[WIP] Project Civ: A Quality-Oriented Civ Pack

The Drawing Board




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[SIZE="+1"]the Phoenicians[/SIZE]
Leader: Hiram.
Unique Unit: Colonist - Receives bonuses to Embarkation and can Embark immediately. Can found cities on other continents. Replaces Scout.
Unique Great Person: Trader in Purple - Unlike the Great Merchant, the Trader in Purple may also perform trade missions with other Civilizations. Trade missions with other Civilizations give diplomatic bonuses.
Unique Ability: Perspicacity - Cities founded on different terrains or features receive unique Luxury Resources. Maximum 1 of each in the Empire. (Murex[coastal], Gorillas[jungle], Cedars[forest], Silphium[plains], Lapis Lazuli[desert]. A couple of these aren't related to the Phoenicians, but were ancient resources in high demand. The idea behind so many is so that no matter where they start, they should have a decent chance of picking up one of their UA luxuries. Note that no matter what terrain your first city is founded on, if it's adjacent to coast, it will receive Murex. Murex takes priority over the other resources.)

New City State: Dilmun (Mercantile)
New City State: Washukanni (Militaristic)
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New City State: Salamis (Maritime)


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[SIZE="+1"]the Mississippians[/SIZE]
Leader: Tuskaloosa?
Unique Building: Chunkey Field - Gives 2 Happiness. No Horses required. Replaces Circus.
Unique Unit: Falcon Warrior: "Cahokian Summer" Gain Food and Production for the Capital from Kills. (Half of normal on kill yields for each.) Replaces Swordsman. Requires no Iron.
Unique Ability: Great Father of Waters - Move along River tiles as if they are Road. River tiles can form a Trade Route.

New City State: Cholulua (Religious)

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[SIZE="+1"]Gran Colombia[/SIZE]
Leader: Bolivar
Unique Item: Not sure yet.
Unique Unit: Llanero - Otherwise OPEN Hills cost 1 movement. Unit has withdrawal chance. Upgrades to Cavalry. Replaces Lancer.
Unique Ability: In Amore Patriae - Capturing a city gives 10% bonus culture in the Empire for 1 turn per each citizen remaining after capture. Bonus does not stack, though Duration accumulates (as in golden ages.)

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[SIZE="+1"]the Hittites[/SIZE]
Leader: Muwatallis II
Unique Unit: Three Man Chariot - Like its Egyptian counterpart, the Three Man Chariot requires no Horses. However, it may make use of defensive bonuses. Its only drawback is that it moves slower than the War Chariot.
Unique Building: Sphinx Gate - Provides +5 Defense and +75 HP for the City. (Same defense as Walls, HP bonus is between Walls and Walls of Babylon) Also provides 1 hammer for each Iron resource.
Unique Ability: First to Iron - Start with Mining Technology. Iron resources provide double quantity. Receive free Great Engineer upon discovering Iron Working.

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[SIZE="+1"]Macedonia[/SIZE]
Leader: Alexander III
Unique Unit: Companion Infantry - Gains a bonus vs. other Spear wielding units (Spearmen, Pikemen, and Lancers.)
Unique Unit: Companion Cavalry - Beefed up horsemen. Combat likely to produce Great Generals.
Unique Ability: Hellenistic Age - Gain Golden Age progress from City captures. Gain double the normal amount from Capital captures. (5x and 10x Original City-Size, respectively.)


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[SIZE="+1"]Athens[/SIZE] [SIZE="-2"]Technical Successor to Greece[/SIZE]
Leader: Pericles
Unique Unit: Epibata - Replaces Spearman. Will try for Embarkation with Attack and Defense. If not, this unit will receive all the upgrades of the much later Marine.
Unique Building: Odeon - Gives 1 Hapiness in addition to the normal culture of an Amphitheater, which it replaces. Has an additional Artist slot. Costs more to build than the Amphitheater.
Unique Ability: Delian League - City-State Influence degrades at half and recovers at twice the normal rate.
 
Had a promising line of correspondence with an artist. We may very well have an artist after all. I'll tell you more when he contributes his first piece. Until then, he's a mystery man :P

This being said, I'd like to apologize for my lack of work on this mod lately. I've been hitting the pavement trying to assemble a team. I've tapped a few people on this forum to no avail :P At last, though, we've got another member.

He wants to work on Poland first, so I guess I should get my **** together with Poland. I'll add them to the drawing board, but I'll be honest in that I've not put much thought into them. You guys are gonna have to give me a bit of help with this one.
 
