Civilizations Reborn

The leader added one less. I found it in the andes, the Inca were also weak against the chimu and Tiwanaku.In North America, the mississippians' UP led to technology that would soon lead to floating gardens before the aztecs. QQ图片20200430025334.png
 
Hey @1SDAN, have you started working on the Olmecs and the Muisca? I've been thinking I'd like to implement my ideas myself. I'd do it by branching from your mod, since I haven't kept my own mod up to date (and it's probably not played by anyone anyway).
 
Hey @1SDAN, have you started working on the Olmecs and the Muisca? I've been thinking I'd like to implement my ideas myself. I'd do it by branching from your mod, since I haven't kept my own mod up to date (and it's probably not played by anyone anyway).
They are next on my list of mods to include, but I haven't actually started making them yet. Feel free to make them for me :P
 
So far the Inuit are a fun and calm game. Not a lot of threats except grizzlies for the first millienium (can we add a polar variety +1 strength lol?). I'm guessing I might start to see some Dog soldiers approaching my Southern Quebec settlement in a couple centuries.

The settle UHV is a much more challenging puzzle than I thought it would be. Most likely achievable but I wasn't really prioritizing it. Apparently I fulfilled work more ocean, coast and lake tiles than any other civ without realising it. I wonder when that happened. Because there is no time requirement theoretically it could happen very quickly. I'm only at 9 of 25 resources for UHV2, you have to expand quite a bit south to fulfill it it seems or into none historic lands in Siberia perhaps.

Dual core on Siberia and Alaska is an interesting choice. I thought it would be more of a problem on the Asia side but even actively exploring Siberia with a scout I only met two Asian civs and only had prolonged contact with Korea which ultimately didn't matter much.

The biggest threat to stability I've encountered is economic. Pretty hard to manage so many cities with very few economic ties and the low research/production rate means that commerce doesn't develop pretty much at all, which is realistic. Playing on the easiest mode it's 1450 and I still haven't even researched currency.

Overall, pretty damn good. Of course I wish the model for dog-sled had actual dogs but that is obviously challenging. Also, if I was going to suggest an addition that would make it feel more authentic it would be a second UU, umiak (requires fur). It would replace the galley but maybe cheaper OR doubles as whale boat (like Polynesia Waka) giving early access to whale for Inuit. I think a second UU is worthwhile as strictly speaking the Inuit are an extremely long game.

EDIT: Also, small bug. We've got a TXT_KEY situation for the Thule era.

EDIT EDIT: Maybe there should be more Arctic based events/disasters to affect what little infrastructure/buildings you manage to build. My understanding is that their entire religious belief was based on a fear of the truly brutal environment around them.
 
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There we have it, the historic questions answered. The Mississippians collapsed because they cut down all their trees. All but the Southernmost Natchez who lasted into hte 19th C.

Perhaps some mechanism by which forests come back upon settlement? That would be historically accurate if you believe the theory that one of the reasons Europeans encountered such boundless nature and wildlife in the New World was because of the massive collapse of pre-Columbian societies that preceded significant European settlement. Also, no ruins?

Spoiler :

mississippi.png

 
They are next on my list of mods to include, but I haven't actually started making them yet. Feel free to make them for me :p
Okay, I'll do the Olmecs. Feel free to share any other ideas about them. Feel free also to work on the Muisca, I'm less enthusiastic about them.
So far the Inuit are a fun and calm game. Not a lot of threats except grizzlies for the first millienium (can we add a polar variety +1 strength lol?). I'm guessing I might start to see some Dog soldiers approaching my Southern Quebec settlement in a couple centuries.

The settle UHV is a much more challenging puzzle than I thought it would be. Most likely achievable but I wasn't really prioritizing it. Apparently I fulfilled work more ocean, coast and lake tiles than any other civ without realising it. I wonder when that happened. Because there is no time requirement theoretically it could happen very quickly. I'm only at 9 of 25 resources for UHV2, you have to expand quite a bit south to fulfill it it seems or into none historic lands in Siberia perhaps.

Dual core on Siberia and Alaska is an interesting choice. I thought it would be more of a problem on the Asia side but even actively exploring Siberia with a scout I only met two Asian civs and only had prolonged contact with Korea which ultimately didn't matter much.

The biggest threat to stability I've encountered is economic. Pretty hard to manage so many cities with very few economic ties and the low research/production rate means that commerce doesn't develop pretty much at all, which is realistic. Playing on the easiest mode it's 1450 and I still haven't even researched currency.

Overall, pretty damn good. Of course I wish the model for dog-sled had actual dogs but that is obviously challenging. Also, if I was going to suggest an addition that would make it feel more authentic it would be a second UU, umiak (requires fur). It would replace the galley but maybe cheaper OR doubles as whale boat (like Polynesia Waka) giving early access to whale for Inuit. I think a second UU is worthwhile as strictly speaking the Inuit are an extremely long game.

