Hinin's Hisatsinom (Ancient Puebloans) for Vox Populi

Hinin

Agnostophile
Joined
Aug 1, 2014
Messages
1,312
Location
Near some dust
The Hisatsinom
Download here
(requires Vox Populi 1.4.6 or later)
CivIcon.png
Leader - Po'Pay
LeaderIcon.png

UA - Glyphs of the Fourth World

Starting Units gain +2 :c5moves: MP and Vision for 5 turns and Military Units within 3 tiles of a Natural Wonder gain +25 % :c5strength: Combat Strength. +1 :c5science: Science and :c5faith: Faith from :c5production: Production and :c5food: Food Buildings. Cities act as sources of Fresh Water. Starts with an additional Pathfinder.

UU1 - I:ladanna (replaces Composite Bowman)
UnitIcon 1.png

Unlocked at Mathematics
90 Production cost

11 :c5strength: CS / 11 :c5rangedstrength: RCS (2 Range)
2 :c5moves: MP / 2 Vision

Cannot Melee Attack
Offensive malus against Naval Units
Mesa Hunter - Double Movement in Desert and Hill tiles. Can move after Attacking.
Quick Study

UNW – Yupkoyvi (replaces East India Company)
BuildingIcon 1.png

Unlocked at Physics (instead of Guilds)
125 :c5production: Production cost
:c5production: Production cost and :c5citizen: Population requirement increasing with number of Cities (Pop. Requirement lowered)

4 :c5gold: Gold

+1 :c5food: Food / :c5production: Production from Resources worked by the City
+4 :c5food: Food / :c5production: Production to Internal Trade Route from this City
+1 :trade: Trade Route and +50 % to the Range of :trade: Land Trade Routes from the city
+50 :c5science: Science and :c5culture: Culture whenever an Internal Trade Route to or from this city is completed, scaling with Era


Converts 25 % of the City’s :c5food: Food output into :c5gold: Gold.

Receive an additionnal copy of all Luxury Resources around this City.
Incoming :trade: Trade Routes generate +4 :c5gold: Gold for the City, and +2 :c5gold: Gold for the Trade Route owner.

-10 % :c5unhappy: Poverty in all Cities

Spoiler 4UC Compatibility :

UU2 - Yalli’iashshiki (replaces Lancer)
UnitIcon 2.png

Unlocked at Astronomy (instead of Metallurgy)
298 :c5production: Production cost
Requires Horse

34 CS (-3 :c5strength: CS compared to the Lancer)
4 :c5moves: MP / 2 Vision

No Terrain Defense
Can move after attacking
Attack malus against Cities
Culling - Ignores ZOC ; +2 Visibility Range

UB – Manikkya’wa (replaces Walls)
BuildingIcon 2.png

Unlocked at Construction
110 :c5production: Production cost
1 :c5gold: GPT maintenance cost

1 :c5science: Science
1 :c5faith: Faith
1 Great General point


+1 Range, +3 :c5strength: CS and +100 HP to the City (-3 / -25 compared to Walls)
Units garrisonned heal +10 more hp per turn
+2 :c5food: Food to all Production Buildings and Villages in City


+10 % :c5war: Military Supply from City
-5 % :c5unhappy: Empires Needs modifier in City

+1 :c5greatperson: Engineer specialist

Spoiler Production Buildings affected by the Manikkya'wa :

  • Well
  • Watermill
  • Stone Works
  • Forge
  • Workshop
  • Windmill
  • Factory
  • Trainstation
  • Seaport
  • Nuclear Plant
  • Wind Plant
  • Solar Plant
  • Hydro Plan
  • Spaceship Factory



Artistic Credits (All Rights Reserved to original authors) :

