Rogue's Civarium - Illyria (Antiquity)

Rogue's Civarium 0.12b

Just a trait idea for creating a "tall" civ/leader - but I don't know if AI would use it. Provide bonuses based on number of settlements UNDER the cap using EFFECT_CITY_ADJUST_YIELD_PER_UNDER_SETTLEMENT_CAP
 
Just a trait idea for creating a "tall" civ/leader - but I don't know if AI would use it. Provide bonuses based on number of settlements UNDER the cap using EFFECT_CITY_ADJUST_YIELD_PER_UNDER_SETTLEMENT_CAP
That is interesting. Haven’t documented all the traits but there are a few possible ideas I can think of with this. Maybe as a strategic successor to Venice. Immediately, Singapore stands out as a modern age option in this vein.
 
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Being from Northern Ireland I love the idea of playing as the Ulaid. I think they are a great example of, similar to the Mississipians in the base game, a people who have a lot of history and mythology but not enough is known for them to be a fully fledged civ in previous games. Plenty of options for who they could switch to in the Exploration Age too. I created a rough and unreleased Ulster/Northern Ireland mod for Civ VI so would love to get involved somehow if possible!
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.
 
Being from Northern Ireland I love the idea of playing as the Ulaid. I think they are a great example of, similar to the Mississipians in the base game, a people who have a lot of history and mythology but not enough is known for them to be a fully fledged civ in previous games. Plenty of options for who they could switch to in the Exploration Age too. I created a rough and unreleased Ulster/Northern Ireland mod for Civ VI so would love to get involved somehow if possible!
Shoot me a message and let’s brainstorm. I couldn’t land on a design that I felt did them justice, so I decided to do Illyria next. Would love to pick your brain over some details. They will be compatible with my England mod. (Just with regards to geographic proximity and whatnot - and if I ever get around to an Irish civilization, they will connect there too - I know connecting Ulaid to England isn’t accurate, but it’ll help fill in that path until later)
 
Shoot me a message and let’s brainstorm. I couldn’t land on a design that I felt did them justice, so I decided to do Illyria next. Would love to pick your brain over some details. They will be compatible with my England mod. (Just with regards to geographic proximity and whatnot - and if I ever get around to an Irish civilization, they will connect there too - I know connecting Ulaid to England isn’t accurate, but it’ll help fill in that path until later)
Sounds great - though I don't think I have the minimum number of required posts yet to direct message! Not sure if that means you can message me back, but either way, feel free to ask away. For historicity I reckon the Normans could be a viable Exploration civ too in the meantime, as Anglo-Normans ruled part of Ulster for some of the Middle Ages.
 
Been sick, so not much progress. Some bug fixes for Sumer and England, and been working on some assets for England - still researching Illyria otherwise. Appreciate you all who have been giving me feedback on and offline. It makes the development process much easier!
 
England - Hotfix
- Fixed Spice Colonies effect CTD (I think, doesn't crash for me, let me know if it crashes for you all)
I've had this CTD issue yesterday, it's fine building both districts, but CTD happens every time I build them both in the same quarter, both on buying and production, so I can never made the unique quarter
 
Thanks a lot for your work. I'll be waiting for Italy and for an improved Venice (I mean, once you can add assets) impatiently. Oh, and New Zealand :)
 
It’s been a little while - I’ve been working on some other modding experiments like a revamped culture victory, and some other exciting stuff - plus some exciting personal things as well. That said, I’ve been plugging away at Illyria while hyping myself up to overhaul the three civs I’ve already released and revamp them. I’m happy with Sumeria, but I do want to update both England and Venice with lessons learned AND the new content. (And fixing the stinking CTD bug with England eventually too).

On top of that I may have made a breakthrough that allows 2D assets for leaders that will allow me to actually release full release rather than alpha versions, but no promises there. Still refining that methodology before I get too excited.

More updates soon. Excited with what I’m figuring out - it’s been a refreshing time to experiment with some stuff that I hope to release - or at least roll into other work.

Regarding planned updates - Carthage will connect to Venice, and England to Great Britain. Illyria’s bonus is set, although I’m still testing for balance because it’s quite unique and I’m unsure if it’ll break game balance.
 
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Took me far too long to get back to adding civilizations and fixing things up!

