[submod] Cross' Overhaul: 22 New Civs, Shia Religion, Civics Rework, Crusades and Much More!

New Patch
  • Add more city spots in Siberia for Russian settler map.
  • Modifiers (maintenance/techrate/inflation):
    • Nerf UK, Portugal, Norse, Burma
    • Buff Germany, France, Iran, America, Russia, Sweden
  • Give America more advanced start points.
  • Give America AI more settlers, workers and defenders, to colonize the west faster.
  • Slightly increase Parthia resurrection probability (200-550).
 
Just get UHV victory as Qin, the Yellow Turban Rebillion is a good feature, and the simulation of three kingdoms of Wei Shu and Wu is also great.
Generally speaking it's not hard to get UHV victory as Qin, this time I finished it in 8th century. If calculate more comprehensively, I think it's possible to finish it before Yellow Turban Rebillion. So maybe the initial units could be decrease, or the UHV could be harder to finish.
Also a suggestion about "Your Place in Histiory", would it possible to make Mao Zedong's place more forward? In China his historical status is very high, the same with Tang Taizong, Qin Shihuang, or even higher than them.
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Just get UHV victory as Qin, the Yellow Turban Rebillion is a good feature, and the simulation of three kingdoms of Wei Shu and Wu is also great.
Generally speaking it's not hard to get UHV victory as Qin, this time I finished it in 8th century. If calculate more comprehensively, I think it's possible to finish it before Yellow Turban Rebillion. So maybe the initial units could be decrease, or the UHV could be harder to finish.
Also a suggestion about "Your Place in Histiory", would it possible to make Mao Zedong's place more forward? In China his historical status is very high, the same with Tang Taizong, Qin Shihuang, or even higher than them.

Thanks for sharing your playthrough! The amount of starting units is likely excessive for a player as opposed to an AI. I still need to balance out those numbers for the player and do a proper UHV playthrough for each civ.
 
New Patch
  • Add Nigeria civ
    • Hummay leader
    • horseman UU with1 first strike, bonus against spearman (that specific unit class), disengage 1, desert adaptation
    • post office UB: Ribat: merchant and priest slots, bonus culture, income. Available at currency tech.
    • UP is 25% enslavement chance on any victory (50% enslavement of native units as usual though).
    • UHV:
      • TradeRouteCount(6, by=1300),
      • BuildingCount(iWalls, 4, by=1450)
      • SlaveTradeGold(1200, by=1900)
        • 1200 is the "normal" value, the default speed epic value is 50% higher
  • Change Numidian Cavalry unit type to light cavalry.
  • Add numerous native minor spawns in West Africa.
    • Intensify Songhai native spawns.
  • Modify Edo (Benin) city location and spawn date.
  • Give France a revival period between 750 and 810, as well as between 987 and 1250
  • Give Bulgaria an extra settler in case Romania is settled when Bulgaria spawns.
  • Disable old, unused, crusade events.
  • Give AI France a few extra units on spawn.
    • Human & AI get 1 more axeman
  • Reduce spawn of a few Migration Age barbarians by a few years.

Zulu is next. As I said above, I need to do a few playthroughs as civs in the area of China to better balance them for the human player. Besides Zulu I don't foresee any civ additions at least until I do more balancing and polish the existing civs I've added. I also need to play through the Khazars and give that civ some love.
 
Any chance of adding some Celtic leaders? Leoreth has mentioned adding Brian Boru before though I don't think has got around to it. There's a leaderhead here: Boru leaderead
Cinaed mac Ailpin was the first king of Scotland in the 800s which could be another option
There's also a Mchael Collins leaderhead for the modern era.

Some I've seen
Robert the Bruce leaderhead, : History Rewritten has a Cínaed mac Ailpín (Kenneth MacAlpin) leaderhead too, as well as Vercingetorix

I've noticed a few mods that remove Brennus entirely from the Celts and replace him with Vercingetorix, and use the Brennus LH for a different civ
 
New Patch
  • Add Zulu civ
  • Vanilla civ UB, UU, leader (Shaka). UP is 25% chance to capture a unit as the same type upon victory.
  • Respawns in the whole South African (and Zimbabwe) area.
  • Add African tech group, put non-Arab/Berber African civs in it.
  • Fix error in 1700 start related to Mughals being turned into Timurids.
  • Move an aluminium resource in South Africa to make room for the Zulu capital.
 