  • Fernando Cellicion : Hopi Lullaby (1993)
  • Louis Delmar : Chaco Canyon Dreams (2019)
  • Rawsasquatch (aka Kramer) : Leaderscreen, Map, LeaderIcon, UnitIcons, Unit 3d models (authoritzation obtained for the Pueblo and Blackfoot mods)
  • starwash : UU1 UnitFlag base
  • logogroup : UU2 UnitFlag base
Development Credits :
  • gwennog : Lua, CivIcon, Promotion Icons, help with BuildingIcons, help with corrections
  • Hinin : Design, Research, SQL, XML, BuildingIcons, Diplomacy and Flavours, Testing
Special Thanks :
  • Rawsasquatch : graciously accepted that I use assets s/he made for this mod
  • gwennog : moral support, in addition to several key components of the mod
  • VP and 4UC teams : inspirations for SQL code
 
Last edited:
First, some things to say :
  • First, it is the first civ almost entirely coded by me (with of course some help for gwennog, the ever-helpful, for several importants artistic parts and the lua). I'm trying to explore what can be done while using as little lua as possible (after several civs that were interesting, but a bit too heavy on that front)
  • Second, to respect the wish of contemporary Puebloans, who didn't want their language to be pronounced in the context of a video game (hence why the Shoshone were introduced in BNW, despite the Pueblos being the first choice of the developpers), this mod has no representation of a Kachina, nor any recording for the DoM speech or musical themes in a language of these communities.
  • Third, as always, this is a first version, and it surely change in the future, based on your reviews. I hope, nonetheless, that you'll have fun playing this mod. :)
Gameplay :
  • Because of the big advantage in term of recon power the UA gives you in the early game, I advise you to remove ancient ruins while you play with this civ. Just don't be surprised if it is a bit too powerful if you don't. :)
  • Small problem for V.1 : the unique promotion icons don't show up correctly on Promotion Flags EUI for VP (v.3)
  • The UU2 (Yalli'iashshiki) currently has no offensive malus against cities. That may be too powerful, so don't hesitate to tell me.
 
Last edited:
V.2 online :
  • Numerous small corrections in GameText
  • Added the Well and the Watermill as Production Buildings affected by the Manikkya'wa
 
Last edited:
The initial vision boost isn't really all that game breaking if the map is just sufficiently large. Yes you get a lot of free xp faster then you would have but it's not that much or to significant, it's probably more of an issue or boost that you get a second pathfinder instantly.

If you have or get a desert start tho it's a bit of a beast of an early power civilization. I managed to build a lot of very early wonders (pyramids, petra, terracotta, hanging gardens and angkor wat). While also holding of a war with the Celts and plonking down seven cities.

You really do want a desert start tho otherwise that whole fresh water thing is somewhat wasted and lost.

The archers takes a bit of getting used to that you can move and shot or shot and move.
 
V.3 online :
- GameText fixes (don't hesitate to tell me if you find more little mistakes) ;
- For UNW, +1 Food / Production to Resources worked by the city instead of desert tiles (more reliable) ;
- For UB, +1 Culture and +1 Great General point added (may be a bit too good, so don't hesitate to give me a review), in exchange of an additionnal -1 CS to the city compared to the Walls.
 
Last edited:
If you have or get a desert start tho it's a bit of a beast of an early power civilization. I managed to build a lot of very early wonders (pyramids, petra, terracotta, hanging gardens and angkor wat). While also holding of a war with the Celts and plonking down seven cities.

Happy to know that the civ can be powerful in its own right. It is more meant as a survivalist and scaling civ, but with the good conditions, it can become a reliable power.

You really do want a desert start tho otherwise that whole fresh water thing is somewhat wasted and lost.

You can also use it for the Bath in all your cities and the bonus food for adjacent farms in other biomes.

The archers takes a bit of getting used to that you can move and shot or shot and move.
It is really flexible and once again scales well in the long term, so I didn't want to give it brute combat bonus.

Thanks for the review looorg. :)

Sidenote : if you are using pineappledan's tweaks, you can insert the following code in the slinger file to make the Hisatsinom compatible (so avoid that their unit stays at 11 CS / RCS and unlocked at Mathematics).

