Sid Meier's Civilization V

Sid Meier's Civilization V

Piltover Civilization
45 Comments
Queen Feb 16, 2016 @ 11:44am 
I think the science % should be nudged up to 15
Grimlock Jan 31, 2016 @ 12:37pm 
I don't know if it's because I have a conflicting mod/mods, but for some reason I'm not able to get the H-28G Evolution Turret. I just get a regular old Gatling Gun when I get to Industrialization.
A Salty Medic Sep 25, 2015 @ 9:41pm 
Hello friend! Or at least I hope that you can see me as one mister @FNC, I am here to let you know that my client has a little bit of a bug where in almost all instances of Jayce's picture, there are really unhelpful vertical lines around his face. Also, instead of the piltover icon, I sometimes get a really shitty looking icon for the American empire that is totally off centered? That happens with an unrelated mod as well though so I have no idea what to do. NOW, for the main reason that I am here! I legit want to be your friend and help be a creative inspiration behind the unique things that you end up using to help make Civilization mods, as well as just be your friend in general. I really like the work that you put into these and want to get to know the person behind them, you seem ridiculously cool! Lots of excitement to use your future mods and maybe help if geven such an honor!- Your hopeful friend, State Alchemist Gideon!
waltboyjones Aug 29, 2015 @ 8:28pm 
void please dear
UCI Coachman  [author] Mar 28, 2015 @ 10:24am 
@Sir Spoony
It's not Jayce, it's Piltover led by Jayce. I wasn't aware that a presumably democratic soceity shared 100% of the ideals of it's leader. Originally it was to be Heimerdinger, but he got repurposed for Bandle City.

Plus, I'm going to call your assertion just wrong. Moral and technological progress coming together doesn't sound like Jayce? The guy who's idealism was so great he built hiself a weapon to be a superhero with which to spread his ideals? In civilization, the Unique Ability is supposed to be the leader's influence, while the units are hte civilization itself, and Piltover does have arather large Yordle population, no?

Did you even read up on Jayce or Bandle City before ocmplaining, or are you just trying to tear down someone else's work because you're not willing to create your own?
Sir Spoony Mar 27, 2015 @ 6:10am 
This does not feel like Jayce anything....did you even read up about Jayce at all or just copy and paste without bothering?
S Mar 7, 2015 @ 6:04am 
Bandle City c:
WAAAAAAAAAAAAAAAAAAAANT :D
LastLight Jan 31, 2015 @ 5:41pm 
Don't nudge the science boost up, that's huge lol.

And is the extra uni slot engineer or scientist?
UCI Coachman  [author] Jan 16, 2015 @ 9:05am 
@Solar Amaterasu

While I am busy, I'm also interested in fixing these civs and working on some new ones. Add me and we can talk about it.
Tealslayer Jan 15, 2015 @ 10:04pm 
I repeat, Pleeeeease make the Marai civilization next, i will advertise your work forever if you do
Bright Phenom Nov 16, 2014 @ 9:42pm 
you could even incorporate cait an vi in there with the replacing the police office or whatever it's called possibly
=DT.Izza Oct 30, 2014 @ 3:13pm 
@past redemtion
Thanks you, I'll try to check one mod at once, I want to try your mode, looks great
UCI Coachman  [author] Oct 30, 2014 @ 2:57pm 
@=DT.Izza

Look For Jayce, not piltover. Also note that if you enable it with any larger mods, I can't confirm compatibility. It should be fine with other custom civ mods, but I'm sure it break in any world-conversion or game-balance pack.
=DT.Izza Oct 30, 2014 @ 8:59am 
I need help. I already installed this mod, and run my game in mod mode and select this mod, but once I enter to select menu I cant find Piltover Civ in the list of civilizations.
Huge Emblem Oct 20, 2014 @ 8:02pm 
i cant find jayce when i got it
The Best @ Depressed #1 Oct 15, 2014 @ 6:29pm 
Viktor civilisation. Viktor civilisation. VIKTOR CIVILISATION!!!!
!!!!
In fact, I demand *two* of them. One in the battlecast universe, where he's gone all terminator 2; and the second in the 'Prime' universe, in which Viktor's working towards the betterment of humanity.

Military Viktory on one spectrum, Scientific Viktory on the other. I dunno if the return is worth the effort, but, hell, you'll have *my* subscriptions. :P
Mike Postma Oct 14, 2014 @ 4:59pm 
Like this one better then the other. This is more playable and still pretty cool. I love the fact that you are doing these mods. keep up the good work.
[MM] Vannevariable Oct 6, 2014 @ 5:32pm 
@Past Redemption

You make a point regarding gameplay over flavor, but by the same token that seems to be the general result of your stylization of Shurima. I can't speak for other players, but I tend to shy away from factions that are so cripplingly limited and inflexible in terms of playstyle.