Can we please come up with some standardized logic in awarding every later days civ some starting advanced start gold? Say, make it a function of the game's turn or something like that. Starting gold is an extremely fun and fair way to offset the variability of late starts, an ability to hit the ground running and somewhat boosting the new arrivals. It gives human player ability to try different strategies and do not reload constantly in hopes to get the best possible start. Nigeria deserves something like 200 start gold on Epic, me feels.. Now she gets none, while others get some. No consistency!...
 
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Can we please come up with some standardized logic in awarding every later days civ some starting gold? Say, make it a function the game's turn or something like that. Starting gold is an extremely fun and fair way to offset the variability of late starts, an ability to hit the ground running and somewhat boosting the new arrivals. It gives human player ability to try different strategies and do not reload constantly in hopes to get the best possible start. Nigeria deserves something like 200 start gold on Epic, me feels.. Now she gets none, while others get some. No consistency!...
Starting gold is not directly proportional to spawn date. Nigeria can easily get hundreds and even thousands of gold from selling slaves which are very easily obtained via the UP or just attacking Natives. Nigeria also has very little upkeep costs because it does not start with a large army or large number of cities.
 
Well, I meant a different, "advanced start" gold, which is largely for the buildings and infrastructure, but of course I agree that different civs need different boost. Sorry, I didn't make it clear. All I am saying, the "advanced start gold" feature is there, it just feels consistent when during the turn two human player must make some limited "set up" decisions.

Anyways, happy New Year 🕛 🎊!
 
Well, I meant a different, "advanced start" gold, which is largely for the buildings and infrastructure, but of course I agree that different civs need different boost. Sorry, I didn't make it clear. All I am saying, the "advanced start gold" feature is there, it just feels consistent when during the turn two human player must make some limited "set up" decisions.

Anyways, happy New Year 🕛 🎊!
Nigeria has no advanced start points on purpose, because even by the start date I used the region was not highly developed. Advanced start points are for civs whose area is expected to be developed by the time they become "active", or civs that cover a wider area and need more road infrastructure ASAP, like the Romans, Wu, HRE, Arabia or colonial civs like America or Mexico.
 
Yes to all .
 
New Patch

The main purpose of this patch is to continue to improve the historicity of tech progression of the world up to 1867, and to fine-tune the experience of Mali & Nigeria.

  • Alter some modifiers for better tech progress by 1867.
  • Nerf Knights Templar, Hanseatic League and Silk Route expiry dates.
  • Less total amount of active Knights Templar at once.
  • Give AI France more starting troops.
  • Give France more starting gold.
  • Templars more likely to be in Britain.
  • Increase some Renaissance tech costs.
  • Disable Spanish Moors conquest stack event.
  • Make France an "expansion civ" but remove Spain from that list.
  • Increase French conquest areas in Europe.
  • Decrease unit construction probability for English leaders.
  • Give Dutch 2 extra techs on spawn.
  • Give Germany 2 extra techs on spawn.
  • Make Ashanti barbarian spawns into Natives.
  • Increase Wolof heavy swordsman spawn from 1 to 2.
  • Increase size of Songhai spawns.
  • Gold and silver of Spain expire in 400 again (reversion to previous resource depletion dates).
  • Encourage Poland to blitz Combined Arms for their Winged Hussars.
  • Add 10 more turns to the Renaissance on Epic.
  • Reduce AI emphasis on Geography.
  • Give America more starting gold and advanced start points.
  • Add entry for TXT_KEY_CIV_CELTS_REPUBLIC
  • Dynamic names for Norse being vassals of Sweden.
  • Remove tech nerf for Ottomans in industrial era (they don't need it).
  • Lessen tech nerf for China and Wu in the Renaissance era+.
  • Further tweaks to Russian settler map.
 
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New Patch
  • Nerf Qin starting units for player and AI
    • AI gets nerfed less than player does.
  • Human Qin does not flip any of Xia (other than a 3x3 square around Chang'an)
  • Simplify Qin UHV1
  • Fix error in text key for Tibetan barbarian spawns.
 
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