[submod] Cross' Overhaul: 17 New Civs, Shia Religion, Civics Rework, Crusades and Much More!

How are you supposed to win as Ghurids? Playing on marathon speed might make goal 1 possible, but the game was designed for normal...
You mean Timurids? Yes 22 turns on normal to get 10% population is crazy. And you should be decreasing World's population in reality, that's why I suggested sack/raze distant city goal. As added bonus -- to have synergy with Gir Amir wonder: artisants relocation to Samarkand.
 
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Getting a Python error when loading the Byzantines
 

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You mean Timurids? Yes 22 turns on normal to get 10% population is crazy. And you should be decreasing World's population in reality, that's why I suggested sack/raze distant city goal. As added bonus -- to have synergy with Gir Amir wonder: artisants relocation to Samarkand.
No I was referring to the Ghorids. They similarly only have 22 turns to get 12 cities in India with slave barracks and 3 islamic grand mosques.
 
How are you supposed to win as Ghurids? Playing on marathon speed might make goal 1 possible, but the game was designed for normal...
I recommend Epic speed, since it's what I test on. On normal, some centuries pass far too quickly.

UHV1's deadline or quantities may be too demanding. I will be tuning it over time.

Getting a Python error when loading the Byzantines
Looks like a problem with loading the .ini file. What is the name of the folder of the mod? It should be RFC Dawn of Civilization Cross Overhaul
 
No I was referring to the Ghorids. They similarly only have 22 turns to get 12 cities in India with slave barracks and 3 islamic grand mosques.
In both cases (Timurids and Ghurids), my next patch is changing the UHVs to make them easier. If they are still too demanding, they will continue to be tuned.

However, Epic speed will remain my gold standard for testing.

You mean Timurids? Yes 22 turns on normal to get 10% population is crazy. And you should be decreasing World's population in reality, that's why I suggested sack/raze distant city goal. As added bonus -- to have synergy with Gir Amir wonder: artisants relocation to Samarkand.
There is not currently an easy way to track sackings for UHVs - it would be possible but would require additional work. I'll use "conquered cities" metric for the updated UHV at the moment.
 
New Patch

  • Nerf Roman conqueror stack size and nerf number of lancers in medieval stack
    • I will keep revising the conqueror stacks for Assyria, Persia, Macedon and Rome as I review more autoplays
  • Replace Transoxania with Hindu Kush for Shia priority
  • Enable enslavement with Slavery civic regardless of the era
  • When civs collapse or fragment, the cities become barbarian or native more frequently, depending on era and location
  • Lessen reqs of UHV1 of Ghurids
  • UHV2 of Ghurids lessened to "state religion"
  • Gur E Amir added to Timurids UHV2
  • UHV1 of Timurids lessened to "conquer 10 cities" in Middle East by 1500
  • Give Tagmata city garrison 3; increase firearms malus from -50% to -75%
  • Fix the Ghaznavid -> Ghurid dynamic adjective condition.
  • 15% chance to capture barbarians as slaves
 
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It might be worth making the name of the Ghurids from the 13th century simply the Delhi Sultanate, since in the period from the 12th to the 15th centuries many dynasties changed there and the name Ghurid Sultanate in this case looks static.
 
It might be worth making the name of the Ghurids from the 13th century simply the Delhi Sultanate, since in the period from the 12th to the 15th centuries many dynasties changed there and the name Ghurid Sultanate in this case looks static.
That's already the case as of the latest patch. In the 13th century onwards it takes the capital name as part of the civ name.
 
Reporting a bug: I own a Silver Tree wonder, but if you play my turn and generate Great General -- the game will not award you a free Great Person.
 

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Reporting a bug: I own a Silver Tree wonder, but if you play my turn and generate Great General -- the game will not award you a free Great Person.
I just tested a 3000 BC scenario as Egypt where I entered worldbuilder, gave myself the Silver Tree Fountain, and spawned a bunch of tanks for myself and warriors for Babylonia.

When I generated a great general, it also generated a Great Statesman (the highest likelihood GP being generated in my city).

I was not able to load your save, probably because I am working on a further patch.

Did you have any cities with any amount of progress towards a great person? If so, it should have spawned a GP in the location of the city with the most GP points. This is not necessarily the same city as where the Great General is created.
 
New Patch

  • Timurids only have Keshiks at spawn
    • Removed Keshik from UU of Timurids but give them Keshiks at spawn
  • Give Timurids Siege Engineer UU
    • siege elephant would require Ivory, which Timurids have limited-to-no access to in their first period
  • Add horses in Punjab in 900 AD
  • Add temporary flood plain south of Ur (disappears in 500 BC)
  • Add Hindu Kush to Middle East zone (not for Misri UHV)
  • Make Timurid conquest UHV more specific about the regions of conquest
  • Clarify which regions to protect for Misri "Middle East" UHVs
 
Another Patch
  • Slaves can now be settled in any city under Slavery
    • Colonialism civic has slaves restricted to colonies like before, however
  • Despotism gets happiness from military units rather than Monarchy.
  • Monarchy has specific happiness boni and mali from specific buliding classes (castle, palace and palace-like wonders giving +1 and coffee houses and news press giving -1)
  • Stratocracy gets +1 happiness from military academy, -1 happiness from university (angry non-military elite).
  • Give Assyria 1 more conquest stack for Levant 900 BC
  • Reduce colony maintenance from 150 to 100 for TImurids and Ghorids due to how India and Middle East are considered different continents.
  • Enemies-on-spawn have Total War declared on them, rather than No Warplan. We also invert the war declaration, whereas before it was the target declaring war on the civ that spawns. Now it is the opposite.
 
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Another Patch!
  • Split Catholic Shine back into Apostolic Palace and Shrine wonders
    • Catholic Shine is Aachen Cathedral and Saint Peter's is the Apostolic Palace.
    • The Apostolic Palace does not require a Great Prophet nor the Holy City to be built.
    • This should vastly increase the likelihood of having the Apostolic Palace (and thus Catholic elections) in a 3000 BC start.
    • 600AD start and 1700AD start has both buildings in Rome.
  • Fix python error for war declarations on spawn.
 
Wow, what a prolific modder! And yes, I didn't have any great people progress logged when I generated General. Should have waited one more turn...
 
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