UPDATE Units SET
PrereqTech = 'TECH_CURRENCY',
Combat = 13,
RangedCombat = 14,
Cost = 110,
WHERE Type = 'UNIT_HININ_HISATSINOM_ILADANNA';
 
V.4 online :
- Fixed a problem that made the UNW associated with the 4UC mod (meaning the civ only had one unique component without it)
- UA : Production to Science conversion nerfed from 15 to 10 %
- UU2 : Combat bonus removed and Combat malus against Cities returned ; +2 Vision granted to the Culling promotion as a compensation.
- TSL compatibility added (taken from Rawsasquatch's Pueblo mod)
 
V.5 online :
- Removed yield conversion, and added +1 Science and Faith to Production and Food Buildings
- Change base yields of the UB to be 1 Science and Faith instead of 1 Culture
 
FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
 
FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
Gwennog has no control on the update for this mod. It's just that I'm quite tired this week, and will try to update tomorrow.
 
VP3.3 Compatibility

Waiting for the return of @Hinin, a version compatible with VP 3.3. Have fun :smoke:.

EDIT : I changed the attached file, the published version started with 2 warriors.
 

Attachments

  • Hinin's Hisatsinom for VP 3.3 compatibility (v5).7z
    14.9 MB · Views: 66
Last edited:
Started a game of Hisatsinom yesterday with my usual mods, but I got countless "image not found" errors that made me to force-close the game with Task Manager. Did another game just now, with only 4UCs, PDan's Tweaks, and New Beliefs, and while the image error didn't happen, the Hisatsinom only have the one UU.
 

Attachments

  • Screenshot 2023-03-28 104832.png
    Screenshot 2023-03-28 104832.png
    2.1 MB · Views: 14
  • Screenshot 2023-03-28 105105.png
    Screenshot 2023-03-28 105105.png
    1.8 MB · Views: 16
  • Screenshot 2023-03-28 105147.png
    Screenshot 2023-03-28 105147.png
    1.7 MB · Views: 15
Strange. It's still only showing the one UU for me. Well, this site refuses to let me attach my Database.log, so gonna put it under a spoiler...

Spoiler :

[248180.203] columns StrategicViewType, TileType are not unique
[248180.203] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[248181.765] no such table: ContentPackage.LocalizedText
[248181.765] no such table: ContentPackage.LocalizedText
[248181.765] no such table: ContentPackage.LocalizedText
[248182.515] no such table: ContentPackage.LocalizedText
[248183.515] columns StrategicViewType, TileType are not unique
[248183.515] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[248184.078] no such table: ContentPackage.LocalizedText
[248184.078] no such table: ContentPackage.LocalizedText
[248184.078] no such table: ContentPackage.LocalizedText
[248187.562]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6261824 75908024
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5847072 62946576
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[248187.921]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6263000 75908024
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5848248 62946576
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
 
There is a lot missing in your database.log, did you clear the cache before launching?
It lacks part of the traditional error messages from VP and nothing from MUCfVP while there is necessarily a message on the IMPROVEMENT_LUMBERMILL_JUNGLE which has not yet been corrected by PDan.
 
Here, my database.log

Spoiler What you should see :

