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

Decided that I could add Vandals, but only in their 410 post-Migration variant, where they start around the Straight of Gibraltar. It's a very different Vandals from the one in Aeons, but it shares a leaderhead and some other features. They were a good candidate because the Maghreb has an opening between 400 and 600.
  • On further reflection I may spin off the Almoravids into their own civ, becoming Morocco and having a presence in Spain to destabilize Al-Andalus, rather than have Morocco be a respawn civ.
  • Scots-Irish is still on the table, probably the next now that I'm done with the Vandals.
  • After that... maybe Yemen and Oman. Yemen would be Saba -> Himyar -> Yemen, and so have a long history, whereas Oman has the colonial empire. I also have to make sure the Saudi Arabia period of Arabia is working correctly.
  • Then... Australia? I've been wanting to get around to it, it's just so late-game that it's been low on my radar.
New Patch
  • New civ: Vandals
  • Begins in southern Spain with core in Africa (Carthage), in 410 AD.
  • UP: free pirate unit on city conquest
  • UUs: Savaran (Alans), Vandal Pirate (war galley)
  • UB: Shipyard (harbor)
  • UHVs: relating to piracy, raiding and making Carthage a top city
  • Fatimids and Tunis won't spawn if Vandals hold Carthage.
  • Tuscan Republic name for Italy activates whether the city is named Fiorenza or Firenze
  • Every 3rd land unit in ship spawned from "assault sea" role will be a siege unit (this used to be unique to Norman England but is now generalized)
  • Modify special flip code for England-as-Normandy (also applies to Vandals)
  • Slight buff to (Western) Huns
  • City dynamic names in Mauretania
  • Remove Marrakesh from Phoenician settler map. Other tweaks to settlement priority.
  • Tweak "foundation of Carthage" event.
  • Barbarian Marrakesh spawn in 1070 if not already founded.
  • Tweak Frankish starting units.
  • Nerf Roman modifiers.
  • Better Spain Visigothic dynamic naming.
  • Give Arabia some naval units on spawn (escort, ferry).
 
New Patch
  • Increase unit production costs for HRE
  • Slight increase in unit production costs for Moors.
  • Reduce Moorish core to Cadiz-Grenada area.
    • This will affect the Moorish respawn as Morocco but I plan on creating a separate Morocco anyhow
  • Dutch spawn: replace a pikeman and swordsman with 2 pistoliers
 
New Patch
  • Add Morocco civ (remove Morocco period from Moors)
    • UU: camel lancer, a stronger camel rider
    • UP: free camel lancer on city conquest
    • UB: kasbah, star fort replacement
    • UHV: conquest, spread islam, defeat units of specific christian civs
    • Leaders: Yaqub, new leader Mohammed V borrowed from Aeons (personality modified a bit)
  • Make Yaqub more warlike.
  • Moorish conquest UHV date moved to to by 909 AD.
  • Rename UHV text "Arab lands" to "North Africa and the Levant".
  • Moors pagan religion is Baalism rather than Annunaki (not that it matters that much...)
  • Fix date at which Spain goes from Visigothic adjective to Spanish/Castilian etc.
  • Alfred (Anglo-Saxons) is harder to capitulate.
  • Moors -> Andalusians in naming.
  • Vandals now start at war with Phoenicia (as well as Rome, indies)
 
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Reactions: Amo
Merge upstream changes:
New update:
- improved AI for settler transports
- adjusted Swahili settler map
- adjusted Javanese starting units
- fixed AI determining overseas settler sites
- improved debug display of AI settler sites
- fixed a bug that revealed overseas territory to AI civilizations and disrupting their settler AI

I'm not sure is it a bug or something. But playing Zulu, running Slavery then switching to Colonialism I can't settle slaves anymore
Probably the colonial slavery vs regular slavery flag messing something up. I'll take a look.

