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

Thanks for the patch, tried it with Vandals, Spain seems ok. However, Vandals goals seem too easy (Recommended settings). And Byzantine is killed too often (most of games if I recall) even before 410 when Vandals start.
Its a sad world without the Roman empire... besides, the goal to defeat 10 units must then wait till the Arabs are born. Otherwise winning would be possible long time before that.
Maybe make the UHV3 harder, make sure Vandal Carthage will resist the Arabs. Developing culture was immediately there.
Barbarians entering Balkan are too strong, everything is just barbarian, even Constantinople was razed.
I think I know what is happening here. Theodosian Walls get built in Constantinople in 450 during Autoplay. By shifting the date to before the Vandal, Saxon or Visigothic spawns, it will ameliorate Byzantium's performance.

New Patch
  • Add consensus to Spain starting techs
  • Increase Spanish starting gold.
  • Replace Roman starting naval settler with a regular settler.
    • Increases the likelihood of founding a city like Padua or future Vienna.
  • Moorish flip should no longer culturally convert the Sheep 1E of Pamplona.
  • AI Moors no longer spawn with any (additional) siege units.
  • Suebi barbarian city in NW of Spain is now spawned again, but in 410 rather than 500.
  • Qin Shi Huang leaderhead now has Gaozu (Han dynasty) and Cao Cao (Wei) names.
  • Give Moors more Sunni missionaries.
  • Venice now has multiple chances to spawn (500, 700, 800).
  • Qin->Han name transition happens once Qin has at least 1 turn of Anarchy.
  • Song Taizong name transition for Tang Taizong.
  • Add missing entries or re-order entries for the DLL leaderhead list.
    • Some of those entries were from vanilla though, so they might be missing there too (not confirmed)
  • Replace all variables that referred to Gilgamesh as referring to Sargon.
  • Theodosian Walls built earlier than 450 while in autoplay
  • Rome de-incentivized to build Theodosian Walls
  • AI Byzantium starts with one extra Tagmata guard for Constantinople
 
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New Patch
  • Increase amount of Sui unification stacks sent to Wu
    • Narrow the area to central Wu, not including Panyu and Quanzhou
    • Sui Unification requires China (Qin, Han, Wei, Sui) to control the Yellow River valley.
    • Reduce Wu starting defender units by 1.
  • Increase number of AI Byzantine starting units.
    • Human Byzantium starts with a siege unit.
    • Remove the extra tagmata added in previous patch.
  • Buff Qin (China) modifiers (research, maintenance)
  • Swap the Deer and the 1800-potato location in China between Luoyang and Hanyang
  • Latin Babylon is now Seleucia ad Tigrim
  • Buff Spanish tech & maintenance modifiers a bit
 
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New Patch
  • Western civs get a +5 stability bonus from running Colonialism prior to the Global era
    • Should help keep colonial empires alive in the 19th century.
  • Hegemony and Thalassocracy -5 stability penalty now triggers with the Global Era, not with Nationalism.
  • Colonialism now increases the temporary stability buff when founding cities.
  • Reduce stability penalty of not running some democracy civics after representation is discovered, from -5 to -2
  • Reduce stability penalty of running republic in the industrial era from -5 to -2.
  • Nerf Mali and Nigeria modifiers.
  • Slightly increase Spanish colonial maintenance modifier.
  • Ming now has a fall date of 1630 so is more likely to collapse.
  • Manchu now starts with Hegemony instead of Isolationism.
  • Cixi leaderhead (2nd Manchu leaderheads) now prefers Isolationism instead of Nurhaci, who now prefers Hegemony.
 
