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

Hey Cross, since you are doing a pass on the modern era, I wanted to steal @Tigranes suggestions to make a renewed case for a Belgium civ.

UHV basically writes itself:
- acquire rubber resources (or even better: connect them with railroads).
- build Atomium and Berlaymont by X date.
- have 50% of European economic power within your defensive pact network by X date.

UP: capital city can receive migration like the new world. Gets free tech boost whenever migration occurs.

Leaders: Leopold II and uh Donald Tusk?

Pros:
- everything said in the post below, particularly the new war scenarios for the neighbouring powers and the addition of a late game peaceful ending.
- very tall civ
- more scramble for Africa challengers, including a potential endgame rival for a Congo player.

Con: Also a Pro:
- reduces Netherlands core to very few tiles: the Dutch AI should be able to cope with the Polder building and sea tiles + actually solves the issue of Amsterdam wonder hoarding. The Dutch player who continues after UHV completion has the opportunity to defeat the flemish rebels. Brussels can spawn with Belgium in 1831, leaving the Dutch its original core until the end of their UHVs.

Don't have a particular strong opinion for UB/UU. Maybe a diplo building with statemen boost. What you think ??
Europe is crowded enough as is. I remedied the situation by adding the Belgian Congo to the Netherlands' settler map, so Congo already has a colonial civ to deal with other than the Portuguese.

If Europe were to get another civ it would probably be Hungary, which also barely has any room to breathe.

New Patch
  • Abdullah Khan dynamic name for Uzbek leaderhead
  • Uzbek period name is Uzbek Khanate rather than Khanate of Uzbekistan
 
I don't think you ever came around to implement the last 2 Leoreth's updates, right? Some important nuke changes lately...
 
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If Europe were to get another civ it would probably be Hungary, which also barely has any room to breathe.
How about merging in the extra civs from here?
 
I don't think you ever came around to implement the last 2 Leoreth's updates, right? Some important nuke changes lately...
No, not yet.
How about merging in the extra civs from here?
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.
 
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Synchronize with upstream
This time it was a surprisingly easy merge.
Items in bold were no-ops, as they were already covered in my submod, or were covered but in a slightly different way.
New update:
- fixed 1700 AD scenario inconsistencies
- fixed crash caused by Mongols receiving conquerors immediately on spawn
- fixed a bug causing excessive refusal to talk after the initial city flip
- fixed incorrect Empire State Building and Oriental Pearl Tower yields after its city shrinks
- fixed Toltec conquistador spawn
- fixed a bug that caused cities to retain certain wonder effects after changing owner
- added a sound effect when a new resource appears
- Forts can be built on Steppe
- allowed deselecting the current civic to revert to the base civic
- fixed double road movement icon for Engineering in the tech tree
- corrected reformation preferences for new civilizations
- fixed Celtic and Insular Celtic settler maps
- improved spawn locations for free AI colonists
- corrected Mongol AI flip zone

New update:
- fixed Canadian UHV area
- fixed sorting of displayed cities for city culture level count goal
- fixed spawn location of Edo (Benin)
- adjusted initial cultural control in the 1700 AD scenario
- no slave trade notification if unable to buy slaves
- Great Statesman is invisible and starts with Commando

Also: I discussed a nuke AI change earlier that did not make it into this log because its content got squashed into another commit, but it's included in the previous update.
 
New Patch
  • Balance some renaissance tech costs
    • Increase cost for gunpowder, exploration.
    • Decrease cost for optics, academia, scientific method.
    • Total beaker cost for tech tree only slightly increased.
    • This should push the settling of the new world back a bit, while not shifting the overall tech progression timeline.

The goal here is to help delay the colonial civs' settling of the new world until the late 1400s at the earliest. This cost increase might not be enough but I want to tweak it slowly rather than overcorrecting.

In terms of overall tech progression, I think civs are pretty balanced. This seems more like an issue of cost of specific techs.

Increasing the cost of gunpowder should also increase the length of time where pikemen are valid units. I may continue to play around with tech costs and the pikeman unit, because I would like them to be a viable offensive unit for longer than they are currently, where the "meta" is usually to rush from Lancers to Arquebusiers.
 
Just added the Iroquois civ. It's playable, and so far doesn't seem to affect the European colonisation too much, which was the goal. The UHV is probably too hard, I have not tuned it at all. In order for the culture of their capital to not cover most of the North-East of America, I had to nerf their palace so that it does not provide +2 culture. You can still grow your culture with pagan temples or other early tech culture buildings.
Just played Iroquois to 1900s, it is very enjoyable! Check out my very historical French and Indian War situation, and also how my proud nation was reduce to pop 1 reservations after the birth of Canada and damned Congress giving my post-Canada cities to America. Population goal is the easiest, followed by Friendly relations and 3 city razing. But I am nowhere near with technology goal, even without tech runaway civs. If anything, I can imagine reaching Renaissance by the time big boys get to Digital Era. Why don't we allow human players to vassalize to AI? I got occasional tech gifts from random civs and that felt nice. I can imagine America showering me with gifts if I get under their wings.
 

