vyyt
Deity
not sure if even possible, but if the ingame editor and/or reseed mods would work that would be glorious.
Last time I checked IGE worked fine.
not sure if even possible, but if the ingame editor and/or reseed mods would work that would be glorious.
Seems to work fine, at least the production part. Haven't gotten around to conquering a city with a WW yet, but I'm working on it.UA (New): The Ta-Seti grants the Nubian people +10% Production in any cities with a garrison. Conquering a World Wonder expends a free Great Artist for Golden Ages and World Wonders extend Golden Ages by +5% up to a maximum of +25%.
Honestly not sure how much I like the whole era-scaling thing on this, just puts a ton of pressure on you to build them early on and delaying era-progression.UI (New): Royal Pyramid able to be built in flat desert or plains is unlocked at Construction, granting food, culture, and faith. Although it cannot be built adjacent to one another, the earlier the era it was built in, the more culture and faith it will provide. Nubian Units fighting near these Royal Pyramids are given a +25% Combat Strength. Upon the discovery of Archaeology, Antiquity Sites may often appear in pre-Archaeology Royal Pyramids allowing you to sacrifice their improvements to plunder their hidden artifacts or transform them into a Landmark.
This unit is kinda messed up. I personally didn't get the river-thing to work (and it's not present on a promotion or so, so I can't really check if it just spawns without the ability or if the ability doesn't work.UU (New): The Apedemak Archer is a replacement of the Ancient Archer being given with a Siege promotion that provides a combat bonus when attacking cities. Along with additional ranged combat strength, these archers are given the blessing of Apedemak which grants them an additional movement along with an extra movement when these archers end their tile near a river.
No use outside of war, it's a civilization with an army that is very versatile with many varieties of the same units.Might as well do the other two while I'm at it.
Confederate States:
UA: Looks solid, I suppose. Maybe something completely unrelated should be added to it if only to make the text longer and provide some use outside of war.
I haven't exactly gone through the promotions lately, but I remember them being decent enough but not strong enough to compete with CBO level UAs.
The key word is antebellum. It out-yields most improvements until the "Big War" timeline which later unique improvements start to out-yield it. (But your ideological tenets should keep them online more because the max yield could be +2f/+4f, +3p/4p +1g, +3c, +0s/3s) which this is actually common provided you settled your city appropriately. And honestly they're a civilization who intends to warmonger due to their UA. If you're not bound to find some plantations snip snip.UI: Actually looks quite powerful, I am however worried about the specific resources mentioned in the text (cotton, tobacco, sugar?). I understand that it's historically true, but I'm always kinda on the fence with things buffing specific luxuries, mostly because of the RNG issue.
I see you wrote something about it getting buffed by any plantation (makes a whole lot more sense, I mean that's the point of these manors) and that whole thing sounds a lot more reasonable, sure you're not guaranteed to get a plantation resource, but it's quite likely.
One final note is that while this UI looks quite solid in the yields department, most CBO UIs are based around getting better as the eras go on (because that's kinda how normal improvements work here) meaning that by having the UI as strong as it will ever get from the start, it is effectively getting weaker over time, which I'm not sure is the actual goal.
I'll look into the wrong techs... (don't know why...)UU.
Obsoletes at the wrong tech (according to CBO standards), it should obsolete at Combined Arms.
Also feels slightly underpowered compared to other CBO UUs unlocking around similar times.
Code doesn't count opener and finisher as policies therefore, the max you can get is +60% in all cities(minimally it's +20% which is still huge)UA:
I never got around to testing this either, but with how you worded it, it sounds like you could fill out all 3 ancient era trees and receive a massive 72% food and culture in all cities.
I'm not saying there is anything wrong with that, I'm just asking if this was actually your intention.
I actually have no idea why the Acropolis should be providing that much Defense, but I'm thinking it's related to one of them complaints about where walls aren't providing enough Defense and Gazebo appropriately did something to it. Might up the defense to 3, but other than that. Vietnam is meant to be played as a thick civilization that is able to boost her defenses through her UA bonus of generating cultural great people by building defensive structures.UB.
The UB is REALLY underpowered compared to other CBO-based buildings.
Comparing the Greek Acropolis with it directly:
-10 Hammer cost (Acropolis/amphitheater is 140, watertheater is 150)
-1 Maintenance (Acro/amphi is at 1 gpt, water is at 2gpt
+1 Culture (acro got 3cpt, water got 2cpt)
+2 Tourism (acro provides +2 tourism)
+-Defense (Acropolis provides +10 city-defense, Water puppet theater provides +2 defense per great work) (So anywhere below 5 great works in the city and the Acro beats it, considering limited slots and the inability to house the same great work in multiple cities at once I feel like the acro beats it out)
+5 culture(per era) per kill (This is just something the Acropolis has)
On top of that the Water puppet theater doesn't provide any boost to Lapis Lazuli, but I'm assuming that is more of a miss than an actual conscious decision.
I'll look into it.UU.
Obsoletes at the wrong tech (according to CBO standards), it should obsolete at Mobile tactics.
Also feels slightly underpowered compared to other CBO UUs unlocking around similar times.
No use outside of war, it's a civilization with an army that is very versatile with many varieties of the same units.
