Sumer - CBP Compatable Custom Civs

Update: Good news!

Sorry for the emotional rollercoaster. I went in to see if I could fix it while I was waiting on my professor to get to class and it looks like I did! I'll test it more after class and release it. T minus 3 hours. (9:30 PM my time)

Literally there was a line I commented out earlier that I had forgotten to undo. So I was panicking at work all day for nothing. Heheh..
 
Update: Good news!

Sorry for the emotional rollercoaster. I went in to see if I could fix it while I was waiting on my professor to get to class and it looks like I did! I'll test it more after class and release it. T minus 3 hours. (9:30 PM my time)

Literally there was a line I commented out earlier that I had forgotten to undo. So I was panicking at work all day for nothing. Heheh..

You go girl
 
dropbox to the file:

https://www.dropbox.com/s/rx926jku80i0pbw/Sumer - CBP Extension Civs (v 0.02).zip?dl=0

Here’s a list of the available Patrons. Please not that these effects go on top of the +1G/C Per Wine and Incense and +2F the Temple gives. If you think some of them are too weak or too strong, let me know. If you have a creative idea for one of these gods or another god, please tell me and I’ll consider putting it in the mod!


Finished Patrons

Ishkur (God of Storms and Sea): +15XP for Naval Units trained in this city (Kinda Boring, not super strong either)
Nergal (God of War and Might): +15XP for Land Units trained in this city (Same as above. Open to suggestions for these two)
Ki (Goddess of the Earth): +2 Faith on Copper, Iron, Gold, and Silver (A little strong, could go down to 1F)
Sin (God of the Moon): +2 Culture on Amber, Jade, Lapis Lazuli, and Perfume (Same as above)
Ashnan (God of Grain and the Harvest): +1 Food, Culture, and Faith per wheat.
Enbilulu (God of the River): +1 Faith for every two river tiles. (All I could come up with tbh. Suggestions?)
Lahar (God of Livestock): +2 Faith per Cow, Sheep, and Bison
Ngeshtin-ana (God of the Cold): +1 Food per Tundra/Snow (Super situational, but nice I think)
Ninkasi (God of Festivals): +2 Faith and Culture per Wine and Incense (Stacks with normal temple to be +3)
Ningikuga (God of Marshes): +1 food and +3 Culture per marsh (meh)
Sirsir (God of the Navy): +15% production towards naval units. (Boring. Can be combined with Ishkur?)
Sumugan (God of the FloodPlains): +1 Culture and Faith per flood plains. (meh)
Papsukkal (Messenger God): 1 Civil Servant Specialist (Considering also having +1 Paper)
Azbu (God of Humans and Judgement): -50% Defense Need (meh, could use something on top of it)


Patrons who I have an idea for, but haven’t put in game yet.

Anu (God of the Heavens): +4 Culture, GWA Slot
Nabu (God of Writing and Wisdom): +2 Science, GWW Slot, -25% Illiteracy (could be too strong)
Enlil (God of Wind): Naval and Embarked units trained in this city get +1 Movement
Mushdamma (God of Buildings): some form of bonus towards building construction is the obvious choice

Patrons with no chosen ideas yet

Gerra, God of Fire
Erishkigal, Goddess of the Underworld
Enmerkar, Legendary Builder of Ur / God of Wonder (two ideas, +1 Happy per World Wonder / spawns a worker and settler)
Tammuz, God of Food
Ninurta, God of Agriculture



That's all for now. Ihave a massive headache and a mountain of hw, so I'll check back tomorrow. Cheers!


Pope
 
dropbox to the file:

https://www.dropbox.com/s/rx926jku80i0pbw/Sumer - CBP Extension Civs (v 0.02).zip?dl=0

Here’s a list of the available Patrons. Please not that these effects go on top of the +1G/C Per Wine and Incense and +2F the Temple gives. If you think some of them are too weak or too strong, let me know. If you have a creative idea for one of these gods or another god, please tell me and I’ll consider putting it in the mod!


