el_hidalgo
Prince
MedievalCiv
v1.0/for BTS 3.17
The idea behind MedievalCiv is to create a fully playable game where history never advances beyond the medieval era -- to use all the concepts and basic rules in BTS but translate them to the medieval era. Thus, it should have a very gently sloping learning curve.
Although I'm calling this v1.0, it's not really that. I had a more robust, earlier version, but it had problems I was never able to fix. It crashed mysteriously after a number of turns and I never figured out why. I think it had something to do with the fact that I removed techs, associated events, buildings, resources, units, etc., rather than just disabling them as I have done with this version. So I started over, beginning with the tech tree and the civics. In fact, that's all this version changes, so if you play with a "non-medieval" civ, such as the Americans, you won't get any unique buildings or units.
Future developments: turn corporations into guilds; replace non-medieval civs with medieval civs (for example, turn Russia into Kievan Rus, Ottomans into Seljuks; get rid of America and add Poland, etc.); make sure every civ has a unique unit and building (for example, replace the English stock exchange with a pub, replace the cossack with the druzhina, the janissary with the ghazi); add medieval wonders; add religious victory (to make up for the loss of the space victory); add all new medieval events. I may also want to tweak the tech-tree and the civics, based on any feedback I get here.
I have play-tested it, but I'm such a terrible player that I have no idea if it's balanced or not.
But it didn't crash, and that was my more immediate goal. 
I also took the opportunity to fix some personal annoyances -- for example, decentralization is a lame default economic civ. Decentralization was a later development, and hunter-gatherer economies could probably better be described as practicing a kind of primitive communism. Anyway, I made it Barter System instead, which makes more sense to me. Same with legal civics, where I replaced Barbarism with Customary Law. I also made the default civics a little more useful, but not that useful. Although if you're down to one city you might as well convert back to a city state....
You will also notice that I reworked the entire tech tree, even beyond the medieval era, though it's disabled beyond that point. That's potentially a future mod.... eventually, for this mod, I'd like to remove non-medieval techs if I can figure out how without crashing the game.
Credits: snipperrabbit for buttons and Dracleath for ideas about units (Medieval Weapons thread).
v1.0/for BTS 3.17
The idea behind MedievalCiv is to create a fully playable game where history never advances beyond the medieval era -- to use all the concepts and basic rules in BTS but translate them to the medieval era. Thus, it should have a very gently sloping learning curve.
Although I'm calling this v1.0, it's not really that. I had a more robust, earlier version, but it had problems I was never able to fix. It crashed mysteriously after a number of turns and I never figured out why. I think it had something to do with the fact that I removed techs, associated events, buildings, resources, units, etc., rather than just disabling them as I have done with this version. So I started over, beginning with the tech tree and the civics. In fact, that's all this version changes, so if you play with a "non-medieval" civ, such as the Americans, you won't get any unique buildings or units.
Future developments: turn corporations into guilds; replace non-medieval civs with medieval civs (for example, turn Russia into Kievan Rus, Ottomans into Seljuks; get rid of America and add Poland, etc.); make sure every civ has a unique unit and building (for example, replace the English stock exchange with a pub, replace the cossack with the druzhina, the janissary with the ghazi); add medieval wonders; add religious victory (to make up for the loss of the space victory); add all new medieval events. I may also want to tweak the tech-tree and the civics, based on any feedback I get here.
I have play-tested it, but I'm such a terrible player that I have no idea if it's balanced or not.


I also took the opportunity to fix some personal annoyances -- for example, decentralization is a lame default economic civ. Decentralization was a later development, and hunter-gatherer economies could probably better be described as practicing a kind of primitive communism. Anyway, I made it Barter System instead, which makes more sense to me. Same with legal civics, where I replaced Barbarism with Customary Law. I also made the default civics a little more useful, but not that useful. Although if you're down to one city you might as well convert back to a city state....
You will also notice that I reworked the entire tech tree, even beyond the medieval era, though it's disabled beyond that point. That's potentially a future mod.... eventually, for this mod, I'd like to remove non-medieval techs if I can figure out how without crashing the game.
Credits: snipperrabbit for buttons and Dracleath for ideas about units (Medieval Weapons thread).
Attachments
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civics10000.JPG155.2 KB · Views: 225
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civics20000.JPG168 KB · Views: 185
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civics30000.JPG151.5 KB · Views: 169
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civics40000.JPG158.8 KB · Views: 186
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civics50000.JPG165.9 KB · Views: 150
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medtechtree10001.JPG149.6 KB · Views: 153
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medtechtree20001.JPG179.8 KB · Views: 131
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medtechtree30001.JPG115.7 KB · Views: 178
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MedievalCiv.rar624.5 KB · Views: 103