Sid Meier's Civilization V

Sid Meier's Civilization V

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[BNW] Jecht's Zanarkand
   
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28 Sep, 2017 @ 9:55pm
29 Sep, 2017 @ 5:40pm
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[BNW] Jecht's Zanarkand

In 1 collection by Marryth
Marryth's Civilizations
9 items
Description
Lets Blitz!

This Mod adds Jecht and his Zanarkand to the game as a civilization!

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Zanarkand is a hard-hitting civilization that focuses hard on maintaining City-State connections, and being a force to be reckoned with. The aim of the civilization is to attain a Diplomatic Victory through its City-State connections, or attain a Military victory thanks to the power of its Palace and unique Aeon Riders.

Unique Ability
Zanarkand's Unique Ability is Hymn of the Fayth. This ability allows his Palace to provide a large quantity of experience to all units produced in the Capital, as well as providing a Faith yield of +5 once Theology is reached. The ability also provides +2 influence per turn with any City-State that Zanarkand connects a trade-route to.

This ability gives Zanarkand a strong military presence early on in the game, and gives the civilization a strong foothold when building any City-State relations. It also allows for Zanarkand to not worry much about building shrines and to not rush Religion that hard.


Unique Unit
The Unique Unit for Zanarkand is the "Aeon Rider". The Aeon Rider is a powerful mounted unit that can be built once Theology is finished, and is the backbone of Jecht's armies. It outclasses all other mounted units until landships make their debut.

It can move a total of 4 tiles, and has both a Melee Attack (35), and starts off with the Blitz promotion, making it a formidable attacker. Offsetting this power is the Unit's cost of 250 production.


Unique Building
The Unique Building for Zanarkand would be the Blitzball Stadium. The Blitzball Stadium is a unique structure that replaces the Stadium, requiring the city it is built in to have been built on the coast in order to construct it. The building functions similar to a stadium, but costs more in upkeep.

However, it provides +1 Culture to all ocean and coast tiles within the city's limits, and provides similar lakes with +2 culture. Once Telecommunications is researched, each stadium will also provide +2 tourism.

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Notes:
>This Civilization is still mildly Work-in-Progress! I still have to finish a few Civilopedia entries in regards to Jecht's leader page, and Zanarkand's Civilization page. I'm also trying to think of better ways of giving Jecht a decent faith start as opposed to a flat +5 after Theology. That +5 probably isn't going to stick very long.

>There is a minor bug involving how the Civilization's trait works. Due to it utilizing a faux policy to provide its Influence through trade routes, you may start the game with an additional +1 to your Culture p/turn. This is that faux policy enabling Liberty (but not visibly unlocking it in the Policy Tree). If you decide to unlock Liberty once you hit your 25 culture, you'll simply be enabling yourself to pick Liberty policies, and your culture cost will not go up.

I'm not quite sure on how to fix that, but it doesn't really seem to be that impactful on the Civ's performance (good or bad).

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Misc:
Models used for the "Aeon Rider" were sourced from S-Man's Fantasy Army (v2) mod.
Idea and Inspiration came from Harkodos' concepts for a Zanarkand civilization.

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To-do:
Update Dawn-of-Man text.
Update trait's faith bonus with something more meaningful.
Popular Discussions View All (2)
1
10 Dec, 2017 @ 11:14am
PINNED: Balancing & Suggestions
Marryth
0
14 Oct, 2017 @ 1:22pm
PINNED: Bug Reports
Marryth
16 Comments
你的队友 24 Oct, 2017 @ 9:08pm 
I just found that u also like D&D? well that's great, but i can see such a long list ... Netheril, Creator Races, and ... PLANESCAPE ...
Marryth  [author] 24 Oct, 2017 @ 8:09pm 
Haven't thought about it, but I can add it to my growing list of potential civilizations!
你的队友 24 Oct, 2017 @ 8:06pm 
Have u ever thought about make a ffx-2 mod? 3 civilization, youth league, new aibon party, and makiri race ? also with yuripa & rooverand team?
你的队友 24 Oct, 2017 @ 8:03pm 
Glad to see someone who loves ffx and especially the X !!!
Marryth  [author] 24 Oct, 2017 @ 1:40pm 
I'm glad you're enjoying Icewind Dale however. Out of the group of civilizations I've produced, it continues to be a favourite of mine.
Marryth  [author] 24 Oct, 2017 @ 1:28pm 
Mmmk, seems this bug is actually giving you Liberty at the start of the game without showing it. Getting culture up allows you to unlock it but unlocking it doesn't provide you with more culture (as it already is). Still unsure of how to fix that.

As for a Yevon belief, I was going to consider adding Yevon to the mod, but there is already a religion pack that includes Yevon as an option when starting a religion. That mod would be the Strange Religions mod, if you're curious. Zanarkand is set up to use that religion should you have that installed.

I might include a native version of it later on when I get around to updating the Dawn-of-Man quote, however.
Evrant 24 Oct, 2017 @ 1:22pm 
Glad to be of help. I am enjoying your Icewind Dale Civ (despite not having played the game that its from), and in particular, I like the colour scheme you have picked for the borders and units. Going back to Zanarkand, any thoughts of including Yevon as a foundable religion?
Marryth  [author] 24 Oct, 2017 @ 1:15pm 
Mmmmk. Will update description at least to make note of it.
Evrant 24 Oct, 2017 @ 1:12pm 
I wouldn't exactly say that it's having too much of an impact, I just mainly found it odd is all.
Marryth  [author] 24 Oct, 2017 @ 1:01pm 
Odd. The mod does utilize a faux policy to allow its trait to work. Though the policy doesn't exactly have any flags in it that provide culture, nor does the lua script provide any culture either.

Is the extra culture having too much of an impact on the Civ's early game? I'm not sure where its coming from exactly, but I might be able to make a fix for it.