New and Changed Civilizations in 1.18

I have two ideas for Russia, not sure how viable.
1. Allow Cossacks to build forts (https://en.wikipedia.org/wiki/Ostrog_(fortress)). Probably only outside of the owner's territory.
2. Allow sacrificing great people for temporary stability boost.
 
I'm gonna sound mega dumb, but where can i find this map branch? The one i see says it was edited 1 year ago
 
The map branch has moved to a private repository - if you send me your github username in a PM, I can grant you access.
 
I'm asking off topic, but no one remembers how to find a topic on this (or another) forum where the chances of including a civilization in a new game were quantified?
 
What's the significance of the bottony / trefoil cross symbol for Italy? I can't see it associated with any Italian polity. Or with anything really, except the State of Maryland and the 3rd century saint Maurice. The closest Italian matches I could find are the Pisan cross and the rosa camuna on the current flag of Lombardy, but both are fairly different designs. Is the idea to have something that doesn't closely match any single Italian state?
 
Yes, it's no particular design associated with any actual Italian polity. I adapted it from a similar design of fake vexillology that itself was based on design elements of the Iron Crown. I thought using a particular coat of arms associated with just one city was not a good idea, and unfortunately there is no real Italian coat of arms that is not too generic and not too similar to something Roman. The similarity with the rosa camuna is definitely intentional though.
 
Sorry if people have already mentioned this a million times, but since you're adding toltecs, whats your thoughts on a minorish pre-inca south american civ, similar to harrapans

also the core area being shown (vs og rfc) is great, but it would be cool to have some visual map info, ingame or not, for core areas that change
 
Please take a look at the Alternative Map during 1.18 thread, I shared stability maps for all existing civilizations there at some point. I will share them for the new civs later.
 
When would this patch approximately be released? I couldn't seem to find an answer elsewhere, so I'm simply going to ask here. Thanks in advance.
 
Sorry if people have already mentioned this a million times, but since you're adding toltecs, whats your thoughts on a minorish pre-inca south american civ, similar to harrapans
We discussed some pre-colonial Andean (and other Native American) civs in this thread some time ago. Would love to hear your ideas about these pre-Inca civs!
 
When would this patch approximately be released? I couldn't seem to find an answer elsewhere, so I'm simply going to ask here. Thanks in advance.
March 2028. Possibly earlier. Look out for updates!
 
Someone mentioned Venice recently that set us back from September 2026 to where we are now.
 
Hi Leo, great news, I'm very happy and even impressed by how much the MOD with the new Bigmap is advancing very quickly. that is great.
I would like to discuss some points in relation to South American civs.
  • Argentina
    • Unique Building: Refrigeration Plant replaces Abattoir
Firstly, UB's change from supermarket to abattoir is perfect, very fitting.
In my perception, the Argentine CIV is somewhat lacking in happines resources. So, since it is cultural for Argentines to enjoy eating roast beef, perhaps a fixed bonus of +2 Happines in Cow resource could be added, similar to what happened with UB Charreada in Mexico for horses. I think it would be very interesting and cool if ArgentineCIV were the only CIV that managed to extract happiness from the Cow resource. I think it would be very correct, historically, as it would represent the Argentine "Assado".

  • Brazil
    • Unique Building: Sambadrome (Arena): +2 happiness, +1 happiness per 5% culture rate
Regarding UB and UP, I had previously presented some suggestions (in the spoiler below), and I'm happy to see that UB was changed from "Fazenda" (which I thought was very generic, since even colombiaCIV had the Hacienda) to "sambodrome" which I think is much more unique to Brazil.

I would like to suggest some options for changes to the bonus given.

1st option- Sambadrome (Arena): +1/+2 happiness, +0.5 happiness per culture level of the city (this would be interesting because Brazil is a CIV that needs to invest 100% in tech to catch up, usually the +1happines for 5% culture would not be commonly used, but it would give the happiness bonus. The fact that the bonus is linked to the cultural level of the city would also be interesting, as usually only the biggest cities in Brazil (Rio de Janeiro and São Paulo) there are famous sambadromes; so this would serve to represent reality well. As a player who has played with brazilCIV a few times, cities usually only reach cultural level 3 and 4, only if they deliberately invest in culture that reaches level 5 (refined ) then the bonus would reach a maximum of +3 or +4 happiness, which would not be unbalanced and would be better than linking with the cultural slide.)

-2nd option - Sambadrome (Arena): +2 happiness, +0.5 culture & +0.5 gold per culture level of the city (as per my original suggestion. I still think it's interesting, because as I usually said, cities in the BrazilCIV only reach cultural level 3 and 4, only if you deliberately invest in culture that reaches level 5 (refined) then the bonus would reach a maximum of +2 or +3 culture & gold, which would not be unbalanced. I even think that This option is better than the first because the BrazilCIV area on the map already has a lot of happines resources, so this civ already has a good margin in happines.)

