[WIP] 3rd Unique Component Project

Indonesia
Cetabang warship; replaces Galleass
1 range
Ranged strength increased by 3 to 20
Doubled ranged strength vs. City-states
2x more points toward being able to bully CS from this unit
Can Enter Ocean
Moves at half speed in Ocean
Costs 15 more production (115)
(Indonesia has a trait encouraging settling offshore but less of a way to protect them. Also, CS often form on Islands far away even on Pangea and having the ability to take one and get some bonus resources fits in really well. Being a thalassocratic empire it makes sense that bullying or conquering Island City-States would be a focus)

Egypt
Obelisk; UI
+2 Culture +1 faith
More likely to produce Antiquity sites next to or on this tile
Can't be built in Tundra/Forest/Jungle/next to another Obelisk
Available at Calendar
(Really plays into the idea of being a great place to raid-Wonders, burial tombs, and now a great UI with more Antiquity Sites. Egypt Could be a cultural behemoth with this as long as they don't get destroyed by someone more powerful than them)

England
Textile Mill; replaces factory
+5% production if England has access to Cotton
+5% production if England has access to Silk
+5% production if England has access to Dyes
+1 happiness if England has access to Cotton, Silk, and Dyes
Base Production boost of +2 rather than +4
Requires 8+ population
Available Upon Finishing Commerce, Exploration, or Economics
(Nods to English Colonialism and their early industrialization which would in turn lead to an earlier Ideology)
 
Mrc, is it possible for you to make UU or UB for City-States? The Gurkhas could be a UU for Kathmandu. Anyway, here is a list of Mughal infantry, whether you wanna use my idea, or not.
 
I will lend my voice to meowschwitz suggestion for an English Mill>Factory replacement, both the early ideology and early industrialisation are perfect: Marx and Engels wrote their manifesto in London, William Blake conceived his own kind of spiritual freedoms there and the autocratic Imperialism of 18th and 19th century parliaments were all the result of rapid industrialisation. Perhaps a small boost to the length of trade routes too?

But as I don't know exactly what you're after, if you're looking to keep England as a solely renaissance civ I suggest a Play House to replace the Zoo. Same features but includes a Great Writer point and Great Work of Writing slot. You could even use the old art for the Theatre.

The Huns is very tricky building wise, I don't envy you. The only thing I can think of to use is the Hunnic cauldrons and horse tack, so I guess a Bronzesmiths would be your best bet, replacing the Barracks with it's bonuses, and also provides a Stone Works hammer bonuses on Iron and Copper, instead of stone and marble. If that's any use to you...?

For a Portugal UB a seaport replacement would be the best choice, and the Navigation School is perfect. 25% production on Naval units and reduces by 50% the degradation rate of influence on any CS with a Feitoria and a trade route from this city.

As for the Shoshone this is the civilization that needs a UB I know least about, to my shame. But the tipi seems appropriate, maybe as a stable replacement. Or a caravansary replacement, that provides, culture/gold/happiness on domestic trade routes?

If these have been any use to you, feel free to use them, if they haven't, well, just politely dismiss them. :)
 
@ sukritact
Suggestions are suggestions, what would be yours?

@ meowschwitz
Thanks for sharing, will use the Indonesian and the English ones
For Egypt I'm more inclined to something river related

@otaman1
I think there's already a project related with that. If not, after finishing this one I might go for that

@LordProtector
Interesting suggestions, that Hunnic one is something to look into
I'm finding that I can't think of a UB for Portugal although being portuguese
Yeah Shoshone is being tough, if not a UB then perhaps a UI


Monday will return to modding but I'll be forced into a two week stop and with no internet connection, hopefully I can leave with everything planned.
I could use the help of an artist and a lua coder
 
Allright, I've uploaded England's Textile Mill and an updated Iroquois' Forest Prowler

Spoiler :

England
Textile Mill
  • Replaces Factory
  • +2 Production for every Cotton, silk or Dyes resource worked by the city

Iroquois
Forest Prowler
  • Replaces Musketman
  • Invisible in forests and double movement through them
  • Has ranged attack instead of melee


On my next update I'll include a credits text file

Upcoming will be Austrian Gebirgsjäger, Egyptian Khopesh Swordsman, Persian Cibanarii and Polish Uhlan.

