Quot Capita: Majesty

Sorry, have been busy.

I haven't had a chance to re-investigate the scenario maps themselves. I know I was having some serious python issues with them.
As to world builder, you should have no issues using that as a base for map creation, or using any of the updated tools for maps. Additionally, if your after a GEM base, you can import the one by Ghengis Khai, as that's what I was originally using when I first started in order to place Atlantis. Unfortunately, lol, life got in the way of modding.
 
I can't thank Dancing Hoskuld and Nightingale enough for the help they gave me, this mod literally would not be here now if it were not for them. Not only did they fix what was wrong, but thanks to the efforts, the mod's loading time has been decreased, granted, its still a slow 8-10 minutes, but this is far better than what it was before, and far better than not being able to play the mod at all.

PATCH 3.4: Love and Hate Again

-Many issues people had that prevented the mod from loading at all should be resolved.

-New Civilizations: The Palmyrian Empire, led by Zenobia, The Olmec, the cradle civilization of Meso/North America, and the Khitan, mighty forgotten Kingdom of East Asia.

-New Units: The Triaconter, very early game warship, the Gatling Gun, predecessor to the Machine Gun, the Littoral Combat Ship, Information Age Cruiser, and the Laser Destroyer and Battleship, both of which are predecessors to the Synthetic Era's Fusion warships. I feel the naval aspect is fleshed out and in a good place now.

-New Atomic Era, in between the Industrial and Information Ages, from Civ5 and Civ6. Covers the end of WWII to the end of the Cold War.


Download The Mod Here: https://www.mediafire.com/file/ghjwdr5bamljb88/Quot_Capita.rar/file
 
Well, now that you ask...
It's still not working for me.
Drops dozens of xml errors (see first 4 bellow)
QC_ERROR.png
Than crashes before reaching the main menu :(
I figured out that it must be caused by the too many modules. Do you really have any reasons not to merge those xml files with the main ones? Would solve a few things. Maybe it would even make the mod load faster.
 
It breaks the mod, believe me I've been there.

The mod uses WOC modular loading, is it not working with your computer for some reason?
Yes, it's not working.
I have Win7 64bit and have no such issues with ANY OTHER mod, so it's pretty strange :rolleyes:
 
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Yeah I don't understand why it works for some and not for others. I can only guess that your computer doesn't like the WOC modular loading for whatever reason. You could ask Dancing Hoskuld and see if he could help you he was instremental in helping me, as did Nightinggale, both great people.
 
Oh, I don't have time for that. If a mod doesn't start I do what any other players: Don't care.
It was only meant to be feedback & bug report, thinking that others may face this issue too, just won't even care to report it.
So if you can't solve this... sorry, but I am not interested.

And I don't want to be discouraging or offending, just plain honest. I know you had a lot of work in it :thumbsup:
 
Still working on my friend here. Ran into some strange errors, still looking into that, but I'm aiming for a native peoples theme, filling in north and south america with a couple more civilizations, one new mesoamerican civ, the Mixtec, and a complete overhaul of the Aborigines of Australia, who will have their own city art(much of it done by the talented Hrochland) and consisting of, as of this moment, five distinct civilizations.

I havent forgotten more traditional civs, with Sogdia, Lydia, Bohemia and Belgium coming to play as well.
 
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I finally got in to run. I have Win10, and the trick was to launch Civ4 as Administrator. Pretty nice, though a) I am in turn 252 and it´s 78200 AD and b) it´s turn 252 of 4100, though I am pretty sure that when I started the custom game I was told this speed would result in 2,050 turns. But those nitpicks hve no effect on the game, which runs perfectly well.

If you want to add stuff, please consider Assimilation as an option.
 
I'm glad your enjoying it :)

Yeah the game is designed for legendary speed(via custom game), so a full experience is received with each era, and yeah I did say up front in the opening post about running the game as administrator which has unfortunately been the case since windows 7. :(

I will check out assimilation. That is a really good idea Pomphis
 
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Anyone else have any suggestions or ideas?

Some things I can confirm that are coming:

-Revamped Stone Age, religious techs are now optional, you don't have to found a religion to advance in the Stone Age
-Several new techs have been added to the Classical Era.

Anyone whose a fan of antiquity have anything they would like to see? Besides Lydia, they are coming as well.
 
The lowdown:

macchu-picchu-jpg.520890


Greatness awaits you. You will master the ancient empires of antiquity, conquer Dystopian futures, build the greatest of wonders...all to prove that you are the one...true...king.