[902673.125] columns StrategicViewType, TileType are not unique
[902673.125] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[902682.578] no such table: ContentPackage.LocalizedText
[902682.578] no such table: ContentPackage.LocalizedText
[902682.578] no such table: ContentPackage.LocalizedText
[902683.515] no such table: ContentPackage.LocalizedText
[902686.859] columns StrategicViewType, TileType are not unique
[902686.859] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[902687.781] no such table: ContentPackage.LocalizedText
[902687.781] no such table: ContentPackage.LocalizedText
[902687.781] no such table: ContentPackage.LocalizedText
[902692.906] Validating Foreign Key Constraints...
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902692.906] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.343] Failed Validation.
[902695.765]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8564616 78204208
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8142624 65256240
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[902695.796] Validating Foreign Key Constraints...
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902695.796] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[902698.203] Failed Validation.
[902698.640]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8565792 78204208
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8143800 65256240
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[902861.015] columns StrategicViewType, TileType are not unique
[902861.015] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[902861.906] no such table: ContentPackage.LocalizedText
[902861.906] no such table: ContentPackage.LocalizedText
[902880.578] near "DELETE": syntax error
[902883.031] Validating Foreign Key Constraints...
[902883.343] Invalid Reference on Buildings.Description - "TXT_KEY_BUILDING_D_FOR_SIX_DIRECTIONS" does not exist in Language_en_US
[902883.562] Invalid Reference on Civilization_Religions.ReligionType - "RELIGION_KACHINA" does not exist in Religions
[902883.609] Invalid Reference on Civilization_UnitClassOverrides.CivilizationType - "CIVILIZATION_LEUGI_ISRAEL" does not exist in Civilizations
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.PromotionType - "PROMOTION_ROYALCANADIANMOUNTIES" does not exist in UnitPromotions
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.PromotionType - "PROMOTION_PROMISED_LAND" does not exist in UnitPromotions
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.PromotionType - "PROMOTION_NUBIA_TASETI" does not exist in UnitPromotions
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.TraitType - "TRAIT_KEEPERSOFTHEPEACE" does not exist in Traits
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.TraitType - "TRAIT_CHOSEN_PEOPLE" does not exist in Traits
[902883.906] Invalid Reference on Trait_FreePromotionUnitCombats.TraitType - "TRAIT_TA_SETI" does not exist in Traits
[902884.656] Invalid Reference on Improvements.IconAtlas - "CIV_COLOR_ATLAS_ISRAEL" does not exist in IconTextureAtlases
[902884.656] Invalid Reference on Improvements.CivilizationType - "CIVILIZATION_LEUGI_ISRAEL" does not exist in Civilizations
[902885.062] Invalid Reference on Builds.IconAtlas - "CIV_COLOR_ATLAS_ISRAEL" does not exist in IconTextureAtlases
[902885.546] Invalid Reference on UnitPromotions.IconAtlas - "ISRAEL_PROMOTION_ATLAS" does not exist in IconTextureAtlases
[902885.546] Invalid Reference on UnitPromotions.IconAtlas - "ISRAEL_PROMOTION_ATLAS" does not exist in IconTextureAtlases
[902885.640] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_ROYALCANADIANMOUNTIES" does not exist in UnitPromotions
[902885.640] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_PROMISED_LAND" does not exist in UnitPromotions
[902885.640] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_NUBIA_TASETI" does not exist in UnitPromotions
[902885.640] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_CLCOLONIALCAPITALISM" does not exist in UnitPromotions
[902886.406] Invalid Reference on Building_ImprovementYieldChanges.ImprovementType - "IMPROVEMENT_LUMBERMILL_JUNGLE" does not exist in Improvements
[902886.406] Invalid Reference on Improvement_AdjacentImprovementYieldChanges.OtherImprovementType - "IMPROVEMENT_LUMBERMILL_JUNGLE" does not exist in Improvements
[902886.406] Invalid Reference on Improvement_AdjacentImprovementYieldChanges.OtherImprovementType - "IMPROVEMENT_LUMBERMILL_JUNGLE" does not exist in Improvements
[902887.531] Failed Validation.
[902889.421]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 11807648 78204208
PageCache: 11 17
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 11014416 65259768
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 10
------------------------------
[903042.312] no such column: Type
[903042.312] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
 
That's literally all that was in there. Was that not the right file I shared? This is insanely confusing :c5unhappy:

Well, to clear my cache, I assume I just have to delete the folder named "cache"?
 
Stupid question, I know lol I just always worry of permanently ruining things by deleting a file from them.

But okay, I deleted the cache twice and even deleted and re-downloaded the Hisatsinom MOD in between. And the first UU is STILL the only Unique Component being shown. I think this game just does not want me to play the Hisatsinom
 
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