Rome Led by Scipio Africanus
- This is a mod that adds a Republican Era version of Rome with Publius Cornelius Scipio Africanus as its leader. It is focused therefore on representing the Republican Era of Rome (with all its glories and strangenesses), instead of the Imperial or Near-Imperial Era as all previous editions of Sid Meier's Civilization have done.
- Scipio's Rome and Augustus' Rome can be run in the same game at the same time.
- The mod is User-Configurable to a certain degree. Please see the 1st topic in Post #3 for more details on this.
A Note about Screencaps
- Quite a few of the screencaps were taken as part of the original release of the mod. Substantial rebalancing has been done in the 'Re-Release' version of the mod, mostly to de-OP the effects of the mod's Proconsuls. I have not however had oppostunity to remake screencaps, so those shown are still from the mod's original version (which tended to have higher values for all the Proconsul abilities).
- The mod is an Alternate for the standard Roman Civilization
- The mod makes Scipio's Republican Rome only fully playable for the Human player because making the AI able to understand the new mechanics introduced would be nigh on to impossible. When being used by an AI, Scipio's Rome does not use the Proconsul Promotions or Governorship systems since no AI would ever be able to understand the system and use it properly.
- The new leader's name In-Game is Scipio Africanus.
- Scipio's Trait is called Res Publica
- Note that while in this mod description I have used Scipio's Rome in most places, in-game you will simply see "Rome" or "Roman" and not "Scipio's Rome" or "Roman Scipian" etc.
Mod Play Requirements
- You must have BNW to use this mod
- You must have all the DLC for BNW to use this mod
Thematic Ideas of the Mod
- I wanted to build a mod that represented the Republican period of Rome, in all its glory and craziness. The first thing that occured to me was that Rome needed some method to represent the Elected Magisterial System used during the Republic, but to do so in a way that was active on the game-board rather than a theoretical method, like what has happened to Spies and Diplomats during the evolution of the various versions of Civilization.
- The best way to represent the Magistrates of Rome (at least as they affected the Empire outside the sacred boundaries of Rome the City) I thought would be through a Great Person, and the only Great Person that made any sense was the Great General.
- Rome's highest Magistrate was the Consul of the year. Even the Censors did not outrank the two Consuls of the Year. Rarely, however, did the Year's Consuls venture outside the city of Rome, and then only in the most dire need. Generally, when events were running according to the "expected practice", a man would serve as Consul for a year, and then go out to a province of Rome as a Proconsul, and either Govern the Province as a civil administrator, or as the Supreme Commander of a War involving Rome's enemies in or around the Province to which the Proconsul was appointed.
- So, Rome's Great General replacement the Proconsul can act as a Governor in a city, or as a Battlefield General in the normal way.
- The Ballista is not available to Scipio's Rome
- Scipio's Rome keeps her Legions because a Rome without Legions is just....I have no words to describe how wrong such a notion seems to me.
- Scipio's Rome now has Proconsuls as a replacement for the standard Great General.
- Proconsuls are in essence the entire "Unique" for Scipio's Rome using this mod (apart from the fact that Scipio's Rome keeps her Legions).
- Proconsuls are born with a small assortment of randomly-selected innate "talents", which are implimented via promotions. These talents can make them useful as governors of a single Roman city, or useful as generals on the battlefield, or both. They can also be spawned with talents that make them completetly innappropriate for use on the battlefield as "Great Generals", or as pretty bad govenors of a city, but never both of these two types of "badness" at the same time.
- Proconsuls gain XP which can be used to select a small assortment of additional talents, or to enhance some of the talents they already have.
- XP's are granted to Proconsuls both from their role as battlefield generals and their role as city governors.
- Proconsuls are also spawned with one or more "character traits", which may make them even better on the battlefield or as city governors, but these character traits can never be enhanced to a greater level (ie, picking a promotion). Some character traits, however, are not so good.
- Proconsuls have a one-time ability to found a new Roman city (unless they are spawned with one specific "character trait" that forbids it):
- All the usual tile requirements for founding a city apply to where a Proconsul can found a new Roman city
- However, the tile must also be in neutral territory. No land-grabbing is allowed.
- The Proconsul must also be sharing the tile with a combat unit. The combat unit is consumed when the city is founded, and the Proconsul must spend a randomly-selected number of turns "Governing" the newly-founded city. Recon units cannot be used as the "sacrificial unit" for founding a city in this manner.
