The Touhou Mod Development Thread

The game lets you play Rome, Byzantium, and the Ottoman Empire in the same game, dude. If you want to make Satori as a leader, make Satori as a leader!

I know with the historical civs there has been some overlap -- not just related powers from different time periods somehow coexisting in the same era, but I think there are some civs that have multiple copies out there. There's at least two Canada civs, I know, and I think there's multiple Swiss and Latvian civs.

So if someone really wants to make their own version of one of the Touhou civs, I don't think there'd be too much opposition to it. After all, players can just load whichever mod they prefer to avoid conflicts. On the other hand, I suspect part of the goal for the time being is to get a diversity of Touhou civs into the game, so that we can play Large and Huge maps with Touhou-only civs, so there is a certain pressure towards avoiding duplication for now. But still, if someone really wants to do their own version of a civ, I'd say go for it. I know I've still got my own ideas for the Tengu I'd like to use, so someday I'll likely make my own version of them, even if it's just for my own use. :3

Also, I decided to finally put the Human Village up on Steam. I decided to tie the UA to Watermills, although I'll have to play it more to see if I'm fully happy with the change. Still, it does add another terrain-relevant factor for city placement, which is kind of neat.

The Makai civ is just about at the testing stage -- I've been having fun with their UI, so I'm curious to see what other people think of them. I've started coding the Tanuki now, thanks to some brainstorming with Huitzil.
 
Still, those civilizations are very different. Even though they existed in the same places, they are fundamentally unique. They have different governments, different capital city names, different people, and they existed in different time periods!

I've got somebody asking me to do a Tengu/Aya Civ and I have my DDC Civ idea, so I'll hold off on it for now.
 
And Satori's isolated realm of animals and mind-readers wouldn't be different from Utsuho's atomic-powered expansionist empire?
 
With Satori, the main conflict would be the similar origin city names, but enough about that. I've figured out a way to remove that conflict, so it doesn't bother me that much anymore.
 
Well, it's been a while since anyone posted here... o.o;

I feel pretty happy with the Tanuki and Makai civs, so may move forwards with putting them up on Steam soon... but I don't really want to put up the Makai until Moriya is done, because of the similarities between the combat promotions they share.

I could probably post Moriya as-is, and simply upgrade it later... however, looking at JFD's Franks civ, I got some ideas as to how to make the Moriya UA and UB a bit more interesting:

UA: Mountain of Faith -- Mountains generate +1 Faith, Food, Production, and Gold. Cities generate an extra +1 Science for every 2 Faith they generate.

UB: Taisha -- Replace Temple. Generates an extra +1 Faith for every 2 followers of your majority religion in your cities.

I'm currently feeling somewhat happy with this version, as it seems much more in line with Kanako. Generating Science from Faith, and generating Faith from her followers. :3
 
I just finished the music for Hakugyokurou: https://soundcloud.com/tarwe-1

Made some tweaks, everything seems to be working. Now I'm just waiting for the artwork to finish, at which point I can upload it. I think it's going to be pretty cool when it's done.
 
I'm not dead! I'm just working very slowly, because I can't figure out the models for the Sunflower Field, and I have other stuff taking my attention (I am on the Story Team for the new Doomtown relaunch and also writing up RPG adventures). Plus the normal levels of laziness and a-motivation.

I keep going back and forth on Yuuka's UI. I originally gave it +1 culture for each adjacent Field, and Food bonuses; this turned out to be bonkers powerful. Then I cut it down to a static Culture yield, but, it never felt impactful, half the time it felt like just a Culture bonus to farms. With the fact that I couldn't really use Yuuka's ability early on, because my cities just had things they had to build before I could get Granaries and Workshops, so it felt lackluster. So, after trying to make a smaller Sunflower Field bonus work, I just said "screw it", and went back to 1 Culture +1 Culture for each adjacent Sunflower Field, with a gold maintenance cost but made the improvement suck away every other type of yield from the tile -- Yuuka doesn't let you take anything out of the sunflower fields, no food, no materials, no trade goods! Then, I gave her the ability to establish trade routes without Granaries or Workshops; she plays a lot better this way but I MIGHT cut that down to just letting her establish routes out of the capital without requisite buildings, so you can't plop down a city and then instantly have it feed 5 times more food than it produces back to the capital.
 