EDIT: Also, small bug. We've got a TXT_KEY situation for the Thule era.

EDIT EDIT: Maybe there should be more Arctic based events/disasters to affect what little infrastructure/buildings you manage to build. My understanding is that their entire religious belief was based on a fear of the truly brutal environment around them.
I also tried the Inuit and they're a really interesting, unique civ!

The settling UHV is very challenging, though the main challenge seems to be to avoid your dog sleds to be killed by animals on their way east. Is that intended? I don't think there's enough time to use military units to protect them; they're too slow.

Speaking of animals, the Inuit might be the only civ for which wild animals are a relevant threat. I saw bears, wolves and lions—the latter is inappropriate for North America, of course. Also, wouldn't it be awesome if some of those bears were polar bears?

The regions of Quebec that border Hudson's Bay should be considered Nunavik, not Kivalliq.

The fact that the Bering Strait is made of ocean tiles means your initial two cities are not connected, and you can't send ships and units from Siberia to North America, which means one of your two initial cities is essentially useless for the UHV and other purposes. Until, presumably, cultural borders expand enough, but that takes a long time. I think the ocean tiles were an artificial way to separate the continents and it would make sense to turn some of them into coast.

I also think a naval 2nd UU to replace the galley would be fun and more thematic.
 
The settling UHV is very challenging, though the main challenge seems to be to avoid your dog sleds to be killed by animals on their way east. Is that intended? I don't think there's enough time to use military units to protect them; they're too slow.
Yes, I found that was a problem too. I think the best bet is to send the settlers with scouts. Scouts are slower because they don't ignore terrain costs but I think they might be slightly faster than regular military units + 100% against animals.

The fact that the Bering Strait is made of ocean tiles means your initial two cities are not connected, and you can't send ships and units from Siberia to North America, which means one of your two initial cities is essentially useless for the UHV and other purposes. Until, presumably, cultural borders expand enough, but that takes a long time. I think the ocean tiles were an artificial way to separate the continents and it would make sense to turn some of them into coast.
Yeah, I think mine only connected culturally after the UHV1 deadline so it wasn't very useful beyond improving expansion stability. I think the "barrier" between Asia and North America should move Southwest and be sea ice or cape if we're going to keep a core city in Siberia.
 
New Update:

Improvements and Cities become Forests and Huts upon Mississippian collapse, respectively
Fixed Quadruple Persia and Mississippi collapses
Fixed missing Red Horn Enum
Fixed Inuit Thule TXT_KEY error

On the topic of the Bering Strait, not being able to cross it in time is indeed intended. While I wanted the Inuit to start with 2 settlers to represent their historic origins, I also wanted to focus on their presence in the New World and limit the utility of their old world holdings. In my testing, I found and content that Olyk is useful for stability and research, but little else.

Bears are indeed intended as a threat, I added a scripted spawn in Barbs.py. I even made animals able to enter player territory in Canada, Alaska, and Siberia. Lions... less so. I think it has something to do with how their spawns are handled or something.

If anyone has a Polar Bear texture, I'll happily include them in the Canadian/Alaskan/Siberian barb spawn.
 
New Update:

Improvements and Cities become Forests and Huts upon Mississippian collapse, respectively
Fixed Quadruple Persia and Mississippi collapses
Fixed missing Red Horn Enum
Fixed Inuit Thule TXT_KEY error

On the topic of the Bering Strait, not being able to cross it in time is indeed intended. While I wanted the Inuit to start with 2 settlers to represent their historic origins, I also wanted to focus on their presence in the New World and limit the utility of their old world holdings. In my testing, I found and content that Olyk is useful for stability and research, but little else.

Bears are indeed intended as a threat, I added a scripted spawn in Barbs.py. I even made animals able to enter player territory in Canada, Alaska, and Siberia. Lions... less so. I think it has something to do with how their spawns are handled or something.

If anyone has a Polar Bear texture, I'll happily include them in the Canadian/Alaskan/Siberian barb spawn.
Very quick update! For the record, I've only seen bears the entire time so not sure why others are seeing lions and wolves, though wolves are reasonable.
 
Very quick update! For the record, I've only seen bears the entire time so not sure why others are seeing lions and wolves, though wolves are reasonable.
Animals seem to have a random chance to spawn on certain types of features, so there's a chance you might see a lost Lion.
 
If anyone has a Polar Bear texture, I'll happily include them in the Canadian/Alaskan/Siberian barb spawn.
Unless you went out of your way to uninstall "official" mods that came with Beyond the Sword, you should have one in your very own Mods folder already, as Age of Ice uses them.

Try checking Beyond the Sword\Mods\FfH Age of Ice\Assets\art\Units\Fall from Heaven\Polar Bear.

