LS Civilization Set

LastSword

Prince
Joined
Feb 24, 2013
Messages
1,064
<<Credits>>
hokath - for detailed, grammar correct, enormous amount of text.
Hiram - for various things
HoopThrower - for many soundtrack suggestions
JFD - for TLS support patch.
Kujarim_Wuniver - for a lot of 2d graphics, soundtrack suggestions
Tomatekh - for custom civ mod template.
whoward69 - for answers.
All people uploading models to civfanatics database, original authors of images I use for art and soundtracks (more detailed credits on steam pages).

Mods are tested on and created for GK + BNW.

Steam Workshop Downloader - download Mods without the Steam.

<<Updates Cheatsheet>>
Date|Content Updated
05.02.2017|Sets: 1 (v24), 6 (v22), 7 (v21), 9 (v19), 10 (v16), 12 (v9), 14 (v11), 16 (v5), 17 (v8) , The Good The Bad and The Ugly (v9)
08.01.2017|Iberian Trouble (v3)
02.01.2017|Sets: 2 (v34), 9 (v18), 15 (v7)
29.12.2016|Sets: 5 (v25), 9 (v17), 16 (v4), Not for Filthy Gaijin (v6), The Good The Bad and The Ugly (v8), Iberian Trouble (v2), Poland is Love and Life (v7)
01.11.2016|Set 10 (v15)
31.10.2016|Set 2 (v33)
30.10.2016|Set 15 (v6), Iberian Trouble (v1)
26.10.2016|The Good The Bad and The Ugly (v7)
12.10.2016|Set 4 (v30), 15 (v5), 17 (v7)
01.08.2016|Sets: 4 (v29), 17 (v6), God of War (v8).
25.07.2016|Set 17 (v5)
24.07.2016|Set 17 (v4), The Good the Bad and the Ugly (v6).
21.07.2016|Russian States of Mind (v6)
18.07.2016|Sets: 5 (v24), 11 (v13). The Good The Bad and The Ugly (v5). Poland is Love and Life (v6)
17.07.2016|The Good The Bad and The Ugly (v4), God of War (v7)
09.07.2016|Sets: 1 (v23), 2 (v31), 10 (v14), 11 (v12), 13 (v12), 14 (v10, 17 (v3)
01.07.2016|Set 17 (v1)
30.06.2016|Not for filthy Gaijin (v5), Set 16 (v3), God of War (v6), Russian States of Mind (v5)
20.06.2016|Not for filthy Gaijin (v4), Set 4 (v28)
15.06.2016|Not for filthy Gaijin (v3), Poland is Love and Life (v5)
06.06.2016| Russian States of Mind (v4)
04.06.2016|Sets: 4 (v26), 11 (v11), 12 (v8), 16 (v2), Not for Filthy Gaijin (v2), Russian States of Mind (v3)
30.05.2016| Russian States of Mind (v2)
30.05.2016|Sets: 1 (v22), 4 (v25), 9 (v16). Russian States of Mind (v1)
22.05.2016|Set 4 (v24)
13.05.2016|Not for filthy Gaijin (v1)
28.04.2016|Sets: 1 (v21), 4 (v23), 5 (v23), 6 (v21). God Of War (v5)

<<Official Mods>>
|Mod name|Content|Current version|Last Update|Update priority|Update Details
link|Set I|Haida, Hetmanate, Khmer|v24|05.02.2017
link|Set II|Kingdom of Jerusalem, Papal States, Sioux|v34|02.01.2017|Medium|Sioux Nerf
link|Set III|Mali, Phoenicia, Timurids|v24|-|-|-
link|Set IV|Ashanti, Durrani, Nepal|v30|12.10.2016|Low|Fix
link|Set V|Olmec, Scotland, Zimbabwe|v25|29.12.2016|Low|Polishing
link|Set VI|Bulgaria, Lithuania, Tatars|v22|05.02.2017
link|Set VII|Cherokee, Hittites, Numidia|v21|05.02.2017
link|Set VIII|Romania, Scythia, Tibet|v17|-|-|-
link|Set IX|Gallia, Qin, Tahiti|v18|05.02.2017
link|Set X|Mughals, Spartans, Vietnam|v16|05.02.2017
link|Set XI|Hungary, Israel, Vikings|v13|18.07.2016|Minor|???
link|Set XII|Caribbean, Genoa, Minoans|v9|05.02.2017
link|Set XIII|Flanders, Goths, Switzerland|v12|09.07.2016|Medium|Polishing
link|Set XIV|Franks, Maurya, Sumeria|v11|05.02.2017
link|Set XV|Mapuche, Ndongo, Niitsitapi|v7|02.01.2017|High|Redesign
link|Set XVI|Ayuubids, Nubia, Teotihuacan|v5|05.02.2017
link|Set XVII|Athens, Holy Roman Empire, Prussia|v8|05.02.2017
link|Poland is Love and Life|8x Poland|v7|29.12.2016|High|Chrobry's UB/New Poland
link|God Of War|2x France|v8|01.08.2016|High|Fixes
link|Not for filthy Gaijin|7x Japan|v6|29.12.2016|Low|Polishing
link|Russian States of Mind|3x Russia|v6|21.07.2016|Medium|More Fixes
link|The Good The Bad and The Ugly|4x Ottomans|v9|05.02.2017
link|Iberian Trouble|v3|08.01.2017|High|Maria's Nerfhammer