For a culture + food-generating UI, you might could see how I did it with Miku and her Spring Onion Farm. It provides +3F/+2C at Fertilizer, which is massive, but that requires the tile to be grassland and flat and have no resource and be adjacent to fresh water. Flat grassland tiles by rivers aren't as common as one might think. It can be built without Fresh Water, but then it provides no food, just +2C.

Perhaps keeping it the old way with the Moai culture stacking effect, but enforcing terrain restrictions, might be the way to go.
 
Yaaaaay, the thread is alive again! Honestly, I need someone to kick my butt so I start uploading some of the stuff I've got nearly finished... >__<

I'm not dead! I'm just working very slowly, because I can't figure out the models for the Sunflower Field, and I have other stuff taking my attention (I am on the Story Team for the new Doomtown relaunch and also writing up RPG adventures). Plus the normal levels of laziness and a-motivation.

Can you post a copy of the current mod? I can take a look at the files and see if I can get those pretty sunflower ones to work...

I keep going back and forth on Yuuka's UI. I originally gave it +1 culture for each adjacent Field, and Food bonuses; this turned out to be bonkers powerful. Then I cut it down to a static Culture yield, but, it never felt impactful, half the time it felt like just a Culture bonus to farms. With the fact that I couldn't really use Yuuka's ability early on, because my cities just had things they had to build before I could get Granaries and Workshops, so it felt lackluster. So, after trying to make a smaller Sunflower Field bonus work, I just said "screw it", and went back to 1 Culture +1 Culture for each adjacent Sunflower Field, with a gold maintenance cost but made the improvement suck away every other type of yield from the tile -- Yuuka doesn't let you take anything out of the sunflower fields, no food, no materials, no trade goods! Then, I gave her the ability to establish trade routes without Granaries or Workshops; she plays a lot better this way but I MIGHT cut that down to just letting her establish routes out of the capital without requisite buildings, so you can't plop down a city and then instantly have it feed 5 times more food than it produces back to the capital.

Don't think I can offer much help with the UI... I'm still debating whether or not Shinki's Crystal Forests are fully effective, or not. I do quite enjoy littering every piece of Tundra, Desert, and Snow I can with them, but I've noticed my cities don't always take advantage of them. So I'm not sure if I should nudge the yields up a bit, or leave them as-is, and maybe add in a minor defensive bonus (so they're like forests on the defense?). Ah well...still gotta see if I can use the new wonders-as-tiles graphics to make the Crystal Forests actually look looted. :P

As for the trait, why not make it so that cities of a certain size can start sending food? It should be fairly easy to make a Lua call at the start of the turn that spawns the dummy building in any cities you control that have a certain minimum size...
 
For a culture + food-generating UI, you might could see how I did it with Miku and her Spring Onion Farm. It provides +3F/+2C at Fertilizer, which is massive, but that requires the tile to be grassland and flat and have no resource and be adjacent to fresh water. Flat grassland tiles by rivers aren't as common as one might think. It can be built without Fresh Water, but then it provides no food, just +2C.

Perhaps keeping it the old way with the Moai culture stacking effect, but enforcing terrain restrictions, might be the way to go.

Well, right now the terrain restrictions are "flat Grassland or Plains only" (and "no resources", I guess), which means there's also an opportunity cost, as you're sacrificing your best farmland -- and you need to sacrifice a good number of potential farmland spaces to his the critical mass where the Sunflower Field culture output becomes really good. Which, in turn, makes you dependent on food caravans boosted by your UA, which gives you less money from trade routes, which makes you less able to pay the gold upkeep for the fields.

Can you post a copy of the current mod? I can take a look at the files and see if I can get those pretty sunflower ones to work...

Here you go.
 