For your convenience, here's the relevant entry in Beyond the Sword\Mods\FfH Age of Ice\Assets\xml\art\CIV4ArtDefines_Unit.xml:

Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_POLAR_BEAR</Type>
            <Button>Art/Interface/Buttons/Units/Bear.dds</Button>
            <fScale>0.6</fScale>
            <fInterfaceScale>1.0</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Fall from Heaven/Polar Bear/Bear.nif</NIF>
            <KFM>Art/Units/Bear/Bear.kfm</KFM>
            <SHADERNIF>Art/Units/Fall from Heaven/Polar Bear/Bear_FX.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/BearShadow.nif</ShadowNIF>
                <ShadowAttachNode>LionBip Spine</ShadowAttachNode>
                <fShadowScale>.6</fShadowScale>
            </ShadowDef>
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bActAsRanged>0</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
 
Unless you went out of your way to uninstall "official" mods that came with Beyond the Sword, you should have one in your very own Mods folder already, as Age of Ice uses them.

Try checking Beyond the Sword\Mods\FfH Age of Ice\Assets\art\Units\Fall from Heaven\Polar Bear.

For your convenience, here's the relevant entry in Beyond the Sword\Mods\FfH Age of Ice\Assets\xml\art\CIV4ArtDefines_Unit.xml:

Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_POLAR_BEAR</Type>
            <Button>Art/Interface/Buttons/Units/Bear.dds</Button>
            <fScale>0.6</fScale>
            <fInterfaceScale>1.0</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Fall from Heaven/Polar Bear/Bear.nif</NIF>
            <KFM>Art/Units/Bear/Bear.kfm</KFM>
            <SHADERNIF>Art/Units/Fall from Heaven/Polar Bear/Bear_FX.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/BearShadow.nif</ShadowNIF>
                <ShadowAttachNode>LionBip Spine</ShadowAttachNode>
                <fShadowScale>.6</fShadowScale>
            </ShadowDef>
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bActAsRanged>0</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
That's... not inaccurate. When I moved my files from my desktop to my laptop a few years back, I deleted all the mods except DoC... I'll see what I can do.
 
That's... not inaccurate. When I moved my files from my desktop to my laptop a few years back, I deleted all the mods except DoC... I'll see what I can do.
I don't suppose it would be as simple as one of us sending you the files cause I've definitely still got it.
 
Sent you a message, as the files couldn't be uploaded here. let me know if that works.
Have you tried packing the folder into a .rar or .zip archive?
 
I feel like there won't be much enthusiasm for this being that they would be a relatively short-lived and extremely isolated game and the Maori were never unified politically before European colonization but I thought I'd give it a shot. Similar to Hopewell, Inuit and several other civs that have been implemented a lot of gaps to fill in information.

New Civ (Suggestion): Maori

Leader: ???
Birth: 1325-1350AD at ??? (Not sure I can't find what is the probable first area of settlement even whether it was North/South island)

UP: The Power of Haka: Military units garrisoned in settlement provide X Culture
(Maori warfare was full of culture and ritual and a brief search of Maori weaponry reveals extremely ornate weapons were used which is... much cultural. Will help with UHV3)

UU: Maori Warrior - Available at ??? Replaces swordsman. No maintenance cost.
(Maori warfare was almost entirely hand-to-hand combat with melee weapons. Not projectile weapons. All young men trained from a young age for warfare, hence no maintenance as it is just built into the social fabric, no maintenance will help with UHV2)
UB: Pa - Replaces Castle. Available at ???. + X Food.
(Pa were Hillforts that also served to protect food and land resources + food could help with UHV1 for building settlers and UHV2 with the right civics but possible Maori won't unlock tributaries)


UHV1: Hillfort Builders - Build 4 settlements and 3 Pa by 1500AD (values negotiable but considering limited space...)
1500AD was the beginning of the Classic period where Warrior Culture began to take precedence over a much more pacifist society. I suggest 4 settlements because I think 3 is the maximum allowed on NZ proper but in 1500AD a group migrated from NZ to the Chatham Islands east of NZ establishing a specifically pacifist society (that would be Number 4).

UHV2: [??? NAME] - Have the largest army in Oceania (including Indonesia/Philippines) by 1650AD
1650AD is around the time that Europeans made contact. But mostly just chose this date because it seems an appropriate amount of time to complete this goal, could be sooner could be later, I don't know.

UHV3: Warrior Culture - Have X culture upon contact by European civilization.
See UP for explanation on warfare and culture re: Maori.

