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

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.
I haven't seen that before but I'll keep an eye out. I thought I had solved any of the bad "indexing" for leaders a few patches ago.
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!
  • Portugal war values in Yemen and Oman need some tuning, I think. Portugal might need one less conqueror event too, I'll see.
  • I'll check Yamato research.
  • France probably needs more pressure from other civs, barbarians etc in the period 800-1100. It needs to be strong for the early Carolingian era but weaker later. I'll think about it. Might differentiate Franks and France as a civ.
  • Right now Qin is acting as communist China as a respawn. I guess it could be its own civ rather than a respawn, since I tend to convert respawns into their own civs anyhow.
 
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.


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 don't think that remove date requirement is good idea. As Portugal played need represent trade empire expansion before Great Exploration time. Maybe adding second TC stack somewhere can help or delaying %% control to 1600AD?
After several attempts I found war with Morocco and maybe Mali, and setteling Kaapstad and Malaitivu really help archive 1UHV (and of coz eliminate Congo and Swahilli)
Problem here - you need settle some unhistorical location
 
France probably needs more pressure from other civs
Best candidate (aside from existing Saxons) are the Moores, where they can contest the border between France and Spain.

  • Right now Qin is acting as communist China as a respawn. I guess it could be its own civ rather than a respawn, since I tend to convert respawns into their own civs anyhow.
Although it would have a short playtime, a modern US / Russia / China great power competition would liven up the endgame, along with more modern UUs and UBs.
To lengthen the playtime, the civ can be "modern china" spawning in 1911 (Xinhai revolution) that either collapses AI Qing or contests it.
To adhere more to history, have a penchant for communism and adopt PRC with that civic, and ROC otherwise.

Leaderheads: Sun Yat Sen and then either Chiang kai shek or Mao depending on civics

UP: one of:
Cultural revolution
- turns some of cultural output into hammers, to represent industralization at the cost of traditions and cultural exports
Factory of the world / State capitalism
- some hammers bonus, optional health malus
Infrastructure (high speed rail, belt and road)
- commerce + movement speed
- can also be special road like Roman Road

UB: Special economic zone
- commerce / hammers
or something high speed rail related

UU:
J20 (modern jet)
or "PLA Rocket Force" (Mobile SAM)

Goal ideas:
1. unification (modern territory + Taiwan)
2. factory of the world
3. first to complete tech tree
4. supplychain dominance: control (including vassals) X rare earths resources
 
I don't think that remove date requirement is good idea. As Portugal played need represent trade empire expansion before Great Exploration time. Maybe adding second TC stack somewhere can help or delaying %% control to 1600AD?
After several attempts I found war with Morocco and maybe Mali, and setteling Kaapstad and Malaitivu really help archive 1UHV (and of coz eliminate Congo and Swahilli)
Problem here - you need settle some unhistorical location
There is still a time constraint; other colonial civs get increasing colonial events in the 1600s and 1700s so the goal will get harder and harder on its own. I'll reduce the % to 30.

I did a clean pull from github and I can now autoplay without issues. However I also have the Sid Meiers LH bug:) here's a save for you with Korea being the bugged civ
I'll check that save but also I just need to load in as Manchus and check civs like Korea for myself.

Edit: I may have identified the problem as relating to respawns of civs that have conditions to check for different leaders. Possibly fixed but need to run games to validate it.
 
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After making a fix, ran a Manchu game where there was a respawned Korea. Did not have a barbarian leaderhead. I will continue to keep an eye out in game and for further reports.

New civ! Franks. 380 AD spawn in Belgium area.
They form the Carolingian empire, and later split into three: West Francia (France civ), Middle Francia (Lotharingia, this Franks civ) and East Francia (the HRE civ).

