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

New Patch
Sync with upstream
Did not update the Dutch and Portuguese settler and war maps. I have already made a number of alterations. If there's anything in those additions that are missing in my mod, someone can let me know. Portuguese and Dutch colonialism was looking decent in my past playthroughs.
New update:
- updated Dutch and Portuguese settler and war maps
- updated Holy Roman war map
- adjusted the American core
- adjusted North American resource locations
- added Celtic historical area in Nova Scotia and Newfoundland
- fixed Cyrenaica clams in 600 AD and 1700 AD scenario
 
New Patch
The purpose is to make the Saint Petersburg area accessible to settling earlier, such that Sweden's culture does not cover the tile. The land is reclaimed earlier than historically, but leads to a more historical outcome, and better gameplay due to Russia having a Baltic Sea port.

  • Remove Marshes near Saint Petersburg in 1300 rather than 1700
  • Modify Swedish settler map to de-prioritize Viipuri.
    • This should prevent Sweden from blocking the tile from Russia.
  • Dynamic names for Saint Petersburg.
  • Add Mexico to Italian war map, in case they get the New World conquerors.
 
New Patch
  • Buff Portugal starting techs to match Italy's
    • They spawn only a few years apart, and so should have similar tech levels.
  • Nerf sea-food resources for Java's main island.
    • It had a population of 50 (21+29) in 1580!!
  • Change Ghurid fall date from 1400 to 1370
    • Better lines up with Timurid spawn.
 
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New Patch
  • Moors now spawn in Grenada
    • Slightly more historical capital than Cadiz.
    • Increases the urban density of Andalusia, which is a deliberate move to lower the efficiency of each city in that area.
  • Move Cadiz crab closer to Portugal.
  • Add fish and copper near Plymouth and encourage England to settle there.
  • Drain Norwich marsh in 1630.
    • It took longer to completely drain it, but this makes sense for gameplay purposes.
  • Create a gap in Vietnamese respawn period between 1700 and 1945 (wherein it can't respawn)
  • Increase Vietnam resurrection probability per turn to 8%, from 6%.
 
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New Patch
Tested to 1867
  • Nerf England modifiers
  • Heavily increase Tibetan inflation rate.
  • Further increase the amount of workers that the US starts with (both human & AI).
  • Drastically lower Russian unit upkeep costs.
  • Fix some dynamic naming for Split/Zadar not trigerring.
 
Did poor Tibet overperform so heavily :eek2:? I have never seen them making lot's of waves even with the second city by the lake you've gave them...
 
Did poor Tibet overperform so heavily :eek2:? I have never seen them making lot's of waves even with the second city by the lake you've gave them...
They were keeping pace with Europe in the 1860s. It was way too strong. Probably still too strong I need to keep testing.

New Patch
  • Change starting capital of Norse from Norway to Denmark.
  • Lower the city of Berlin by 1 vertical tile.
    • There is now room for Stettin & Sweden's involvement in the 30 years war.
  • Add Swedish conquerors in Pomerania in 1630.
  • Barbarian Pomeranian Stettin spawn in the 800s.
  • Nerf Vietnamese modifiers.
  • Increase attractiveness of certain spots in Africa for French colonists.
  • Dynamic names for São Luís in Brazil.
  • More Bern & Prague dynamic names.
  • Nerf English research rate a bit more.
 
New Patch
Big patch, rebalancing many civics again to:

  1. Make civics more thematic
  2. Try to match civics more closely to the geographical/historical contexts that encouraged them
  3. To get a bit more balance and have more viable civic choices
I tested it to 1867 and was very pleased with the results overall. European tech rate for some civs may be slightly behind compared to Canada on spawn. Something I'll adjust but the current state of tech balance is still very good.

Notes:
  • Another large civic rework. Many properties altered and shifted around to be more thematic and also to suit different styles of civs (large, small, colonial, land empire)
  • Scale how AI evaluates value of capital-enhancing civics by the number of cities.
  • Scale how AI evaluates value of vassal trade route modifiers civics
  • Scale how AI evaluates value of extra trade route civics
  • Stability penalties or bonuses between civics redone
  • Sweden no longer starts with regulated trade civic, which it didn't have the tech for anymore.
  • Give AI Sweden an extra sea settler, for the Estonia area.
  • Increase number of player and AI war galleys for Phoenicia, to deal with all the Sea People galleys.
  • Changed some leader favourite civics so their overall civic choice is more appropriate.
  • Qin now begins with Deification civic.
  • Mongols now begin with the Syncretism civic.
  • Update Norse settler map priority and add Estonia to its settler map.
  • Nerf Qin modifiers.
  • Balance some European tech modifiers in light of the civics changes.
  • Extend Portuguese birth area into the coastal tiles west of its land area.
  • Extend HRE core to northern Germany.
  • Fix Berlin position in 1700AD scenario.
 
New Patch
  • Nerf Fanaticism & Theocracy, slight buff to Clergy.
    • Fanaticism no longer gets bonus hammers/commerce from Great Prophets.
    • Theocracy gets only 1 hammer per religious building.
    • Clergy gets 1 hammer per religious building.
  • Kaapstad --> Cape Town dynamic name
  • Extra dynamic names for Tarsus
  • Charles V favourite civic now Vassalage (was Clergy)
 
In your modmod, Wu can resurrect in 19th century, representing Taiping rebellion. Could you please set their religion as Protestant and give them 2-3 Protestant Missionaries?
 