- The combat unit is consumed when the city is founded, not the Proconsul
- When all the conditions are met for using the Proconul in this way, a pushbutton will be available in the Proconsul's unit panel that looks like the one for the worker's "build camp" pushbutton. Click this pushbutton to found the new Roman City.
- Proconsuls can use their "talents" to Govern a Roman city.
- When in a Roman city, the Proconsuls unit panel will show an icon that looks like the worker's "Build Plantation" icon. I am using this Icon for the pushbutton to have a Proconsul "Govern" a Roman city.
- When you use the pushbutton to have a Proconsul govern a Roman city, the effects of the Proconsul's "talents" are added to the city at once, and all remaining moves of the Proconsul are removed.
- Further, when you elect to have a Proconsul govern a Roman city, the Proconsul will become inactive for a randomly-selected number of turns. During this period, you cannot move the Proconsul, nor do anything else with it.
- A Proconsul that is governing a city cannot give his "extra" battlefield-general effects to nearby combat units. This goes both for the "good" enhancements as well as the "bad" enhancements the Proconsul might otherwise give to nearby combat units. The combat units will get the usual bonus for being near a Great General, however, since this in not anything I can mod-out.
- Proconsuls that are governing a Roman city will gain XP from their period of "administration", but they will never gain any XP from nearby combat kills.
- When a Proconsul's term of "Governorship" ends, and you get back control of him, you can choose to have him begin a new term in the same city, or simply put him to "sleep" in that city.
- If you put him to "sleep" in the city, all his effects will be retained for that city, but no new ones that might otherwise be applied will be added to the city
- If you choose to start a new Governorship, any new effects the Proconsul would give will be added. This is especially important for Proconsuls with the "administrator" line of talents, because there is a possibility every time they begin a Governorship in a city that a free building (or two or three) will be added to the city. The administrator line of talents are:
- Level 1: The A1 - Quaestor Promotion (or the Savant Promotion)
- Level 2: The A2 - Aedile Promotion
- Level 3: The A3 - Praetor Promotion
- If you choose to move the Proconsul to a different city, the effects he was giving in the previous city will be removed when you hit the NEXT TURN button.
- Proconsuls cannot build citadels. Sorry, you won't be able to citadel-spam your way into enemy territory or otherwise culture-bomb territory using Proconsuls.
- Okay, this really isn't true anymore. You can configure the mod to allow it now.
- Proconsuls cannot be disbanded.
- If a Proconsul is captured by Barbarians, the Proconsul will instantly be returned to the nearest valid city, and an exhorbinant Ransom will be extracted by force by the Barbarians from your treasury. You won't go bankrupt as a result of this part of the code, but you'll probably be gold-poor for the next ten (10) turns on Standard Game Speed. Whatever you do, do not let Barbarians capture your Proconsuls, even the "yucky" ones you may get during a game.
Getting An Assortment of Proconsuls: The Civil System for Spawning Proconsuls
- In addition to the usual methods by which Great Generals are acquired (Policy Choices, Combat Experience, etc.) there is a civil system added for spawning Proconsuls
- The Civil System runs independantly of and parallel to the usual game's mechanics for Spawning Great General units.
- The system applies only to Scipio's Rome and Proconsul units.
- The more population, happiness, etc., you have in your empire, the more likely you are to spawn a new proconsul under the Civil System
- The Civil System works on a points-based method, with each next Proconsul to be gained from the system requiring progressively more total points
- Points are not "zeroed-out" after each Proconsul is spawned. The threshold requirement for the next proconsul is increased:
# Previously created Totoal Points Benchmark
- Points are given for:
Item Point Value
Empire Population 1 per
Excess Happiness 2 per*
Cities 3 per
Policies Adopted 2 per
Policy Branches Unlocked 2 per
Policy Branches Completed 3 per
World Wonders 3 per
National Wonders 50 per**
City-States Met 5 per
Completed Guild Buildings 4 per
"Normal" Buildings 1 per
Great Persons Created 20 per
Number Golden Ages 25 per
Founding a Religion 200
Per Tourism Point 4 per 1
Cities Following the Roman Religion 2 per
All Cities Following the Roman Religion 2 per city
** Palace does not count
1 to a max of 360 points added from Tourism effect
- Golden Ages:
- A large bump is made in the number of civil points during a Golden Age (it is 300 points for every Golden Age the player has had).
- Proconsuls spawned during a Golden Age are always better, and never are spawned with the "icky" talents or character traits.
