Rogue's Civarium - Illyria (Antiquity)

Rogue's Civarium 0.12b

RogueAustralian

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Feb 8, 2025
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I'm using this thread as a place to put my in progress or released civilization mods for Civilization VII, as well as their status. I’ll list all the ones I’ve released, as well as the next 3 civilizations per age I’m working on.

Antiquity Age
Sumer (0.13) - https://forums.civfanatics.com/resources/rogues-civarium-sumer-antiquity.31929/
Illyria (0.12) - https://forums.civfanatics.com/resources/rogues-civarium-illyria-antiquity.32072/
Saxons (0.11) - https://forums.civfanatics.com/resources/rogues-civarium-saxons-antiquity.32087/
Huns (0.1) - https://forums.civfanatics.com/resources/rogues-civarium-huns-antiquity.32116/
Upcoming - Ulaid
Upcoming - Judea
Upcoming - Dacia

Exploration Age

Venice (0.19) - https://forums.civfanatics.com/resources/rogues-civarium-venice-exploration.31870/
England (0.15) - https://forums.civfanatics.com/resources/rogues-civarium-england-exploration.31895/
Upcoming - Croatia
Upcoming - Georgia
Upcoming - The Holy See

Modern Age
Upcoming - Monaco
Upcoming - Spain (modern era)
Upcoming - Australia

Leaders
Upcoming - Justinian I


Constructive criticism is heavily appreciated!

Notice on AI Generated Content: Please note several of my mods use AI generated content, especially for improvement and building icons. These will always be noted in the mod's description in game, and frequently - but not always - noted on the mod's page on CFC. I have no interest in debating the morality or ethics of this creative decision (although constructive critiques about the aesthetic are more than welcome, as with any other part of the mod's design), so please let's keep it out of both this thread and my DMs. I will do my best to be transparent about its usage and act in good faith regarding it, and my intent is to eventually replace it (with no specific timeline) with non AI generated art. My intent is not to break any rules of this forum. If this is in violation of the forum's rules or their spirit, I'll happily remove the artwork from the mods indefinitely until I can replace it with artist created art.
 
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Have started tinkering with the Ulaid to fill a gap as an Antiquity Civ. Looking into custom legacy paths for this one - I want to focus on some of the fantastic mythology, stories, and bardic tales from this culture as a central focus of this civilization's identity. Will see how it all shakes out. Currently sketching it out - I think it’ll shake out to something like 28 civics before masteries. Currently positioning it as a Cultural / Wildcard Civ, so I think Ibn Battuta will naturally be a strategic choice for it. Will share more as I iterate on it though.
 
While I work on the Ulaid, decided to work on another step in the list of Britannic civs I wanted to put together. (Ignore Machiavelli as a historic choice, haven't finished piecing it all together). England I feel is a natural fit for the exploration age as a distinct identity from Great Britain which we know we're getting in the Modern Age in March as part of Crossroads of the World. While the ability hearkens back to Civilization 5's implementation, England is much more focused than Venice on expansionist growth and resources (as opposed to Venice's naval military focus). On the onset, playing as Charlemagne, Benjamin Franklin, or Rome will unlock England, and England itself follows into America.

One thing I am interested in as I continue to add more civilizations is to diversify unlock paths. Currently, Rome links to everything European (unsurprisingly), although it is quite antithetical to a design goal shared by Ed Beach. In that vein, civilizations like the Ulaid and other precursor civilizations will slowly take the place of Rome in these mods.

England, in this mod, positions itself as a bit of a strategic alternative to Spain. (While Spain's unique buildings need to built in the Homelands, England's Unique Quarter can only be built in the Distant Lands). I'm messing with the balance ramifications of this, but the symmetry and similarity to Spain is somewhat intentional.

(Regarding Spain - I'm looking at likely creating a mod that renames it as Castille, and making a modern age version of Spain. Still plotting that out)

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Definitely needed England, America is just too weird to unlock with current game civs. Maybe there should be a Navajo civilization in game for native North America.
I do like the idea of the Navajo as modern progression to the Native American path. I'll have to do some research.

