- Joined
- Oct 26, 2021
- Messages
- 758
Oh that’s funnyNo sweat! Been loving your new Civs. Definitely breathing a lot more life into the game for me. Especially like how I've seen Ada spawn in as the Saxons when I chose random already in a game. Super cool that you can give them a preference, and hopefully that means the AI will spawn in as them too!
Curious what your thoughts are on my 'random note' about giving the Illyrian settler the ability to pillage. Kind of a 'two birds one stone' approach to making it so they can grab land goody huts, but I think it's such a cool idea and gives the unit some more use beyond that initial settle and coastal scouting.
Just started a new game with the re-balanced Saxons. My units are getting slapped even by the independent people now! Seems fair to be honest with how strong the 2-for-1 is, and once I get the scaling going I'm sure they'll still be insane. Overcoming the deity AI bonus is gonna be rough work!
There's a bug with the description of the reworked Runwita policy card, screenshot attached.
View attachment 725463
That’s an excellent idea. I’ll look into how to add TSL. Appreciate the heads up! I hadn’t thought of it.
In general, it’s a combination of what’s available on Wikipedia, Wikipedia’s sources, and other books I have on hand. If I’m particularly stuck - (so the Abul-Kug in particular) - I’ll send it to GPT deep research and follow through the sources.How did you get the translations for the Sumerian uniques
Excited for everything you've listed forthcoming! I'll have to give England and Venice another pass!What to expect from the civarium for each civ in the coming days:
England
- Naval Commander balance pass
- Fixing the merchant contracts and spice trade social policies
- Fixing the unique quarters bonuses
- Fixing some minor localization issues
Venice
- Minor tweaks to text and abilities
- Adding more iconography
Sumer
- Making the ziggurat ageless so the yields persist across ages
The Huns
- These suckers are coming out sometime soon! No major spoilers here, but I will say they will be the most combat oriented civ I have released to date
Other Projects
I have a civ concept that needs some extra structure, so I’m putting together a “compatibility patch / helper library” that some civ mods I make will depend on. This will not affect any of my currently released civilizations. However, it will also be the place where I add compatibility with other civilizations and mods to achieve functionality I need. This will roll out with the Huns since they have a special functionality, and you’ll see it pop up as a dependency for at least one other civ in the near future.
This will also be where I add TSL locations and all of that fun stuff - basically anything that creates direct compatibility with other mods or requires some advanced functionality I expect to use in several places
I’ll take a look at all of those compatibilities once I get through some of the other things! At face value there’s nothing that should cause a conflict with Germania, but no matter what, I’ll figure it out. That may be a fix for the compatch.Excited for everything you've listed forthcoming! I'll have to give England and Venice another pass!
I was trying out some more mods and noticed something. It seems mods like Baijen's Better Civ Biases cause a compatibility issue with your mods! I believe when two different mods try to edit the 'preferred civs' of a leader it causes this issue which makes it so you can't load into the game. Additionally, I believe Goggles added a bias to their Germania civ recently which very unfortunately has caused the same compatibility issue with one of your civs! I know this was also an issue that came up with the RHQ AI mod and Baijen's mod, unsure if the AI mod is incompatible with yours too. Other than working together to somehow avoid this I don't know if any other mod creator has figured out a way to avoid this issue yet! Perhaps there is a way, and I hope you can figure it out.
Very interesting! I did notice when I tested Venice that even the vanilla naval commander has a surprisingly low production/gold cost, too. I'm sure you'll do an excellent job re-balancing it. I honestly didn't think it was particularly overpowered, I was just very surprised by how cheap it was and its incredible mobility.I’ll take a look at all of those compatibilities once I get through some of the other things! At face value there’s nothing that should cause a conflict with Germania, but no matter what, I’ll figure it out. That may be a fix for the compatch.
FYI: Just checked - the Admiralty flagship's movement and cost were based off of the Ottru, so it is actually more expensive than the other unique fleet commander. I'll fiddle with some numbers. I do know the movement bonus though comes from how the flagship boosts itself, as well as the UA for England amongst other things. Going to tweak accordingly
Ooh, that’s interesting. I do like that. I will say the Huns have a very interesting restriction, but hopefully offset by some very powerful abilities. Again, like Saxons and Venice, they are angled as a tribute to their Civ 5 counterparts (Saxons as a homage to the Celts).Very interesting! I did notice when I tested Venice that even the vanilla naval commander has a surprisingly low production/gold cost, too. I'm sure you'll do an excellent job re-balancing it. I honestly didn't think it was particularly overpowered, I was just very surprised by how cheap it was and its incredible mobility.
By the way I know you mentioned leaning into combat with The Huns. One thing I noticed is the AI actually have a unique endeavor that human players aren't allowed to use, "Military Aid". It grants +3 combat strength to both player's units when supported. I can understand that being able to send this out to every other leader for a massive stack of combat strength as a player would be "overpowered" in some ways, but I think this is ripe for the taking to add to a Civ as either a policy card or at the absolute least as a passive. You could easily balance the ease of 'stacking' this endeavor as the sender by giving it a hefty Influence cost for human players or something! Hopefully this is helpful for a Civ in the future.
I believe Goggles added a bias to their Germania civ recently which very unfortunately has caused the same compatibility issue with one of your civs! I know this was also an issue that came up with the RHQ AI mod and Baijen's mod,
Let me know what I can do. I think it’s that I put a stub in for testing age transition so I’ll take a look when I am home.At face value there’s nothing that should cause a conflict with Germania, but no matter what, I’ll figure it out. That may be a fix for the compatch.
I’ll dig into it tomorrow. I want to test your germania mod out anyways just for fun, and I need to fix England first. I’ll definitely let you know though.Let me know what I can do. I think it’s that I put a stub in for testing age transition so I’ll take a look when I am home.
If all goes according to plan - I’m experimenting with something big that’ll give Judea some exceptionally interesting gameplay. (my most ambitious mod to date)What are your ideas for Judea
Humans can use this. Your leader needs to have the Militaristic trait in order to start itOne thing I noticed is the AI actually have a unique endeavor that human players aren't allowed to use, "Military Aid". It grants +3 combat strength to both player's units when supported.
Doh. I actually just realized this when I started a new game. I guess I've been playing way too much Ada lately!Humans can use this. Your leader needs to have the Militaristic trait in order to start it
Seems to work now with your most recent update. May have just been due to it being 'broken' in general in the update before that.Let me know what I can do. I think it’s that I put a stub in for testing age transition so I’ll take a look when I am home.
I'll take a look at that.That said it still is an issue where mods affecting Leader civ bias (like Baijen's or the AI mod) can cause a conflict unfortunately. Definitely something to be weary of.
That's a bummer.Quick bug re-test on England:
The Spice Port still lacks any effects besides +4 gold base.
Spice Colonies sadly doesn't seem to be working.
The unique quarter also isn't working.
Mercantile Expansion is working though!
Sorry if you knew this already and hadn't implemented some of the fixes, just figured I'd try it out after reaching exploration with the England update installed.
P.S. Super excited to see what you pull off with the Religious Fervor. The game desperately needed something to make Religion interesting again. Awesome stuff.