The Touhou Mod Development/Porting Thread

Huitzil37

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We should have one of these, shouldn't we?

I'm not starting the actual work yet on porting my Touhou Civilizations over to 6, not until the actual mod tools come out, but I think it is a good idea to start thinking about what we're going to do with them. Especially given that now we can have multiple leaders for the same civ, which is good for those who want to make popular characters into civ leaders even though they aren't technically leaders of anything -- now, instead of making Sakuya Izayoi have her own entire civilization, she can be a possible leader for the Scarlet Devil Mansion civ, along with Remilia Scarlet!

But if one person wants to make Sakuya, and one person wants to make Remilia, it is probably a good idea for them to get together and hash out what they want the civ ability of the Scarlet Devil Mansion to be. So, while we don't yet know what will be easy to do with the mod tools that are yet to come out, it can't hurt to start spitballing ideas for what we want to do.

Of the four mods I made, two of them were led by a character who wasn't the nominal leader of her faction (Eirin and Utsuho) and two of them had a civ ability that could go in one of two directions (Yuuka and Cirno), so I think I'll try to make each Civ have two leaders, with a basic Civ ability that each Leader takes in a different direction or casts in a different light. This isn't an obligation for everyone else, of course, and most Civ leaders in the game don't follow this pattern anyway, but just what I want to do with at least the four civs I already made and will port.
 
These are just ideas, spitballing, etc. I'm not even that good at Civ VI yet, so everything may be out of whack (and I think I lean toward making leaders with too many abilities because, well, I don't think the existing ones are cool enough).

The Great Fairy Alliance

This civ's ability is directly transportable to Civ 6, though for balance reasons I might need to tweak values, because you also get leader abilities on top of it now. It was an ability that could be pushed in one of two directions, so it should stay as the basic civ ability.

Civ ability: Nature's Resurgence
+100% Production and Upkeep for military units. [Possibly +150% or 200% Upkeep?]

Unique Unit: Spring Herald
The original Spring Herald replaced the Machine Gun and allowed you to keep a range of 2 on your garrison defenders. There is still a Machine Gun with only 1 range, but it comes later. Not sure if it should remain an extended-range Machine Gun or become a Crossbowman or Field Cannon replacement that instead has bonus strength after moving -- for Cirno, this says "Always be pushing onward!" and for TFOL, it says "These are the guys you keep in your territory and rush to trouble spots!"

Unique Infrastructure: ???
I had a couple ideas for this. An enchanted forest, filled with fairy trees like we see the TFOL live in their tree in Sangetsui, is a natural idea -- except that would be either very close to, or identical to, the UI for Kongo. Or, it could be a unique Holy Site patterned off of the fairy shrine the TFOL make out of the old cell phone tower, except then that says "Focus on religion!" which isn't right for fairies, but if it gives you something else instead of Faith it totally locks them out of religion which isn't right either.


Leader: Cirno
Cirno is the "Use this ability to make a huge army and constantly move outward with it" leader.

Leader ability: Great Fairy Wars
You gain double Gold from clearing Barbarian camps and Pillaging. [Or: you get less Gold from Pillaging, but it doesn't actually break the tile improvement, so you can keep doing it? reinforces the theme of mischief but doesn't push you to keep moving.] Gain access to the "Fairy Mischief" Casus Belli, greatly reducing Warmonger penalties for declaring war but massively increasing penalties for taking Cities.

Leader Agenda: The Strongest In Gensokyo
Wants the might of fairies to be respected, so likes civilizations who offer tribute or who surrendered to her in wars. Dislikes civs who haven't done that. Holds no grudges for declaring war against her if you surrendered to her. [The idea is that you take a dive for her and become friends, not that she constantly attacks you to get concessions].


Leader: The Three Fairies Of Light
The TFOL are the "Use this ability to put off making an army until you really need it" leader.

Leader Ability: Strange And Bright
Moving through your territory costs enemy units an extra movement point. Your own units treat all tiles in your territory as roads. [Supposed to slow down attackers long enough for you to crank out a defending army or move in your skeleton crew by emulating the old Great Wall, which you can then move into position quickly. When you lose your way, it's because of the fairies.]

Leader Agenda: Staking Your Life On A Prank
Like big people who don't get all bent out of shape over being pranked, so like civilizations that forgive them for Espionage and don't denounce other Civs. Don't like civilizations who ask them to stop spying or who denounce multiple other Civs.
 
The Palace Of Earth Spirits

The previous ability was entirely Utsuho, so it should be folded into her leader ability, and the civ itself given something else. The previous ability was also absurdly powerful, probably too good for V and even better if ported straight to VI due to Research boosts being locked behind the Campus district, but honestly, I liked that it encouraged you to nuke the world. Nuking the world pissed off everyone, and the Underground is a place for those hated and reviled by the surface, so I'm interested in a dyanmic where their Civ ability is a major drawback for dealing with people and their leader abilities are "why you don't care everyone hates you", but that creates a problem with Satori's possible leader abilities. The idea is "Everyone is out for your blood, get a leg up in dealing with it", Utsuho's love of atomic energy and the late-game status of atomic weapons also makes me give them a "getting things early" theme.


