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First Peoples of North America - *Updated with Sioux and Iroquois* 10 Civs!"

Discussion in 'Civ4 - New Civilizations' started by Wyz_sub10, Jan 5, 2006.

  1. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    First Peoples of North America

    Flag / Border fix, July 6, 2006


    This fix (applied in two files - see below) addresses two problems:

    1. Eliminates "white flag" problem (and adds flags that are closer to the vanilla feel)

    2. Eliminates (hopefully) "border overlap" by using unique colours for the First Peoples civs

    To install, extract Update 1 to Mods\First Peoples\Assets\Art\Interface; extract Update 2 to Mods\First Peoples\Assets\XML

    Version 1.4, May 14, 2006

    - patch 1.61 compatible

    Version 1.3, February 17, 2006

    **Major Update**

    - added Sioux and Iroquois as separate civs
    - added Ohkom Kakit as Leader to Vo'estaneo'o (lost Tashukewitko and Tatanka to Sioux)
    - added Deganawida as Iroquois leader; moved Ayenwatha to Iroquois
    - see below for civ details
    - added tluck4life's re-skin of immortal for Brule Warrior
    - added tluck4life's re-skin of longbowman for Mohawk Warrior
    - former Mohawk Warrior skin stays with Anishnaabek; now called Ogichidaa
    - added new Unit buttons for all UUs - especially proud of War Chief and Dog Soldier :)
    - split city lists for Anishnaabek and Vo'estaneo'o (for new Sioux and Iroquois)
    - added cities for Anishnaabek and Vo'estaneo'o

    Version 1.2, January 20, 2006

    - added re-skin for Code Talker
    - added re-skin for Noseepsk
    - added tluck4life's re-skin of Mohawk Archer
    - fixed a couple of ArtDefines tags

    Version 1.1, January 10, 2006

    *major changes*

    - changed names for Civs to preserve flavour (see below)
    - consolidated all TEXT entries into one file (for combining)
    - edited Code Talker - is now a Marine upgrade with some spy abilities
    - edited Noseepsk - is still a Work Boat but with 1 combat and 2 cargo
    - added new skins for all units, except Noseepsk and Code Talker
    - thanks to Mumim for horse skin for Dog Soldier
    - thanks to Tremo for scout skin for Ayastigi
    - thanks to Tactician Zhao for scout/wolf unit for Qimuksiit
    - Mohawk Archer, War Chief and Ghost Dancer is my lousy work :)

    Version 1.00, January 4, 2006

    This mod is the finished product of several weeks of research and modding. The mod contains eight new civilizations in one pack, each representing a demographic group of North American First Peoples nations.

    Rather than follow the route taken in previous Civ games, where the Sioux and Iroquois were used as representative nations, I decided to add several civs that would cover North America from the Arctic circle to the Gulf of Mexico.

    The history of First Peoples intricate, with complex migration accounting for some unusual blood relationships and geography creating various alliances and divisions. As such, it is almost impossible to align civs based on ancestry and not always practical to do so strictly on shared practices.

    Instead, these civs are based on anthropological divisions created primarily by terrain and resources. These division are generally accepted among experts, although they may sometimes feature sud-divisions.

    What this mod represents is a conceptual look at North American First Peoples' societies. It considers what might have happened had there been unifying forces prior to the arrival of the first Europeans. Had trade and shared knowledged been expanded, might we have seen more complex societies among the nations?

    As with my Civ3 mod for First Peoples, I have chosen to eschew reservation names for cities and have instead decided to use tribes as "cities" for these civs. This is representative of the nomadic nature of many First Peoples culture, and it respects the incredible diversity that existed within geographic regions.

    The Civs:

    new
    Iroquois Empire
    Leaders:
    - Ayenwatha (Phi/Exp - Nation)
    - Deganawida (Org/Cre - Represent)
    Unique Unit: Mohawk Archer (replaces Longbowman)
    Flag: Iroquois Confederacy

    new
    Sioux Empire
    - Tatanka Iyotake (Sitting Bull) (Agg/Spr - Hered)
    - Tashunkewitko (Crazy Horse) (Cre/Spr - Org Rel)
    Unique Unit: Brule Warrior (replaces Knight)
    Flag: United Sioux tribes

    Upaajut Empire (Inuit, Dene, Yupik, Aleut, Chipewyan...)
    Leaders:
    - Thanadelthur (Fin/Spr - Merc)
    - Matonabbee (Org/Ind - Nation)
    Unique Unit: Qimuksiit (replaces Warrior)
    Flag: Nunatsiavut people