Finished Patrons

Ishkur (God of Storms and Sea): +15XP for Naval Units trained in this city (Kinda Boring, not super strong either)
Nergal (God of War and Might): +15XP for Land Units trained in this city (Same as above. Open to suggestions for these two)
Ki (Goddess of the Earth): +2 Faith on Copper, Iron, Gold, and Silver (A little strong, could go down to 1F)
Sin (God of the Moon): +2 Culture on Amber, Jade, Lapis Lazuli, and Perfume (Same as above)
Ashnan (God of Grain and the Harvest): +1 Food, Culture, and Faith per wheat.
Enbilulu (God of the River): +1 Faith for every two river tiles. (All I could come up with tbh. Suggestions?)
Lahar (God of Livestock): +2 Faith per Cow, Sheep, and Bison
Ngeshtin-ana (God of the Cold): +1 Food per Tundra/Snow (Super situational, but nice I think)
Ninkasi (God of Festivals): +2 Faith and Culture per Wine and Incense (Stacks with normal temple to be +3)
Ningikuga (God of Marshes): +1 food and +3 Culture per marsh (meh)
Sirsir (God of the Navy): +15% production towards naval units. (Boring. Can be combined with Ishkur?)
Sumugan (God of the FloodPlains): +1 Culture and Faith per flood plains. (meh)
Papsukkal (Messenger God): 1 Civil Servant Specialist (Considering also having +1 Paper)
Azbu (God of Humans and Judgement): -50% Defense Need (meh, could use something on top of it)


Patrons who I have an idea for, but haven’t put in game yet.

Anu (God of the Heavens): +4 Culture, GWA Slot
Nabu (God of Writing and Wisdom): +2 Science, GWW Slot, -25% Illiteracy (could be too strong)
Enlil (God of Wind): Naval and Embarked units trained in this city get +1 Movement
Mushdamma (God of Buildings): some form of bonus towards building construction is the obvious choice

Patrons with no chosen ideas yet

Gerra, God of Fire
Erishkigal, Goddess of the Underworld
Enmerkar, Legendary Builder of Ur / God of Wonder (two ideas, +1 Happy per World Wonder / spawns a worker and settler)
Tammuz, God of Food
Ninurta, God of Agriculture



That's all for now. Ihave a massive headache and a mountain of hw, so I'll check back tomorrow. Cheers!


Pope

I really should be sleeping, but I'll have to check this out :D
 
Is it possible for these to reduce improvement times on certain tiles like rivers?
 
Okay, time for some parade-raining.

First of all, the UA description(and/or in-game effect) is off.
The UA suggests that you get a worker when you settle a city, this doesn't seem to be correct.
The UA also claims to give you one extra yield(of their usual one) from specialists, scaling with era. Ingame this seems to give all specialists +2 production, which isn't necessarily bad but it seems kinda conflicting with the description. It also seems kinda conflicting with what we discussed earlier.
The +1 pop seems to work as suggested, but I've not had a chance to settle a city outside of the ancient/classical era yet.

The unique unit seems fine
EDIT: Actually, the unique unit obsoletes on the wrong tech. CBP unique units obsolete at the same time as it's upgrade unit obsoletes, in the case of a swordsman it should not obsolete when you gain access to the longsword(steel), but when you get access to the Tercio(Gunpowder). A CBP quirk, kinda, but it is relevant.

The unique building is really hard to judge, there are some quite clear problems with it at the moment. For example in my first city constructing a lot of your listed choices didn't exist, while some of your in-progress ones seemed to exist.
I ended up picking Enmerkar, Legendary Builder of Ur / God of Wonder, which did absolutely nothing (as far as I can tell) :D.
Problem number two, you have absolutely no idea what the patron gods actually do, the choice menu just lists their name (twice) I had to tab in and out and read your message in this thread to try and figure it out.
Problem number three, if two cities finish a ziggurat the same turn, you only get one choice for a patron god which affects both cities.
It would probably also be helpful if the selection-screen also stated which city you're picking for (as that can get confusing and you're not allowed to close the selection-screen)
 
Okay, time for some parade-raining.

