World Expo - New Mod Project

Well, a promise is a promise, so first order of business, Filipino civ:

So what makes the Filipinos special?

For starters, the first two things you´ll see are that, first, you can train their unique villager, the Alipin for food, wood OR coin.

(Unit skins by the one and only SealingEar046)

If you look closer at the Alipin you’ll notice the second big thing about the Filipinos, each one of their wonders has a different cost and age up time, with their strength varying accordingly.

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(This section is still very much a WIP)

As any asian civilization they do have Monks who do exploring. Fortunately, the Babaylanes do have a very long and well regarded history of leading revolts, so it’s a very well fitting role for them even if you consider the idea of having monk explorers rather silly

Gameplaywise they do have stun as any Monk Hero. Additionally, they do have a charged attack that allows them to heal all your units after they kill somebody. They start out similar to Sohei Archers but take a very different direction as you upgrade them, becoming much more of a support unit by unlocking abilities to boost your other units attack rate and make them produce more bounty from combat, among others.

Speaking of gameplay, the unit roster goes as follows:


Coming up with a unit roster was a real challenge considering how… distinct the many different peoples who inhabit what is nowadays the Philippines were, so it was a fun challenge to form a coherent unit roster that’d still offer an unique gameplay and set up.

Speaking of which, they do have one last bonus to represent the sheer diversity of the Archipelago. Each unit provides 10% of the resource they don’t cost when trained.

It’s getting late, so I’ll go in depth with the wonders and the ships tomorrow.


Mod is playable right now, but still private as I’m missing some models, particularly of wonders.

Units are completely voiced, civ theme has been arranged and recorded and AI Personality is… a work in progress.

Once I’m finally finished after this little project that took me the better part of two years I’ll proceed with the double release of Argentina and Chile, after that, I dunno, probably the Malagasy.

I can’t promise I’ll be consistent, but I’ll try, at the very least, to maintain this impromptu dev blog actively, hopefully releasing the mods at a somewhat steady schedule.

Stay tuned!

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Alright back, now the buildings:

First of all, the Bahay Kubo. The Bahay Kubo is the house of the Filipinos, keeping to the theme of resource diversity, they cost a mix of food, wood or coin with an end result providing a whopping 20 population AND improve the production of military production within their range. The civ does have several shipments that further improve their support role.

The Kwadra is the other unique building to the Filipinos. It’s an hybrid between a Livestock Pen and a Stable. Probably most notable, it trains Water Buffalos by default.

Now for the wonders, well, as I said models are not done yet, so I’ll spare you the showcase for now, let’s break it down on a table instead, shall we?

Column 1 Column 2 Column 3 Column 4
Magellan’s Cross 600 Food / 1000 Food - 600 Gold / 1500 Food - 1000 Gold / 3000 Food - 3000 Gold 3/5/8/12 Timawa Can Convert units
Coral Church 800 Food / 1200 Food - 1000 Gold / 2000 Food - 1200 Gold / 4000 Food - 4000 Gold 2 Sundalo / 3/5/7 Tirador Holds Church technologies, trickles XP.
Great Rice Terrace 1050 Food / 1600 Food - 1250 Gold / 2700 Food - 1600 Gold / 5300 Food - 5300 Gold 4/6/9/12 Luzones Boosts Rice Paddy gather rates. Functions like a Rice Paddy.
Makhdum Mosque 1300 Food / 2000 Food - 1300 Gold / 3400 Food - 2000 Gold / 6600 Food - 6600 Gold 7/12/15/20 Crates of random resources Produces Crates of Resources over time
Malacañang Palace 1600 Food / 2400Food-1000 Gold / 4000 Food - 2400 Gold / 8000 Food - 8000 Gold 2 Free Shipments on Age up Can blockade other players

Now finally, for the ships, they are also mostly placeholder models, courtesy of Age of Pirates and Wars of Liberty, they are as follow:


The Salisipan is the basic ship of the Filipinos, available from the Commerce age, it covers the middle point between a Caravel and a Canoe, not very durable, it’s meant to be used in numbers.


The Karakoa is the Filipino take on the Galleon, having less attack and less hit points, it instead is swifter, and gains even more speed and attack while garrisoned. Much like the Galleon, it can train military units.


The huge, lumbering Joanga plays a very unique role in the Filipino naval roster. It has a pitiful attack, although it’s massively strong in terms of hit points. What sets it apart, however, is that it can train the other Filipino naval units, right there and then on the water.


Finally, the Kotta Mara, is an unique twist on the Monitor. Instead of being a huge, hulking ship, they are small, maneuverable and relatively cheap, while still good enough against buildings, they are meant to be massed, having a much higher build limit and lesser cost than their European counterpart.

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Well, if you were wondering about why my updates stopped coming, well… was troubleshooting this.

At least I managed to nail down the problem so at least I’ve got a potential solution. It’s gonna take me reimporting every single last model so I’ll probably wait until my new computer is up and running, but it’s progress.