I'm just working very slowly, because I can't figure out the models for the Sunflower Field

All right, so I replaced the code you had in the ArtDefines_Flowers.sql file with the following:

Code:
INSERT INTO ArtDefine_Landmarks VALUES ('Any', 'UnderConstruction', 1, 'ART_DEF_MUGENKAN_SUNFLOWER', 'SNAPSHOT', 'ART_DEF_RESOURCE_NONE', 'hb_plantation_mid_sunflower.fxsxml', 1, NULL);
INSERT INTO ArtDefine_Landmarks VALUES ('Any', 'Constructed',       1, 'ART_DEF_MUGENKAN_SUNFLOWER', 'SNAPSHOT', 'ART_DEF_RESOURCE_NONE', 'plantation_mid_sunflower.fxsxml', 1, NULL);
INSERT INTO ArtDefine_Landmarks VALUES ('Any', 'Pillaged',          1, 'ART_DEF_MUGENKAN_SUNFLOWER', 'SNAPSHOT', 'ART_DEF_RESOURCE_NONE', 'pl_plantation_mid_sunflower.fxsxml', 1, NULL);

and it appears to be working:

2014-05-04_00003_zps2be3c21d.jpg


so I suspect that the errors are occurring in either the ArtDefine_LandmarkTypes or the ArtDefine_StrategicView. But at least this basic version works, so you can use this as a base and keep experimenting with it.

I haven't had much chance to actually play with it yet, so I can't say for sure how balanced it is... it does let you generate impressive amounts of culture, but it does come at the cost of any growth or production from those tiles...

2014-05-04_00002_zps76099cdf.jpg


I'll have to try and make some time to actually play through a game with it to see how effective the trade-off is...
 
My first game with them ended in Cultural Victory in exactly the year 2000, at the end of a desperate race to culturally saturate Eientei before they could finish their spaceship. By the end when I had The Internet and National Visitor's Center I was churning out 800-something tourism a turn despite the fact that I only started getting Cultural wonders in the Modern era, and only got Broadway and Sydney Opera House; most of my output came from Sunflower Fields. On the other hand, I had to have five caravans headed into Mugenkan where all my sunflower fields were just to keep the city fed and growing, I was perpetually flat-ass broke for almost the entire game from the lack of external trade and the upkeep on the Fields. And this source of Tourism is more easily and obviously disruptable: burn the fields to put a massive hurt on what I'm doing. It's a good idea to expand well beyond what you strictly "need" for culture victory, both to have more cities to ferry food to Mugenkan, and to keep your borders as far away from the capital as possible -- if the enemy gets to the capital, things will go REALLY badly for you. Your fields burn, your Culture plummets. Your city gets blockaded, citizens die in droves.

So the UI encourages you to build a very very big field of sunflowers, and to keep it protected at all costs. I think that works. But one game isn't really enough to make a conclusive statement, so, I would like to see how it goes for other people.
 
I'll try and get a Mugenkan game started tonight to test it out, although I'm not sure how definitive my experience my prove -- it can be a struggle for me to get a culture victory just on Prince. :P I also suspect I'll struggle with the issue of managing growth, as I tend to have troubles just keeping financially afloat and my cities growing as it is. Still, I'll give it a try, as I'm rather curious how the culture bonus will affect policy growth.

I really need to get back into the modding groove... the Tanuki are on the verge of completion, I just need to make sure I caught all the bugs. Makai just needs tweaking to the rate of demon tourists and art for them. I'm just getting started on Mima's civ, but if I can get that done it'll make a nice second group of three for me...

EDIT: Also, can I just say I'm amazed at your work with the leader icons, Huitzil? Yuuka looks amazing! I suspect at some point I'm going to have to come crawling to you and beg for help in updating my old leader icons, because I just haven't been able to figure out how to get the masking to work to get a leader icon that goes outside the boundaries. ;__;
 
So the UI encourages you to build a very very big field of sunflowers, and to keep it protected at all costs. I think that works. But one game isn't really enough to make a conclusive statement, so, I would like to see how it goes for other people.

