Sid Meier's Civilization V

Sid Meier's Civilization V

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Orangechrisy's Ohlone under Charquin
   
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9.516 MB
28 Jul, 2023 @ 4:12pm
11 Jul @ 9:19am
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Orangechrisy's Ohlone under Charquin

Description
Adds the Ohlone under Charquin who led a revolt against the Spanish.

-(UA) Dancing on the Brink of the World: When cities are founded on or adjacent to forests, spawn 1-3 animal resources around the city. Each unique improved resource in a city grants the city +1 culture.

-(UU) Tawis: Cheaper than the archer that it replaces. Has a one time use ability that can spawn a resource when standing on a forest tile.

-(UI) Shellmound: Grants +1 culture. The tile the Shellmound is built on gains an Abalone bonus resource which gives another +1 food. +1 food after researching Civil Service and Biology, and +1 culture after Flight.


Important historical note: There are no images, drawings, or any of the sort, and also few if any (pretty sure there were none...) descriptions of Charquin. So the leaderscreen Sas did for me is entirely fabricated and based on guesswork for what he might have looked like. Sadly we won't ever know what Charquin truly looked like.

Since Tomatekh's Historical Religions includes 0 California religions, I made my own mod that adds some a few months ago, it's compatible with this mod and if you want to be truly historical the Ohlone followed the Kuksu religion in the mod.

Special thanks to Tophat for helping me a lot throughout me making this mod, and to Sas (RawSasquatch) for making such a wonderful leaderscreen for me.
21 Comments
Orangechrisy  [author] 24 Nov, 2023 @ 10:38am 
@Max, Oh true, I'm dumb, but yeah more mushrooms than pigs, might change it later though when I get around to updating stuff ofc
Max 24 Nov, 2023 @ 3:13am 
Well, furs are a luxury too. But I see your point about the truffles, it's more the mushrooms than the pigs. I was going by the improvement type
Orangechrisy  [author] 23 Nov, 2023 @ 2:07pm 
@Max, True, I had initially set it with just deers and furs because truffles, while having pigs as the icon and utilizing pigs, aren't an animal resource (truffles are like a mushroom or something) and I was trying to just have it be animal resources though I guess that's not stated anywhere. So something I could definitely change, though it's also possible as a free luxury that would add on too much to the OP-ness. I'll have to consider it along with other balance issues mentioned if I get around to properly updating my mods this winter
Max 23 Nov, 2023 @ 5:00am 
I notice the functoin for Tawis only includes deer and furs. I think truffles can also spawn in forest? Might be interesting to include them for flavor (pun intended) lol
Orangechrisy  [author] 22 Nov, 2023 @ 7:38pm 
@Moll Dubh, if you want the ai to use the ability less often then you can go into the lua file and make the random chance very small, not sure if that would be the best solution exactly but its a pretty easy one for your purposes
Moll Dubh 22 Nov, 2023 @ 7:34pm 
thank you
Orangechrisy  [author] 22 Nov, 2023 @ 4:26pm 
@Moll Dubh, For the Tawis ai there's basically just a function that says "if the conditions for using the ability are met (resourceless forest tile in your territory), then roll a die to potentially use the ability"
Moll Dubh 22 Nov, 2023 @ 2:41pm 
how the ai makes use of the tawis? The mods I use makes the ai spawn lots of military units, so i'm concerned about the ai filling every forest tile avaliable with resources... either way, sounds an op ability for a, early cheap unit
Max 22 Nov, 2023 @ 8:35am 
I love the shellmound idea, but it seems kinda overpowered
Orangechrisy  [author] 18 Nov, 2023 @ 12:22am 
Or dropping a food from the shellmounds instead of dropping a culture, Idk