The key word is antebellum. It out-yields most improvements until the "Big War" timeline which later unique improvements start to out-yield it. (But your ideological tenets should keep them online more because the max yield could be +2f/+4f, +3p/4p +1g, +3c, +0s/3s) which this is actually common provided you settled your city appropriately. And honestly they're a civilization who intends to warmonger due to their UA. If you're not bound to find some plantations snip snip.
Vietnam.
Code doesn't count opener and finisher as policies therefore, the max you can get is +60% in all cities(minimally it's +20% which is still huge)
It got buffed mainly because it seemed kinda pointless after walls/castles got buffed.I actually have no idea why the Acropolis should be providing that much Defense, but I'm thinking it's related to one of them complaints about where walls aren't providing enough Defense and Gazebo appropriately did something to it. Might up the defense to 3, but other than that. Vietnam is meant to be played as a thick civilization that is able to boost her defenses through her UA bonus of generating cultural great people by building defensive structures.
Correct. I was only referencing the CBO folder rather than both More Luxury and CBO folder as to making the compatibility. I'll make the changes.
Again as mentioned earlier, I don't have a problem with one-dimensional civs. But if you want something that's historically just linked to a specific era, kinda like the zulu was in vanilla, that part I'm not a real fan of. I mean Zulu was changed in CBO so that not one of their stuff actually goes obsolete (and so was the huns and the mongols) mainly because you're not supposed to win the game in one swift swoop, but through working towards a goal for the majority of the game. That's just how CBO works now.
Let's just put it this way, if this is going to be a one-dimensional warmonger civ, then the kit would have to match the zulu kit, which I'm not exactly sure it does at the moment.
Right, I was counting the opener, but not the finisher. So 60% for capping out all the ancient era trees, and that's intentional? Seems fine in that case, I suppose.
It got buffed mainly because it seemed kinda pointless after walls/castles got buffed.
But that's not really the issue here, the issue is that the unique building is just weak by CBO standards. Most unique buildings in CBO are powerful enough to change the way you're playing the game, especially the ones unlocking later on (yeah this isn't exactly that late, but the majority of UBs unlock earlier). As the WPT is now, you could double the culture, remove the maintenance and double the city-defense per great work and it would still be weak by CBO standards.
I'm not saying the idea is flawed, but you could definitely jam some more stuff in there. Maybe culture per turn based on population along with an extra GW slot (and maybe some fun theming-bonus.
In general I think you're undershooting most everything. But balance is hard, and it's definitely harder when you're the one responsible, as you're probably trying really hard to make something overpowered.
Of course these are all suggestions, you're naturally allowed to do whatever you want about this, or just ignore it all together. If you don't want me to continue with this, then just tell me and I will stop bothering you.
By the way, did you see the Nubia post above the post you referenced to?
Nubia is fine, I don't know what problems you are talking about. I've tested out all the features and it all works. There's no balance issue with no royal pyramids because the Nubia can transition heavily from a early-game warmonger into a late game cultural civilization through their transformation of royal pyramids into landmarks or extraction of artifacts.
What I am worried about however is the antiquity site thing you've mentioned, I never actually got around to testing that out, but are those antiquity-sites that spawn under your pyramids only visible to you? If not, you're either forced into replacing your ancient era pyramids with inferior landmarks or just never sign open borders with anyone, because if the AI can see an antiquity-site in your territory they are going to take it, no matter what they have to destroy to get it.
Your faith bonuses scaler is now a gold scaler. I don't see how it can be inferior.
Honestly, I don't discard. I just take those into consideration and spin a wheel on whether or not it should be changed. It's how I balance out my civic mods.
You don't think 'X culture/gold' is worse than 'X culture/faith +1 food'? I mean sure, the difference isn't major but is is a downgrade. This of course assumes that the holy site counts as the same era as the Pyramid, I mean if it is random, replacing your ancient era pyramid with a medieval era landmark would be horrible.
I agree with Funak regarding the CSA on a few points:
- While thematically appropriate, I don't think it makes sense to give their UI a bonus for specific resources. The plantation and city center bonuses are already interesting in their own right.
I didn't look at how their yields hold up in further eras (stopped at Renaissance so far) but I don't find your argument of them being out-yielding historically appealing. What's the point of spending all this time setting up my manors if they end up not good enough some eras later?
- I didn't like the UA. It's unreliable: 1) you get a random bonus that maybe you can get some use of, maybe you can't; 2) you can get a malus, why?
Regardless of the potiential strength of the promotions, it lacks control to stand on its own as a UA IMO.
Then again, maybe I'm reading too much into this civ as a "southern american" civ than as simply the CSA, although the manor does imply that it is more than that. I felt that a second dimension to the civ could be interesting, like some kind of representation of their religiosity (villages and manors gain faith when adjacent to plantations?).
Obsoletes at the wrong tech (according to CBO standards), it should obsolete at Mobile tactics.
Also feels slightly underpowered compared to other CBO UUs unlocking around similar times.
Does not obsolete at the wrong tech, it is a replacement of the Fusilier.
Added Funak's Suggestions and some.
Yeah, this was pretty much what I meant.Any details?
Any details?Added Funak's Suggestions and some.