Tomatekh's New Civilizations

Tomatekh

Sahib-i-Qirani
Joined
Aug 6, 2012
Messages
1,408
Tomatekh's Civilizations
(and some other mods...)



Caral:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Qhapaq

UA: Maritime Foundation: Inland Cities receiving a Trade Route from a Coastal City also receive the base yields of all improved Sea Resources worked by that City. Building a Plantation provides a Production boost in all Coastal Cities.

UU: Fisher: Replaces Worker & Workboat. Can improve both land and sea tiles (does not consume). Can embark immediately. +2 movement when embarked. Can build Fishing Boats prior to researching Sailing (still requires Sailing to trade Sea Resources).

UB: Shicra Pyramid: Replaces Monument: +1 Production. Allows Production to be traded domestically.


Credits:
- Leader scene by Leugi
- UU, UB, and Leader icons by Sukritact
- Incan Worker graphic by Hangman
- Andean Cargo Ship by Chuggi & Hangman
- DoM voiceover by Andrew Holt
- Modular City Info Stack lua code by Sukritact
- Leugi for design help
- All code and art otherwise not listed created by Tomatekh (primary author).
Champa:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Chê Bông Nga

UA: Pirates of the South Sea: Steal Gold from rival Civilizations you are at war with (bonus increases for every enemy City under Blockade) and from Cargo Ships in your territory whose owner does not have an active Trade Route to Champa.

UU: Ballista Elephant: Replaces Trebuchet. Does not need to set up to attack but has a much smaller bonus vs cities (+100% instead of +200%). +50% defense vs Mounted Units.

UI: Square Well: Available at Optics. +2 Food. +1 Gold after Navigation. Generates Golden Age Points whenever a Cargo Ship not owned by Champa travels within 2 tiles of the Improvement (+1 from Wells in your territory, +2 from Wells in Neutral territory. Wells in Foreign territory produce +1 for both Champa and the tile owner). May only be built on flatland coastal tiles. May be built outside friendly territory. May not be built adjacent to another Well or on top of Resources.


Credits:
- Leader scene, DoM, and icon by Janboruta
- Improvement graphic and icon by Leugi
- Map image by Sukritact.
- Ballista Elephant icon by LastSword.
- Ballista Elephant graphic by Wolfdog
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed created by Tomatekh (primary author).
Harappa:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Went-Antu

UA: Trade Seals: Start with the location of all nearby Civilization and City-State Capitals (this does not establish contact). +1 Trade Route and a free Caravan after you settle your first City.

UU: Replaces Worker. +1 Movement. Earns Gold for improving Luxury Resources. Has a unique build action, Trade Luxury Goods, which may be used to satisfy 'We Love the King Day' requests with resources in Neutral or Friendly territory.

UB: Sewer: Replaces Aqueduct. Available at Agriculture. -50% Production Cost. No Gold maintenance.


Credits:
- Harappan leader screen by Leugi
- Harappan leader icon by Janboruta
- UU and UB icons by Sukritact
- Unit (Cart) converted by Wolfdog with additional animation help by Leugi (base asset taken from Civ IV)
- Unit (Worker) converted by Hangman (base asset taken from Civ IV)
- DoM voiceover by Andrew Holt
- Additional map details by Regalman
- SQL help by JFD
- All code and art otherwise not listed created by Tomatekh
Kongo:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Nzinga

UA: Glory of the Manikongo: Units ignore terrain costs when moving in any tile adjacent to a River and suffer no attack penalty when fighting across Rivers. Archery Units train 10% faster.

UU: Pombo: Replaces Pikeman. Begins its turn with the same number of movement points as an adjacent Mounted Unit. Starts with Cover I. -5% Production Cost. (No bonus versus Mounted Units).

UB: Raffia Mill: Replaces Mint. Provides +1 Raffia, a unique Luxury Resource. +2 Gold on Dye. (+20% Production Cost. No Gold bonus on Gold or Silver Tiles. Terrain Requirement changed: City must be built adjacent to and maintain at least one Jungle Tile).


Credits:
- Cyon for the Vanilla Kongo mod, UU, UB, and Raffia Resource icons, some pedia text.
- iamaplayer initially converted the mod for Gods and Kings.
- Pouakai oversaw and provided general direction and initial coding for the Zambezi version of the mod.
- Tomatekh provided coding, BNW conversion, lua, general direction, various civlopedia entries, civ map, DoM screen, minor art corrections and clean-up.
- Nzinga leader screen and icon by Leugi.
- Pombo unit graphic by JTitan.
- DoM voiceover by Andrew Holt.
The Kuikuro:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Anetü

UA: Garden Cities: Workers may build Improvements without removing Jungle or Forest from tiles.

