I have attached a mod adding Singapore as a playable civ in civ 6 with Lee Kuan Yew as the leader. I am posting it so that the mod is tested and I can receive some feedback on whether the traits are balanced.
First off, credit to Civitas and Keniisu for the template that this mod is based off and a thank you to LeeS who took a look at the SQL files and helped me resolve many problems.
The mod is currently not complete but it should be playable. The unique infrastructure is now working and uses the neighbourhood artwork.
I wish to learn if the civ abilities are balanced and whether they require buffing or nerfing. I am also keen to listen to other suggestions on the civ abilities or to a possible unique unit or additional unique infrastructure.
Here is a breakdown on the civ and leader traits:
Civilization Ability: Crossroads of Global Maritime Trade
Receive additional [ICON_TradeRoute] Trade Route capacity when advancing through the civics and technology trees.
(Sailing, Celestial Navigation, Currency, Cartography, Steam Power, Mercantilism, Colonialism, Flight, Refining, Telecommunications, Globalization)
Receive aspects of the civilization abilities Dharma, Dynastic Cycles, Great Nusantara, Meiji Restoration and Workshop of the World.
(Most of the traits are included accept for Dharma bonuses related to missionaries and Workshop of the World abilities linked to military engineers and increased iron and coal)
Outgoing [ICON_TradeRoute] Trade Routes gain +1 [ICON_Gold] for each water tile in the sending city, grant +1 [ICON_Food] Food, [ICON_Gold] Gold and [ICON_Science] Science for each plantation at the destination and grant +1 [ICON_Production] Production, [ICON_Gold] Gold and [ICON_Science] Science for each strategic resource at the destination.
Trade routes sent to Singapore from other civilizations provide +8 [ICON_Gold], +1 [ICON_Culture] and +1 [ICON_Science] for the sender and +2 [ICON_Food] Food, [ICON_Production] Production, [ICON_Gold] Gold, [ICON_Culture] Culture and [ICON_Science] Science to Singapore. Cannot build or buy new settlers or hold on to captured cities."
Leader Ability: From Third World to First
Gain +3% [ICON_CULTURE] Culture, +3% [ICON_SCIENCE] Science per turn for each trade route to an ally. +50% [ICON_Production] Production towards city projects. +1 [ICON_FAVOR] from each Economic Policy slot. Gain one influence point per turn towards earning [ICON_ENVOY] Envoys.
First off, credit to Civitas and Keniisu for the template that this mod is based off and a thank you to LeeS who took a look at the SQL files and helped me resolve many problems.
The mod is currently not complete but it should be playable. The unique infrastructure is now working and uses the neighbourhood artwork.
I wish to learn if the civ abilities are balanced and whether they require buffing or nerfing. I am also keen to listen to other suggestions on the civ abilities or to a possible unique unit or additional unique infrastructure.
Here is a breakdown on the civ and leader traits:
Civilization Ability: Crossroads of Global Maritime Trade
Receive additional [ICON_TradeRoute] Trade Route capacity when advancing through the civics and technology trees.
(Sailing, Celestial Navigation, Currency, Cartography, Steam Power, Mercantilism, Colonialism, Flight, Refining, Telecommunications, Globalization)
Receive aspects of the civilization abilities Dharma, Dynastic Cycles, Great Nusantara, Meiji Restoration and Workshop of the World.
(Most of the traits are included accept for Dharma bonuses related to missionaries and Workshop of the World abilities linked to military engineers and increased iron and coal)
Outgoing [ICON_TradeRoute] Trade Routes gain +1 [ICON_Gold] for each water tile in the sending city, grant +1 [ICON_Food] Food, [ICON_Gold] Gold and [ICON_Science] Science for each plantation at the destination and grant +1 [ICON_Production] Production, [ICON_Gold] Gold and [ICON_Science] Science for each strategic resource at the destination.
Trade routes sent to Singapore from other civilizations provide +8 [ICON_Gold], +1 [ICON_Culture] and +1 [ICON_Science] for the sender and +2 [ICON_Food] Food, [ICON_Production] Production, [ICON_Gold] Gold, [ICON_Culture] Culture and [ICON_Science] Science to Singapore. Cannot build or buy new settlers or hold on to captured cities."
Leader Ability: From Third World to First
Gain +3% [ICON_CULTURE] Culture, +3% [ICON_SCIENCE] Science per turn for each trade route to an ally. +50% [ICON_Production] Production towards city projects. +1 [ICON_FAVOR] from each Economic Policy slot. Gain one influence point per turn towards earning [ICON_ENVOY] Envoys.
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