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

but after some turns they switch back and became unstable, although Isolationism is favorite civic.
I think it's due to China having many cities, many different resources and many possible trade partners. Losing trade output is too much of loss for them, and iirc AI doesn't care about stabaility when choosing civics. AI fanaticism of sticking to favourite civic depends on the leaderhead in question.

Japan loses little from Isolationism as Tokugawa is very averse to open borders and rarely offers them even with Pleased relations.
 
Porcelain Tower should solve that problem, if it's working properly. Maybe it could be moved up a bit or given slightly higher build priority if needed.
 
No, not yet.

There are a number of Hungary civs, including from RFC Europe. The issue is not a lack of assets, it's just the time to implement and test it, and whether adding it is detrimental to the overall experience.
It would be nice to add the Late Roman era civs from that mod (Huns, Vandals, Goths, possibly Germania and Scythia)
 
Despite all the efforts, greedy Spain still gobbles up poor Portugal's Crab :assimilate: ... Of course in this case Portugal is my vassal, but we already have a rule that vassals don't have to give up the first ring to the masters, unless normal culture rules make it possible. One of those rules states that the core tile of civ A can only be flipped with 2 or 3 times more culture from civ B. I guess, it does not apply to Coast tiles?
Also that 1W Fish must really be in Ocean tile, so that only with Ocean Fisheries Lisbon grows very big (just like Canton). Roman and Moor Lisbon should not be able to Coast fish such a distant tile.
 

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Despite all the efforts, greedy Spain still gobbles up poor Portugal's Crab :assimilate: ... Of course in this case Portugal is my vassal, but we already have a rule that vassals don't have to give up the first ring to the masters, unless normal culture rules make it possible. One of those rules states that the core tile of civ A can only be flipped with 2 or 3 times more culture from civ B. I guess, it does not apply to Coast tiles?
Also that 1W Fish must really be in Ocean tile, so that only with Ocean Fisheries Lisbon grows very big (just like Canton). Roman and Moor Lisbon should not be able to Coast fish such a distant tile.
I'm pretty sure the 1-tile area exception doesn't apply to water tiles. This is probably something you should ask Leoreth because it would affect the base game although I haven't validated that myself.
 
Look like Mongols did't have war trigger with others China civs (like Xia here, and it was very wise :))
P.S. Xia is something :crazyeye:

And one more observation. In many my games Harrapa found Hinduism and Buddhism if doing well. And holy cites for those religion became in Pakistan. And India wan't build there shrines for sure
EDIT. Also you can build Privateer w|o Gunpowder
 

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I'm not dead, just quite busy as I've hinted at before. And when I have the time I do plan on looking at more industrial/modern stuff, which will take much more time to validate and debug.

Water tiles the normal rule applies of I think 80% culture? if it is core?
I'm not sure on water rules. I definitely see Portugal and similar coastal civs losing the water tiles right next to their capitals though, which makes me suspect something is quite different to how the 1-tile square around cities is handled on land.
@Crossphazer did you changed vanilla USA settle map? Coz in your modmod USA settle very well, compared to vanilla. It could be useful for Leoreth, maybe
I did change the settler map a little bit, but also I added the Iroquois and worked on improving European colonization, so there are a lot more and better placed cities in the Americas.

Look like Mongols did't have war trigger with others China civs (like Xia here, and it was very wise :))
P.S. Xia is something :crazyeye:

And one more observation. In many my games Harrapa found Hinduism and Buddhism if doing well. And holy cites for those religion became in Pakistan. And India wan't build there shrines for sure
EDIT. Also you can build Privateer w|o Gunpowder

I'll check for Xia missing in the Mongol war targets, although even if they don't declare war on spawn, they will probably declare war due to you owning territory in their conquest area.

I think I'll up the barbarian pressure on Harrapa. It is a fine balance between "too easy" and "impossibly difficult" when it comes to early barbarian invasion waves.
I'll check on the privateer gunpowder missing req.
 
