jarcast2

Warlord
Joined
Jan 10, 2018
Messages
231
Location
Terra Incognita
Zimbabwe

DOWNLOAD (soon™)
(Compatible with VP 3.0+)​

Leader - Nyatsimba Mutota


UA -
Kalanga Legacy
Mines and Pastures provide +1 :c5food: Food, +1 :c5gold: Gold, +1 Border Growth.
Acquiring an empty tile has a chance to reveal a Cattle or a Mine Luxury Resource.
Cities with nearby improved Cattle add :c5production: Production and :c5gold: Gold spent on Buildings as points toward a :trade: Trade Route slot.
Spoiler UA Details :
Empty tile: no features and no resources.
10% chance, doubled with an International Trade Route in working City.
If the random draw is positive the player chooses which resource to spawn, for AI depends on quantity of already owned resources.

UU - vaNyai (Pikeman and Tercio)

Unlocks at Steel
135 :c5production: -> 300 :c5production: at Gunpowder
18 :c5strength: -> 26 :c5strength: at Gunpowder
2 :c5moves: moves

Formation I promotion
Discipline promotion
Spear Throw promotion
Rozvi Bull Horn Formation promotion: Flank attack bonus increased by 25%.
Kutema Ugariri promotion: Unit has one-time ability to claim and improve neutral Pasture or Mine Resource tiles within working radius of the nearest owned City. The tile permanently gains +1 :c5culture: Culture, +1 :c5faith: Faith.

UB - Zimbabwe (Castle)

Unlocks at Chivalry.
300 :c5production:
+1 :c5greatperson: Great Engineer point, 1 Engineer specialist slot.
+1 :c5strength: Defense and +5% :trade: Trade Route Range in City for each different improved Luxury or Strategic Resource nearby.
International :trade: Trade Routes in City add +5% :c5production: Production toward Buildings and Wonders (max 20).
+1 :c5culture: Culture, +1 :c5gold: Gold, +1 :c5production: Production to Quarries and Forts worked by this City.

+8 :c5strength: Defense, +150 HP
Military Units Supplied by this City's population increased by 10%.
Contains 1 slot for a :greatwork: Great Work of Art or Artifact.
:c5citystate: Empire Size Modifier is reduced by 5% in this City.


More Unique Components

UU2 - Zvigidi (Fusilier)

Unlocks at Rifling.
562 :c5production: (-10% :c5production:)
36 :c5strength: (-2 :c5strength:)
2 :c5moves: moves

Formation I promotion
Field Works promotion
Chimurenga promotion: Ignores terrain costs. +20% attack bonus in friendly territory.
Gun Trade promotion: +5% Combat Strength for every owned international :trade: Trade Route (max +35%).
When at war against a Civilization with a higher Score, training a Zvigidi gives an additional one.

UNW - Njelele (Grand Temple)

Unlocks at Theology.
Requires a Shrine instead of a Temple.
125 :c5production: (same Production cost scaling)

+3 :c5faith: Faith.
+1 :c5faith: Faith for every 4 Forest, Jungle or featureless Hill tiles within borders of every City.
International :trade: Trade Routes generate +1 :c5faith: Faith, +1 :c5goldenage: Golden Age point, and +33% Religious Pressure.
Owned and foreign Cities following your Religion provide :c5gold: Gold equal to 10% of their :c5faith: Faith output per turn.
+25% :c5greatperson: Great Musician Rate in the City.
2 slots for :greatwork: Great Work of Music (+3 :c5faith: Faith, +3 :c5goldenage: Golden Age when Themed).
All Temples gain +2 :c5faith: Faith and all Shrines gain +1 Border Growth.
-2 :c5unhappy: Unhappiness from Religious Unrest in this City, and -1 in all other Cities.



Credits:
  • Sukritact: civ, leader, Zimbabwe UB art, text from MC's Zimbabwe mod, Zvigidi icon and model from The Ashanti mod
  • LS: vaNyai icon from LS' Zimbabwe mod
  • hokath: curator of previous Zimbabwe's VP version
  • Gwennog: promotions icon art
  • Jarcast: new design, new code, Njelele icon

Feedbacks are welcome :)
 
Last edited:
Sorry I bamboozled you lol.
If I made a post is because it's 90% done and I just need to check if all the lua functions (vashambadzi mission mostly) works correctly in game.
I am confident the download will be up by the end of next week.
 