Okay, so I started a game last night have just gotten to the Modern era... haven't started building hotels, airports, et al. so I can't really say how much of an impact I'll have towards a cultural victory. I managed to get the Sistine Chapel and Cathedrals, but lost Uffizi to Shinki, who seems to be making an effort towards culture/tourism as well. (As she should!)

Oddly, my big handicap so far has been happiness. I'm probably just not managing my cities properly, but I'm doing okay for gold despite the fact that all of my caravans are moving about internally to supply food and production to my cities. It's probably because I have abundant Tea resources, which the other civs are paying me gold for, but hardly anyone is trading luxuries with me... which means I'm struggling to keep my civ happy. I'm also struggling to get my army built up after a lengthy war with Carthage and Babylon being aggressive on my borders. I suspect it's the happiness issue at fault -- as soon as I become unhappy, my growth and production rates plummet. As I said, though, I suspect my happiness issues are more likely a result of my mismanaging my diplomacy (I don't have any city-state allies, for one ;__;) than a flaw in the civilization itself.

As for the UI, it seems to be functioning adequately. I noticed the game never suggested my workers build sunflower fields, so I wonder if the AI ever will. Left to their own devices, my city manages would typically only exploit the sunflower field with the highest yield, and have citizens work other plots with higher growth potential. I did try switching all of my cities over to a culture emphasis this morning, but at this point I think they cities have actually started working the fields, because I didn't notice much difference. My culture output isn't astronomically high -- I think it's around 180 per turn, and I need 2900 for my next policy, so it's around 16 turns per policy, which is decent by my standards. (I usually average around 20...)

Oddly, I didn't follow the "build the fields around the capital" strategy, because my starting position was heavily laden with resources (3 Tea luxuries and one Ivory) for me to make effective use of them. My primary sunflower fields are thus located between my second and fourth cities, although I've spread them around my third and fifth cities as well. So I'm probably not optimizing them fully.

Still, I can definitely feel the choice it forces you to make -- culture output or growth? Using your internal routes to support growth then forces other tradeoffs -- growth in exchange for gold, gold in exchange for happiness, and so on. I tend to let city growth just occur in the background, so it's interesting to have to actually pay attention to city management for a change.

All in all, so far I think the UI is working fairly -- the loss of your most fertile land in exchange for a potential culture bonanza is a difficult choice. But I suppose I'll have to try and push on into the late game to see what happens with my Tourism...

EDIT: Also, I included my in-progress Tanuki and Makai civs to see how they did under AI control. Makai seems to be struggling a bit, although as I noted they did take Aesthetics to nab Uffizi from me, so they're obviously on the culture/tourism route. Their UA doesn't seem to have triggered much yet, so I'm not sure how effectively they're building up their tourism. The Tanuki, on the other hand, seem to be doing well enough, so I should probably spend some time doublechecking for any bugs and get them published...
 
Thought I'd register an account to give some personal experiences with how the AI acts with the available but incomplete civs from this thread. (This is on Prince, I'm not sure how the AI would behave above that, but I assume it's similar.)

Makai: I haven't noticed any issues in terms of their performance, and they've always been good about using their improvement when they can. That said, they do seem to fall a bit behind but that could be the difficulty.

Tanuki: Haven't actually had them as an AI often enough, but they seem to do fine. (There was one time in a game with nothing but domination available for victory where they got destroyed really quick, might have been them trying to use the UU like normal units?)

Yuuka: She seems to have done totally fine in the one game I played with her so far, although she had no nearby neighbors. However, by turn ~250, by the time I got a unit down there to look around, I found no evidence that the AI built the sunflowers at all. (Unlike the moai spam I've always seen Polynesia do.) There might need to be some sort of yield change if the AI using it is intended to happen.

Moriya: while they are up on the workshop and everything, I thought I'd note that they seem to not care about settling near mountains any more than any other civ, although there's probably no way to change that. They also seem to override the workable mountains mod, making other civs unable to gain the yields provided by that mod. (That said, if they got those yields themselves they'd probably be OP in mountainous areas.)