UU: Huka-Huka Warrior: Replaces Warrior. +30% Combat Strength when within 5 tiles of a friendly City celebrating a 'We Love the King Day'. Earns a bonus +10 XP every time the Unit is upgraded.

UB: House Garden: Replaces Granary. +1 Production on Bananas, Cocoa, Spices (instead of +1 Food on Wheat, Bananas, Deer). Civilian Units trained in the City start with the Woodsman promotion. No Maintenance.


Credits:
- Janboruta; Leader and icon
- TarcisioCM; UU and UB icon
- DJSHenninger; Unit conversion
- All code and art otherwise not listed created by Tomatekh (primary author)
The Mississippi:
Spoiler :
Steam Link


Leader: Tuskaloosa

UA: Maize Economy: Your highest Population Cities form Regional Centers which increase Food and decrease Building Maintenance in nearby Cities.

UU: Falcon Dancer: Replaces Longswordsman. If trained in a Regional Center, is significantly quicker to produce (+50%) and will begin with bonus XP equal to the City's Population. Obsoletes at Metallurgy instead of Gunpowder. Does not require Iron.

UB: Mound Temple: Replaces Temple. Provides Faith and Science based on the latitude of the City. Centers the equator on the world map. No maintenance.


Credits:
- DJSHenninger; Unit conversion
- All code and art otherwise not listed created by Tomatekh (primary author)
Poverty Point:
Spoiler :
Steam Link

Leader: Táhera

UA: Place of Origins: Building an Effigy Mound allows you to change Spirit Guardians, each providing a unique bonus effect. Receive a free Fox-Man when you discover Trapping (this free Fox-Man can’t be used to found a Religion or build a Holy Site).

UU: Fox-Man: Replaces Prophet. Bonus changes depending on your current Spirit Guardian.

UI: Effigy Mound: +1 all Yields except Food; doubles at Astronomy. May be built by any Great Person once per Era, expending the Unit. Building an Effigy Mound allows you to change Spirit Guardians. Cannot be Pillaged.


Credits:
- Sukritact: Map and icon rendering
- DJSHenninger: Unit and Improvement conversion
- JFD: Popup and interface lua
- All code and art otherwise not listed created by Tomatekh (primary author)
Shang:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Wu Ding

UA: Oracle Bones: Great People may sacrifice a Pasture based Resource to receive a random bonus effect and create a Great Work of Writing* (this consumes both the Unit and the Resource).

UU: Ya: Replaces Spearman. Can Capture Great People. +15% Combat Strength if all of your Cities are following the same Religion.

UB: Dragon Bone Pit: Replaces Shrine. 1 Great Work of Writing Slot which, when filled, increases the Religious Pressure of the City by 20%.

* Creating a Great Work of Writing requires a free Great Work of Writing Slot.


Credits:
- Leader scene and icon by Janboruta
- UU graphic by Danrell
- Chinese translation by mxk2012917:
- All code and art otherwise not listed created by Tomatekh (primary author)
The Sioux:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Sitting Bull

UA: Great Buffalo Hunt: Great Buffalo Hunt: Starting with your second City, settling near Plains Tiles will spawn a Bison Resource. Bison in Sioux territory may no longer be improved but instead provide a large base yield (increased at Chivalry) and periodically roam throughout the map.*

UU: Strong Heart: Replaces Knight. Can receive defensive bonuses. +25% vs gunpowder units. The first Strong Heart trained will also act as a Great General, providing a combat bonus to nearby land units. If this unit is killed the bonus transfers to another random Strong Heart warrior.

UI: Tipi: Available at Trapping. +1 Food. +1 Food after Horseback Riding. +1 Culture after Chivalry. May move City Population.** Requires Flatland Plains tiles. May not be built adjacent to another Tipi or on Resource tiles. Cannot be captured unless pillaged.

* Must settle on or adjacent to Plains Tiles. The resource moves every 9, 12, 15, 24th turn on Quick, Standard, Epic, Marathon game speeds, respectively.
** If built near a City near which Bison/Wild Bison are also present, you have the option to move 1 Population from your largest City to the Tipi City.


Credits:
- Leader scene and leader and UU icons by Janboruta
- Strong Heart graphic converted by Wolfdog, originally made for Civ IV by bernie14
- DoM voiceover by Andrew Holt
- Promotion Wild Bison icons by Sukritact
- Sukritact (random resource placement), JFD (interface/popups), and LastSword (troubleshooting) for various parts of the lua code as well as code samples.
- JFD for SQL help
- Leugi for general help and ideas.
- All code and art otherwise not listed created by Tomatekh
Xia:
Spoiler :
Civfanatics Link
Steam Workshop Link


Leader: Yu

UA: Dynastic Cycle: Losing your Capital, constructing a Courthouse in a conquered foreign Capital,* or completing a Social Policy tree starts a new Dynasty and provides a new cumulative bonus (requires an Annexed or Settled City).