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Are slaves now unable to build slave plantations? Current Brazil UHV1 is impossible to complete
Yes, it needs to get updated.

We also need update pagan religious victory for Iroquois. They share same religion as Aztecs and need to generate 10 golden ages by sacrificing slaves, which they cannot. It can be called Gaihwi:io, founded by Handsome Lake. Fun fact: Joseph Smith, the founder of Mormonism, is believed to have been influenced by Handsome Lake's revelations, with which his own visions share a resemblance.
 
Just played Iroquois to 1900s, it is very enjoyable! Check out my very historical French and Indian War situation, and also how my proud nation was reduce to pop 1 reservations after the birth of Canada and damned Congress giving my cities America. Population goal is the easiest, followed by Friendly relations and 3 city razing. But I am nowhere near with technology goal, even without tech runaway civs. If anything, I can imagine reaching Renaissance by the time big boys get to Digital Era. Why don't we allow human players to vassalize to AI? I got occasional tech gifts from random civs and that felt nice. I can imagine America showering me with gifts if I get under their wings.
Human player vassalizing to AI is something I'm not against but I would have to look into the technical or gameplay reasons why it's not already possible.

I will also see about how the human player can go about catching up in tech for Iroquois.

Large New Patch
This will definitely brick saves.
I've added 7 new techs, or an entire tech column, in the Middle Ages, to bridge the gap between the Early Middle Ages and the Age of Exploration. As a result of Epic speed, extra turns that were added, and the spawns of nations like France and Spain that were pushed back, I feel it is adding something worthwhile and prevents colonization that is way too early if the AI happens to beeline for a specific tech, which is not a deterministic behaviour, even if it can be ameliorated by manually setting tech priorities.

One new unit: Templar. A Heavy Cavalry very close to the Lancer, requires Knights Templar corporation to be present. No city attack/defense penalty and can enter desert.
Existing units, buildings, wonders, promotions and other tech bonuses were divided into these seven new techs, with nothing being added to the game other than the Templar unit.
Existing late antique, medieval and early modern units have had their tech requirements altered, and in some cases their stats tweaked, like for Longbowmen and Arquebusiers.

The most significant change for units is to convert the Arquebusier into more of a skirmishing unit, like the Skirmisher and Longbowman. It will now require pikemen units to keep it safe from heavy cavalry. Many if not most Arquebusier UUs were not affected by this change, since they tend to represent more frontline units, or units that deploy field fortifications, like the Ottoman and Russian arquebusier UUs, or the Tercio UU, which is a joint pikeman-arquebusier.

Full Notes:
  • Add 7 new techs to the early medieval era. This is to increase the time it takes for civs to get to the colonial era, without nerfing their techrate in the later ages.
    • Nobility renamed to Recurve Bow
    • Feudalism renamed to Nobility
    • Culture production moved from Artisanry to Patronage
    • Swordsman moved from Bloomery to Artisanry
      • Light Swordsman is now a mainline unit for a longer period
      • Most Swordsman UUs have an earlier tech requirement, either bloomery or another early tech
    • Other changes can be seen from the accompanying tech tree screenshot, or by browsing the tech tree in game
  • Rebalance many late antique, medieval and early modern units and their associated UUs.
  • Rebalance starting techs for Medieval civs.
  • Byzantium: less starting gold, slight research rate nerf
  • Arabia: research rate buff (no longer needs to be nerfed as hard since the Arabian Empire splinters into a lot of civs)
  • Buff England (Normans) AI starting units, so they're more of a threat to France and could cause more 100 Years War-type damage, to mitigate French blobbing
  • Fix location of Citrus in Southern China.
    • It was supposed to be for the region just north of Vietnam rather than in the Sichuan basin.
    • Rather than spawning in 800AD it's there from the start.
  • Minor tweaks to various modifiers for many civs.
  • East Asian civs have a larger penalty to choosing to research Cartography.
  • Convert Hungarian steppe terrain into plains (better tile yield).
  • Spain's first respawn period goes to 1600 rather than 1300. The second period is now 1815-2020
  • Xia (and other East Asian civs) now much more likely to found a city on Beijing's site
  • Add Templar unit. Requires templar corp.
  • Tweak some civic bonus values.
  • Hanseatic League less likely to spread to France, especially inland.
    • Hanseatic League now requires Compass rather than Guilds
  • Replace Celtiberian Madrid with Celtiberian Pamplona.
  • Remove fall date from Anglo-Saxons. If not conquered they should be allowed to persist.
  • Give England a siege unit for every 2 lancers in its assault fleet at spawn.
  • Increase cargo space of the cog by 1
  • Khmer buff.
    • Techs, starting units
  • Move Portuguese crab one tile south, where it's less likely to get flipped by Spanish culture.
 
