Merijn new civs and other projects

No, I meant the text of the civ when you're about to play with it. Like "The year is so and so and this and that happened. Now's your chance."
 
Some last things to say about Manchuria:
-They have no introduction text.
-Their starting date should be moved to 1616 or before. In 1636, there's barely any time to conquer Beijing.
-When conquering China, or as long as China is dead, their core should be either switched or expanded to China's.
-I agree that the 25% population requirement should be moved to 20%. In my current game, I'm around 18% at 1841, even though I'm conquering Japan and I already conquered Korea, Indochina, Xinjiang Uyghur and settled Mongolia and northeastern Asia.
-Manchuria's historical areas should include Mongolia and southeast Russia.

It already does. I'll check if there is a small bug in the code if it doesn't happen.

I'll reduce the UHV to 20%.

No, I meant the text of the civ when you're about to play with it. Like "The year is so and so and this and that happened. Now's your chance."

This is because I'm very bad at writing this kind of texts. I could copy some texts from other mods to some civs. But some are still missing.
 
I'll see what I can do. I can make a PR to fix it for the main mod.



It would be awesome if you want to give each leader their own personality. Take the time you need.

I will check for the disappearing leader in the pedia.

I have looked through the the various leader personalities and changed them to what I think should make them more historical in their behaviour; the altered CIV4LeaderHeadInfos XML file is attached below. I have changed each to a greater or lesser extent depending on how I found them (e.g. I changed Karl XII a lot to make him much more aggressive while I only changed Shirazi a little bit to make him more focused on sea-based exploration) and I will be interested to see how much of a difference it makes overall. I

have tested it a little bit and it at least loads and plays alright from what I have seen so far, although I admittedly haven't had much more of a chance to test it so far, sorry!
 

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It already does. I'll check if there is a small bug in the code if it doesn't happen.

I'll reduce the UHV to 20%.



This is because I'm very bad at writing this kind of texts. I could copy some texts from other mods to some civs. But some are still missing.

I have written Dawn of Man texts for any civilisation that was lacking one, and included the updated Dawn of Man XML file at the bottom of this post. The texts I wrote can also be viewed in the spoilers below. Just as a disclaimer, I don't think my writing is the best and it can certainly improve, both in historicity and readability, but at least it's a start!

Spoiler Nigeria - Dawn of Man :

It is the year 1180 AD. While living there for centuries, the people of the region have only just begun to unify, under the sixteen clans in the city-state of Ife. The newly united Yoruba people are now ready to spread their culture, urbanism, and wisdom from the banks of the river Niger to the coast of the Gulf of Guinea.



Spoiler Manchuria - Dawn of Man :

It is the year 1636 AD. Beginning in the 16th century, an Aisin Gioro chief called Nurhaci successfully united the warring Jurchen tribes and proclaimed himself the Khan of the Later Jin, openly renouncing his fealty to the Chinese Ming dynasty. Hong Taiji, the son of Nurhaci, has now declared himself the Emperor of the Great Qing, setting his sights on the Imperial capital of Beijing…



Spoiler Philippines - Dawn of Man :

It is the year 900 AD. All across the archipelago polities are beginning to rise, spurred by its position on the trade routes between India and China. While culturally influenced by these two great regions, the archipelago is also home to a strong tradition of its own. One of the first polities to rise is Tondo. Surrounded on all sides by water, is especially well-placed to command an influential role across the entirety of Luzon and beyond.



Spoiler Swahili - Dawn of Man :

It is the year 960 AD. For generations the East Coast of Africa has been visited by Persian and Arabic traders from the Islamic world, giving rise to a uniquely mixed culture. Now, with the purchase of the highly defensible island of Kilwa from the inland dwellers, the Swahili traders are ready to control the trade of the entire Indian ocean, and maybe even beyond…



Spoiler Zimbabwe - Dawn of Man :

It is the year 1075 AD. The hills at the confluence of the Shashi and Limpopo rivers control the local gold and cattle trade and are also prime country for hunting elephants for their valuable ivory. From this vantage point new innovations in stonework will take place, and these structures will grow ever grander as the grandeur of these kingdoms grows.



Spoiler Vikings - Dawn of Man (1700 AD) :

It is the year 1700 AD. Denmark is a shadow of its former. Once the premier power throughout Scandinavia, the 17th century saw the collapse of the Kalmar Union, Protestant Reformation, 30 Years’ War, and a slew of wars against Sweden. Only shrewd diplomacy will determine whether Denmark will regain what it has lost or end up undergoing even further disintegration…

 

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May be a stupid question, but does using the Git update slow your game down versus just downloading the file?
 
I know it's possible, because I've done it before (unless I'm imagining things), but how do you combine the all Civs mod with the 2nd UU/UB mod?
 
New update:

Dawn of Man text for new civs (credits to The_13th_Earl)
Unique LH personalities (credits to The_13th_Earl)
Reduced Manchurian 1st UHV to 20% population
Fixed Swahili trade gold display
 
I got an idea for you: Bringing back mercenaries from vanilla RFC, but those mercenaries can also be their own units.

That mercenary system would basically be Vanilla RFC's meets Age of Empires 3's.

If you or anyone else is interested, I'll compose an Excel document.
 
What do you mean by "those mercenaries can also be their own units"?

The mercenaries from AoE3 aren't "your own" units. They are unique units which you can produce with gold, instead of other resources. Or do you mean the units you can get with those cards from your Hometown?
 
I think he meant that they will work for you, but you can't control them.
 
No, I mean that they can also be their own unit type. As in AoE3 you have some cards that ship you units you can't normally build.

Some ideas I have are Teutonic Knights, Swiss Pikemen, Ronin, and Stratioti, for example.
 
No, I mean that they can also be their own unit type. As in AoE3 you have some cards that ship you units you can't normally build.

Some ideas I have are Teutonic Knights, Swiss Pikemen, Ronin, and Stratioti, for example.
It is like which in RFCEurope.
 
I don't think that mercenaries, especially local variants, fit the scale of the mod. They fit the regional RFC mods like RFCE better. But you can go ahead and create a new thread with the excel sheet if you want.
 
Fixed an oversight in the code where the positions of Minutemen and Karolin in Consts.py and CIV4UnitInfos.xml is inverted, leading to America spawning with Karolins.
This is also present in the AllCivs branch.
 
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