Also, you didn't comment on my thoughts regarding the one-city/all city divergence for Piltover's passive.

I think the main problem is that in LoL, Piltover is as much a large city-state as it is a faction, so it makes you lean towards a one city focus. That's sacrificing gameplay for flavor, in my opinion.
What makes Piltover Piltover should spread to all their cities, not just the (quite possibly poorly placed) capital.
Also, for units, maybe "Hextech Golem" as evocative of Blitzcrank and the bots shown in the Get Jinxed music video? "Evolution armaments: X/Y/Z" could be the name of the custom promotion you can select for them.
UCI Coachman  [author] Oct 5, 2014 @ 9:18pm 
@Vannevariable

While that's true, it's basically sacrificing gameplay for flavor. The other cities are all name I bullshitted, thus Piltover itself should be the "City of Progress", not the other cities.
Honestly, I have been thinking about Freljord lately. I have ideas for Lissandra and Ashe's faction. Sejuani..less so. Probably a military/barbarian faction.
UCI Coachman  [author] Oct 5, 2014 @ 9:17pm 
@Vannevariable

In-universe Piltover is called the City of Progress, hence why I'm comfortable using that name. Zaun is going ot go a rather different path, though still in tune with technology.

The UU Is Heimerdingers turret, the switch to Jayce as leader happened at pretty much the last second, when I realized Heimer was pretty much the only one worthy to lead Bandle City. That's pretty much the long and short of it. I thought about making them units that need to deploy, to fit the "turret" theme better, but it just didn't pan out to good gameplay on a non-siege unit (half the time). Funny, though, the name "Evolution Troopers" is literally one I had considered a while back.
UCI Coachman  [author] Oct 5, 2014 @ 9:12pm 
@malzahar

As of right now I have plans to do both Iathia, led by Malzahar, and the Void faction, likely led by one of the actual void denizens.
[MM] Vannevariable Oct 5, 2014 @ 8:46am 
I like this one, but it does seem a bit awkward. For one, you might be limiting yourself in terms of options as Zaun and Piltover are rivals in progress, Zaun being unethical progress and dark future, while Piltover seems to hint of ethical progress and utopian futures.
That said, if you're sticking with this one, I'd rename it the UU ("turret" isn't a very smooth name for a mobile unit, maybe Evolution Troopers?)
As for the overall passive, limiting it to the Capital alone is a poor choice, as far to often the capital is not the best city to apply a science dedication to. Better to reduce the bonus, but make it stack with each tree completed and effect all cities you control, maybe 5% per tree.
On a related note, How do you plan to handle Freljord's different factions?
Inquisitor Oct 5, 2014 @ 8:14am 
plz do the void plz make Malzahar lead it
SuperKawaiiExcitedCantelopeKun Sep 29, 2014 @ 5:03pm 
lol great idea!
Real Slim Shady Sep 28, 2014 @ 3:42am 
this one is really buggy, i can't scroll through my civs when i have this mod enabled, Shurima works fine
[TW]Celticfury369 Sep 27, 2014 @ 8:31pm 
I look fwd to more lol civs. Shadow Isles, Noxus, Zaun, Demacia, Bandle City, Bilgewater, Ionia, Freljord, and the Void.
IGotDead Sep 23, 2014 @ 5:56pm 
When I load a game with Piltover my game crashes.
UCI Coachman  [author] Sep 21, 2014 @ 11:53pm 
@Mock 7

THanks alot for that, actually! I was too lazy to track it down when I posted this. That and I was leaving work 6 minutes or so later, lol.

I'll change it when I update this tomorrow.
Sunny Death Sep 21, 2014 @ 4:59pm 
Try putting a url link around the Shurima project

ex. [.url] link [./url] (- the periods)

just to make it easier :) will remove comment if you ask me to
UCI Coachman  [author] Sep 21, 2014 @ 11:18am 
@Nuck Fuggets

When they're finished. I just made these two last week. Bandle city should be done monday, and Noxus later. Demacia I have fully designed, but it's US involves a complex diplomacy change that I want to make sure I get right before I release, expecially with how badly the Ascendant has worked thus far.
Pingus Sep 21, 2014 @ 4:22am 
when are all these aimed to be finished by?
ProdigyAlmighty Sep 20, 2014 @ 8:23pm 
@Past Redemption