Also, is there any chance of a Venice style touhou civ happening? I've always liked the concept and there's bound to be someone it could work for. (The Taoists or Myouren Temple perhaps?)

And one last thing, great tile improvements are more than good:
Spoiler :
S45KZwf.jpg


This is with resource, tile and improvement buffs from other mods of course. My Academies specifically were giving 22 total yield each by turn ~250 when I went to go look for sunflowers.


EDIT:

Having thought about it, I think Yuuka (perhaps as the Garden of the Sun and distinct from the PC98 era content inherent in "Mugenkan" and the Flower Tank) would make a good Venice civ. She seems the type that would be isolationist or expand by force rather than settling cities herself. And with the right uniques, it could really encourage aggressive expansion, or none at all. (Fitting with her fan reputation as the USC.)

Higan under Eiki would also work potentially, although other than the previously mentioned idea of bonuses for denouncing civs, I have no idea what you'd do for her.

Also I forgot to say it initially, but thank all of you for your hard work making these civs.
 
Thought I'd register an account to give some personal experiences with how the AI acts with the available but incomplete civs from this thread. (This is on Prince, I'm not sure how the AI would behave above that, but I assume it's similar.)

Hey, nvdr, thanks for the feedback! I generally play on Prince myself, so do most of my testing at that level, although sometimes I play at Warlord to break in a new civ the first time, just to make sure everything's working without having to deal with the enemy AI as well.

Makai: I haven't noticed any issues in terms of their performance, and they've always been good about using their improvement when they can. That said, they do seem to fall a bit behind but that could be the difficulty.

I've noticed them using their improvement as well, so it seems that it works well enough to entice the AI into using it. In my last game (playing as Yuuka) they were a bit behind in the culture race but appeared to be gaining ground when I had to stop, so hopefully they'll be adequate in that regard. I'm not entirely sure how well the AI does in trying to build up tourism, but I know there are cultural civs... maybe I'll have to set Shinki's flavors to something similar to Poland?

I've also modified the UA since I last posted the civ, I think -- the UA now starts spawning free military units based on the level of tourism in the civ in the end game. This should hopefully enable her to warmonger against anyone that doesn't capitulate to her tourism influence. :P I need to tinker with the spawning rates a bit more, though.

Tanuki: Haven't actually had them as an AI often enough, but they seem to do fine. (There was one time in a game with nothing but domination available for victory where they got destroyed really quick, might have been them trying to use the UU like normal units?)

They seemed to be doing all right points-wise in my last game, with Germany constantly trying to agitate for a war against them. In a previous game (testing as Makai) they were actually decent warmongers, going to war against a couple of other civs. The Trickster isn't really any worse than the Scout in combat, and the AI isn't smart enough to take advantage of their unique ability, so they should just be using them as scouts. But since they're a mid- to late-game civ (their UA really doesn't kick in until the Renaissance, as does their UB), I do wonder if they just got taken out by an aggressive early-game power.

Still, as they do seem to be doing adequately, I'll likely try to get them published soon, once I can find some time to do a final debugging.

Yuuka: She seems to have done totally fine in the one game I played with her so far, although she had no nearby neighbors. However, by turn ~250, by the time I got a unit down there to look around, I found no evidence that the AI built the sunflowers at all. (Unlike the moai spam I've always seen Polynesia do.) There might need to be some sort of yield change if the AI using it is intended to happen.

I suspect the AI emphasizes Food, Production, and Gold output -- with Moriya, I noticed the AI wouldn't bother with mountains, even if they had science, culture, or faith outputs, unless they generated food. So the AI probably would always prioritize farms over sunflower fields. Not entirely sure how to get around this, aside from possibly forcing the AI to replace farms with sunflower fields on occasion. As Huitzil noted, once you get a few going they seem to become more attractive to the AI, as it realizes that the culture yields are big enough.

Moriya: while they are up on the workshop and everything, I thought I'd note that they seem to not care about settling near mountains any more than any other civ, although there's probably no way to change that. They also seem to override the workable mountains mod, making other civs unable to gain the yields provided by that mod. (That said, if they got those yields themselves they'd probably be OP in mountainous areas.)

