SMAN's Duchy of Brittany for VP

Any links someone can spare me regarding Brittany that isn't Wikipedia? Never knew Brittany was actually a thing.
 
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V3

Correct bug "when you found a new city with a colonist, you have automatically a Porzh-iliz but not the second stage, Kroaz Pell or Kalvar."
Correct others small bugs
Change motto for the english version
New leader Icon and Civ icon by Asterix Rage:)
New Promotion Icons by Asterix Rage :love:
 
I am currently playing a game with Brittany (epic and I am in Renaissance). Is V3 savegame compatible?
No but a lot of changes are visual, you can continue with the V2 version.
The bugs are just for messages, just one is important, if you found a city with a colonist, you will not have the additional building (Kroaz Pell or Kalvar). Two solutions, send the Porzh-Iliz and rebuild it or replace the lua file (Brittany_Functions.lua) by that of V3.
 
No but a lot of changes are visual, you can continue with the V2 version.
The bugs are just for messages, just one is important, if you found a city with a colonist, you will not have the additional building (Kroaz Pell or Kalvar). Two solutions, send the Porzh-Iliz and rebuild it or replace the lua file (Brittany_Functions.lua) by that of V3.
OK, thanks for an answer
 
I don't no if it's related to Brittany (I play with a number of mods). After conquering Delhi I found that Delhi has too much production, tried to find and sow that have a lot production from population.
looking with IGE I see Water Mill *8.
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I don't no if it's related to Brittany (I play with a number of mods). After conquering Delhi I found that Delhi has too much production, tried to find and sow that have a lot production from population.
looking with IGE I see Water Mill *8.
I really don't think so. On the other hand, you have to play with a lot of mods and some having problems because on your IGE view, there is a lot of TXT_KEY_BUILDING ...
 
I'd like to suggest a UA change that feels a little less aimless and more synergized with the more unique aspects of this Civilization.

New UA: Settling a city gives +1 :c5culture: Culture, :c5faith: Faith and :c5production: Production and if on another landmass, +1 of the same yields in the Capital if coastal and +2 if inland, scaling with Era. Units on or adjacent to a Great Admiral can end their turn on Ocean Tiles, and gain :c5culture: Culture and GAdmiral points when producing maritime buildings and wonders or naval units.

The new UA should more properly reward settling onto new continents and make it easier to do so as well by allowing Brittany to get an early start on Naval Exploration. This also makes it easier for her to defend more of her cities since they won't be accessible to everyone until Astronomy. This also gives her a Domination victory angle as she can send a Navy unsuspectingly to conquer a Civilization with poor naval defenses early on.

She'll suffer an overall faith production loss but the better synergy between her UA bonuses should make up for it, especially being able to enter Ocean Tiles earlier since it means discovering more city-states and ruins in the early game than other Civilizations normally can. If this were the case to be implemented I'd only suggest nerfing the yield for constructing maritime buildings and units since she'd surge too quickly early on as building her navy would also supply her Great Admiral as well.

Edit: Looking at this now as well, we'd also have a civilization that actually makes using the Great Admiral a lot more interesting as well since they'd be the only civ that needs them for early game exploration. We could also just use more civs that can compete with Polynesia's UA since they either surge extremely hard or don't depending on who spawns in and how the map generates.
 
I'd like to suggest a UA change that feels a little less aimless and more synergized with the more unique aspects of this Civilization.
Thank you SolutionIt to be interested in the civilizations that I posted and thank you for giving your feedback :hatsoff:.
I am currently helping @Hinin to design a Civilization which is close to his heart but I intend to come back to your analysis on Brittany but also on the Cajuns as soon as I have a little more free time.
I can already say that I like your idea, it is quite close to a suggestion made to me by Hinin but I preferred a boost instead of permanent points. In the end, this may be the best solution.
 
New UA: Settling a city gives +1 :c5culture: Culture, :c5faith: Faith and :c5production: Production and if on another landmass, +1 of the same yields in the Capital if coastal and +2 if inland, scaling with Era. Units on or adjacent to a Great Admiral can end their turn on Ocean Tiles, and gain :c5culture: Culture and GAdmiral points when producing maritime buildings and wonders or naval units.

I like the concept, but one thing to keep in mind is that the AI is horrible at utilizing adjacency-based promotions : the Danish Langskib from 4UC already utilizes something similar to what you propose for the GAdmiral, but it's quite a bother to use for the player, and I've never seen the AI use it (mostly because it requires you to constantly keep your unit near the promotion generating one, or it'll be stuck in place until the promotion is given to it again).

Because of this, here is a modifed version keepint the ghist of your idea, but modifying it a bit.

UA - Ancient Land of My Fathers

Settling a city gives +1 :c5culture: Culture, :c5faith: Faith and :c5production: Production and if on another landmass, +1 of the same yields in the Capital if coastal and +2 if inland, scaling with Era. Producing Maritime Units/Buildings/Wonders generates :c5culture: Culture and GAdmiral points. After the first GAdmiral is born, all Land and Sea units gain the Celtic Migration promotion.

Unique promotion - Celtic Migration (could also be named 'Stone Troughs', in reference to the legend on how the sea was traversed by Cornish migrants)
=> Unique promotion appearing on all Land and Sea Units (including Civilian Units) after your first GAdmiral is born. This promotion wouldn't be placed onGAdmiral, Explorer and Caravel of course.

