
Good components overall that help Assyria with its militaristic focus, but are badly impacted by their overlaps with Babylon.
Assyria - Iron Chariot
Theme - A. Many major military innovations can be traced back to Assyria. One of them is siege tactics, as shown by the siege tower, and another is the invention of shock cavalry. With the Iron chariot, Assyria has something to portray this major contribution to military tactics.
Mechanics - A. The Iron Chariot has a mechanic for strategic resource management that gives a bonus for having the necessary SRs, but then also lets you build units in excess of that cap. This is an innovative system that is easy for both players and AI to use, more forgiving than the standard SR system. Adding chariot movement, but a large extra bonus in open terrain makes the Assyrians a massive range of power in open or rough terrain that mirror's Assyria's history of aggressive expansion in open land.
Uniqueness - B. It's a unique horseman, which is shared with the Huns, and doesn't push Assyria outside of their early component unlocks, so not terribly unique in that respect. However, Assyria doesn't really have a convetional UU without the Iron Chariot, so it shapes how early wars work with Assyria in a major way.
Assyria - Lamassu
Theme - A. The Lamassu is a major motif within Mesopotamian art and architecture, and I'm happy with its portrayal here.
Mechanics - B. It's fully DLL integrated and gives a unique mechanical advantage that allows you to rush military early without jeopardizing your chances of a religion. It's not really breaking the bank on originality, but does an adequate job.
Uniqueness - F. There is 1 other unique wall and it's another Mesopotamian civ no less: Babylon. I think the Walls of Babylon were always a lame excuse for a UB idea, but the overlap is unmistakable
Overall grade: D+
Another case of a badly overcentralized kit damaging any potential design space for more UCs. Austria's marriage mechanic is just too powerful on its own; any new components have nothing to do except get out of its way. Augmenting it further would just make an already OP civ even more unbalanced, so the only thing to do is give some tangential bonuses that would be useful for some other victory path that you're never going to take, because Austria is just way too overoptimized for the Cultural/Diplomatic victory path.
Austria - Grenzer
Theme - B. Knowing relatively little about Austria, but given it is one of the least militaristic civs in the game currently, this allowed for a fairly blank slate upon which to choose a new UC. The Grenzer appeared, to my eyes, to be the most relevant and interesting unique unit choice available for Austria, showcasing the constant border conflicts against the encroaching Ottomans and how that shaped Austrian military organization and institutions for centuries later.
Mechanics - F. Overall I would say I am unhappy with how this unit turned out. I think the concept is interesting, but scaling flat CS is not a great bonus that is both hard to tune and hard to convey. I'm left at a loss as to what would make the Grenzer reflect its unique place in history while also feeling like a fun and unique addition to Austria's existing kit.
Uniqueness - C. It scales its base CS off the marriage mechanic, which is unique enough, but I don't know if it really feels like a Grenzer. Fusilier UUs are fairly easy to come up with, and it feels a bit like this unit is squatting on a coveted unit slot that a more interesting UU could occupy right now. It also is stacked closely with the unique Hussar, giving an oddly large power spike for a non-military civ.
Austria - Standschutzen
Theme - D. Knowing relatively little about Austrian history myself, I'm not sure if what we came up with here is particularly emblematic of Autstria. It served more for the realities of the mod, and the choice was dominated more by what we needed to avoid than what we wanted to portray. Still, the UB portrays something of Tyrolean, Alpine Austrian history and culture which is neat, since the UA and UB are very focused on Vienna, and the two UUs are from the Eastern march.
Mechanics - D. It's a CS ally scaler and some military unit production. None of this really helps Austria with their victory pursuit, but Austria is so overpowered it didn't feel right to give them anything that is actually helpful.
Uniqueness - B. It is an arsenal replacement, which is totally unique and far removed from the Austria's other renaissance components.
Overall grade: A-
The Aztecs have a fun game plan and are one of the most interesting civs from a design perspective, with how their UA incentivizes short wars against weak opponents. There are lots of ways to synergize and compliment this playstyle, and I am very happy with how 4UC augments it further.
Aztecs - Otomi
Theme - A. This is an absolute slam dunk as far as I'm concerned. The current placement of the Jaguar is anachronistic in a way that feels like wilfull misinformation. The Mexica didn't even arrive into the Altiplano until the 12th century. The Otomi are named after a people who were in the area for thousands of years prior to that, but still exist within the Mexica historical record as both a military society and a polity within the empire.
