[submod] Cross' Overhaul: 21 New Civs, Shia Religion, Civics Rework, Crusades and Much More!

That's intentional, I believe. The point is to make sure that Constantinople has some early defenders to stop it from getting sniped. No way to ensure the Theodosian Walls get built there, so the Tagmata is to compensate for that.
Was it made to prevent AI from moving them anywhere else?
 
Crossing of the Rhine pretty much, 404 AD turn, just two years off but the next turn is 408 AD so I'd say perfectly accurate
 

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That's intentional, I believe. The point is to make sure that Constantinople has some early defenders to stop it from getting sniped. No way to ensure the Theodosian Walls get built there, so the Tagmata is to compensate for that.
Welcome to forums! :band:
 
Perhaps the civ that suffers from extreme inflation the most in 1.18 and consequentially in this submod as well is Byzantium. Eastern half of the Roman empire splitting off to Byzantium is a requirement, yet the game punishes the Eastern Roman player the hardest for it, both not allowing to progress technologically and reach any of its land conquest goals. All meanwhile, the Western Roman Empire now "flies" forward technologically, having dropped the Eastern half off itself.

Also the barbarian pressure on the Western Roman Empire still appears to be quite underwhelming, no barbarians ever made it past the frontier Gallic and Danubian territories.
 
Also, just encountered the first big enough bug affecting the gameplay itself. The Byzantium's unique units are stuck in the capital after their spawn, it's impossible to move them as they appear to be permanently stuck with zero movement points
You did find a bug but not in the way you think; those units are supposed to have zero movement points, but are only supposed to spawn for the AI. I'm guessing you switched to that civ mid-game. There is some civ setup logic for switching civs that is out of order (even in DoC) which I will rectify in the next patch.
 

Huge New Patch!​

Split Turks and Mughals into Turks, Ghurids and Timurids

  • Turks
    • Removed Tamerlane
    • New respawn windows: prior to Seljuks (if they've already been eliminated) and starting around 1500 for the Uzbek period
    • Same UB
    • Oghuz UU (same as before)
    • Ghulam Cavalry (same as Mamluk Cavalry, which has been renamed as Ghulam to be more generic)
    • Same UHVs
    • Same UP
  • Ghurids
    • Take the first leader of old Mughal faction
    • Elephant artillery UU taken from Mughals
    • Ghulam Cavalry
    • New set of UHVs
    • Slave barracks (barracks that give free slave specialist)
    • UP that removes non-state religion on city conquest and gives some gold per religion removed
  • Timurids
    • Mostly the Mughal civ, only they start with Tamerlane and have had their first leaderhead transferred to Ghurids
    • UHV1 related to Timurid conquests, other 2 UHVs are Mughal UHVs
    • Same UP as Mughals
    • Same UB as Mughals
    • Oghuz UU (horse archer shared with Turks)
    • Keshik UU (lancer shared with Mongols)
    • The Sowar UU (Cuirassier) of the old Mughal civ
    • Dynamic Mughal period, giving the same core, settler and war map as old Mughal civ, the turn after Iran spawns
A whole ton of other changes. Full notes:
  • Move a few resources to be in range of Ghazni
  • Add missing text key for Nogai barbarians
  • Delay Arab spawn by a few years.
  • Tweak Spain's color to not match with Misr
  • Remove or tweak unicode where it doesn't belong
  • Timurid conqueror event for Punjab (Timurids really need to take that area if they want to survive the Period switch when Iran spawns)
  • 600AD scenario: moved Persian city off the wheat to the location of Komis (Parthian capital)
  • Fix Native civs not collapsing to native
  • Add iron in Afghanistan, for Ghorids and Timurids
  • Make dBirth and dFall assignment consistent (not sometimes iCiv and sometimes iPlayer)
  • Revise name list for Indian cities in Indian, Turkish, Persian and other languages. Still a WIP
  • Move Moorish spawn to 720 (the date where they finished conquering the relevant parts of Spain; they will appear in 710 and flip in 720).
  • Start the pre-spawn procedure 3 turns before true birth rather than 4 (used to be 5, but trying to bring it closer to true birth).
  • Reduce spawn protection of newly born civs by a few turns.
  • Do not found Gadir by indies if Phoenicia is human player.
  • More fallback languages for many civs.
  • Create Yemen-Oman region, for religion spread, UHVs.
  • Shia founded in random appropriate location around the 800s.
  • Split Indian language into Indian (more modern) and Vedic (more ancient)
  • Intensify Yellow Turban Rebellion
  • Remove fish next to Axum (it has enough food resources)
  • Omani city that spawns just prior to the rise of Arabia.
  • Crusades stop after discovery of Humanities rather than Academia, or when Timurids spawn.
  • Nerf Manchu Musketeers to Arquebusiers (it was an error)
  • Slightly reduce crusade probability
  • Oromo and Adal natives/barbarians to put pressure on Ethiopia.
  • Greek modifiers buffed.
  • Byzantine modifiers buffed (it faces a lot more enemies than in vanilla DoC)
  • Mongols added to Turks as possible prereq owners for Ottoman spawn (in case the Mongols do really well prior to 1280).
  • Fix civ-switch logic so you don't get AI-only units.
  • Give HRE one additional settler
  • Expand Byzantium core area to more of Anatolia
  • Parthia/Sassanids now dark orange rather than brown.
  • Buff to Parthian modifiers.
  • Mamluk cav renamed Ghulam cav
  • Give Tagmata a 50% bonus against light cavalry as well
Sneaky edit: I forgot to push the change when I made this post, if this isn't the first time you read this post, try pulling again.
The short hash of the most up to date commit: 3ecabb170
 
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Behold the Timurid - Mughal flag created on Reddit.
 


