Unique Utopia 1.1

by Gundrik, with help of the T90bois in the script chat

A Land Nomad map, with a catch: All the civs lose the ability to create their Unique Units from their castles (during the castle age only), and they lose their elite versions. In exchange, all of them are free to be created by anyone out of the the 5 different types of convertable workshops in the map. Get the bonuses you have always dreamed off on the UUs, go nuts (more detailed info in the information section)

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This upload is managed by: gundrik
Versions: WK UP1.5

# Recommended settings: -FFA/ Diplo Regicide with Last man standing (for the relic/wonder victory). probably smaller than the number of players and on fast speed. KotH should work just fine, but the nature of the map means that a steamroll is more likely than in normal Land Nomad KotH # Banned civs?: nah # The Workshops: Every of the 31 Unique units (UUs from now on) in the game in their Elite form has been divided between 5 diferent workshops: 'wood', 'food', 'stone', 'gold' and 'all resources' (names are only to differenciate them, there's no actual res linked). Each workshop has variety in the types of units it has out of the 6-7 each workshop hosts, so you won't find all the archers/cab/whatever only in one. a workshop of one kind cannot spawn closer than 80 tiles to another of that type, and there is the same number of each type, HOWEVER workshops work at twice the rate of a castle to make up for it: they are not affected by conscription, but they work faster regardless (Unique techs may or may not apply, more on that later) # Unintended features/bugs -not being able to create UUs during castle age was not intended: it's the price of setting training points outside the castle -I think I broke fetorias in this map due to having to use the trickle workshops: I has to set the building trickle variables to 0 # [ ====================================] # [ DoEs [X] UnIt GeT AFfEcTeD By BoNuS [Y] ????? ] # [ ====================================] Look, I cannot be assed to have a full list, but by testing I can give you a few rules of thumb on if your idea works or not: # 1: IF A BONUS AFFECTS A UNIQUE UNIT AND A NORMAL UNIT IN THE ORIGINAL CIV WITHOUT EXPLICITLY MENTIONING THE TWO (says something like 'infantry' or 'foot archers'), THEN IT WORKS ON OTHER UUs OF THAT CLASS for example, briton Chu-co-nus get extra range, Goth UU infantry is cheaper, etc # 2: IF A BONUS MENTIONS ONLY AN ARMOR CLASS/GENERAL CLASIFICATION (says something like 'infantry' or 'foot archers'), THEN IT MOST LIKELY WORKS ON OTHER UUs OF THAT CLASS For example, Hun discount on CA's applies on UU CA's, same for the Turk's U. Tech # 3: IF A BONUS IS PROVEN TO LEAVE OUT OTHER UNITS THAT FIT AMBIGUOUS WORDING/ARMOR CLASS (says something like 'infantry' or 'foot archers') THEN IT MOST LIKELY DOESN'T WORK ON OTHER UU Obsidian arrows leave out plumed archers despite the wording. other UUs are not affected by it either # 4: 'SIEGE/SIEGE UNITS' BONUSES ARE NOT RELIABLE ON WORDING, EXPECT THEM NOT TO WORK ON UUs Ballista elephants are not affected by celt bonuses for example All I will say is: expect strong UUs out of not-so-flashy civs/bonuses. sometimes you just need some extra blacksmith upgrades or a bit of HD to turn something normal into a monster Special thanks to Shulker, Trirem, Algernonr and many more for answering my questions on map creation chat in T90's discord. Also to all the map testers out there, as balancing this things without them would be extremely difficultit

  • added tags to workshops so that players can easily differenciate them
  • changed the whole workshop spawn system: now you build them, and they go by type of unit also alot of changes to promote more agression
  • all elite UU techs disabled, as they removed your unit from the castle
  • trade workshops now spawn a bit closer to avoid bugged maps huns and goths get their elite tech back