Can travers Ocean tiles, but suffer 30 damages when finishing turn on one until Compass is researched. Disappear afterwards.
____________________________________________________________________________________

This way, once you've scouted good passageways with your GAdmiral, you can make shorts hops for your units between landmasses (and most importantly go through ocean rifts). It's a weaker, more conditionnal and dangerous version of what Polynesia can do, but at least the AI can use it quite well I think, and you are still vulnerable to Isolation Unhappiness and barbarian attacks if you go too far.

There is also the possibility to give a "defensive bonus to units when on another landmass as your capital" to make the settling easier and not only have a "bad Polynesia UA ersatz".
 
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I like the concept, but one thing to keep in mind is that the AI is horrible at utilizing adjacency-based promotions : the Danish Langskib from 4UC already utilizes something similar to what you propose for the GAdmiral, but it's quite a bother to use for the player, and I've never seen the AI use it (mostly because it requires you to constantly keep your unit near the promotion generating one, or it'll be stuck in place until the promotion is given to it again).

Because of this, here is a modifed version keepint the ghist of your idea, but modifying it a bit.

UA - Ancient Land of My Fathers

Settling a city gives +1 :c5culture: Culture, :c5faith: Faith and :c5production: Production and if on another landmass, +1 of the same yields in the Capital if coastal and +2 if inland, scaling with Era. Producing Maritime Units/Buildings/Wonders generates :c5culture: Culture and GAdmiral points. After the first GAdmiral is born, all Land and Sea units gain the Celtic Migration promotion.

Unique promotion - Celtic Migration (could also be named 'Stone Troughs', in reference to the legend on how the sea was traversed by Cornish migrants)
=> Unique promotion appearing on all Land and Sea Units (including Civilian Units) after your first GAdmiral is born. This promotion wouldn't be placed onGAdmiral, Explorer and Caravel of course.

Can travers Ocean tiles, but suffer 30 damages when finishing turn on one until Compass is researched. Disappear afterwards.
____________________________________________________________________________________

This way, once you've scouted good passageways with your GAdmiral, you can make shorts hops for your units between landmasses (and most importantly go through ocean rifts). It's a weaker, more conditionnal and dangerous version of what Polynesia can do, but at least the AI can use it quite well I think, and you are still vulnerable to Isolation Unhappiness and barbarian attacks if you go too far.

There is also the possibility to give a "defensive bonus to units when on another landmass as your capital" to make the settling easier and not only have a "bad Polynesia UA ersatz".

Yeah this is definitely a more refined version of my own suggestion so I don't really have anything I'd like to add to it myself. I don't think the defensive bonus will be mandatory though as you can just settle cities that only triremes on other civs will be capable of reaching reliably, which means you only really need to build a naval unit for it which also gives you some extra GAdmiral Points. Plus the Unique Knight Replacement comes at Currency and can be faith purchased and has a good defensive bonus applied to it when on villages so you shouldn't really run into trouble by the time Compass, and then Astronomy comes online since you should also have walls and some castles built by then.
 
Yeah this is definitely a more refined version of my own suggestion so I don't really have anything I'd like to add to it myself. I don't think the defensive bonus will be mandatory though as you can just settle cities that only triremes on other civs will be capable of reaching reliably, which means you only really need to build a naval unit for it which also gives you some extra GAdmiral Points. Plus the Unique Knight Replacement comes at Currency and can be faith purchased and has a good defensive bonus applied to it when on villages so you shouldn't really run into trouble by the time Compass, and then Astronomy comes online since you should also have walls and some castles built by then.

I agree. It was a way to make the promotion more than a Polynesian UA ersatz, but it's not necessary (Britanny's economy and Machtiern makes up for it). If you have another idea to make Celtic Migration/Stone Troughs more interesting, don't hesitate though. :)
 
I agree. It was a way to make the promotion more than a Polynesian UA ersatz, but it's not necessary (Britanny's economy and Machtiern makes up for it). If you have another idea to make Celtic Migration/Stone Troughs more interesting, don't hesitate though.
Maybe just reduce movement in the ocean and not inflict damage but in this case that doesn't limit the range, just the time to reach other lands.
 
I recently found this, it may be of use to you:
city:ChangeBaseYieldRateFromMisc(YieldType iYield, int iChange)

In the UI it shows up as "X from Traits and Other Sources"

Dear @InkAxis,

I am correcting some things about Brittany. I am very interested in this API. I saw that you were the originator of the API ChangeYieldFromTraits, what difference between this and ChangeBaseYieldRateFromMisc ?
Is the change permanent?
What happens if the city is conquered?
The change from a trait should be lost, is it?
 
Dear @InkAxis,

I am correcting some things about Brittany. I am very interested in this API. I saw that you were the originator of the API ChangeYieldFromTraits, what difference between this and ChangeBaseYieldRateFromMisc ?
Is the change permanent?
What happens if the city is conquered?
The change from a trait should be lost, is it?
The difference is that Misc. says "from other sources" as well, and can come from various things, for example events. So if it says +5 culture you don't actually know if that's all from the trait or not. It is permanent, I would need to test if it stays on conquest though (edit: it does not). If it does you can make a game event that sets it to 0 when conquered.

EDIT: I have tested it, it does not stay if the city is conquered.
 
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Thank you for your responses.

If it does you can make a game event that sets it to 0 when conquered.
If you accumulate a bonus several times, to be able to cancel it, you must find the total. Is there a SetYieldFromTraits or something like that ?
 
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