Mechanics - B. The Otomi is taking over the base VP jaguar slot and so the fact they don't do anything too different is intended. Fully DLL integrated, of course. retaining the anti-barb bonus after upgrade is kind of neat though.
Uniqueness - B. The only unique Warrior, and a uniquely powerful early game tool.
Aztecs - Telpochcalli
Theme - A. The Telpochcalli is a very interesting aspect of Aztec culture that I have wanted to get in the game. One of the earliest examples of a public school in history.
Mechanics - B. Stacking yields and XP on golden age start is a perfect combination with the Aztecs' unique GA trigger from wars.
Uniqueness - B. As a unique barracks it is stacked with Ikanda. If we wanted, we could move it to Library and it would be more unique. Might even fit the theme better.
Aztecs - New Jaguar
Theme - B. Much improved compared to its old position as a warrior
Mechanics - B. a SR-free Last hit machine. Fills the old SR-free niche of the Maori warrior, but much better because it's on a militaristic civ that is much more focused on bottom tech and much more likely to mass-produce them. DLL free, which is nice.
Uniqueness - B. Longsword replacement is ok, there are 2 others with Samurai and Chewa. It is uniquely spammable in a safe way, because the tercio it upgrades into also has no SR requirement.
Aztecs - Huey Teocalli
Theme - B. A unique religious building doesn't feel like a particularly deep or interesting cut, but it is still the only unique Grand Temple. The religion of the Aztecs is prominent with their UA giving faith on kills, so it is consistent.
Mechanics - B. The enhanced yields on kills during Golden Age reinforce that you need to keep warring. more more more. Win wars as fast as possible and then start new wars. The yields reward for golden ages is is a good way to communicate that intended playstyle through the mechanics.
Uniqueness - B. No other Grand Temple UB in the game. While there are uniques that do similar things there is nothing that does it quite like the Huey Teocalli. The uniqueness has been somewhat marred by the addition of the Teocalli as a faith building in the main mod, but it's still ok in that respect. It communicates a clear playstyle and intent which is all you could want from a UNW.
Overall grade: A-
Given the restrictions inherent to adding historical components to an early culture like Babylon, I am pretty happy with the result. The mechanics added to Babylon are novel, but still approachable.
Babylon - Sabum Kibitum
Theme - A. It's as good as we can get w.r.t. Babylonian representation
Mechanics - B. The SK gains additional CS for every 2 levels it grows. It's a fairly straightforward bonus, but gives a powerful incentive to keep these legacy UUs alive throughout the eras. Simple, yet effective.
Uniqueness - B. With the pictish, the immortal and the hoplite, this is the 4th spearman UU. It's probably the weakest one of the 4 to start, but its unique XP mechanic, growing stronger with more levels, makes it fairly unique still.
Babylon - Etemenanki
Theme - A. The great ziggurat of Babylon is a great addition for historical representation
Mechanics - A. Basically a global bank building that gives yields in 1 city. It is a neat addition to Babylon's emphasis on gold investment and doubles down on their existing emphasis on strong infrastructure while also reinforcing the tall, capital-centric focus
Uniqueness - S. It's pretty unique. There is 1 other national monument, but it's St. Mark's which is a glorified dummy building that acts as a prerequisite to the real UNWs later. The Etemenanki's unique mechanic is familiar, but different enough that it feels totally transformative for the civ. I am very happy with it.
Overall grade: C-
The mix of a UU that I am very happy with, paired with a UB that I am very unhappy with. The Amazonas is interesting and fun; the Sambadrome is a boring stat stick with a 1-time WLTKD trigger.
Brazil - Amazonas
Theme - A. This is the most important ship from the most important battle of the most important war that Brazil has ever engaged in. I don't think Brazil has anything in its history more iconic or worthy of depiction.
Mechanics - A. On kills this unit refreshes its attack charges. This is a reenatctment of the decisive ramming action that the Amazonas carried out against multiple boarding craft in the battle of Riachuelo. It's unique, yet pretty easy to grasp, and gives a colorful incentive for aggression. thumbs up.
Uniqueness - A. Bonus points for boats, those are rare. Only 1 other unique ironclad: the Monitor
Brazil - Sambadrome
Theme - F. This is just the building where the UA takes place. It's completely redundant.
Mechanics - D. It synergizes with the UA, but it's overall pretty weak and really boring.
