The 65-Civ Mod!

Thank you, could you possibly get a picture of that so I can see what it will look like in game.
Supreme Shogun, thank you for the support.
 
thats too bad.
Anyway, I'm quite mad at myself, I've barely gotten any work done on this at all.
 
I am delighted to let you all know that I got some work done tonight. I have ditched the whole copy the game directory style and instead am planning out my mod. The new target release date is:
Febuary 17, 2006.
 
I need help, would anyone like to make a city list for the Carib?
I also need an idea for an unique unit and leaders.
 
heres my 2 cents (uus)
Maya: bowman (of sorts)
Canada:infantary
Carib: maybe a ancent age raft
Armenia/Scythia: horseman
Vikings: a berserker
Scotland: highlander
Khmer: horseman
Carthrage: elephants!
Korea: turtle ship?
Aboriginies: blow piper
Austria: imperial horseman (or infantary)
Ottomans: maybe a gunman or hevay horseman
Portugal: ship
South Africa/Zululand: tribal warrior?
Minoa:spearman
Byzantine: cataphract! (heavy horseman)
 
leaders

Bulgaria: samuel ll ( i think)
Scotland william wallce or robert the bruce
Carthrage: hannabal
Austria: arch ducke ferdinand?
Ottomans: sulayman
South Africa/Zululand: shaka?
Belgium: leopold (was it the 1st or 2nd?)
Byzantine: constantine or justiniun
 
I don't know if this has been commented on, but I think the Holy Roman Empire should be in. It's not really a combination of france, germany, italy, and some other countries. If you want Austria in, then you should add Prussia in. Prussia and Austria are the two splits of the HRE, and they had two different ruling families, Hapsburgs (A) and Hohenzollerns (P). HRE is not a mixture. Add Austria and Prussia, or add HRE and Austria. You need HRE in there somewhere, considering it was the biggest country in Europe for a few hundred years.
 
I did some looking for Carib leaders/unique units. You might want to consider changing the civ to Taino. There just really isn't that much information on the Caribs (especially names), but there are several leader choices that I found for the Tainos, even a female leader!
My suggestions for Taino civ leaders would be:
Hatuey (male) - Aggressive/Spiritual
Anacaona (female) - Agricultural/Creative? (I know agricultural would fit, but I kind of just picked randomly for the 2nd trait)

I did find some Carib names though:
Hyarima - Aggressive/Agricultural
Hyarima is the national hero of Trinidad & Tobago, as he led a successful revolt against the Spanish
Guarcaipuro - Aggressive/Organized
Fought against Spanish in Venezuela
Chatoyer - Aggressive/?
Led a revolt in St. Vincent in the late 18th century

For UU's, some sort of large canoe, I'm not sure what you would call it though. Or if you would prefer, Gli Gli warrior would probably work, a warrior with maybe enhanced defense in jungle/mountains or something?

EDIT: Stumbled across some ideas for Carib city names. For the capital, I think you should go with Waitikubuli, the Carib name for the island of Hispaniola, as this was where their population was concentrated. However, if you want an actual city, Arima is probably the best choice. As for other cities:
Aripo
Calibishie
Bataka
Salibia
Paria
Arouca
Caura
Tunapuna
Tacarigua
Couva
Mucurapo
Chaguanas
Carapichaima
Guaico
Mayaro
Guayaguayare
 
sealboy6 said:
I don't know if this has been commented on, but I think the Holy Roman Empire should be in. It's not really a combination of france, germany, italy, and some other countries. If you want Austria in, then you should add Prussia in. Prussia and Austria are the two splits of the HRE, and they had two different ruling families, Hapsburgs (A) and Hohenzollerns (P). HRE is not a mixture. Add Austria and Prussia, or add HRE and Austria. You need HRE in there somewhere, considering it was the biggest country in Europe for a few hundred years.

I did have it in, but too many people said take it out.
Prussia is pretty much Germany, so it is out.
I would like those two in, but they got a lot of opposition before.
 
AluminumKnight said:
I did some looking for Carib leaders/unique units. You might want to consider changing the civ to Taino. There just really isn't that much information on the Caribs (especially names), but there are several leader choices that I found for the Tainos, even a female leader!
My suggestions for Taino civ leaders would be:
Hatuey (male) - Aggressive/Spiritual
Anacaona (female) - Agricultural/Creative? (I know agricultural would fit, but I kind of just picked randomly for the 2nd trait)

I did find some Carib names though:
Hyarima - Aggressive/Agricultural
Hyarima is the national hero of Trinidad & Tobago, as he led a successful revolt against the Spanish
Guarcaipuro - Aggressive/Organized
Fought against Spanish in Venezuela
Chatoyer - Aggressive/?
Led a revolt in St. Vincent in the late 18th century

For UU's, some sort of large canoe, I'm not sure what you would call it though. Or if you would prefer, Gli Gli warrior would probably work, a warrior with maybe enhanced defense in jungle/mountains or something?

EDIT: Stumbled across some ideas for Carib city names. For the capital, I think you should go with Waitikubuli, the Carib name for the island of Hispaniola, as this was where their population was concentrated. However, if you want an actual city, Arima is probably the best choice. As for other cities:
Aripo
Calibishie
Bataka
Salibia
Paria
Arouca
Caura
Tunapuna
Tacarigua
Couva
Mucurapo
Chaguanas
Carapichaima
Guaico
Mayaro
Guayaguayare


Wow!:eek:
Thank you for all of that. I will probably leave them as the Carib. Then I will use one Taino leader and one other leader.
 