-3rd option - Sambadrome (Arena): +2 happiness, 1 turn of free Golden Age, when the building is produced in the city (this could be cool to represent Carnival, I remember that in CIV5 the brazilCIV bonuses were associated with Golden Age which was renamed Carnival. Just as BrazilCIV in this new Bigmap should have around 12 cities when it occupies almost all of its territory, if the player builds the UB in all cities he would have at most around 12 GA turns, like these would be distributed when the player built each UB in each city, I don't think it would be unbalanced)

-4th option - Sambadrome (Arena): +2 happiness, +1happines & +2culture & +2 gold per turn if the city is celebrating (this option would be interesting as it would have a cool synergy with the new UP proposed for BrazilCIV).

Leo, perhaps one of these ideas or the modification/adaptation of any of them would be interesting to implement in the MOD.
Spoiler :

some suggestions from UP, UB, UHV in relation to civ Brasil:

UP: The power of "Bossa Nova"

the first time it moves the capital to a non-coastal city generates a golden age.

+ 1 / + 0.5 happiness in all cities by cultural level.


(Bossa Nova is a more elite variation of samba, from Bossa Nova there are songs like "Garota de Ipanema" or "Chega de saudade" that are a symbol of Brazilian culture in the world, during the time when these songs were composed occurred the construction of Brasilia and Brazil underwent strong economic development, notably because of the automobile industry, which was then called the "Anos Dourados", which is why the idea of the golden age.

The part of UP's happiness is due to the Bossa Nova music being a reason of great national pride in Brazil, and this added to the people of Brazil being known for their happiness, I think it would be appropriate to reward the production of culture with happiness. Within the gameplay mechanics normally cities in Brazil reach level 3 or 4 of culture, they hardly reach 5 or 6, so the amount of happiness generated would not be unreasonably large)


https://en.wikipedia.org/wiki/Bossa_nova


UHV1: The coffee cycle - Get at least 500 gold by selling coffee by 1830/1850/1880, get at least 2500 gold by selling coffee and rubber by 1880/1920, Build Ironworks by 1930.


(The first UHV is based on the fact that Brazil has been the largest coffee producer for the last 150 years, so a fact of this historical importance would deserve a UHV, coffee cultivation and especially its export were very important during the second reign (great share of exportations of brazil) and the beginning of the first republic (coffee with milk policy), there were two booms in coffee export from brazil, the first between 1830-1850 (but for gameplay mechanics it is very early since brazil spawn in 1822) the second occurred between 1880-1930.

Parallel to the coffee cycle occurred the 1879-1912 rubber cycle, the use of gold obtained from the sale of rubber would also be a way to encourage the player to colonize the Amazon, in addition to the end of these two economic cycles added to the great depression of 1929, generated industrialism by replacing imports from Getúlio Vargas, which is the third part of the UHV, to build Ironworks to represent the consolidation of the base industry in Brazil with the inauguration of "CSN - Companhia Siderúrgica Nacinal", which was a great steelworks for steel production obtained by Getúlio Vargas through financing provided by the USA for the entry of Brazil in WW2.)


https://en.wikipedia.org/wiki/Coffee_production_in_Brazil

https://en.wikipedia.org/wiki/Amazon_rubber_boom

https://en.wikipedia.org/wiki/Companhia_Siderúrgica_Nacional

https://en.wikipedia.org/wiki/Getúlio_Vargas



UHV2: The "Golden Years" - Move the capital to Brasília and connect it by highway to at least 5/6/7 cities until 1950/1960.


(This UHV would serve to portray the construction of the capital Brasília and the importance of the automotive industry for Brazil, IMO these facts are historically very relevant for Brazil and would be a very different UHV, since no other in the MOD that asks for a change of of capital.

"Os Anos Dourados" is the way in which part of the 50s is known, where mainly under the government of Juscelino Kubitschek, Brazil builds the capital and important highways to connect various parts of the country, with the new capital as the center)

https://en.wikipedia.org/wiki/Juscelino_Kubitschek



UHV3: Brazil of great works (Maracanã, Itaipu, Cristo Redentor, trans-amazônica) - Build the wonders Wembley, Hoover Dam and Cristo Redentor, and a highway that connects the most extreme tile from east to west of Brazil until 1972.


