Philippines (Modern)

Philippines - Modern Alpha0.2.1

Archanist

Warlord
Joined
Oct 15, 2024
Messages
272
Download here: https://forums.civfanatics.com/resources/philippines-modern.32036/

Adds the Philippines as a playable civilization for Civ 7 in the Modern Era.

Right now really barebones, as 3d assets currently can't be made, and using placeholder art for a lot of places. Hope you enjoy!

Alpha Version:
A lot of assets are missing, as there's no known way to add them yet. Both unique units share a base model, the unique buildings don't have a model, and the wonder will look like the Pyramids.
We plan to change the design of the Philippines as modding evolves. So far we've only been able to adjust things with XML only, but we plan to add more mechanics once gameplay scripting is available.
Civiliopedia will be done after design changes.

View attachment 723977

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The flames of revolution lit the way out of the darkness of Spanish rule, but The Philippines soon found itself in the shadow of a new superpower: The United States of America. As they embark on their path to true independence, Filipinos must learn what it means to uphold its sovereignty, and what it truly means to be Filipino.

Unique Ability​

Bayanihan: Receiving a declaration of war grants 100 :7inf: Influence and 50 :7culture: Culture. +50% :7inf: Influence towards proposing and supporting Endeavors. -10 Combat Strength for land units outside friendly territory.

Attributes​

Diplomatic
Economic

Civic Trees​

Pag-ibig sa Tinubuang Lupa
  • Tier 1: Gain +2 War Support when receiving a declaration of war. +50% XP gain for commanders. All existing Army Commanders gain the Hold The Line promotion. Unlocks the Pag-alsa Tradition.
  • Tradition - Pag-alsa: Units gain +5 Combat Strength when defending in friendly territory.
Perla del Mar de Oriente
  • Tier 1: Unlocks the Parian building. +50% :7prod: Production and :7money: Gold towards building and purchasing merchants. Unlocks the Corregidor wonder.
  • Tier 2: Unlocks the Dambana building. Unlocks the Galeon de Manila Tradition
  • Tradition - Galeon de Manila: Trade Routes give +20 :7money: Gold and +10 :7culture: Culture.
Treaty of General Relations and Protocol
  • Tier 1: Gain 3 Jeepneys at the Capital. Gain +10 :7inf: Influence per turn per ally. Unlocks the Bell Trade Act Tradition.
  • Tradition - Bell Trade Act: Each imported resource gives +15 :7money: Gold and +5 :7inf: Influence, but also -10 :7science: Science, -10 :7culture: Culture, and -10 :7unhappy: Happiness
Pilipino Muna
  • Tier 1: All Hub Towns give 1 :7happy: Happiness per connected city. Unlocks the Linggo ng Wika Tradition.
  • Tradition - Linggo ng Wika: Duration of celebrations is -50%, but +125% :7happy: Happiness towards celebrations.
  • Tier 2: All Towns give +1 Influence :7inf:.

Unique Infrastructure​

Intramuros: Unique Quarter. Created by constructing the Dambana and Parian in the same District. Walls in this settlement provide +2 Happiness. +25 HP to this District and all Walled Districts in this Settlement.

Dambana: Unique Building. Culture Base. Happiness adjacency with Quarters and Wonders.

Parian: Unique Building. Gold Base. Gold adjacency for Gold Buildings, Navigable Rivers, and Wonders. Must be built next to a City Center.

Unique Civilian Unit​

Jeepney: Replaces Migrant. Increased Movement. Can add one population to a settlement, consuming the unit. Building a Modern Military or Production building grants one Jeepney in the settlement.

Unique Military Unit​

Katipunero: Unique Infantry Unit. Increased combat strength in friendly territory. Can see through Vegetation.

Associated Wonder​

Corregidor: Production and Influence base. Acts as a fortified district that needs to be conquered. +5 Production. +3 Ranged Combat Strength, +1 range to Ranged and Siege Units in this tile. +5 HP healing per turn to Military Units in this tile. Ageless. Must be built on coast next to land.

Starting Biases​

  • Coast

Unlocked By:​

  • Play as Jose Rizal
  • Play as Spain
  • Play as Majapahit
  • Have 3 Coastal Settlements (Lakes don't count)
  • Have 2 Alliances during the Exploration Age
 
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There is an unlisted location requirement for the Parian. I tried to place it in one of my cities and it said no suitable location. No issues with the Damban, though.

Is there a way to remove the location requirement for the Parian? I use the better City Hall mod that grants four spaces and like to put my modern era unique quarters on the city hall. Salamat!
 
Also, it doesn't seem to play nice with the Great Britain pack. When I tried to play as Great Britain, I got this error: content configuration not valid. And same when I tried to use this mod.

After I disabled Great Britain, I was able to use this mod.
 
There is an unlisted location requirement for the Parian. I tried to place it in one of my cities and it said no suitable location. No issues with the Damban, though.

Is there a way to remove the location requirement for the Parian? I use the better City Hall mod that grants four spaces and like to put my modern era unique quarters on the city hall. Salamat!
Hi! Can you send me a screenshot/modlist so I can figure out the conflict? I have Great Britain too but I can launch (only official DLC and this mod enabled)
 
Hi! Can you send me a screenshot/modlist so I can figure out the conflict? I have Great Britain too but I can launch (only official DLC and this mod enabled)
Didn't get a screenshot, unfortunately. And I am running quite a few mods. haha. But I hadn't tried playing as Great Britain yet.

I'm disabling the Philippines mod and re-enabling the GB pack and I'll see if I run into any issues on this new play through.
 
Hi, I also get the content configuration error as well, but it also goes away for me if I disable Great Britain. What setting did you adjust to update for the 1.1.1 to address configuration?

Also, I'm going to experiment with rewriting existing buildings, say from the Antiquity Age, and rewording their text content to get building models to appear.
 
Are there any other gameplay mods you have installed? There may be a weird conflict there that I can investigate

The 1.1.1 change was to add a tooltip to Quarters, which is now required
Okay I'll look for that in a couple of the mods I've downloaded.

As I said, when I disable Great Britain your mod runs fine but not otherwise. Unfortunately I can't provide helpful details beyond that, since that appears to be the source of the conflict.

I've found that there are always a few typos and mistakes in the xml files. For instance, Bulgaria's unlock for Russia is set to "unlock Russia in the exploration age". This could create a ripple effect.
 
Thanks. I found an error towards the middle of the modding log as I was searching at the end for it. Once I found this I could fix my mod. However, in the process of toggling Great Britain on and off, your mod started working again. I have no idea if there was a real problem or a phantom, but if people are having this issue anymore they could try toggling it off, loading something else then toggling it on again.
 
As of now, I don't think it's possible to set specific models for unique units or constructibles. You can only set what unit or building culture your civ has

izica figured it out

 
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