Uniqueness - D. This was designed in a time period where Brazil was an uncontrollable winning machine. After several rounds of nerfs the base kit has come under control, and what was intentionally made as a useless space-filler for a civ that didn't need any help is left severely lacking.
Overall grade: B+
Byzantium has a solid UU addition and a passable UNW. The UNW is better in concept than in execution; the specific abilities something to be desired.
Dromon
Theme - S. The more I have read about Dromons the more impressed I am by the Byzantines and their shipbuilding. These craft were truly ahead of their time, and couldn't be more perfect as an emblematic unit for Byzantium.
Mechanics - A. I really want an actual DOT effect for these, but the Greek fire debuff placer is serviceable in its current form. (reduces max HP and healing for 2 turns)
Uniqueness - A. There are no other Liburna UUs in the game, and certainly nothing in the game that poses such a unique early threat in ship-to-ship combat.
Hippodrome
Theme - A. Great Theme. very important cultural institution to the Byzantine empire, worthy of portrayal.
Mechanics - D. I'm much happier with the idea of the Hippodrome in the game than the actual mechanics we came up with. The WLTKD and global WLTKD yields are boring and similar to other civs like Indonesia and China.
Uniqueness - C. It is a unique circus maximus and that is unique. Furthermore, I can't think of a more appropriate unique replacement for this base building in world history. However, outside of a synergy with Theocratic Rule, I have never felt this UNW adds much of a new dimension to Byzantium. That is understandable since their entire kit is so malleable, we had to be careful not to give them a kit that pushed them in any direction too hard.
Overall grade: B+
Carthage's uniques are both style over substance. The concepts are much more interesting on paper than in-game, but they are interesting. The Suffet is unique to play with, totally unlike anything else in the game, but hampered by how naval pathing prevents disembarking like a normal GGeneral would. The Tophet is a very interesting, albeit a bit edgy. The most recent congress session stole one of its unique mechanics leaving it impoverished and in need of a glow-up.
Suffet
Theme - A. This unit is a fun historical reference and has abilities that directly reference Carthage's historic victories where they outmaneuvered and outflanked the Romans handily. It's good fun.
Mechanics - B. The unit has some very interesting mechanics, able to morph between a GAdmiral and a GGeneral form gives it lots of cool interactions. However, the inability to disembark except on canals and cities is a serious imperfection. It makes amphibious assaults harder with Carthage, because it can be difficult to get your GGenerals onto different landmasses.
Uniqueness - S. Well it certainly is unique. There are 2 other GGenerals, but no other GAdmirals exist in the game. And no other transforming units. It has some very interesting situational utility and the ability to confer ZOC to nearby units puts a new spin on maneuvering units in combat
Tophet
Theme - B. For a unique building, the Tophet is pretty dark. It references an unseemly aspect of Carthaginian culture, their penchant for child sacrifice. Despite this, it's a great icon, and it's a pretty lurid, interesting thing to learn about. I don't hate it, it's just not as celebratory of a unique component as perhaps it ought to be.
Mechanics - D. The current bonuses to unit purchase make no sense for what the building is. They are also kind of boring.
Uniqueness - C. As a unique shrine it is early enough that it feels almost like a part of the UA. But in this ultra-early slot it doesn't do anything that feels transformative for the civ. If you are going to have a building this early it feels like it should matter more for your game plan. Once again I don't hate it, but there is a lot of potential here that is untapped
Overall grade: A-
Cool components with cool abilities. Possibly a little too good in human hands, but I have personally always felt like playing as the Celts is like playing up 1 difficulty level. Maybe others feel differently, but I think the 4UC components help the Celts feel powerful in a way that is missing without the extra components.
Oppidum
Theme - A. Good theme, representative of the breadth of Celtic culture, unlike the Ceilidh hall which is specifically Gaelic. It's just doing a better job being something Celtic than anything else in the base kit
Mechanics - B. It's honestly a bit too strong. A little overtuned. However the base kit has never made me feel that strong.
Uniqueness - B. Unique improvement always rates highly for me. In the end it is just a GPTI though, and might actually make your map less diverse, because what could have been 4 different GPTIs might be replaced by 1.
Scythed Chariot
Theme - B. They're kind of fun as a concept. The Romans actually got chariots from the Celts and this is a fun nod to unique Celtic battle tactics. Overall though, they aren't super iconic. The main reason we added them was because this was the best place to add AOE on move, and the theme came second
Mechanics - S. This UU was designed from the ground up to facilitate using the AOE on move ability that is already implemented in the DLL. This is what it is for, and it does that perfectly
Uniqueness - A. It has the mechanical aspects down, and the theme is enough to support it. Overall it is a fun little contribution to the overall Celtic kit. thumbs up.