Patch Notes
  • Split France into Franks (380-843) and France (843-2020)
    • Survives as Lotharingia into the 900s, with West and East Francia split off.
    • Charlemagne to Franks, the other leaders to France.
    • Frankish UHVs related to Carolingian empire.
    • Franks have the potential to become a respawn for Belgium or Burgundy in a future patch
  • Replace Templar unit with superior model.
  • Add more Rise texts for a few previously added civs. It's an area I had been neglecting.
  • Add clam 1S of Marseille
  • Germanic barbarians target area changed to Spain, to encourage their movement towards the south-west.
  • Replace Rurik name with Oleg name for early Rus
  • Tweak war map priorities of Portugal, especially for colonisation.
  • Portugal coastal control % reduced from 35 to 30.
  • Fix bug where respawning leaders would get the Barbarian leaderhead.
    • Identified and fixed a potential source of the problem, and ran a game with respawned civs where I did not observe the problem
  • Extend Charlemagne conquest geographical scope.
  • Move Madrid one tile south. Spain spawns there.
  • Buff Yamato maintenance and research modifiers
 
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I think Japan (respawn) is now worse at 120, should probably bump Japan as well given it's a younger civ.
It has a catch-up mechanic as part of its UP. It's not supposed to tech very much before the 1860s.

New Patch
  • Add indy Regensburg in 860 if HRE did not spawn and there's a gap in the map
  • Tweak some French and Frankish dynamic names.
  • Fix Frankish vassal title adjectives
  • Tweak priorities of Spanish settler map.
  • Tweak Spanish war map.
 
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I have witnessed the Armenia UP not working while doing a test game as Arabia. I'm looking into it.

New Patch
  • Remove Iberia from Arabian control UHV goal
    • Add Yemen & Oman, Sindh instead
  • Fix Ghazi not being buildable by Arabs.
  • Remove the (920, 1250) respawn period for Mamluks.
 
New Patch
  • Fix Armenian power not working for certain tiles
    • This fixes the power not applying on the topmost and rightmost sides of the relatively small core era rectangle.
1747633324950.png
 
After making a fix, ran a Manchu game where there was a respawned Korea. Did not have a barbarian leaderhead. I will continue to keep an eye out in game and for further reports.

New civ! Franks. 380 AD spawn in Belgium area.
They form the Carolingian empire, and later split into three: West Francia (France civ), Middle Francia (Lotharingia, this Franks civ) and East Francia (the HRE civ).

Patch Notes
  • Split France into Franks (380-843) and France (843-2020)
    • Survives as Lotharingia into the 900s, with West and East Francia split off.
    • Charlemagne to Franks, the other leaders to France.
    • Frankish UHVs related to Carolingian empire.
    • Franks have the potential to become a respawn for Belgium or Burgundy in a future patch
  • Replace Templar unit with superior model.
  • Add more Rise texts for a few previously added civs. It's an area I had been neglecting.
  • Add clam 1S of Marseille
  • Germanic barbarians target area changed to Spain, to encourage their movement towards the south-west.
  • Replace Rurik name with Oleg name for early Rus
  • Tweak war map priorities of Portugal, especially for colonisation.
  • Portugal coastal control % reduced from 35 to 30.
  • Fix bug where respawning leaders would get the Barbarian leaderhead.
    • Identified and fixed a potential source of the problem, and ran a game with respawned civs where I did not observe the problem
  • Extend Charlemagne conquest geographical scope.
  • Move Madrid one tile south. Spain spawns there.
  • Buff Yamato maintenance and research modifiers
yooooooooo
 