Moriya is actually due for an update, so thanks for the reminder! I'm pretty sure I can revise the UA so that the bonus from mountains is a passive effect, rather than needing the tiles to be worked, so it will avoid conflicts with mods like Workable Mountains. Most likely I'd tone it down to something like "Cities get +1 Science and +1 Faith for each mountain tile in their radius". It would also make for a nice early-game bonus, as you could simply settle near a mountain to start reaping the rewards. I know from some feedback that their abilities really only start kicking in in the Classical era, once you can get Taishas going, so being able to give them a minor faith and science boost to get to that point would be good. At the same time, I do have to tone down the Taisha's yields a bit...

Also, is there any chance of a Venice style touhou civ happening? I've always liked the concept and there's bound to be someone it could work for. (The Taoists or Myouren Temple perhaps?)

What do you mean by a "Venice style civ"? I assume you mean a "one city challenge/OCC" style... which, I'll confess, we hadn't really considered yet. X3 I suspect part of the issue is that most of the characters that are appealing for civs lead power blocs, which would seem to suggest growing/expanding civilizations.

Huitzil and I had talked about Myouren Temple and the Taoists, although we've largely agreed that they'd be civs focused on the diplomatic victory through city-state manipulation. Arguably, either could be done as a OCC civ, which would expand through taking over city-states -- Miko, for example, could potentally add a city-state to her empire by fulfilling a certain number of city-state quests. :P But even that could simply be done as part of a normal UA, like Austria...

For a OCC civ, my thoughts would lean towards either the Hakurei Shrine, or the kobito under Sukuna. The Hakurei Shrine has always been a difficult one for me, because it's hard to figure out how to reflect Reimu's archetypal laziness... but an OCC civ does seem like an interesting possibility, forcing her to expand by beating up and defeating the various youkai. Given that the kobito have almost entirely vanished, I think they might be a good alternative candidate for OCC, particularly since the Miracle Mallet could easily reflect an enhanced Palace.

Anyways, thanks again for the feedback!
 
I'm more than happy to give feedback and ideas if it in any way helps the people making these great mods, and I'll try to contribute as well as I can. I know very little about the inner workings of the game and what's possible/feasible to actually do, though.

I've noticed them using their improvement as well, so it seems that it works well enough to entice the AI into using it. In my last game (playing as Yuuka) they were a bit behind in the culture race but appeared to be gaining ground when I had to stop, so hopefully they'll be adequate in that regard. I'm not entirely sure how well the AI does in trying to build up tourism, but I know there are cultural civs... maybe I'll have to set Shinki's flavors to something similar to Poland?

I've also modified the UA since I last posted the civ, I think -- the UA now starts spawning free military units based on the level of tourism in the civ in the end game. This should hopefully enable her to warmonger against anyone that doesn't capitulate to her tourism influence. :P I need to tinker with the spawning rates a bit more, though.

If there's any way to make her as culturally aggressive as Kanako is religiously aggressive, that'd definitely be the way to go. In the games I've played she's always been kinda passive. (I am using the only version of her that I'm aware has been made available though, and I think it's a very early version. It doesn't even have text when you first meet her!)

Maybe a way to link something (combat?) to production of Writers/Artists/Musicians wouldn't be out of line? Shinki already has a pretty good UI and UU so I'm not sure if a cultural UB as well would be too much.


They seemed to be doing all right points-wise in my last game, with Germany constantly trying to agitate for a war against them. In a previous game (testing as Makai) they were actually decent warmongers, going to war against a couple of other civs. The Trickster isn't really any worse than the Scout in combat, and the AI isn't smart enough to take advantage of their unique ability, so they should just be using them as scouts. But since they're a mid- to late-game civ (their UA really doesn't kick in until the Renaissance, as does their UB), I do wonder if they just got taken out by an aggressive early-game power.

Still, as they do seem to be doing adequately, I'll likely try to get them published soon, once I can find some time to do a final debugging.

