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Thanks! I'm always happy to hear people are still enjoying my mods after all these years!
Now I've reinstalled CiV and i'm playing Champa again and once again I'm having a hoot.
Declaring war on people you meet immediately and starting to siphon gold is risky, but fun :D
You'll have to be more specific. Last time I tested the mod it worked fine without any issues. It's also been a while since anyone else has submitted a bug report.
If you can submit an error or database log that would help me pinpoint the issue you're having. Otherwise, are you sure the issue isn't from an interaction with another mod you are using? (Does the mod work correctly by itself with no other mods active?)
Champa (Brave New World)
Archaeology Asthetic Adjustments
Ethnic Diverity
Religion - AI No Free Pottery
Units - No Furturistic Units
Resources Mint Include Copper
Almost all of the civ's abilities revolve around trade routes which were only added in BNW. It would be impossible to add the civ to GK without completely re-designing and re-coding the civ. Sorry.
You might be interested in checking out Leugi's new Olmec civilization for BNW!
Just a heads up, considering the way you've treated LITE and annoyed the Civ Modding community as a whole, er, good luck finding anyone willing to make stuff for you.
Unless you take the mod down and apologise to LITE of course, and reupload it when you have actually gotten your own assets.
Unfortunately, Leugi is no longer actively modding. However, he gifted me the square well model to use as I see fit.
For various reasons, I would prefer that you did not use the graphic in your own mod. Thanks.
It's for an alternative/new Sri Lanka -> https://t.co/UlxiqbPP7X
(FYI The LITE team are rather peeved I've used their artwork as a basis, so the sooner the better! Thx)
Shang (Brave New World)
The Kuikuro (BNW)
-General mod/mod support maintenance
-Changed the math behind the UA; essentially the base gold stolen is lower while the bonus from each blockade is higher
-Fixed the gold notification to correctly display the total stolen from all civs and not just the last civ on the list
-adjusted E&D.
If you need the previous version, 37, to continue a save, a download link is at the bottom of the description.
-Mod compatability update
If you need the previous version, 36, to continue a save, a download link is at the bottom of the description.
- E&D adjustments
Should not impact existing games/saves.
-Mod compatibility update (EE; Cul Div; Cul Inf; Sovereignty; Mercenaries)
-Adjusted the model size of the Square Well
-Slightly buffed the Basketwork Hulls decision
If you need the previous version (32) to continue a save, a download link is at the bottom of the description.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102329706
-updated mod compatability
-toned down the notifications for both Cham and the opposing player
-adjusted the gold stealing equation
Thank you for the mods.
Xia - Erlitou (Brave New World)
-Fixed a display issue with the interface.
-Minor rework to the Eagle Wood decision (E&D support)
-Misc. text changes.
If you need the previous version to continue a save, a download link is at the bottom of the description.
About Wells: The description just stated "May be be outside of friendly territory" although it does state "Wells in foreign territory provide +1 to both Champa and the tile owner" so you'll forgive me for thinking it was capable of being built directly inside foreign territory.
I'll take you word on them not being OP for now, and see how it works out in game.
Also, let me know if I accidentally broke anything in the patch.
-Support for ExCE, Cultural Influence. Cleaned up E&D support.
-Re-organized the lua code
-Added Leugi’s graphic fix for the Well which should help display issues for those not using DX9
-Fixed a bug where sometimes you would still lose gold from cargo ships even if you had a trade route to Champa.
-Base amount of gold stolen during war decreased, but bonus from blockading a city increased
-Wells now give 1 GA point in friendly territory and 2 GA points in neutral territory
Reworked the civ’s notifications especially for the Cham player.
Cham players:
-The only side notification the Cham player now gets is the gold stolen when at war.
-Gold plundered from Cargo Ships and GA points from Wells now moved to an event message at the top of the screen
-The Gold and GA tooltips now also display this info to reference at any time during your turn
Facing Cham:
-For players facing Champa, the GA from wells notification moved to an event message
It’s also impossible to starve a civilization of gold as the piracy mechanic is based on percentages of the civ’s current gold reserves and gold per turn. If they have no blockaded cities, you’re roughly only stealing 2% of their gold reserves and 20% of their GPT… the targeted civ is still largely making a net gain in income.
I'd also argue that blocking a civ's major port would affect the civ's entire economy and that unblockaded cities wouldn't exactly be flourishing either way.
The standard Golden Age is based on excess happiness over a set number of turns. The required amount of happiness is increased with each subsequent Golden Age. For the duration, the Civ in a Golden Age generates 20% additional production and culture.
Happiness appears to be irrelevant with the Square Well. This alone makes your Square Well very powerful. The ability to build these things outside player controlled territory could lead to high frequency of Golden Ages simply by building them near other Civ cities, or key locations throughout the map.
For balance, this should be limited to tiles within player controlled territory, and no other improvmenets can be built within the boundaries of the 2 hex radius. The potential is still relatively the same, but now involves additional player investment in strategy and maintenace, and eliminates spamming flatland areas.
It also prevents the player from starving an entire civilization of gold when unblockaded cities should be flourishing.
I could as well choose champa and declare with every distant civ and get 6 gold per turn from every one of them without doing anything.