-A very special thankyou to both Dancing Hoskuld and Nightingale for both their help, without which this mod as of now would not have been possible. for help with fixing the mod has also lowered load times, depending on your computer, down to 8-10 minutes.

Patch 3.5: What a Long Strange Trip Its Been

-Features

Spoiler :

-Techtree Revision: The techtree has been changed, some techs have been removed as requirements for era advancement in the stone age, other new technologies have been introduced to flesh out the early game.

-Many new gap filling units have been introduced. The Crossbowman line has been completely reworked, with some inspiration from latter Civ games. New units:

-Artillerist: Upgrades from Crossbowman, upgrades to Grenadier
-Culverin : Enlightenment Era siege weapon, upgrades from Bombard and to Cannons.
-Onager: Late Classical, Era Medieval Siege Weapon, upgrades from the Catapult and to the Trebuchet.
-Siege Ram: Ram and Catapult lines reworked, credit goes to the A New Dawn 2 team for this idea.

-Play as interesting new exotic civilizations from around the world!

-Belgium: Another European Civ to round out the ranks.
-Bohemia: The creative Hussites, whose founder was executed for daring to call for Church reform a century before Martin Luther, fought a for survival war using innovative tactics, but failed to survive. In Majesty, if your Bohemia, the Hussites will fight for you!
-Lydia: Western Anatolian Empire famoas for its wealth and said to be one of the first places to use currency.
-Sogdiana: Samarkand was a world reknowned city and served as the center of the Sogdian trade network and later as Timurlane's capital.
-Tlaxcalans: A rival power to the Aztec, it was with the help of large numbers of Tlaxcallans that allowed Cortez to defeat the Aztecs.
-Mixtec: An ancient people of central america said to have maintained the largest collections of codexes, many of which may have dated back to the Olmec. A fiercely independent and scientific people.
-Navajo: Enemies of the Anasazi, the Navajo were a mostly nomadic people, noted to have been instrumental in helping against the Axis in WW2.
-Nez Piez/Shoshone: Another nomadic Amerindian people, I tried to make playing them unique.
-Nazca: Builders of the famaos Nazca lines. The Nasca were actually very warlike and built great cermonial cities and pyramids. They were masters of irrigation as well.
-Guarani: A native tribe of the Amazon
-Yanomani: Also a native tribe of the Amazon. Note about the Guarani, Yanomani and the Tupi, they now all build special "green" buildings, and have a great health bonus.
-Kulin: An Australian Aborigine people. The Kulin have a great Barter Post replacement and their unique unit is useful for early warfare.
-Kimberley: The Kimberley have the Tracker unique unit, which can engage in ranged attacks.
-Murri: The Murri have an Elder Council replacement that is much stronger and gives you bonuses with religion, it also doesn't become obsolete until Scientific Method.
-Anangu: have a scout unique unit, which they begin the game with two of. Combined with the civ's adventurious trait, you can get a decent early tech advantage if your lucky.
-Noongar: The orginal Aborigine Civ, renamed and edited where appropriate.


Download The Mod Here:
http://www.mediafire.com/file/hqbr6fyu1574485/Quot_Capita_Majesty.rar/file

Remember to run your Civ4 Beyond the Sword as administrator.

Installation Instructions:

1. Download the mod from the link above

2. Place the contents of the RaR file(the Quot Capita foldier) in Beyond the Sword/Mods

Notice: If using the Steam version, Make sure you are not using the folder:

steamapps\common\sid meier's civilization IV beyond the sword\Mods

for any BtS mods, but rather the one:

steamapps\common\sid meier's civilization IV beyond the sword\Beyond the Sword\Mods

Load the mod by loading up Civ4 Beyond the Sword and selecting "Advanced" then "Load a Mod", and select this mod to load. It may take awhile, due to the mod's size.

NOTE: to get the religions displayed with the civilizations, you need to go to your steam library(if using the steam version), then click on Beyond the Sword/Properties/Beta then select "Original Release Unsupported".


This modcomp was orginally based on Avain's Quot Capita, if you didn't guess. :p. This mod, is made by me, Sword_of_Geddon, and it has now begun a upgrade with my co-creator, Boonkie.

Boonkie's personal statement:
"Swag."


Alittle background:Two of my favorate mods were Avain's Quot Capita and Chiyu's "Extra" mod. When playing either I missed features the other had.

