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

Hey Cross, how easy is it to edit the maximum civilization count like you have? Definitely something I would appreciate for my own games lol

Also I didn't post about it but I completed all the UHVs for new civs before you added Tunis and Vandals, great work, had a fantastic time. Some of the most multi-layered goals in the game for some civs. Would provide more feedback but I need to for Leoreth as well and my brain capacity has been uhhhhh low as of a late LMAO grad school moment.
Maximum civilization count is defined in a constant in a header file, so it requires compiling the DLL and isn't a simple python or XML edit unfortunately. I think it's
NUM_CIVS in CvRhyes.h or something like that (I don't have the project open at the moment)

Very strange France conquer event

Edit. Look like Vandal's pirate can gor to New World
Edit2. Anyone have performance degrading in latest version of mod? In diplo and science adviser windows?
I'll take a look at the Vandal pirate. Probably flagged as ocean going or something?
Autorun got fixed as well. Map is getting more and more crowded. On Omani birth (c. 1160) I can see Andalusians in Spain, Moroccans in Morocco but with capital in Cadis, newborn Misr in Algeria, and the rest of North Africa shared by large Tunisia and Arabs. Do we want 2 Muslim capitals in Spain? Why not an Aragon civ then? I don't know, at some point "more, more" becomes too much...

On unrelated note, I still feel like all these new civ deserve some advance start gold. Advance start mechanics really saves time if you want to hit the ground running (which you should) instead of re-starting autorun in order to get a decent start condition. Say, you are Oman and pirates destroyed both fishing boats around your capital when you start. You will now spend precious turns training for work boats, or restarting. With just 120-200 gold one can account for most irregularities and it is fun to make those choices. It's also useful to start with your state religion's Missionary, just in case your capital does not have it, like with Shia Oman starting with Judaism and Sunni Islam only.
Yeah a few things for me to fix like lack of missionary and some additional early start points. Morocco in Spain adds some dynamism to the region and means I don't need to hardcode anything to cause Andalusia to collapse. I will probably make a tweak to move their capital out of Cadiz when they flip Morocco on turn 2 so that they are more likely to lose that city later on.
Multiple Python exceptions on Canada 3000 BC Autorun.
Around what year was this?
 
Not sure, but between 1693 and 1750
 
New Patch
  • "City States" government type names for Yemen, Oman
    • "Tribal Council". Probably could be used for other civs, I'll see as I go.
  • Obsidian now valid resource for Camel Riders in place of copper or iron.
  • Add Obsidian to Yemen.
  • Refine conditions for Ptolemaic Empire dynamic name and Cleopatra leaderhead, using a Ptolemaic period on resurrection.
  • Reduce trade yield multiplier for incense merchant.
  • Increase production cost of incense merchant.
  • Vandal pirate is now has the same seafaring constraints as war galley (coastal only, no cape navigation until compass).
  • Give Oman a missionary on spawn.
  • Yemen starts with a few advanced start points.
  • Oman starts with some advance start points (same amount as Portugal).
  • Morocco's capital changes from Cadiz to Marrakesh when it flips the city (AI only).
  • Simplify some period-specific dynamic name changes.
  • Remove more obsolete dynamic name logic relating to Moor -> Morocco change.
  • Remove bug that would increment respawn count twice on civ rebirth.
  • Implement proper "Period Mexico" for Aztecs under European rule (or Christian), like with Peru (only really changes the civ name and Spanish as a city name list at the moment).
 
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Getting a strange series of errors, playing as India in 1645
 

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Getting a strange series of errors, playing as India in 1645
Fixed

New Patch
  • Add default case for colonial conquest unit number
    • Fixes exception caused by Omani colonial conquests.
  • Fix Python exception during relocation of units during a flip
  • Have Saginaw double as Detroit for American name map.
  • Tweak Omani war map values in East Africa
 
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World looks great on Canadian birth, and no errors. :goodjob: For example, Russia just needs 2 more Mongol cities to establish continuous presence from Baltics to Pacific. I hope it's possible to tweak her Congress city request priorities, generally speaking? Like, to make sure she requests Trans-Siberian Railway cities first?
 
World looks great on Canadian birth, and no errors. :goodjob: For example, Russia just needs 2 more Mongol cities to establish continuous presence from Baltics to Pacific. I hope it's possible to tweak her Congress city request priorities, generally speaking? Like, to make sure she requests Trans-Siberian Railway cities first?
Congress demands can be ameliorated by improving and expanding Russia's war and settler maps through Mongolia, northern China and Korea.

Additionally, the Russians have an "Amur region coastal settlement" event, but it is rather weak compared to other colonial conquests, and uses its own code, so I have unified Russia's colonial conquests with those of other civs. I have also expanded the number of these conquests, which affect Siberia, Amur, Mongolia and central Asia.

Colonial conquests can now happen inland, which will help Russia but also civs that should have colonies in inland Africa (France, Portugal, Britain, etc). Coastal tiles are preferred but when those run out, conquests will happen inland.