UU: Tuo Ma: Replaces Chariot Archer. Nearby Units earn Experience +25% faster. +2 Defense. No Resource Requirement. (-1 Movement).

UB: Foundry: Replaces Barracks. 1 Great Work of Art/Artifact Slot which, when filled, provides +2% Culture in the City for every Dynasty progressed.

* Only applies to original Capitals.


Credits:
- Leader scene, leader icon, UB icon by JanBoruta
- Dynasty icon render and Tuo Ma unit graphic by Sukritact
- Xia Pop-up and Dynasty interface lua by JFD
- Shang sacrifice button lua adapted from TarcisioCM and LastSword's mods
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed created by Tomatekh

Brave New World or Gods and Kings


Benin:
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Ewuare

UA: Shield of the Warrior King: The Defensive Strength of your Cities is increased by 15% and your Capital starts with Walls already constructed. Land units adjacent to an Iya heal +8 HP every turn regardless of previous action.

UU: Isienmwenro: Replaces Pikeman. Ignores enemy Zone of Control. +25% Flank Attack Bonus. +1 Movement if it begins its turn adjacent to an enemy Unit.

UI: Iya: +25% Tile Defense. +1 Gold, +1 Production if built adjacent to a City. +1 Gold, +1 Production after Industrialization is Researched. May only be built on (Grass, Plains, Tundra) Flatlands. May not be built on Resources.


G&K:

Leader: Ewuare

UA: Shield of the Warrior King: Defensive Buildings in all Cities are 20% more effective and your Capital starts with Walls already constructed. Land units adjacent to an Iya heal +5 HP every turn regardless of previous action.

UU: Isienmwenro: Replaces Pikeman. +15% Combat Strength in Friendly Lands. +25% Flank Attack bonus.

UI: Iya: +25% Tile Defense. Heals adjacent Friendly Units +5 HP per turn (+10 HP if on the Iya's Tile). +1 Gold if built adjacent to a City. +1 Culture after Archeology is Researched. Generates double Gold if pillaged and is destroyed rather than damaged. May only be built on flatlands. May not be built on Resources.


Credits:
- Iya improvement graphic and icon by Leugi
- Isienmwenro unit icon by JanBoruta
- Leader screen by LastSword
- Isienmwenro unit graphic from JTitan's Songhai Pikeman
- All code and art otherwise not listed created by Tomatekh
The Garamantes:
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Djalla

UA: Chariot Routes: Units ignore Terrain Costs when moving along land Trade Routes connected to your empire and start with +1 Movement if they begin their turn on such a Trade Route. Cities irrigate Fresh Water from Foggaras to adjacent tiles.

UU: Plumed Nomad: Replaces Scout. Double Movement in Desert. Can Explore Rival Territory. No Maintenance.

UI: Foggara: Available at Engineering. +3 Food. +1 Gold with Fertilizer. Acts as a source of Fresh Water. Only buildable on Desert Hill tiles.


G&K:

Leader: Djalla

UA: Foggaras: City Tiles and Forts constructed on Desert Hill Tiles act as sources of Fresh Water. This effect also removes all River and Fresh Water terrain requirements from Buildings.

UU: Plumed Nomad: Replaces Scout. Double Movement in Desert. Can Explore Rival Territory.

UB: Aghrem: Replaces Granary. +2 Strength/+25 HP, +1 Food on Oasis Tiles. No Maintenance.


Credits:
- Leader screen, icon, UU icon, DoM graphic by Janboruta
- UI model, icon by Sukritact
- Peace music by Andreas Waldetoft from Crusader Kings II, War music by Creative Assembly from Medieval II: Total War
- UU graphic by JTitan.
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed made by Tomatekh
The Goths:
Spoiler :
Civfanatics Link
Steam Workshop Link


BNW & GK:

Leader: Alaric

UA: Sacker of Rome: Non-mounted land military units may use enemy roads before the Industrial Era. Capturing a foreign Capital triggers a Golden Age.

UU: Gadrauht: Replaces Swordsman. Heals double when pillaging a non-road Improvement. +15% Combat Strength in Rough Terrain.

UB: Hov: Replaces Stable. +1 Faith per Horse, Sheep, Cattle worked by the city. +10% Land Unit Production (instead of +15% Mounted Unit Production). -10% Production Cost.


Credits:
- Leader, Map, DoM graphics by Janboruta
- Base assets (UU, UB, UA, Leader icon, and 'Alaric' image) adapted from the Firaxis "1066" DLC and "Fall of Rome" scenarios.
- Alternate UU graphic by JTitan
- Korean translation by [KOR]SJKHR
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed created by Tomatekh
The Hittites:
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Suppiluliumas I

UA: Bond and Oath: Rival Civilizations suffer increased Influence decay with City-States you can demand tribute from. Military Units are 20% more effective at intimidating City-States.