More coming soon
I thought I would post a separate thread where I quickly review 4UC's components by 3 criteria:
Theme: Their historical importance, how important I feel portraying that thing is to the identity of the culture overall, etc.
Mechanics: The gameplay feel of that component. How complex is it. How difficult to implement. How nicely does it play with the rest of the kit
Uniqueness: Unique components should be unique. The ideal component is one that replaces a base component that nothing else replaces, and unlocks some sort of playstyle or approach to the game that is novel to that civilization.
Spoiler America :
Overall grade: B+
Perfectly happy with their bonuses. They help America do America things while also feeling special in their own way.
America - Monitor
Theme - B. America, for its time as a world power has been primarily a naval power. This should be reflected in the game somehow. The use of an ironclad to fulfill that roll. The roll as a harbor defense unit that IRL monitors fulfill is not properly expressed by the unit, because limiting their deep ocean movement would have hobbled the base ironclad too much. The defensive aspect is expressed in the damage reduction and bonus CS to adjacent cities, however.
Mechanics - A. DLL integrated, kinda. Its city defense bonus uses a sql ability that is currently broken, so if the DLL simply worked as advertised it would be.
Uniqueness - A. Unique naval units always get bonus points, because there are so few of them relative to land units. There is only 1 other unique ironclad, and it is a very aggressive unit, while the monitor has bonuses on defense. You could make this UU even more unique by making it a unique unit class that specializes in littoral combat, but I think that would come at the cost of usefulness.
America - Ranch
Theme - B. It represents more of that manifest destiny from the UA, both visually and mechanically, which is great. The pioneer early unlock ability also has that Homesteaders appeal and works well for making you feel feel like you can push into an expansionist midgame. It's a bit anachronistic though.
Mechanics - B. Doubles down on the UA and kind of forces your hand, because it force-steals any pastures in range of your cities. If you weren't actively antagonizing your neighbours before this well you are now. Though if you weren't setting out to do that, why did you pick America as a civ to begin with?
Uniqueness - B. Medieval UB and already stacked up on Poland. Kind of mid as far as uniqueness. Unlocking a normal unit an era early is pretty unique though
Spoiler Arabia :
Overall grade: C
Arabia's kit is too tightly focused around the UA to the detriment of the existing UB and UU, nevermind the addition of 2 more ones. The Hashemite just doesn't work on a design level because of how it is the same upgrade line as the camel archer. I am overall unhappy with these components, but I think the base kit is at least 60% to blame for that.
Arabia - Hashemite
Theme - B. The bright spot of this unit. It's a post-independence Arab nationalist symbol that is Arabian, with no Iranian or African inclusions. Barring anything else it is Arab.
Mechanics - D. Totally DLL integrated, which is nice, but doesn't stand out or enable some new playstyle. The Camel archer upgrades directly into it, which is a major problem
Uniqueness - C. The only light tank in the game, but doesn't do much to stand out.
Arabia - Bimaristan
Theme - C. It's alright for theme, but the name and a lot about the institution has Persian influence. It fits with that tall religious Arab playstyle and doesn't rock the boat too much
Mechanics - B. This was where the yields on faith purchase bonus originated and then that got ported into the main mod. This used to be a really special and interesting bonus that has been watered down by the addition of many new things. It's still ok, but a lot less special than it was 6 years ago.
Uniqueness - B. Shares a base component with Korea, another tall science-y civ. Doesn't add much to round out the Arabian playstyle, because the Arab kit is such a closed loop that is so focused on the UA mechanic to the exclusion of everything else. Doesn't leave much space for a new UB to contribute. Overly unique? Not really, but that's the base civ's fault for being such a narrowly focused design, and not 4UC's
Spoiler Assyria :
Overall grade: C+
Good components overall that help Assyria with its militaristic focus, but are badly impacted by their overlaps with Babylon.
Assyria - Iron Chariot
Theme - A. Many major military innovations can be traced back to Assyria. One of them is siege tactics, as shown by the siege tower, and another is the invention of shock cavalry. With the Iron chariot, Assyria has something to portray this major contribution to military tactics.