Spoiler :
Austria
Gebirgsjäger
  • Replaces Great War Infantry
  • Bonus on hills
  • Mountain walking

Egypt
Khopesh Swordsman
  • Replaces Swordsman
  • Desert Warrior

Persia
Clibanarii
  • Replaces Horseman
  • Similar to the Cataphract (in strength and movements but will retain Horseman promotions)
  • Shock 1

Poland
Uhlan
  • Replaces Cavalry
  • Charge

I also leave you with these suggestions

Assyria
Royal Guard
  • Replaces Swordsman
  • Increased strenght and cost
  • Near Capital Bonus

Babylon
Mounted Bowman
  • Replaces Chariot Archer
  • Similar to Hunnic Horse Archer
  • Insted of accuracy comes wih bonus against mounted units

China
Junk
  • Replaces Caravel
  • Cheaper and faster

2nd post updated
 
So, Gebirgsjäger, Khopesh Swordsman, Clibanarii and Uhlan are almost done (excluding art)
Just some issues
  1. Can't make Gebirgsjäger cross mountains (not with xml)
  2. Uhlan horse is not showing properly, is the first unit model I see with the horse separated from the unit and I'm not sure how to do this
 
Huns - Yurt
Portugal - Café
Shoshone - Tipi
Assyria - Heavy Chariot Archer
Babylon - Mounted Bowman
China - Fire Lance
Ethiopia - Axumite Swordsman
Russia - Streltsy
Siam - Naresuan Frigate
Songhai - Mandinka Infantry
 
Allright, I've uploaded England's Textile Mill and an updated Iroquois' Forest Prowler

Spoiler :

England
Textile Mill
  • Replaces Factory
  • +2 Production for every Cotton, silk or Dyes resource worked by the city

Spoiler :


I really think the Coming earlier than Industrialization was the most important part of the proposed UB just because of how it represents England's historical rise really well and sets the stage for that Idea of "The Sun Never Sets"

I also know that I'm not the one actually coding or making these so I really don't know how difficult or easy that is but it seems important from a unique gameplay (early ideology) and thematic sense.
 
Huns - Yurt
Portugal - Café
Shoshone - Tipi
Assyria - Heavy Chariot Archer
Babylon - Mounted Bowman
China - Fire Lance
Ethiopia - Axumite Swordsman
Russia - Streltsy
Siam - Naresuan Frigate
Songhai - Mandinka Infantry

What would you do with the Yurt? as I've already added the Ger to the Mongols I don't feel like this is a viable option

Shoshone and Babylon will be those, for Assyria I'm going with the Royal Guard
For Portugal I was thinking in House of Fado
For China I'm thinking on the Junk
And will look further on the other but I appreciate the suggestion

I really think the Coming earlier than Industrialization was the most important part of the proposed UB just because of how it represents England's historical rise really well and sets the stage for that Idea of "The Sun Never Sets"

I also know that I'm not the one actually coding or making these so I really don't know how difficult or easy that is but it seems important from a unique gameplay (early ideology) and thematic sense.

It would fit if, as it should, Seam Power would come before Industrialization, then Textile Mill would be on Steam Power
It was the development of steam engines that led to industrialization
 
I really think the Coming earlier than Industrialization was the most important part of the proposed UB just because of how it represents England's historical rise really well and sets the stage for that Idea of "The Sun Never Sets"

I also know that I'm not the one actually coding or making these so I really don't know how difficult or easy that is but it seems important from a unique gameplay (early ideology) and thematic sense.

It would fit if, as it should, Seam Power would come before Industrialization, then Textile Mill would be on Steam Power
It was the development of steam engines that led to industrialization
Well the Industrialization / Steam Engine tech coupling is one of several glaring issues with the Civ5 tech tree (Combustion / Flight being another pet peeve of mine). Anyway, on topic, the coding of the Mill to come before Factory is in itself not a complicated issue at all. It does raise a couple of issues, however: First off, since Coal is only unlocked at Industrialization, you would need to either unlock Coal earlier or have the mill not require Coal (which might not in itself be a bad idea, being that the other bonus of the building is resource dependant). Secondly, and this one is more tricky, remembering how building three Factories allows you to pick an Ideology, this will give England a very significant advantage, because they would get access to Ideologies already in late Renaissance era (essentially guaranteeing you free pick of first ideology with two free tenets)!
 
Allright, I've uploaded England's Textile Mill and an updated Iroquois' Forest Prowler

Spoiler :

England
Textile Mill
  • Replaces Factory
  • +2 Production for every Cotton, silk or Dyes resource worked by the city

Iroquois
Forest Prowler
  • Replaces Musketman
  • Invisible in forests and double movement through them
  • Has ranged attack instead of melee


On my next update I'll include a credits text file

Upcoming will be Austrian Gebirgsjäger, Egyptian Khopesh Swordsman, Persian Cibanarii and Polish Uhlan.

