席德·梅尔的文明VII

席德·梅尔的文明VII

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Chiliad's Francia - Exploration Age
   
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10 月 17 日 下午 10:07
10 月 19 日 下午 10:44
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Chiliad's Francia - Exploration Age

描述
Adds Francia as a playable civilization in the Exploration Age. Francia can be unlocked by having 3 Wine Resources in your Empire or by playing as certain Civilizations and Leaders.

Any feedback regarding bugs, design, and balance is very much appreciated. Please let me know if something does not work as intended and I'll try my best to figure it out as soon as I can. Also there is still some to do before I would consider this mod complete. All of what I want and plan to add is listed below.

Work in Progress:
  • Balancing
  • Narrative Events
  • Civilopedia
  • Quotes
  • Models (once the Asset Editor is available)

Rising from the ruins of the Roman Empire, Francia became a pillar of medieval Europe. Its society rested on the interdependence of nobility, clergy, and peasantry, a balance formalized in the Estates General. Castles and cathedrals stood as enduring symbols of power and faith, while art, architecture, and scholarship flourished under noble and ecclesiastical patronage. The growing influence of philosophes encouraged deeper reflection on reason, morality, and the nature of governance. Through this union of order, devotion, and intellect, Francia emerged as the cultural and philosophical heart of the medieval world.

UNIQUE ABILITY

Ancien Régime: +10% Happiness in Cities, but -25% Happiness in Towns. +1 Influence for every Town. Converting Towns into Cities costs +50% more.

ATTRIBUTES
  • Diplomatic
  • Cultural

CIVIC TREES

Carolingian Renaissance:
  • Tier 1: Increased Production towards Happiness Buildings. Unlocks the Carolingian Minuscule Tradition.

  • Tradition - Carolingian Minuscule: +2 Culture and +2 Science on Happiness Buildings.

  • Tier 2: Unlocks the Carolingian System Tradition.

  • Tradition - Carolingian System: +5 Gold for Trade Routes.

Viticulture:
  • Tier 1: +1 Culture and +3 Gold on Plantations. Unlocks the Vineyard. Unlocks the Notre Dame Wonder.

Estates General:
  • Tier 1: Unlocks the Manor. Unlocks the General Assembly Tradition.

  • Tradition - General Assembly: All Buildings gain a Happiness adjacency for all Improvements in Towns.

  • Tier 2: Increased Settlement Limit. +50% Production towards Unique Civilian Philosophes Unit.

UNIQUE INFRASTRUCTURE

Châteaux: Unique Quarter. +1 Culture to all Specialists in this Settlement.

Vineyard: Unique Building. Provides +5 Culture and +1 Happiness for each Mountain, Natural Wonder, and Wonder. Must be built on Grassland or Plains and adjacent to a River.

Manor: Unique Building. Fortified District. Provides +4 Happiness and +1 Influence for each Wonder. Has 2 Great Work Slots.

UNIQUE UNITS

Gendarmes: Unique Calvary Unit. +2 Combat Strength. Has Esprit de Corps Ability which gives +3 Combat Strength when Wounded. Costs +25% Production to train.

Philosophes: Unique Great Person Unit. Can only be built in a City with a Manor, and the specific Philosophes received is random. Each Philosophes can only be received once. Cost increases per Philosophes built.

Possible Philosophes Units:
  • René Descartes: Activated on a University to receive a random Technology.

  • Jean-Jacques Rousseau: Activated on a Constructable with a Great Work Slot to grant a Great Work called “The Social Contract” that grants +4 Culture and +2 Influence.

  • Voltaire: Activated on a Châteaux to grant +1 Influence to all Great Works in this Settlement.

  • Michel de Montaigne: Activated on a Châteaux to grant +1 Science to all Great Works in this Settlement.

  • Denis Diderot: Activated on a Constructable with a Great Work Slot to grant a Great Work called “The Encyclopedie” that grants +2 Culture and +2 Science.