Mechanics - A. The Iron Chariot has a mechanic for strategic resource management that gives a bonus for having the necessary SRs, but then also lets you build units in excess of that cap. This is an innovative system that is easy for both players and AI to use, more forgiving than the standard SR system. Adding chariot movement, but a large extra bonus in open terrain makes the Assyrians a massive range of power in open or rough terrain that mirror's Assyria's history of aggressive expansion in open land.
Uniqueness - B. It's a unique horseman, which is shared with the Huns, and doesn't push Assyria outside of their early component unlocks, so not terribly unique in that respect. However, Assyria doesn't really have a convetional UU without the Iron Chariot, so it shapes how early wars work with Assyria in a major way.
Assyria - Lamassu
Theme - A. The Lamassu is a major motif within Mesopotamian art and architecture, and I'm happy with its portrayal here.
Mechanics - B. It's fully DLL integrated and gives a unique mechanical advantage that allows you to rush military early without jeopardizing your chances of a religion. It's not really breaking the bank on originality, but does an adequate job.
Uniqueness - F. There is 1 other unique wall and it's another Mesopotamian civ no less: Babylon. I think the Walls of Babylon were always a lame excuse for a UB idea, but the overlap is unmistakable
Spoiler Austria :
Overall grade: D+
Another case of a badly overcentralized kit damaging any potential design space for more UCs. Austria's marriage mechanic is just too powerful on its own; any new components have nothing to do except get out of its way. Augmenting it further would just make an already OP civ even more unbalanced, so the only thing to do is give some tangential bonuses that would be useful for some other victory path that you're never going to take, because Austria is just way too overoptimized for the Cultural/Diplomatic victory path.
Austria - Grenzer
Theme - B. Knowing relatively little about Austria, but given it is one of the least militaristic civs in the game currently, this allowed for a fairly blank slate upon which to choose a new UC. The Grenzer appeared, to my eyes, to be the most relevant and interesting unique unit choice available for Austria, showcasing the constant border conflicts against the encroaching Ottomans and how that shaped Austrian military organization and institutions for centuries later.
Mechanics - F. Overall I would say I am unhappy with how this unit turned out. I think the concept is interesting, but scaling flat CS is not a great bonus that is both hard to tune and hard to convey. I'm left at a loss as to what would make the Grenzer reflect its unique place in history while also feeling like a fun and unique addition to Austria's existing kit.
Uniqueness - C. It scales its base CS off the marriage mechanic, which is unique enough, but I don't know if it really feels like a Grenzer. Fusilier UUs are fairly easy to come up with, and it feels a bit like this unit is squatting on a coveted unit slot that a more interesting UU could occupy right now. It also is stacked closely with the unique Hussar, giving an oddly large power spike for a non-military civ.
Austria - Standschutzen
Theme - D. Knowing relatively little about Austrian history myself, I'm not sure if what we came up with here is particularly emblematic of Autstria. It served more for the realities of the mod, and the choice was dominated more by what we needed to avoid than what we wanted to portray. Still, the UB portrays something of Tyrolean, Alpine Austrian history and culture which is neat, since the UA and UB are very focused on Vienna, and the two UUs are from the Eastern march.
Mechanics - D. It's a CS ally scaler and some military unit production. None of this really helps Austria with their victory pursuit, but Austria is so overpowered it didn't feel right to give them anything that is actually helpful.
Uniqueness - B. It is an arsenal replacement, which is totally unique and far removed from the Austria's other renaissance components.
Spoiler Aztecs :
Overall grade: A-
The Aztecs have a fun game plan and are one of the most interesting civs from a design perspective, with how their UA incentivizes short wars against weak opponents. There are lots of ways to synergize and compliment this playstyle, and I am very happy with how 4UC augments it further.
Aztecs - Otomi
Theme - A. This is an absolute slam dunk as far as I'm concerned. The current placement of the Jaguar is anachronistic in a way that feels like wilfull misinformation. The Mexica didn't even arrive into the Altiplano until the 12th century. The Otomi are named after a people who were in the area for thousands of years prior to that, but still exist within the Mexica historical record as both a military society and a polity within the empire.
Mechanics - B. The Otomi is taking over the base VP jaguar slot and so the fact they don't do anything too different is intended. Fully DLL integrated, of course. retaining the anti-barb bonus after upgrade is kind of neat though.
Uniqueness - B. The only unique Warrior, and a uniquely powerful early game tool.
Aztecs - Telpochcalli
Theme - A. The Telpochcalli is a very interesting aspect of Aztec culture that I have wanted to get in the game. One of the earliest examples of a public school in history.
