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British and English culture mod proposal:

CulturesModding

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a year ago
Oct 13, 2023, 11:07:34 AM

Just a mod proposal to see if anyone interested. ( Since I don't know the first thing about modding and might be too late for me to learning it.) Here is my proposal:

Start from medieval era:

Mediaeval Anglo-Saxon (Agrarian, vanilla Legacy trait) 

Emblematic Unit:

Longbow men (vanilla) 

Or 

Churl/Freeman

Lesser version of Grand swordsman

trait: professional militia soldier, half price for upgrade and maintenance  

 

Emblematic District: 

Burh/Burgh (Hamlet and garrisons district)

+10 stability,+20 fortification +1 for each pop slot.

 

Or a new Culture: Norman/Anglo-Norman (militarists)

Legacy traits “militant opportunist”:

Reduce stability lose from conquered cities, +2 land-force strength. 

Emblematic unit:

Yeoman Archer

Long bowmen with anti-cavalry bonus

Or

English Man at arm (replace knights and grand swordsman)

Cavalry unit that could dismount, action require 1 turn to complete.

 

Emblematic district:

Keep/Stronghold (vanilla)

 

Early modern English (Expansionist)

Legacy traits “Mercantile empire”: 

For each luxurious resource sites constructed in different continent, main plaza in home region +5 production.  

Emblematic unit: 

King's man (vanilla Red Coat) 

Or 

Race-build galleon (replace Carrack)

Trait "Privateering": 

+5 war support poaching in high seas

 

Emblematic district

Colonial company: (market and military quarters)

Build on city from different continent, can increase percentage of taxation(money) and production in 5 turns or generate irregular infantry at expense of stability.

 

British (Expansionists/ Builder)

Legacy trait

(Expansionist) “Pex Britannica”: +2 naval unit strength, +20% more income generate on trade routes.

 

(Builder) “Industrial Revolution”/ “World factory”: +25% production in manufacturing district  

 

Emblematic unit (both)

Dreadnought (replace Ironclad):

Industrial era version of battleship, unlock bombardment

trait:“all-big-gun battleship”: extra strength against capital ship.

Or

Battle cruiser (replace steam fright):  

Bonus in against enemy commerce raider, 8 movement, same strength as capital ship .

 

Emblematic district:

(Expansionist) Treaty port and concession:

Build on subjugate empire, carve out one tile of land adjacent to the port, the production of the port and one tile of land adjacent to the port transfer to empire's capital city.

 

(builder)

1) Textile Factory: (makers quarter)

For each silk resource site +10% production, +2 pollution. 

Or  

  • 2) British Foundry: (makers quarter)

For each Iron resource site +5% production, +15 pollution, +10 production each adjacent makers quarter.

Updated 4 days ago.
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a year ago
Oct 14, 2023, 12:12:27 AM

Just a mod proposal to see if anyone interested. ( Since I don’t know the first thing about modding and might be too late for me to learning it.) Here is my proposal:

Start from medieval era:

Mediaeval Anglo-Saxon (Agrarian,vanilla Legacy trait) 

Emblematic Unit:

Longbow men (vanilla) 

Or 

“Churl”

Lesser version of Grand swordsman

trait: professional militia soldier, half price for upgrade and maintenance  

 

Emblematic District: 

Burh/Burgh (Hamlet and garrisons district)

+10 stability,+20 fortification +1 for each pop slot.

 

Or a new Culture: Norman/Anglo-Norman (militarists)

Legacy traits “militant opportunist”:

Reduce stability lose from conquered cities, +2 land-force strength. 

Emblematic unit:

Yeoman Archer

Long bowmen with anti-cavalry bonus

Or

English Man at arm (replace knights and grand swordsman)

Cavalry unit that could dismount, action require 1 turn to complete.

 

Emblematic district:

Keep/Stronghold(vanilla)

 

Early modern English (Expansionist)

Legacy traits “Mercantile empire”: 

For each luxurious resource sites constructed in different continent, main plaza in home region +5 production.  

Emblematic unit: 

King’s man (vanilla Red coat)

Or 

Race-build galleon

Trait: “privateering” : 

+5 war support when poaching in high seas

 

Emblematic district

Colonial company: (market and military quarters)

Build on city from different continent, can increase percentage of taxation(money) and production in 5 turns or generate irregular infantry at expense of stability.

 

 

 

British (Expansionists/ Builder)

Legacy trait

(Expansionist) “Pex Britannica”: +2 naval unit strength, +20% more income generate on trade routes.

 

(Builder) “Industrial Revolution”/ “World factory”: +25% production in manufacturing district  

 

Emblematic unit (both)

Dreadnought (replace Ironclad):

Industrial era version of battleship, unlock bombardment

trait:“all-big-gun battleship”: extra strength against capital ship.

Or

Battle cruiser (replace steam fright):  

Bonus in against enemy commerce raider, 8 movement, same strength as capital ship .

 

Emblematic district:

(Expansionist)Treaty port and concession:

Build on subjugate empire, carve out one tile of land adjacent to the port, the production of the port and one tile of land adjacent to the port transfer to empire’s capital city.

 

(builder)

1) Textile Factory:(makers quarter)

For each silk resource site +10% production, +2 pollution. 

Or  

  •   2) British Foundry:(makers quarter)

For each Iron resource site +5% production, +15 pollution, +10 production each adjacent makers quarter.   

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