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I'm experimenting with a Slave unit, buildable with a slave market. Like a worker but builds at half speed, and can hurry production like an Engineer but only a small amount. Cheap and maintenance free.
Your English is very understandable, and apologies if mine is difficult for you to understand.
1. Not sure a mine and slave market is comparable. A slave market with 3 working slaves would give 6 production bonus, +1 per slave per dungeon built; if there are 3 dungeons in the civilization that's +15 production! And the 10% building production bonus. Could become too much, which is why slave markets are obsolete with Law. I started with 10% unhappiness per slave market, but that seemed too much so reduced to 5%.
2. Like the idea of a building with culture only specialists. Not sure why it would produce unhappiness - maybe cost gold? I wonder what would happen if a specialist yield was say -1 gold? Or a production loss. What tech would be required to build? Senate is a very roman/greek word, maybe there's a more generic name...
3. Like the Tribunus idea. Buildable if all cities have a Senate? The forbidden palace has -5% unhappiness modifier in this mod.
I am currently living in S.Korea which is not using English as native language so there must be wrong grammar or spellings + speech may be rude. If so sorry about that and wish you to make an another standalone mod or input my idea to your mod. Have a good day my friend
1. Slave was not efficient because mines give 4 production in late game while slaves give 3 production 1 gold with dungeon. I think Slave should give 4 productions from start of the game. Of course unhappiness penalty should be worse. I think 15% would be good.
2. Building Senate consisted of three 'Nobles' which are new specialists. Nobles will produce 4 culture but no Great Person Points. Like slave market I think Senate should give unhappiness 15%
3. Like Rome, I think building 'Tribunus' would be interesting choice to make. It will reduce unhappiness like Forbidden Palace in banilla game. Difference would be Forbidden Palace is a world wonder with 10% discount of unhappiness and Tribunus is national wonder with 20% discount of unhappiness.
I don't use slavery much as I prefer to keep the happiness so would appreciate input on this.
All new features are viewable in Civilopedia, and have accompanying artwork or reuse otherwise redundant base game art.
Hope that helps!
Tech tree redesigned to accommodate new techs and hide unused.
New features mostly attempt to add something different, eg Slaver unit gains gold on kills, Shell Shrine building adds faith for (non-fish) sea resources, Fletcher building adds +5% to bow accuracy (not crossbow), Dungeon building (requires a castle) reduces enemy espionage, Camp Fire improvement adds culture to forest or jungle.
Base game post medieval advances (such as trading posts receiving +1 production, Petra wonder receiving enhanced yields, world congress, ideologies eg Worker's Facilities enhances Workshops and new Foundry building instead of Factory (unbuildable in this mod), conversion of production to wealth and research) are reassigned and modified if appropriate to medieval era.
There are only database changes in this mod. It's both a restriction and an enhancement of the game focusing on the Medieval period.
The game starts with no Palace pre-built, and the new Mysticism tech (enabling Palace construction) rather than Agriculture pre-learnt so the early game lasts longer.
Research costs for techs are scaled up so all subsequent eras take longer, and there are generally more turns per tech advance.
Post medieval eras and techs are disabled (with a few early renaissance kept and reassigned to medieval, eg Astronomy to enable ocean travel late game).
AI by default will only play civs that have at least 1 medieval special unit or building.
Game pace modified so game ends around 1525AD rather than 2050AD