Has anyone tried contacting Firaxis to see if they can lift the limit of 18 civs on the game so the 65 Civs can actually be modded into the game? It's no use discussing 65 (or higher) number of Civs if the program only allows for 18 (which I don’t know if we'll be able to edit once the SDK becomes available early next year). Any thoughts on this?
 
jcikal said:
Has anyone tried contacting Firaxis to see if they can lift the limit of 18 civs on the game so the 65 Civs can actually be modded into the game? It's no use discussing 65 (or higher) number of Civs if the program only allows for 18 (which I don’t know if we'll be able to edit once the SDK becomes available early next year). Any thoughts on this?

There is no limit for number of civs allowed, but there is a limit on how many you can play on one map at one time.
 
I am currently working on a greatly expanded set of Leader Traits, the new total will be 14-15 (the last one requires several new buildings and changes to existing buildings inorder to be at all usefull so if people dont like the building changes this Trait must be droped). This brings up the total number of combinations to 200+ which will alow every leader to have a unique combination. (Or 2700 if each leader gets 3 traits)

The mostly complete list of traits sumarized by what they do

Philisophical - University focuses on Specialists/GreatPeople creation now
Aggressive - expanded unit types that get promotion, more exp+ buildings
Spiritual - losses no Anarchy, Bonus to Cathedrals and Monestaries
Expansive - totaly altered, now gives cheaper Workers and Settlers, focus is on Horizontal expantion and land grabbing
Ambitious - old Industrial trait re-named, +50% Wonder production
Creative - droped +2 culture and changed to +20% culture
Merchantial - old Financial trait renamed, bonus production on some new buildings added, droped Bank bonus
Organized - gets the no Anarchy bonus (Anarchy length incressed so more of a bonus), bonus to Jail added, droped lighthouse.
Scientific - +20% Science, bonus Library and Observatory
Financial - +20% Wealth, bonus on Banks and Markets
Industrious - +1 hammer on plots with 3 hammers, bonus on Factory, Forge
Prolific - old expansive trait renamed now +3 health, focus is oposite of Expansive emphesizing vertical growth and big cities
Defiant - opposite of Aggressive gives most units a new Defender +15% defence promotion, bonus on all Defensive buildings
Charismatic - Gives a bonus to a number of new happyness oriented buildings, Commerce related Happyness striped from Theater and Colloseum so maintaining happyness requires more buildings.
SeaFaring - All navel units get Combat1, Sentry and Navagation1. Bonus to Lighthouse, Harbor and DryDock. Also trying to figure out an elegant way to add build time bonus for all navel units but may have to simply hack every unit individualy.

This should give you a Idea as to what leaders would best fit what traits. Hope this can be of uses too you in your Civ pack.
 
Impaler[WrG] said:
I am currently working on a greatly expanded set of Leader Traits, the new total will be 14-15 (the last one requires several new buildings and changes to existing buildings inorder to be at all usefull so if people dont like the building changes this Trait must be droped). This brings up the total number of combinations to 200+ which will alow every leader to have a unique combination. (Or 2700 if each leader gets 3 traits)

The mostly complete list of traits sumarized by what they do

Philisophical - University focuses on Specialists/GreatPeople creation now
Aggressive - expanded unit types that get promotion, more exp+ buildings
Spiritual - losses no Anarchy, Bonus to Cathedrals and Monestaries
Expansive - totaly altered, now gives cheaper Workers and Settlers, focus is on Horizontal expantion and land grabbing
Ambitious - old Industrial trait re-named, +50% Wonder production
Creative - droped +2 culture and changed to +20% culture
Merchantial - old Financial trait renamed, bonus production on some new buildings added, droped Bank bonus
Organized - gets the no Anarchy bonus (Anarchy length incressed so more of a bonus), bonus to Jail added, droped lighthouse.
Scientific - +20% Science, bonus Library and Observatory
Financial - +20% Wealth, bonus on Banks and Markets
Industrious - +1 hammer on plots with 3 hammers, bonus on Factory, Forge
Prolific - old expansive trait renamed now +3 health, focus is oposite of Expansive emphesizing vertical growth and big cities
Defiant - opposite of Aggressive gives most units a new Defender +15% defence promotion, bonus on all Defensive buildings
Charismatic - Gives a bonus to a number of new happyness oriented buildings, Commerce related Happyness striped from Theater and Colloseum so maintaining happyness requires more buildings.
SeaFaring - All navel units get Combat1, Sentry and Navagation1. Bonus to Lighthouse, Harbor and DryDock. Also trying to figure out an elegant way to add build time bonus for all navel units but may have to simply hack every unit individualy.

This should give you a Idea as to what leaders would best fit what traits. Hope this can be of uses too you in your Civ pack.


Yes, that will help me a lot. Thank you for all those traits.
 
Yes! Those traits are awesome!

AlCosta, who are you using for Carib leaders? Since I already read all of the background on them, I can probably suggest traits.
 
Back
Top Bottom