Mechanics - B. Stacking yields and XP on golden age start is a perfect combination with the Aztecs' unique GA trigger from wars.
Uniqueness - B. As a unique barracks it is stacked with Ikanda. If we wanted, we could move it to Library and it would be more unique. Might even fit the theme better.
Aztecs - New Jaguar
Theme - B. Much improved compared to its old position as a warrior
Mechanics - B. a SR-free Last hit machine. Fills the old SR-free niche of the Maori warrior, but much better because it's on a militaristic civ that is much more focused on bottom tech and much more likely to mass-produce them. DLL free, which is nice.
Uniqueness - B. Longsword replacement is ok, there are 2 others with Samurai and Chewa. It is uniquely spammable in a safe way, because the tercio it upgrades into also has no SR requirement.
Aztecs - Huey Teocalli
Theme - B. A unique religious building doesn't feel like a particularly deep or interesting cut, but it is still the only unique Grand Temple. The religion of the Aztecs is prominent with their UA giving faith on kills, so it is consistent.
Mechanics - B. The enhanced yields on kills during Golden Age reinforce that you need to keep warring. more more more. Win wars as fast as possible and then start new wars. The yields reward for golden ages is is a good way to communicate that intended playstyle through the mechanics.
Uniqueness - B. No other Grand Temple UB in the game. While there are uniques that do similar things there is nothing that does it quite like the Huey Teocalli. The uniqueness has been somewhat marred by the addition of the Teocalli as a faith building in the main mod, but it's still ok in that respect. It communicates a clear playstyle and intent which is all you could want from a UNW.
Spoiler Babylon :
Overall grade: A-
Given the restrictions inherent to adding historical components to an early culture like Babylon, I am pretty happy with the result. The mechanics added to Babylon are novel, but still approachable.
Babylon - Sabum Kibitum
Theme - A. It's as good as we can get w.r.t. Babylonian representation
Mechanics - B. The SK gains additional CS for every 2 levels it grows. It's a fairly straightforward bonus, but gives a powerful incentive to keep these legacy UUs alive throughout the eras. Simple, yet effective.
Uniqueness - B. With the pictish, the immortal and the hoplite, this is the 4th spearman UU. It's probably the weakest one of the 4 to start, but its unique XP mechanic, growing stronger with more levels, makes it fairly unique still.
Babylon - Etemenanki
Theme - A. The great ziggurat of Babylon is a great addition for historical representation
Mechanics - A. Basically a global bank building that gives yields in 1 city. It is a neat addition to Babylon's emphasis on gold investment and doubles down on their existing emphasis on strong infrastructure while also reinforcing the tall, capital-centric focus
Uniqueness - S. It's pretty unique. There is 1 other national monument, but it's St. Mark's which is a glorified dummy building that acts as a prerequisite to the real UNWs later. The Etemenanki's unique mechanic is familiar, but different enough that it feels totally transformative for the civ. I am very happy with it.
Spoiler Brazil :
Overall grade: C-
The mix of a UU that I am very happy with, paired with a UB that I am very unhappy with. The Amazonas is interesting and fun; the Sambadrome is a boring stat stick with a 1-time WLTKD trigger.
Brazil - Amazonas
Theme - A. This is the most important ship from the most important battle of the most important war that Brazil has ever engaged in. I don't think Brazil has anything in its history more iconic or worthy of depiction.
Mechanics - A. On kills this unit refreshes its attack charges. This is a reenatctment of the decisive ramming action that the Amazonas carried out against multiple boarding craft in the battle of Riachuelo. It's unique, yet pretty easy to grasp, and gives a colorful incentive for aggression. thumbs up.
Uniqueness - A. Bonus points for boats, those are rare. Only 1 other unique ironclad: the Monitor
Brazil - Sambadrome
Theme - F. This is just the building where the UA takes place. It's completely redundant.
Mechanics - D. It synergizes with the UA, but it's overall pretty weak and really boring.
Uniqueness - D. This was designed in a time period where Brazil was an uncontrollable winning machine. After several rounds of nerfs the base kit has come under control, and what was intentionally made as a useless space-filler for a civ that didn't need any help is left severely lacking.
Spoiler Byzantium :
Overall grade: B+
Byzantium has a solid UU addition and a passable UNW. The UNW is better in concept than in execution; the specific abilities something to be desired.