    Piliwni Empire (Paiute, Mohave, Costanoan, Hupa...)
    Leaders:
    - Wovoka (Spr/Exp - Org Rel)
    - Ouray (Org/Cre - Rep)
    Unique Unit: Ghost Dancer (replaces Explorer)
    Flag: Ute tribe

    Tillikum Empire (Chinook, Kalapuya, Haida, Bella Coola, Snohomish...)
    Leaders:
    - Comcomly (Ind/Exp - Merc)
    - Skit-ei-get (Fin/Spr - Hered)
    Unique Unit: Noseepsk (replaces Work Boat)
    Flag: Chinook nation

    Vo'estaneo'o Empire (Cree, Blackfoot, Crow, Comanche...)
    Leaders:
    - Louis Riel (Agg/Org - Emancip)
    - Ohkom Kakit (Phi/Org - Emancip)
    Unique Unit: Dog Soldier (replaces Horse Archer)
    Flag: Cheyenne Nation

    Ni-Mii-Pu Empire (Nez Perce, Okanagan, Modoc, Klikitat, Kootenai...)
    Leaders:
    - Hinmaton-yalaktit (Chief Joseph) (Agg/Phi - Emancip)
    - Winema (Ind/Fin - Hered)
    Unique Unit: War Chief (replaces Chariot)
    Flag: Nez Perce tribe

    Aniyonega Empire (Cahokia, Cherokee, Seminole, Lumbee, Pee Dee...)
    Leaders:
    - Sequoya (Ind/Cre - Hered)
    - Osceola (Phi/Spi - Rep)
    Unique Unit: Ayastigi (replaces Warrior)
    Flag: Cherokee nation

    Dinnehih Empire (Apache, Navajo, Hopi, Taos, Waicuri...)
    Leaders:
    - Cochise (Exp/Org - Nation)
    - Goyathlay (Geronimo) (Agg/Spr - Hered)
    - Hastiin Chi'ihanjinni (Manuelito) (Agg/Cre - Rep)
    Unique Unit: Code Talker (replaces spy)
    Flag: Navajo nation

    Anishnaabek Empire (Huron, Ojibwe, Micmac, Beothuk...)
    Leaders:
    - Donnacona (Ind/Cre - Hered)
    - Tecumseh (Agg/Org - Emancip)
    Unique Unit: Ogichidaa (replaces Archer)
    Flag: Sault Ste. Marie Ojibwe


    Notes:

    - actual pictures or paintings for leaders have been used where possible
    - unique units are actually representative of a culture in that group. I tried to take the history very seriously

    To install, unzip to your Mods folder.

    All comments are welcome! Any input is appreciated.

    Frist Peoples 1.4

    If you have problems downloading, drop me an email. The file is about 7MB through email, however.

    wyz2@canadatrack.com
     

    Attached Files:

  2. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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  3. Tunch Khan

    Tunch Khan Chieftain

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    Why did you use the name Woodlands Empire for the Iroquois Confederacy? Did you include other tribes than the original six?
     
  4. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    Yes. Woodlands includes 50 tribes of the Eastern Woodlands area - Ontario and Quebec in Canada, and much of the eastern United States:

    Huron
    Mohawk
    Seneca
    Ojibwe
    Micmac
    Penobscot
    Kickapoo
    Mohegan
    Algonquian
    Oneida
    Tuscarora
    Fox
    Powhaten
    Onondaga
    Nanticoke
    Beothuk
    Shawnee
    Petun
    Menominee
    Sauk
    Saulteaux
    Loup
    Cayuga
    Massachusett
    Nipissing
    Abitibi
    Pequot
    Lenni-Lenape
    Passamaquoddy
    Quiripi
    Unquachog
    Secotan
    Susquahannock
    Abenaki
    Wawenoc
    Laurentian
    Potawatomi
    Caniba
    Ho-Chunk
    Mahican
    Wenro
    Pocumtuk
    Maliseet
    Unami
    Souriquoian
    Natick
    Paugusset
    Etchemin
    Neutral
    Montauk
     
  5. FOFO13

    FOFO13 Chieftain

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    This is a great idea for a civ, if I can get it to work for me. All the mods i download never work for me. they dont show up in the list of civs after i load them. not sure why they dont......i am gonna keep trying tho.
     
  6. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    Unzip this to your Mods folder in the Firaxis directory. When you load up Civ for the first time (before selecting 'Advanced' and the mod you want), hold 'Shift' (i.e. while clicking the icon to start it).
     