Other Patch Notes
  • Rewrite firstContactMongolConquerors conditions to avoid error on startup
    • Mongols no longer get conquerors if they're respawned (i.e. Dzungaria)
 
I'm not sure is it a bug or something. But playing Zulu, running Slavery then switching to Colonialism I can't settle slaves anymore
Fixed

New Patch
  • Fix slave bug when running colonialism & slavery
    • If running both Colonialism and Slavery, Slavery takes precedence when determining if a slave can be settled in a city. Otherwise slaves can only be settled in the colonies under colonialism.
 
Yeah, lately heard that 1/3 of Rome population was slaved (I heard it before, but...) and bang! Zulu ideal for slave labor. A lot of happiness, a lot of slaves (try to get Islam, there some ways). You can easily settle 5-6 slaves in many cites. It's now 1907 and Zulu at top of the scoreboard and tech leader 😀
 
New Patch
  • Increase MAX_CIV_PLAYERS to 42
  • Buff AI Morocco spawn (more units)
  • Move up date of Andalusian decline
  • Tweak Moroccan settler map to encourage founding an inland city to get access to camels.
  • Al-Andalus rebirth area concentrated around Grenada.
  • Add Vandals to list of civs (alongside Phoenicia, Byzantium and Rome) that can "block" the Moorish, Tunisian or Moroccan birth, if they hold cities in the Maghreb and the Muslim civs haven't taken any cities there.
  • Increase Roman and Byzantine propensity to settle (in case anything got razed by barbarians or another civ).
  • Jerusalem dynamic name for Portugal.
  • Italian Marrakech dynamic name.
 
New Patch
  • More capital cities considered for "Aragon" name for Spain
  • Remove old Moorish Morocco period names.
  • Remove NW Iberia from Moroccan war map
  • Norse, if founding a city in northern England, now have a preference for York
 
New Patch
  • Refine condition for Castille to enter Spain period
  • Give Carthage an extra free "early colonist" event in -750.
  • More old "Moorish Morocco" dynamic names removed.
  • Macedon: increase settler value of Alexandria on the Nile
  • Phoenicia and Greece can see good settlement plots on all continents, not just their own
  • Reduce settler value of Jerusalem for Phoenicia.
  • Slightly increase the settler value of Tripoli for Phoenicia.
  • Add Yemen to Portuguese war map.
  • Tweak Portuguese war map in Oman.
 
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Is it intended that Maghreb area runs until Benghazi for the purpose of Andalus UHV1?
Yes, that is the intended Maghreb area, but I understand that it may be too difficult. I have just adjusted it.

New Patch
  • Swap Maghreb goals between Moors and Morocco
    • Moors: 3 cities in Maghreb
    • Morocco: control Maghreb
  • Samanid dynastic name for Sunni pre-Seljuk Turkish civ
    • This is a decent substitute for avoiding to implement another civ in the region
 
I'm in the process of adding both Yemen and Oman from Aeons, with some differences in their unique features, but also many similarities. The biggest difference will be that Yemen also encompasses the pre-Islamic polities of Yemen, like Saba (Sheba) and Himyar, so its start date will be -730. Oman will be more slave oriented than purely trade oriented.
 
I'm in the process of adding both Yemen and Oman from Aeons, with some differences in their unique features, but also many similarities. The biggest difference will be that Yemen also encompasses the pre-Islamic polities of Yemen, like Saba (Sheba) and Himyar, so its start date will be -730. Oman will be more slave oriented than purely trade oriented.
Ooh! How do you feel about adding Bilqis/Queen of Sheba for the leaderhead? Maybe a historical goal to do with resisting Islam as a Pagan/Jewish state? Maybe adding the Grand Anicut from RFC Classical World as a new ancient wonder?
 
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Ooh! How do you feel about adding Bilqis/Queen of Sheba for the leaderhead? Maybe a historical goal to do with resisting Islam as a Pagan/Jewish state? Maybe adding the Grand Anicut from RFC Classical World as a new ancient wonder?
She doesn't have a name other than "Queen of Sheba" and while she may have existed, we don't really know anything about her or whether she was a ruler or the wife of a king on a trade mission. There are other more attested figures, so I'll be using Abu Karib (similarly to RFC CW) for the Jewish part of their history. Later on, like in Aeons, they get a female Shia ruler, so there is actually some female representation.