First of all, the UA description(and/or in-game effect) is off.
The UA suggests that you get a worker when you settle a city, this doesn't seem to be correct.
The UA also claims to give you one extra yield(of their usual one) from specialists, scaling with era. Ingame this seems to give all specialists +2 production, which isn't necessarily bad but it seems kinda conflicting with the description. It also seems kinda conflicting with what we discussed earlier.
The +1 pop seems to work as suggested, but I've not had a chance to settle a city outside of the ancient/classical era yet.

The unique unit seems fine
EDIT: Actually, the unique unit obsoletes on the wrong tech. CBP unique units obsolete at the same time as it's upgrade unit obsoletes, in the case of a swordsman it should not obsolete when you gain access to the longsword(steel), but when you get access to the Tercio(Gunpowder). A CBP quirk, kinda, but it is relevant.

The unique building is really hard to judge, there are some quite clear problems with it at the moment. For example in my first city constructing a lot of your listed choices didn't exist, while some of your in-progress ones seemed to exist.
I ended up picking Enmerkar, Legendary Builder of Ur / God of Wonder, which did absolutely nothing (as far as I can tell) :D.
Problem number two, you have absolutely no idea what the patron gods actually do, the choice menu just lists their name (twice) I had to tab in and out and read your message in this thread to try and figure it out.
Problem number three, if two cities finish a ziggurat the same turn, you only get one choice for a patron god which affects both cities.
It would probably also be helpful if the selection-screen also stated which city you're picking for (as that can get confusing and you're not allowed to close the selection-screen)

Ah yes, I forgot to update the UA in this version. An easy fix, as I've already written the code but forgot to put it in the new version.

Unit is also an easy fix.

As for the buildings, I did say that they weren't all put into the game, and Enmerkar is under the list that haven't even been given any effects. Most of the problems with them Is that I haven't finished typinng out all of the descriptions for them, and haven't put in all the possibilities while I had put in some blank ones as place holders. That's what I'm gonna work on today, but probably wont finish all of them til tomorrow at least.

So I'll fix up the UA and Unit, clean out the DoM text (which is the scenario text right now..) and do the descriptions for the patrons and realease alpha 0.03 tonight.

Sorry about it being messy to say the least, but in my Migrane induced haze last night I got lazy. If you guys play it any more and see any other bugs pre-ziggurat, let me know and I'll try to fix them.
 
Ah yes, I forgot to update the UA in this version. An easy fix, as I've already written the code but forgot to put it in the new version.
Now I'm confused, what is the UA supposed to do?


As for the buildings, I did say that they weren't all put into the game, and Enmerkar is under the list that haven't even been given any effects. Most of the problems with them Is that I haven't finished typinng out all of the descriptions for them, and haven't put in all the possibilities while I had put in some blank ones as place holders. That's what I'm gonna work on today, but probably wont finish all of them til tomorrow at least.

What I'm trying to say is that your finished Patron gods aren't actually possible choices. Instead pretty much all of the ones on your 'not yet implemented' list is selectable.

I'll just tell you which ones I don't see in the list.

Nergal (God of War and Might): +15XP for Land Units trained in this city (Same as above. Open to suggestions for these two)
Ki (Goddess of the Earth): +2 Faith on Copper, Iron, Gold, and Silver (A little strong, could go down to 1F)
Sin (God of the Moon): +2 Culture on Amber, Jade, Lapis Lazuli, and Perfume (Same as above)
Enbilulu (God of the River): +1 Faith for every two river tiles. (All I could come up with tbh. Suggestions?)
Lahar (God of Livestock): +2 Faith per Cow, Sheep, and Bison
Ningikuga (God of Marshes): +1 food and +3 Culture per marsh (meh)
Sirsir (God of the Navy): +15% production towards naval units. (Boring. Can be combined with Ishkur?)
Sumugan (God of the FloodPlains): +1 Culture and Faith per flood plains. (meh)
Azbu (God of Humans and Judgement): -50% Defense Need (meh, could use something on top of it

I was not able to select any of these options, because they were not in the list.
 
