MediEVO (Medieval Era Extension)

rf900

Warlord
Joined
Jan 31, 2006
Messages
194


Introduction:

In MediEVO (MEVO) you will play Civilization V focusing in the Medieval Era which I find fascinating. This is not a scenario, but a normal CivV game with modifications that will play mostly during the Medieval Times. It will have gameplay changes directed to give a better feel of playing during that period.

With the new combat system the units during this period are very well balanced and provide interesting battles. As the period remains unchanged mostly, the combat will seem more real. Also focusing on one era lets you enjoy the units and buildings without the constant fast science progress that makes thing obsolete before building them and creates situations with old vs new items.

So basically the game will start the same during the first to periods (ancient and classical), it should be fast. When entering Medieval Era speed will decrease GREATLY. The game will end by time in the year 1550, and the victory conditions will match to keep the balance. The total length of the game will try to be similar to the vanilla version in each of its speeds.


Changes:

  • Game ends at year 1550, with modded speeds between 500-1550. The first number indicates turns in Ancient/Classic eras (from 4000BC to 500AC) and the second one the number of turns starting in 500AC.
    - Quick: 85+350turns, Standard: 135+475turns, Epic: 195+700turns, Marathon: 400+1050turns.
    - Additional fastest speed mainly for testing: Fastest: 60+210.
  • Astronomy moved to Medieval Era to be able to get Caravel and embark across oceans. Observatory removed from tech.
  • Addded tech Renaissance that gives the project New World. This ties to :science: scientific victory, emulating the voyage by Cristopher Columbus and discovery of the New World.
  • Palace :c5capital: (capital) now gives 5 :c5culture: culture and Monument also 5. Culture is much harder to achieve because of Era constraints, this will give more interesting options for policies at the start and will balance Culture Victory.
  • Number of branches required for Utopia project reduced to 4, again for balance. Utopia project renamed to Liberation as freedom from Lords and Church.
  • Medieval Tech costs increased four times (at least until more techs are added) to match the new speed of the era.
  • Great Scientist is not able to get a free tech, again for balance until more techs are added. The idea is to get him to give a fixed number of :c5science: beakers, don't know how to do it yet.
  • Cities are a bit harder to capture.
  • Gold :c5gold: gifted to city states has less impact towards friendship.
  • New Medieval techs and buildings/wonders/unit:

    Spoiler :
    Monarchy>Divine Right (diplo/rel/hap)
    -Forbidden Palace (wonder) (same)
    -Jousting (+2 :), PROMOTION_DRILL_1)

    -Embassy -10 policy cost, can only be built in :c5capital: capital,
    -Holy Wars wonder PROMOTION_FOREIGN_LANDS, great general+2

    Feudalism>Guilds (prod/money)
    -Windmill (same)
    -Recruit/Vassal (unit) low cost, slow moving, causes :mad: unhappiness

    -Grocer (+2 :c5food:, +1 :c5gold: per 2 :c5citizen: population, +1 :c5food: certain resources)
    -Taj Mahal (wonder) (same)

    Paper>Scientific Method (science)
    -College (+3 :c5science: +3 :c5culture:)
    -The Porcelain Tower (wonder) (same)

    -Laboratory (+100% :c5science:, -2 :mad:) not working
    -Alchemist Dream (wonder) (+500:gold:, +5:c5gold:/turn)

    Music>Drama (culture/rel)
    -True Legends (wonder) (1 free tech) 4 :c5culture:

    -Theatre (+2:), +2:c5culture:)
    -Sistine Chapel (wonder) (same)

  • Policies modified, with all available in the playable eras of the mod, see following post:
    • 3 for Ancient Era
    • 2 for Classica Era
    • 4 for Medieval Era
    • 1 for Renaissance Era


Other Mods included (Thanks):

TopPanel - http://forums.civfanatics.com/showthread.php?t=387714
TechTree - http://forums.civfanatics.com/showthread.php?t=388395
LuxuryResourceDisplay - http://forums.civfanatics.com/showthread.php?t=384142
Balance Forts/GP Improvements - http://forums.civfanatics.com/showthread.php?t=385083

The mod can be played together with the Balance Combined Mod, but has been tested against the vanilla version.
http://forums.civfanatics.com/showthread.php?t=385737#post9692398


Issues:

Tech tree branches don't look well
Graphics reused
Some missing texts (no translation yet, only US_English)
Buildings don't have all the effects !


Download:

Available also in the in game mod browser, search for MediEVO.
 

Attachments

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  • MediEVO (Medieval Era Extension) (v.29).zip
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New Policies included:

Rationalism changed to Paganism (for Classical Era)
Paganism improves :) happiness and wonder production. Adopting Paganism immediately causes the civilization to enter a 5-turn :c5goldenage: Golden Age. This branch cannot be active at the same time as Piety.
-Idolatry: +33% :c5production: when building Wonders.
-Divinology: +1 :) Happiness from every Monument.
-Ritualism: +1 :c5production: Production in each city.
-Sacrifing: :c5unhappy: Unhappiness in :c5occupied: Occupied Cities reduced by 33%.
-Supreme Leadership: Great Merchant and Artist appears outside the :c5capital: Capital.