UU: Heavy Chariot: Replaces Chariot Archer. Melee instead of Archery Unit. +30% vs. Melee Units. Enemy units that begin their turn adjacent to the Heavy Chariot have -1 Movement for that turn. No resource requirement. (-1 Movement. +11% Production Cost).

UB: Bloomery: Replaces Forge. Provides 2 Iron. Available at Iron Working. -20% Production Cost. No Terrain Requirement. (+1 Maintenance. Does not provide additional Land Unit Production or Production on Iron. Maximum of 5 of these buildings in your empire).


G&K:

Leader: Muwatalli II

UA: The Silver Peace: Newly trained Units start with +5 XP for every Militaristic City-State befriended (+10 XP if allied). Allied City-State Units have +20% Combat Strength.

UU: Three-Man Chariot: Replaces Horseman. Starts with the Shock I Promotion. Double Movement on Plains and Grass Tiles. (-1 Movement. Rough Terrain Penalty).

UB: Bloomery: Replaces Forge. Available at Iron Working. -33% Production Cost. +1 Iron for each mined source of Iron in the City radius.


Credits:
- Suppiluliumas leader screen and DoM by Janboruta.
- Hittite Civ & UU icons, UU graphic, Map adapted from the Firaxis Wonders of the Ancient World DLC Scenario.
- An earlier version of the mod used a leader screen is from ambrox62's Ancient Mediterranean Civilizations.
- The Bloomery icon is an edit of Sukrictact's Cheomseongdae wonder icon found in the Korean Wonder Pack.
- All code and art otherwise not listed created by Tomatekh (primary author).
Kievan Rus':
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Yaroslav

UA: From the Varangians to the Greeks: Trade Routes with City-States generate +2 Influence per turn (bonus scales with game speed). Rivers extend the length of land trade routes as if they were roads.

UU: Druzhina: Replaces Longswordsman. +20% Defense. +1 Sight.

UB: Veche Hall: Replaces Garden. No fresh water requirement. No maintenance cost. Reduces the total Building Maintenance of the City by 15%. (+16% Production Cost).


G&K:

Leader: Yaroslav

UA: Pravda Rus'skaya: +1 Gold for every Social Policy adopted and Workers construct Tile Improvements 20% faster.

UU: Druzhina: Replaces Longswordsman. +15% Defense. +1 Sight.

UB: Veche Hall: Replaces Garden. Increases the length of "We Love the King Day" by 50%. No fresh water requirement.


Credits:
- Leader screen by Leugi.
- Leader, UU, UB, and Civ icons by JanBoruta.
- Unit graphic by Danrell.
- DoM voiceover by Andrew Holt.
- Partial Russian translation by Alikalix, partial Polish, Greek translations by Necon and Kropek1005; partial Czech translation by Necon.
- Additional translation help by JanBoruta and Killmeplease.
- All code and art otherwise not listed created by Tomatekh (primary author).
Mali:
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Mansa Musa

UA: Royal Hajj: City Connections generate +1 Faith. Great Prophets may visit a friendly foreign Holy City to generate a one-time Gold bonus (this does not consume the Unit).*

UU: Sofa: Replaces Crossbowman. Starts with the Medic promotion. May move after attacking. +1 Defensive Combat Strength. (-2 Ranged Combat Strength).

UB: Treasury: Replaces Mint. +2 Gold on Salt. Provides Golden Age Points based off your total Gold reserves.** No terrain requirement.


G&K:

Leader: Mansa Musa

UA: Royal Hajj: Cities connected with a Trade Route generate +1 Faith. Great Prophets may visit* a friendly foreign Holy City to generate a one-time Gold bonus (this does not consume the Unit).

UU: Sofa: Replaces Crossbowman. Starts with the Medic promotion. May move after attacking. +1 Defensive Combat Strength. (-2 Ranged Combat Strength).

UB: Treasury. Replaces Mint. +2 Gold. +2 Gold on Salt. May also be built near Salt.

* The Prophet must end its turn adjacent to the Holy City. Generates Gold equal to 50% of a Great Merchant Trade Mission.
** Scales to game speed, providing +1, +2, or +3 GA points at the following Gold thresholds, respectively:
- 150, 300, 600 (Quick)
- 200, 400, 800 (Standard)
- 250, 500, 1000 (Epic)
- 400, 800, 1600 (Marathon)


Credits:
- 3D leader screen by Ekmek (image background by Janboruta)
- Map graphic by Sukritact
- Mansa leader icon by TPangolin
- UU graphic by JTitan
- Invisible Building SQL, Lua, and XML by Thalassicus, trystero49, and Irkalla.
- All code and art otherwise not listed created by Tomatekh (primary author)
Sumer:
Spoiler :
Civfanatics Link (BNW & GK)
Steam Workshop Link (BNW & GK)


BNW:

Leader: Eannatum

UA: Cradle of Civilization: Newly founded Cities start with +1 Population. Bonus increases to +2 Population if the City is settled adjacent to a River.

