the vanilla game decides at random which unique to show in the DOM screen

The game does prioritize displaying units over other types of unique component. One workaround that I know other mods have used (e.g. CL's Boers and Malaysia) is to create a "dummy unit" with the same name and icon as your building; if this dummy unit is inserted immediately after your normal UU, everything should appear as desired.
 
Hey so I was wondering if you'll make the civs compatible with Enginseer's Events Development mod as well?

Samnites already have their event support. For the others, at the moment I have not much time to devise events for them, so for now it's more a no than a yes.

The game does prioritize displaying units over other types of unique component. One workaround that I know other mods have used (e.g. CL's Boers and Malaysia) is to create a "dummy unit" with the same name and icon as your building; if this dummy unit is inserted immediately after your normal UU, everything should appear as desired.

If it's just a graphic glitch that doesn't alter gameplay or breaks anything then I'll lazily leave it be.
 
After a 6-month break from modding I resumed working on my projects so now I am glad to present my latest release.


The mod cannot be considered fully complete and polished but the main features have been tested and should work without problems.
Feedbacks are appreciated.

And above all, thanks a ton to @Danmacsch for allowing me to use the beautiful leader art and map (edit) made by TarcisioCM/Tarmont.

Spoiler To do list :
- Events & Decision support (if I don't drop it altogether)
- 3rd and 4th components for Vox Populi
 
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[party]Welcome back !
Thanks :D

Spoiler Next projects (I will probably start working seriously on them in late May/June) :
I will give priority to those I already have leader art and a reasonable design available.



And...



I originally planned that one to release a month ago for International Women's Day but then too busy with work to even play any game. Not convinced much from the icon symbol and color combination though.
When i devised it I wanted to make a mini-pack of two Amazon mods, one according to the Greek myth (that one) and another more historically correct (the Sarmatians), but even if I have the design for the second one I am too lazy to attempt any leader art of it so I dropped it.
 
May I suggest a patch for the 3rd and 4th components rather than an unnecessary integration ?

You mean to just add them via another mod ?

Btw I added the steam link.
 
You mean to just add them via another mod ?

Btw I added the steam link.

Yep, that's what I mean. The goal would be to avoid an overcharged CivMod with 3/4 components for those who don't play always with "3rd-and-4th-unique-components-for-vp"
It would allow also to to play a civ with 3/4 components without "3rd-and-4th-unique-components-for-vp" !

Now, this is a very personnal request, I think most of people prefer an all-in-one civMod that adapt itself when "3rd-and-4th-unique-components-for-vp" is active.
 
Navajo updated.

Changelog:
- balance: removed food bonus on adjacent desert tiles from Hogan
- cleaning: fixed a typo in the lua code
 
Jarcast's The Etruscans 2.2
BUCCHERO.png
 
Oh no. I deleted something that I shouldn't have deleted.
Thanks for notifying me.
 
I played two games with The Etruscans. One as an opponent and the other as Thyrrenus himself.
Stability and design are great. Here we have a good civMod with features never seen before.
But you know what ? I don't still understand "the Epineion provides a free Trade Hub in the nearest inland City within 10 tiles (if not already existent) creating a unique coastal-inland city pair, whereby each city shares any building constructed in the other city" :blush:

As an opponent The Etruscans was the poorest and the most mistreated civ on the map, with the worst position stranded next Ice and three bloody war fanatics !
As Thyrrenus
I was very wealthy. I can not make further comments because it was a game with advantageous settings where I cheated without shame to test the EAW mod I'm making.

I'm sure it's worth exposing this mod there with extended explanations about this Epineion.
Actually, all your civMods deserve to be more exposed. IMO
Thx
 
Kalbids update!
https://forums.civfanatics.com/resources/jarcasts-the-kalbids.27726/

https://steamcommunity.com/sharedfiles/filedetails/?id=1820757020

Spoiler Changes :
- now UA is compatible with any mod adding new specialists and related great people (e.g. JFDLC)
- adjusted UA on screen notification


The Samnite's music isn't playing.
Thanks for reporting. Samnites are next on the list for an update.

I don't still understand "the Epineion provides a free Trade Hub in the nearest inland City within 10 tiles (if not already existent) creating a unique coastal-inland city pair, whereby each city shares any building constructed in the other city" :blush:

Basically the trade hub is just a visible dummy building that indicates a certain inland city has been paired with a coastal city having an Epineion.
With Vox Populi enabled the Trade Hub also increase the range of land trade routes by 50%.

As an opponent The Etruscans was the poorest and the most mistreated civ on the map, with the worst position stranded next Ice and three bloody war fanatics !
As Thyrrenus I was very wealthy. I can not make further comments because it was a game with advantageous settings where I cheated without shame to test the EAW mod I'm making.
I'm sure it's worth exposing this mod there with extended explanations about this Epineion.
Actually, all your civMods deserve to be more exposed. IMO
Thx

Thanks for the appreciation :D
In my gameplays (Vox Populi King difficulty) I am able to compete with the high ranking AI without much effort (except with Ethiopia that is broken) even if I still get the impression the mod is underpowered in the Vox Populi context.
The ability of the Epineion gives quite a strategical advantage because you have coupled cities constructing 2 buildings at time (each one constructs a building that is given to the other city). When you are at war you can have one coupled city in danger popping units and the other in a safer position constructing buildings (like walls, castles) for both cities.

I did not post the mod yet in the showcase thread because at first I had concern about balance.
The current version has been more satisfying in this sense so I'm going to post it there.
 
Time has come to expand my horizons: pre-colonial Malawi adds to the projects queue taking a legacy from the past (i.e. the design is semi-adapted from Scapegrace).

___________________

Maravi

Leader: Kalonga Muzura ( ca. 1608 - ca. 1650)

UA: Land of Flames
Clearing Forests, Jungles, and Marshes and constructing Mines on resources take half the time and generates a lump sum of Culture.
Gain one free social policy whenever a Technology that reveals a Resource is researched.

UB: Nyau (Temple)
+2 Faith. +1 Culture from any Resources whose yields are directly increased by a specific Building (once per resource) after said Building is built.

UU: Zimba (Musketman)
Weaker (-2) but heals HP upon killing (promotion Cannibalism).
Can clear unimproved Forest and Jungles from 1 tile afar by setting them on fire earning XP in the process (this triggers the UA). Enemy units in those burning tiles receive 15 damage per turn until they move out.
___________________

Feedbacks are appreciated as usual.
 
Glad to announce the release of my first mod in collaboration with another modder. :)

 
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Etruscans updated.
Changelog:
- fixed the unit button, now it's compatible with default UI, and when using EUI or CBP missions.
- better notification when cities are coupled through Epineion.
- fixed broken AI behavior when using Zilath.
- Vox Populi compatibility: now Zilath, in addition to its effects, improves one strategic or luxury resource within city working radius (claiming the tile if in neutral territory).
- other minor fixes
 
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Released the Nawab of Bengal in collaboration with EmeraldRange!



Download | Steam Workshop


Mod Support:
  • JFD Culltural Diversity
  • YNAEMP v.25
  • R.E.D. and Ethnic Units
  • Additional Achievements
  • Historical Religions
  • Unique Cultural Influence
  • Map Labels
  • Civ IV Traits
 
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