What a nice thing to see!
Yes, this formula was found in a ancient ruin and its origins are unknown.
The basic logic is that it has a cap to it, and that it attempts to not scale too aggressively on a bigger map size with more cities compared to a smaller one with fewer.
 
I really like the design of this mod, the only question I can have is in relation to the Vashambadzi, do you think the AI will know how to use it?

That's a question I asked also in the discord.
I can code a custom mission and effectively insert it in game through sql and lua similarly to the Great Admiral free luxury mission was added.
For human players it works fine, however, I have no idea if the AI will use it effectively when conditions are met because there are no Mission_Flavours table or the like.
The safest way is to code a workaround function just for the AI like picking the available trade route with the highest gold and force it if the unit has not been expended yet after a certain number of turns (to allow construction of Towns)

What a nice thing to see!
Yes, this formula was found in a ancient ruin and its origins are unknown.
The basic logic is that it has a cap to it, and that it attempts to not scale too aggressively on a bigger map size with more cities compared to a smaller one with fewer.

Yup, I saw that the cap is 60 of each yield while the minimum is 1.
I just was having a seizure while trying to understand it at first.
 
That's a question I asked also in the discord.
I can code a custom mission and effectively insert it in game through sql and lua similarly to the Great Admiral free luxury mission was added.
For human players it works fine, however, I have no idea if the AI will use it effectively when conditions are met because there are no Mission_Flavours table or the like.
The safest way is to code a workaround function just for the AI like picking the available trade route with the highest gold and force it if the unit has not been expended yet after a certain number of turns (to allow construction of Towns)
Thank you.
Not sure to have understood all your solution, not the level but I will watch it with interest, to learn .
I just looked in the SQL database, there are missions, I did not know. Cool.
 
Thank you.
Not sure to have understood all your solution, not the level but I will watch it with interest, to learn .
I just looked in the SQL database, there are missions, I did not know. Cool.
You can look at the gamedefines.sql and the lua of my Etruscans mod to see how I implemented the custom domestic trade mission for the merchant UU.
Also in that case I coded a workaround for the AI. It relies on a random draw when the conditions are met (that is 20% chance the unit does the mission when adjacent to a City).
I honestly hope this issue of how AI deals with custom missions will be addressed at some point in the future by VP devs because there's so much potential in terms of creativity for unit modmods like Hinin's ideas for a nomad settler or my stupor-induced wacky concept of a smuggler unit trafficking luxury resources across borders.
 
Terrifying alchemical formula aside, what's considered to be part of the Trade Network? Does it include City Connections, or only Trade Routes? And does every city in the chain need to be passed through/have its own trade route going from one city to the next?
 
Terrifying alchemical formula aside, what's considered to be part of the Trade Network? Does it include City Connections, or only Trade Routes? And does every city in the chain need to be passed through/have its own trade route going from one city to the next?

Ony trade routes. In detail, as far as I understood from deciphering the code, given Zimbabwean city A, the network is made of:
- primary nodes: the set of cities B connected to A through Zimbabwean trade routes from A, and trade routes toward A from set of cities C
- secondary nodes: the sets of cities D, E connected through trade routes from/to set of cities B, sets of cities F, G with trade routes from/to set C
and so on...
The linked cities counts all the nodes.
 
Ah, okay. And Secondary and Primary Nodes are counted equally for purposes of the ability?
 
I've never been a fan of civ designs with 3 civilian bonuses. In this case 2 UBs and a UGP. They tend to be stronger, because economic civilian bonuses do not obsolete.
 
I'd argue that the Kraal is more of a Military Building, since its only real economic bonuses beyond that of the basic Stable are Border Growth. The major bits are the non-Mounted Melee production bonus and the XP bonus.
 
In the last few days I put the mod development on hold as I was wondering about changing part of the UA and replacing the Kraal with another UC.
In the end I decided to keep the UA as it is for the moment, while I am searching another UC because, as pineappledan made me notice, the Zulu's Ikanda is a Kraal so they somehow would represent the same thing, despite historical sources mentioning the Kraal being part also of Shona people's culture. It doesn't help the fact that in the 1830s an offshoot of the Zulus conquered the Rozvi kingdom and settled the current Matabeleland region.
 
Top Bottom