Oh hai. I just found this thread and would be happy to help you test. Stay strong.
Maybe not Inuit, but something tundra/ice based could be fun. Not saying Inuit is bad, but I'm leaving it open if someone have a better suggestion.Inuit - ??? - From what I've seen, Inuit is a fan favourite mod Civ. Plus, they're downright cool
South america have more representation than north america, between Brazil, Aztecs, Maya and Inca.(Gran) Colombia - Simon Bolivar - I have some ideas about a liberation based civ, and the vassalage system provides some interesting methods of interacting with the AI. Plus, South America is pretty dark when it comes to representation
I can't really think of a reason not to, other than the last paragraph on the Colombia response.Cuba - ??? - Cuban History is really interesting, and we don't have any Caribbean based Civ's at all.
Because you have a deathwish?Australia - ??? - There's already a pretty good Australia with Henry Parkes, could get the creator's permission to shape it up for CBP and give them credit. Plus, Australia is my favourite country. I dunno why, I just have always wanted to move there
I'm all for splits, but they usually make things complicated.Polynesia Split - Kamekameha (Hawai'i) and ???? (Maori Leader) - Personally this has always bothered me how theyre lumped together (and Rapa Nui too), so I've always wanted to split them up.
Aren't there more interesting countries in Africa (and Africa isn't exactly that under-represented either. Egypt, Carthage, Morocco, Songhai, Ethiopia, Zulu) like Mali for example.Kongo/Congo - ??? - A pretty cool and unique civ, plus it will help out Africa's representation
I always feel so weirded out trying to figure out how to make countries that basically started existing in the modern era, people seem to severely dislike civs without at least some early game bonuses.Canada - Pearson (?) - Same as Australia, Plus, it's where I'm from!
Better at leastMexico - ??? - Same as Canada and Australia
South america have more representation than north america, between Brazil, Aztecs, Maya and Inca.
Aren't there more interesting countries in Africa (and Africa isn't exactly that under-represented either. Egypt, Carthage, Morocco, Songhai, Ethiopia, Zulu) like Mali for example.
Spoiler :
Not trying to sound rude, but lets keep the future civ discussion in spoilers
Good points, my only rebuttals right now are that the Aztecs and Maya are technically central american, which is a region of the North American continentand the the Mali are basically Songhai before Songhai overthrew them.
Kongo is just there to show that I'm down for another African civ tbh, could be Ayyubids, could be Boers, could be anything
The new version should be up in a few hours, gonna give it one last playthrough to about the renaissance era
Spoiler :No offense but I'm not really that into separating North and South America, it's all just America to me.
I mean isn't Africa like the size of both Americas anyways?
Yes this coming from an European with plenty of representation despite being both small and technically not really a separate continent sounds kinda weak, but as far as lasting-time and world impact most European countries are bigger than most American and African ones
Also you should really just start a new thread instead of discussing this here, even with the spoilers it's plain weird.
Well, my intention was for people to PM me about it, if you read the original post heheh.
The UA feels like it might be slightly too powerful.
I really like how it turns out (maybe make the worker spawn in the settled city instead of next to the capital would be better however), but it is really powerful early on, and doesn't really drop steam until you hit the renaissance era. Not really sure what to adjust however.
The Patron deities needs a lot of work, some of them are just pretty awful, while others are crazy, I mean I'm purposely avoiding the one that gives you a scientist +2 flat science and -25% illiteracy, not actually sure you want to stick unhappiness reduction on the buildings at all as it might mess with the balance of the normal buildings (not really sure how the math adds up however).
Other than that my go-to one was probably the +4 hammers +engineer, not sure if it is overtuned or if the other ones are just too situational.
I'm not really sure. The first part is pretty strong but it obviously falls off as soon as you stop settling cities (which is fine). The specialist part is clearly weaker than the Korean UA, which leads me to believe that it should be fine, I'm just not certain that it is.Yes, worker will be fixed to spawn at the city founded in the future. As for balancing the UA, is it the specialists or the extra pop/worker combo that's too strong? A free worker at the beginning of the game is really strong by itself, so maybe only the capital could spawn one. If the specialists are too stronk, perhaps +1P for each instead of +2
I think we should probably skip the % happiness mods like the illiteracy and the crime reduction.True, the Patrons are pretty wacky in terms of balance. Is the +2 Science and illiteracy modifier too much? Should that one just have the Science Slot? I know since the science rework flat science is pretty OP, so i made it 2 instead of 4 like the Gold, Culture, and Hammer equivalents.
I don't necessarily think this one is bad, but it seems kinda weirdly designed, why is it Cattle Sheep and Bison instead of Cattle Sheep and Horses?Should I buff the numbers on the situational gods? I.E. the Cattle/Sheep/Bison God can go up from +2 Culture on these to like +6 or something insane since it's so situational.
I don't think I've access to this one.Also, the river god giving 1F per two river tiles (Enbilulu I think), I'm thinking about making it 1->1, which is pretty similar to the floating gardens/tabya.
Somewhere in between, probably. Kinda hard to tell really, even the strongest ones aren't necessarily stronger than really strong UBs, but the added flexibility should probably count for something.EDIT: Should we focus on toning down the already strong patrons or should we buff the useless ones, or find a middle ground from where they are now? Can you think of any god that seems pretty balanced as a UB that we can shoot to match in power?
