Sid Meier's Civilization V

Sid Meier's Civilization V

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Touhou - Tanuki
   
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7.511 MB
17 May, 2014 @ 3:34pm
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Touhou - Tanuki

Description
This mod adds a civilization based on mythological tanuki (particularly as depicted in the Touhou games) to the game!

Unique Ability: Tanuki Mischief

Receive spies in the Classical and Medieval eras. Each active spy generates 2 happiness, and spies in foreign cities generate an additional amount of gold equal to half that city's population once they've established an intelligence network.

Unique Building: Moneylender

Replaces the Bank. Increases the yield from trade routes more than the regular bank, and also adds 1 happiness to the city.

Unique Unit: Trickster

Replaces the Scout. Has the ability to enter foreign territory without Open Borders, and has a high chance to withdraw from combat. Also has a unique action it can use once per game when adjacent to a foreign city that gives you gold and golden age points, although the unit loses the ability to enter foreign territory after the action is used.

For image and music credits, please refer to TanukiCredits.rtf .

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And so, after a long time, my fourth Touhou civilization! Mamizou's most significant ability, and arguably that of the bake-danuki as a whole, is the ability to use illusions to change shape and otherwise fool people. Brainstorming ways to utilize this in the game, I finally decided that it would be most interesting to try and orient the tanuki as an espionage-based civ. The original version of the UA came together fairly quickly, but the UB and UU took longer. In the end, I decided to emphasize the "trickery" aspect of the tanuki, particularly when it came to tricking people out of money... so the UU because a pseudo-spy with the ability to give your civ a momentary boost, and your spies generated a more significant amount of income, with the UB working to add just that much more income to your civ. Still, I wasn't entirely happy with the UA... until I found out how to add spies in earlier eras, allowing me to avoid the problem of a UA that only started working halfway through the game!

Thanks to Vicevirtuoso and DarkScythe for helping me out with parts of the code, and to the various people who gave me support and encouragement during the development of the mod.

38 Comments
criscg2 27 Jul, 2022 @ 6:13pm 
Sad about this one. The very first workshop mod I tried. I loved it. But I recently had to reinstall everything and it is now doing the can't select anything when I try to use it. Even my original file backup of the mod is doing the same thing. :steamsad:
Vittaminn 22 May, 2020 @ 6:37pm 
I just went through my modlist and whenever I have this civ enabled, I can't select any units under any circumstances. Even if I'm not using this civ, every civ I try to use no longer lets me select units. Not sure why, but I figured I'd let you know.
fun guy 15 Jun, 2018 @ 2:39am 
I'm having the same issue as NGZE, workers are broken.
SenPie69 5 Apr, 2017 @ 4:22am 
if only your other Civs of Touhou can be played with G&K...
NGarlic 26 Mar, 2017 @ 6:34am 
this mod and the Evil Spirits/Mima mod causes my Workers (from any Civ) to be unable to build things/improve tiles

i am 100% sure it's these two because i just spent 2 days going through all my mods just to figure out which one is causing it
Laslo 7 Mar, 2017 @ 12:33pm 
Makes sense.
I had figured the real problem came out of game mechanic limitations. The dummy policy is a good idea though. I never would have thought to try it.
bouncymischa  [author] 3 Sep, 2016 @ 6:44am 
@Laslo: Although I haven't had the opportunity to test it, one way I could do it would be through giving the player a 'dummy policy' (an invisible, free social policy). There is that one ideology policy - Industrial Espionage - that causes spies to steal technologies faster. It should be possible to make a fake policy that causes the reverse, and give it to the Tanuki during the earlier periods, removing it when they hit the Renaissance. I'm not entirely certain it would work - the game doesn't like negative values for certain things, but social policies seem to be coded more tolerantly than other areas. (For example, you can use a social policy to give a building negative happiness, whereas you can't give a building negative happiness in the core xml that defines the buildings.) It is an option to consider, however.
Laslo 2 Sep, 2016 @ 11:25pm 
Is a stealing speed change even easily done? Is that a variable you can change?
bouncymischa  [author] 2 Sep, 2016 @ 9:36pm 
@Laslo: Fair enough -- your feedback is appreciated. :P I never ran into that many issues with technology stealing when playing it myself, but I also tend to be less than optimal in my playing, and only play at King level, so I likely didn't take full advantage of it. I had considered some various solutions to the potential issue of early tech stealing -- as you say, one option would be to reduce the number of spies gained, but that would also mean the UA would have negligible effect before the Medieval era, as all of its effects rely on having spies. Another option I considered was to penalize the tech stealing rate, perhaps slowing it down to half speed. Alternatively, I could provide fewer early spies, but come up with an additional effect so there'd be at least some minor bonus in the Ancient and Classical eras...

Thanks for your comments, though!
Laslo 31 Aug, 2016 @ 4:52pm 
This is the only Touhou mod you've made that didn't have amazingly fair balance.

The problem I noticed was that if you play as this civilization, you will step into the renaisance with two high-level spies from all of the free stealing.

If you removed the spy at the classical era, there would be less time to freely steal technologies, and would force the player to make a choice between free, early and easy city-state allies or a foolproof way to catch up on any neglected technologies. It would also remove a very early +2 happiness that would potentially remove the need to focus on early colosseums.

I love your mods, but this one seemed to fall flat when you consider how easy it is to secure a win early on in almost any circumstance. It also has only a single of three potential problems that most modded civs have, which is nice to see. This one does not grant an instant passive victory, but still is more powerful than any vanilla civilization in almost any situation.