I got that, but by really pumping up your capitol even a 30% additive bonus is really good. Especially considering the "redonkykong" university replacement! Still, if you're sticking with completed policy trees, even if you bump it up to 15% I guess you can't really expect to pull more than 45% before ideologies drop, which isn't too insane. That doesn't even make up for the difference of having an observatory or not.
As far as the UA/UB debate is concerned, that's a fine way to handle things. A lot of civs from the game are designed like that where the UB is more vital than the UA (Arabia's Bazaar, Celts' Ceilidh Hall, German Hanse, Iroquois Longhouse, etc.), so it's a perfectly valid way to set this up.
UCI Coachman  [author] Sep 20, 2014 @ 6:56pm 
@ProdigyAlmighty

It does not apply to idelogogies, mostly because you never "complete" them per se. Also, rmember it's a 10% science boost solely in your capital, and it's additive with other boosts, not multiplicative. It's not that I feel it's bad, necessarily, just that it's a bit on the weak side when most deity players try to optimize their culture to just go Tradition--->Rationalism and then into whatever ideaology they prefer (hot topic, lol. I'm a liberty/Order guy, but quite a few players I respect swear by autocracy too).

I guess my question is if the somewaht boring and lackluster UA and amazing redonkykong UB is the right way to handle it.
ProdigyAlmighty Sep 20, 2014 @ 5:48pm 
@Past Redemption
10% seems fine, considering that even a tall-building empire can finish three social policy trees before hitting ideologies if they play their cards right, meaning 30% extra science (which is significant). It actually makes for an interesting culture-science hybrid since you have a scientific incentive to get lots of policies! Though I think maybe the 2% per policy rather than 10% per tree is a good idea too, considering sometimes you don't always want to finish a tree (i.e. Exploration's finisher is only useful for cultural civs).
Out of curiosity, does this apply to finishing ideologies? If not, the 2%-per-policy plan might be a good idea if you can apply it to idelogical tenets.
Sunny Death Sep 20, 2014 @ 12:35pm 
HOLY HELL. I swear to god if you don't add a Jayce reference, like a unit upgrade called "Hammer Time!", I will sue you (jk [ no srsly]). As a Jayce main, I am all aboard this hype train. Will be showing it to all my fellow Piltover lovers! :agathacross:
UCI Coachman  [author] Sep 20, 2014 @ 9:57am 
@ProdigyAlmighty

It's probably because when you get down to it, a 0% research boost is just not all that muchl. I've strongly considered bufffing this to 15%, or making it something more accessible, like 2% per policy. Waiting for more feedback, though.

THe UB is just the nuts, so I want to be careful.
ProdigyAlmighty Sep 20, 2014 @ 7:28am 
Fair enough. Thank you!
UCI Coachman  [author] Sep 20, 2014 @ 3:15am 
@ProdigyAlmighty

The gatling gun issue is fixed in my next release, but I broke something else and am still trying to track it down, so it's a bit delayed. The UA works, it's just hard ot notice ans it's additive and the bonus appears on a building which is invisible. Only way I could figure out that made it work (with my very limited knowledge).

@10Vip10

YES PLEASE.
ProdigyAlmighty Sep 19, 2014 @ 11:35pm 
I've been playing with this, and it's really nifty! Just a few bugs to report though:
I don't seem to be getting the UA bonus. I'm not sure it works.
Also, the Evo Turrets aren't gatling gun replacements, though it could be that was intentional. They can be built and bought, but crossbowmen do not upgrade to them, and gatling guns are still available.
Thanks for the hard work on these mods, I look forward to more!
Reign Sep 19, 2014 @ 9:55pm 
I have been waiting for a LOL themed mod! keep up the good work!
FishRaposo Sep 19, 2014 @ 8:37pm 
@Past Redemption do you want help with the azir's screen?
UCI Coachman  [author] Sep 19, 2014 @ 1:09pm 
@Osa'

Really? That's bizzare. I even made a custom map that spawns me next to other civ just to test this crap on. I'm aware the Azir screen is awful, that's why I'm imploring help on getting better art assets. Jayce at least has some fan art to pull from.

What other mods are you running? I'm honetly having trouble imaginign what's crashing when you discover the city. If you have logging enabled, could you send me a long of when you load in your mods? That'd do a lot to help me figure out what's going wrong.
Osa' Sep 19, 2014 @ 11:33am 
I like your work, but still bugs : The game crash fast, i think when i'm discovering the Pitlover's city. Still no leader screen, and the one on Azir is ugly cause streched :/
Thanks :)
UCI Coachman  [author] Sep 18, 2014 @ 7:20pm 
@10Vip10

THanks! Always good to hear someone is enjoying them :D
FishRaposo Sep 18, 2014 @ 6:21pm 
your mods are awsome, keep up the good work