Spoiler :
Austria
Gebirgsjäger
  • Replaces Great War Infantry
  • Bonus on hills
  • Mountain walking

Egypt
Khopesh Swordsman
  • Replaces Swordsman
  • Desert Warrior

Persia
Clibanarii
  • Replaces Horseman
  • Similar to the Cataphract (in strength and movements but will retain Horseman promotions)
  • Shock 1

Poland
Uhlan
  • Replaces Cavalry
  • Charge

I also leave you with these suggestions

Assyria
Royal Guard
  • Replaces Swordsman
  • Increased strenght and cost
  • Near Capital Bonus

Babylon
Mounted Bowman
  • Replaces Chariot Archer
  • Similar to Hunnic Horse Archer
  • Insted of accuracy comes wih bonus against mounted units

China
Junk
  • Replaces Caravel
  • Cheaper and faster

2nd post updated

I'm happy to see some of my suggestions taking steam from a while back! I couldn't agree more with your suggestions.

Although, I think the Junk Ship ("Cao" or even the Javanese, "djong" ), replacing the Caravel for China, needs to be re-thought. It was around around during the 2nd Century AD... through the Han Dynasty (even as early as 200 B.C). Maybe replacing Trireme for China?

Source: http://en.wikipedia.org/wiki/Junk_(ship)

Perhaps, Junk Ship instead of a Cargo Ship? Gives Culture as well as money?

Or a building (Junk that gives some gold depending on the trade routes?)

Sampan could be an alternative for Siam, China, or even Indonesia as a trireme replacing UU.

---

Mounted Bowman, A1 choice imo.

Royal Guard, not a bad option. I like the near Capital Bonus. Maybe just a +20% Combat Bonus 4 tiles from your cities.

Obelisk needs to be Egypt's UB. Anything else is silly.

---

My 20 cents :-p
 
I love the idea of third uniques.

Here are a few ideas I have;

Babylon; Javelineer, a spearman replacement with a ranged attack
There was a period of Mesopotamian history when the core of armies were made up of such units.

Likewise I would suggest a similar unit for the Songhai, but availible later in the tech tree. pikeman perhaps.

As far as I am concerned, Russia needs Katyushas, make them a cheaper rocket artillery

Tipi is the logical choice for the Shoshone UB, though I think it would feel better as an improvement, built on plains, it can't be built next to another tipi
 
I like the idea of a Junk as a cargoship+! Perhaps one that has the ability of switching in and out of trade route mode? Can be built by China to be used as an exploration unit, but can be returned to port and recommissioned as a cargo ship with the addition of the 'establish trade route' button. And visa versa, once it's finished it's allotted turns on that trade route, it can be ordered to leave port again as a standard naval unit, or continue trading. Like current cargo ships, it would only be able to use it's 'ETR' button when there was one available, and it would allow China to have near-instant replacements pillaged trade routes. That would definitely give China it's much deserved spice up.
 
Message to mrc2022 + Forumgoers,


Starting work on a Mod called, "Unique Additions". I'd love to work with you and anyone willing to contribute. I had started to create a few of my own additions and add a lot of others around, etc. I realize that it would be much easier if we worked together, and be an even greater benefit for the community.


The Goal:

Looking to have a total of 6 unique additions for every civ! Although, some of these unique additions may be shared between Civs. These include,

Units, Buildings, Improvements, Great People, and...

Every Civ will have 1 specific Golden :c5goldenage: Building that can only be built in the Capital after your first golden age has started. You construct it, then must buy it to complete it.

A few Common Additions:

War Elephant now only requires Ivory resource to be built and may be built by any civ.

Raider - Military Unit - Requires Mining - May only be purchased. Double gold from pillage action. Workers and Settlers reward :c5gold:Gold amount (depending on Health of the unit) instead of being captured. Working on specs. +20% Combat Damage to :c5citystate: Units. 50 :c5gold:

Slinger - Requires Pottery - +25% vs. Warrior (and unique alternatives). 1 range. Working on specs.

Javelineer - Requires Archery - +25% vs. Archer. +25% Ranged Defense. 1 range. Working on the specs.

Axeman - Military Unit - Requires Copper - Anti Melee unit, working on the specs.

Work Raft - Civilian Unit - Requires Pottery. Grant +1 food for the tile it is on for your cities, except when in a city or fortress. 2 movement.



Example of Unique Additions:


Persia

------

Unique Additions

  • Fire Chanter - Replaces Missionary. Initially spawns in capitol when Pottery is researched and may be trained after a shrine is built. May found/spread Pantheon or spread religion:religion:. :c5plus:15:c5faith: when the unit is expended. (Maybe scraped and instead be a Fire Shrine, replacing shrine but with the same abilities.)
  • Clibanarii - Replaces Knight. :c5plus:10% :c5strength: if a Great General is nearby. Can move after attacking. Penalty attacking cities 25. (Shared with Persia, Ottoman Empire, Assyria, Babylon, and the Huns)
  • Heavy War Elephant - Replaces War Elephant. May Move Attack or Range Attack. Requires Ivory Resource and Iron Resource :c5plus:50%:c5strength: when Move Attacking against Melee units. May not Move Attack in Rough Territory. 10:c5strength: 3:c5moves: 10/1:c5rangedstrength: (Shared with Persia, India, Siam, and Carthage).
  • Cannoneer - Replaces Musketman.+25% Combat Bonus when attacking. +25% Combat bonus vs. Cities. 142:c5production: 23:c5strength: 2:c5moves:.
  • Immortal - Replaces Spearman. Etc
  • Satraps Court - Replaces Bank. Etc
  • Golden Age Building- Twelver - +200:c5faith: upon completion. +2:c5faith:, +2:c5culture:/turn. Missionaries are 15% cheaper. Bonus is doubled during a Golden:c5goldenage:Age. Free shine in he first city without a shrine you control when completed. Cost: 40 :c5production: + 500 :c5gold: on completion.

