Uomo Universalis

Moriboe

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Uomo Universalis

To install: Get the three parts from the Mod Browser, or subscribe to the Uomo Universalis collection.

NOT compatible with Gods + Kings

Concept
This is a total mod improving on all areas of the game. I hold fond memories of Rhye's mod for Civ3 and wanted to do something similar. As such the end goal of this mod is to take all (or most) added stuff to the world map(s).

Features
The :c5citizen: Uomo Universalis suite comes in three parts:

  1. Building Made Fun: Started soon after the game's release, this mod includes additions and changes to the tech tree, buildings, wonders, improvements, puppets and more. It also includes an altered version of Gazebo's City State Diplomacy mod, introducing religious units and extra scripted prerequisites.
  2. Fill The Map: Adds 16 new civilizations, with unique buildings often based on the ones included by BMF. Includes free alternatives to the DLC civs.
  3. Play The World: Adds an earth map based on Rhye's for Civ4, with two (conceptual) alternative civilization distributions. It is an updated version of :c5greatperson: Terra Nostra, which continues to lead a life of its own, but is no longer maintained.
Why? Well when working on TN I was making efforts to keep both compatible, and in fact designed the map with BMF's features in mind. A substantial number of unique buildings and units for additional civs will also replace those from this package. Other modder's work was included to make sure this package brings the gameplay experience I seek and to prevent compatibility problems.

For an overview of the various components, see the next two posts.
 
Part I: Building Made Fun

A picture says more than a thousand words: check the image of the tech tree attached to this post! I'm sure you can guess most of the buildings and wonders that appear.

Buildings
  • Buildings: a total of 23 new (regular) buildings, each with its own niche and identity, not added for the sake of adding them.
    • Many have specialized prerequisites so that every game feels different. E.g. you can build a Triumphal Arch when finishing off an opponent, or a Fair in a city which is close to a neighbor you opened your borders to.
    • Some modern buildings use oil to strengthen your economy.
    • Higher realism and strategy for existing buildings. E.g. the Harbor increases gold from nearby luxuries, the Seaport gives gold from strategic resources and adds some production to the city (export/import).
    • Each resource is boosted by at least one building. E.g. the Wildlife Preserve adds culture for deer, elephants (ivory) and whales.
  • National Wonders: added 13 extra; more than you can hope to build within a single game! Put your priorities right. Most have effects beyond simply adding a yield. Modern ones include the Red Cross, Olympic Park, Supercomputer, Communications Satellite and Virtual World.
  • Wonders: added 25 total, maintaining a high standard of originality and balance for all. I used high quality graphics by the best artists on these boards for many of them. Building a hoard of them in one city is discouraged.
Technologies
  • Overhauled and added 17 techs added to accommodate the other new features, encourage many different paths and increase historicity. Each tech is solid and worth considering.
  • The tech costs have been increased, more further down the tree, so the game feels more epic.
  • More passive effects on techs, e.g. printing press boosts libraries and ecology removes the (new) health penalty on factories.

Culture Victory
One of the mod's strongest features. You can now (also) attain a cultural victory by getting three cities to "Legendary" culture level, as in Civ4. For this end all culture options throughout the game have been carefully rebalanced and many more added. Culture victory is no longer about going through the checklist of things to have and then yawn away till finished hitting "end turn". There are multiple valid paths and they don't end with Sydney Opera house: there are many goodies to aid you in the modern age to keep things exciting! Some snippets:
  • Great Works: culture bombs provide a lump sum of culture in the nearest city, along with a neat message of which famous artwork the artist created.
  • Forest Preserve: tile improvement that adds culture, more if next to other forest preserves. Gets boosted by the new Environmentalism policy.
  • New scripted wonder effects such as (one time) culture for military units [Terracotta Army] or population [Mass Games], culture per turn (in this city) for each wonder (any city) [Louvre] and culture per population.
  • In the endgame the Cable Network boosts culture empire-wide!

