Rogue's Civarium - Illyria (Antiquity)

Rogue's Civarium 0.12b

That's a bummer.

But at least religious fervor is exciting! I have some plans for a religious overhaul. (Did you start from a fresh save for England re-bug testing?)

It was a continuation of a game in Antiquity that I started earlier today (with the England update installed from the start, to be sure, if relevant).

(I saw that the unique naval commander has 3 movement now, so I'm assuming every other feature was also 'up to date' re: testing.)
 
It was a continuation of a game in Antiquity that I started earlier today (with the England update installed from the start, to be sure, if relevant).

(I saw that the unique naval commander has 3 movement now, so I'm assuming every other feature was also 'up to date' re: testing.)
Bummer about England :P. I'll go back and revisit it again, because I could've sworn I had that all fixed. Oh well!

Yeah, Judea will be the first civ with religious fervor mechanics, I think. Debating if I redo my antiquity religious overhaul first.
 
I think you are missing in constructibles

Code:
    <ConstructibleModifiers>
        <Row ConstructibleType="BUILDING_SPICE_PORT" ModifierId="MOD_ENGLAND_SPICE_PORT_GOLD"/>
    </ConstructibleModifiers>


and in constructibles-gameeffects, the ModiferId need to change to

Code:
    <Modifier id="MOD_ENGLAND_TRADE_COMPANY_GOLD" collection="COLLECTION_CITY_CONSTRUCTIBLES" effect="EFFECT_ATTACH_MODIFIERS" permanent="true">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_CITY_HAS_UNIQUE_QUARTER">
                <Argument name="UniqueQuarterType">QUARTER_TRADE_COMPANY</Argument>
            </Requirement>
            <Requirement type="REQUIREMENT_CITY_IS_CITY"/>
        </SubjectRequirements>
        <Argument name="ModifierId">MOD_ENGLAND_TRADE_COMPANY_MOD</Argument>
    </Modifier>
 
I think you are missing in constructibles

Code:
    <ConstructibleModifiers>
        <Row ConstructibleType="BUILDING_SPICE_PORT" ModifierId="MOD_ENGLAND_SPICE_PORT_GOLD"/>
    </ConstructibleModifiers>


and in constructibles-gameeffects, the ModiferId need to change to

Code:
    <Modifier id="MOD_ENGLAND_TRADE_COMPANY_GOLD" collection="COLLECTION_CITY_CONSTRUCTIBLES" effect="EFFECT_ATTACH_MODIFIERS" permanent="true">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_CITY_HAS_UNIQUE_QUARTER">
                <Argument name="UniqueQuarterType">QUARTER_TRADE_COMPANY</Argument>
            </Requirement>
            <Requirement type="REQUIREMENT_CITY_IS_CITY"/>
        </SubjectRequirements>
        <Argument name="ModifierId">MOD_ENGLAND_TRADE_COMPANY_MOD</Argument>
    </Modifier>
Yeah, you're 100% correct. I super appreciate you finding that because I glossed over that *several* times.

Fortunately, based on that, I'll be able to push out a release tonight. Thank you for the pointer.
 
Fixes for Venice, and the release of The Huns are both coming soon, but I've been working on my religious fervor system (which I look to also use as a jumping off point for other systems like espionage / intelligence networks). These systems will underpin mods like Judea and the Holy See, and I'm also working on a religious gameplay overhaul in the process.

For now, lots of experimenting. The Huns will be out soon though, promise.
 
I played through Illyria last night and had a great time—thank you for creating the civ!

I'd love to share some feedback on the unique unit, the Oikaiadēs. By mid-antiquity, the unit feels less useful after its settlement discharge. At that point, I've typically already explored the area, and since it is coastal-only, it feels less versatile than a scout, which can traverse both land and water by early antiquity. As a result, I often ended up deleting the unit after founding a settlement. I think the Oikaiadēs would be more valuable if it had offensive capabilities or another function after deploying a settlement. Simply acting as a scout doesn’t provide enough justification to keep it around.

That said, I really enjoyed how Illyria encouraged me to think more strategically about navigable rivers, and it was a perfect fit for the archipelago map. I’ll definitely play them again! Thanks again for this civ and the others in the Civarium—I’ve downloaded them all and look forward to trying them out.
 
I played through Illyria last night and had a great time—thank you for creating the civ!

I'd love to share some feedback on the unique unit, the Oikaiadēs. By mid-antiquity, the unit feels less useful after its settlement discharge. At that point, I've typically already explored the area, and since it is coastal-only, it feels less versatile than a scout, which can traverse both land and water by early antiquity. As a result, I often ended up deleting the unit after founding a settlement. I think the Oikaiadēs would be more valuable if it had offensive capabilities or another function after deploying a settlement. Simply acting as a scout doesn’t provide enough justification to keep it around.

That said, I really enjoyed how Illyria encouraged me to think more strategically about navigable rivers, and it was a perfect fit for the archipelago map. I’ll definitely play them again! Thanks again for this civ and the others in the Civarium—I’ve downloaded them all and look forward to trying them out.
So glad to hear that you enjoyed that! I would be interested in exploring other options for the Oikaiadēs. The only constraint is after it founds a city, it doesn’t delete, so I’d like it to have a use.

Let me know here what you think of the rest! Thanks to some outstanding feedback from other mod users, they should all provide interesting gameplay - Sumer is my current favorite. England and Venice haven’t been subjected to my latest quality patch, so there may be increased bugs there - let me know here if you encounter any.
 
1742492799578.png

Numbers are still being tweaked, and finalizing some balance mechanics before releasing this one, but we're almost there. Credit to @Izica for their Scythian free improvement which the steppe pasture is a copy of.
 
The Huns are out. Onto the next civilization - it'll be something from the exploration age. Just sketching out its mechanics now.
 
I'm make a civ based on GORYEO next to go with the official Silla . Not to say that you shouldn't do what you want just letting you know.
Ooh, I assume that based on that suggestion, you’re going for Exploration age? That would be pretty cool - I’ll add Joseon to the list.
 
Why are they in Antiquity
The Huns? They were peers of the Romans.

The Joseon? Because at the end of the day, it reflects common sentiment I've seen around about what a Korea stack would look like, and the ages are anachronistic to a degree as well - the Khmer, for example, were from 802 - 1431 AD.

EDIT: I apologize - I mixed up the Joseon and the Silla dynasty placements. I'm going to have to go back and re-consider my plans :P. Joseon still seems like a compelling choice for the Modern age.
 
Holy See is the next civ though - it’ll come hand in hand with an applied use of my religion redux mod (it will require religion redux as a dependency). Consequently, it’ll involve touching many new systems I’ve been working on as part of that religion overhaul.
 
i have a new idea that popped in my mind

Dacia -> Wallachia -> Romania
Ooh, I like that. I'll add that to my list.

As for other civs - I am currently working on the Holy See - nothing to report here, but I am also working on some exciting tooling for leaders. (especially allowing them to be immersive and not look like Benjamin Franklin). I'm still working on the details, but I am currently working on Justinian I as a leader option. More on this soon!
 
I am aware that at least Sumer has broken with the new update. I will be doing a testing pass and making sure all the Civ mods are working at some point in the near future, but I think only Sumer should be broken. If you’re encountering configuration validation errors when you create a game, try disabling it first. I will update here when it is fixed.
 
Back
Top Bottom