New Patch
  • New mounted crossbowman unit for Western European civs
    • Less powerful in the open than a horse archer
    • More appropriate looking
    • Less of a valid replacement for lancers in terms of combat strength
    • More like a pistoleer, but weaker
    • Can receive defensive bonuses (dismounted crossbowmen); better suited to forested or hilly terrain in Europe
    • Unlocks with Spring Steel rather than Recurve Bow
 
New Patch
  • New mounted crossbowman unit for Western European civs
    • Less powerful in the open than a horse archer
    • More appropriate looking
    • Less of a valid replacement for lancers in terms of combat strength
    • More like a pistoleer, but weaker
    • Can receive defensive bonuses (dismounted crossbowmen); better suited to forested or hilly terrain in Europe
    • Unlocks with Spring Steel rather than Recurve Bow
So the unit is exclusive to western European civs? Is it like a shared UU?
 
So the unit is exclusive to western European civs? Is it like a shared UU?
Yes, it is like a shared UU, but not intended to be stronger than normal, just different.

New Patch
  • Heavy Swordsmen now require only Iron, not Copper or Iron
    • Some UUs keep the old requirements.
    • Heavy Swordsmen now upgrade to Musketeers rather than Grenadiers.
    • This means the unit is made obsolete with Replaceable Parts and not the later Chemistry tech.
  • Pikemen now upgrade to Grenadiers and not Musketeers. The pike-and-shot period is therefore extended, with musketeers progressively outnumbering pikemen.
  • Grenzer now has a 15% bonus against Musketeers. Helps keep the unit more relevant in the 1700s.
  • Chariots now upgrade only to Horsemen (not also Horse Archers).
    • However, light cavalry chariot UUs upgrade only to Horse Archers.
  • Add Hanoi to Vietnam respawn capital location
  • Nantes Celtic, Latin and Byzantine (Late Latin) names added.
  • Vassal "provinces" of Rome collapse to AI Roman control rather than other claimants, or indies
    • I don't think this could be generalized to most civs, since sometimes civs have vassals that are well outside of their settler or conquest maps, unlike Rome, which has a huge settler map
  • Add TXT_KEY_CIV_MACEDON_FASCIST (Regency)
    • With Despotism and Stratocracy they can qualify for the fascist title far earlier than most civs
  • Slight buff to Qin research rate.
 
New Patch
  • Replace Anti-Tank with Assault Infantry, an Infantry upgrade with AT capability and 2 movement
    • Anti-Tank infantry have always been a rather weak "trap" choice.
    • The formation is one AT infantry + 1 German MP40 infantry + 1 German MP44 infantry
      • The German infantry fit the style of the vanilla AT infantry
  • Increase movement of marines from 1 to 2
  • Increase movement of mechanized infantry from 2 to 3
  • Increase movement of main battle tank from 2 to 3
  • Upgrade SAM to 2 move
  • Mobile SAM to 3 move
  • Paratroopers are now Aviation + Social Services rather than Radar
  • SAM Infantry are now Radar + Rocketry rather than Laser + Rocketry
  • Spawn Yarghol as barbarian so the steppe barbarians don't raze it
 
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New Patch
  • Check leaders & civ names more often when human is playing
    • During autoplay check leaders every 10 turns as before, but never check names.
    • When the human player is born, check all leaders and civ names.
  • Mecca in Latin name map
  • Vandal UHV: 2 extra naval units of level 3 required (4 total).
 
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New Patch
  • New Byzantium canSpawn condition
    • It used to be that Rome had to control one or more cities in Greece or Anatolia; now the condition allows for minor cities (indies) where the previous owner was Rome.
  • Argentina now flips the land all the way to the end of South America, to prevent Spain from keeping any colonies there.
  • Reduce France settlers by 1 (since their birth zone was made smaller recently).
  • De-prioritize Lateen Sails for Spain (don't want it to be their first tech rushed).
  • Greece uses the Byzantine name map starting in the Medieval era.
  • More Ankara (also Tavium location) names.
  • Byzantium no longer "independence civ" for AI
    • Byzantium spawn can still be averted for human Rome, Macedon or Greece, if solid stability.
 