Policies
Balance overhaul, so that no policy is weak, where needed: the first 3 trees are virtually untouched. Includes boosters for new stuff; e.g. the Environmentalism policy will boost Forest Preserves (tile improvement) and Wildlife Preserves (building). Communism now boosts the new Warehouse tile improvement (which adds production). This line of reasoning is now in the official game (though with mines).

Units
  • The scout can be upgraded to an Explorer and then to a Special Agent that can paradrop and ignore all obstacles, including borders.
  • Colonize the new world with Pioneers: a settler which is extra fast when embarked and can be promoted.
  • Medics can stack with military units, but at a high cost.
  • The Great Merchant's mission (or the Hanseatic League wonder) will create an Embassy in the city state, revealing the influence of all competitors (more detailed than what is now in G+K).
  • Mounted units are actually useful with either a bonus on the attack (knights/lancer) or against wounded units (light cavalry, swapped with lancer).

Religion
... gets a rather straightforward implementation in this mod. The Missionary is added as the first diplomatic unit (requires a monastery to build). Different cathedral-type buildings (cathedral, mosque, pagoda, step pyramid) are a long standing feature of BMF.

Compatibility
Spoiler :

The following mods have been confirmed by thadian (many thanks!):
- Barbarians!
- Building Upgrades
- Food Economy
- Government Building Additions
- NACSM
- Palace Additions (though it conflicts with Echoes of Ages)
- Any new civilizations not included in this mod

The following are confirmed to be NOT compatible:
- Hulfgar's mod
- Echoes of Ages (earlier versions were compatible)
- Unofficial Patch and Vanilla Enhanced (though a number of improvements have made it over)

Credits (BMF)
Spoiler :
ambrox62: the Parthenon, Petra splash, Colosseum Icon and Pergamon Altar effects
asioasioasio: the Burj Khalifa wonder
CFC, multiple people: settle AI
Gazebo: City State Diplomacy Mod (much edited)
MadSkunky: Explorer flag
lemmy101: the TechTreeEditor is pretty awesome
Morlark: tech tree pipe fixes in TechTree.lua
Pazyryk: code to save data
Pouakai & sukritact: Broadway, Leshan Giant Buddha, Empire State Building, Terracotta Army, Sagrada Familia and Grand Canal wonders (changed all effects)
SamBC: the GIMP icon template
Sneaks: Metéora, Registan, Itaipu Dam and Global Seed Vault icons & splash
Thalassicus: puppet state nerf from Vanilla Enhanced, invisible buildings, railyard, national wonder percentage requirements (partly), ranged promotion conversion
Valkrionn: used his workshop improvement as he already did most I wanted it to be!

This mod can be played standalone, or combined with additions Fill The Map and Play The World. Enjoy!
 

Attachments

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Part II: Fill The Map

I included 16 new civilizations in all: 4 not seen before in Civ5 (as far as I know), 5 non-DLC versions, 6 more which are adapted from ones out there (check Credits at the bottom of this post!), plus Congo by Cyon (with different UA). For many of these, changes were thorough and little more than the original city list and civilopedia entries may remain.
In addition 9 vanilla civs get additions or workovers, to give traits more uniqueness, fit the earth map better or just add flavor. Some civs have more than 2 UB/UU. I wanted to somehow "hide" effects of number 3 in the trait; but game constraints prevent this.

As bonus, a bunch of new City States are included as well.

Also included are 3 maps I edited to accommodate the new civs: of Europe (by Hrimfar), Africa (from Shiggs' earth) and the world (by smellymummy).

