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ryanjames' mods-Civilisations, small and large

The first half of the UA is pretty weak since it only works for the first two eras. I like the second half of the UA. I also really like how the UI does something in city states. Is it still only buildable on hills when in city state territory?

Yeah, It'll take balancing, I'm actually completely in the dark as to how under/overpowered this is at first glance, will determine through playtesting.

It's probably only buildable in hills in city state territory, depends really
 
It's still much weaker than Kilwa's and Tropico's UA, and both of those civs have extra stuff added on top of the Double Influence from quests bit.

I still advocate from double Gold from trade routes to city states.
 
Problem is, Elam has a need of super-early game Diplomacy that most have difficulty achieving.
 
Gain Influence from meeting City States?

Simple and to the point.
I like it, simple and efficient. Otherwise, if you wish to tie it to the UI specifically, you could do something like:

Upon building a UI automatically meet the nearest unmet city-state and gain x influence with it.

Not really that elegant and it takes away some of the purpose of scouting, which personally is one of my favourite things during early-game. But still, an alternative.
 
I'm not sure how necessary anything else is, unlike Kilwa and Tropico, Elam is a powerful early game faith producer ontop of it's diplomatic bonuses, which while aren't strong, they're not negligible either.
 
Lanna is updated with new mod support, bug fixes and a new icon (courtesy of nix)
 
Time to feed the Hype hungry masses

Spoiler :

 
Sorry, but... Which civ is this?
(Looks nice though, those colors)
 
Cherokee.
 
We'll be, "Adjusting" those colours XD
 
I've been doing some research, and I've actually found what I think is honestly quite a cool, but obscure civ, Sogdiana. This was an Iranian civilisation that reached maturity around the 7th century BC, and from around the 4th century AD to the 10th century AD, they dominated the Silk Road, they were involved in almost all the trade along the route, being the ethnic group inhabiting Bukhara and Samarkand (they founded those cities). In fact, chinese records (which bear in mind are biased) painted them as the archetypal medieval merchant, money grabbing, shrewd and drawn to profit, they allegedly educated their children from an early age on how to read and write so that they could fulfill commercial duties. Truly a fascinating bunch of fellows!

So, I've come up with a rough design.

Leader-Divashtich

Capital-Samarkand

UA-"The Silk Road" or "Road to the next town"

"Merchant specialists yield +X science and increase land trade route length from the city by 25%. Land trade routes yield +1 gold per 5 plots of the length of the route"

UU-"Sabao" A great merchant replacement, it's essentially a caravan chief, these guys organised trade in far off lands and negotiated deals, sometimes establishing permanent settlements or communities. Not sure what the bonuses would be, but, it would either be science or gold related, considering the theme of the civ.

UI-"Fortified market" (I will come up with a better name I swear!)

Unlocked at guilds, +50% defense and may not be built adjacent to another Fortified market. +2 gold, and +1 food if built adjacent to a source of fresh water. +Y science if a trade route passes over it.

The Silk road passed through the rugged and barren terrain of central asia and Transoxiana, and as such a series of market towns sprang up around the various Oasis' and pockets of fertility, these buildings were often fortified, and specially equipped with caravansaries and everything else a convoy might need. The Sogdian towns and cities were places where different cultures met and exchanged not only goods but artistic styles, ideas and philosophies.
 
I've been doing some research, and I've actually found what I think is honestly quite a cool, but obscure civ, Sogdiana. This was an Iranian civilisation that reached maturity around the 7th century BC, and from around the 4th century AD to the 10th century AD, they dominated the Silk Road, they were involved in almost all the trade along the route, being the ethnic group inhabiting Bukhara and Samarkand (they founded those cities). In fact, chinese records (which bear in mind are biased) painted them as the archetypal medieval merchant, money grabbing, shrewd and drawn to profit, they allegedly educated their children from an early age on how to read and write so that they could fulfill commercial duties. Truly a fascinating bunch of fellows!

So, I've come up with a rough design.

Leader-Divashtich

Capital-Samarkand

UA-"The Silk Road" or "Road to the next town"

"Merchant specialists yield +X science and increase land trade route length from the city by 25%. Land trade routes yield +1 gold per 5 plots of the length of the route"

UU-"Sabao" A great merchant replacement, it's essentially a caravan chief, these guys organised trade in far off lands and negotiated deals, sometimes establishing permanent settlements or communities. Not sure what the bonuses would be, but, it would either be science or gold related, considering the theme of the civ.

UI-"Fortified market" (I will come up with a better name I swear!)

Unlocked at guilds, +50% defense and may not be built adjacent to another Fortified market. +2 gold, and +1 food if built adjacent to a source of fresh water. +Y science if a trade route passes over it.

The Silk road passed through the rugged and barren terrain of central asia and Transoxiana, and as such a series of market towns sprang up around the various Oasis' and pockets of fertility, these buildings were often fortified, and specially equipped with caravansaries and everything else a convoy might need. The Sogdian towns and cities were places where different cultures met and exchanged not only goods but artistic styles, ideas and philosophies.

Well since Im not extremely knowledgeable on Middle-Eastern civs (yeah, lots Eurocentricism) but I quite like the idea of this civ generating Science and Gold based on trade route is certainly an interesting take. I feel like the Fortified Market provides a bit to many bonuses, especially with the "+50% defense" and the Sabao could be used to establish a trade outpost would be another interesting mechanic and I don't know what to say about the UA its pretty decent but it seems a little bit of forced dedication to get at its full potential. Either way good job :)
 
What about "The Capital gains +1 Science for every +1 Science you send or receive from Trade Routes" on the UA?
 
Well since I not extremely knowledgeable on Middle-Eastern civs (yeah, lots Eurocentricism) but I quite like the idea of this civ generating Science and Gold based on trade route is certainly an interesting take. I feel like the Fortified Market provides a bit to many bonuses, especially with the "+50% defense" and the Sabao could be used to establish a trade outpost would be another interesting mechanic and the I don't know what to say about the UA its pretty decent but it seems a little bit of forced dedication to get at its full potential. Either way good job :)

Well, my mods tend to lean towards a bit of "forced dedication", though I wouldn't word it like that XD

I'm not sure if the UI would be that strong, I mean, the Chateau gives +1 gold and +2 culture, this is only +2 gold and food on fresh water tiles, which you would likely use for farms and not a trading post type thing anyway :p
 
Looks interesting. I actually did a bit of reading myself today, about central Asia.
What about "The Capital gains +1 Science for every +1 Science you send or receive from Trade Routes" on the UA?

You mean, double science? :p
 
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