Order changed to Scholarism (for Medieval Era)
Scholarism gives a culture and science spread. Adopting Scholarism will give +3 :c5culture: Culture per Wonder and +10% :c5science: Science while empire is :) happy.
-Laicism: +10% :c5science: Science and +10% :c5science: Culture increase in :c5capital: Capital.
-Magisterism: 1 free Tech.
-Equilibrium: +1 :c5culture: Culture and +1 :c5science: Science per specialist.
-Nationalism: same. 25% attack bonus when fighting in friendly territory.
-United Front: same. Other players' :c5influence: Influence with City-States decreases 33% more per turn than usual.


Autocracy changed to Imperialism (for Medieval Era)
Imperialism is best for large, sprawling empires, increasing the strength of the empire based on the number of Cities it contains. Adopting Order will increase the :c5production: Production rate when constructing Buildings by 25%.
-Curfew: Same bonuses as Police State. :c5unhappy: Unhappiness in :c5occupied: Occupied Cities reduced by 50%.
-Slavery: Same bonuses as Fascism. Quantity of Strategic Resources produced by the empire increased by 100%.
-Total War: same. For 20 turns, all Military Units receive a 33% attack bonus.
-Militarism: same. :c5gold: Gold cost of purchasing units reduced by 33%.
-Populism: same. Wounded Military Units inflict 25% more damage than normal.



To Do:

Spoiler :
-Religion is back!:
Religion is an important part of the Middle Ages. It will not replace culture, instead it will replace the diplomatic victory. The city states will become sort of "Papal states" you will have to get in good terms (harder than vanilla) with a percentage of them to obtain a religious victory, plus probably other conditions (tech/buildings)

-New units and buildings:
I will leave this to other modders as they will probably generate thousands of them. Will try to pick the ones that add value and fill in missing gaps. Started (alpha)

-Minor initial era adjustments:
I will try to leave the first two eras as in vanilla, but probably some adjustments will need to be made.

-Medieval tech tree:
The tech tree will be modified to increase features. Already started (alpha)

-New improvements:
Castles and Forts come into mind, maybe they will be able to fire upon enemy units as cities. They should have a bigger role in this era.

-Policies change:
Check existing, modify the two medieval ones and probably add additional medieval ones replacing the later ones.

-City states:
The will be similar but getting their friendship will be harder. Maybe some other changes but nothing I can think of now.

-Victory conditions:
Major change on some victory conditions (will need balancing) as follows:
-Time: at 1550 empire that has highest score (DONE)
-Science: create a New World voyage, maybe with pieces for the preparation, maps, ships, money, crew, supplies... Single item needed now.
-Domination: conquest all the other civs in the same way as vanilla
-Cultural: complete 4 branches of the policies and move to a Renaissance Phase (DONE)
-Diplomatic=Religious: use relations with state cities and other condition like religious buildings to achieve this victory

-Texts and Image:
Add appropriate texts and images for the changes.

-Other changes:
Maybe other things that give more value and add flavour to the Medieval Era, but only if they make good gameplay.


Open Questions:

How can I get the Great Scientist to give a fixed number of beakers instead of free tech?
How to remove vanilla Gamespeeds? Game crashes when I delete them. Maybe at least make them not selectable, I have added new ones.
How to add as victory condition the number of allies from city states and/or defensive pacts?
How to get a building/tech improve relation with all the city states? Tried "MinorFriendshipChange" from buildings but doesn't seem to work.
Building effects not working. Set happiness to negative value but it doesn't work, help says it gives +-2.
 
Still working on the mod, some people have downloaded but wished I had more feedback. Right now I am adding policies, this will probably need more balancing. Let me know what you think.

  • 3 for Ancient Era
  • 2 for Classica Era
  • 4 for Medieval Era
  • 1 for Renaissance Era


Rationalism changed to Paganism (for Classical Era)
Paganism improves :) happiness and wonder production. Adopting Paganism immediately causes the civilization to enter a 5-turn :c5goldenage: Golden Age. This branch cannot be active at the same time as Piety.
-Idolatry: +33% :c5production: when building Wonders.
-Divinology: +1 :) Happiness from every Monument.
-Ritualism: +1 :c5production: Production in each city.
-Sacrifing: :c5unhappy: Unhappiness in :c5occupied: Occupied Cities reduced by 33%.
-Supreme Leadership: Great Merchant and Artist appears outside the :c5capital: Capital.


