Sid Meier's Civilization V

Sid Meier's Civilization V

Karatekid1717 - The Deadly Six (Sonic the Hedgehog)
13 Comments
alicornvideogamenerd 29 Aug @ 12:28pm 
I love how you have a special message for other modded Civs...

When I first got it during my Eggman Campaign I was actually not expecting it...

(It's also just really cool because it's referencing a completely different mod... I don't know how exactly you did that...but it's cool)
Jenonen 17 Nov, 2021 @ 5:51am 
This concept is honestly so badass because the theme of this civilization really matches how the Deadly Six would work, like how they're able to take barbarian units is in lieu of taking control of Eggman's badniks in Lost World. But if left alone for too long or if they're not able to be found... this civ is actually kind of broken. Overpowering other civs becomes a cakewalk. Zor? Remove all happiness from a city and cause anarchy because Zavok's civ will most likely be unhappy due to focus on domination? ZOMOM resetting whole cities because your workers are making farms almost every turn? That's OP as fuck.

Regardless, I still really like it! The work put into the models, the voice-overs when you select the units, and the unorthodox concept of not being able to make certain units is really refreshing.
knito 28 Aug, 2021 @ 11:54pm 
Finally someone cleaned up that messed up UNITS tab. I feel like that crazy scientist with lots of incompetent disciples.
-> If you want something to be done you have to do it yourself.

Great! I give the "mad scientist" award.
PMP 10 May, 2021 @ 11:29pm 
@Karatekid1717 Yeah I saw, I'm gonna update and try them out. The previous update was a big improvement, I love this Civ a lot already!
Karatekid1717  [author] 10 May, 2021 @ 10:54pm 
@PMP I made some tweaks to the combat strength era multipliers so the boosts should help better protect them against getting overwhelmed. I also just added retroactive combat strength applications, so Zeti units already on the field get the boosts as well!
PMP 8 May, 2021 @ 9:25pm 
@Karatekid1717 No problem! I'm happy you took the time to listen to my rambling.

So i'll start with Vox populi as it changed a lot of numbers, and i'm unsure if it did a blanket nerf over the Zeti themselves since Zavoc starts with 15 attack and Zazz with 12 in the ancient era. But by the medieval era they're around 20~28 attack and my opponents usually have a similar power level, but are still weaker. If anything, I could probably tweak their values to fit how my mod load out is, so it may not even be a problem.

But they still do get overwhelmed on the numbers front, especially when I have a lot of cities and not enough units to guard the majority of them. Maybe Zavoc could get a buff to his movement if changing the capture value is not possible.

Also yeah, I love those civs, lots of personality and the soundtrack is good. Faba is my favorite to play as and Sophocles is a bit overpowered in science, but still a fun civ regardless.
Karatekid1717  [author] 8 May, 2021 @ 7:55pm 
@PMP The odds of capturing units are based on difference in combat strength but I've seen it at 50% on average (another reason why I have the Zeti be very above the strength curve), though sadly I cannot modify the rate as it is pulling from the existing code for the Prize Ships promotion. But I'm gonna give the combat era modifiers some buffs so that should help offset it.

As for the bugs, thank you so much for catching those! I don't know how they flew under the radar but I'm glad you brought them to my attention! I'm about to release any update to fix them! :3

Also I'm glad you love my Sun and Moon civs as well! Have you played as them?
Karatekid1717  [author] 8 May, 2021 @ 7:55pm 
@PMP Thank you very much for the feedback! ^u^

For the Zeti combat strength, I made sure to keep them well above the average combat strength of each era's existing units. The issue you likely have been facing is that the era combat-strength doesn't apply retroactively to existing Zeti units on the field (though I'm trying to figure out a way to make it happen) so for now you'd need to build/obtain new Zeti units every so often. New instances spawn with the increased era strength, and the production cost for Zavok and Zazz does not scale so later on they're extremely quick to rebuild. I don't know how Vox Populi affects unit strength so you'll need to fill me in on that.
PMP 7 May, 2021 @ 9:39am 
2.) I feel like the odds of capturing units are way too low or the Zeti themselves are a bit too weak. During the beginning of the game, they're massively overpowered which is fine, since they can't make land units and the other Civs have to work with Warriors. Then comes the Medieval era and now they've been kind of power crept when my opponent rolls up with Knights and they get outnumbered.

Overall I really love this mod and I want to play it, but in its current state it's a bit tricky to play. so I can't wait for updates. Thank you for reading this if you took the time to!

(sorry for the double post. First time doing one of these and the 1000 character limit didn't help)
PMP 7 May, 2021 @ 9:39am 
I really love the concept, I love Civs with this kind of uniqueness to them that makes the game more fun to play. Although I've noticed a few things with this Civ that I think could be approved. I am using the Vox Populi mod so things might not be right.

1.) I can't make Missionaries or Caravans. Which is strange seeing as Zik can get you a religion real early but with no way to spread it. Also when I got the ability to pick a great person of my choice (It was from the Kukui School wonder from your Sun and Moon civs, which is also a very good mod.) And this was a game breaking bug because I basically got soft locked since it wouldn't let me end turn without picking a great person.
Karatekid1717  [author] 17 Mar, 2021 @ 4:52pm 
@strider_19 Thank you, and I'm glad you like the mod!
And as of right now only new instances of units get the increased combat strength. So if you go from ancient to Classical, for example, your Zazz or Zavok unit (or any other Zeti you happen to have on the field) will keep their current combat strength. But if, for example, your Zazz unit dies, then the next one you build will have the classical era multiplier for combat strength. So don't worry, there's no mod conflict!

Still, I'm looking into ways to allow the increase to affect units already on the field, so soon enough that will be fixed!
strider_190 17 Mar, 2021 @ 1:13pm 
Great Mod thank you for all your hard work on this. I did notice the units are not getting stronger per era like they are supposed to. I suppose it could be a mod conflict.
Dokdo 16 Mar, 2021 @ 11:51pm 
Wow gooooooooooooooooooooooooooooooooooooooooooooooooooooooooood