Civ Ability: Subterranean Ambition
+1 Housing and Production from all Districts. All Civilizations have access to the "Subterranean Animosity" Casus Belli, greatly reducing [negating?] Warmonger penalties for actions against you. [Maybe: Gain envoys with City-States at half the speed, or some penalty to Gold from Trade Routes?.]

Unique Unit: Hell Raven
A flying unit that replaces the Biplane. Unlocks much earlier than the Biplane [thinking Renaissance], but is correspondingly weaker until the development of Flight.

Unique Infrastructure: Geyser Center
Replaces the Aerodrome. Can be built on any terrain, unlocks much earlier, and gains adjacency bonuses as if it were an Industrial Zone that boost Science.



Leader: Utsuho Reiuji
Utsuho is the "They hate you, destroy them with atomic fire!" leader. She gets nukes way, way, way before nuclear power. This should paint a target on her back.


Leader Ability: Power of Yatagarasu
Fallout tiles grant 2 Food, Production, and gold when worked. Gain access to the "Yatagarasu" Special Project in Industrial Zones [or Geysers?], allowing you to create minor nuclear weapons at great cost.

Leader Agenda: Terrifying Eyes Nobody Loves
Has a basic level of mistrust for all surface-worlders for their hatred of Satori, but likes Civilizations with high Tourism against her, as they create things Satori enjoys.


Leader: Satori Komeiji
Satori could be the "They hate you, but can't do much about it" leader, or the "Major civs hate you, but City-States love you" leader, mimicking her "people and youkai hate her, but animals love her" status. The problem with the latter is, an Envoy bonus requires her civ itself to not have an Envoy penalty, which reduces the "it is you against the world" feeling and makes them stronger. The problem with the former is that it tells you to focus on Espionage, which is super tedious right now, and makes her "Catherine but straight up better".

Leader Ability: Third Eye
Maximum Diplomatic Visibility with all foreign Civilizations. EITHER: [Gain Influence with City-States at double the speed] OR: [Spies start at level 2].

Leader Agenda: The Sickness In Everyone's Heart
Can see the hearts of everyone she meets, so likes Civilizations with many Amenities for a happy population, and dislikes Civilizations with negative Amenities.
 
Eientei
Eientei was also very powerful in their Civ V incarnation, and their ability was tied only to Eirin, so the base Civ ability should be something different. I have a lot of ideas for them, but much less of an idea on how to assemble them into a coherent whole. I'm not going to even elaborate what is the civ ability and what is each leader's, I'm just going to throw them out there:

Drawback: Trade routes to or from less advanced Civilizations grant them bonus Research or Culture [basically the "outgoing" version of Peter's ability].

Component 1: Five Great Work slots in the Palace. All Great Work slots are wild cards. [This is obviously "Lunar Capital Exhibition" and feel like it should be part of the basic Civ ability?]

Component 2: The first five times you retire a Great Artist, Writer, or Musician, gain a unique Artifact. [Buddha's Stone Bowl, Robe of the Fire Rat, Branch of Hourai, Dragon's Jewel, Swallow's Cowry Shell]

Component 3: The first Great General, Scientist, Engineer, Admiral, and Merchant you retire all grant a unique Artifact. [Same list as above. Either of these would obviously be Kaguya's "Five Impossible Requests". I just worry about what direction they push her in vs what she wants to be vs what fits flavor best. Obviously, she has the artifacts the whole time, but she needs an excuse to pull them out.]

Component 4: Bonus Great Person points from Specialists and District projects.

Component 5: +1 Food from Specialists.

Component 6: Bonus Culture granted to other Civilizations gives you three times as much Tourism.

Component 7: Bonus Science granted to other Civilizations grants you three times as much Gold. [This or the previous could also apply to both, ie, Tourism for Science and Culture.]

I can't find a way to arrange these that satisfies me: I want Kaguya to be focused on Culture and Eirin on Science, and the basic ability of the Civilization to be something that each of them takes in a different direction. There's an obvious configuration there, but it doesn't give me that "each leader is a different take on the same idea" feel I want.
 
Would love to see a complete touhou overhaul, there were a lot of individual civs for Civ5 but nothing on the scope of, say, Touhou Epic for BtS.
 
I haven't played any Civ 6 yet myself... I've become so focused on the modding side of things, the game doesn't interest me without the modding tools. XD

But if the tools come out and have enough flexibility to actually achieve what I'd like to try (like importing unit and improvement graphics), then I'd be tempted to redo some of my favorite Touhou mods that I made. Yumemi, Shinki, and Marisa ended up being my favorites, but I've also always had a soft spot for the oni, so doing an Oni Clans mod with Suika, Yuugi, and possibly Kasen Ibaraki (if one believes the theory that she's an oni...)
 
I think I'll update my Senkai and Myouren Temple civilizations for civ 6. I'm also thinking of ideas for a kourindou civ. Waiting for mod tools before I get started, though. I don't mind if anyone else wants to make them, but I'll still probably make my own version.
 
Edit: After spending many hours attempting to create a functioning mod using the tools provided, I have concluded that I will not be able to finish anything until coherent documentation on the process is available.
 
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