Now I'm confused, what is the UA supposed to do?




What I'm trying to say is that your finished Patron gods aren't actually possible choices. Instead pretty much all of the ones on your 'not yet implemented' list is selectable.

I'll just tell you which ones I don't see in the list.

Nergal (God of War and Might): +15XP for Land Units trained in this city (Same as above. Open to suggestions for these two)
Ki (Goddess of the Earth): +2 Faith on Copper, Iron, Gold, and Silver (A little strong, could go down to 1F)
Sin (God of the Moon): +2 Culture on Amber, Jade, Lapis Lazuli, and Perfume (Same as above)
Enbilulu (God of the River): +1 Faith for every two river tiles. (All I could come up with tbh. Suggestions?)
Lahar (God of Livestock): +2 Faith per Cow, Sheep, and Bison
Ningikuga (God of Marshes): +1 food and +3 Culture per marsh (meh)
Sirsir (God of the Navy): +15% production towards naval units. (Boring. Can be combined with Ishkur?)
Sumugan (God of the FloodPlains): +1 Culture and Faith per flood plains. (meh)
Azbu (God of Humans and Judgement): -50% Defense Need (meh, could use something on top of it

I was not able to select any of these options, because they were not in the list.

Strange, because I was definately selecting Lahar and Ki every time I was testing it. I'll look into it.

And the UA is supposed to read: Extra Pop on founding cities, plus a free worker. Any city working at least one specialist gains +2 Food and Culture, scaling with era [1 per era] It's supposed to do this, and rn it just does extra pop and +2 Production per specialist (I recognise that as an early placeholder I used when first making the mod. I'll merge the right UA into this package)

Thanks for the feedback! I'll keep testing it on my own, I need to see what happens if two or more cities finish a ziggurat at the same time.
 
Strange, because I was definately selecting Lahar and Ki every time I was testing it. I'll look into it.
Weird.

Just to be clear I can choose between all the ones you've claimed not to have added yet, the ones without any bonuses on them.

And the UA is supposed to read: Extra Pop on founding cities, plus a free worker. Any city working at least one specialist gains +2 Food and Culture, scaling with era [1 per era] It's supposed to do this, and rn it just does extra pop and +2 Production per specialist (I recognise that as an early placeholder I used when first making the mod. I'll merge the right UA into this package)
Cool. The extra pop does not seem to work with advanced settlers (pioneer in this case), the city started with 3 pop, which is what the pioneer does by itself.

Thanks for the feedback! I'll keep testing it on my own, I need to see what happens if two or more cities finish a ziggurat at the same time.
No problems.

From what I see, making a patron god choice changes all existing generic ziggurats (those without a god) into the chosen Patron god. This includes multiple simultaneous completing ziggurats as well those you accidentally close the choice-tab on.
Hope this is of any help, keep up the good work.
 
Cool. The extra pop does not seem to work with advanced settlers (pioneer in this case), the city started with 3 pop, which is what the pioneer does by itself.


From what I see, making a patron god choice changes all existing generic ziggurats (those without a god) into the chosen Patron god. This includes multiple simultaneous completing ziggurats as well those you accidentally close the choice-tab on.
Hope this is of any help, keep up the good work.

Good catches. The settler vs pioneer doesn't make sense, as the lua basically says

when founding a city, add [current era integer] population.

It's not supposed to be specifically for settlers. The code might be overwriting the one already in for pioneers, so it sounds like a compatability issue. I'll try to fix it as soon as I can, but the Ziggurat seems to be a bigger problem to me. :)

It is indeed of great help, and don't worry about raining on my parade, this is still my first real mod (ive made vanilla ones for me and my friends, but nothing this complicated) and I don't expect it to be perfect without some hard work!
 