New Patch(es)
  • Unify Russian Siberian acquisitions with colonial acquisitions logic
    • The event is now more like the usual colonial conquests, and there are more of them for Russia
    • Colonial conquests can now happen inland, but coastal land is seen as more valuable.
    • If inland colonial conquests result in scenarios like silly landlocked colonies without bordering a friendly (European) state, more logic will be added.
    • Give workers to later colonial conquest stacks.
    • Add more colonial events to France.
    • In the industrial era, France adds Maghreb, Guinea, Sahel to list of valid colonial targets.
  • Slight buff to Ottoman starting units.
  • Remove generic title of "French/Dutch/Portuguese" for vassals of those civs, instead using the duchy/protectorate/colony/etc template, unless the vassal civ has a specific title for that civ.
  • More flexible "colony of" dynamic vassal title assignment.
  • "of the Angles and Saxons" name for Anglo-Saxon "England".
  • Fix TXT_KEY_ARAB_REPUBLIC_OF entry.
  • Move horses off of Sergiopol tile.
  • Slightly buff Russian, Dutch, Portuguese distance & city maintenance mods.
  • Slight buff to Spanish inflation rate.
  • Slight buff to some French upkeep modifiers.
  • Slightly lower cost of a few industrial techs.
  • Reintroduce Anglo-Saxon fall date in the 11th century.
  • Fix bug that would prevent Communist-civic-switching civs from converting to Marxism if possible.
  • Washington (leader) is not as easy to vassalize.
  • Fix python exception in congress city assigning.
    • Might need to make a follow up patch after more replays, if the fix didn't fix the problem in all cases
  • Malaya people's republic name
  • Change Chiang Kei Shek favourite civic to free enterprise to prevent adopting central planning.
  • Change FDR favourite civic to democracy (to lower odds of communism/fascism).
  • Bias congresses to the historical great powers according to a sliding scale of relevance.
    • Needs further testing in 2000 AD games before I can say it works without fault
  • "Ireland" name for Celts vassal of England.
  • Increase propensity of Russia to build settlers.
  • Increase settler map value of Alexandria for Byzantium
  • Add Carthage area to Byzantine settler map.
  • "the Celts" and "the Vandals" names for titles with "of"
  • Also the Celts now called Ireland during their resurrection.

Played a game to 2000 AD with these changes and the state of the world and the playback was quite good. Finally there is a Marxist-Capitalist-Fascist divide, based on civics and state religions.

There still are not enough leaderheads to allow for lasting regime change in the 19th and 20th centuries, but additional leaderheads for the late industrial / modern era will be a long term project.
 
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More balancing and bug fixes. 2000 AD games take a while to run so I may have subsequent bug fix patches in the near future if I find anything.
New Patch
  • Slightly increase cost of Cartography & Exploration
  • Move Spanish colonial acquisition trigger tech from exploration to geography. This should avoid the issue of conquistadors appearing for Aztecs when Spain hasn't even met the Aztecs yet.
  • Refine Spain Period check.
  • Fix Python exception in congress logic.
    • Needs more confirmation
  • Add missing Republic / Communist text keys for Zulu, Swahili.
  • Ataturk's favourite civic now nationalism.
  • Central planning now upkeep high.
  • Public welfare now upkeep medium.
  • Regulated Trade now upkeep medium.
  • Somewhat slow the spread of Marxism in the post-1930s period.
  • Tweak some stability relations between modern civics.
  • Buff Free Enterprise civic.
  • Reduce AI value for central planning somewhat.
  • Ancient/medieval civics like slavery, manorialism, feudalism, get AI valuation penalty in global and digital eras (in addition to their stability penalties which the AI already takes into account)
 
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Not to annoy you or anything, but wouldn't you think that 2000 AD games would change after introduction of Australia?
 
New Patch
  • Fix colonial conquest city targeting bug
    • Reduce AI colonial conquerors per tech to 1, but increase the amount of techs that trigger them. Colonial conquests should now be more manageable but a constant threat.
    • Human player still gets 3 conquests per event since they only get 1 event (Trading Company built).
  • Constrain Omani settler values to the north of Madagascar
    • Reduce war value for some tiles in Madagascar.
 
Yes, I share your assessment, it feels like I am finally having my "Goldilocks" moment , when it's just right.
 
New Patch
  • Add Marcus Aurelius & Constantine from Aeons
    • They are altered somewhat (favourite civic, religion, personality modifiers, etc).
  • Add Seleucus as a leaderhead for Macedon.
  • The switch from Julius to Augustus Caesar is now caused by Engineering tech rather than empire/city states flag.
  • Arabia Felix name for Yemen vassal of Rome
  • Disable Roman conquest of Dacia. The Roman AI gets enough armies as-is.
 
Is it intended what Omani's Coastal Outpost don't get production bonus from Thalossacraty?
And there is no Advanced Start for Oman, and you need spend turns to build those workboats (as was mention above)
 
Is it intended what Omani's Coastal Outpost don't get production bonus from Thalossacraty?
And there is no Advanced Start for Oman, and you need spend turns to build those workboats (as was mention above)
Merchant Trade was meant to give a production bonus to lighthouses, but this was not the case due to a syntax error. This will be corrected in a future patch.

Also, there are advanced start points for Oman:

Python:
Civilization(
    iOman,
    iGold=200,
    iStateReligion=iShia,
    iAdvancedStartPoints=60,
    lCivics=[iMonarchy, iSlavery, iMerchantTrade, iMonasticism, iTheocracy, iThalassocracy],
    techs=techs.column(8).without(iLimbProtection)
),
 
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