While the Venice overhaul is coming, for now, we'll start with England:
- The Trade Company CTD should now be resolved
- It has now been updated with recent content (Ada Lovelace unlocks England, England unlocks Great Britain if you have DLC)
- England now has a proper icon! (albeit a simple one - I'm sorry for the poor quality.)

This is what to expect in the next update for England:
England will receive a unique world wonder: the Royal Observatory (although as with all other 3D assets, it has a placeholder, in that it'll look like the Pyramids, so be advised)
This part is NOT live, but will be out shortly.

Venice overhaul coming up next.
 
Venice overhaul is now released.

Some highlights -
- Compatibility with Carthage (you can now play through the Exploration age with one city challenge!)
- Proper iconography
- A new unique civilian unit
- Decoupling from old dependencies.

Try out v0.19 now!
 
Just a brief update on what I'm working on:

Illyria - as promised - is the next civilization. It will be an Antiquity age civilization, that unlocks the Normans, Spain, and my Venice - although as I flesh out the exploration path for the Illyrians, this is subject to change. Focused on naval power, the notion that it is a confederacy of tribal groups, and in general, its mastery over the Adriatic, the Illyrians hopefully will present an interesting alternative to Carthage.I am working on some unique mechanics for them, but I am fairly confident in suggesting that it'll be a militaristic and expansionist civilization. (The bonus is subject to change with play testing)

1741800099774.png
 
Wrapping up the design of the traditions for Illyria, as well as play testing (it will definitely be on the stronger side), this is the initial civilization select screen for them:
1741816744466.png

I am yet to fix the localization for the Bulgaria unlock. One particular observation of note - Illyria's settler can only settle on coastal tiles. This means to get the full benefit of things like your Gradina, which rely on hills, you are incentivized to lean heavily into a more combat oriented role (which there is some support for in Illyria's civic tree)
 
Wonderful new civ with very interesting mechanics.

Just some nitpicky stuff here, hope it helps.

The new settler unit is super cool. The coastal settling seems to work well. I love that it turns into a scout afterwards. One thing I noticed is, unlike with other naval units, if I am producing one and there happens to be an enemy unit occupying the only valid placement spot it doesn't cease production. From what I can tell, instead, it completed production but didn't spawn a unit. Another bug, the first point in the Expansionist tree (increased production for settlers) did not seem to apply to the new settler unit. Probably not possible, but if there were a way to let the unit collect coastal goody huts (on land) from the water that would be amazing.

I noticed there is a policy for "+2 Influence and +2 Happiness in settlements you don't own." Not sure if this is intended, but if so it definitely is an interesting concept. Unfortunately from what I can tell it doesn't currently work. It may make a bit more sense, if intended as written, if it does what it says but specifically, also, only for those Civ's/Leader's settlements that you also have an alliance with? Just a thought. If not, I fully support the insanity of cranking up everyone else's Influence regardless.

The unique improvement specifies "on a hill". I'm unsure what that means, and as such I was not able to find any suitable location for it. Does this mean on cliffs? If so, does it include coastal cliffs? I hope so if that is the case. Perhaps I got unlucky with the custom map I was playing.

In general the unique civics for the civ felt a little lackluster due to their narrowness, and definitely could use a bit of expansion with some added masteries in my opinion.

One idea I have for this Civ, as there are no naval commanders in Antiquity, would be to allow the effects of Army Commanders to apply to Lembus. It could even be a policy that lets this be the case for all naval units, perhaps, but I suppose that may be super OP in Exploration/Modern with other Civs.

I haven't played your other civs since before 1.10. I will give them another go and bring back some feedback for ya'.
 
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Wonderful new civ with very interesting mechanics.

Just some nitpicky stuff here, hope it helps.

The new settler unit is super cool. The coastal settling seems to work well. I love that it turns into a scout afterwards. One thing I noticed is, unlike with other naval units, if I am producing one and there happens to be an enemy unit occupying the only valid placement spot it doesn't cease production. From what I can tell, instead, it completed production but didn't spawn a unit. Another bug, the first point in the Expansionist tree (increased production for settlers) did not seem to apply to the new settler unit. Probably not possible, but if there were a way to let the unit collect coastal goody huts (on land) from the water that would be amazing.