UU: Vulture: Replaces Warrior. Starts with +10 XP. No movement penalty adjacent to Rivers. (+10% Production cost).

UB: Ziggurat: Replaces Temple. +1 Scientist Specialist slot. +1 Faith from Scientist Specialists in the City.


G&K:

Leader: Eannatum

UA: Cradle of Civilization: Newly founded Cities start with +1 Population. Bonus increases to +2 Population after the Classical Era. Always start near a River.

UU: Vulture: Replaces Warrior. Starts with +10 XP. No movement penalty adjacent to Rivers. (+10% Production cost).

UB: Ziggurat: Replaces Temple. Available at Calendar. +10% Science.


Credits:
- Eannatum leader image by Leugi
- Vulture and leader icons by Janboruta
- Ziggurat icon, civ map, and DoM by Sukritact
- Vulture model by Leugi
- Faith per specialist lua by Sukritact
- Leader civilopedia text by Chris Sifinotis
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed created by Tomatekh (primary author)
The Timurids:
Spoiler :
Civfanatics Link (Brave New World)
Steam Workshop Link (Brave New World)

Civfanatics Link (Gods and Kings)
Steam Workshop Link (Gods and Kings)


BNW:

Leader: Timur

UA: Jewel of the East: After capturing your first City the yields of your Palace are increased by +1. Captured Buildings will also be constructed in your Capital if not already present.

UU: Tumen: Replaces Lancer. Earns Gold from defeating enemy Units or attacking Cities. -25% vs. Cities (instead of -33%). No resource requirement.

UB: Maydan: Replaces University. Reduces the effectiveness of enemy Spies by 20%. -20% Production Cost.


G&K:

Leader: Timur

UA: Jewel of the East: Captured Cities may retain Cultural Buildings present in the City. After capturing your first City the effectiveness of your Palace is doubled.

UU: Tumen: Replaces Lancer. Earns Gold from defeating enemy Units or attacking Cities. -25% vs. Cities (instead of -33%).

UB: Maydan: Reduces the effectiveness of enemy Spies by 20%.


Credits:
- Timur leader and DoM art by Janboruta.
- Art for the Tumen created by danrell and adapted from his Civ V China unit pack.
- A big thanks to FramedArchitect and Moriboe for helping me sort out some of the lua (especially for the GK version).
- All code and art otherwise not listed created by Tomatekh (primary author).
 
Last edited:
In Collaboration


Kilwa (released by More Civs):
Spoiler :
Direct Download
Steam Workshop Link
More Civs Forum Thread


Leader: Ali ibn al-Hassan

UA: Swahili Traders: Increased Gold bonus for meeting a City-State (bonus enhanced and after discovering Guilds). +1 Food from Merchant Specialists.

UU: Dhow: Replaces Caravel. +1 Movement. Heals +15 HP per turn outside Friendly Territory. -16% Production Cost. (-4 Combat Strength).

UB: Coral Port: +5% (up to +15%) Food per International Trade Route leaving the City. +1 Merchant Specialist Slot. Kilwa and the Trade Route owner each receive +2 Gold for every International Trade Route made to this City.


Credits:
- Leugi; Leaderhead, Unit model
- Sukritact; Map and civ icon
- Janboruta; All other art
- Cyon; Design and original author
- Moriboe; Lua coding
- JFD; Update to BNW and all changes listed in changelog for v3 update
- Chris Sifniotis; Leader and Civilization Civilopedias
- Tomatekh; Base coding and troubleshooting
- Pouakai; All other coding and text
- Andrew Holt; DoM audio
The Olmec (released by Patria Grande):
Spoiler :
Civfanatics Link
Steam Workshop Link
Patria Grande Forum Thread


Leader: U Kix Chan

UA: Venus Cycle: After researching Calendar, your Civilization enters Venus Cycles, which increase Great People generation by +25%, and earns +1 Tourism for every Technology researched but not yet discovered by another Civilization.

UU: Konuks'wu: Replaces Spearman. Earns Science for defeating enemy Units. +10% Combat Strength during a Venus Cycle.

UI: Colossal Head: Can be constructed by any Great Person, expending the unit. +4 Science as well as an additional yield equal to the type and half the amount of the Great Person's standard Improvement. Does not remove Jungle.