- Once a benchmark threshold is reached
- A player notification will be made that spawning a Proconsul from the civil system is immanent. The message will be
A Number of Candidates have declared themselves for the office of Consul. Hopefully a successful election will be held in Rome, and one of our current Consuls will be granted Imperium and sent out as a Proconsul of Rome to help govern our growing empire!
- A a random dice-roll is made every turn to decide whether a Proconsul should be spawned. No notifications will be sent if this dice-roll fails until a certain trigger level of failed attempts is achieved, then you will begin to start recieving notifications with any one of five randomly-selected messages. These messages don't really mean anything except that the % likelihood to get a Proconsul was high that turn, but RNGoddess still did not smile on you.
- A player notification will be made that spawning a Proconsul from the civil system is immanent. The message will be
- The Civil Spawning system will never spawn a Proconsul if the total number of Proconsuls already on the game-board is greater than or equal to the total number of cities under Rome's control. This "brake" on the spawning system will be applied regardless of how the Proconsuls were acquired: through the Civil Spawning system or through the usual game-mechanics for acquiring Great General units.
- I am using whoward69's plot iterator's lua
- I am using Machiavelli24's Serial Event Unit Created Good sytem
- I borrowed the basic diplo responses from one of JFD's mods and used that as a template to be sure I had all the required diplomacy responses the game would want to see. I've edited for Scipio, but some of the responses may still be the actual in-game text JFD used for his civ.
- Calcul8or made the icons for the Proconsul and for Scipio. He also made another icon for me that I was using for custom notifications.
- DarkScythe helped with some of the basic ideas of the Promotions/Talents systems, and I used his method for detecting which unit killed which other unit as a spring-board and starting-place for some of the lua functions I am using.
- Whoward69, ViceVuruoso, and BouncyMischa all have credit for the Proconsul's custom unit panel pushbuttons, though I am not sure who originally did how much of what code for that system.
- hope I haven't forgotten anyone else. I do try to keep track of who helped with what, and whose utility stuff I am using, but sometimes the old memory machine doesn't work as well as it used to.
- SnowyNix (Nix) made the original icon I am using for Scipio's Rome.
- Rob(R8XFT) turned Nix's basic Icon into a set of usable in-game Icons, and also made the leaderscene now being used for the mod. This leaderscene was borrowed partly from Civ4's Augustus, and is better than the one I originally had.
- Regalman made the RiseOfRome map
- Rob(R8XFT) provided the two Scipio "Decisions". He is using the same ones for Scipio within Anno Domini and very kindly passed them along to me.
- The icon I am using for custom Proconsul-related Notifications came originally from JFD's Cultural Diversity, but I am not sure if JFD did the icon or Janboruta, or someone else.
- I borrowed two of JFD's Events from different of his mods, and then used them as templates for adapting to slightly different Scipio Events.
- I have removed the three roman generals from the stock game's list of Great Generals. You should not see Scipio, Marius, or Pompey running around the game-board as a Great General for another civ.
- Mods that add new buildings, improvements, or units for Rome to use will not generally work because the civilization's designation is no longer CIVILIZATION_ROME
- This mod is compatible with my Civilization-Appropriate Great Generals and Admirals Names mod.
- The mod has compatiblity support for the following (some of these have changed names apparently since the last time I looked at them):
- JFD's Cultural Diversity
- JFDs Piety
- JFDs Sovereignty
- JFD's Exploration Continued Expanded
- Historical Religions Complete
- R.E.D. Modpack
- Ethnic Units
- Hazel's Map Labels
- Yet (not) Another Earth Map Pack
- Civ IV Leader Traits in Civ V
- JFD's and Pouakai's Mercenaries
- Events and Decisions = as of Scipio V19 now has two custom events and two custom decisions.
- Should be compatible with Extended Eras Mod. I looked at the code for that mod and cannot see where there would be any conflicts.
- Not compatible with EUI without some "band-aiding". See instructions on what needs to be done to EUI to remove the conflict. I will re-visit this band-aid solution again later to see if there is a more elegant solution available.
- Other mods besides EUI which use a custom version of UnitPanel.lua to allow a new unit pushbutton will almost certainly clash with this mod.
Basic Changes in V17 to the Earlier Release Version of the Mod:
- Scipio's Rome no longer replaces Augustus' Rome. It is its own Rome.
- Scipio can be used as an AI player though I haven't had a real chance to see how well he performs as an AI.