  7. FOFO13

    FOFO13 Chieftain

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    ok, the place i have been putting thems is in my documents, games, civ 4, mods. i download them into the mod folder then unzip them there....is that the right place?
     
  8. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    No, put them in:

    Program Files\Firaxis\Sid Meier's Civilization4\Mods

    (I may have missed a level somewhere - do not overwrite Assets - make sure you are in the Mod directory (there are other mods there - i.e. Desert War)).

    *Do not* put them into the My Documents Mod folder. It doesn't work correctly.
     
  9. FOFO13

    FOFO13 Chieftain

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    Thank you for your help! I will do that!
     
  10. SuperBeaverInc.

    SuperBeaverInc. Groucho

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    You should have used tribal names instead of region names.

    Also, for the Inuit, why not use the flag of Nunavut?
     
  11. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    The tribal names were used for cities. I can always change that, but I wanted to reflect diversity instead of using a single tribe. One thing I considered was trying to find a regional name in a tribal language. That's pretty tough to do, though. Dictionaries I found only had more common words.

    I'm very much open to suggestions on the names, though. But I'd lke to preserve the actual organization of the tribes.

    Thought about it, but all the other flags are not political but cultural in nature, so I didn't want to mix in an "official" flag. Funny enough, though, the flags I used and the Nunavut flag bear a close resemblence aside from the colour.
     
  12. Tunch Khan

    Tunch Khan Chieftain

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    I think the tribal civ names would add much to the flavor of your already nicely done mod.
     
  13. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    Thanks!

    I'll need to consider an approach - all input welcome!

    For instance, the Iroquois were dominate in the Woodlands, so that's no problem. And the Sioux were dominant in the Plains.

    But for the Southwest, the Navajo and Apache were both powerful, and the same applies to the Southeast. In the Great Basin and Plateau, all tribes were much smaller, and none was really dominant.

    Hmmmm....will have to think on this.
     
  14. Olliff

    Olliff Chieftain

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    I've always wanted to be able to play with native American tribes. Well done!

    Is it just me or is having the work boat as an UU lame and and at the same the time an insult to the civ?

    The UU unit spy unit also seems weak even though I realize its historical significance.

    If you were to change some of the UU's this would be a great mod.
     
  15. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    It may be lame, but it's no more of an insult than the Indian Fast Worker. The Chinook, Haida, etc. all grew their cultures around fishing and trade. It's hard to represent that to the extent I'd like, so their work boats are much faster and much cheaper.

    But yeah, I recognize that the advantage is fairly slim. Suggestions?

    I just thought it was pretty cool in that there is a real "uniqueness" to it, rather than another combat unit with some bonuses. I'd like to keep the theme, for this reason.

    I could maybe:

    - make the Code Talker a regular Marine with some recon abilities?
    - keep it as a Spy with some combat abilities?
     
  16. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    Okay, considering Olliff's comments, I'm going to make changes to the Noseepsk and Code Talker.

    The Noseepsk will remain a work boat, but will have a combat of 1 and a cargo of 2, making it a good all purpose boat. I may pull the movement back from 4 to 3, considering it now has cargo.

    The Code Talker will switch unit classes from Spy to Marine (so the build limitation is removed), and will have some recon abilities - not sure which ones.

    Comments are welcome.
     
  17. Frozenjellyfish

    Frozenjellyfish Chieftain

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    So far this is my favorite mod for Civ4! I've always wanted one like this. This is the first mod that I would play again consistantly.. thanks a bunch!
     
  18. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    Thanks!

    Hey, check back in a day or two - I'll be updating this with more appropriate names, re-skinned units and a few tweaks.
     
  19. dahutys

    dahutys Chieftain

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    I'm definitely going to try this out. One issue I would like to point out with naming the Civs after the tribes instead of after regional "empires"...I hate it when the game runs out of city names and I have to start looking more authentic ones up. If you were to have a Civ that was just, say, Comanche, could you come up with enough genuine Comanche city names? If not, I'd prefer to have the Civ and city names set up the way they are now. Besides, it's kind of educational--just in your synopsis, I saw a couple of tribe names that I'd heard of but hadn't realized what region they were located in.
     
  20. Wyz_sub10

    Wyz_sub10 CIV Gold - Project Lead

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    The problem with tribe-specific city names is that they don't always apply. A lot of tribes were nomadic. A lot of tribes used generic names like "our land" or "by the river". The approach taken in Civ3 was to use reservation names, and this is a little...not good, let's say.

    I use about 50 tribe names per Civ in this mod (a few less for the Arctic), and I have about 30 more "on file" if this proves to be insufficient. If you find in your games that the names run out too often, let me know.
     

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