Good catches. The settler vs pioneer doesn't make sense, as the lua basically says

when founding a city, add [current era integer] population.

It's not supposed to be specifically for settlers. The code might be overwriting the one already in for pioneers, so it sounds like a compatability issue. I'll try to fix it as soon as I can, but the Ziggurat seems to be a bigger problem to me. :)

It is indeed of great help, and don't worry about raining on my parade, this is still my first real mod (ive made vanilla ones for me and my friends, but nothing this complicated) and I don't expect it to be perfect without some hard work!

By the way, the mod also seems to completely kill the civpedia (unless something else does that for me) no real idea why but half the pedia is missing.
 
Sorry to bring this up right now, but I'm not sure if the specialist bonuses are the way to go on this civ. When I think of Sumer, I don't really think about their outstanding specialists. If you guys feel really passionate about the specialist buffs I can make it work. I was thinking something that really points towards their production of early technologies or buildings (Babylon has early science covered so i'm leaning towards the production aspect).

I was thinking that we could pull a babylon, and give them +50% Great Engineer Production, to help them get wonders/manufactories, since the Mesopotamian region contains many ancient wonders and monuments.

Other routes include giving faith to great works (most of their early art and writing was religious, and its similar to Assyria having +2s per great work, helping build a more regional identity)

What I really would like to do is go more towards diverse cities, as the ziggurat already points them to having uniqueness between their cities. Any ideas how we can accomplish that?

@Funak It may be because I have so many empty civilopedia tags, once I write all those I'll see if the problem persists

Sorry again about wanting to change something this late.
 
Sorry to bring this up right now, but I'm not sure if the specialist bonuses are the way to go on this civ. When I think of Sumer, I don't really think about their outstanding specialists. If you guys feel really passionate about the specialist buffs I can make it work. I was thinking something that really points towards their production of early technologies or buildings (Babylon has early science covered so i'm leaning towards the production aspect).
Why are you speaking of plurals? It's just us here :D

I thought we agreed on the specialists mostly because we couldn't think of anything better :D

I was thinking that we could pull a babylon, and give them +50% Great Engineer Production, to help them get wonders/manufactories, since the Mesopotamian region contains many ancient wonders and monuments.
Honestly, I've been thinking along this road for a few civs, usually about merchants, but what always strikes me about it is how awfully boring the effect is. I mean honestly it is decent on babylon because great scientists gets better as the game goes on.

Other routes include giving faith to great works (most of their early art and writing was religious, and its similar to Assyria having +2s per great work, helping build a more regional identity)
Thought we agreed that we can't do the religious theme :D, the UB doesn't come online early enough to help you pick one up.

What I really would like to do is go more towards diverse cities, as the ziggurat already points them to having uniqueness between their cities. Any ideas how we can accomplish that?


@Funak It may be because I have so many empty civilopedia tags, once I write all those I'll see if the problem persists

Sorry again about wanting to change something this late.

I'm not exactly married to the current UA, I like it but that's probably because it uses my design. How about we get a working version out and after that we can discuss a more fun UA. This is your project, sure, but your ideas mostly just seems like ideas at this point, not very polished and certainly not ready to be put into action.
 
Yeah good point, haha. At this point its a one on one conversation with the occasional guidance of an old master (G)

While I remember we decided on specialists because we couldn't think of anything else, that's not really a good enough reason for me to like it :D

Agreed on the Religion thing. Building on that concept of them not being a religious powerhouse, maybe we could give them a bonus for having faith? While we can't guarantee they get a religion with the UB being so late, we can pretty much guarantee they'll accumulate a lot of faith as the game goes on. (at least +3 per city from ziggurat and shrine. It's safe to say that players and AI will build these buildings even if not going for faith, as it is their unique. Whithout a religion that faith loses a lot of it's usefulness until you can buy great people. Maybe we can give players something to spend faith on or (dare I say it) some form of passive bonus for having excess faith. This could help synergise the UB with the UA. Just another one of my ideas that is just an idea.

