[WIP] Power To Rule!

Keniisu

YouTuber | Modder
Joined
Dec 17, 2015
Messages
501
Location
United States
Current Development
Current Development is being done on this Civilization....


What is this Project all about?
This project aims to bring new features to Civilization V to increase immersion and add brand new civilizations, buildings and more!​


Download Not Yet Available


Confirmed Features
‣ More Wonders
‣ 5 New Civilizations (Denmark (Under Christian IX), Norway and 3 others.)
‣ New City-States (Finland, Haiti and 3 Others.)
‣ New Buildings/Wonders
‣ New Luxuries (Sugarcane, Tin and 1 More.)
‣ And Much More...​

What's being worked on?
‣ Denmark (Christian IX) Civilization
‣ New Buildings​


Updates
‣ Feb. 12th: Work has begun on Denmark (Christian IX)


Wanna Help?
‣ Modders: I need a few fellow Modders to help make the Civilizations and other elements of the mod.
‣ Artists: I need a few artists to make Civilization scenes and leader icons.
‣ Suggestors: I need people to make suggestions and submit ideas so please do so. :)

 
I guess you mean that the Bakery is a UB and not a UU ;). Gotta asks though, what is the reason behind choosing the Bakery - seems a bit genetic.
And could you elaborate on the historical info of the UU?
 
Spoiler :



I made a leaderscreen for Christian IX


What is a Viddyr? It replaces the Ironclad but looks like a modern cruiser.
 
Because your Danish Pastry. :p
Which here is called 'Wienerbrød' meaning 'Bread from Wien', Wien being Vienna, the Capital of Austria :).
 
Spoiler :



I made a leaderscreen for Christian IX


What is a Viddyr? It replaces the Ironclad but looks like a modern cruiser.

The leadescreen and icon is very heavily appreciated! Please do contact if you ever feel you want to help some more art-wise. Also to answer your question, I couldn't find a good replace to show off an Ironclad for the Danes.
 
Copy this and paste this in a LUA file. Making necessary adjustment to the CIVILIZATION_DENMARKY..
Code:
function DenmarkGoldenAge(iPlayer)
	local pPlayer = Players[iPlayer]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_DENMARKY) then return end
	for pUnit in pPlayer:Units() do
		if pUnit:IsCombatUnit() then
			pUnit:SetHasPromotion(GameInfoTypes.PROMOTION_DEFENDERGA, false)
			if pPlayer:IsGoldenAge() then
				pUnit:SetHasPromotion(GameInfoTypes.PROMOTION_DEFENDERGA, true)
			end
		end
	end	
end
function OnDenmarkPolicyAdopted(playerID, policyID)
	local pPlayer = Players[playerID]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_DENMARKY) then return end
	pPlayer:ChangeGoldenAgeProgressMeter(50)
end
if Game.IsCivEverActive(GameInfoTypes.CIVILIZATION_DENMARKY) then
	GameEvents.PlayerDoTurn.Add(DenmarkGoldenAge)
	GameEvents.PlayerAdoptPolicy.Add(OnDenmarkPolicyAdopted)
end
Create an XML file and paste this.
Code:
<GameData>
	<UnitPromotions>
		<Row>
			<Type>PROMOTION_DEFENDERGA</Type>
			<Description>TXT_KEY_PROMOTION_DEFENDERGA</Description>
			<Help>TXT_KEY_PROMOTION_DEFENDERGA_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<PortraitIndex>2</PortraitIndex>
			<DefenseMod>40</DefenseMod>
			<IconAtlas>EXPANSION2_PROMOTION_ATLAS</IconAtlas>
			<PediaType>PEDIA_SHARED</PediaType>
			<PediaEntry>TXT_KEY_PROMOTION_DEFENDERGA</PediaEntry>
			<CannotBeChosen>true</CannotBeChosen>
		</Row>
	</UnitPromotions>
	<Language_en_US>
		<Row Tag="TXT_KEY_PROMOTION_DEFENDERGA">
			<Text>Golden Age Defense Bonus</Text>
		</Row>
		<Row Tag="TXT_KEY_PROMOTION_DEFENDERGA_HELP">
			<Text>+40% Defense Mod.</Text>
		</Row>
	</Language_en_US>
</GameData>

The code for your UA. However, I can't guarantee if it will work or not although theoretically it should be. So, test it out and I can make changes.
 
