Tomatekh's New Civilizations

Okay, so you might have noticed a bunch of updates followed by a bunch more updates recently.

Basically, I was updating my mods so that the lua will only load if the civ is in the game, about half way through that I decided to do some balance tweaks, about half way through that I decided to go back and add support for sukritact's upcoming decisions mod, about half way through that I realized I accidentally broke the mods I added decisions too because it was my first time doing it, about half way through fixing that I decided to go back and add support for the Ethnic Units mod.

So it was a mixture of needed updates, poor planning on my part, and fulfilling requests for compatibility for the more popular mods.

Anyway, all my BNW mods except Harappa have been updated (Harappa is waiting on a larger update which will change its abilities).

-All my BNW civ mods now support sukritact's upcoming decisions mod as well as the ethnic units mod.
-All my BNW civ mods now only load most of their lua if the civ is actually in the game to use it.
-About four of my civs got new music better fitting into the style of the game (Benin, Sioux, I forget the rest), and/or had parts of their existing music adjusted (lengths cut, volume adjusted, better fading).
-The Sumer mod now replaces the Ur city-state with Liyan instead of Brunei.
-The Mali UB no longer has a terrain requirement
-The Hittite UU now only has a 25% bonus vs Melee, but the UB now gets a +15% bonus to melee production instead of +10%
-The Benin UU flanking bonus has been lowered
-The Kongo UU now has the same bonus vs Mounted as a normal Pikeman (used to only get +25%)
-The Timurid UA now only gives +1 to Palace yields after the first capture instead of doubling the yields
-The Kievan Rus' UB technically no longer gives a We Love the King Day after choosing a social policy. I didn't like how this would trigger a new resource request in all cities after it was done, so the UB now gives a growth bonus separate from the WLTKD mechanic (although I've kept the civlopedia description the same for the thematics of how it was previously implemented). I also buffed the growth bonus as I noticed PlayerAdoptPolicy doesn't fire when opening a new tree (only when selecting a policy in the tree).
-A bunch of general fixes and typos in the files I didn't notice the first time around.

Let me know if I accidentally broke anything with the mods. For various reasons, all the current versions will not work with old saves, so don't update until you want to start a new game with the civ. (Direct download links to old versions can be found on the civs steam workshop page).

In terms of my civ mods, next will be the Harappa update, before getting back to working on Caral, and then other stuff.
 
Thanks for the great updates! Especially for the Into the West OST ones :).
 
I love these civs, great work. One suggestion I would make however, is that the Timurid map is really hard to look it if you can read Arabic, as that font has essentially just chosen random Arabic characters that resemble Latin ones. For example, Mecca reads Skcch.
 
I love these civs, great work. One suggestion I would make however, is that the Timurid map is really hard to look it if you can read Arabic, as that font has essentially just chosen random Arabic characters that resemble Latin ones. For example, Mecca reads Skcch.

A few of my older maps are actually due to be remade for a various reasons (bad fonts, bad colors, just being ugly). I know I can do a much better job on them now, it's just lower on my list of things to do at the moment. It'll get done eventually, though.
 
No problem, its obviously not a burning issue, just thought you might want to be aware.
 
My game is in Russian, and usually it not translating the names of modded civilizations i download, but when i downloaded kievan rus, it translated the city names, the civ's name, the name of the leader and the name of the unique ability(but not the unique ability itself) any idea why?
Besides, Sumer is great!
 
I've played a few games with this mod and unfortunately, I don't think it's viable at the level I play (Immortal/Deity).

I was interested to see if the early caravan might prove game-breaking for the huge science, but the lack of a scout means unless you play without any rough terrain and can 'scout' with a warrior, you're at too much of a disadvantage.

The cart idea is a good concept, a kind of portable Kilimanjaro sort of thing, but it's far too vulnerable to barbs on the higher levels, as is the very early caravan.
 
Sumer is great warmongering civ!
 
Do you pretend to create an Akkadian Empire under Sargon I Sometime? It would be an interesting addition to your civ pool, next to Sumer, Hittites, Harappa, ... which are great civs by the way :)

Im asking this to you because from the great modders of thic community you make the best pre-classical civilizations (no offense to others), therfore, I think Sargon should "live" in this thread. Just an oppinion.
 
I've played a few games with this mod and unfortunately, I don't think it's viable at the level I play (Immortal/Deity).

Harappa is being revamped in a future update (I just need to find the time to do it).

Sumer is great warmongering civ!

I'm actually quite happy with the design for Sumer, particularly its UA. On paper, just starting with 1-2 extra population might not seem like much, or that its a bonus that quickly obsoletes, but I think it works out really well to give a nice science/production head-start and then levels off to prevent it from being broken. It's a simple but effective ability.

That was part of the main design of the civ; it was meant to be a head-start civ to play on Sumer being (one of) the first civilizations. So you started with extra population, and the unit started with extra experience, (and the building used to come earlier in the tech tree - it no longer does that but the specialist stuff still has some synergy with bonus population so its okay). Giving you a slightly better position than everyone else at the start of the game that you can leverage.

Do you pretend to create an Akkadian Empire under Sargon I Sometime? It would be an interesting addition to your civ pool, next to Sumer, Hittites, Harappa, ... which are great civs by the way :)

I was actually going to create Akkad before I ultimately decided to make Sumer instead (which is why Sumer still uses Akkad for its XML names). The truth is, although I do want Akkad in the game, I don't have much interest in making them at the moment. Maybe that will change in the future. The only ancient Mesopotamian civ that I really would have interest in making is Elam, but I might not get around to them (although I'm sure someone else will eventually or I'll work with someone).



And just a general update. I haven't done much progress on Caral as I'm working on a bunch of updates for my Historical Religions mods at the moment.
 
do you pretend to create an akkadian empire under sargon i sometime? It would be an interesting addition to your civ pool, next to sumer, hittites, harappa, ... Which are great civs by the way :)

im asking this to you because from the great modders of thic community you make the best pre-classical civilizations (no offense to others), therfore, i think sargon should "live" in this thread. Just an oppinion.

no! I refuse!
 
"Wow Tom posted in his thread, could it be he is doing a silent release?!"

Well, I was mostly working on my religion mods before, but now that I've released those updates I'm back to working on my civ mods. (Although, I'm actually still working on some more religion denomination packs).

So, I'm working on Caral again, and I'm going to see if I can get the Harappa update I've been holding off forever back on track.
 
So, an actual question, anyone that uses my mods in their games (particularly Sumer) notice a crash in the Renaissance era? Someone was reporting as such in the Sumer workshop page comments.

He insists he's not using any non GK/BNW civs, so its not the usual spy name Renaissance crash, and that its my civ causing it. (He said he was also using some of JFD's civs and Sukritact's Khmer, if one of you guys know anything).
 
Is it a crash or a soft freeze? can you load the game after the crash or does it crash on same turn?
 
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