One thing that's a bummer is that I haven't figured out how to reuse in game assets for custom stuff, and we can't add custom assets yet without the developer kit, so unique units will be lacking or invisible until that's a possibility. (or someone smarter than me figures it out). Won't deter me from it, but until I can get assets in, stuff like unique units will be... poorly functioning (the abilities and all that will work, but they will be invisible or partially rendered in the case of the Admiralty Flagship from England) - or unique improvements being invisible, etc.

England though should be mechanically complete soon, and then I may do another pass on Venice to flesh it out with lessons learned.

I expect to also try my hand at leader design as well (with the same caveat with artwork and assets).

EDIT: In true rabbit hole fashion, have decided to go ahead and make a new leader (Giuseppe Garibaldi), just to get my feet wet.
 
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Hoping to have a leader out this week (again, sans assets), as well as England. Figuring out how the metaprogression APIs work.

For now, this is my first draft for Giuseppe Garibaldi.

Attributes

Militaristic, Cultural

Favored Civilizations
Antiquity Age: Rome
Exploration Age: Venice

Abilities
+4 combat strength for units in rough terrain
+1 culture per age for each Great Work you have slotted.

Garibaldi was a bold and charismatic military leader who played a crucial role in bringing Italy together. More than just a commander of a corps of volunteers, he was a champion of the people in the pursuit of a unified Italy. Garibaldi's impact extended far beyond the battlefield; he became a symbol of Italian pride and culture, admired for his unwavering commitment to freedom and the right to self-rule. Even today, his legacy is a source of inspiration for people fighting for national unity and independence globally. This is represented in the two parts of his ability. On the fifteenth of May, 1860, Garibaldi lead a volunteer army 800 men strong in a daring uphill bayonet charge at the battle of Calatafimi, leveraging the terraces of the fields to provide cover against opposing fire. While not the most significant of his conflicts in his reunification campaign, it was generally regarded as a decisive inflection point. Garibaldi is also considered to be one of the forefathers of the Risorgimento - the great cultural shift that accompanied reunification of Italy. This in turn is represented by his ability to turn your history into a powerful cultural engine - just as the Risorgimento represents the latest chapter in a history of rich culture.
 
Gonna try my hand in this as well. Put together a big list of potential Civs to add through modding (or hopefully DLC lol )View attachment 719434
We should chat and coordinate some ideas then (if you’re willing) seems like you have a lot of exciting stuff in mind, and maybe there’s room to bounce some ideas around?

Super encouraging to see more people jump into this though. Really excited to see the spaces that are explored as modders dig into it.
 
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We should chat and coordinate some ideas then (if you’re willing) seems like you have a lot of exciting stuff in mind, and maybe there’s room to bounce some ideas around?

Super encouraging to see more people jump into this though. Really excited to see the spaces that are explored as modders dig into it.
I'm down. I'm not much of a modder, but should be able to reverse engineer the Shawnee DLC and/or the Venice mod. Would probably just use existing assets for the most part
 
i have suggestions of my own (i honestly don't expect to have all of them be done by just one person):

Antiquity: Germania, Armenia, Phoenicia, Akkad, Huns, Gaul, Illyria, Britons, Minoa, Hittites, Aluank (Caucasian Albania), Magyars, Nubia, Judea, Nabatea, Saba', Bedouins, Gokturks, Parthia

Exploration: Anglo-Saxons, Shogunate Japan, Manchu, Norway, Lithuania, Poland, Bohemia, Kievan Rus', Serbia, Seljuks, Shirvan, Hungary, French Kingdom, Scotland, Dai Viet, Courland, Ayyubids, Aztecs, Swahili, Ajuran, Makuria, Brunei, Portugal, Mapuche, Guarani, Muisca, Bukhara, Kazan, Iroquois, Taino, Burgundy, Holland (Dutch Republic), Sweden, Croatia, League of Lezhe (Skanderbeg's Albania), Savoy, Byzantium, Oman, Naples, Genoa, Georgia, Hanseatic League, Teutonic Order

