What the heck does that mean?
Some civs were built off Vanilla, others weren't?
That could explain my own crappy modding skills... Or not.
Lol, when I first started off with the new civs, I had some errors making the Hittites, so I concoted the idea of just updating India into the new Hittites. They play new, have a new leader, and a new trait, but they're actually tagged CIVILIZATION_INDIA. Thus, they're a "stock" civ. That's why they're playable.
I'll just do the same thing to Lydia, Phoenicia and Mitanni (I made these new once I perfected the process).
It must be some dumb ModBuddy bug that needs to be fixed.
+1 food is a really *really* powerful bonus, much more than that from any of the other civs. Unless Egypt has really awful terrain, this is likely to lead Egypt to dominate, particularly when controlled by the human player.
Took me about 2 minutes to realize then when I played Egypt. It has since been changed to +1 Gold as of about 5 days ago.
Peltasts are in - they're essentially crossbowmen for now.
Hoplites are really powerful, and because teching is so slow, you'll notice Hoplites dominating for most of the earlier eras (I just replaced Hoplites at turn 180 or something). Hoplites have 10 strength, Spearman and Axeman have 7. Axeman has a +50% melee bonus, so it's essentially 10 combat v. 11 combat, making Hoplites very favorable to use (good against melee and mounted units).
I didn't make Phoenicia a naval power since navy isn't a huge issue in this scenario (unless you're Greece, I've noticed strong navies make taking cities MUCH easier).
The map ends off at Pasargadae or Persepolis or whatever it's called. It goes no further than the western bit of Iran.
Slingers have the incan withdraw ability (nerfed to 50%) but are buildable by everyone. They're weaker in both ranged and melee attack, but the withdraw gives them some reason to build them.
I'd consider beefing up the set of social policies; I could see a city-state oriented tree and a commerce oriented tree to fit here.
Yep! Trade is the last tree I have to make - it essentially is the commerce + city-state tree put in one. Right now, Patronage fills that role. I'll release beta without Trade completely implemented, but that's an easy fix.
Here is the plan for Trade so far:
- Starter
+10 Gold in Capital
- Lavish Life
Luxuries provide +1 Happiness (this also makes them worth more gold, iirc)
- Trade_2
Markets produce +2 Gold
- Bribery
20 Influence minimum, 25% more Influence per gold bribe
- Trade_4
Extra Science per City-State Ally
- Piracy
Harbors built 20% faster and provide +2 Production, Naval Ships are produced +15% faster, Fishing Boats provide +1 Gold
- Finisher
City-State effects doubled