(This is based on the UHV that is already in the MOD, which is the construction of the wonders that are well known in Brazil: Maracanã, Itaipu and Cristo redentor, I also added the "trans-amazonian" highway which is one of the "pharaonic works "that occurred during the military dictatorship of 1964, together with the construction of the Rio-Niterói bridge and the Itaipu hydroelectric plant, this highway is the third largest in Brazil and connects the Brazilian Northeast to the Amazon (look at the map in this link below), in the game build highways is very simple and cheap so I don’t know if it’s going to be good to add, or if you just leave the wonders.)

https://en.wikipedia.org/wiki/Trans-Amazonian_Highway



UB - Sambódromo / Carnaval de Rua - replaces arena, in addition to the normal effects, generates + 1 / + 0.5 culture and + 1 / + 0.5 gold for the cultural level of the city (this adjustment by cultural level is interesting because it generates a natural balance of the bonus since it increases with time, and as cities in Brazil rarely reach level 5 of culture, for the most part the game would generate 2, 3 or 4 of culture and gold per city, which is not so exaggerated, if it is, you can put only +0.5 per level or put a fixed bonus of + X culture / gold. As Carnival has existed in Brazil since the 16th century known as "Entrudo" and from the 19th century in the most contemporary way, the UB sambódromo could be available from the spawn)

https://en.wikipedia.org/wiki/Brazilian_Carnival


I believe that these changes will make the gameplay with CIV brasil more focused on the production of culture, building wonders related to Brazil, negotiating diplomatic agreements for the sale of resources or the purchase of technologies, moving the capital from Rio de Janeiro to Brasilia, construction of highways and colonization of the Amazon in search of rubber or area for new cities. These actions are, IMO much more connected with what would be expected from the game with Brazil, concentrating the actions on a more constructive / peaceful game and less on military conquests / Brazil-WestCanada strategy (from previous games I had to capture cities in Africa to try getting slaves, after I bought the ones from the Congo and they didn't produce anymore, or else having to found cities in other regions / capture Buenos Aires to get the required number of pastures. This type of action doesn't make much sense looking at the history of Brazil.

That other UHV Pindorama, I think it would be better if replaced by another one, since as the new map will have a much larger area it will be very simple to get 20/25/30 jungle tiles and use the workers to build the reserve forests, and that could still generate the situation of building the capital and national park in the amazon and having a city with 20 free specialists, which would be something very strange. on the old map too but on a smaller scale.


Regarding the dates of the UHVs and the values of the bonuses, we have to discuss to make an appropriate balance, if you want to comment feel free.

    • Unique Power: Cordiality: cities are guaranteed to celebrate when requirements are met
In regards to UP, what exactly does a "Celebration" (which is WLTKD, right?) do?
It only reduces the maintenance cost per city, if that were the case, BrazilCIV's UP would seem a little weak to me.

Maybe you could take my suggested UP from "Power of Bossa Nova" (of giving a Golden Age when changing capital to a non-coastal city for the first time, to represent the construction of Brasília).

Or add something else to the UP "Power of Cordialidade" perhaps +0.5 Hapinnes per cultural level in each city. or something else, because this UP actually seemed weaker to me than the Ethanol one, as this one at least attracted the Oil industry and then gave around +10 gold per turn in the cities that had the corporation, since BrazilCIV had a lot of resources of sugar.
 
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I am glad you consider the progress quick, it does not always feel like that on this end.

I will take your suggestions regarding the Sambadrome under consideration. However, generally I would like UBs to have already established building effects, rather than introducing special new effect that only this building has.

Regarding the UP, yes "celebration" equals WLTKD and yes its current effect is only zero maintenance. I have separate plans to improve the utility of WLTKD beyond this weak effect, in addition to also making it less random. Actually your post made me realise that it's a good idea to connect the WLTKD effect to a city's culture level - that would be a good way to make it more useful in important, (usually) core cities rather than peripheral small cities that otherwise have an easier time triggering it.

In the meantime the Brazilian UP will be a bit weak (same goes to the Swedish UP for similar reasons). At this moment it is more important to me to give civilizations the right kind of assets/abilities thematically rather than balancing them perfectly.
 
As promised, a collection of starting situation screenshots for the new civilizations:
Spoiler :
Civ4ScreenShot0532.JPG
Civ4ScreenShot0533.JPG
Civ4ScreenShot0534.JPG
Civ4ScreenShot0535.JPG
Civ4ScreenShot0536.JPG
Civ4ScreenShot0537.JPG
Civ4ScreenShot0538.JPG
Civ4ScreenShot0539.JPG
Civ4ScreenShot0540.JPG
Civ4ScreenShot0541.JPG


Please do not comment on city names.
 
And the remaining civilizations:
Spoiler :
Civ4ScreenShot0542.JPG
Civ4ScreenShot0543.JPG
Civ4ScreenShot0544.JPG
 
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