ryanjames' mods-Civilisations, small and large

They do seem rather interesting - it'd be cool to see them have some religious or cultural element as suggested, you could even go for an Animeros noncombat UU if you wanted to exaggerate this - though they are from a tad later and combine Catholic and Guanche elements.

Funny how, despite lacking some of the hallmarks of a 'traditional' civilisation, they appear to be ripe for civ design, plenty of UUs (I've got a webpage here that has a list of social castes . . .), potential UBs, an, actual legit leader, which is rare for these obscure civs, I mean I can't even find a decent one for Sogdiana.

He even had the epithet 'The Great'
 
Here's a mock icon I whipped up

Spoiler :
xqjkZke.png


I'm thinking a food focus might actually work well for the Guanches, not only due to a defense/turtle focus, but also because of historical background. One ability could be culture yields from tiles that have 4 or more food, perhaps WLTKDs in cities were Mencey are spawned, Mencey were responsible for distributing food during festivals. It could also have a more general focus on WLTKD along with something defensive to compliment it.
 
I've found a fantastically sweg and beautifully obscure civ that I may add to my list.

The Guanches

Essentially they are the aboriginal people of the Canary Islands, some of their cultural traits are still preserved today.

The leader would be Tinerfe, who apparently ruled all of Tenerife.

Trait would be 'menceyatos', probably defense and culture focused.

Unique components

UU-Mency, a great general replacement (essentially the kings and authority figures of tenerife, notably they led attacks against spanish invasions.)

UU-Magido, a swordsman replacement that requires no iron and, possibly gains an attack bonus against melee units. Magido were the very long wooden swords used by the Guanches, and were suprisingly effective against cavalry and infrantrymen.

I'd never heard about them, thanks!
 
I think the icon would look better inverted? Seems like you're emphasizing the white space rather than the symbol itself.

Eh, maybe, anyway, I've realised that the colours I chose are, ugly to say the least.

I am not good at choosing civ colours, if you want to choose two colours for a civ, I am not the person to ask.

I'll whip up a couple more.

Anyway, I'm formalizing a design

UA-'Menceyatos'

Gain great general points whenever a citizen is born. Some food or growth bonus.

UU-Magido

Replaces the swordsman, does not require iron, higher combat strength against melee units. (maybe lower prod., lower CS etc.)

UU-Mencey

Replaces the great general, a WLTKD occurs in cities where a Mencey spawns. Grants nearby units a defensive bonus (either instead of, or with the attack bonus).

The focii here are, growth and defense.

I have to say, I'm pretty interested in this civ, I might start work on it along with the Toltecs and Sogdiana.
 
The colors are fine in my opinion.

Well, it's more the way they contrast really, so I'll be editing the existing colours.
 
How about:


UA-'Menceyatos'

Gain great general points whenever a citizen is born. +1 food and culture from tiles that provide at least 5 (or 4) food.

UU-Magido

Replaces the swordsman, does not require iron, higher combat strength against melee and mounted units (+25%) . Lower combat strength (-2), but is unlocked at Construction instead of Iron Working.

UU-Mencey

Replaces the great general, a WLTKD occurs in cities where a Mencey spawns. Grants nearby units a defensive bonus (+20%) but only an all-around bonus of +10% combat strength. Costs no maintenance when garrisoned with a unit.



You need a personal modding/art helper because you are making all of the interesting civs :).
 
How about:


UA-'Menceyatos'

Gain great general points whenever a citizen is born. +1 food and culture from tiles that provide at least 5 (or 4) food.

UU-Magido

Replaces the swordsman, does not require iron, higher combat strength against melee and mounted units (+25%) . Lower combat strength (-2), but is unlocked at Construction instead of Iron Working.

UU-Mencey

Replaces the great general, a WLTKD occurs in cities where a Mencey spawns. Grants nearby units a defensive bonus (+20%) but only an all-around bonus of +10% combat strength. Costs no maintenance when garrisoned with a unit.

Perhaps, yeah, some noice ideas here, I was thinking the extra growth bonus could revolve around WLTKDs, but then again, something different like that might be cool.

You need a personal modding/art helper because you are making all of the interesting civs :).

Are you offering :D
 
Perhaps, yeah, some noice ideas here, I was thinking the extra growth bonus could revolve around WLTKDs, but then again, something different like that might be cool.



Are you offering :D

How about:

UA-'Menceyatos'

Gain great general points whenever a citizen is born. During WLTKD, +1 food and culture from tiles that provide at least 3 food.


I wish I could help with things of than text :cry:... I want to be able to really help with making mods but I am a horrible coder and an even worse artist :cry::cry::cry:.
 
How about:

UA-'Menceyatos'

Gain great general points whenever a citizen is born. During WLTKD, +1 food and culture from tiles that provide at least 3 food.


I wish I could help with things of than text :cry:... I want to be able to really help with making mods but I am a horrible coder and an even worse artist :cry::cry::cry:.

That's a shame.

I quite like that idea for the UA, probably more balanced and syncs better with everything else.
 
Here's my take on the Guanche, after spending an hour or so reading about them (advantages of knowing spanish):

Guanche - Tinerfe

UA: Beñesmer: Cities reveal a source of Dogs* upon foundation. During WLTKD, Worked Camps & Pastures produce +1 Culture for the city.
UU: Ancor: Replaces Archer. Costs less production and can acquire Promotions from the Scout line. Scouts can also be upgraded to Ancors.
UB: Efequen: Replaces Temple. +2 Faith. Excess Food upon birth of a new citizen is transformed into Faith.

* Dog. +2 Food. Contributes 10% towards the production of land units when worked. + 1 Gold with a Camp.