Avain always wanted to bring some of Extra into his own mod, and said something to that effect before he left awile back, so while I cannot pretend this would be what that would look like, I'd like to think of this as a continuation, a spiritual successor if you will, to Avain's mod.

I'd like to give credit where credit is due.

Credits go to Platyping for his python coding, Dumanios(for his new civilizations), the Civgold team, Orion(for his naval mod, which I used the Corsair, Cog and Canoe), Vehem for his interface(used in the Rise from Erebus modmod), Chiyu(for his work on the extra mod), Bakuel for his units, the Capo for his leaderheads and units, Vebear for his units and civilizations, Dacubz for his units as well as Drakarska for his historical knowledge which has been a great help. Kingpin..a big thank you to you as well for the music he shared as well as the fantastic flag graphics you made.

Also I have to thank the numerious others for their work on various artwork which I have not named.

Without all of these people this mod would not have been possible.

New Features:

-Unique unit styles(ethnically diverse units) for many civilizations, Romans look like Romans, Greeks like Greeks, Aztecs like Aztecs and so on.

-Ethnically Diverse Citystyles for various civilizations. One of my main complaints with the vanilla BTS game was that most civilizations shared the same city art. Well..NO MORE. Mesoamerica, Middle East, South East Asia, Egypt and more have city art appropriate to those cultures.

-New Units: Capture cities in the middle ages with the Heavy Swordsman, raid enemy shipping with the Corsair, and fight wars in the future with the Objective Force Warrior, and so much more.

-New Civics: Straight from the Extra mod come a variety of new civics, including a brand new catagory: Military. Existing civics have been reorganized slightly.

-New Technologies: From Chiyu's Extra come Improved Formations and Crop Rotation, but that isn't the end of new additions. Research Piracy, Chivalry, Monasticism and more. The early game has been fleshed out.

-New Religions: Hellenism, Kemetism, Asatru, Zoroastrianism and Mesoamericanism, all from Extra, have joined the list of existing religions. The latest version also includes Shinto and Druidism.

My eventual plan is to make each religion as unique as possible.

-New Civilizations: Master the seagoing Phoenicians, the pyramid-building Nubians, and many, many others. There are over 100 civilizations in this mod, many of which have unique art and even city styles.

-New Eras:

Prehistoric Era:
Representing the early days before city building when hunter-gatherers struggled to feed their families and later tribes, while struggling against legendary monsters.

Stone Age: The beginnings of civilization as we know it. Sedentary life is made possible, bringing with it cultural identity, warfare, stone building, everything leading into the ancient age.

The Enlightenment:
The Renaissance and Industrial ages now have a concrete bridge between them. Experience the actual golden of Sail, the time of the Frigate, new thoughts on Government and Religion, that have shaped the world to this day.

The Atomic Age: Representing the time from the last days of WW2 to the end of the cold war and the start of computers. This era was in Civ5 and Civ6, as well as Caveman to Cosmos, another excellent mod.

Information Age: After the end of the cold war to about 2050 perhaps? More or less the old modern era, but I've completely designed this time period. Much of what was science fiction when Beyond the Sword came out, is now Science Fact, so some of the old future era's early technologies are now part of the Information Age.

Synthetic Era: True artificial intelligence, energy based weapons, the start of the ability to send ships to other worlds in the solar system, and futuristic dystopian forms of government all appear here.

Stellar Age: A bonus era, as you are likely to finish your game before reaching it, unless you start in a later era. This age represents travel and colonization of the solar system. The line between naval and air power is blurred, ships can travel threw the skies and into space. New military tactics become possible.


Changelog:
Spoiler :


PATCH 3.4: Love and Hate Again

-Many issues people had that prevented the mod from loading at all should be resolved.

-New Civilizations: The Palmyrian Empire, led by Zenobia, The Olmec, the cradle civilization of Meso/North America, and the Khitan, mighty forgotten Kingdom of East Asia.

-New Units: The Triaconter, very early game warship, the Gatling Gun, predecessor to the Machine Gun, the Littoral Combat Ship, Information Age Cruiser, and the Laser Destroyer and Battleship, both of which are predecessors to the Synthetic Era's Fusion warships. I feel the naval aspect is fleshed out and in a good place now.

-New Atomic Era, in between the Industrial and Information Ages, from Civ5 and Civ6. Covers the end of WWII to the end of the Cold War.