In your modmod, Wu can resurrect in 19th century, representing Taiping rebellion. Could you please set their religion as Protestant and give them 2-3 Protestant Missionaries?
I have decided to solve this with Protestantism spreading in some East Asian cities in the 19th and early 20th centuries, and by making Chiang Kai-Shek (the leaderhead of 19th/20th century respawned Wu) have Protestantism as his preferred religion.

New Patch
  • Slight buff/nerfs to some European inflation/tech modifiers
  • Clergy now medium upkeep.
  • Secularism now no upkeep.
  • Lincoln favourite civic now Democracy (to counteract King Washington effect, which is something I want to allow).
  • Roosevelt favourite civic now Multilateralism.
  • Alexander I favourite civic now Vassalage.
  • Tweak France settler values inside of France-proper.
  • Chiang Kai Shek now prefers Protestantism
  • Chiang Kai Shek is now leaderhead if Wu respawns after 1830
  • Add event to spread Protestantism in South China and Korea in the 19th and 20th centuries.
  • Add event to spread Catholicism in Japan in 1550-1700 but only if Japan isn't Isolationist.
  • Update religion maps to add Catholicism as minority in Japan and Protestantism as minority in South China.
 
I have decided to solve this with Protestantism spreading in some East Asian cities in the 19th and early 20th centuries, and by making Chiang Kai-Shek (the leaderhead of 19th/20th century respawned Wu) have Protestantism as his preferred religion.
That's very fitting. Chiang Kai-shek was born and raised as a Buddhist, but became a Methodist upon his marriage to his fourth wife, Soong Mei-ling, daughter of Methodist missionary. It was previously believed that this was a political move, but further studies of his personal diaries suggest that his faith was sincere. Although biographers regard the marriage with varying appraisals of partnership, love, politics and competition, it lasted 48 years!
 
New Patch
  • Add Estonia and Finland to Swedish birth area
    • We want Sweden to take over Estonia from Denmark-Norway when it spawns, even if the timing is not exactly right.
    • Because of this, the AI doesn't need that extra AI sea-settler I had added previously.
  • Damaskus German dynamic name.
 
Sorry to bring up city names issue again, but because one can't simply rename them for good, it becomes major emersion breaker when you see Panyu instead of Guangzhou, for example. Current Chinese city names follow ancient era nomenclature. Since we have so many Chinese civs now, I think we could keep the current names for Xia, but Qin and Wu can follow modern day names for now, like you see them in 1700 AD scenario.
 
New Big Patch

New civ: Anglo-Saxons

They spawn in 430 AD during the migration period. England now spawns in 1035, in Normandy, as the Duchy of Normandy, with a generous troop allocation on boats.

Notes:
  • Split England into Anglo-Saxons and Normans
    • 430 AD start date
    • UP: +1 hammer + 1 commerce from forests
    • UU: Thane, swordsman with amphibious, city raider, 25% attack bonuses against some units (archer, swordsman, heavy spearman), -25% defense against lancers.
    • UB: Moot Hill, replaces jail, gives some culture, happiness and GP rate.
    • UHV: defeat Charlemagne in Saxony, have some elite melee units, conquer England and survive the Vikings and Normans.
  • England starts out as "Duchy of Normandy", 1035 AD
  • Disable indy Hamburg spawn.
  • Make Cologne spawn in 430 rather than 470.
  • Add more tiles of Normandy, Brittany and Belgium to English settler map.
  • Anglo-Saxon settler and war map is similar to England, but without the middle eastern and Egyptian settler values, and adding Lower Germany to its historical area.
  • Make one of the fish off the east coast of England appear only after the Norman conquest.
  • Irish and Pictish (Scottish) cities now spawn earlier, and only spawn if Celts aren't human controlled.
  • Exclude some tiles around Hamburg for HRE spawn. Saxons get to keep it if they hold it already.
  • HRE now has a reduced birth area but flips French cities that are closer to its new spawn capital of Regensburg, than to the middle of France (region).
  • HRE starting civic should be vassalage rather than Theocracy
  • Nidaros -> Trondheim in "Denmark-Norway" period.
  • Barbarian Nidaros before Norse spawn, to prep that city location.
  • Lower relative priority of Estonia over other Norse city sites.
  • Remove the marsh from Amsterdam from the start; allow HRE to settle there.
  • Give AI Assyria another extra archer at spawn.
  • Reduce France's initial extra AI units due to new Charlemagne conquest events.
  • Fix syntax error in spreadProtestantismInEastAsia
 
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New Patch
  • Increase defenses of barbarian Stettin
  • Add wheat near Wroclaw or Berlin.
  • Move location of the copper that is next to Wroclaw.
  • Give Poland an extra missionary on spawn.
  • Give Poland an extra settler on spawn (to compete with HRE culture earlier).
  • Give Italy, Spain and Portugal the Greco-Roman building and/or unit art style.
  • Give AI Parthia 2 extra horse archers.
  • One less Roman army for the Levant conquest.
 
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