Also I was interviewed, cool!

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Well, holiday season, not much to show atm unfortunately since I’m spending the month away with family, so no computer, heh.

I do have a new computer though, which makes modding a hell of a lot easier, the game loads immediately instead of having to wait some cool 5 minutes or so lmao.

Philippines is for the most part done, basically just bidding my time to release once I’m back.

Commissioned some art for the Argentina and Chile mods I’m working on which shows I’m committed to getting them done (took a decent toll on my savings, oop). Argentina’s design is super solid atm. Chile is mostly still just, well, this. Which imo is showing its age designwise, needs more oomph, but it’s a solid starting point.

Slowly building up a discord to keep my work a tad bit more organized, but it’s still a WIP. DM me for access I guess. (Do the rules allow that?)

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Well, published the Filipino mod, because who cares anymore, no more DLC is coming and all rules have been broken.

Let’s wait for the official forum thread and/or find it in the mod browser ingame!

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So talking with another modder I realized that I rarely ever speak about the civs I’m working on, so to fix that, here’s a graphic about the Argentina civ I’m working on.

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Ok, I have a few questions.
Is the Caudillo a mounted unit? How many Pulperias can the civilization build? And will the Mounted Grenadier be affected by the Grenade Launcher card?

Am I right in thinking that the Partidario is light cavalry, has ranged defense, and has enough speed to catch up to the dragoons without dying in the attempt? :laughing:


Suggestion.
If the gaucho costs more food than a normal settler you may want to add more starting food, 50 or 100 should be fine, assuming they function like the French settlers.

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Yeah Caudillo are Mounted units. They basically are watered down Daimyos (no aura, no Shogunate to rebuild them from.)

Only 1 Pulperia by default. Don’t have any Rocket Launcher card planned.

Partidario stats are based off the Camel Rider, cuz there’s nothing new under the sun.

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If he can’t train artillery and receive shipments from the hometown, you may want to make him a recruitable unit from the city center, but with a training limit, or a second scout/hero.

Edit: This is assuming they can’t train mounted grenadiers either.


I have some doubts about the Pulperia, but I think that when I see it in action in the game I will be able to know for sure how useful its feature is.

Although I would like to know if it serves as a defensive building, perhaps equivalent to a Frontier Outpost?


Ok, it’s a unit I’ve never used, so I guess I’ll have to wait and see how it performs in battle.
Good job, I will be waiting impatiently for this civilization. :smile:


PS: I remember that you are also working on a Chilean civilization, do you have something similar to the previous graphic to see what it will be like? :slightly_smiling_face:

I’m working on the chilean graphic, stay tuned.

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Looks awesome! (Except the mounted grenadero whoch I have a vandetta against)

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Based on what HoopThrower is showing us, I can only say that if the Caudillo can train the mounted grenadier, an Argentine FF can easily end the game or tip the balance in his favor.

A promise is a promise: Here’s the Chile civ design.

Today was Chile’s Independence Day, so this wasn’t just a random day to publish it.

What was coincidental (or maybe not!) is that today I got the music I commissioned for the civ as well!

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It seems like a solid proposal and I don’t see anything that at first glance can say that it is going to be super strong.

I am looking forward to seeing both civilizations in action. :smile:


Happy Independence Day, may Chile always remain free and sovereign, may its people prosper, endure and always prevail no matter what adversity they face. :v:

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This content is OP
Nice work indeed!
:grin::grin::grin:


Argentina civ is coming along just fine

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Fortín.
It looks great, I like the detail that someone was having a barbecue outside, I guess the tower of the Fortín is similar to what the Mangrullos are going to be like?

One detail that I see, although it could just be an optical effect, is that the boxes that are on the roof of the Fortín seem to be floating.

In general I like how the building looks. :smile:


Pulpería.
It looks nice, but perhaps needs some external decoration, perhaps some chairs under a terrace to protect from the rain.

Similar to this one.


I have a question, the Argentine civilization seems to be rush-oriented and weak defensively, so I assume that the upgrade to the walls is going to be Redoubts?

I mean yeah, the other Federal civs have the same tech so why not.

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I asked because normally almost nobody gives importance to walls, in this case, your decision to use/keep this technology seems perfect to me, redoubts reduces the cost of the walls by 20%, which encourages their use both defensively and offensively, this together with the fact that the Mangrullo does not have attack, makes them complement each other well to offset the natural weakness of the civilization, but without nullifying it and keeping it as something unique. The fortín on the other hand benefits from the saved wood, although this is only noticeable in the long term.

In addition to the above, this improvement is in my opinion aesthetically pleasing and combines well with the fortín and most likely with the civilization in general.


I am eager to see what the civilizations will be like when they are complete and I am more convinced every day that the title of legendary modder falls short for you. :smile:

Bro dunno how to explain it, but it’s harder not to include the tech.