Order changed to Scholarism (for Medieval Era)
Scholarism gives a culture and science spread. Adopting Scholarism will give +3 :c5culture: Culture per Wonder and +10% :c5science: Science while empire is :) happy.
-Laicism: +10% :c5science: Science and +10% :c5science: Culture increase in :c5capital: Capital.
-Magisterism: 1 free Tech.
-Equilibrium: +1 :c5culture: Culture and +1 :c5science: Science per specialist.
-Nationalism: same. 25% attack bonus when fighting in friendly territory.
-United Front: same. Other players' :c5influence: Influence with City-States decreases 33% more per turn than usual.


Autocracy changed to Imperialism (for Medieval Era)
Imperialism is best for large, sprawling empires, increasing the strength of the empire based on the number of Cities it contains. Adopting Order will increase the :c5production: Production rate when constructing Buildings by 25%.
-Curfew: Same bonuses as Police State. :c5unhappy: Unhappiness in :c5occupied: Occupied Cities reduced by 50%.
-Slavery: Same bonuses as Fascism. Quantity of Strategic Resources produced by the empire increased by 100%.
-Total War: same. For 20 turns, all Military Units receive a 33% attack bonus.
-Militarism: same. :c5gold: Gold cost of purchasing units reduced by 33%.
-Populism: same. Wounded Military Units inflict 25% more damage than normal.
 
If your making a medieval mod, I have a nice suggestion's that will help out your mod, but i don't know if it's possible to be made. My suggestion is to develop a nice unit customization in the game, that once I reached medieval era and resource some technologies, I be able to equip my unit's with different blades made thoughout the medieval ages in all countries, ranging from katana's, Karabela's, Shiv's, Battle Axes, everything that was made from the medieval times, and be able to equip these with certain unit's that are compatible. It's like i'm requesting a unit making ability similar to Master of Orion, Elemental: War of Magic, Alpha Centauri, and other menu's that have something similar to what I am suggesting.

If you could be able to develop this system, see if you can add in some advantages and disadvantages on each weapon, so that it can be used for certain units... For example, Pike's are used against mounted units, but prove a disadvantage against Axe's, or Bow's deal less damage but has a higher range of attack while Crossbow's has a higher attack strength but less range. If you could develop this, it be a very useful mod component that be able to transform your mod into something special.
 
Your suggestion is good but don't think it is possible without the SDK, which I am waiting for. Right now there is a good balance of units, I will add more to fill in some gaps.

Currently I have added two.

  • Recruit: Very cheap, low strength unit mainly for defense, causes unhappiness.
  • Mercenary: Cheaper than swordsman but with greater upkeep cost.

The AI builds more of the second one, I don't think I have seen him create recruits yet.

I plan to add some more like, Lancer, Templar, Battering Ram, but mostly generic units to complement the existing ones.
 
Your suggestion is good but don't think it is possible without the SDK, which I am waiting for. Right now there is a good balance of units, I will add more to fill in some gaps.

Currently I have added two.

  • Recruit: Very cheap, low strength unit mainly for defense, causes unhappiness.
  • Mercenary: Cheaper than swordsman but with greater upkeep cost.

The AI builds more of the second one, I don't think I have seen him create recruits yet.

I plan to add some more like, Lancer, Templar, Battering Ram, but mostly generic units to complement the existing ones.

There is an SDK, go to steam, library, and tools and there should be a file that you can download called Civilization V SDK. Most of the people who starting to mod or have been modding uses that program.
 
I didn't explained myself well, I am using the SDK. I am waiting for the DLL editor (with C++) at least similar to the one that was in Civ4. With the ability to code more complex stuff as I did in my other Civ4 mods.
 
Yes, the new policies are a work in progress. I am getting stuck with things that should work and do not, and adding another tech level while fixing other stuff.

Anyway, the units should also be a good addition, but I am trying to get to much done for the next release. Here is a version with the policies if you want to play with them.
 

Attachments

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You could gussy up the tech tree quite a bit if you use lemmy's tech tree creation tool.
 
DL'd your mod the other day, and I've been enjoying it. Nice to know the game doesn't have to go into the modern era. However (there's always an "however"), I'm several hundred turns into the game and I've researched the entire tree up to and including entering the renaissance period, which of course we don't. The game's now stuck with the "choose research" tab, but I have nothing to research. Any way to shut research down and move on? Thanks for the mod, BTW.
 
Hey, I don't know if this is intentional but when using this Mod, I attempted to use the Scientific Revolution Social Policy, but it didn't work and I got no free techs at all :(

If you could explain this that would be great. I'm sure its just something dumb and obvious that I'm missing, but I can't figure it out. Thanks for the help
 
Hey, I don't know if this is intentional but when using this Mod, I attempted to use the Scientific Revolution Social Policy, but it didn't work and I got no free techs at all :(

If you could explain this that would be great. I'm sure its just something dumb and obvious that I'm missing, but I can't figure it out. Thanks for the help

Maybe a problem because of the new patch?
 
i download it in the in game downloader but nowhere apears the instalation button. i then download a another mod, the installation button appeared but it instaled only the second mod. can anyone help me?
 
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