A sketchy overview (or open the image for an ingame look):

Africa
Spoiler :
Carthage
Trait: Mercenary Army = convert land barbarians
UU: African War Elephant, replaces swordsman
UU: Numidian Mercenary, replaces horseman - requires no horse and cheaper to rushbuy
UB: Cothon, replaces harbor

Ethiopia
Trait: Solomonic Dynasty = extra culture building yields, combat bonus near landmark
UB: Stele, replaces monument - +1 engineer point
UB: Monolithic Church, replaces cathedral

Moors
Trait: Almoravid Jihad = Persia's vanilla trait
UU: Berber Cavalry, replaces knight
UB: Madrasa, replaces university

Nri-Igbo
Trait: Ikenga Cult = +1 food in all cities, -20% rushbuy costs before and -10% after economics
UU: Mburichi, replaces missionary
UB: Bronze Caster, replaces jeweler

Songhai
Trait: Isa Ber = +1 gold on tiles with 3+ gold, faster movement along rivers

Zulu
Trait: Ibutho Lempi = gains Golden Age points for the empire from each non-barbarian unit killed, melee units ignore terrain costs
UU: Impi, replaces spearman
UB: Ikhanda, replaces barracks

Americas
Spoiler :
Mississippians
Trait: Chiefly Warfare Cult = units gain promotions 25% faster
UU: Eagle Dancer, replaces missionary - heals units
UB: Chunkey Yard, replaces circus
UB: Mound, replaces acropolis

Inca
Trait: Children of the Sun = -33% improvement maintenance, -20% army maintenance
UU: Slinger, replaces archer
UB: Megalith Quarry, replaces stone works
UB: Terraces, replaces qanat

America
Trait: extra half price Pioneers, which can found on the same continent

Asia/Oceania
Spoiler :
Japan
UB: Dojo, replaces armory - culture from iron and horse

Korea
Trait: Scholars of the Jade Hall = pretty much the same as the DLC
UU: Hwacha, replaces trebuchet
UB: Seowon, replaces university - +15% production of diplomatic units

Mongolia
Trait: gains science for the empire from each city captured, all mounted units have +1 movement
UB: Örtöö, replaces stable - bonus gold

Polynesians
Trait: Masters of the Sea = embarked units gain +2 movement, +1 production from fishing boats, science buildings provide bonus on water instead of per population
UB: Maori Warrior, replaces warrior
UU: Moai, replaces monument - +1 production from atoll
UU: Multihulled Canoe, replaces work boat - can enter ocean from the start

Tibet
Trait: Roof of the World = fast hills movements, no improvement maintenance in hills, pasture +2 food
UU: Bhikkhu, replaces missionary - can construct the chorten tile improvement
UB: Buddhist Monastery, replaces monastery - requires mountain instead of resources

Europe
Spoiler :

Austria
Trait: Habsburg Heritage = 25% extra GPP
UU: Grenadier, replaces rifleman - the unit graphics exist, would be a shame not to use it
UB: Concert Hall, replaces theatre

England
Trait:-33% maintenance for naval units, 50% sea barbarian conversion chance, double natural wonder yield

Germany
Trait = melee and gunpowder units gain +15% combat strength when attacking, +1 production from engineer specialists and +2 production from the manufactory tile improvement

Greece
UB: Gymnasium, replaces public baths - +1 scientist point, culture; doesn't require aqueduct
Companion Cavalry loses general spawn bonus.

Poland
Trait: Golden Liberty = -20% unhappiness from population
UU: Hussar, replaces light cavalry
UU: Uhlan, replaces lancer
UB: Stud Farm, replaces stable

Spain
Trait: Treasure Fleet = +10% gold in cities, double harbor bonus for gold, silver, gems, pearls and 5x natural wonder first finder award (being the same amount as the DLC)
UU: Conquistador, replaces explorer
UU: Tercio, replaces musketman

Vikings
Trait: Viking Raids = 3x pillage gold, no movement cost for pillage, embarked can defend
UU: Housecarl, replaces pikeman
UU: Great Navigator, replaces great merchant
UU: Berserker

Middle East
Spoiler :

Khazaria
Trait: Pax Khazarica = +33% trade route gold in cities, +3 culture for annexed cities
UU: Tarkhan, replaces knight - faster general spawn rate
UB: Synagogue, replaces cathedral

Ottomans
Trait: Sublime Porte = capital gains +25% production when constructing buildings and +1 culture for every 2 citizens
UB: Hamam, replaces public baths
Sipahi deleted, promotion bonuses and graphics used elsewhere.