As I said, I haven't actually seen the AI play the Tanuki much so I don't really know how they act, mostly just the conquest only game (which used only Touhou civs), where they sat around with one city for about 70-80 turns and then Eientei ate them. Eirin's not exactly an early game power unless you're planning on doing great person spam.


I suspect the AI emphasizes Food, Production, and Gold output -- with Moriya, I noticed the AI wouldn't bother with mountains, even if they had science, culture, or faith outputs, unless they generated food. So the AI probably would always prioritize farms over sunflower fields. Not entirely sure how to get around this, aside from possibly forcing the AI to replace farms with sunflower fields on occasion. As Huitzil noted, once you get a few going they seem to become more attractive to the AI, as it realizes that the culture yields are big enough

That's what I'd figure too. When I actually looked around, they mostly had trading posts, which I'd attribute to Reform and Rule's altered Economics opener giving those +1 culture. (I didn't actually think to check her yields or policies at the time, maybe she just really wanted a lot of gold.) I assume if there had been a yield other than just culture to exploit the AI would have had them all over.


What do you mean by a "Venice style civ"? I assume you mean a "one city challenge/OCC" style... which, I'll confess, we hadn't really considered yet. X3 I suspect part of the issue is that most of the characters that are appealing for civs lead power blocs, which would seem to suggest growing/expanding civilizations.

Huitzil and I had talked about Myouren Temple and the Taoists, although we've largely agreed that they'd be civs focused on the diplomatic victory through city-state manipulation. Arguably, either could be done as a OCC civ, which would expand through taking over city-states -- Miko, for example, could potentally add a city-state to her empire by fulfilling a certain number of city-state quests. :P But even that could simply be done as part of a normal UA, like Austria...

For a OCC civ, my thoughts would lean towards either the Hakurei Shrine, or the kobito under Sukuna. The Hakurei Shrine has always been a difficult one for me, because it's hard to figure out how to reflect Reimu's archetypal laziness... but an OCC civ does seem like an interesting possibility, forcing her to expand by beating up and defeating the various youkai. Given that the kobito have almost entirely vanished, I think they might be a good alternative candidate for OCC, particularly since the Miracle Mallet could easily reflect an enhanced Palace.

Yeah, when I say Venice style civ I mean the no building settlers thing. As someone who plays super tall (I'm sure that Eientei pic didn't give that away) I really like the gameplay of having to expand in non-traditional methods.

When I think about it, Miko definitely seems the best out of those two for a OCC civ, since she's all about using charisma to spread her views. Don't exactly know how you'd implement that while encouraging the whole spreading Taoism thing. Maybe have spreading your religion be a requirement for puppeting/annexation? It's a shame that there is apparently issues with great prophet replacements because that would probably be a decent way to implement it. (Even if it is just a religious version of the MoV. >__>)

I do like the Reimu and Shinmyoumaru OCC civ ideas actually, I might see if I can help come up with uniques for them.

Reimu would definitely have to beat people up for their cities, but not be able to actually control them directly. (A common theme with OCC civs, really, but she'd probably not really care enough to run more than her capital/shrine.) Probably would also be powerful in terms of military, but not actually aggressive. Maybe a unique unit that gets bonus money for actions like the Landschneckt, that can go out and get "voluntary donations" from beating up others. And maybe a way to prevent other people from spreading their religion to her, since her shrine is important, even if no one seems to know who the god is.
 
If there's any way to make her as culturally aggressive as Kanako is religiously aggressive, that'd definitely be the way to go. In the games I've played she's always been kinda passive. (I am using the only version of her that I'm aware has been made available though, and I think it's a very early version. It doesn't even have text when you first meet her!)

Maybe a way to link something (combat?) to production of Writers/Artists/Musicians wouldn't be out of line? Shinki already has a pretty good UI and UU so I'm not sure if a cultural UB as well would be too much.

