Sid Meier's Civilization V

Sid Meier's Civilization V

Japan: Chained Country
18 Comments
thatotherdavidguy 10 Apr, 2014 @ 7:54pm 
Thanks so much.
Mk Z  [author] 10 Apr, 2014 @ 10:11am 
thatotherdavidguy 8 Apr, 2014 @ 11:44am 
Could you post a download link for this as well? I want to play this, but it downloading it in game isn't working - just like with Emigration.
jparrott06 19 Oct, 2013 @ 9:49am 
Could you do something to the Zero or replace it? Maybe a Shale plant like in Civ IV. It's so useless.
SuperGrover 18 Oct, 2013 @ 12:06am 
FYI, as I already installed this pre-patch, it gave me the option to "update" this mod and i promptly disappeared from my mod list.

Dear Firaxis: Samurai building fishing boats. Really? Have you been smoking something? Why not just make cost of buying one half price and leave the HappyChoppers to go Chop peasants, not trees.
GWNerd13 17 Oct, 2013 @ 6:55am 
Oki, thanks for the quick answer and realy hope you can fix it :)
Mk Z  [author] 15 Oct, 2013 @ 9:02pm 
GWNerd13, yeah it seems the yesterday patch has screwed the mod. i'll try to fix it.
GWNerd13 15 Oct, 2013 @ 2:50pm 
I'm having problems downloading this mod. When I hit the subscribe button it just won't start to download. I have tried subcribing and unsubscribing but nothing works. I have checked the mod folder many times but it won't appear while other mods I download appear within a minute or so. Any thoughts on why this is happening?
SuperGrover 12 Oct, 2013 @ 11:27pm 
I really like the picture you used for the Dojo in the description (2nd image). Also you should refer to the 3rd image in the text: auto killing of foreign missionaries is definately a unique trait and would be a reason alone for me to download this mod! I hate the slimy oiks.
makareae 12 Oct, 2013 @ 9:07pm 
I have enabled this mod with both TSL map mods and regular maps and always have the old Japan civ traits. I tried deleting the cache and redownloading the mod. Anyone else have this issue.
Arrek 12 Oct, 2013 @ 3:31am 
Good point, I started just looking at it from strictly balancing perspectives. Perhaps a trading penelty then. With the money rebalance in BNW, having a slight reduction in either the number of routes, or the prosperity in routes would be a good balancing tool. Especially since a military nation would need it for the units, or risk the tribute anger.

As it would fit history somewhat, as trade was restricted during the period. It's too bad there isn't a way to designate trade capitals in the game, which would be the only points of import/exports for isolationists.
Mk Z  [author] 11 Oct, 2013 @ 11:19pm 
Arrek, i dont quite like slower healing. Why would samurai heal slower? Some historical justification is needed
Another nerfing proposal - longer resistanse in captured cities
Arrek 10 Oct, 2013 @ 3:54pm 
*Sorry First comment too large to hold everything*
Another idea one might use (not sure if possible) to balance out Bushido within this mod might be to put a reduced healing modifier on units for Japan (anywhere or maybe just in non-friendly territory). Thus the fighting at full strength is still extremely useful, but it is balanced by needing to remain closer to Friendly territory to fully/quickly heal up.
Arrek 10 Oct, 2013 @ 3:54pm 
I wasn't thinking so much of as additional unhappines due to cities, but of additonal unhappines due to unit's beyond boarders. And this unhappiness could be small to moderate per unit. On the order of say a percentage of .1 unhappiness (which can occur within the normal game down to .01 iirc) per unit. Thus invasions would have to be weighed far more heavily, but agressive military action near or around culutural boarders wouldn't be affected as much.

Right now the UA is improved over what Bushido (already a very, very strong UA) is, and the UB plays directly into the strength of Bushido by giving EXP, all of which comes with no downside.

The propasal for increased population damage on city conquest is again another improvment really, as for larger well situatied cities it hardly bothers (and a Food route can easily cure) and smaller cities you more then likely don't want.
Mk Z  [author] 9 Oct, 2013 @ 7:34pm 
Arrek, if there should be some penalty, maybe cities taken by Japan in war have to lose 1-2 more population on capture (due to atrocities). This can mean insta-razing for smallish cities, not necessary a bad thing, and a bit faster razing for bigger cities. But it'd be bad if you wanted to keep those cities.
Arrek 9 Oct, 2013 @ 4:10pm 
Bushido Bonus is a simple on/off toggle in the LUA files. And granted it is powerful, but it's only truely effective for very combat oriented players, and even then a well managed army can generally handle fighting against it.
(Basically a 8str unit will always fight at 8str no matter their health. Other civ units will be slighlty weaker at different health stages. I think the greatest difference to equivelent units in dmg done is between 0-10 pts depending on the stage of damage)

That being said, it would be neat to see if some kind of penelty balance could be layed on units outside of cultural boarders, or better yet outside a range from the nearest cities. IE something like increased maintence(doesn't make sense for a military civ), or additonal percentages added to unhappiness (better for an isolationist civ).
Mk Z  [author] 9 Oct, 2013 @ 9:45am 
AKiraSensei, maybe you right. I honestly dont know how strong the Bushido bonus is. Effect is quite hazy. I persnally dont like it much but people may miss it if was replaced
St. Patrick 8 Oct, 2013 @ 11:39am 
It makes sense historically, but it makes Japan too powerful (I think... I can be wrong). You could just reduce the "fight at full strength" to something like "gives x% of strength to wounded units". Also, nice job for replace Zero. This unique unit comes too late in the game.