Behold the Timurid - Mughal flag created on Reddit.
Civ flags are white and alpha and take the colors assigned to the civ, so this would take me a lot of work to make it usable.

New patch:
  • Default Ancient and Classical vassal names (Client Kingdom)
    • This is in addition to the default vassal title of "Duchy" for Medieval European masters
  • Greek vassal name for Hittites (same as Persia's, "Cappadocia")
 
It seems to me that Western Rome needs to be nerfed, because this is not the first time I have seen how it will capture part of the territories of Eastern Rome, France, Spain and at the same time remain stable
 

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Many leaders forged large empires, Timur stands out for his brutal sackings, so I suggest to replace the first UHV of Timurid -Mughal to: sack a city in Russia, Hindustan, Western Anatolia, Caucuses and (wanted but didn't do) China. We have an option to sack in addition to raze, but none of the UHVs use that particular tag...

And here is another thought. Due to their military patronage of gunpowder warfare, Mughals were considered as one of the gunpowder empires of Asia, the other two being Ottomans and Safavids. The Mughal army employed heavy cannons, light artillery, grenades, rockets, and heavy mortar among other weapons. A special elephant unit called Gajnal were carrying Indian swivel-gun mounted on its back two of these kind of light artillery could be carried by single elephant. I can really appreciate Timurids starting with both Mongolian and Turkic element as exemplified by their unique units of Keshiks and Oghuz. Initial Timurid army should sport Keshiks, but Timurids-Mughals civ should not be able to build them, depicting the declining role of Mongolian-style warfare influence in greater middle East and India around those times. We simply need to pay homage to Mughal part of your new civilization, which lasted longer and was mightier. Sowar is a good start, I really liked them to represent formidable Mughal gunpowder cavalry. But I suggest replacing Keshiks with iconic Mughal Siege Elephants from Ghurids, who can get Mujahid unit from Sword of Islam instead. Or, alternatively, replace Timurid Keshik UU with 2 MP Siege Engineer unit from Sword of Islam -- on normal speed human player has only 20 turns to get 5% of worlds territory, so fast bombards would really help.
 
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It seems to me that Western Rome needs to be nerfed, because this is not the first time I have seen how it will capture part of the territories of Eastern Rome, France, Spain and at the same time remain stable
Exactly same happened in my latest game, also with barely any Barbarians penetrating deep into the Western Roman territory. They need to flood the whole Western Empire, with Barbarian Visigothic, Vandal, Alan and Suebian units spawning in Gaul, Iberia and Northern Africa, in the order of them advancing deeper
 
It seems to me that Western Rome needs to be nerfed, because this is not the first time I have seen how it will capture part of the territories of Eastern Rome, France, Spain and at the same time remain stable
tbh ive noticed that the mediterranean as a whole can be wildly upredictable, one time i had it under completely muslim control (bulgaria and spain are vassals of islamic civs)
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New Patch
  • Lock Garrison 2 behind Generalship and 3 behind Civil Service
    • This means Ancient and Classical cities are more vulnerable (harder for AI to have archers with city garrison 3 that are nearly impervious to barbarians)
  • Rectify Greek name for Hittite vassal
  • Remove hill of Hattusha tile (easier to take city)
  • Fixed date and text on Greek Dawn of Man.
  • Ashurbanipal no longer razes cities (early cities are too critical to raze on random chance).
  • Intensify Sea Peoples spawn rate.
  • Rebalance conquest stacks for classical, medieval and renaissance eras.
  • Tweak Harappan and Indian settling preference in Punjab/Sindh
  • Reduce some late bronze / early iron age barbarians (that ones that aren't Sea Peoples).
    • Now that cities are easier to take in the ancient and classical eras, we don't need as many barbarians around
  • Restrict Crusades to not trigger for Iberia or Anatolia (Spain/Portugal can take care of themselves, and Anatolia has Black Sea or interior areas that shouldn't be possible to reach).
  • Buff Ottoman starting units.
  • Slight buff to Assyrian starting units (human & AI)
  • Intensify Germanic barbarians of Late Antiquity
 
tbh ive noticed that the mediterranean as a whole can be wildly upredictable, one time i had it under completely muslim control (bulgaria and spain are vassals of islamic civs)View attachment 709796View attachment 709797View attachment 709798
I'm okay with outcomes that are different from history, as long as they aren't always deterministically wrong (i.e. always the same very ahistorical outcome), and they don't totally mess up the game for later civs.
 
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