Well, there is a Poland mod out there which is pretty decent. The Workshop is having problems it seems so can't look it up. It has 3 different leaders (swappable by manual changes to the files) with 3 different UAs. UUs are the Winged Hussar and the Uhlan, which are great choices I think.
Because I needed Poland in my own mod back then, I made a few edits including as new UU "Golden Libery": -20% unhappiness from population (very powerful and very boring).

The Folwark could be a UI, using the trading post graphics and buildable on food resources, or UB that adds gold on food resources (garden replacement? GP bonus would still make some sense considering the noble or rich owners).
 
Well, there is a Poland mod out there which is pretty decent. The Workshop is having problems it seems so can't look it up. It has 3 different leaders (swappable by manual changes to the files) with 3 different UAs. UUs are the Winged Hussar and the Uhlan, which are great choices I think.
Because I needed Poland in my own mod back then, I made a few edits including as new UU "Golden Libery": -20% unhappiness from population (very powerful and very boring).

The Folwark could be a UI, using the trading post graphics and buildable on food resources, or UB that adds gold on food resources (garden replacement? GP bonus would still make some sense considering the noble or rich owners).

My considerations were...

UU: Husaria Cavalry - Replaces Lancer, stronger and faster.
UU: Home Army - Not too sure about this one. Replaces Great War Infantry.
UB: Conservatory - Replaces University, Gives culture in addition to science.

UA: Something involving bonus vs. other religions?

Though, if I wanted to go with Golden Freedoms, I could do something like... Garrisons give 50% more combat strength to cities, Specialists use less food and contribute less unhappiness.

In Civ 5, Oligarchy has a connotation with food or tall cities, whereas Freedom has a connotation of Great People and Specialists.

Or perhaps Folwarks could be their unique ability? Extra gold from farms and plantations until Coal Power.

Also, I'm having trouble deciding on a leader. Now that we've got an artist, the Leaders kinda need to be decided upon and finalized. I'm wanting to go with Vladislav Vasa: King of Poland, Grand Duke of Lithuania, Elected Tsar of Russia, and Rightful Heir to the Swedish Crown. At least, from his point of view. Had he have gotten all the things that were rightfully his, the crowns of Sweden, Poland, and Russia would have been unified.
 
Planning on shipping changes to Sumer late tonight tomorrow night when it's done. Here's the list.

Shipping an update tonight tomorrow night when it's done.

Version 2 Changelist
  • Nuska's Gift Changes
    • Trait :c5razing: scrapped.
  • New Trait: Cradle of Civilization [rework, net buff]
    • Starts with Pottery :c5science: tech [rework]
    • 25% bonus to :c5greatperson: Great People generation [buff]
  • Eannatum AI Changes
    • Less likely to spread wide
    • More likely to build up tall cities
    • More likely to focus on :c5greatperson: Great People and Specialists
    • More likely to be opportunistic and be a :c5angry: **** to your city state allies
  • Vulture Changes [net buff]
    • :c5strength: Bonus vs. Warrior, Swordsman, and Longswordsman raised to 34% [buff]
    • :c5strength: Bonus vs. Warrior, Swordsman, and Longswordsman now applies on defense [buff]
    • :c5strength: Bonus vs. Warrior, Swordsman, and Longswordsman no longer retained with upgrade [nerf]
    • Now :c5moves: faster along river tiles [buff]
 
Some remarks on the Poland options:

Conservatory: Could you elaborate on the reason for this choice? On the top of my head I can only think of Chopin and a number of death metal bands, but I doubt the members will be classically trained. Sounds like it will have about the same effect as the Wat.

UA: I assume this is because of Jan Sobieski's role in the Battle of Vienna? Most of their fighting was with fellow (schisms aside) Christians though. Also Poland had a history of religious tolerance and a sizable Jewish community.

Not to keen on [having only] the folwark being a UA either: forced serfdom is not so inspiring. Extra gold on all farms is probably OP; how about +1 gold on non-fresh water farms until fertilizer? In the early game this would just be the equivalent of a riverside farm.
 
Some remarks on the Poland options:

Conservatory: Could you elaborate on the reason for this choice? On the top of my head I can only think of Chopin and a number of death metal bands, but I doubt the members will be classically trained. Sounds like it will have about the same effect as the Wat.

UA: I assume this is because of Jan Sobieski's role in the Battle of Vienna? Most of their fighting was with fellow (schisms aside) Christians though. Also Poland had a history of religious tolerance and a sizable Jewish community.

Not to keen on [having only] the folwark being a UA either: forced serfdom is not so inspiring. Extra gold on all farms is probably OP; how about +1 gold on non-fresh water farms until fertilizer? In the early game this would just be the equivalent of a riverside farm.