New Patch
  • Reduce incentive for Franks to build Scouts
  • Phoenician name for Antioch (Sissu, the city of Issus)
  • Add quotes for the techs I had previously added
  • Add missing Prophet's Mosque wonder image
Merged from upstream:
Whenever I merge several of Leoreth's changes there is often a new bug or two caused by the merge process of two increasingly divergent codebases.
New update:
- renamed Globalism to Geopolitics
- added civ specific great historians
- added civ ranking by population
- removed civilization ratings
- added display of civilization significance, strengths, and challenges
New update:
- fixed Rus barbarian victory goal for hidden nationality units
- grouped buildings, unique buildings, and wonders by era in civilopedia
- ordered techs by tech tree position in civilopedia
- updated technology quotes
- renamed Automation to Cybernetics
New update:
- more accurate AI evaluation of local enemy strength to decide whether to be scared to build settlers
- improved Old Synagogue AI preferences
- new second Portuguese UHV goal: acquire 2000 gold by blockading, pillaging, and conquering cities in Asia and spread Catholicism to eight cities in Asia by 1650 AD
- new third Portuguese UHV goal: acquire 16 trading company resources and generate 10000 commerce from city trade routes by 1700 AD
- Portuguese Carracks can pillage and blockade
- new Temple of Artemis effect: free Harbor in every city and +1 food from improved Fish, Clam, Crab resources
- new Great Lighthouse effect: +4 trade routes, +100% trade route yield
- added a Clam resource near Alexandria
- new Egyptian War Chariot: +25% attack on desert, +10% withdrawal chance
- Nubian Medjay: reduced city defense modifier and strength vs light cavalry to 25%
- added production flavour to Leverage
- animals get bumped from tiles that are covered with culture
- Assyrian Siege Ram: reduced cost, city attack increased to +75%
- added Oil on Sumatra
- new Prambanan effect: +1 production for each happiness from resources
- allowed temporary happiness to stack beyond +1
- corrected Casimir civilopedia entry
- encouraged more aggression in the ancient Middle East
 
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New Patch
  • Added or altered a lot of intro texts for leaders that had been added by myself or from Aeons.
    • The work is still not close to being complete, but there are more non-generic responses. I will also in a future patch make sure that all leaders at least have the generic intro line rather than nothing (empty dialogue).
  • Add TXT_KEY_DOM_KHAZARS

Edit: Pushed some corrections to that last patch to fix a syntax error.
 
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New Patch
  • Reduce Ottoman unit costs
  • Reduce Iran starting units.
  • Reduce Zulu propensity for naval units.
  • Reduce Zulu propensity for building settlers.
  • Tweak Frankish settler map for Germany settlements.
  • Add indy Wroclaw prior to spawn of Poland.
  • Increase HRE starting units.
 
New Patch
The focus: musketeer UUs, to add some 3D model variety to the Renaissance.
I am considering an increase of UUs in place of implementing Varietas Delectat, which will be time consuming but not result in any additional mechanical or text/lore flavour.
  • Add (back) French Mousquetaire
    • UU bonus: flank attack against arquebusiers
  • Add Free City Leaguesman (arquebusier) for Holy Rome
    • Small city defense bonus
    • Experimental "screenshot" button art, to expedite the button creation process when I don't have a button available
      • May be revised
  • Add New Model Army for England
    • Drill, stronger, less withdrawal chance, less collateral damage
 
New Patch
  • Add Dutch Mauritian Arquebusier
  • Add Polish Hadjuk (arquebus)
  • Add Turkish longbowman (bow janissary)
  • Add Turkish musketeer (late janissary, a worse musketeer)
  • Nerf Moorish spawn units
  • Slightly reduce size of 5th and 6th century Balkan invaders
  • Rename "Roman Worker" to "Plebeian"
 
Thanks for Franks, I am trying it now. Some remarks from first few turns:
- some Comitatus, unique unit for Romans, are in Frankish starting army?
- it seems Franks unique power is giving +1 gold to Palace instead of commerce?
- when Visigoths are about to settle in Iberia, they want to free it from the Muslim control... too soon, guys.
- UHV3 seems not working, it says No city, despite that Aachen was founded in turn 2.
- what is the difference between Catholic cathedral in Aachen and "Aachen cathedral" here?

I understand this is work in progress, so I am just pointing out what I found, it looks very promising! I like the late antiquity period.
 

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