Divided Monarchy (Ancient Israel Total Conversion)

sampedestal

Warlord
Joined
Dec 12, 2003
Messages
129
Location
Dinotopia
'Divided Monarchy' is a total-conversion mod that simulates Israel in the Iron Age II, from 920 to 720 BCE. This project is the final assignment for my tutorial for the Jewish and Israel Studies certificate program at Wesleyan University (http://www.wesleyan.edu/jis/).

I have extensively researched background historical and archaeological material for this project. This scenario is meant to be an educational tool, and I encourage you to read the pedia entries or the README.

Included are:
  • 7 new Civs
  • 16 new Minor Civs
  • 11 new Techs
  • 14 new or modified Units
  • 16 new or modified Buildings
  • 13 new or modified Resources
  • Militia!
  • Dynasties!
  • Cultural Influence!
  • Imperial Invasions!
  • 13,000 words of new pedia entries!
  • 10 page bibliography!
  • Many other small changes!

You can find it over on Civ5's mod browser, or here: http://forums.civfanatics.com/downloads.php?do=file&id=16916

It's been a lot of work (and a lot of researching) in making this thing. It's definitely not done yet, and needs some balancing. Please please provide feedback. Post here or PM me about questions (or arguments). And have fun! Learn something new!

Note: To play, choose the map "0 Israel" and make sure the radio button labeled "Load scenario" is green.

New v. 14! Changes are as follows:
Spoiler :

  • All Civs and Minor Civs know each other at the start of the scenario (previously, they met at the end of the first turn) Renamed relevant Lua file from “meetAll.lua” to “EgyptDeclaresWar.lua”
  • New 2D Leaderheads! To see them, go to Options→Video Options and set “Leader Scene Quality” to “Minimum”
  • Deleted “Future Changes” pedia entry
  • Updated “Purpose” pedia entry and mod description to include URL to the Wesleyan Jewish and Israel Studies homepage


Changes for v. 13:
Spoiler :

UNITS
  • Prophets spawn more often
  • Prophets +2 Culture per turn (was +10)
  • Javelin Throwers have a Ranged Strength of 5 (was 2) and can move after attacking
  • Slingers have a Ranged Strength of 5 (was 3)
  • Javelin Thrower and Slinger 3D art has been changed
  • King gives a lot more experience upon defeat
  • Workers can't build Railroads
BUILDINGS
  • Admin. Palace +2 Culture (was +0), +3 Production per turn (was +0), +2 Gold per turn (was +0), no maintenance, and does not remove occupied unhappiness
  • Bazaar +1 Culture (was +0) and +4 Gold per turn (was +0)
  • Temple +5 Culture per turn (was +10), +2 Prophet spawn rate (was +0)
  • Workshop +4 Gold per turn (was +0), +0% Gold per turn (was +15%)
  • Can no longer build Manhattan Project
PEDIA
  • Various entry keys fixed
  • Small change to Admin. Palace entry
  • Edit to Trade Route entry
  • Removed 'Future Changes' Concept
  • README charts updated
GAME
  • AI is more aggressive
  • Egypt does not declare war on Israel at the start of the game
  • Great Generals no longer spawn
  • Fixed a militia bug that counted a Civ's city-state allies when war was declared,
  • causing way too many militia units to spawn
  • Farms and Pastures adjacent to Damascus changed to Towns
  • Dibon gets an Admin. Palace
  • Samaria gets an Acropolis
  • Moab gets a King's Guard unit
  • Trade route modifiers back to normal
ASSYRIAN INVASIONS
  • 2nd invasion removed (was too difficult to counter)
  • Assyria declares war on Hazor and Dan, even if they aren't allied with anyone
CITY-STATE CULTURAL INFLUENCE
  • No longer gain/lose gold by gifting Culture
  • Text on City-State popup matches the amount of influence gained
  • Small gift = 10 influence; medium = 20; large = 50

Changes for v. 12:
Spoiler :

  • Added Bazaar to Jerusalem
  • Fixed weird militia spawning bug
  • Included Damocle's World War X mod to make the AI far more aggressive
 

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I'll take a look at it.
 
Tried to play this, it said I lost as Siam against Washington before I even played a turn.
 
OK, after playing through your scenario, I've got one word:

UNPLAYABLE

You might have invested a lot of time and research ... but sorry, that time was wasted. Why? Well it's no scenario, no game ... it's a slideshow.

There have been 3 scripted wars, that did ... nothing. A few egyptians showed up, a few battles where fought, and then PEACE. Not enough time to be crushed nor to win.
The Assyrians never even showed up in Judah in this game, despite declaring war twice. Apparently the long walk wasn't worth their time.

Of course I could have gone on the offensive ... with 3 units and no real way to build more (I could have build as many as 6 archers ... over the whole game), this wouldn't even have been suizide ... because the other nations where in the same situation.