Example:

Rome

------

Unique Additions

  • Auxiliary Legion- Requires Bronze Working. May only be trained in :c5occupied: cities you control. :c5puppet: cities spawn 1 Auxiliary every 10 turns. Weaker then the Roman Legion but much cheaper. +10% Combat Bonus if a Great General is nearby.
  • Cataphract - Replaces Knight. +10% Combat Strength if a Great General is nearby. Can move after attacking. Penalty attacking cities 25 (Shared with Rome, Greece, and Byzantine). 75:c5production: 15:c5strength: 3:c5move:
  • Roman Road - Replaces Road. +1 Culture, +1 Gold to trade routes to and from cities you control. +1 Movement until Machinery.
  • Scorpio/Ballista- Requires the Wheel. +20% City and Hill Combat Strength. May only defend. Upgrades to Ballista for Rome after Mathematics. (Shared with Rome, Greece, Byzantine, Carthage, and Egypt)
  • Basilica - Replaces Courthouse.
  • Legionnaire - Replaces Legion.


Faith Diffusion is another MOD I have been working on since July. I've put it on hold and have this my priority. Since it will be dependent on the Additions Mod I mentioned above. The goal is to make every religion have specific bonuses to the religion, besides the chosen founding and follower beliefs. This will be done by having unique buildings, units, improvements, and Great People for the Religion, or Religions you have in your cities.


New Unit for all civs Holyman, founds a pantheon or spreads your pantheon to one of your cities. May be trained after a shrine is built.

Religion specific benefits. Simple Example:

Islam - City may construct these benefits for itself while this religion is it's majority. The benefits are lost if it is no longer the majority.

Seyyed Nobility - Descendents of Muhammad. +2 Culture and +2 Faith for every City you control and every City:c5citystate:State following Islam.

Basti - Protesters taking refuge in a mosque.

You get the point of the religion added specific benefits.

Also added,

Organized Religion (Added it Piety Tree). Converts 1 population to the majority religion per turn in one of your cities. Every 4 followers in your cities of a religion you found. Give you +1 faith and +1 Culture.




Thoughts and interests?
 
Allright, I got a little bit of net to check this but will only be back to modding in September.

I do like the idea for the Junk to replace the Cargo Ship, especially from LordProtector point of view

Well as for some civs it's easy to add more and more uniques there're civs where it will be hard especially without crossing uniques between civs
Perhaps it would make more sense to make uniques for civ groups, after finishing this I'll consider that

@kaspergm
For me it feels kind of off, perhaps I can launch a mod to switch steam power with industrialization and then launch an alternative textile mill which would come on steam power
I'm liking the thought of this
 
I had a similar idea for a mod, but I haven't had the time to work on it. Some ideas I had:

(1) England should get a Player's Company or Player's Guild to replace the Ampitheatre. This would be good as it reflects Britain's long history of theater and the cultural impact it has left. The problem with the "Textile mill" is that EVERY industrial country that makes clothes has textile mills. An industrial-era building for the English would be good though.

(2) The Aztecs should not get a scout unit, but either switch the Jaguar Warrior with a classical/medieval unit and give it Aztlan warrior to replace the warrior. Another idea is the Calmecac http://en.wikipedia.org/wiki/Calmecac which could replace the barracks.

(3) France should get the Lycee to replace the public school, which would give culture as well as science. France could also just get the Foreign Legion which they had in Vanilla.

(4) Mayans should not get the ball court as a UB. Ball courts were a ubiquitous part of Mesoamerican culture and not something unique to the Mayans. There are plenty of alternatives, such as the Caracol to replace the observatory (could be an observatory which does not need to be next to mountains). Another idea is the milpa which is a method of farming the jungle which the Mayans perfected. http://en.wikipedia.org/wiki/Milpa
 
A simple suggestion - would you consider giving the Japanese Dojo a different, more unique bonus than the extra culture? Perhaps something more aggression oriented like "units built in this city gain certain promotion" or something like that? Would make them more interesting. Thanks in advance.
 
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