I'm not really sure. The first part is pretty strong but it obviously falls off as soon as you stop settling cities (which is fine). The specialist part is clearly weaker than the Korean UA, which leads me to believe that it should be fine, I'm just not certain that it is.
I think we should probably skip the % happiness mods like the illiteracy and the crime reduction.
I don't necessarily think this one is bad, but it seems kinda weirdly designed, why is it Cattle Sheep and Bison instead of Cattle Sheep and Horses?
I mean it's called god of livestock(right?) and Bison is definitely not one of those.
Other than that I'm kinda weirded out by the one boosting Wine and Incense being like twice as strong as the other one buffing luxuries, I know that one only boosts two different luxuries, but with the nature of the building and how luxuries are distributed with More Luxuries, it doesn't really matter.
I don't think I've access to this one.
Not exactly sure how to balance it either, 1F per river tile doesn't seem that broken. I mean both the Tabya and the Floating Gardens have other benefits besides their river boosts, while the Ziggurat's strength is in the massive flexibility.
Somewhere in between, probably. Kinda hard to tell really, even the strongest ones aren't necessarily stronger than really strong UBs, but the added flexibility should probably count for something.
Having it affect all pasture-resources would feel kinda consistent, people do eat horses but as far as terminology goes I don't know if they would be considered livestock.Well, my thought process was that livestock meant it would affect animals that are used mainly for food (in hindsight, deer fits that category as well), but that's not what Livestock means, and I didn't realise it until you pointed it out. I might change Bison to Horses or just drop it altogether, as I'm not sure horses count as livestock (is there an expert present?) Either way, you're right about the bison thing
Doesn't exactly matter, fact is if a boost to for example wine is a lot stronger than a boost to for example furs, the few times you get wine assigned as a monopoly-resource you're going to have a huge advantage.The Incense and Wine thing is because the normal temple already buffs wine and incense, so it just stacks with that (unless a recent patch changed it since February)
Not saying that this should be a thing, but if for example you had one patron deity provide you +1 culture to every river tile, that would imho be fine as the Tabya also provides you with a +10% bonus when building buildings as well as some base production (+3).My thoughts exactly. I think the strongest ones are okay, and we should buff the weaker ones to be on their level. Even with the optimal Patron in each city, the Ziggurats would only be as strong as or less strong than other UB's in CBP. And while most of the patrons themselves ARE kinda boring, I think the part that makes Sumer's UB interesting is that you get to customise each city (to an extent).
Doesn't exactly matter, fact is if a boost to for example wine is a lot stronger than a boost to for example furs, the few times you get wine assigned as a monopoly-resource you're going to have a huge advantage.
Unless I'm mistaken the +2C +2G were in addition to the yields already present on the Temple, right?
Not saying that this should be a thing, but if for example you had one patron deity provide you +1 culture to every river tile, that would imho be fine as the Tabya also provides you with a +10% bonus when building buildings as well as some base production (+3).
Forgot to mention this earlier but I'm really not a fan of the bonus to marshes Ziggurat, Marshes are designed to get replaced with improvements later on and automated workers drain them.
In that case that should probably be cleared out. I mean the standard +1C and +1G on wine from temples are not mentioned on all other patronsNo, it should be +2C and G total
Yeah I could see that, I'm just not sure if it actually works.Well the idea behind the marsh god is that it gives extra food on marshes. as well as culture, to prompt the player to not get rid of marshes
In that case that should probably be cleared out. I mean the standard +1C and +1G on wine from temples are not mentioned on all other patrons
Yeah I could see that, I'm just not sure if it actually works.
That's not what I meant, I mean if the base building claims to give +1 C/G and the patron god claims to add +2 C/G, you would expect the final sum to be +3 C/G.The Ziggurat description should say something like "On top of the usual bonuses a temple provides, the ziggurat allows you to select a patron deity to further customise this city." If it doesn't, I'll change it so it does because all zigs give +2 Faith, +1C/G on Wine/Incense, and the patron bonus
Automated workers automatically draining marches to build improvements as well as improvements continuing to scale as the game goes on.I dunno what you mean by works. It makes marshes have a total of 4food/3culture which is pretty good for any tile besides GP tiles. I'm considering changing it to 5food/4Culture total as well (plus...you dont have to pick this one if you dont like it or plan on getting rid of marshes)
That makes no sense, the AI starts with like 2 workers already, another one shouldn't even help them.I've done a few AI only games with sumer and have concluded that they dominate way too hard early game, and usually snowball hard too. I think the extra workers need to be nerfed a bit as they always end up with way more improved tiles than any other civ
That's not what I meant, I mean if the base building claims to give +1 C/G and the patron god claims to add +2 C/G, you would expect the final sum to be +3 C/G.
Automated workers automatically draining marches to build improvements as well as improvements continuing to scale as the game goes on.
That makes no sense, the AI starts with like 2 workers already, another one shouldn't even help them.
I kinda think the main culprit is the fact that tradition essentially gives you +12 production from specialists, which is kinda heavy. Maybe we could put some limit on the specialist-production somehow, let it provide +0 in ancient era +1 in classical +2 in medieval and then stay at +2. Gated power.