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

In the end I managed to win
Thanks for the advice, I'll take it into account in future playthroughs. And yes, the amount of money from trading needs to be balanced
Nice victory, well done! I see there's a mega-powerful Ottomans in that game - rough neighbour to have!

I will take a look at the trading goal.
The inflation rate is perhaps too punishing - I will consider lowering it and perhaps implementing a condition similar to the one that reduces the Ottoman, Moor or Mughal tech rate after a certain era is reached.
I also have a feeling that the Arabian tech/inflation rate might be too punishing considering how many new breakaway civs there are now.
But as with anything balancing, it will require some careful testing.
 
In the end I managed to win
I was able to do it ~100 years earlier, Marathon/Monarch, with Augustus Caesar score :egypt:! @Crossphazer, is there any way to display difficulty level in the main interface? One can guess the speed from the turn count, but not the difficulty.

Anyway, Shia Egypt is definitely an interesting challenge. 3rd UHV probably should read "railroad from North Egypt" or "from Mediterranean port", because only coastal tiles count for UHV, not the entire Egypt . Come to think of it, the original British railroad was dubbed Cape to Cairo Railway, so, just for flavor, 3rd UHV could be re-coded from Capital in Egypt to southernmost tiles of Africa, but I digress.

Shia Islam fits very organically in everything I have observed during my long game. Frequent historical Ottoman-Safavid wars were a sight for sore eyes. None of the sides managed to prevail (even though Iran was besieging Istanbul at some point), with Caucasus cities constantly changing hands, just like in real life. My poor Oriental Orthodox country of Armenia suffered greatly, being a battle ground between equally oppressive branches of Islam for 200+ years, so it was almost too real to watch Janissaries engaging with Qizilbash again and again. Being Shia did not prevent Iran from declaring a stupid war on me, so all is good there, England and China being fitting top dogs in 1730s. All in all, the best global historical simulator of all times and games has never been better! Kudos!
 

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I think I found a bug on Olive tile of Crete: it does not follow this rule. The rest of the map does, including Wine tile of the Crete.
 
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I think I found a bug on Olive tile of Crete: it does not follow this rule. The rest of the map does, including Wine tile of the Crete.
I'll keep that in mind in case I come across whatever is responsible for that logic.
I was able to do it ~100 years earlier, Marathon/Monarch, with Augustus Caesar score :egypt:! @Crossphazer, is there any way to display difficulty level in the main interface? One can guess the speed from the turn count, but not the difficulty.

Anyway, Shia Egypt is definitely an interesting challenge. 3rd UHV probably should read "railroad from North Egypt" or "from Mediterranean port", because only coastal tiles count for UHV, not the entire Egypt . Come to think of it, the original British railroad was dubbed Cape to Cairo Railway, so, just for flavor, 3rd UHV could be re-coded from Capital in Egypt to southernmost tiles of Africa, but I digress.

Shia Islam fits very organically in everything I have observed during my long game. Frequent historical Ottoman-Safavid wars were a sight for sore eyes. None of the sides managed to prevail (even though Iran was besieging Istanbul at some point), with Caucasus cities constantly changing hands, just like in real life. My poor Oriental Orthodox country of Armenia suffered greatly, being a battle ground between equally oppressive branches of Islam for 200+ years, so it was almost too real to watch Janissaries engaging with Qizilbash again and again. Being Shia did not prevent Iran from declaring a stupid war on me, so all is good there, England and China being fitting top dogs in 1730s. All in all, the best global historical simulator of all times and games has never been better! Kudos!
Good point about coastal Egypt (that's the condition being checked, Egypt + coastal). I will update the UHV text.

My update is coming along. I also identified the oversight in the code for "Native civs" (Aztecs, Iroquoic, Toltecs etc) that caused them to collapse into Independent cities rather than Native cities (and thus having Crossbowmen/Musketeers rather than Archers). That fix will come along in the next big patch I'm working on. If any civ in the world reached the Renaissance Era, it would prevent collapse to Natives. I've rectified that.
 
I'll keep that in mind in case I come across whatever is responsible for that logic.
I think Leoreth had to manually identify every tile of 5=< Island on the map to make this rule work. But when you elongated Crete with one extra 🫒 Olive hill -- that tile didn't get included in whatever makes the rule possible.
 
So, the curiosity finally took over me, and so I decided to try this submod, immediatelly facing the problem of game crashing whenever starting the new game
 
can the name of holy rome be fixed when running elective? when they are on elective they are called the 'holy roman free cities', instead of the 'holy roman empire'
 
So, the curiosity finally took over me, and so I decided to try this submod, immediatelly facing the problem of game crashing whenever starting the new game
Git clone works just fine.
 
