Updated reworked F/SN Saber civ. :)
Theoretically it should not give anymore the problem of infinite spawning of generals when playing with Vox Populi.

Spoiler CHANGELOG :

  • Updated JFD's Cultural Diversity support;
  • Updated YnAEMP to latest version 25;
  • Deleted the dummy specialist for Great General used for Arthurian Court and adjusted lua code accordingly.
  • Corrected an error in the main lua file that broke the whole file.
  • Deleted the original Events that give more maluses than bonuses (I will add other events in the future).

EDIT: download in the first post.

If things goes as planned, I will release The Navajo in 2 weeks. *crosses fingers*
 
Seeing DMS' Ragusa gave me inspiration to make another Italian Maritime Republic, the oldest and least known: Amalfi.
Here is its design (following partly suggestions by DMS himself) in case someone wants to provide further feedbacks. :)

Duchy of Amalfi under Manso I (966–1004)


UA: Maritime Code
Receive a free social policy and a 6% naval unit :c5production: production boost whenever a second trade route slot is added. When an :c5trade: international trade route is completed receive a lump sum of :tourism: Tourism and :c5greatperson: Great Merchant points.

UU: Comite (Great Merchant)
Cannot perform a trade mission but can enter rival territories and be expended to Establish a Fondaco on a coastal tile of other civilizations and city states (max 1 per civ/CS).
Trade routes Amalfi sends to a civilization with a Fondaco yields +2:c5gold: Gold, x1.25:tourism: Tourism, and also +1:c5influence: Influence per turn if it's a City State (this influence effect is removed when playing VP-CSD). The Fondaco behaves like a Customs House (yields and stuff) and provide an additional :trade:trade route slot for every 2 in the world.

UI: Borgo Costiero

Unlocks at Guilds. Can be built only on land coastal tiles and doesn't remove Forest or Jungles. +1:c5production: Production, +1:c5culture: Culture, +15%:c5strength: defensive bonus. Deals 10 damage to enemy units in adjacent sea tiles.
VP: Naval Units can move inside a Borgo Costiero the same way as in Forts/Citadels.

Spoiler More unique components for VP :


UU: Fusta (Caravel)
Unlocked earlier at Compass, it is a faster but weaker naval melee unit replacing the Caravel. When stacked on a Cargo Ship, can perform the action "Follow Cargo" that locks the unit over the cargo ship to protect it from being plundered. Fusta generates 1 Great Merchant point per traveled tile while in this state.

UB: Lido Resort

It is a Hotel counterpart that can be build only in coastal Cities (while Hotels can be built only in non-coastal Cities). In addition to the effects of the Hotel, for every 2 coastal sea tiles it yields additional +1 Gold and 5% of Culture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city (max 25%).


Spoiler Decisions :
1) Perfect the Compass
Prereq.: must have researched Compass; must have a Harbor in the capital.
Costs: 1 Magistrate, X Science
Rewards: +30% range to sea Trade Routes; +10% Tourism modifier from Trade Routes.
2) ---

Spoiler Map :


Spoiler List of Cities (30) :
Amalfi:c5capital:, Atrani, Positano, Capri, Ravello, Conca dei Marini, Furore, Cetara, Praiano, Maiori,
Scala, Minori, Agerola, Tramonti, Pimonte, Gragnano, Casola, Lettere, Vettica, Tovere,
Nocelle, Anacapri, Pogerola, Lone, Pastena, Vetteria, Sambuco, Bomerano, Montepertuso, Vecite.


Much probably I won't start working seriously on it until the end of spring.
 
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New update for The Samnites.

Changelog:
  • New leader art by Tarmont. Thanks to DMS for allowing me to use it.
Spoiler Pic :



  • Added Additional Achievements mod support.
Spoiler Achievements :


  • Minor code fixes (lua, mod support sql).
Downloads:
Civfanatics
Steam
 
Just wanted to say, I'm really excited for the Navajo release! The design looks fantastic, and I hope it'll be out in time for the Easter holiday! :)

Also I'm super interested in the Southern Italy civs you have lined up as well, Amalfi and the Kalbids in particular! Just wanted to post to let you know there are people who are really into your civ choices and designs, and we're rooting for you!
 
Hi, thank you a lot for the appreciation! :c5happy:

The Navajo civ is basically finished. I intended to release it for Valentine's Day but I had problems with the balance of some rituals that were too OP, and I had to sacrify part of the historical accuracy and flavor for a better gameplay. So it still needs some playtesting, but I'm confident the last changes I made are going to be the good final ones, then obviously I don't exclude future edits based on players' feedbacks.

For the Kalbids, after some research last week I managed to put down a design that I like and find intriguing and flavorful (even though I think there is still room for improvement). Because of its relative ease in terms of coding, with very high probability the Kalbids will come next after the Navajo.
Spoiler Kalbids design :

Then during the summer holidays I plan to spend time on making Amalfi. It has a special place in my heart so I want to put all the efforts on it to produce something of quality that players would enjoy.

Once done I will work on the Saracens under Sawdan (857-871), followed maybe by the Principality of Salerno under Guaimar IV (1013-1052), but for now their designs are still provisional and surrouded by a deep mist of uncertainty regarding when I will start working on them and when I will release them (for Salerno also whether I will make it or not), I hope within this year.

The Holy Roman Empire under Frederick II (1194-1250) will be the last mod of the pack and likely also of my modding "career". I put it last because I want to make something really engaging à la DMS' Ragusa that will push my modding abilities to their limits (like for example learning more complicated black magic lua known by the god modders as well as how to make custom user interfaces). For this one I will go slow and take my time, so it won't be a thing of this year for sure, as it is sure that I will release it eventually.