Credits:
- Leugi: Design; Leader Art; UI & UU models
- Janboruta: UU & Leader icons
- Andrew Holt: DoM voiceover
- Tomatekh: Design; Code; Pedias; Misc. Art
City-States


Cradle City-States Pack:
Spoiler :
Steam Workshop Link
Dropbox Link

Belo Brdo - Mercantile

Nok - Cultured

Mu'a - Maritime*

Chengtoushan - Militaristic

Poverty Point - Religious**

Border Cave - Cultured***

* Mu'a is replaced by Kuk if using the More Civ's Polynesia Split.
** Poverty Point is replaced by Ġgantija if using Tomatekh's Poverty Point civ (unreleased).
*** Replaces Kyzl from the base game and can be disabled by deleting the "Kyzyl Replace" folder in the mod's files.
Replacements:
Spoiler :
Kievan Rus':
Kiev -> Minsk

Kongo:
M'Banza-Kongo -> Kabongo

The Olmec:
La Venta -> Göbekli Tepe

Sumer:
Ur -> Skara Brae

Timurids:
Samarqand -> Sana'a

Mod References


Spoiler :
Benin:
5ed9bb0a-a339-4841-91b4-7703beae59e4
CIVILIZATION_BENIN_MOD
LEADER_EWUARE_MOD

Caral:
2a8162c9-57cb-4e92-a459-8722c2a3d7bf
CIVILIZATION_NORTE_CHICO_MOD
LEADER_NORTE_CHICO_MOD

Champa:
573a8c5f-b6a5-4a22-8068-fdcbf7c07062
CIVILIZATION_CHAMPA_MOD
LEADER_CHAMPA_PO_BINASUOR_MOD

The Garamantes:
6e2bffad-eebc-4e29-a204-d96afc486924
CIVILIZATION_ANCIENT_LIBYA_MOD
LEADER_ANCIENT_LIBYA_MOD

The Goths:
161f4dde-bbb8-41d2-8201-30250d9ba890
CIVILIZATION_VISIGOTHS_MOD
LEADER_VISIGOTHS_MOD_ALARIC

Harappa:
222d2cdf-a40c-41f2-a220-904c5ce81343
CIVILIZATION_HARAPPA_MOD
LEADER_HARAPPA_MOD

The Hittites:
744b03de-0aa1-4708-b66c-a4e484eb158d
CIVILIZATION_HITTITE_MOD
LEADER_HITTITE_MOD_MUWATALLI

Kievan Rus':
fb32237f-8e78-42ac-aaff-21af31dc415a
CIVILIZATION_KIEVAN_RUS_MOD
LEADER_KIEVAN_RUS_YAROSLAV_MOD

Kilwa:
be1a0a53-6a84-4b7f-b2d0-5100c5028864
CIVILIZATION_MC_KILWA
LEADER_MC_AL_HASSAN

Kongo:
684ce03a-e1d4-4df9-84f8-f4543d6a435d
CIVILIZATION_KONGO_MOD
LEADER_NZINGA_MOD

The Kuikuro:
f21e720c-7b62-4f56-8e9b-199e754d7cba
CIVILIZATION_XINGU_MOD
LEADER_XINGU_MOD

Mali:
d34fb363-be02-4c3c-8c1c-0da296456f27
CIVILIZATION_MALI_MOD
LEADER_MANSA_MUSA_MOD

The Olmec:
a22a3bc1-fe10-4698-9a64-8ba2d4a07509
CIVILIZATION_LEUGI_OLMEC
LEADER_LEUGI_U_KIX_CHAN

Shang:
8d591e45-a3b5-431b-8c58-c4c7af0765b7
CIVILIZATION_SHANG_MOD
LEADER_SHANG_EX_MOD_WU_DING

The Sioux:
d88a1551-742e-4a97-a72e-ef804faca442
CIVILIZATION_SIOUX_MOD
LEADER_SIOUX_SITTING_BULL_MOD

Sumer:
7dbedfbe-cce4-49cd-a2ac-3507e38f4bd4
CIVILIZATION_AKKADIAN_MOD
LEADER_AKKADIAN_MOD_GILGAMESH

The Timurids:
cc3e1671-2832-40dc-9bfd-8e053d3b76b1
CIVILIZATION_TIMURIDS_MOD
LEADER_TIMUR_MOD

Xia:
6c5e9dbc-b718-4b21-9a19-6b818d920ade
CIVILIZATION_ERLITOU_MOD
LEADER_XIA_YU_MOD


Maps


Spoiler :

 
EDIT: This patch is no longer needed and has been incorporated into the latest version of Gran Colombia on the Steam Workshop.

Gran Colombia Update (requires the latest version of Leugi's Gran Colombia BNW mod). Download the latest version of the mod off Steam, then move the update to your mods folder allowing it to overwrite any same named files).
 
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I just have a little suggestion. Can the unique building for the Goths not be tied to pastures as in not have a improved pasture as a requirement. Temples are after all a pretty important building in G&K especially with a lot of beliefs that actually improve temples. It really would not be very nice to have a UB that can only be built under certain circumstances(presence of cows/sheeps/horses).
 