I'm not adding any wonders at the moment. At some point I'll evaluate the wonders added in Aeons and see if any of them should be included. Wonders, unlike civs, increase the total productiveness of the map in some way, and so there is a balancing concern to adding too many.
 
New Patch!
  • Add Oman and Yemen
  • Oman:
    • UUs:
      • Baghlah: caravel that's stronger in coast and with 1 full cargo slot
      • Slave Hunter: slaver arquebusier
    • UB: coastal outpost, lighthouse that gives +1 hammer for water
    • UP: +1 trade route per culture level
    • UHVs:
      • conquer European colonies
      • settle slaves
      • trade route count
    • 2 leaders, 1 medieval, 1 colonial
  • Yemen:
    • -730
    • UUs:
      • Incense Merchant: scout that can do trade missions for small sums
      • Zaydi Tribesman: camel archer with hidden nationality like the Oghuz, immune to first strikes
    • UB: Tower House: wall, +2 food + 2 hammers
    • UP: +1 food from desert and semidesert
    • UHVs:
      • trade missions
      • found Shia
      • acquiring coffee, incense, spice
    • 3 leaders, 1 pre-islamic (jewish), 1 medieval shia, 1 modern shia
  • MAX_CIV_PLAYERS to 44
  • Add Ibn Saud for Arabia.
  • Slightly expand Saudi core one tile East.
  • Add Habib Bourguiba for Tunis.
  • Himyarite barbarian spawns.
  • For merchant units, trade value should be Our Capital --> Their City and not the other way around. Also modify how the fractional calculates are made to avoid an integer rounding error.
  • Change settling location priorities for some Middle Eastern civs in the Oman region
  • Judaism spreads to the Yemen-Oman region before Islam.
  • Add coffee resource in Yemen.
  • Give Arabia camel archers rather than horse archers. Give more of them.
  • Agarum dynamic names.
 

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Scots-Irish is still on the table, probably the next now that I'm done with the Vandals.
They never had a state of their own. They are a diaspora population that only exist as a minority in the (British-occupied) north of Ireland and scattered throughout the rest of the Anglosphere. It would be like making a Danube Swabian, Pontic Greek, or Pennsylvania Dutch civ.
Scotland and (especially) Ireland would be interesting civs, though I'm not sure how they would impact the third Celtic UHV...
 
They never had a state of their own. They are a diaspora population that only exist as a minority in the (British-occupied) north of Ireland and scattered throughout the rest of the Anglosphere. It would be like making a Danube Swabian, Pontic Greek, or Pennsylvania Dutch civ.
Scotland and (especially) Ireland would be interesting civs, though I'm not sure how they would impact the third Celtic UHV...
By Scots-Irish I mean the Scots and the Irish. As one civ since the Scots are originally from Ireland anyhow.

The Celts would be confined to their ancient version plus maybe Brittany.

New Patch
  • Extend Fatimid conquest of Egypt to including Cyrene
    • Also add Camel Archers to their conquest stacks.
  • Replace another "Spain" dynamic name check with the isSpainPeriod helper
  • Fix bug in Yemen and Oman colonial acquisitions.
 
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New Patch
  • Alter resources in Arabia and Yemen
    • Camel resource moved be accessible from either Mecca or Sana'a.
    • Mecca incense resource moved closer to Sana'a
    • Another coffee resource added near Aden.
    • Millet resource moved 1E (aforementioned coffee added in its former location).
 
Tbh, could see a Crusader state/Jerusalem/Papal state/sicily(??) civ? Maybe it's too forced/contrived? Would ofc depend on conditinal spawns, dynamic names etc.
A gold and white colour scheme would work well enough.

I wonder if a mechanic where it is not eliminated when you take their last city, Which would fit both the pope, and various crusader states (Malta etc)

I guess it is better represented with the germans, but i could see the Teutonic Order also being shown as them, but dunno, would be even more of a stretch for a already sterchy civ.
 
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