Modern: Canada, Cuba, Central America, Colombia, Bolivia, Chile, Paraguay, Brazil, Argentina, Haiti, Finland, Netherlands, Czechoslovakia, Albania, Latvia, Belgium, Italy, Austria, Yugoslavia, Switzerland, Romania, Phillipines, Vietnam, Indonesia, Saudi Arabia, Iraq, Arab Egypt, Zulu, Boers, Sokoto, Ethiopia, Azerbaijan, Ottomans, Maratha, Kazakhs
 
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you could even put USSR in the game as an alternative to Russia as Expansionist/Militaristic..... Berbers for Antiquity
 
Update: I'm testing the England civilization now. I expect to release this mod later today. Here's a quick overview of the civilization while I wrap up some testing:

Attributes​

Militaristic, Expansionist

Unique Bonus - Sun Never Sets​

Naval units get +1 movement.
+50% influence towards espionage actions.

Unique Unit - Admiral’s Flagship​

Unique Fleet Commander unit.
Can initiate combat

Unique Building - Spice Port​

Has a base yield of +4 gold.
Receives +1 gold and +1 food for each resource slotted.
Can only be built in Distant Lands and on Coast.

Unique Building - Drydock​

Has a base yield of +4 production, with +1 production adjacency for each Navigable River or coast tile.

Unique Quarter - Trading Company Office​

This settlement receives +2 gold for each coastal settlement you have.

Civic Tree​

Royal Charters​

  • Unlocks building the Drydock
  • Unlocks “Colonial Migration” (settlements in distant lands get +20% food)
  • +1 Settlement Limit
  • Tier 2: Settlers gain +1 movement

East India Trading Company​

  • Unlocks building the Spice Port
  • Unlocks “Mercantile Expansion” (establish trade relations is 50% more effective)
  • Tier 2: Unlocks “Spice Colonies” (settlements receive +1 gold and +1 food for each resource they have slotted)
  • Tier 2: +1 resource limit in cities

Pax Britannia​

  • Unlocks “Eyes of the Queen” (espionage actions are 50% cheaper)
  • Tier 2: Naval units receive +10 combat strength
  • Tier 2: You start wars with +2 war support
Prerequisite: Royal Charters, East India Trading Company


As always, please feel free to offer feedback and thoughts. England is positioned as a diplomatic powerhouse with a strong expansionist capability - whether through trade, or through might. A colonial imperialist, it seeks to capitalize on the riches of the world and leverage that into an enduring legacy.
 
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Working on finding placeholder icons for the buildings (until we can add art assets), but wrapping up some testing, and I'll be launching England later today. Looking probably for one more bonus for Pax Britannia (maybe the Admiralty Flagship will unlock there).

I will update Venice to have icons across the board as well, although they will all be reused assets until modding support is added (and I don't know if I can actually reuse models, so I don't know if that's an option, but it'll *at least* look a bit better than it has)
 
England is out (may be awaiting review for release on the forums). Starting to take a look at researching a non-Eurocentric civilization next. Want to make sure I do it justice, but have some thoughts in mind. Will share my thoughts as I explore and research. Good chance it'll be an antiquity age civilization as well, just to add some diversity, but we'll see.
 
While looking though the files to see how you made the mod I found in the AI_Exploration.xml a reference to TRAIT_VENICE for the English.
I don't know if that will cause problems if you don't use the Venice civ mod itself.
I'm not an expert on these and was looking into making a civ mod myself, so just wanted to let you know.
 
While looking though the files to see how you made the mod I found in the AI_Exploration.xml a reference to TRAIT_VENICE for the English.
I don't know if that will cause problems if you don't use the Venice civ mod itself.
I'm not an expert on these and was looking into making a civ mod myself, so just wanted to let you know.
I’ll look into it - thanks for the heads up!

EDIT: Patched and released.
 
England 0.12 out. To unlock England in the Antiquity Age so you can play it in the Exploration Age, you need to play as Benjamin Franklin, Charlemagne, Rome, or have 5 or more empire resources.

FOR THOSE OF YOU LOOKING AT MY MODS AS A TEMPLATE:
I HIGHLY recommend using the England mod over the Venice mod as a template - the Venice mod is quite messy and not as fleshed out as England.

Starting to do some exploratory work on Sumeria. Toying around with a rather unique civ ability - we'll see how it pans out in practice though before I share it.
 
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