New to 3.3:

-New civilization, Ukraine, with unique unit art style.
-New unit and fixed unit graphics for many civilizations
-New Unique Units for some existing civilizations.
-New Civics Screen by StrategyOnly, selecting civics looks ALOT better and well organized now
-New Civics for almost every category, and existing(some of them) civics have been redesigned.

From 3.2:

-More bugfixes
-Changes to some buildings for aesthetic reasons.
-New Eras:

-Expanded Past, the old Prehistoric Era has been split into the Prehistoric and Stone Age,

-Expanded Future: the Information age has been revamped, as has the Synthetic Age, and there is a new age beyond it, the Stellar Age
-New Religion: Andeanism, represents South American native beliefs, specifically the people of the Andes.
-New Units: Medieval War Galley, comes between the Trireme and Galleas, some unique units have been changed to be Medieval War Galley replacements, such as the Byzantine Dromon.
-More new unit art: India, Asian and Muslim civs have some new ship art, kudos to Ramzay and Walter Hawkwood.
-New Civilizations:

-Kurds: For the first time ever, play as the Kurds with their unique at style, starting with the Medes and changing to the Ayyubid later. Saladin is now a Kurdish leader(because he was).

-Etruscans: Play as the Etruscans, the earliest known civilization of Italy.

-Argentina/Maphuche: Play as the Argentines, starting with Maphuche units and with Lautaro and San Martin as leaders.

-Kanem-Bornu: Play as Ildris Alooma, and wage war as this African empire with a assortment of unique Camel units.

China has been split! Idea from Realism Invictus, credits to them.

Manchurian/Northern China: Play as Northern China, or the Mandarin, with Banner Armies, Qinq Cavalry as unique units.

Cantonese/Southern China: Play as the Southern Chinese, with Firelancers, Medieval Flame Throwers as unique units.

The Arawak have been split!

Lakona(Northern South American coast Arawak): The old Arawak civ more or less, with some unique unit art.

Taino(Carribean Island Arawak): The Peaceful Arawak that Columbus first encountered, the first natives of the Americas to be met by the Spanish. Later evolve into Cuba art wise, and also have Castro as a possible leader.

Carib: The Arawak's aggressive rivals, whom the Caribbean was named after. Have a very strong early game unit.

The "Naacal" have been split/removed:

Samoa: Play as the Samoan Tonga empire, and explore the oceans early with their unique Cog replacement.

Rapa Nui: The people of Easter Island, complete with the mystic moa unique building.

Maori: New Zealand's native Polynesian people.


PATCH 3.1.9a: Out of Africa

-More bugfixes
-Changes to some buildings for aesthetic reasons.
-Two New Wonders, Big Ben and Adam Smith's Trading Company
-New Technologies: Stone Carving, Blood Cult and Sanitation
-New Building: Sewer, becomes available with Sanitation. I thought the mid game was lacking a health building
-New Religion: Totemism, represents Native American beliefs.
-New Civilizations:

-Zimbabwe: A powerful south african kingdom, Zimbabwe was once the dominant power in that region and was a part of the trade with Zanzibar, linking it to places as far away as India.

-The Swahili: A diverse group, in Majesty the Swahili civilization encompasses Zanzabar and the Maasai, basically the modern day nations of Tanzania and Kenya.


Changes PATCH 3.1.8

-More bugfixes, mod should now be fully Steam compatable as well.
-Re-Designed unit upgrade paths.
-New Civilizations:

-The Irish: One of the last strongholds of Celtic culture, the Irish have fought to maintain their culture and independence, with mixed results, since ancient times and even today.

-The Champa: Now known as Southern Vietnam, the Champa were a southeast asian culture with a strong maritime tradition, and rivaled the Malay pirates with their own pirate activities. Ethnic Cham still exist, but their nation was conquered by Vietnam.

Changes in PATCH 3.1.7

-More bugfixes(smaller ones)
-Re-Designed unit upgrade paths.
-New Civilizations:

-The Greeks have been split into Athens and Sparta, each with two leaders and two unique units.
-The Philippines have been added, with the awesome unit art of Bakuel of coarse.
-The Knights Templar and the Knights Hospitalier have been added, both have a unique mechanic: They can spread their orders, even into other civilization's cities via two new medieval "corporations".

