Maniac
Apolyton Sage
I've made a modmod civ for VEM: the Dutch. I'll make this post more organized, prettified and official later, but now I'll be more short and to the point.
If you want to discover the gameplay possibilities of this civ yourself, don't read further and scroll to the end of the post to look at the screenshots.
The Unique Ability
The main part of the trait, and the major benefit of the civ is one extra gold on tiles that already produce 5 gold.
These are the methods to increase gold on a plot in VEM:
In other words, the civ's intended strategy is a village economy, centered around rivers, and with an incentive to get as many golden ages as possible.
The Unique Unit
The Fluyt provides 30 influence and 100 gold when used on a trade mission. Not counting Patronage boni, I value 30 influence at 240 gold. The unit costs 200 hammers. That means you can get 340 gold in return for an investment of 200 hammers. Perhaps that may seem much, but keep in mind that a hammer is more rare=>valuable than gold for the Dutch, giving all the gold boni they get. Still, this may need balancing after playtesting.
I like the concept of your influence with city states being influenced by geographical factors. So this unit is channeling a bit of the intention of the City State Diplomacy mod, with the nice twist that it only works for coastal city states, reinforcing the naval character of the Dutch civilization.
The Unique Building
The biggest bonus of this unique Watermill is the +1 gold on water tiles. Of course the riverside requirement of this building still remains, so you'll need to settle cities on coastal river deltas to be able to make use of it. Should make land grabbing decisions more fun.
Unfortunately, despite setting a coastal starting position bias for this civ, the civ doesn't always start near the coast. Civs almost always start near a river though, so even if it won't always be possible to make use of this water tile bonus for your capital, it should be usually possible to settle your second city on a river delta, by scouting along the river until you get to the sea.
Minor boni
These were mostly added for flavour reasons, and probably won't make that much of a difference in games.
I like how the Polder transforms a for everyone else useless feature type into a bonus.
Spice, marshes and lakes occur too infrequently and randomly to be a reliable bonus. Still, these little things can help to make city placement more interesting and varied compared to vanilla.
Credits
Pretty much everything of this mod comes from the Hukkak Revised Extra Civs Pack. I just edited the XML files to change the trait, unit and building effects.
THIS MOD MUST BE LOADED BEFORE VEM! Else VEM's production scaling and maintenance system won't be applied on the Polder and Fluyt. I guess there's no way to make it so the loading order doesn't matter?
If you want to discover the gameplay possibilities of this civ yourself, don't read further and scroll to the end of the post to look at the screenshots.
The Unique Ability
The main part of the trait, and the major benefit of the civ is one extra gold on tiles that already produce 5 gold.
These are the methods to increase gold on a plot in VEM:
- Village 2 base
- +1 Village tech bonus, from Optics near rivers, from Economics elsewhere
- +1 near rivers
- +1 from that Commerce social policy
- +1 from Golden Ages
In other words, the civ's intended strategy is a village economy, centered around rivers, and with an incentive to get as many golden ages as possible.
The Unique Unit
The Fluyt provides 30 influence and 100 gold when used on a trade mission. Not counting Patronage boni, I value 30 influence at 240 gold. The unit costs 200 hammers. That means you can get 340 gold in return for an investment of 200 hammers. Perhaps that may seem much, but keep in mind that a hammer is more rare=>valuable than gold for the Dutch, giving all the gold boni they get. Still, this may need balancing after playtesting.
I like the concept of your influence with city states being influenced by geographical factors. So this unit is channeling a bit of the intention of the City State Diplomacy mod, with the nice twist that it only works for coastal city states, reinforcing the naval character of the Dutch civilization.
The Unique Building
The biggest bonus of this unique Watermill is the +1 gold on water tiles. Of course the riverside requirement of this building still remains, so you'll need to settle cities on coastal river deltas to be able to make use of it. Should make land grabbing decisions more fun.
Unfortunately, despite setting a coastal starting position bias for this civ, the civ doesn't always start near the coast. Civs almost always start near a river though, so even if it won't always be possible to make use of this water tile bonus for your capital, it should be usually possible to settle your second city on a river delta, by scouting along the river until you get to the sea.
Minor boni
These were mostly added for flavour reasons, and probably won't make that much of a difference in games.
- Double quantity of spices: this is reference to the trade with the East Indies of course. And it gave me a good excuse for the name of the Dutch trait.
- Extra yield on lakes and swamps.
I like how the Polder transforms a for everyone else useless feature type into a bonus.
Spice, marshes and lakes occur too infrequently and randomly to be a reliable bonus. Still, these little things can help to make city placement more interesting and varied compared to vanilla.
Credits
Pretty much everything of this mod comes from the Hukkak Revised Extra Civs Pack. I just edited the XML files to change the trait, unit and building effects.
THIS MOD MUST BE LOADED BEFORE VEM! Else VEM's production scaling and maintenance system won't be applied on the Polder and Fluyt. I guess there's no way to make it so the loading order doesn't matter?