However, I don't exclude doing something else in the meantime, for example taking some old mod I like and updating the support to more recent mods, like I did for DJSHenninger's Nepal mod (yes it's spam), or giving a hand to other modders in their projects whenever they need and I can help them.

Edit: I forgot I have to finish The Etruscans, they are partly done and I think they will come either before or after Amalfi.
 
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Maybe as a way to synergize the UA and the UB a bit more, and perhaps make the Kalbids' countryside a little less homogenous/resource bloated (which could have balance consequences when it comes to pantheons/social policies), maybe you could have it so the unique resources only spawn around sources of Fresh Water? Would make it so only riverbanks, oases, and cities with the UB would spawn them.
 
Good point.
Spoiler Kalbids design :
Is it ok now or is there something else that needs to be adjusted?
I also managed to outline the design for Salerno
Spoiler Salerno design :
Thoughts?
 
The ai performs well with this civ, bit it did confuse that some of there units get the incas bonus, and it was only clear why when I visited this page.

Great work.
 
For the UB, I might go with either the 100% construction time, OR the food bonus. Probably the food bonus, but together its perhaps a bit too powerful. For the UU, similarly I think the first two modifiers are sufficient, the garrison bonuses seem a lot on top of some already good bonuses. Otherwise the UA looks perfect!

Was there any news on the Navajo btw? No rush, just always happy to hear on progress. :)
 
The ai performs well with this civ, bit it did confuse that some of there units get the incas bonus, and it was only clear why when I visited this page.

Great work.

Thanks :)

For the UB, I might go with either the 100% construction time, OR the food bonus. Probably the food bonus, but together its perhaps a bit too powerful. For the UU, similarly I think the first two modifiers are sufficient, the garrison bonuses seem a lot on top of some already good bonuses. Otherwise the UA looks perfect!

Was there any news on the Navajo btw? No rush, just always happy to hear on progress. :)

For Navajo I have added other 1-2 different ceremonies to give more variety in playing (for a total of 7). Overall the mod still needs playtesting but at the moment I am overly busy with irl stuff.
For this reason I have to postpone modding activities until June 5, that is the day I have my 1st PhD year presentation. After that I'm deadline-free and I can spend time on finalizing the mod. Probably I will release a beta version to receive feedback from players so to adjust where necessary.

In the meantime I have simplified the desing for the Kalbids
Spoiler new design :


and planned to bring more Italy in the game with a pack of 4 civs that made the history of renaissance through art, culture and war:
  • Duchy of Ferrara under Ercole I d'Este (1471 - 1505)
  • Duchy of Urbino under Federico da Montefeltro (1444 - 1482)
  • Marquisate of Mantua under Ludovico III Gonzaga (1444 - 1478)
  • Duchy of Parma under Alessandro Farnese (1586 - 1592)
 
Jarcast, I am super excited to see these civs come into fruition, they look absolutely amazing. have you considered doing Spoleto and Benevento as well? It would really flesh out the Mezzogiorno region completely!
 
Samnites just feel a bit too OP. If cattle is your totem you start with a huge population bonus that snowballs. Deity mode plays like beginner essentially.
 
Little update.
Navajo is completed but needs playtesting.
In the meantime I also resumed working on the Etruscans. They will be released just after the Navajo.



Note: Zilath annexes the city state for 10 turns (neutral), 20 turns (friendly), 30 turns (allied) at standard speed.

Spoiler UA in detail :

Trait|Stackable Empire bonus|City-specific bonus|Hypogeum yield
Mercantile|+1 Gold, +1 trade route slot for every 2 mercantile cities.|Trade routes has range increased by 50% and additional +3 gold.| +2 Gold
Cultural|+1 Culture, -2% Cost of Social Policies.|+10% Culture. +1 Writer, Artist, Musician point per turn.|+2 Culture
Militaristic|+1 Science, +3 XP to trained units|Spawn strongest land unit every 20 turns.|+2 Science
Religious|+1 Faith, Increase religious pressure and resistance by 10%|Missionaries spread religion an additional time.|+3 Faith (instead of 1)
Maritime*|+1 Food, +4% population growth|Spawn strongest naval unit every 20 turns. +1 Movement and Sight to Naval units.|+2 Food
Industrious|+1 Production, +2% improvement construction speed.|+10% Production. +25% Great People rate.|+2 Production
Capital**|None.|Never enters resistance.|+2 Golden Age Points. 1 slot of GW Art is filled.
* only coastal cities; ** available just for the Capital
 
Hi guys, finally I made it
Here's the pre-release version of the Navajo, complete also of mod support :)
Everything should work, the only thing unfinished is the DoM text.

Feedbacks on bugs/playability/balance are appreciated.
Hope you enjoy :)

Download

EDIT: Only during the Ancient era the blessings can be obtained trough production only to let AI use faith to gain a religion.
 
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Time for a new release!
From the arid desert of Arizona we move to the lush valleys and coasts of Sicily under the Arab domination.
Enjoy :)



DOWNLOAD

As usual, feedbacks and suggestions on playability and balance are welcome.
A mention to TopHatPaladin who patiently babysit me while making the leaderscene on photoshop.

 
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Wooooooooooooooooooooooooot!!!! :D So excited to try out both, thank you so much Jarcast, they look amazing! Wonderful work!
 
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