About the conservatory, it was just a brain fart. Yes, it had to do with Chopin. I kinda am wanting Poland to be a culture based civ more than anything. Think about it, we remember Poland for their unique culture more than anything. Winged Hussars, Chopin, etc.

The bonus defending against other religions is basically a defensive bonus against them dirty brown people (I'm joking, chill out.) I do know that they were known for their religious tolerance. That's why I wasn't jumping to do it.

About folwark UA applying to non freshwater farms, I haven't been able to figure out how to increase yields for a certain improvement near a certain feature. Any ideas?
 
Yes, it should work the same as the farm's food bonus:

Code:
<Improvement_TechNoFreshWaterYieldChanges>
	<Row>
		<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
		<TechType>TECH_FERTILIZER</TechType>
		<YieldType>YIELD_FOOD</YieldType>
		<Yield>1</Yield>
	</Row>
</Improvement_TechNoFreshWaterYieldChanges>
<Improvement_TechFreshWaterYieldChanges>
	<Row>
		<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
		<TechType>TECH_CIVIL_SERVICE</TechType>
		<YieldType>YIELD_FOOD</YieldType>
		<Yield>1</Yield>
	</Row>
</Improvement_TechFreshWaterYieldChanges>
 
Yes, it should work the same as the farm's food bonus:

Code:
<Improvement_TechNoFreshWaterYieldChanges>
	<Row>
		<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
		<TechType>TECH_FERTILIZER</TechType>
		<YieldType>YIELD_FOOD</YieldType>
		<Yield>1</Yield>
	</Row>
</Improvement_TechNoFreshWaterYieldChanges>
<Improvement_TechFreshWaterYieldChanges>
	<Row>
		<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
		<TechType>TECH_CIVIL_SERVICE</TechType>
		<YieldType>YIELD_FOOD</YieldType>
		<Yield>1</Yield>
	</Row>
</Improvement_TechFreshWaterYieldChanges>

That gives it on a certain tech. For everyone.
 
So make a new, non-researchable tech and hide it under Agriculture. Put it in Poland's free tech list. As for the "until": a snippet of lua code can take away the tech again, or give another hidden tech to Poland with -1 gold.

Not the cleanest solution, but the player won't notice a thing.
 
Why not just something like

THIS IS NOT CODE AND DOES NOT WORK


Code:
<Trait>
<Improvements_YieldChanges>
<Row>
        <ImprovementType>IMPROVEMET_FARM</ImprovementType>
        <YieldType>YIELD_GOLD</YieldType>
        <Yield>1</Yield>
<Row>
<Improvement_YieldChanges>
<!-- Find this on Napoleon Trait>
<Trait-ObsoleteTech>TECH_FERTILIZER<Trait_ObsoleteTech>
 
What Genghis said. Also, there is a tech-activation property thanks to the Maya's trait, if you want to use that.
 
What Genghis said. Also, there is a tech-activation property thanks to the Maya's trait, if you want to use that.

This still doesn't help with fresh water/no fresh water :V
 
On another topic, I think I've figured out what I'll do for the other Polish unique item.

Unique Improvement: Folwark - Replaces Farm. Gives 1 gold if a road/railroad is built on the same tile.

This doesn't sound very big, but it's HUGE.

It means that as long as you have your trade route running along nothing but Folwarks, you pay nothing to maintain it. With Trade Unions, you actually make money on roads and pay 2/3 of a gold piece on rails. It's huge. But is it too huge? This is the discussion I want to have.

Also, I'm still lost on the trait.
 
Interesting. Will trigger some nostalgia in the pre-IV crowd, when railroads improved farm yields. Also don't forget the financial buildings; you'll start running a decent profit soon. It might give rise to the same "problem" as in early civ games though: road spaghetti. There's no reason not to road all farm tiles, which there are many. It would be great if you could have the bonus only apply for roads but not railroads (haven't looked at any XML), so the agricultural economy loses some steam (ha) after industrialization.

Another point are graphics for the UI: I'm still not convinced the "reload landmarks" option is safe; in my experience setting it caused (infrequent) crashes. And identical graphics to a regular farm would of course be confusing in conquered land.
 
Portugal Ideas

Genghis.Khan said:
Unique Ability: Treaty Of Tordesilhas
+3 :c5gold: from Sea Routes. +1 Sight to Every Naval Unit.

Unique Unit: Nau [Carrack]
Replaces Caravel/Galeass. +3 :c5strength: . Can disembark and Settle.

Unique Building: Feitoria
Replaces Market. May only be built in coastal cities. +2 :c5gold: per Luxury Resource. Grants a small defense bonus (2).
 
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