Improving your country with workers? Forget it. You can build 5-6 workers during the 100 turns (and that's at settler difficulty) ... and as they are used up on an improvement, at +1 ressource per improvement it's not even repaying a tiny part of the cost. Same is true of the buildings. Only the capital was able to build more then one building in 100 turns, but there wouldn't be any chance of armortisation.

Bottom line: whatever you do ... it doesn't pay out to do it. Not war, nor peace. Just sit back, press next turn again and again and again.

Sorry sampedestal, as it is, your scenario is a typical "school book", probably highly accurate, but boring like hell. Improve on it.
 
^^ will take a look. As I said, your scientific work looks interesting, but the game value has to be increased. So let's see how much increase came from the changes. :D
 
Great idea for a mod!
There is one problem though:
When I load it I can't select the map from the list.
When I hover over it with my mouse I get a "fail to load map" message.

Has anyone encountered this before?
 
You may need to click the button "Load Scenario". Alternatively, you should check to make sure your game is patched to the latest release.
I got it a bit wrong, the actual message I got was: "Invalid map file"
I haven't thought of that - I'll update to the latest patch and try again.

Thanks!
 
Hey, I really like this scenario. The primary problem, though, is that without a lot of challenge from other players, it makes you just want to try your best to attack random cities. The scripted wars are appropriate factually in terms of time, but you need to make the AI a little more ruthless. And make more inconsistencies, for the sake of realism. Especially with Egypt. Egypt needs to be given way more power. It should be a legitimate challenge to keep Egypt out. Yet Egypt never even attacked me. It almost attacked a city state, and then left.
 
>Note: To play, choose the map "0 Israel" and make sure the radio button labeled "Load scenario" is green.

Hi, I'm new to civ 5 and can't wait to play your mod. However, it doesn't work. all kingdoms were conquered at turn 0.

Note: I chose the map type "O Ancient Israel"

It's possible this mod is not compatible with the latest civ 5 patch.

Can you update the mod?

Thanks!

moku
 
I've always liked this mod, and am currently working on an update to bring it into line with the current Civ build.

I plan to streamline the mod in order to reduce the file size and to remove some of the UI components that either aren't necessary or cause crash on load.

While I like the author's ideas for CS influence and Prophets, the implementation has some serious drawbacks. So I am also going to rewrite the code for these components to that the AI can better take advantage of them.
 
@FramedArchitect: WOW it's been a long time since I've thought about Divided Monarchy... nice to know that I have a fan! I am ULTRA-curious about the details of why/how you're going to implement all this. Feel free to pm me or (preferably) email me at subalterngames at gmail dot com. (and, also, if for some reason the packaging of the mod makes it tricky to work with assets, I can send you the originals)
 
I've updated the mod which is now compatible with most recent version of CiV.
The mod can now be played with Vanilla or any DLC, including G&K.

Divided Monarchy UPDATED v.1

I have attempted to address suggestions and criticisms made above, but I've also included some changes which I believe add to gameplay. I will provide support and answer questions regarding any of following changes.

Major Changes made for UPDATE:
  • Consolidated db and lua functions to improve load time
  • Consolidated art icons to reduce file size
  • Added a Custom Loading Screen, allowing Civ choice on setup
  • Added strategic and font icons for new resources
  • Added Unique Traits for each playable Civ
  • Added a new Domination victory: Control land %
  • Added a mechanic that grants starting units and buildings based on Difficulty setting
  • Added a mechanic that allows AI to spend culture for friendship with Minors in their sphere of influence
  • Added a mechanic that grants the Empire Technology for Civs that conquer at least three enemy cities.
  • Reduced cost of Units and Buildings for balance
  • Reduced resource requirements for Units and Buildings
  • Changed Worker mechanic: can build up to 3 and no longer die on build
  • Edited Scenario Map to refine game settings, resource placement, and starting power
  • Removed the Priest specialist; Artist specialists renamed "Priest"
  • Empire Invasions now occur on semi-random years and locations
  • Empire Invasions scale with Difficulty setting; player Civs are at permanent war with Empires
  • Prophets are now mortal (live 20-40 Years), and have unique names, as per other GPs
  • Prophet benefits are now persistent between saved games, and correctly removed on death
  • Militia are raised only if an Empire unit enters a player Civ's territory
  • Militia no longer spawn from Cities, but can spawn from any land improvement
  • Militia can only be raised once every 10 years, and are disbanded after 10 years
Thanks again to author for a great mod!
 
Hello

I am looking for the VANILLA version of this MOD

Which one is compatible ?

Could you post both Vanilla and Expansion please ?

Thanks,
Astef
 
Hello

I am looking for the VANILLA version of this MOD

Which one is compatible ?

Could you post both Vanilla and Expansion please ?

Thanks,
Astef

There is only one version of this mod... for base game. Loading the updated version of the mod that I posted above will unload the expansions and you can proceed to game setup from there.
 
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