As you may, or may not, have read, the Canary Islands were named that way not due to the little songbirds that carry that name, but for the large amount of dogs found on the Isles! (or so the leyend goes). Regardless of the veracity of this trivia fact, the truth is that the Canary peoples were largelly pastoral and they did in fact have dogs, both for eating and to help them in their pastoral endeavours, given how central these animals were to their lifestyle, I thought they deserved a part in this civilization.

Beñesmer, on the other hand, refers to the most important festival to the Ancient Guanche people, given how you were going for a WLTKD focus for the civ and a growth theme in general, I thought that combining that with the Pastoral civ idea I had would make sense, and a culture bonus coming from there would certainly make a lot of sense that way.

Ancor is the Tenerifean word for Warrior, from what I read the Guanche were known for their agility in traversing the rugged terrain of their Island, while also the fact that they kinda had a lack of complex materials for their weapons, so Stone Throwers it is with incredible flexibility, in theory the promotions should stay on upgrade, giving you some really good and versatile harrasers as long as you build many archers early game (or start upgrading from Scouts, up to you!). I suggest importing this model for the unit.

Finally Efequen, not much to say here, it's a type of traditional Temple in the Canaries where food offerings were left for the deities, given all the food focus of this civ, something that benefited for overflow food would make sense.

And that's the civ, maybe some extra help for generating WLTKDs would be welcome, but I think this is a pretty decent idea, from my POV anyways.
 
Here's my take on the Guanche, after spending an hour or so reading about them (advantages of knowing spanish):

Guanche - Tinerfe

UA: Beñesmer: Cities reveal a source of Dogs* upon foundation. During WLTKD, Worked Camps & Pastures produce +1 Culture for the city.
UU: Ancor: Replaces Archer. Costs less production and can acquire Promotions from the Scout line. Scouts can also be upgraded to Ancors.
UB: Efequen: Replaces Temple. +2 Faith. Excess Food upon birth of a new citizen is transformed into Faith.

* Dog. +2 Food. Contributes 10% towards the production of land units when worked. + 1 Gold with a Camp.

As you may, or may not, have read, the Canary Islands were named that way not due to the little songbirds that carry that name, but for the large amount of dogs found on the Isles! (or so the leyend goes). Regardless of the veracity of this trivia fact, the truth is that the Canary peoples were largelly pastoral and they did in fact have dogs, both for eating and to help them in their pastoral endeavours, given how central these animals were to their lifestyle, I thought they deserved a part in this civilization.

Beñesmer, on the other hand, refers to the most important festival to the Ancient Guanche people, given how you were going for a WLTKD focus for the civ and a growth theme in general, I thought that combining that with the Pastoral civ idea I had would make sense, and a culture bonus coming from there would certainly make a lot of sense that way.

Ancor is the Tenerifean word for Warrior, from what I read the Guanche were known for their agility in traversing the rugged terrain of their Island, while also the fact that they kinda had a lack of complex materials for their weapons, so Stone Throwers it is with incredible flexibility, in theory the promotions should stay on upgrade, giving you some really good and versatile harrasers as long as you build many archers early game (or start upgrading from Scouts, up to you!). I suggest importing this model for the unit.

Finally Efequen, not much to say here, it's a type of traditional Temple in the Canaries where food offerings were left for the deities, given all the food focus of this civ, something that benefited for overflow food would make sense.

And that's the civ, maybe some extra help for generating WLTKDs would be welcome, but I think this is a pretty decent idea, from my POV anyways.

Could be quite interesting, the UU is certainly a possibility, especially considering there's a decent model out there already. A pastoral bonus is also quite valid. Not so sure about the Efequen, personally I still prefer the Mencey as another unique component considering their overall massive role in Guanche society, not only being kings, but being essentially the controller of their kingdom's economy, managing festivals and their resistance against the spanish.

Not sure how I feel about the Dog idea though, I would like to keep the idea of new citizens contributing to great general/mencey production, but I might be able to fit it in.
 
I whipped up a new icon, much better, I was able to find a much higher resolution image of the symbol.

Spoiler :
RkcGWVU.png


So, a formalised design

UA-Beñesmer (as pointed out, it is a more relevant name). GG points whenever a new citizen is born. Extra food and culture from pastures and camps during WLTKD. Maybe extra long WLTKD depending on how strong the civ plays out, I feel as though the GG bonus could be alot stronger than it looks.

UU-Ancor Replaces the archer, scouts upgrade to them, gets scout promotions. Great generals promotion because synergy.

UU-Mencey, WLTKD, defensive bonus blah blah

I think adding dogs might make the civ too OP on top of what I would really like to keep, plus it would be a hassle to get the models etc.
 
I think there's good reason why that happens.
 
I think adding dogs might make the civ too OP on top of what I would really like to keep, plus it would be a hassle to get the models etc.

You could avoid this by implementing Dogs in the same manner that JFD's Switzerland formerly added Manpower, as a strategic resource that does not appear on the map. You would get a copy per city you found (or something) which could be kept for passive benefits or traded away.

Of course, that's only if you really want Dogs though.
 
I think adding dogs might make the civ too OP on top of what I would really like to keep, plus it would be a hassle to get the models etc.

Actually, the models would be really easy (assuming these are the 'woof woof' type of dogs I'm thinking of, and that isn't just a nick-name that refers to something else). Civitar has made some nice wolf unit models that I could reskin for you. In fact, one of my mods uses two different units that have a reskin of just such a model, to put war hounds into the game.

Spoiler :

E93D5E3EDA579924DE71E7849438A00AFF473069

22484DF04200F44608FEE73A4CFF39F159214048

 
Where did you find this info anyway on dogs being an important part of Guanche life/shepherding?

Also, the civ icon is like that as, that is basically what the symbol looks like. If I inverted it, then it wouldn't actually be the symbol, the outer rim would disappear for a start :p
 
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