Great update, however I feel that changing the tech tree was the sort of radical departure from the main version that you wanted to avoid? I remember specifically you have stated that you are not particularly interested in changing tech tree.

In all honesty, colonization was just 50-80 years ahead of it's historical time after your previous update. It was not very bad. The opposite problem of slow teching in early 1900s was evident in my Iroquois game, when leading civs just started to research Refrigeration. I guess I need to play a colonizing civ to see how organic all these feels.

On unrelated note: would you please consider changing Macedonian 3rd UHV from "in" to "by", please? Stability, maintenance, Romans, Parthians-- everything is there to Macedon before 1 AD. I don't mind if you add owning a city in India as compensation...
 
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Great update, however I feel that changing the tech tree was the sort of radical departure from the main version that you wanted to avoid? I remember specifically you have stated that you are not particularly interested in changing tech tree.

In all honesty, colonization was just 50-80 years ahead of it's historical time after your previous update. It was not very bad. The opposite problem of slow teching in early 1900s was evident in my Iroquois game, when leading civs just started to research Refrigeration. I guess I need to play a colonizing civ to see how organic all these feels.

On unrelated note: would you please consider changing Macedonian 3rd UHV from "in" to "by", please? Stability, maintenance, Romans, Parthians-- everything is there to Macedon before 1 AD. I don't mind if you add owning a city in India as compensation...

I didn't want to change the tech tree if I didn't have to, but the Middle Ages had a pretty big tech gap, and the only other way to solve it would have been to make some medieval techs a lot more expensive. I ran out of runway playing with modifiers like inflation, research costs, upkeep costs, etc, in a way where the colonization techs were researched at the right time, without also hurting the early modern and industrial tech rates. The tech balance is an ongoing process, but this change should allow me to further buff European modifiers without them researching some key colonization techs too early.

The point of Macedon UHV3 is to survive to 1AD while holding the core empire; if it's impossible for the human player it's something I need to balance.
 
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Human player vassalizing to AI is something I'm not against but I would have to look into the technical or gameplay reasons why it's not already possible.

I will also see about how the human player can go about catching up in tech for Iroquois.

Large New Patch
This will definitely brick saves.
I've added 7 new techs, or an entire tech column, in the Middle Ages, to bridge the gap between the Early Middle Ages and the Age of Exploration. As a result of Epic speed, extra turns that were added, and the spawns of nations like France and Spain that were pushed back, I feel it is adding something worthwhile and prevents colonization that is way too early if the AI happens to beeline for a specific tech, which is not a deterministic behaviour, even if it can be ameliorated by manually setting tech priorities.

One new unit: Templar. A Heavy Cavalry very close to the Lancer, requires Knights Templar corporation to be present. No city attack/defense penalty and can enter desert.
Existing units, buildings, wonders, promotions and other tech bonuses were divided into these seven new techs, with nothing being added to the game other than the Templar unit.
Existing late antique, medieval and early modern units have had their tech requirements altered, and in some cases their stats tweaked, like for Longbowmen and Arquebusiers.

The most significant change for units is to convert the Arquebusier into more of a skirmishing unit, like the Skirmisher and Longbowman. It will now require pikemen units to keep it safe from heavy cavalry. Many if not most Arquebusier UUs were not affected by this change, since they tend to represent more frontline units, or units that deploy field fortifications, like the Ottoman and Russian arquebusier UUs, or the Tercio UU, which is a joint pikeman-arquebusier.