Changes in 3.1.6:

-Most stable version yet. I've been careful to eliminate as many bugs as possible.
-New Khazar Civilization
-Soundtrack has been further enhanced once again.
-Unit lines have been reworked, as have many units.
-Small release this time, this version is more about fixing what is already here and polishing it.


Changes in Version 3.1.5:

-The Brand new Enlightenment Era, which comes in between the Renaissance and Industrial Ages!-Many new leaders for existing civilizations. All civs have at least two now
-Soundtrack has been further enhanced thanks to Boonkie and I's work.
-More New Civilizations: The Koori Aborigines, Confederate States of America, Muiscan Confederation, Haida, Old Ghana, and Mauritania/The Moors join the already extensive list of Majesty Civilizations.
-New Units: The Spear-Thrower, Javelineer, and the Brigantine.
-Reworked Civilization names: Tired of all civs being called "Empire" in the game? Well this is no more. Now play as the United States of America, not the "American Empire", or the Mexica Triple Allaince, not the Aztec Empire.
-New Leader Traits, Promotions and Wonders should work properly now

Changes in Version 3.1.4:

-New Wonders, all with unique powers(thankyou Platyping) have been added.
-New City Graphics for Ancient India, Amazonian South American and Anasazi
-New Civilizations: The Tarascans and Tupi have returned, also Baktria, the Totonacs, Nabataea and Serbia have joined the ranks of Majesty's civilizations.
-New Religious units: Crusaders for Christianity and Jihadists for Islam.


Changes in Version 3.1.3:

-New era scenes when reaching new eras. I thought it was time for a change.
-Added the Naacal
-Added new flags for all Civilizations
-Some clean up on unit upgrade paths was done to reduce clutter later in the game in the city build screen. No more Industrial Caravels.
-Theodora(from Civ3 and Civ4) has been added as the third leader of the Byzantines.
-New Seafaring Trait for more leader diversity.
-The Modern Era is now called the "Atomic Era", and the Synthetic Era is now the "Information Age".
-All eras now have an awesome new soundtrack which I spent hours putting together for the most immersive experience possible.

Changes in Version 3.1.2:

-Added Avalon, Scotland, the Chimu.
-Numerious new units for existing civilizations such as the Dutch Sea Beggar or the Portuguese Noa.
-Captain Morgan has arrived to lead the Welsh civilization.
-Buccaneers now can attack without a declaration of war and have hidden nationality
-Longbowmen now upgrade to Musketman
-Fixed a bug with the Armenians that caused an interface malfunction.
-Fixed a bug with some button graphics that was causing the game to crash.

Changes in Version 3.1:

-Fixed more bugs
-Added new soundtrack for Ancient, Classical, Modern and Future Eras(It works this time I swear lol)
-Added Rajput, Benin, Swahili, Sweden, Venice, Brazil, Trojans, Minoans, Amazons as well as Atlantis and Lumeria. Oh and did I mention I also added Canada?

-New Pirate naval line, for Privateer action threwout the ages
-New trade ship line, an alternate way of getting gold.
-Cavalry now upgrade to the Recon vehicle line instead of Helicopters.
-New ancient wonders


Changes in Version 3.0:
-Many bugs have been squashed
-Missionaries for the new religions have been added, also the religious wonders for Egyptian, Mesoamerican, Greek and Zoroastrianism have been fixed to work correctly.
-Missionaries for new religions(that I just mentioned) require that religion to be your state religion to be built.
-Civics have been redone.


Changes in Version 2.0:
-Many existing new civilizations now have their own unit artstyles.
-Almost every new leader now has unique first contact diplomacy text.
-Changed the new religious wonders to have unique effects and require their associated religion(Sphinx requires Kemetism for example)
-The Fusion Ships from Extra have been added.
-The ancient, classical and middle ages have been reorganized slightly to last longer.
-New unit class: Cavalier and Continental Marine have been added.
-New title screen and themesong


Screenshots:

Spoiler :

Civ4ScreenShot0010.jpg


Civ4ScreenShot0012.jpg


Civ4ScreenShot0016.jpg


Civ4ScreenShot0018.jpg

 
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Appreciate the shout out kiddo, thank you.
Looks like the mod is progressing nicely, so kudo's to you and your crewmate :D
My youngest is graduating college this year, so hopefully things will settle down long enough after that for me to complete the GEMTSL that I promised for you ages ago.. Although, if you keep adding more Civs, that may take me an extra day or so :eek::sleep:
 
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