<<City-States Replaced>>
Vatican City replaced with Touba.
Jerusalem replaced with Haifa-Akká.
Kathmandu replaced with Montevideo.
Tyre replaced with Napata.
Kiev replaced with Toronto.
Samarkand replaced with Basel-Stadt.
La Venta replaced with Salasar.
Vilnius replaced with Kition.
Bucharest replaced with Nicosia.
Lhasa replaced with Sarnath.
Hanoi replaced with Marienburg.
Budapest replaced with Pristina.
Zurich replaced with Elbling.
Geneva replaced with Noremburg.
Brussels replaced with Reval.
Antwerps replaced with Deventer.
Sofia replaced with Topola.
Uruk replaced with Muscat.
Prague replaced with Oltava.
 
Last edited:
As I said I don't pay enough time to cosmetic aspect. Tomorrow, I hope to fix the issues with civ icons (dunno if i used bad template or my fail). You have to excuse me in this matter (though i learning relatively fast taking in mind I started two weeks ago). Right now, I will make civ icons and flags, then work on custom music and finally start working on diplomatic leader screens, which I assume is gonna take the most of time (considering my Photoshop skills). I am afraid there will be NO unique models for units at all (unless it turns to be extremely easy).

Some old screenshots, I hope I will be able to present tomorrow all icons and flags.
Spoiler :



 
Like I said in the download page, for Jerusalem, "Crusader" seems just too generic of a unit to be classified as unique. My suggestion is to change the Crusader to the Hospitaller. These units could replace the swordsman, like your current Crusader, but have the Medic promotion (Or some better medic promotion that heals more health or a longer distance, say two or three tiles away), have less power to indicate their origins as a non-combative order, and cost less than the swordsman.
 
These civs are really good.

Some comments.

What is the focus on Khemer? I always thought of them as a cultural civ, but your UA pretty much means you should be killing everything in site. I'm not sure if that is the right flavor for the Khemer.

I also sorta think the UA is underpowered. I'm sorta thinking the capital should get 1.5 and perhaps with no upper limit (in large maps the capital will get really tall)

Crusaders. Great civ. I like the UU suggestion alot. The UA is confusing. I like the concept of declaring holy war, but there needs to be something telling the player if they are getting the bonus or not.

Palpal states. Never saw the appeal of this one. Either way it's still a good civ. The biggest issue is not being allowed to take rationalism. I understand the idea behind it, but I not having rationalisum would prohibit science victory almost entirely. Being able to win in more than one way is what civ is all about. So it would definitely go.

Overall these civs could become really good with some polish. What makes a good game better than a bad one? It's all about those small details. All 3 civs, are very good from the start. Get some good art for their leaderhead, a map and a custom unit skins for your UU. Those things will vastly improve this already good mod.
 
Palpal states. Never saw the appeal of this one. Either way it's still a good civ. The biggest issue is not being allowed to take rationalism. I understand the idea behind it, but I not having rationalisum would prohibit science victory almost entirely. Being able to win in more than one way is what civ is all about. So it would definitely go.

I can see the Papal States being more or a cultural victory civilization. However, I do not like the idea that they can't go into rationalism. You do this and you may as well bar every Western Civilization from going into order or autocracy. Firaxis said in their first page when you enter the game that Civilization V does not represent actual history, so there is no rational point to barring the Papal States from pursuing rationalism as a social policy.

