ryanjames' mods-Civilisations, small and large

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Here it is with just the central symbol, using the same color scheme.
 
Right, I have something of an idea for the Vainakhs

UA-"French of the Causcaus, Tiep, Chechen word for freedom, something thematic etc."

Cities gain a culture multiplier proportional to the city's combat strength/defense. Cities gain a small amount of defense for each mountain within their borders.

UU-Abrek

Cavalry replacement that has no movement penalty on hills. When upgraded (or perhaps when killed too depending on how exploitable it is) gain a small amount of culture.

UI-Vainakh tower

Unlocked at engineering, or maybe earlier (the tradition of tower building goes back quite far). +1 food, +1 culture, only buildable on hills. Gains extra food and/or culture if built adjacent to a mountain.

There's a couple abilities I can think the tower should have.

When worked, increases defensive combat strength (probably a bit too much on top of the mountains thing)

or maybe when a unit is stationed on a tower, it gains extra sight. If war is declared on the Vainakhs, the towers yield xp to any unit stationed on them.

Over all I feel that it is not a terribly elegant design, but it is quite thematic.
 
Some good news

The elusive Guanche Mencey abilities are, finally working (ish), and the UA is, working better than it was, though the unique resource is extremely buggy.
 
So close, yet so far

If someone can explain to me what could possibly be causing this, please say

Spoiler :
bAZzH1I.jpg

I've gradually been able to eliminate every issue plaguing the Guanches, but everytime I fix something, there's always something else. This is I believe the last major problem I can find.
 
Might wanna upload a build of the mod.

Also, I like those colours in-game :D
 
Well, that issue is fixed now, all that leaves is decisions.

Also, I actually managed to make art (with alot of assistance from DJSHenninger)
Spoiler :
s6biIWI.png

(Base for the Vainakh map, also f**k I messed up the shadow for Chechnya, gonna have to redo a portion of the work for the 3rd time)
 
So close, yet so far

If someone can explain to me what could possibly be causing this, please say

Spoiler :
bAZzH1I.jpg

I've gradually been able to eliminate every issue plaguing the Guanches, but everytime I fix something, there's always something else. This is I believe the last major problem I can find.

I think you should make the brown slightly darker. I find it slightly ugly and hard to read as it stands.
 
I'll consider recolouring it slightly, though personally I like it

Here's a completed map
Spoiler :
pBhbtkO.png
 
I have to say, I am very proud of this map

Spoiler :
De9MqD3.png
 
Sogdiana is killing Cultural Diversity's starting bonuses for me. I noticed the modinfo isn't referencing any other mods, so that could be the problem.
 
I forgot to add the references, will do that later today.
 
I had a bit of inspiration concerning a revised manx unique ability

UA-Whenever a naval or airborne unit is built, gain a small burst of tourism. If this is too exploitable, I might make the bonus pretty small, and have another minor ability in the UA.

UU-Rebalanced steampacket

UB-Balley, workshop that has no 10% bonus, but increases production by 2% for every farm, mine and workboat worked upto 20%. +2 tourism at flight or maybe earlier.
 
Maybe culture instead of tourism? As always the issue is getting too much tourism too early.

Well, I've found out that as an ability, it would be awkward to implement, so I need to come up with something different.

Also my secret project has a building that provides pretty much the same ability.
 
The issue was that that design was not terribly representative, for a start, Kern were Irish, not Manx.
 
Hmm, I'd release the Guanches, but I still don't have decisions support, has anyone seen Uighur Caesar around recently? If I remember correctly, I asked him todo some decisions for me.
 
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