Tomatekh's Timurids for VP

Discussion in 'Mods Repository' started by pineappledan, May 11, 2018.

  1. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
    I had a game where Sumer was building Deh. I really don't know this is happening. Maybe it's time to just give up on the idea of a full-on improvement replacement...
     
  2. Guynemer

    Guynemer King

    Joined:
    Feb 20, 2002
    Messages:
    837
    I have no idea why I thought of this, but could it be similar to the Nubian Medjay, other civs are gaining the ability to build Deh if they have shared embassies with Timur?
     
  3. Heinz_Guderian

    Heinz_Guderian Warlord

    Joined:
    Jan 2, 2020
    Messages:
    260
    Location:
    Sweden
    Anyone knows if this is functioning decently? Looks like a cool civ
     
  4. Giza

    Giza Chieftain

    Joined:
    Apr 25, 2017
    Messages:
    63
    Gender:
    Male
    Location:
    Quebec City
    Yes it works perfectly. I just played a game with them. I had to quit in renaissance because I got invaded by all my neighbor's navies at the same time. I guess this is what happens when you conquer and raze cities :lol:. Also, this confirms that deity is too hard for me now :mad:.
     
    Heinz_Guderian likes this.
  5. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
    Heads up on some changes coming down the pipe. They rely on a DLL update, so I won't be rolling this out right away.
    Code:
    UA rework:
     - Yields now given for every 2 citizens killed by razing a city
     - Yields are only given once a city has been destroyed. ie. No rewards given if you only reduce the city's population; you have to go all the way.
     -  Razing speed doubled (a la vanilla Huns)
     - Can cancel razing again
    
    Registan:
     - Still tied to the base Oxford's population requirement, but I would encourage fans of this mod to lobby for a reduction of the Oxford's requirements
    
    Ulugh Beg Madrasah:
     - No longer gives a free Observatory (ruined one aspect of the UA if they got a free copy of a policy-specific building)
     
    Tumen:
     - Tech unlock moved to Astronomy (2 prerequisite techs, moves Timur's power spike back slightly)
    
    Deh:
     - No longer gains 1g/1s at Economics
     - Gains 1g at Guilds and 1c/1f at Railroads (matching base village's changes)
     - Conquered/stolen villages no longer are converted to Deh
         - Still can't build villages yourself, but could alternate with existing villages in formerly conquered territory.
         - Old implementation was causing all sorts of bugs. Could be too powerful, but worth a try.
    
    Some notes on the UA change:
    • I much prefer this implementation, and I have now tested it in a game that I took to mid Industrial, and am personally happy with the results.
    • The yields per 2:c5citizen:population killed only starts counting citizens After the city has been captured (ie. population lost when you take the city do not count towards yields in your capital).
      • This gives an incentive for Timurids to leverage :tourism:Tourism, so they lose fewer population while capturing foreign cities.
        • More Influence
        • ==> less :c5citizen:population lost on capture
        • ==> more population killed via :c5razing:razing
        • ==> more :c5food:/:c5production:/:c5gold:/:c5science:/:c5culture:/:c5goldenage:/:tourism: in your :c5capital:Capital
    • The yields per 2:c5citizen:population killed rounds Up (ie. destroying a 1:c5citizen: City gives +1 to All Yields; destroying a 2:c5citizen: City gives +1 to All Yields; destroying a 3:c5citizen: City gives +2 to All Yields)
    • Halving the total potential yields was necessary. I managed to win 4 wars by early Renaissance and accrued +44 :c5food:/:c5production:/:c5gold:/:c5science:/:c5culture:/:c5goldenage:/:tourism: per turn in the :c5capital:Capital.
     
    black213, Hinin and Asterix Rage like this.
  6. Asterix Rage

    Asterix Rage Warlord

    Joined:
    Jun 6, 2010
    Messages:
    1,581
  7. Guynemer

    Guynemer King

    Joined:
    Feb 20, 2002
    Messages:
    837
    Looking forward to these changes. This remains the most fun Authority-focused civ I have played.
     
  8. Drakle

    Drakle King

    Joined:
    Jun 28, 2014
    Messages:
    947
    It sounds like it would work as a Tradition-Authority mix. Since the capital is so much of a focus, and a lot of free food to feed specialists.