So, the curiosity finally took over me, and so I decided to try this submod, immediatelly facing the problem of game crashing whenever starting the new game
First two things that come to mind are:
What is the name of the folder in your mods folder of BTS?
What are the contents of that folder? It should look roughly like so:

1731893789517.png


can the name of holy rome be fixed when running elective? when they are on elective they are called the 'holy roman free cities', instead of the 'holy roman empire'
Good catch, I will add that to my backlog.
 
Is it possible to somehow fix it so that both Chinese states cannot be called the same? And now there are two Tang dynasties. For example, make southern Tang and northern Tang, hmm
 

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First two things that come to mind are:
What is the name of the folder in your mods folder of BTS?
What are the contents of that folder? It should look roughly like so:

View attachment 709672


Good catch, I will add that to my backlog.
Oh I named the folder almost identically with the exception of "Cross" not included

EDIT: Just fixed the folder name, everything is working now
 
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Minoans spawning and having both of the Cretan tiles processed right away already feels like a bug to me, same with the mine on Cyprus completely not owned by anyone
 

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The cats do really be obsessively loving Nubia so much they keep on making cat trains, in the main 1.18 and in this submod now too as well, is there some secret catnip source?
 

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Played from Babylonia to Assyria to Greece so far, had some geuinely ecstatic fun from spreading out historically, especially here as Greece, with the goals of settling colonies across the entirety of the Mediterranean.

Placing Assyria much later to 1450 BC seems like a much better idea than having it start at 2600 BC, also allowing to switch from Babylonia to Assyria (A switch which doesn't work in the main 1.18).

I'm still feeling iffy about having Rome only appear at 509 BC as I'm too used to seeing it appear at the "legendary" 753 BC spawn date, maybe their emerging date as an independent city-state could be moved back to that date instead of having them appearing at 509 BC? Paired with an Etruscan independent city-state in Mediolanum appearing even earlier at around 900 BC - 800 BC before it either switches to the Celts once they spawn or gets conquered by them.

Also, the inflation remains extremely punishing, just building all those Greek colonies practically stopped all of my technological progress due to research having to remain at full zero funding percentage.
 

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By the way, you can make a condition that if not South China exists and China is unstable or shaky in the 19th century, then the respawn of southern China with a theocratic regime will occur, which will make it possible to display the Taiping uprising, the largest in history
 
"It isn't a real game testing if Rome isn't stretched to its most maximum limits possible"

Rebuilt Trajan's Empire once again, now in this submod. It was once again quite a fun experience, taking over all these civs one by one starting from a single city
 

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By the way, you can make a condition that if not South China exists and China is unstable or shaky in the 19th century, then the respawn of southern China with a theocratic regime will occur, which will make it possible to display the Taiping uprising, the largest in history
Wu does have 1850-1920 in its respawn window to encompass either Taiping and/or Warlords era. I don't have a specific leaderhead for Taiping rebellion at the moment, but I do have Chiang Kai-Shek.

Played from Babylonia to Assyria to Greece so far, had some geuinely ecstatic fun from spreading out historically, especially here as Greece, with the goals of settling colonies across the entirety of the Mediterranean.

Placing Assyria much later to 1450 BC seems like a much better idea than having it start at 2600 BC, also allowing to switch from Babylonia to Assyria (A switch which doesn't work in the main 1.18).

I'm still feeling iffy about having Rome only appear at 509 BC as I'm too used to seeing it appear at the "legendary" 753 BC spawn date, maybe their emerging date as an independent city-state could be moved back to that date instead of having them appearing at 509 BC? Paired with an Etruscan independent city-state in Mediolanum appearing even earlier at around 900 BC - 800 BC before it either switches to the Celts once they spawn or gets conquered by them.

Also, the inflation remains extremely punishing, just building all those Greek colonies practically stopped all of my technological progress due to research having to remain at full zero funding percentage.
Thanks for the feedback! Greece's modifiers are probably too punishing right now because many modifiers have retained the same values as when Greece spawned in 1600 BC and had far less colonies. I will do another round of adjustments.
Minoans spawning and having both of the Cretan tiles processed right away already feels like a bug to me, same with the mine on Cyprus completely not owned by anyone
Minoans do not spawn with both Cretan tiles processed. Those have to be built by a worker. You can validate that by spawning as them, or as Egypt in 3000 BC and opening world builder.
The mine in Cyprus starts completed in 3000 BC because the AI is terrible at building improvements on small islands and it's a source of copper that various civs in that area depend on for making military units.
The cats do really be obsessively loving Nubia so much they keep on making cat trains, in the main 1.18 and in this submod now too as well, is there some secret catnip source?
Probably a quirk in the animal AI of civ4. I will see what I can do about their placement and frequency.
 
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
 

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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
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.
 
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