My suggestion here would be make them a religious and cultural superpower to tilt their hand to be more inclined to pursue that instead of science.
 
Like I said in the download page, for Jerusalem, "Crusader" seems just too generic of a unit to be classified as unique. My suggestion is to change the Crusader to the Hospitaller. These units could replace the swordsman, like your current Crusader, but have the Medic promotion (Or some better medic promotion that heals more health or a longer distance, say two or three tiles away), have less power to indicate their origins as a non-combative order, and cost less than the swordsman.
Siege promotion is a great synergy to UA and I think that crusaders, even though they were generic and various, can be classified as one unit due their unique "faith" origin (which I tried to represent in game). Let's see others' opinions first before I change anything.

These civs are really good.
Glad to know. :]

What is the focus on Khemer? I always thought of them as a cultural civ, but your UA pretty much means you should be killing everything in site. I'm not sure if that is the right flavor for the Khemer.
Focus is on wonders, culture, production, faith if I remember corectly.
The point of UA (whole civ) is centered around population. Early improvements from Militia, Baray not requiring river and this 0.5 food per citizen really helps. Player can go extremely tall or ignore tradition and still have strong capital city. Spying AI I noticed how well they managed to focus production and still be on equal with other capitals. Conquering is more for player, just to achieve insane population number.

I also sorta think the UA is underpowered. I'm sorta thinking the capital should get 1.5 and perhaps with no upper limit (in large maps the capital will get really tall).
There is no upper limit. Once capital hits 20 citizens, you have to conquer 12+ cities to deport citizen (to avoid exploit with razing small cities, which AI loves to spam). 0.5 food is already very strong in my opinion. Deporting citizen also helps with managing unhappiness. I haven't played enough to be sure, but this civ seems balanced and from my observations is the strongest/easiest one of this trio.

Crusaders. Great civ. I like the UU suggestion alot. The UA is confusing. I like the concept of declaring holy war, but there needs to be something telling the player if they are getting the bonus or not.
There is always checking unit promotions. I will test if notifications every turn aren't too annoying.


Papal States.
It was all about balance. I couldn't give a civilization a free religion and founder bonus without a drawback. I was planning Great Inquisitor replacing Scientist and some science from UA, but it didn't work out. I agree they are one-victory-condition-civ right now (though domination is always possible). I will try to fix it. Unfortunately, Bizantium and Celts really ties my hands.
Do you think that UU and UB are fine?


I have wasted today a lot of time on feature, which I had to simplify after facing unfixable issues. At last I managed to find a way to make it at least half of what I wanted to achieve. On the other hand, I had great idea for 5th civ.
 
Siege promotion is a great synergy to UA and I think that crusaders, even though they were generic and various, can be classified as one unit due their unique "faith" origin (which I tried to represent in game). Let's see others' opinions first before I change anything.

I am majoring in First Crusade history so I can give you many researchers and sources that disprove a religious motive behind the Crusades. I can tell you for certain that the biggest "faith" Crusade was the First, the rest had nothing, absolutely nothing to do with religion.

So when I say "Crusader" is too generic, then believe me, it is way too generic of a unique term. If you say Crusader is a religious warrior, you're opening the entire history of the Earth that can use that terminology. And let me say, in the Crusades, sieges lasted months on ends, giving the "Crusader" the siege promotion indicates that they were siege specialists and could take cities quickly. I refer you to the Siege of Antioch in the late 11th century for this.

For sources, read Thomas Asbrigde's The First Crusade: A New History, The roots of conflict between Christianity and Islam, ISBN number: 978-0-19-518905-6

Asbridge gives many reasons towards different reasons for the First Crusade.

Also, Amin Maalouf's The Crusades Through Arab Eyes, ISBN number: 978-0-8054-0896-6. Maalouf has a couple sections on the First Crusade where non-religious motives are discussed as well.

There's two different prominent opinions of the Crusades, perhaps these two will give you some ideas beyond "Crusader." Maybe you can do a Provençal, a Crusader from Southern France. Perhaps you can give them a bonus combat in foreign lands promotion.
 
I am majoring in First Crusade history so I can give you many researchers and sources that disprove a religious motive behind the Crusades. I can tell you for certain that the biggest "faith" Crusade was the First, the rest had nothing, absolutely nothing to do with religion.