I noticed there is a policy for "+2 Influence and +2 Happiness in settlements you don't own." Not sure if this is intended, but if so it definitely is an interesting concept. Unfortunately from what I can tell it doesn't currently work. It may make a bit more sense, if intended as written, if it does what it says but specifically, also, only for those Civ's/Leader's settlements that you also have an alliance with? Just a thought. If not, I fully support the insanity of cranking up everyone else's Influence regardless.

The unique improvement specifies "on a hill". I'm unsure what that means, and as such I was not able to find any suitable location for it. Does this mean on cliffs? If so, does it include coastal cliffs? I hope so if that is the case. Perhaps I got unlucky with the custom map I was playing.

In general the unique civics for the civ felt a little lackluster due to their narrowness, and definitely could use a bit of expansion with some added masteries in my opinion.

One idea I have for this Civ, as there are no naval commanders in Antiquity, would be to allow the effects of Army Commanders to apply to Lembus. It could even be a policy that lets this be the case for all naval units, perhaps, but I suppose that may be super OP in Exploration/Modern with other Civs.

I haven't played your other civs since before 1.10. I will give them another go and bring back some feedback for ya'.
This is fantastic feedback - I appreciate you writing this out at length!

- glad to hear you liked the settler unit. I’ll look into what’s happening with the enemy tiles, but I do know what’s causing the Expansionist policy bug and I’ll get that fixed. Unfortunately, there’s no current way to achieve that goody hut functionality you’re looking for, although that may change with modding tools.
- The policy is intended to affect settlements you own that you did not found, not settlements that you do not own. I’ll get that fixed from a localization perspective and functionality perspective. (That would be a byproduct of me playing MTG - got the verbiage wrong)
- the unique improvement is indeed intended to be on a hill, which the game would class as rough terrain. I’ll adjust the verbiage as well to make that clearer
- Unfortunately I don’t think I can make army commanders apply to the Lembus, although I’m not sure that would put the Civ in a place I want it to be


Further masteries are on the docket. I just want to be authentic to the culture - I’m glad you enjoyed it otherwise. Thank you for this fantastic and detailed review!
 
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.

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/
Upcoming - Saxons

Exploration Age

Venice (0.19) - https://forums.civfanatics.com/resources/rogues-civarium-venice-exploration.31870/
England (0.14) - https://forums.civfanatics.com/resources/rogues-civarium-england-exploration.31895/
Upcoming - Croatia

Modern Age
Upcoming - Monaco
Upcoming - Kingdom of Italy
Updated the OP with the various projects I'm working on. Will try to keep this up to date as different things catch my eye or as I build them out.

@eqn - updated Illyria!
 
This is fantastic feedback - I appreciate you writing this out at length!

- glad to hear you liked the settler unit. I’ll look into what’s happening with the enemy tiles, but I do know what’s causing the Expansionist policy bug and I’ll get that fixed. Unfortunately, there’s no current way to achieve that goody hut functionality you’re looking for, although that may change with modding tools.
- The policy is intended to affect settlements you own that you did not found, not settlements that you do not own. I’ll get that fixed from a localization perspective and functionality perspective. (That would be a byproduct of me playing MTG - got the verbiage wrong)
- the unique improvement is indeed intended to be on a hill, which the game would class as rough terrain. I’ll adjust the verbiage as well to make that clearer
- Unfortunately I don’t think I can make army commanders apply to the Lembus, although I’m not sure that would put the Civ in a place I want it to be


Further masteries are on the docket. I just want to be authentic to the culture - I’m glad you enjoyed it otherwise. Thank you for this fantastic and detailed review!

Very happy to have helped!

I did not correlate hill with rough, but I definitely should have coming from Civ 6. I too am a big MTG fan. :P

As for the commander idea, I actually having thought it over, to that end, realize it would probably just be way easier to somehow enable naval commander production in antiquity instead. I definitely imagine army commanders applying to naval units being incredibly hard to make happen. Totally understandable if you don't see the idea fitting for the Civ. I think it's an interesting concept nonetheless for an antiquity naval Civ someday, maybe Norse or something. (Speaking of, an 'infamous' Norse tactic was to carry their ships across land to new bodies of water, when necessary. That too seems like a really cool design space for their Civ.) :P

Excited to see the forthcoming masteries! Quick work on the fixes. I'll be testing some of your other civs this weekend probably and post again. Thank you for your mods!
 
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