- Proconsul's gain XP much more slowly and they occur less frequently from the "civil" system when it is allowed to spawn Proconsuls.
- I jacked up the increment value between spawnings via the civil system, so the 1st from the civil system will occur fairly quickly but then the occurance should drop off steeply
- The effect of the various character traits and talents have been nerfed to be generally percentage-based with small (+1, +2, +3) hard yield-amount values rather than crazy yield amounts like +9 Food when Proconsul gets 'promoted up' the "Farmer" ability levels.
- You can now get bad Proconsuls at any point in the game, including as the 1st one
- I have made Scipio's Rome able to Rush Complete a National or World Wonder when a Great Engineer is in or adjacent to a Scipio's Rome city. This is to allow the fundamental ability of the GE in a city being governed by a Proconsul. This is more in line with how other Non-Great-General Great People act.
- Not being able to purchase civilian units in a city governed by a Proconsul, and not being able to 'hide' other civilian units from marauding barbarians, etc., in a city governed by a Proconsul is a design decision and has been retained. It is part and parcel of the make choices concept of the mod.
- The 'administrator' line of Proconsuls has been severely nerfed.
- The effects for an 'administrator' remaining in the same city over a period of time do not create the crazy effects they were before.
- You get the possible free buildings from the administrator's inherent ability, either when you use the Proconsul to found a city or when he begins a governorship
- If the administrator stays in the same city over an extended period of time there are additional much smaller positive effects than in the previous version of the mod
- If the administrator stays in the same city for long enough a 'Governor's Mansion' is added to the city. This is the same mechanic as in the prevous version of the mod, but I nerfed the effects of this building. Once this Governor's Mansion is added to the city the affects that have been accruing to that city from the long-term residence of the same governor become permanent but no more additional affects are added in that city.
- The hidden extra affects from having an administrator in the same city over a long period of time have been severely nerfed and they are added far less frequently
- Adminsitrator Proconsuls are still King of the City-Governors, they are just not as crazy OP as before.
- Proconsuls governing cities gain XP much more slowly than in the previous released version of the mod
- City Names are the same as the Augustus list except I changed the name of Scipio's Capital to Roma Eterna instead of "Rome" because the game abhors more than one city on the map with the same name. Scipio's Rome and Augustus' Rome will otherwise share and draw from the same city-name list, but this should not be too much of a problem given that Augustus' Rome has a pretty crazy long list of names.
Scipio's AI Set-Up:
- Scipio can be used as an AI player. When he is used as an AI player his effects are:
- Land Combat Units near a Proconsul always get an additional 5% combat strength. This is on top of the effect a normal Great General gives.
- AI-Owned Proconsuls do not get the Talent or Abiliy Promotions that they are given when Scipio is played by a human.
- AI-Owned Proconsuls always have 1 extra move than a regular great general. They are simply given the extra-move promotion.
- AI-Owned Proconsuls always have the Medic General promotion like the Khan unit has
- How is the length of a Proconsul's Governorship Calculated ?
- The base length of a governorship is 10 turns (see Post #3 on how you can alter this).
- When founding a city, the base length of a governorship is doubled.
- A random number between 1 and the base length of a governorship is then added to the total so far calculated.
- Then 1/2 of the base length of a governorship is subtracted from the total so far calculated.
- This resulting number is then adjusted for game speed:
- Standard gamespeeds multiply by Quick = *.67, Standard = *1.0, Epic = *1.5, and Marathon = *3.0
- Custom gamespeeds multiply by the ratio between '100' and whatever the custom gamespeed uses for "ConstructPercent".
- This result is the number of turns that Procconsul must spend governing that city.
- How are XP given to Proconsuls Governing Cities ?
- The setting of BaseTurnsPerGovernorEarningMoreXP determines the increment in turns between attempts to add XP to a Proconsul Governing a City (see Post #3 on how you can alter this).
- This number is then multiplied against game speed to give an 'Increment' number
- When the current turn number is evenly divisable by the 'Increment' number, then a 'dice-roll' is made to see whether XP should be given
- If the 'dice-roll' comes up 'true' for that Proconsul (the chance for each Proconsul on that turn is 47%), then a 'dice-roll' is made as to determine the XP amount to be given.
- How many XP points to give. The chances for this are:
XP Ratio Percentage
1XP 22-in-26 85 %
2XP 3-in-26 11 %
3XP 1-in-26 4 %