So when I say "Crusader" is too generic, then believe me, it is way too generic of a unique term. If you say Crusader is a religious warrior, you're opening the entire history of the Earth that can use that terminology. And let me say, in the Crusades, sieges lasted months on ends, giving the "Crusader" the siege promotion indicates that they were siege specialists and could take cities quickly. I refer you to the Siege of Antioch in the late 11th century for this.
I don't say crusader is religious warrior. Let's call him a participant of crusade.

I gave them Siege Promotion, because it fits civ gameplay. I really doubt that civilization is game strictly dependent on facts.

About non-religious motives... all right, I had a history in school. Sadly, I am not able to discuss more complicated subjects in English. Fortunately, it doesn't matter.

I think that for people not majoring in crusades history, term "crusader" will be fine. We have Longbowman, Bowman, Cossacks, War Chariot (!), Ballista, Ship of the Line in game. I believe that Militia is much more generic than crusader, but I used it after reading that Khmer main power was half-time warriors/peasants.

As I said, I would prefer to read more opinions. It's more about how unique is Unique term in civ than how generic are Crusaders.
 
Uploaded Version 2:
-Fixed civ icons quality.
-Added unit flag icons.
-Papal States remake:
UA <Ecumenism> +2/4/6/8 faith after reasearching Writing/Philosophy/Theology/Education. +2 influence per turn in City-states following religion.
-Kingdom of Jerusalem:
Combat bonus in foreign territory from 15 to 20%.
-Added Sioux Tribe (see OP for details)
 
Added Hetmanate, Mali Empire and Nepal Kingdom.

Aaaaaand fixed Hetmanate bug and remade Mali Empire, because AI couldn't handle it.
 
Uploaded version 5.

Mali now get bonus on destroying city instead slave slots, Mali UB works only on Salt and Gold now (silver removed).
Added Timurids, Haida and Phoenicia.

+Unit icons made by JanBoruta (credits):
Spoiler :

Building icons by me.
 
Since two letters were missing I uploaded version 6.
-Nepal fixed
-Mali works now perfectly
-War Canoe is now requiring Mining
-Added Icons:
Spoiler :


[Unit Atlas: 1st, 2nd and 4th unit icons by JanBoruta]
 
the icons look really really good, and I like the look of the new civs! Can't wait to see some leaderscreens and I'll deffo download and have a look! What mods are next for you?
 
Version 7 uploaded.

Khmer:
-Baray now provides only +1 Faith, costs 100 Production, but adds fresh water to City tile.
-Deporting citizen works now only on capturing city (trading doesn't trigger it), but it triggers now on 10+ citizens (instead 12).
-AI Militia is now "making" Improvements during peace time.
-Khmer will not have custom leaderscreen (I couldn't find any proper leader image). Seems like there is a little interest of artist in this empire.
-Is ready.

Kingdom of Jerusalem:
-Templar Knight builds forts twice as fast.
-Is ready.

Nepal:
-Mountains now provide +1 food, gold, production, faith, culture and science.
-Is ready.

Added Leaderscreens and updates several icons:
Spoiler :












 
I will update them for sure if I decide to buy it. However, with my G&K disappoitments and after observing changes I am quite sceptical it will be any time soon.

I might make a BNW version once I will be happy with every civ (7 left), but I will be unable to check if it work.
 
Version 8.

Minor changes in icons and leaderscreens. New Leaderscreens:
Spoiler :






Phoenicia:
-Sea Market is no longer maintainence free.
-Is ready.

Haida:
-Fixed embark bug.
-Is ready.

Ukraine:
-Fixed embark bug. (You are killing your units every time you embark them, think about it next time you will send them to explore sea...)
-Hetman's golden age from 6 to 8 turns (standard speed)
-Sich cossack is rebalanced, 7 movement (-1), 23 combat strenght (+3), no bonus defense against ranged (-50%), 160 production cost (+40).
-Food and Production gain doubled.
-Is ready.

Sioux:
-Hunter Camp reworked, more land claiming, it makes pasture, can be build only on Horse.
-Is ready.

Timurids:
-Terrorbringer has now 3 movement, no longer Fear aura, but makes nearby enemy flee on turn end, if flee is not possible, unit is damaged (25) instead.
-Is ready.

Almost done.
 
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