Come to think of it, I think she still doesn't have diplomatic text. Oops... I think tonight I'll zip up the current version of the mod I've got and post it here so people can test it out. One change is that I've removed the Drake UU (although I'm glad you felt it was pretty good!) and replaced it with a Travel Agency UB that replaces the Hotel, but is available with Archeology instead of Refrigeration. I've reduced the Tourism bonus to 33% from 50%, but it also enables airlifts like the Airport. The other change is that rather than giving a combat bonus from Tourism, now starting in the Renaissance you'll start getting demon units that randomly spawn at the capital, depending on your Tourism level. More tourism, more demons coming through. I don't have the rates fully tweaked yet, but it works enough that I'd like to get some feedback on it. I'll also look at her flavors to see if I can make her more interested in culture/tourism...


As I said, I haven't actually seen the AI play the Tanuki much so I don't really know how they act, mostly just the conquest only game (which used only Touhou civs), where they sat around with one city for about 70-80 turns and then Eientei ate them. Eirin's not exactly an early game power unless you're planning on doing great person spam.

Hmm... well, they've done well enough against other civs from the main game that I think they're okay. I can always look at tweaking Mamizou's expansion flavor up a bit, since that is the one that drives city settling.


That's what I'd figure too. When I actually looked around, they mostly had trading posts, which I'd attribute to Reform and Rule's altered Economics opener giving those +1 culture. (I didn't actually think to check her yields or policies at the time, maybe she just really wanted a lot of gold.) I assume if there had been a yield other than just culture to exploit the AI would have had them all over.

To be honest, the AI has a tendency to spam trading posts in the mid-to-late game. Even the advisors will recommend I build trading posts rather than mines and farms. It could just be the way the game is coded... money does make the world go around these days. :P

Yeah, when I say Venice style civ I mean the no building settlers thing. As someone who plays super tall (I'm sure that Eientei pic didn't give that away) I really like the gameplay of having to expand in non-traditional methods.

When I think about it, Miko definitely seems the best out of those two for a OCC civ, since she's all about using charisma to spread her views. Don't exactly know how you'd implement that while encouraging the whole spreading Taoism thing. Maybe have spreading your religion be a requirement for puppeting/annexation? It's a shame that there is apparently issues with great prophet replacements because that would probably be a decent way to implement it. (Even if it is just a religious version of the MoV. >__>)

I do like the Reimu and Shinmyoumaru OCC civ ideas actually, I might see if I can help come up with uniques for them.

Reimu would definitely have to beat people up for their cities, but not be able to actually control them directly. (A common theme with OCC civs, really, but she'd probably not really care enough to run more than her capital/shrine.) Probably would also be powerful in terms of military, but not actually aggressive. Maybe a unique unit that gets bonus money for actions like the Landschneckt, that can go out and get "voluntary donations" from beating up others. And maybe a way to prevent other people from spreading their religion to her, since her shrine is important, even if no one seems to know who the god is.

That's what I figured, but felt it was best to check. All things considered, I'd probably want to make Byakuren and Miko more conventional civilizations... although I think I really like the idea of Miko buying up city-states like Austria by doing them favors. There's been enough different civs with bonuses to help buff the diplomacy game and city-state interactions that I think I could cobble together enough -- for example, each city-state that joins your empire gives you its seat at the World Congress. I'd probably want to make a Sohei Monks UU for them... not sure what kind of UB, except maybe that mausoleum/tower thing? The ideas are interesting enough I'll have to give them a shot. X3

As for OCC civs, I do think Reimu and Shinmyoumaru would be the best bets. Reimu being too lazy to run an empire seems appropriate, so she would simply puppet cities she defeats. The "money from defeating enemies" would be easy to do via dummy policies, an area I've been meaning to explore.

As for Shinmyoumaru, I was thinking she could gain bonuses from trade routes to other civs -- perhaps growth and production proportional to the output of the city the trade route connects with. I imagine it'd be a less aggressive, more growth-oriented civ. I know there's people that look at "ways to build the biggest city possible", which seems like the kind of goal you'd want to strive for with Shinmyoumaru and the Miracle Mallet. :P
 
Back
Top Bottom