Persia
Trait = adopting new policies requires 10% less culture, puppet cities +1 happiness and +2 gold
UB: Caravanserai, replaces cloth hall - +1 merchant point, science
UB: Satrap's Court, replaces viceroy's court - runs a puppet state (automatically assigned)

Credits
Spoiler :
Hukkak:
- For Ethiopia, Korea, Spain and Zulu; I started from Hukkak's versions. They have been heavily edited
afterwards with new traits, buildings and art.
- Other civs for which I had no icon, I used one from Hukkak.
molnutz: base Carthaginian and Viking civilizations
Nefliqus: slinger graphics, Poland icon
Optik: base Inca civilization
zjb: base Polish civilization, including hussar graphics
Deliverator: housecarl, impi and conquistador musketman unit graphics
bernie14: Austrian grenadier graphics
D712 & TomPravetz: Austria idea and city list
Pouakai: Polynesian city list
Kael: battle fury trait


Part III: Play The World

The original map was made by Rhye for Civ4, initial processing for Civ5 was done by ecv. I further enhanced it. I made 2 versions, both on the same map:
  • Ancient: most similar to Terra Nostra; empty new world
  • Discovery: populated new world, old world civ selection more medieval-based
In addition each of these has a "quick combat" variant. I included the Maya and Mapuche by Optik in this pack.

The image below shows the vanilla civs and those from FTM:
 

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Glad to be seeing you modding again Moriboe! Loved Bmf, looking forward to playing your new one, small problem though: when i download and make civ install it, turns out an empty folder and nothing (of course) in the modding browser. An issue with my rig, or common issue?
 
Sorted it by unzipping the file with 7zip. Odd buggy thing though, i guess it has something to do with the mod browser decompressing utility? Anyway, off to play a game :)
 
Seems like this will end up being similar to Project Phoenix.
Ow. Maybe I should have informed myself and joined. But this got into my head and once there, it can only get out again into a mod. I didn't expect this when I left months ago. Anyway, Project Phoenix will at the least stand out with great graphics :D

@The Godjester: Thanks for the compliment :) I hope you will enjoy this as well and look forward to (any) feedback!


I updated the second post a bit.
 
Nah, it's fine. You're incorperating the whole BMF and other things, I'm just using BMF as a framework. They will be different enough I reckon, this ought be pretty awesome. Do you want me to send you some previews of Project Phoenix, since you're essentially an author?
 
At the current rate, part II (civs) will be done the coming weekend. The basic map the weekend after that I think, because I will be getting a real job.

Attached is a little preview.
 

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Loooooooooooool,rofl,lmao... O-kay you did go somewhat far with that staement. Shiezer.
 
C'mon just look at him, you can practically hear him say it!

It's a bit lame, but so was Caesar's salad joke in Civ4 and that cracked me up :)
 
Part II is in alpha, meaning I just have to add more text, and I'll be checking them all for correct functioning.

I updated posts 1 & 2 with images of the complete tech tree and the civilization selection screen(s) respectively. You may recognize some art; credits will be added shortly.
 
No, definitely not a definite "no"! Probably a "yes" even, just organizing the interior of my head first. And working hard on this of course.
 
Done, including the map. Download links in posts #1-3. It is recommended to reinstall part 1 as well if you already installed it before now.

Eagerly awaiting feedback! :help:
 
It doesn't really work.. more or less fails to reconize the mods as installed after installing. Also generates empty folders.

I was wondering, until that issue is fixed, could you upload the maps in a non-mod version? I'd love to take a look at them. How different are they from Terra Nostra, resource-wise?
 
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