Great to see that the map I've done for the Goths is being spread and used by you :D Do you have a plan on updating the Gothic UA or their Temple UU? I'm in two minds between using your and JFD's Gothic mod, both provide different bonuses and I just can't decide. Though maybe I could use both of them, depending on my preference of how to kill all nieghbouring Civs :D
 
Great to see that the map I've done for the Goths is being spread and used by you :D Do you have a plan on updating the Gothic UA or their Temple UU? I'm in two minds between using your and JFD's Gothic mod, both provide different bonuses and I just can't decide. Though maybe I could use both of them, depending on my preference of how to kill all neighboring Civs :D

In all honesty, you make amazing maps and I don't know how you do it. For my earlier mods I mostly just edited existing maps and was able to make somewhat decent looking "new maps". Kievan Rus' was my first real attempt to make a map from scratch. It took me an insanely long time and it still looks somewhat minimalist and flat compared to the official ones. Yours, on the other hand, could pass for maps included in the game! Though, after making my first one I've found it's somewhat easier when making my second. (I still can't figure out how to make the map folds/creases, though. The sad fold in my Kievan Ru's map was an attempt to copy the fold style of the official Hittite map - as that seemed easiest - but it looks kind of phoney).

Yeah, in the future I'm actually going to try to differentiate the mod more from JFD's, maybe even changing it to a more specifically Ostrogoth or Visigoth mod (or change the leader/UA for Theodoric, in which case I could just keep Goths as he kind of ruled both) which would have me radically changing the uniques. I haven't thought much how, though. My last update was more towards the polish and balance of the civ than fundamentally altering it.

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In all honesty, you make amazing maps and I don't know how you do it. For my earlier mods I mostly just edited existing maps and was able to make somewhat decent looking "new maps". Kievan Rus' was my first real attempt to make a map from scratch. It took me an insanely long time and it still looks somewhat minimalist and flat compared to the official ones. Yours, on the other hand, could pass for maps included in the game! Though, after making my first one I've found it's somewhat easier when making my second. (I still can't figure out how to make the map folds/creases, though. The sad fold in my Kievan Ru's map was an attempt to copy the fold style of the official Hittite map - as that seemed easiest - but it looks kind of phoney).

Thank you for your kind words, but I really like your Kievan Rus map, as it clearly shows a lot of progress you've made since simple alterations done in the Gothic map. It's clean and informative and made in good style. Hope to see more from you. The method of making the folds is quite simple: you find a free paper texture (on cgtextures.com, deviantart, or wherever it says that it's free, but you can't use it for commercial purposes), put it on a separate layer over your map, rescale, set this layer to "multiply" or "overlay/soft/hard/vivid light" and play with saturation and contrast. until the map is visible from under the paper texture. :) Nothing more is really necessary and I keep this method in all my maps.

This whole map-making thing was inspired by CFC user Sukritact and his great creations and in the beginning it was for my personal use, but I decided to make them public. I'm currently helping out JFD with the graphics and would be happy to help you too if you wanted, but lately I've been neglecting my few large commissions and need to catch up. If you wouldn't mind waiting about two months until I have everything sorted out (that's some real deep bog I've gotten myself into)... :D

Yeah, in the future I'm actually going to try to differentiate the mod more from JFD's, maybe even changing it to a more specifically Ostrogoth or Visigoth mod (or change the leader/UA for Theodoric, in which case I could just keep Goths as he kind of ruled both) which would have me radically changing the uniques. I haven't thought much how, though. My last update was more towards the polish and balance of the civ than fundamentally altering it.

A more specified Gothic civ would be really great and would compliment JFD's one pretty well. Theodoric and the Ostrogoths might be a good choice, since the city list in JFD's mod is based around Toulouse and Visigothic Iberia. In yours, the cities were from both kingoms which also made sense.
 
Thank you for your kind words, but I really like your Kievan Rus map, as it clearly shows a lot of progress you've made since simple alterations done in the Gothic map. It's clean and informative and made in good style. This whole map-making thing was inspired by CFC user Sukritact and his great creations and in the beginning it was for my personal use, but I decided to make them public. I'm currently helping out JFD with the graphics and would be happy to help you too if you wanted, but lately I've been neglecting my few large commissions and need to catch up. If you wouldn't mind waiting about two months until I have everything sorted out (that's some real deep bog I've gotten myself into)... :D

Thanks for the offer. Hopefully, it will be more for advice than actual maps though, as I want to try to make the maps on my own and improve my overall skill. I also need to figure out how to make better looking buttons, haha.