The Bakery is OP. +5 Food and +10% Food is basically the Hanging Gardens as a UB. It's even more broken since it's an ancient building. I'd suggest reducing the flat food bonus to maybe +2 or +3. I'd also recommend that you make the second half of the UA a more general "Gain Golden Age points from adopting policies." I've noticed that you like to include a lot of constants in your designs, however this can scale really poorly throughout the game and it's not difficult at all to make the bonus a variable dependent on something else. The Lua for the second half of the UA takes a minute or two regardless of whether it's variable or constant and variable is superior in most scenarios in my opinion, at least for UAs.
 
The Bakery is OP. +5 Food and +10% Food is basically the Hanging Gardens as a UB. It's even more broken since it's an ancient building.

it says 10% food is carried over when a citizen is born. Like an aqueduct.

I think the Bakery shouldn't be as early as Ancient era though, it seems more like a renaissance/industrial era building.
 
it says 10% food is carried over when a citizen is born. Like an aqueduct.

I think the Bakery shouldn't be as early as Ancient era though, it seems more like a renaissance/industrial era building.

I have updated the main post with newer information and a better design for the Civ.
 
Code:
function DenmarkGoldenAge (iPlayer)
	local pPlayer = Players[iPlayer]
	local pCapitalCity = pPlayer:GetCapitalCity()
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_DENMARKY) then return end
	pCapitalCity:SetNumRealBuilding(GameInfoTypes.BUILDING_GAGPG, 0)
	if pPlayer:IsGoldenAge() then 
		pCapitalCity:SetNumRealBuilding(GameInfoTypes.BUILDING_GAGPG, 1)
	end
end
function OnDenmarkPolicyAdopted(playerID, policyID)
	local pPlayer = Players[playerID]
	if not (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_DENMARKY) then return end
	pPlayer:ChangeGoldenAgeProgressMeter(50)
end
if Game.IsCivEverActive(GameInfoTypes.CIVILIZATION_DENMARKY) then
	GameEvents.PlayerDoTurn.Add(DenmarkGoldenAge)
	GameEvents.PlayerAdoptPolicy.Add(OnDenmarkPolicyAdopted)
end
Code:
<GameData>
	<BuildingClasses>
		<Row>
			<Type>BUILDINGCLASS_GAGPG</Type>
			<Description>TXT_KEY_BUILDING_MONUMENT_HELP</Description>
		</Row>
	</BuildingClasses>
	<Buildings>
		<Row>
			<Type>BUILDING_GAGPG</Type>
			<Description>TXT_KEY_BUILDING_MONUMENT_HELP</Description>
			<BuildingClass>BUILDINGCLASS_GAGPG</BuildingClass>
			<Cost>-1</Cost>
			<PrereqTech>NULL</PrereqTech>
			<ArtDefineTag>NONE</ArtDefineTag>
			<MinAreaSize>-1</MinAreaSize>
			<NeverCapture>true</NeverCapture>
			<NukeImmune>true</NukeImmune>
			<HurryCostModifier>-1</HurryCostModifier>
			<PortraitIndex>0</PortraitIndex>
			<GlobalGreatPeopleRateModifier>15</GlobalGreatPeopleRateModifier>
			<IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
			<GreatWorkCount>-1</GreatWorkCount>
			<FaithCost>-1</FaithCost>
		</Row>
	</Buildings>
</GameData>
 
TXT_KEY_BUILDING_MONUMENT_HELP

Houston, Houston, we have a problem here :)

Doesn't matter if we can't see it. :crazyeye:
 
You've called the UU a Slagskib, which is Danish for Battleship. However the icon shows an Absalon-class Support Ship and it replaces an Ironclad. What do you actually want the UU to be?
Is it a modern ship? or an industrial ship? is it a battleship? a cruiser?
 
You've called the UU a Slagskib, which is Danish for Battleship. However the icon shows an Absalon-class Support Ship and it replaces an Ironclad. What do you actually want the UU to be?
Is it a modern ship? or an industrial ship? is it a battleship? a cruiser?
The name is Battleship due to me not knowing an accurate Danish translation to Support Ship/Ironclad.

It's meant to be a heavy brute ship like the Ironclad and one seen in the image you've created.
 
The name is Battleship due to me not knowing an accurate Danish translation to Support Ship/Ironclad.

It's meant to be a heavy brute ship like the Ironclad and one seen in the image you've created.

Danish for support ship is Støtteskib.
Source - Danish wikipedia.
 
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