Sync with upstream:
New update:
- adjusted Harappan core and settler map
- India starts with an additional settler (India moved to a different start date and with more units already)
- added Indo-Aryan barbarians
- adjusted Harappan modifiers
- the current date is always displayed when in debug mode
- fixed a bug that caused a neverending expansion period
- corrected AI civic selection

New update:
- adjusted Japanese modifiers
- removed double production for Himeji Castle with copper
- adjusted city growth rate
- swapped first and second Swedish UHV goal
- exponential increase of tech costs starting from the Renaissance
- adjusted French modifiers

- adjusted Norse settler map
- adjusted Norse modifiers
- exclude African lakes and coast of Madagascar from third Phoenician UHV goal
- added a cape in Somalia
- changed second Phoenician UHV goal to IN
- Phoenician UP no longer halves hurry costs
- improved settler training AI
- improved settler unit AI
- adjusted American settler map
- fixed crusade event help text (updated it but the "default" crusade mechanics have been replaced by my own)
- cows spawn in Arizona
- opened up terrain for paths to the American west coast
- disabled some North American natives

> Look like Mongols didn't have war trigger with others China civs (like Xia here, and it was very wise)
I checked, and Mongols are not hard-coded to declare war on any Chinese civ. They are still likely to do so due to Genghis' aggressiveness and China being in Mongolia's settler/war map.

Re: Harappa, it's possible that Leoreth's changes have made Harappa more vulnerable, and so I will check if I need to make any further changes.

New Patch
  • Privateers require gunpowder
More patches possibly to come as reactions to anything "weird" as a result of the merging of Leoreth's changes.
 
Regarding your crusades mechanics: do you think you could implement an alert system 2-3 turns between the declaration of war from the crusader nation, and the spawning of troops [while also indicating the location]? I go by memory, but RFCE should have something similar. The idea would be to assist the Arab/Misri/Moor player to maybe move the army around a bit
 
Regarding your crusades mechanics: do you think you could implement an alert system 2-3 turns between the declaration of war from the crusader nation, and the spawning of troops [while also indicating the location]? I go by memory, but RFCE should have something similar. The idea would be to assist the Arab/Misri/Moor player to maybe move the army around a bit
Given that the crusading armies are not terribly large (RFCE had much more significant stacks), I think a forewarning would trivialize it for a human player. As long as you have a decently large cavalry contingent placed in a centralized location it's pretty easy to mobilize a response before the crusaders reduce the city's defenses to zero.

New Patch
  • Modify Jerusalem spawn population and city respawn dates to increase odds of city survival
  • Extend Assyrian settler map to Elam and tweak settler map preferences.
  • Tweak Babylonian settler map preferences.
 
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I was hoping to report the first ever Marxism URV, but no dice :sad:... Transhumanism is the terminal tech that the game, apparently, never considers really "discovered"!
 

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I was hoping to report the first ever Marxism URV, but no dice :sad:... Transhumanism is the terminal tech that the game, apparently, never considers really "discovered"!
I'll change the URV to be be some of the last techs before transhumanism, then. Or something else that comes to mind that's more thematic. Thanks for the bug report!
 
I'll change the URV to be be some of the last techs before transhumanism, then. Or something else that comes to mind that's more thematic. Thanks for the bug report!
I've noticed that while playing as the Inca, their UP suddenly disables when I enter the Renaissance era? I can't work mountain tiles anymore.
 
I've noticed that while playing as the Inca, their UP suddenly disables when I enter the Renaissance era? I can't work mountain tiles anymore.
Found the bug, it was an index mismatch for the periods (Inca enter "Late Inca" period in Renaissance, and their UP is supposed to keep working in that period).

New Patch
  • Fix Inca UP not working in Renaissance era and beyond.
    • "Peru" period, i.e. when vassal or a respawn in the 19th century, still should not have the mountain UP.
  • Replace Marxism URV3 tech goal from Transhumanism to Unified Theory and Artificial Intelligence
 
Thank you very much for fixes! I finally got the URV message, it took 254 Theorists to cover half of the Globe in Marxism! The HoF is still acting out, though. Is there anyway to fix it as well? Please let me know if you need pre victory save.
 

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Thank you very much for fixes! I finally got the URV message, it took 254 Theorists to cover half of the Globe in Marxism! The HoF is still acting out, though. Is there anyway to fix it as well? Please let me know if you need pre victory save.
How many files do you have in your HoF? Try cutting and pasting them into another folder. It's possible that you simply have so many HoF entries that it fails to load them all.

New Patch
Autoplayed a game to 1970. Tech progression to 1870 is good, then it lags behind. Tech costs have been adjusted. Other than techs, the general outcome of the world is very reasonable. There are divergences but all, I would say, within the tolerances of random chance rather than a sign of something gone wrong.
It is likely that the human player has too easy a time of teching, and so what probably needs to be balanced is the player's specific modifiers rather than the modifiers of the AI civs.
  • Reduce tech costs for late industrial, modern and digital age.
  • Add TXT_KEY_CIV_JAVA_REPUBLIC
  • Stalin becomes leader when Russia researches Labour Unions.
  • Add missing entry for iPeriodSouthAfrica name in the name map.
 
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