    Anyway, is this civ supported for One City Challenge. Just wondering since cities are autorazed.
     
    Last edited: Apr 26, 2020
  9. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
    The building steal and razing is done via lua hooks that check when a city has been attacked (ie. it fires before the city is actually captured), and when the city is destroyed. I am confident that the building steal would work with OCC, but I don't know if OCC handles city destruction differently than normal city razing, and whether it is captured by the lua hook or not.
     
  10. SuperNoobCamper

    SuperNoobCamper King

    Joined:
    Aug 27, 2017
    Messages:
    748
    Gender:
    Male
    Location:
    Egypt
    This is my very first time to play The Timurids and i indeed love it; it promotes a totally different approach to conquest to someone who is a Rome die-hard fan.
    • The UA is absolutely amazing and super fun to use without being OP, it emphasizes what authority already does and rewards early conquest even more.
    • Raze & Resettle as opposed to Rome's Conquer & Annex is definitely refreshing tho razing mid/late game cities feels counterintuitive since these conqered cities act as military bases, supply stations.
    • This is pretty much the only warmonger civ that made me question going imperialism as the 3rd policy tree given most of my early game was conquer & raze i would have barely any puppets by that time which is not a downside or anything but again a refreshing take on warmomger playstyle.
    • The Farsakh canon is really awkward and directly brings the Ottoman great bombard into comparison both being the ultimate city shredders with downsides but IMO the Farsakh canon which comes later is more risky to use without being stronger (40RCS vs 43RCS, smaller bonus VS cities, costs more hammers).
     
    Heinz_Guderian likes this.
  11. General_Drax

    General_Drax Warlord

    Joined:
    Sep 23, 2019
    Messages:
    274
    Gender:
    Male
    Location:
    Bologna, Italy
    Interesting. Rome is my preferred Civilization. I'd give Timurids a go soon.
     
  12. SuperNoobCamper

    SuperNoobCamper King

    Joined:
    Aug 27, 2017
    Messages:
    748
    Gender:
    Male
    Location:
    Egypt
    It 's super duper fun to play and pretty well balanced; you can think of it as a different approach to Arabia's UA with a lower floor and a much higher ceiling tho at the sametime it creats some awkward situations when you just don't want to vassalize someone or raze a perfectly fine city but nontheless i really love it .... Also i recommend using the 4th UC version it adds some cool stuff aswell.
     
  13. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
    Do the yields on razing feel fair? Right now it scales at +1 yield at 1/3/5/7...:c5citizen:. Should I switch it to 1/4/6/8/10...:c5citizen:? The scaling is for every 2:c5citizen: killed, but I need to add a floor of 1 for 1 pop cities, and I thought the scaling on odds was consistent with that.
     
  14. SuperNoobCamper

    SuperNoobCamper King

    Joined:
    Aug 27, 2017
    Messages:
    748
    Gender:
    Male
    Location:
    Egypt
    I personally like them as they are now; there is already a population loss from conquest which tunes down the yields a bit.
    If you feel it's too strong in the early game now We can tone down the numbers a bit and add era scaling (yields doubled every two eras like the Polish UA) so early game razing is not so strong and mid game razing feels a bit better?
     
  15. Dovaj

    Dovaj Chieftain

    Joined:
    Jul 15, 2017
    Messages:
    33
    Gender:
    Male
    I am seeing this in the 4UC v13 as well. Rome has built both Latifundium and Deh. Netherlands has built Deh. It doen't keep me from enjoying things, but I was not sure if you had thought this fixed.
    I love this Civ and all the work you do makes my gaming better and more fun! Thank you!
     
    SuperNoobCamper likes this.
  16. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
  17. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
  18. Gindisi

    Gindisi Chieftain

    Joined:
    Jun 9, 2016
    Messages:
    7
    The UA makes it possible to get mutually exclusive buildings in the capital (in my case, well + water mill). Is that intentional?
     
  19. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,699
    Gender:
    Male
    Location:
    Alberta, Canada
    Yes, note in the first post:
     
  20. Good Ol’ Bender

    Good Ol’ Bender Chieftain

    Joined:
    Jan 5, 2020
    Messages:
    17
    Gender:
    Male
    Fun to play, but a bit OP military-wise. Cannon UU -> +1 range Field Gun ftw.
     

Share This Page