onmy6
Prince
Sovereign Magistral Order of the Temple of Solomon version 3
Another fairly simple Civ I've made this time we have a Knights Templar Civ or more specifically the "Sovereign Magistral Order of the Temple of Solomon"
14 UU = The True Cross, Templar Foot, Templar Sgt, Templar Crossbowmen, Templar Longbowmen, Templar Pikemen, Templar Longswordmen, Templar Grand Master, Templar Heavy Knight, Turcopole, Tafur, Templar Musketmen, Templar Infanrty and Templar Galleon Flagship
4 UB = "Templar Church": Build a Templar Church to increase amount of Faith, production and Gold replaces Temple
"Templar Armoury": Build a Templar Armoury to increase production, Gold and Experience replaces Armoury
"Tempar Bank": Build a Templar Bank to increase faith, and Gold also +33% Gold in the city replaces Bank
"Templar Graveyard": Build a Templar Graveyard to increase Faith, Culture and Happiness
UA = "Beauséant" Units fight as though they were at full strength even when damaged and all units require 25% less experience to earn their next promotion
2 Improvements = "Church" yeilds Gold and Faith can only be built by the Templar Grand Master
"Templar Outpost" yeilds production and defence can only be built by the Templar Grand Master
2 Wonders = "Find The Holy Grail" and "Get the Grail to the Vatican"
Leader = Hugues de Payens 3D (Used Ekmek 3D leader of King David and re-skined him)
Music "Two Steps From Hell" with permission
Should be compatible with "Ethnic Units"
I've made it semi-modular so if there are any units you don't want you can delete them out of the modinfo file
and the mod will still work as each unit has been done separately, just delete the corresponding units TWO Xml files in the "Files" section and the "OnModActivated" section within the "Templar Order DL Civ (v 3).modinfo" file
here's a basic list of what the units do:
Bugs: Unsure if "Church" improvement is woking correctly in relation to yields
and mod wont be compatible with Leugi's Israel mod
Download
http://forums.civfanatics.com/downloads.php?do=file&id=24962
New Screens Below
Another fairly simple Civ I've made this time we have a Knights Templar Civ or more specifically the "Sovereign Magistral Order of the Temple of Solomon"
14 UU = The True Cross, Templar Foot, Templar Sgt, Templar Crossbowmen, Templar Longbowmen, Templar Pikemen, Templar Longswordmen, Templar Grand Master, Templar Heavy Knight, Turcopole, Tafur, Templar Musketmen, Templar Infanrty and Templar Galleon Flagship
4 UB = "Templar Church": Build a Templar Church to increase amount of Faith, production and Gold replaces Temple
"Templar Armoury": Build a Templar Armoury to increase production, Gold and Experience replaces Armoury
"Tempar Bank": Build a Templar Bank to increase faith, and Gold also +33% Gold in the city replaces Bank
"Templar Graveyard": Build a Templar Graveyard to increase Faith, Culture and Happiness
UA = "Beauséant" Units fight as though they were at full strength even when damaged and all units require 25% less experience to earn their next promotion
2 Improvements = "Church" yeilds Gold and Faith can only be built by the Templar Grand Master
"Templar Outpost" yeilds production and defence can only be built by the Templar Grand Master
2 Wonders = "Find The Holy Grail" and "Get the Grail to the Vatican"
Leader = Hugues de Payens 3D (Used Ekmek 3D leader of King David and re-skined him)
Music "Two Steps From Hell" with permission
Should be compatible with "Ethnic Units"
I've made it semi-modular so if there are any units you don't want you can delete them out of the modinfo file
and the mod will still work as each unit has been done separately, just delete the corresponding units TWO Xml files in the "Files" section and the "OnModActivated" section within the "Templar Order DL Civ (v 3).modinfo" file
here's a basic list of what the units do:
- True Cross: Very powerful unit for moral and attacking cities unit will fight hard in the presents of the True Cross can also covert up to 4 times but like the prophet will disappear if all are used, upgrades to prophet but without the ability to convert only 1 can be built at a time very expensive
- Templar Grand Master: again a very powerful unit can build forts and Church improvement can also capture other units upgrade to great general only 1 allowed at a time very expensive
- Templar Sgt: Deadly in open warfare can build roads and gains Faith through kills
- Templar Longbowman: Superior long range unit with poor melee skills has a range of 3 and only 6 can be built so use them wisely
- Templar Longsword: Deadly in open warfare Can build forts and gain faith through kills
- Templar Heavy Knight: Lethal in open warfare no terrain costs plus gain Faith through kills
- Templar Pikeman: basic pikemen replacement comes with part heal if enemy is destroyed
- Templar Footmen: spearman and swordmen combination allowing for better defense as the swordmen can create a shield wall to protect the spearmen
- Templar Crossbowman: basic crossbowmen replacement except can move 3 for quick attack or withdrawal good against cities
- Tafur: basic spearman replacement comes with anti mounted promotion
- Turcopole: fast moving light cavalry
- Templar Galleon Flagship: deadly but slow long upgrade path very expensive
- Templar Muskets: basic Musketman replacement comes with drill promotion
- Templar Infantry: Infantry replacement except can move 3 for fast attack comes with cover and shock promotions
Bugs: Unsure if "Church" improvement is woking correctly in relation to yields
and mod wont be compatible with Leugi's Israel mod
Download
http://forums.civfanatics.com/downloads.php?do=file&id=24962
New Screens Below
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