(Religion: Atua/Atua Shrine)

Alternative UHV: (in case the others suck) Treaty of Waitangi - Sign a defensive pact with a European civilization by 1840AD (?and send troops to fight in a European War by 1940?)
While the Treaty of Waitangi was not strictly speaking a defensive pact, to me this represents the relatively amicable development of relations and partnership between Maori and Britain. Aside from a few incidents and feuds Maori engaged in trade/diplomacy fairly willingly with the colonizers despite their strong warrior culture and many went on to be important fighters in Gallipoli, WWI and WWII. Obviously this UHV would preclude the addition of modern New Zealand as a civ. But I think Maori would be more interesting anyway.


As for tech requirements I'm leaving those as question marks because I'm not sure what techs Maori should have.

For all the question marks I was pretty sure there was a kiwi on this forum? Any insights?
 
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Precolombian Update Parts 4 and 5.

I was planning for these to be separate updates, but I ended up implementing both of their languages as a single joint language so that the Mississippians don't have a bunch of cities that their UHV requires that their language doesn't have a name for.

New Civ: Mississippi
Leader: Red Horn
Birth: 100 BC at Erie - 1N of Washington.
UP: The Power of Mshi-Ziibi - Extra Commerce along Rivers
UU: Falcon Dancer - Replaces Militia. 3 Strength. +50% Plains Strength.
UB: Effigy Mound - Replaces Park. Available at Leverage. Halved Cost. No Max Latitude.
UHV1: Hopewell Exchange - Control all tiles along the Mississippi River, Ohio River, and Great Lakes by 500 AD
UHV2: Fort Ancient Culture - Build the Serpent Mound and 7 Effigy Mounds by 1070 AD
UHV3: Northern Metropolis - Build a palace and settle 2 great merchants in Cahokia by 1400 AD
Pagan Religion: Midewiwin
Temple: Midewigaan
UPV: Acquire 4 Corn Resources and construct 20 Farms

New Civ: Inuit
Leader: Aua
Birth: 200 BC at Naparyaarmiut (Western Alaska) and Olyk (Eastern Siberia)
UP: The Power of Inuksuk - Trade routes do not require roads. Extra Commerce on coastal city tiles.
UU : Dog Sled - Replaces Settler. Cannot enter Grassland, Plains, Desert, Marsh. Can settle on Ice along coast. Ignores terrain penalties.
UB: Igloo - Replaces Granary. +1 Food, Production on Ice, Tundra.
UHV1: The Dorset - Settle Kivalliq, Kalaallit Nunaat, Qikiqtaaluk, and Nunavik by 900 AD
UHV2: Bounty of the North - Acquire 25 Resources
UHV3: Bladder Festival - Control and work more Ocean, Coast, and Lake tiles than any other civilization
Pagan Religion: Angakkuq
Temple: Qargi
UPV: Acquire and work 3 Crab, Whale, and Fish Resources

Added Native North American Unit and City Artstyle types
New Wonder: Serpent Mound - +1 Merchant Slot from Parks.
New Celtic UP: Additional Culture in new cities. +1 Food on Forests with Chiefdom.
European pigs don't appear until after the scripted Roman v Celtia conquerors event or the collapse/conquest/vassalization of Celtia, whichever comes first
Fixed Mongol conquerors events not occuring. Including the Mughals and Arabia, which are implemented but broken in DoC.
Reimplemented the Wari UP. It's now faster and does not desync.
Fixed various Python Errors.
Disabled Carthaginian respawn as Tunisia until I better understand the respawn mechanics.
It's finally possible for the Scandinavians to control Greenland! Albeit it requires them to conquer it from the Inuit, but they can now control their full extent!
Tweaked the Canadian city control UHV to count Vassals as well.
Fixed misaligned Modifiers (hopefully?)
Added missing UHV Area Names
I don't think that the civs need to be added in order of the spawn year. I have added Armenia in my own mod and put its modifiers after Israel, the game could run normally.
A bug happens when I played as Hopewell. When I move capital to Cahokia and set 6 Great Merchants here, the UHV3 still show as uncompleted.
QQ图片20200502193848.png QQ图片20200502193425.png
 
Achieved a Celtic victory today!
Spoiler :
20200502121336_1.jpg

I wasn't too sure about the idea of giving Chiefdom +1 :food: on forests, but after playing with it, I think it's great. Really helps in growing your cities quickly and, more importantly, helps you to train settlers/workers even faster. In fact, with all of this extra :food: in the hands of the Celts, I think you could probably afford to either expand the settling goal, or set the deadline earlier, if you wanted to go in either of those directions. (It was the easiest of the three goals IMO, and though I did play on Marathon, I don't think that affected things too much)

The culture goal requires you to collapse the Greeks, as they can very much outcompete you in culture, especially if Alexander gets his army out across Egypt/Babylon/etc.

I still think the Celtic pagan goal ought to be changed, as I achieved another religious victory, but just ignored it and pressed on towards the historical goals.

One more thing, I noticed some deer out in the middle of the ocean, and I don't believe that is there in base DoC...
Spoiler Deer :

20200502120741_1.jpg
 
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