I say we keep the Pop and Worker part for sure. But I feel like specialists is an easy way out of having a truly unique ability. Right now I'll leave it as +2 Yields per specialist as a placeholder. It's too much work to have the other ability implemented if we might not even keep it. (I'll fix it so artists give culture, scientists science etc)
 
Yeah good point, haha. At this point its a one on one conversation with the occasional guidance of an old master (G)

While I remember we decided on specialists because we couldn't think of anything else, that's not really a good enough reason for me to like it :D

Agreed on the Religion thing. Building on that concept of them not being a religious powerhouse, maybe we could give them a bonus for having faith? While we can't guarantee they get a religion with the UB being so late, we can pretty much guarantee they'll accumulate a lot of faith as the game goes on. (at least +3 per city from ziggurat and shrine. It's safe to say that players and AI will build these buildings even if not going for faith, as it is their unique. Whithout a religion that faith loses a lot of it's usefulness until you can buy great people. Maybe we can give players something to spend faith on or (dare I say it) some form of passive bonus for having excess faith. This could help synergise the UB with the UA. Just another one of my ideas that is just an idea.
You probably earn more than +3 faith per city with a shrine and a temple considering a shrine gives 2 faith and a temple should gives 3.

I actually don't see that faith as that big of a problem, Missionaries pretty much translates into happiness if you don't land a religion, otherwise putting it all in a pile to spend on great people isn't necessarily a bad idea.


You should probably chill with the faith-rewards from the patron gods however :D

I say we keep the Pop and Worker part for sure. But I feel like specialists is an easy way out of having a truly unique ability. Right now I'll leave it as +2 Yields per specialist as a placeholder. It's too much work to have the other ability implemented if we might not even keep it. (I'll fix it so artists give culture, scientists science etc)
I'm actually fine with leaving it as +2 production(non scaling) for the moment, it's pretty thematic, and it is less work for you :D. Just make sure the UA actually tells us what it does :D
 
Cool, I'll work on writing the descriptions for patrons and the UA to provide clarity. Then I'll look into why certain patrons show up and others don't. I just played and it seems random for me, some that actually do something show up, and some that dont do anything dont.
 
Cool, I'll work on writing the descriptions for patrons and the UA to provide clarity. Then I'll look into why certain patrons show up and others don't. I just played and it seems random for me, some that actually do something show up, and some that dont do anything dont.

I had a few finished ones showing up, most of them were useless to me however.
The ones I had with actual bonuses were:
Cold.
Festivals.
Storms.
Messenger.
Grain.
 
Sorry about the slight disappearance on my part. The charger for my laptop is broken (which isn't too bad except I have to wait a week before a new one comes in from amazon) and as a student, I'm moving around a lot all day from class and work and don't ever get to sit down at my desktop at home but for maybe an hour or two each day. Those two hours have been dedicated to any schoolwork I have to do and I usually don't have much time leftover to work on the mod. But, this weekend I'll probably have limited homework to do and I can get back to fixing all those things I said I would do this week, and then sometime next week I should have my new charger in and I'll be able to be back to usual. So, right now this is what I have pending:

Fix Ziggurat's Being placed in multiple cities after picking just one
Write out the descriptions of patrons
Make Vulture Obsolete with Gunpowder
Fix Trait description
Fix free worker
Fix the bonus pop with pioneers etc
Look into why some patrons do not appear on select screen and fix it
Change leader Icon and DoM Art to Neb II (for now. it's better than the weird yellow and brown icon thing and harun al-rashid)
Look into Civilopedia bug (i probably wont fix this until I've finished writing my civilopedia intries myself, as that is the most probable cause of the issue)

Anything I've forgotten?
 
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