Historical Spawn Dates

Civilizations:
Spoiler :
America - 1776
Arabia - 632
Aztec - 1325
England - 927
France - 428
Germany - 843
Greece - -1412
India - -1700
Iroquois - 1142
Japan - -300
Ottoman - 1299
Persia - -559
Rome - -753
Russia - 862
Siam - 1238
Songhai - 1340
Mongol - -209
Inca - 1197
Spain - 1037
Polynesia - -1400
Korea - -37
Denmark - 940
Austria - 976
Byzantium - 330
Carthage - -814
Celts - -600
Ethiopia - -980
Huns - 370
Maya - -1800
Netherlands - 1559
Sweden - 970
Babylon - -1894
China - -2070
Egypt - -3100


City-States:
Spoiler :
Warsaw - 1300
Budapest - 0
Geneva - -500
Venice - 421
Genoa - -600
Florence - -59
Ragusa - 614
Sydney - 1788
Quebec - 1608
Bucharest - 1459
Belgrade - -279
Brussels - 979
Monaco - 1228
Kathmandu - -167
Hanoi - 1010
Lhasa - 637
Almaty - -1000
Kuala Lumpur - 1857
Singapore - 100
Rio de Janeiro - 1565
Cape Town - 1652
Sidon - -3000
Tyre - -2750
Antwerp - 300
Cahokia - 600
Colombo - 700
Hong Kong - -221
Jakarta - 397
Jerusalem - -1700
La Venta - -1200
Lisbon - -1200
Manila - 900
Marrakech - 1062
Milan - -400
Mombasa - 900
Prague - 885
Valletta - 1566
Vatican City - 1929
Wittenberg - 1180
Yerevan - -782
Zanzibar - 1000
Zurich - -15
Samarqand - -700
Cheyenne - 1500
Sioux - 1400
Ife - -600
Ulundi - 1873
Mogadishu - 900
Kinshasa - 1881
Harappa - -2600
Dakar - 1400
Reykjavik - 870
Kiev - 482
Riga - 1201
Garamantes - 0


The civ starting times here should be changed, i'll look for copper age cultures or something that can push some starting times back. Apart from that, replacing the generic warrior that the civs start with with something more unique (like the Maori Warrior for Polynesia, the Mohawk Warrior for the Iroquois and the Camel Archer for Arabia) would make the starting situations a bit more unique. And the barbarian conversion is a really intelligent idea, though when a civ spawns they get barbarians everywhere.
Is it possible to move the WAIT unit somewhere else because it the minimap zooms out too much at the start of the game, its just a minor issue though.
 
Although I've already posted my list, I've changed my opinion on some of them. I'll list my suggestions with explanations later.
 
ho, yes, added in OP

Installation

- download the civ5mod file to your mod folder (..\My Documents\My Games\Sid Meier's Civilization 5\MODS).
- launch civ5, go to the mods menu, the file should be automatically extracted. Else use 7zip to do a manual extraction
- find the "Historical Spawn Dates" line and activate the mod by checking the button at the end of the line.
- from the mod section, click NEXT, single player and then set up a game
 
You pointed me to HistoricalSpawnDates.sql for what units are spawned by Civs (specifically settlers).

England is listed at one settler, while it actually gets 2.

France is listed at one , while I've seen it start with 3 before.

Celtic is listed at one, while it gets 2 as well.

Something else that affects this?
 
Close city states are converted to settler, the initial setting was to directly convert the city, but I thought that the player may want to move it's position.

A mechanism that should be added BTW is a compensation for a Civilization that was friend/allied to a CS removed on spawn of a new civ.
 
I have city states turned off, and there is no way a civ had a revolution in the celtic area. Any ideas?
 
Any ideas?
Yep, I should have read your post with better attention :D

The units in the table are additional, the civ spawn always with one settler + the units from the HistoricalSpawnDates.sql

But France with 3 spawning settlers without nearby CS should be impossible, I'd like your lua log from the turn before and after spawn of France.

if you're using Revolution, it could have been a Roman city that had revolted and became a CS.
 
That makes sense, and I met more so for Celts. France very well could have had a roman city flipped to them. Appreciate the help Gedemon, I will play around with the units and see what I can tell you in terms of feedback. The feedback is really just how I see the game plays best for ME however, so take it with a grain of salt haha.
 
yea I already made some changes to the spawn dates and the cs turn into settlers & cs become ally rules. For semi realism I don't know if I should set social policy to true or not. It seems weird to have a bunch of policies in one turn.
 
yea I already made some changes to the spawn dates and the cs turn into settlers & cs become ally rules. For semi realism I don't know if I should set social policy to true or not. It seems weird to have a bunch of policies in one turn.

i think thats what happens when a normal game is started at the Classical era or the Renaissance for example, the player just gets free social policies, it would be possible to mod it so that each civ can have starting techs or social policies.

By the way, i changed Egypt and China's starting date to 4000BC again and disabled the barbarian and city state functions and played as Maya, and the mod is really enjoyable! Reminded me of Rhye's and Fall, if only we could bring back historical victories.
 
i think thats what happens when a normal game is started at the Classical era or the Renaissance for example, the player just gets free social policies, it would be possible to mod it so that each civ can have starting techs or social policies.
It could be modded, but I prefer to give a choice here.
 
I tried to be America starting from Ancient Era. Waited for a while and then so close to 1776 date then game crashed. Also Byzantium won Culture victory in 1550 AD ish. LOL

Remember that you can reload from your last auto-save, it will resume the auto-turn. I set the auto-save to 1 per turn when testing any mods...
 
Is there any available CiV settler maps? It could be used for the city names and settling behaviors (Spain would be more likely to settle Central and South America and not somewhere like Australia).
 
I know Rhyes managed to get settler maps working before he quit work on CiV RFC, but no idea if it was made public.
 
Also one minor problem. When a civ spawned with more than one settlers, I don't know how AI chose to settle which one first but it mess up the capital placement by one tile.

I just tested this again with no extra settlers, and the settler doesn't settle in the right TSL as specified in the TSL mod. It seems that the location of settler is random along with the extra units so the capital placement is a little off.
 
Back
Top Bottom