[modmodmod] The Sword of Islam Reborn

I updated GitHub version.
I reworked Indian landscape and added some resources in the new southeastern border (where were mountains before). I think it looks now much more like India.
Spoiler :
improved_india_2.JPG


improved_india.JPG

Also some balance changes are done.

I think I will finish this balance soon and start XML modding the new civs. (still concerned about Poland)
 
Will you be looking for input for UHVs for the civs that don't have them yet? I've been coming up with some ideas but I'm not sure if that part has been done for some civs or not.
 
I think I already stated that, but for you I will give another view on the current roadmap::hatsoff:

1. Rebalancing Loboto's civs, (~next days) and other not that important adjustments nearly finished
2. Adding the "european" civs
3. Balancing "europeans"
4. Talking about UHV, UB, UU, other changes for "european" civs and "lobotos" which don't have them yet, which should slowly lead to a finished game
5. Maybe some time left to actually play the game:lol:

I think I could reach this state around Christmas.:xmascheers:


Will you be looking for input for UHVs for the civs that don't have them yet? I've been coming up with some ideas but I'm not sure if that part has been done for some civs or not.
So yes, will be point 4.
Mongols and Golden should have UHVs in the Git Version, but I didn't have time yet to look if they are alright.

Every Idea you have is good! Just tell us, and then we can discuss if we will/want/are able to add it.:hammer:
 
Every Idea you have is good! Just tell us, and then we can discuss if we will/want/are able to add it.:hammer:
It would be great to get more land in the south and maybe east (eventually, but getting the current map finished and polished is more important right now). It would be cool to have Ethiopia/Abyssinia/Axum and the Tamil civ.
 
I know, it sounds really nice to make the map even bigger, but at the moment I cannot say that I will do it. That means, I personally will not start making great plans about it until the current map is "finished". (Maybe because I start thinking a little bit that our project starts getting out of the "frame" the original mod wanted to be in, especially with the Hungarian/Polish/Transylvanian/South-Indian lands, where the impact on the Islamic states gets down to zero:faint:)

But of course you are free to tell us here about your "vision", maybe one day we can make it.:grouphug:
 
@DrLoboto in the current status, the early northern empires always convert Orthodoxy, leading to a serious spread of Orthodoxy in the steppes. I didn't find anything during the python merge that has to do with province-related religion spread.
Maybe you can help me out, seems like the last big issue to me!
 
@DrLoboto in the current status, the early northern empires always convert Orthodoxy, leading to a serious spread of Orthodoxy in the steppes. I didn't find anything during the python merge that has to do with province-related religion spread.
Maybe you can help me out, seems like the last big issue to me!
In the dll files, I scripted it so that the Khazars couldn't convert from Judaism, the Oghuz couldn't convert to anything until late in their existence, and the Kypchaks couldn't adopt a religion at all (aka stayin' pagan). The Rus' start off with no organized religion but will adopt orthodoxy after it starts to spread in their lands. Most of this stuff was scripted to apply only to AI controlled players in the event those factions are also playable, and some of it is necessary in the case of a pagan civ respawning as a historically Muslim one, for instance. A good chunk of religion spread stuff I put in Religions.py. You should check what changes got carried over from there, as well as from my Cvplayer.cpp

Spoiler Here :

bool CvPlayer::canRevolution(CivicTypes* paeNewCivics) const
{
int iI;

if (isAnarchy())
{
return false;
}

if (getRevolutionTimer() > 0)
{
return false;
}

if (getID() == ILKHANATE)
{
if (!(GET_PLAYER(ILKHANATE).isHuman()))
{
if (GC.getGameINLINE().getGameTurn() < getTurnForYear(GET_PLAYER(ILKHANATE).getStartYear()+79))
{
return false;
}
}
}

if (getID() == KYPCHAKS)
{
if (!(GET_PLAYER(KYPCHAKS).isHuman()))
{
if (GC.getGameINLINE().getGameTurn() < getTurnForYear(GET_PLAYER(KYPCHAKS).getStartYear()+386))
{
return false;
}
}
}

if (getID() == GOLDEN)
{
if (!(GET_PLAYER(GOLDEN).isHuman()))
{
if (GC.getGameINLINE().getGameTurn() < getTurnForYear(GET_PLAYER(GOLDEN).getStartYear()+15))
{
return false;
}
}
}

if (getID() == OGHUZ)
{
if (!(GET_PLAYER(OGHUZ).isHuman()))
{
if (GC.getGameINLINE().getGameTurn() < getTurnForYear(GET_PLAYER(OGHUZ).getStartYear()+224))
{
return false;
}
}
}

if (getID() == CHAGATAI)
{
if (!(GET_PLAYER(CHAGATAI).isHuman()))
{
if (GC.getGameINLINE().getGameTurn() < getTurnForYear(GET_PLAYER(CHAGATAI).getStartYear()+74))
{
return false;
}
}
}


Spoiler And Here :

bool CvPlayer::canConvert(ReligionTypes eReligion) const
{

// edead: start disable minor religions
if ((eReligion == RELIGION_JUDAISM) || (eReligion == RELIGION_ZOROASTRIANISM) || (eReligion == RELIGION_BUDDHISM))
{
return false;
}

if (getID() == PORTUGAL)
{
if (!(GET_PLAYER(PORTUGAL).isHuman()))
{
return false;
}
}

if (getID() == KHITAI)
{
return false;
}

if (getID() == KHAZARS)
{
return false;
}

if (isMinorCiv())
{
return false;
}
// edead: end

if (isBarbarian())
{
return false;
}

if (isAnarchy())
{
return false;
}

if (getConversionTimer() > 0)
{
return false;
}

if (!isStateReligion())
{
return false;
}

if (getLastStateReligion() == eReligion)
{
return false;
}

if (eReligion != NO_RELIGION)
{
if (!canDoReligion(eReligion))
{
return false;
}
}

return true;
}
 
Last edited:
Mesopotamia and Egypt should have horses and iron available near Baghdad/Cairo. It's not necessarily strictly accurate, but the Abbasids and Fatimids weren't utterly incapable of raising cavalry.
 