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I tried to run a 3000 BC game to give Manchu a try but around 800 AD i started having python errors until eventually the game crashed. I can replicate it and give you a save if you want. Latest git update
 
Playing as Shu, and I'm unable to build missionaries despite having their unique building
Fixed
New Patch
  • Assign Shu Confucian Scholar unit to Shu civ so it can build missionaries from their Confucian UU.
  • Reverted: Byzantium no longer "independence civ" for AI
    • Turns out independence flag was what was causing it to flip the Roman cities outside of its core
I tried to run a 3000 BC game to give Manchu a try but around 800 AD i started having python errors until eventually the game crashed. I can replicate it and give you a save if you want. Latest git update
Yeah, a save or screenshots / copy-paste of the errors would be helpful.
 
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New Patch
  • Byzantium ignores the "independence civ" check for canSpawn() condition, while still being an independence civ
    • This achieves my intended aim without screwing up its flip zone.
  • Russia (Moscovy) added to independence civs.
  • Rus/Ruthenia starts out with Norse language, gets Ruthenian as primary at tech column 8 (e.g. Guilds)
    • Rurik name for Yaroslav during the "Norse" linguistic period of Rus.
  • "Danelaw" name for Anglo-Saxon vassals of Norse, and not Normandy (England)
 
Played portugal game - and it way to hard get 1uhv. With all this native spawn in Mali, weak tc conquest event (for human), Yemen and Omani...
It's possible, but you need play perfect and even above that level
Maybe it need power %% for uhv
And it all my last games - hre discover Academy too early. France get big empire and it lose empire to hre. Sometimes France even collapse, coz loosing to many cites
 
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New Patch
  • Change Dravidia respawn period to (840, 1650)
  • Byzantium no longer starts with Lateen Sails
  • Add barbarian invaders for Tamils in the 300-800 period. Only an issue if there is unclaimed land or barbarian land between India and Dravidia.
  • Move Berlin site (Brandenburg in HRE era) 1 west.
    • Adjust Austrian and German settler maps to prioritize this site and not the old Berlin, or Magdeburg
  • Add Modern German language for Brandenburg -> Berlin & Regensburg -> Munich
  • Extend HRE flip zone a few tiles north, to get some of the tiles of barbarian Stettin
  • Remove the Ghurid resurrection period of 1220-1400
  • Add a respawn period for HRE between 1050 and 1350
  • Restrict Byzantine invasion of Spain to the South-East (not Barcelona)
  • Portugal water conquest % no longer has a requirement date.

Played portugal game - and it way to hard get 1uhv. With all this native spawn in Mali, weak tc conquest event (for human), Yemen and Omani...
It's possible, but you need play perfect and even above that level
Maybe it need power %% for uhv
And it all my last games - hre discover Academy too early. France get big empire and it lose empire to hre. Sometimes France even collapse, coz loosing to many cites
I've just eliminated the date requirement for UHV1 of Portugal; you can now take as long as you need as long as you get to 35%
 
I think the European TC events for Africa and Asia are a touch overtuned. Had to defend myself from 5 separate declarations of war with new stacks from Portugal over one single city during an Oman game! I definitely understand the waves idea and think it's a good one, just needs to be finely configured still I think. Yamato could also use just a slight research buff IMO. France is currently dominating most games, and I'd say it's still about 50-50 whether England survives/establishes itself to sufficiently colonize. Last few games I played they were either collapsed or a firm French vassal by the Age of Discovery.

Love all your hard work on this Cross, this is an incredible mod so far. The fine-tuning and constant detailed updates are really paying off.

To indulge in more flights of fancy than I have before, your additions for Communism and the more complex China make me daydream about a "modern Chinese" civ in the distant future to follow the Qing. I also think this modmod has great room for a potential Philippine civ one day!
 
There's a bug where a random respawning civ will be named "Barbarian", and then will have the leader head as a random bloke in a Firaxis uniform and he will ask you for **** every single turn until you kill him 😂 I think I've seen the random respawning bug happen with the AI Khmer, AI Ethiopia, and AI Korea. Sometimes he even has a mustache and a hat I swear I didn't do this.
 

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