Full Notes:
  • Add 7 new techs to the early medieval era. This is to increase the time it takes for civs to get to the colonial era, without nerfing their techrate in the later ages.
    • Nobility renamed to Recurve Bow
    • Feudalism renamed to Nobility
    • Culture production moved from Artisanry to Patronage
    • Swordsman moved from Bloomery to Artisanry
      • Light Swordsman is now a mainline unit for a longer period
      • Most Swordsman UUs have an earlier tech requirement, either bloomery or another early tech
    • Other changes can be seen from the accompanying tech tree screenshot, or by browsing the tech tree in game
  • Rebalance many late antique, medieval and early modern units and their associated UUs.
  • Rebalance starting techs for Medieval civs.
  • Byzantium: less starting gold, slight research rate nerf
  • Arabia: research rate buff (no longer needs to be nerfed as hard since the Arabian Empire splinters into a lot of civs)
  • Buff England (Normans) AI starting units, so they're more of a threat to France and could cause more 100 Years War-type damage, to mitigate French blobbing
  • Fix location of Citrus in Southern China.
    • It was supposed to be for the region just north of Vietnam rather than in the Sichuan basin.
    • Rather than spawning in 800AD it's there from the start.
  • Minor tweaks to various modifiers for many civs.
  • East Asian civs have a larger penalty to choosing to research Cartography.
  • Convert Hungarian steppe terrain into plains (better tile yield).
  • Spain's first respawn period goes to 1600 rather than 1300. The second period is now 1815-2020
  • Xia (and other East Asian civs) now much more likely to found a city on Beijing's site
  • Add Templar unit. Requires templar corp.
  • Tweak some civic bonus values.
  • Hanseatic League less likely to spread to France, especially inland.
    • Hanseatic League now requires Compass rather than Guilds
  • Replace Celtiberian Madrid with Celtiberian Pamplona.
  • Remove fall date from Anglo-Saxons. If not conquered they should be allowed to persist.
  • Give England a siege unit for every 2 lancers in its assault fleet at spawn.
  • Increase cargo space of the cog by 1
  • Khmer buff.
    • Techs, starting units
  • Move Portuguese crab one tile south, where it's less likely to get flipped by Spanish culture.
I'd like to note that the buff to longbowman units has directly impacted the difficulty of the Iroquois as the Algonquin longbowman spawning have 8 str. And this is wayyy before Iroquois get access to either of their UU's
 
Are slaves now unable to build slave plantations? Current Brazil UHV1 is impossible to complete
@Crossphazer could you give it a look? Personally I think an easy and elegant fix would simply to mimic the American UHV to complete X number of plantations, pastures, mines by Y date. Maybe a population goal can also be attached, to represent Brazil's development aspirations.
 
I didn't want to change the tech tree if I didn't have to, but the Middle Ages had a pretty big tech gap, and the only other way to solve it would have been to make some medieval techs a lot more expensive. I ran out of runway playing with modifiers like inflation, research costs, upkeep costs, etc, in a way where the colonization techs were researched at the right time, without also hurting the early modern and industrial tech rates. The tech balance is an ongoing process, but this change should allow me to further buff European modifiers without them researching some key colonization techs too early.

The point of Macedon UHV3 is to survive to 1AD while holding the core empire; if it's impossible for the human player it's something I need to balance.
I hope you could find time and just playtest all the new UHVs, because we all have different skills and my experience can be harder or easier depending on that. Getting lvl 6 unit for example, is super easy with Stratocracy and Alexander Great General. But surviving is hard. Greek colony could provide some maintenance and stability bonus. Like an early Jail instead of barracks (those colonies were not exactly military oriented).
 
I'd like to note that the buff to longbowman units has directly impacted the difficulty of the Iroquois as the Algonquin longbowman spawning have 8 str. And this is wayyy before Iroquois get access to either of their UU's
Good point. I'll change the type of unit that spawns.
@Crossphazer could you give it a look? Personally I think an easy and elegant fix would simply to mimic the American UHV to complete X number of plantations, pastures, mines by Y date. Maybe a population goal can also be attached, to represent Brazil's development aspirations.
Yeah I'll change the UHV to plantations for the time being.
I hope you could find time and just playtest all the new UHVs, because we all have different skills and my experience can be harder or easier depending on that. Getting lvl 6 unit for example, is super easy with Stratocracy and Alexander Great General. But surviving is hard. Greek colony could provide some maintenance and stability bonus. Like an early Jail instead of barracks (those colonies were not exactly military oriented).
Not all UHVs are supposed to be of equal difficulty, as long as they are thematic and achievable (with a minimum of cheesing / savescumming)
A lot of them were veteran colonies but I can see if giving them a maintenance modifier helps.
 
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I hope you could find time and just playtest all the new UHVs, because we all have different skills and my experience can be harder or easier depending on that. Getting lvl 6 unit for example, is super easy with Stratocracy and Alexander Great General. But surviving is hard. Greek colony could provide some maintenance and stability bonus. Like an early Jail instead of barracks (those colonies were not exactly military oriented).
Macedonian colonies were very military oriented. There was some economic motivation in a few successor states (the Seleucids in particular liked to use their military colonies as market centers, to solve the problem of Greek soldiers wanting to be paid in silver while the people they conquered didn't meaningfully use coinage). But the primary reason for their colonies was pretty much always to have access to a Greek population that they could use as the core of their military.
 
Normans spent 200 years in Southern Italy and Sicily. Since English now start as Normans we could have a small nod in that direction: at the very least labeling those areas as a Conquest zone and possibly an AI Norse or English event for Mediterranean?
 
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