Dromon
Theme - S. The more I have read about Dromons the more impressed I am by the Byzantines and their shipbuilding. These craft were truly ahead of their time, and couldn't be more perfect as an emblematic unit for Byzantium.
Mechanics - A. I really want an actual DOT effect for these, but the Greek fire debuff placer is serviceable in its current form. (reduces max HP and healing for 2 turns)
Uniqueness - A. There are no other Liburna UUs in the game, and certainly nothing in the game that poses such a unique early threat in ship-to-ship combat.
Hippodrome
Theme - A. Great Theme. very important cultural institution to the Byzantine empire, worthy of portrayal.
Mechanics - D. I'm much happier with the idea of the Hippodrome in the game than the actual mechanics we came up with. The WLTKD and global WLTKD yields are boring and similar to other civs like Indonesia and China.
Uniqueness - C. It is a unique circus maximus and that is unique. Furthermore, I can't think of a more appropriate unique replacement for this base building in world history. However, outside of a synergy with Theocratic Rule, I have never felt this UNW adds much of a new dimension to Byzantium. That is understandable since their entire kit is so malleable, we had to be careful not to give them a kit that pushed them in any direction too hard.
Spoiler Carthage :
Overall grade: B+
Carthage's uniques are both style over substance. The concepts are much more interesting on paper than in-game, but they are interesting. The Suffet is unique to play with, totally unlike anything else in the game, but hampered by how naval pathing prevents disembarking like a normal GGeneral would. The Tophet is a very interesting, albeit a bit edgy. The most recent congress session stole one of its unique mechanics leaving it impoverished and in need of a glow-up.
Suffet
Theme - A. This unit is a fun historical reference and has abilities that directly reference Carthage's historic victories where they outmaneuvered and outflanked the Romans handily. It's good fun.
Mechanics - B. The unit has some very interesting mechanics, able to morph between a GAdmiral and a GGeneral form gives it lots of cool interactions. However, the inability to disembark except on canals and cities is a serious imperfection. It makes amphibious assaults harder with Carthage, because it can be difficult to get your GGenerals onto different landmasses.
Uniqueness - S. Well it certainly is unique. There are 2 other GGenerals, but no other GAdmirals exist in the game. And no other transforming units. It has some very interesting situational utility and the ability to confer ZOC to nearby units puts a new spin on maneuvering units in combat
Tophet
Theme - B. For a unique building, the Tophet is pretty dark. It references an unseemly aspect of Carthaginian culture, their penchant for child sacrifice. Despite this, it's a great icon, and it's a pretty lurid, interesting thing to learn about. I don't hate it, it's just not as celebratory of a unique component as perhaps it ought to be.
Mechanics - D. The current bonuses to unit purchase make no sense for what the building is. They are also kind of boring.
Uniqueness - C. As a unique shrine it is early enough that it feels almost like a part of the UA. But in this ultra-early slot it doesn't do anything that feels transformative for the civ. If you are going to have a building this early it feels like it should matter more for your game plan. Once again I don't hate it, but there is a lot of potential here that is untapped
Spoiler Celts :
Overall grade: A-
Cool components with cool abilities. Possibly a little too good in human hands, but I have personally always felt like playing as the Celts is like playing up 1 difficulty level. Maybe others feel differently, but I think the 4UC components help the Celts feel powerful in a way that is missing without the extra components.
Oppidum
Theme - A. Good theme, representative of the breadth of Celtic culture, unlike the Ceilidh hall which is specifically Gaelic. It's just doing a better job being something Celtic than anything else in the base kit
Mechanics - B. It's honestly a bit too strong. A little overtuned. However the base kit has never made me feel that strong.
Uniqueness - B. Unique improvement always rates highly for me. In the end it is just a GPTI though, and might actually make your map less diverse, because what could have been 4 different GPTIs might be replaced by 1.
Scythed Chariot
Theme - B. They're kind of fun as a concept. The Romans actually got chariots from the Celts and this is a fun nod to unique Celtic battle tactics. Overall though, they aren't super iconic. The main reason we added them was because this was the best place to add AOE on move, and the theme came second
Mechanics - S. This UU was designed from the ground up to facilitate using the AOE on move ability that is already implemented in the DLL. This is what it is for, and it does that perfectly
Uniqueness - A. It has the mechanical aspects down, and the theme is enough to support it. Overall it is a fun little contribution to the overall Celtic kit. thumbs up.
More coming soon
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