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Everyone, I forgot to mention, I can't really load updates to these mods here yet. Until 30 days pass, anytime I update the file it will be put back in the moderation queue for like 2 weeks. However, I believe if you do download these mods, you can then update them from the in-game mod menu (as long as I also uploaded an update to the Steam workshop).

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I just wanted to say that your Civs are a must have!
Thanks for all the nice civs, they bring more flavor to the ancient times.
 
Looks fantastic!
Great job :)
 
It will make me very happy if YOU make Gran Colombia, since your civ's are very well-done.
 
Hello Tomatekh

Firstly, great work on your mods, done to a very high level and I enjoy using them - though I tend to study mods and pick them apart with curiosity rather than spend many hours playing them :)

I did have a question though, earlier in this thread you mentioned you weren't very good at buttons, but honestly they are as good as any I've seen - especially the Timurid Civ Icon (the one with the three red dots) - I know it isn't a complicated button BUT how did you get it to look so like the other in-game Civ buttons? With the correct shine over the top two red dots and everything? Was it a layer mask you blended down into the button or just airbrushing? I've made a lot of artwork for Civ and made a couple of Civs but my Civ icons always look, well very good BUT they don't quite look like they belong. It looks like I've placed an image over the top of the button as opposed to fully integrated it. So... how did you do it and if it's nothing like a trick etc, any tips?

I also just want to say I liked your workaround in the TImurid mod for the Unique Ability, and used the technique in my most current creation, so thanks for the inspiration - or more accurately, the method!

-Mars
 
Hello Tomatekh

Firstly, great work on your mods, done to a very high level and I enjoy using them - though I tend to study mods and pick them apart with curiosity rather than spend many hours playing them :)

I did have a question though, earlier in this thread you mentioned you weren't very good at buttons, but honestly they are as good as any I've seen - especially the Timurid Civ Icon (the one with the three red dots) - I know it isn't a complicated button BUT how did you get it to look so like the other in-game Civ buttons? With the correct shine over the top two red dots and everything? Was it a layer mask you blended down into the button or just airbrushing? I've made a lot of artwork for Civ and made a couple of Civs but my Civ icons always look, well very good BUT they don't quite look like they belong. It looks like I've placed an image over the top of the button as opposed to fully integrated it. So... how did you do it and if it's nothing like a trick etc, any tips?

I also just want to say I liked your workaround in the TImurid mod for the Unique Ability, and used the technique in my most current creation, so thanks for the inspiration - or more accurately, the method!

-Mars

Well I meant I wasn't very good at unit and building icons. I don't know how to "simplify" the graphics to the point where they look to be in a similar style as the official ones (all the unit and building icons I've used so far have been made by someone else). As for the civ icons themselves, I've kind of worked out a system to make them from scratch. I replied to your thread in the creation forum with my steps. I suppose I should just make a general template for it and post it, as it'll save a lot of time for everyone. I've just been too busy with real world work to do anything civ related. If you want I can make a civ icon or two for you, though I won't be able to actually get it back to you till probably Wednesday as I'm swamped this weekend with work.

And thank you very much for your kind words!
 
Hey,

Yeah thanks for the reply, I posted this on here only to jump back to the other thread and realise you'd responded whilst I had been writing this post :)

I think a custom Civ Icon template would be hugely helpful for most people - I certainly don't do anything as complicated as what you described, and I think it shows lol but mine certainly aren't bad, just not precise and I've become rather obsessed with makign things look like they fit in. I've done a fair bit of modding for other games and often got annoyed how my artwork didn't fit in, even if sometimes it might be considered better than it's surrounding environment - and when trying to replicate that other artwork I often feel short.

Funnily enough making unit icons and building icons fit in hasn't been too much of a problem for me. I use GIMP for my work and tend to simply add a filter like a canvas or cartoon filter and then desaturate or saturate as needed, and sometimes mess a bit with the contrast. I tend to also try and scale the image correctly, so making the leader's head in the leader icon the same pixels as a leader that is posing in a similar position to my picture etc.

Don't worry about the time frame, we've all got real world responsibilities :) I must admit though I furrowed my brow reading your explanation of what you did trying to picture it, maybe I'm just tired but I couldn't visualize it, I think a picture tutorial would be helpful - but again that is probably more time consuming than just making a template button in XCF or whatever format and just posting it.

Either of those (button template/tutorial with pics) would be helpful, but no stress. I think a lot of people would appreciate a good Civ Icon template though your right, it is only used for one thing, but it's seen all over a custom civ and is it's flagship button really.

Oh and thanks for the clarification on the alpha button, honestly I just never noticed it, oops, will have to make one.

Cheers again,
-Mars
 
I really enjoy using the Goths. For some reason, when playing against Kiev, Kiev is evil! They are constantly at war and go right for their nearest City State to take over. Cant Wait for Libya! Colors should be that sand background and black outland!
 
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