  • Montesquieu: Activated on a Constructable with a Great Work Slot to grant a Great Work called “The Spirit of Laws” that grants +6 Culture.

  • Peter Abelard: Activated on a Temple to grant +5 Culture to the Building.

  • Christine de Pizan: Activated on a Palace with a Great Work Slot to grant a Great Work called “The Book of the City of Ladies” that grants +2 Culture and +6 Happiness.

  • Jean Bodin: Activated on a Palace or City Center to receive a random Civic.

  • François Rabelais: Activated on a Constructable with a Great Work Slot to grant a Great Work called “The Gargantua-Pantagruel Series” that grants +4 Culture and +4 Happiness.

ASSOCIATED WONDER

Notre Dame: +4 Happiness. When in a Celebration all Specialists provide +3 Culture. Start a Celebration immediately after constructing this Wonder.

STARTING BIASES
  • Grassland
  • Plains
13 条留言
Chiliad  [作者] 10 月 27 日 下午 6:25 
@DerpyPineapple Then yeah. I think I know what is happening there and it should be a simple fix on my end when I get the time to look through it this week. Thank you for bringing this up.
DerpyPineapple 10 月 27 日 下午 4:16 
@Chiliad I play without any DLC/Napoleon and it doesn't matter what vanilla leader I pick, it'll break either way.
Chiliad  [作者] 10 月 27 日 下午 12:12 
@DerpyPineapple Do you play with the DLC/Napoleon or not? I might have an idea of what is causing this but I would need some more info.
Chiliad  [作者] 10 月 27 日 下午 12:10 
@Icthiolavarunt There are leader biases that I think work. If you have not seen leaders choose Francia over a few games let me know and I can look into it.
DerpyPineapple 10 月 26 日 下午 7:21 
Hi, your mod seems to have some conflicts with others that prevents a new game from being started. It gives the error "Content Configuration Validation Failed" and seems to do with the DLC Leaders and Napoleon? I'm not very good with reading error logs, but if you could investigate that'd be great, I really wanna try this civ.
Icthiolavarunt 10 月 22 日 上午 6:27 
Hi, I really like the look of this mod, but I was wondering if it was available for the AI to use as well as the player (as in, what leaders get biases towards using this civ)
Garebear 10 月 19 日 下午 3:15 
Awesome possum!
Chiliad  [作者] 10 月 19 日 下午 2:58 
@Garebear Thank you for all of the info. I will be adding the building types to their description when I role out the update that adds the Esprit de Corps ability. I knew of the visual remapping but I didn't want it to push back releasing the mod given that it wasn't necessary. Though I will take another crack at it with the template you provided.
Garebear 10 月 19 日 下午 2:47 
Oh! I also want to say that, while we can't add new models at the moment, we *can* remap existing ones. So if you wanted the Gendarme to have an existing model, rather than the default bunch of great people, you can!

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Database>
<VisualRemaps>
<Row>
<ID>REMAP_OIKISTES</ID>
<DisplayName>LOC_REMAP_OIKISTES</DisplayName>
<Kind>UNIT</Kind>
<From>UNIT_OIKISTES</From>
<To>UNIT_SETTLER</To>
</Row>
</VisualRemaps>
</Database>

That's the file (example given is my unique unit for a mod that's in the works rn) and then you plug that into

<UpdateVisualRemaps>
<Item>data/visual-remaps.xml</Item>
</UpdateVisualRemaps>

in the current age you want (so in this case it would be "exploration-age-current" with the game scope.
If you knew or don't care to do it, just ignore this message asjldgb
Garebear 10 月 19 日 下午 1:23 
Hey! Excited to try out this Civ, transitioning into them now, and I just wanted to let you know that the Manor and Vineyard in the shell don't say which type of buildings they are (Happiness, Diplomatic, Food, etc.) I also second the esprit de corps idea