Humankind

Âu Lạc for Humankind

Released (updated ago). Ranked 299 of 1,986 with 1,400 (0 today) downloads

Published by Uncle2fire (mod ID: 1487479)

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This mod adds the Âu Lạc as a selectable culture in the Classical Era. No other cultures are replaced, and the mod does not change anything outside of this specific culture.

Credit and many thanks for the art for the splash screen (when you select the culture) and for the Nỏ Liên Châu goes to kul!

The Âu Lạc are also part of my Culture Super Pack.

The Âu Lạc have their own Legacy Trait, Emblematic Quarter, and Emblematic Unit. Info below:

Affinity: Builder
Legacy Trait: Guardians of the Red River: +0.5 Industry per Fortification on all districts; +5 Fortification on Garrisons
Emblematic District: Thành: +2 Influence; +15 Fortification; +3 Fortification per adjacent Forest tile; Serves as a land unit spawn point; Movement penalty on enemy units within 1 tile; May be placed freely; Unlocks at Fortifications
Emblematic Unit: Nỏ Liên Châu: Replaces the Ballista; Ranged unit (upgrades from Archers; upgrades to Crossbowmen) with 27 Combat Strength (instead of 21 for the Ballista); 3 Movement (instead of 2 for the Ballista) must be built manually (does not auto-spawn during sieges); Unlocks at Siege Tactics (like the Ballista)

If you encounter bugs, please let me know! You can find me on Reddit, Steam, and Discord under the name uncle2fire.

Check out my other culture additions:


This mod previously added the Âu Lạc to the Ancient Era; for another Vietnamese culture from the Ancient Era, check out my Lạc Việt culture.

This mod is compatible with my other added culture mods EXCEPT FOR the Classical Numidians and the Culture Super Pack. This mod has not been tested with any mods made by other creators.

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Kul also provided helpful suggestions on names for the Emblematic Unit and the Emblematic District. Thanks to BigPharma for suggesting the name of the Legacy Trait.

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Who are the Âu Lạc?

An early recorded state in Vietnam, the Âu Lạc left ruins of a large citadel at their capital, likely used as a defense against Chinese or other invaders from the north. Intensive farming likely supported a dense population around the Red River, which also served as an important transportation and trade route. The Âu Lạc were eventually conquered by a Han-affiliated warlord and were absorbed into the Han Empire at the end of the 2nd century.

Releases

FilenameSizeVersionAddedOptions
133067170802506001_1487479.zip360.48kb0.4

132852326653860083_1487479.zip361.23kb1.2.1

132830692692563755_1487479.zip360.29kb1.2.0

132820154739259207_1487479.zip368.8kb1.1.1

132816707833899665_1487479.zip22.96kb1.1.0

132811788436834518_1487479.zip243.79kb1.0.2

132811369146898139_1487479.zip488.3kb1.0.1

132809444887435154_1487479.zip486.29kb1.0.0

7 comments

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Enchanteur
Enchanteur @enchanteur

Hi, your mods are even better now, with custom pics. It could be a good feature to add to your guide. I don't know how to use this. Your guide helped me to code a mod (actualy not a Culture Mod), but some tips were usefull as generalities. I post here because I see we use now the same picture (LovableReserve). Very nice photo. The location is a real nature reserve. ;-)

EBarracuda
EBarracuda @barracuda20

While testing this mod, I have noticed that there is two extensions created. One titled Âu Lạc and another titled Au Lac. Only "Âu Lạc" causes a crash with "Sahaptin" and it also has a beefed up version of the ED with +2 Influence, +22 Fortification, +5 then -10 Stability, +1 Strength adjacency, and +2 fortification per forest. Foreign Civilizers for the LT. "Au Lac" preforms as expected and does not cause a crash with "Sahaptin".

Uncle2fire
Uncle2fire @uncle2fire

THANK YOU. I was sure something like this was going on, since this mod was almost exactly twice the size of the others. There was indeed a copy of a previous build hiding out in some back files. I've removed those files and updated the mod, and checked it all out and everything is working as intended. Thanks for taking the time to look into this and let me know!

Bullet251630353287
Bullet251630353287 @bullet251630353287

The district doesn't seem to unlock, even with City Defense researched.

Uncle2fire
Uncle2fire @uncle2fire

That's odd. I never had that problem while playtesting. Can you try restarting the game and applying the mod again?

Enchanteur
Enchanteur @enchanteur

Hi! I don't know how to make a mod for a new culture, and I don't know how to add assets. Unless you make a tuto on that, I'd rather ask you! I have some ideas for a culture, which I don't know the name or the era. I just have some interesting gameplay ideas to submit and general consistency. If you think it's interesting, I'm curious to see what you could do with it.

It's a culture that can be militarist, industrial or expansionist.
A culture that makes better use of strategic materials and resources.
Main idea - Trait: "+1 combat strength per Iron".
It can be Iron we exploit, or Iron we buy on trade.
Others idea : bonus per strategic resource.
EQ: If it is a militaristic culture, it can be to gain war support. For example +1 or +2 on strategic resource deposit. Or influence for an expansionist. Or both. The EQ should allow for an industry boost of some sort. But without copying the Australians. Maybe an original idea, like +X industry per unit (so you need a good army). In this case it looks more like a militaristic culture. Maybe the building can be freely constructed, like other cultures of the same kind and have some attributes of the garrison.
EU: It depends on the era of the culture. But of course it will be an armored unit that has to have a good defense, and a design with a lot of iron and armor. It could be a cannon that fires metal balls as well.

Uncle2fire
Uncle2fire @uncle2fire

I'll be putting out a step-by-step walkthrough of how to mod in a culture in a day or two, if you'd be interested in that. Hopefully with it you'll be able to play around with the tools and come up with a cool design for a culture.

The biggest roadblock to making a new culture, I think, is that the tools are a bit limited right now in what effects you can implement for legacy traits and districts. Units are a bit more free. A big part of making a culture is realizing a few times over that what you were planning to do can't be implemented, so you have to redesign the culture with a new plan. It can be a bit frustrating at first if you have an idea you really like.

One of the ways I approach designing a culture is just how you described it: coming up with an idea for a cool feature or playstyle and then finding a culture that could fit well with it.

I hope you get a chance to experiment some with the tools and that you can make something to share!