http://en.wikipedia.org/wiki/Nri_kingdom
UU: Safe Haven: Citizens from rival pre-modern Civilizations occasionally Migrate to your Cities if your empire is not at war.
UU: Mburichi (150 :c5production:, req Theology): Can conduct a Trade Mission for 30 Influence and Gold. Can only be trained in the Capital. Trained 33% faster before the Renaissance Era. Obsolete with Economics.
UB: Bronze Caster: Replaces forge. +2 :c5culture: +1 :c5production: (+1 :c5production: on iron and bronze) and an artist slot. Can be built anywhere, but boosts military unit production only by 5%.
Thanks to Irkalla I have a pretty mint flavored civ icon and color scheme, but otherwise the graphics are weak for now. I will start begging the usual suspect.
So whoTH are the Nri? A pacifist, religiously controlled nation that seemed interesting to have in the game.
Things didn't work out as planned though, e.g. it was impossible to make the Mburichi a faith purchasable unit without granting it to every civ. So now it works exactly like the diplomatic units in the City State Diplomacy mod (fully compatible).
Another failed experiment was making the Piety tree available at start. Got that working (a bit hacky though, so was not happy about it), but it turned out to be a bad idea: in combination with Nri's often poor jungle starts, taking it so early is shooting yourself in the foot.
Finally the UA is of course inspired by killmeplease's Emigration mod, though I made a nearly completely new implementation, as I wanted to keep the rules simple and focused only on the Nri:
The mod is attached. Comments highly appreciated :)
UU: Safe Haven: Citizens from rival pre-modern Civilizations occasionally Migrate to your Cities if your empire is not at war.
UU: Mburichi (150 :c5production:, req Theology): Can conduct a Trade Mission for 30 Influence and Gold. Can only be trained in the Capital. Trained 33% faster before the Renaissance Era. Obsolete with Economics.
UB: Bronze Caster: Replaces forge. +2 :c5culture: +1 :c5production: (+1 :c5production: on iron and bronze) and an artist slot. Can be built anywhere, but boosts military unit production only by 5%.
Thanks to Irkalla I have a pretty mint flavored civ icon and color scheme, but otherwise the graphics are weak for now. I will start begging the usual suspect.
So whoTH are the Nri? A pacifist, religiously controlled nation that seemed interesting to have in the game.
Things didn't work out as planned though, e.g. it was impossible to make the Mburichi a faith purchasable unit without granting it to every civ. So now it works exactly like the diplomatic units in the City State Diplomacy mod (fully compatible).
Another failed experiment was making the Piety tree available at start. Got that working (a bit hacky though, so was not happy about it), but it turned out to be a bad idea: in combination with Nri's often poor jungle starts, taking it so early is shooting yourself in the foot.
Finally the UA is of course inspired by killmeplease's Emigration mod, though I made a nearly completely new implementation, as I wanted to keep the rules simple and focused only on the Nri:
- Base migration frequency is every 40 turns. This drops for each (major) civ you meet, down to 16 if you have met them all. If some of them are eliminated, turns will go up. There is a little randomness involved too.
- Your happiness reduces the turns by 25% if very happy (10+ :c5happy:) and 50% if extremely happy (30+ :c5happy:). If you are unhappy, turns are increased by 100%. Notice these are the opposites of the unhappiness levels used by the game.
- The source of the migration is evenly drawn based first on civ population, then (once the civ is chosen) on city food levels.
- The target of the migration is off course always the Nri. Cities with high food have the highest chance at receiving immigrants.
The mod is attached. Comments highly appreciated :)