With the increased map size, are there any plans for a Russia civilization, or anything to simulate the Russian expansion into the steppes? I had briefly considered having one of Rus' UHVs be something related to that, but that might make the Rus' too wide in scope.
 
Cossacks as Rus respawn, maybe? Would cover basically all areas of onmap Russian activity during the timeline (Ukraine and the Pontic Steppe), while sidestepping the issue of not actually having any of the core Muscovite territory on the map.
 
That could work. For some reason I had it in my head that the game ended in 1800, in which a Muscovite Russia nation would make sense. Since the game ends in 1700 though maybe not so much, since they only would have owned Ukraine, Pontic Steppe, and the Northern Caucasus.

In other news, I played the Chalukya, and I think that they're supposed to spawn three tiles south (y'know, actually in Karnataka) with one less Hindu missionary than they currently do (right now it's 3 settlers and 4 missionaries, which is interesting). I also think their starting army should include a catapult, but that's only because the UHV I came up with has a very tight deadline
 
In the dll files, I scripted it so that the Khazars couldn't convert from Judaism, the Oghuz couldn't convert to anything until late in their existence, and the Kypchaks couldn't adopt a religion at all (aka stayin' pagan). The Rus' start off with no organized religion but will adopt orthodoxy after it starts to spread in their lands. Most of this stuff was scripted to apply only to AI controlled players in the event those factions are also playable, and some of it is necessary in the case of a pagan civ respawning as a historically Muslim one, for instance. A good chunk of religion spread stuff I put in Religions.py. You should check what changes got carried over from there, as well as from my Cvplayer.cpp
The remembrance and accuracy of your answers is just awesome!

Concerning Khazars: I already thought of a Jewish UP, like more culture/happiness in Jewish cities, and less diplomatic impact on different Religion, also to make diplomacy for Human Player better. Would lay more focus on their special religious situation.

Mesopotamia and Egypt should have horses and iron available near Baghdad/Cairo. It's not necessarily strictly accurate, but the Abbasids and Fatimids weren't utterly incapable of raising cavalry.
Something to think about. I am amazed I didn't notice earlier.:shifty:

With the increased map size, are there any plans for a Russia civilization, or anything to simulate the Russian expansion into the steppes? I had briefly considered having one of Rus' UHVs be something related to that, but that might make the Rus' too wide in scope.
The only way for me would be a late-respwaning, AI-only Rus-Rebirth (like Delhi). A Barbarian Cossack spawn already exists, but I don't know the impact on the game yet. As said, 1700 Russia wasn't already that big, and just the southern borders of the mighty empire would not make much sense. If you want to play Russia, you have to go to RFCEurope or DoC, where I think the bigger 1.18 map could also give you the nice feeling of the endless big empire.
(sadly I hadn't time to play a full 1.18 game yet:dunno:)

In other news, I played the Chalukya, and I think that they're supposed to spawn three tiles south (y'know, actually in Karnataka) with one less Hindu missionary than they currently do (right now it's 3 settlers and 4 missionaries, which is interesting). I also think their starting army should include a catapult, but that's only because the UHV I came up with has a very tight deadline
I think the position is correct, but originally, DrLoboto placed a river there, which somehow went missing through the merge. I didn't correct it yet because I think I have to change something about the Chalukya. Mostly, because now it's not "Western", because the map goes all from west to east cost. So maybe different starting location and updated settler maps. I also want to make the settler maps a little bit different for the "Loboto" civs. He just declared single tiles with very high percentage, so AI always builds same cities. Sooner or later, I will spread that a little bit like the "old" civs, which would bring more randomization to the city placement, and I think also improve AI-War behavior.


About the new civs:
I decided to cut out Poland. Like Russia, they make to less sence and should not be a part of the "Medieval Middle East", so you have to go over to RFCE and DoC if you want to experience them. Of course they will be represent with independent cities and Lithuanian Invasion Barb-Spawns, which I think already exists.
All the others (Bulgaria, Serbia, Hungary, Wallachia, Moldavia, Venetian Crusaders) will definetly be added.
For Bulgaria, Serbia, Hungary, Venetia you can expect to have same graphics as RFCE (never touch running system:old:)
I hope this is more or less understandable, and that I do not completely destroy someones expectation.:wavey:
 
Because of DoC TechBalance Thread, I noticed I didn't care about TechBalance in SoIR at all! I totally forgot about it, even through it is one of the most important balances.:nono:
So next few looks for me will focus on that. If someone of you recognises a civ to be to much tech-advanced, or behind, please tell me!
 
For Bulgaria, Serbia, Hungary, Venetia you can expect to have same graphics as RFCE (never touch running system:old:)
I hope this is more or less understandable, and that I do not completely destroy someones expectation.:wavey:
No unique Bulgarian graphics? Unplayable, 0/10, my steppe warrior ancestors will appear as ghosts to haunt you for this affront.
 
I'm not sure if this is a bug related to the new civs or just a result of how collapse calculation works, but I razed ten Golden Horde cities (all the ones in the Pontic Steppe and Khazaria) and they never collapsed. There's a few other civs at -50 or so stability that won't collapse either.
 

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Looks interesting. Can you please share a safe?
Are we talking about latest git version? (Asking for compatibility)
 
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