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

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.
Thanks for testing it out and for the feedback! In order:
  • Yes, it is intentional for the Franks to start with some Comitatus units (foederati troops)
  • It should give +1 gold to Palace per city in addition to the base commerce. That's what I see on my end.
  • Are you referring to the civ rise message? Yes, it looks out of date. I have corrected that, thanks for catching it.
  • That is probably because there are two city sites that are called Aachen and you happened to found it on the "wrong" tile. I have renamed the old Aachen tile to Maastricht so it shouldn't cause confusion. The tile that the UHV evaluates is (65, 62)
  • Aachen Cathedral is the name of the Catholic Shrine wonder, whereas a Catholic Cathedral is just a non-wonder cathedral building.
The Palace income for a Francia that has 5 cities:
1747856900829.png


New Patch
  • Update Holy Rome and France spawn conditions
    • Requires Franks to hold territory in their core area.
    • Requires Franks to below solid (if AI) or below stable (if human).
    • Does not depend on stability of any other civ.
  • Move Franks fall date from 843 to 820 (beginning of Carolingian civil wars)
  • Tweak priorities on Roman settler map.
  • Lessen priority of Nantes for Franks.
  • Spawn Eresburg (Aachen/Cologne) earlier
  • Remove Bordeaux and Prague from Charlemagne conquests area
  • Add 5 turns to the game (in the period 400-900) and fix an error in the number of years per turn in the early middle ages.
  • Slightly increase the cost of Religious Orders tech.
  • Theodoric is significantly easier to vassalize.
  • Theodoric is now a pagan leader by preference (since Arianism doesn't exist in-game).
  • Add a few extra defender units to Spain birth.
  • Alter rise message for Spain
  • Add rise message for Vandals
  • Rename old Aachen site to Maastricht
 
"gold for Palace" - I was referring to the sentence in Civilopedia, which says the Unique power of Franks should give commerce, not gold.
Aachen spot - ok, there were two spots and now one. Just it is maybe a bit confusing that real Aachen lies maybe 50 km west of Rhein, thats why I settled there, but the new spot is east of Rhein. Sorry for nitpicking :)
Thanks for explaining the rest.
 
"gold for Palace" - I was referring to the sentence in Civilopedia, which says the Unique power of Franks should give commerce, not gold.
Aachen spot - ok, there were two spots and now one. Just it is maybe a bit confusing that real Aachen lies maybe 50 km west of Rhein, thats why I settled there, but the new spot is east of Rhein. Sorry for nitpicking :)
Thanks for explaining the rest.
Unfortunately there is not enough room in the map to have both cities like Aachen or Cologne (or Toledo and Madrid, and many others), so the same spot is used for both places.

New Patch
  • Change commerce for gold in Frank UP text
 
Manchu UP work with independent everywhere (Korea, India at least sure), also X-bows also enslaved to Bannerman. Mongolian cavalry (not Barbarian) also can be enslaved (not sure, is it intendent)
Then i converted to Egalitarianism and Nationalism I lost all my slaves, but still can trade them and use as workforce (but cannot settle)

As for China, i have my 2 cents to add.
Where already 5(!) civs in modmod representing China. Manchu will get whole China w\o problem (their UP a bit OP, as Sui player it was a bit hard to deal with them), if they don't collapse due OE (i had almost all historical area and 2 city in Korea and have 150/300 stability score (with jails), then i got Courthouses everywhere i got 150/130 score).
Adding another China to represent industrial grow for latest 25-35 years - is it worth for it? I'm thinking adding second UB - like Railway station with additional trade route or with free engineer (or both effect). Adding new Chinese World wonder (Confucianism and Central planning require), that reduce cites maintains cost in Global Era (to faster transform to Digital Era). I'm lack of fantasy here, maybe Beijing International Airport with Aviation?
Central Planning work perfect with Egalitarianism in Chinas reach lands (playing Sui i was able build UN in 1900), the question is how ensure Mao will switch to it?
 
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Manchu UP work with independent everywhere (Korea, India at least sure), also X-bows also enslaved to Bannerman. Mongolian cavalry (not Barbarian) also can be enslaved (not sure, is it intendent)
Yes, barbarian and all steppe civs (Mongolia, Turk, Khazar) can have their defeated cavalry recruited. It's also intentional that independent infantry can be recruited on defeat.
Then i converted to Egalitarianism and Nationalism I lost all my slaves, but still can trade them and use as workforce (but cannot settle)
What exactly do you mean by this? The slave "worker" units are still around?
As for China, i have my 2 cents to add.
Where already 5(!) civs in modmod representing China. Manchu will get whole China w\o problem (their UP a bit OP, as Sui player it was a bit hard to deal with them), if they don't collapse due OE (i had almost all historical area and 2 city in Korea and have 150/300 stability score (with jails), then i got Courthouses everywhere i got 150/130 score).
Adding another China to represent industrial grow for latest 25-35 years - is it worth for it? I'm thinking adding second UB - like Railway station with additional trade route or with free engineer (or both effect). Adding new Chinese World wonder (Confucianism and Central planning require), that reduce cites maintains cost in Global Era (to faster transform to Digital Era). I'm lack of fantasy here, maybe Beijing International Airport with Aviation?
Central Planning work perfect with Egalitarianism in Chinas reach lands (playing Sui i was able build UN in 1900), the question is how ensure Mao will switch to it?
After Manchus I'm not in a rush to add another civ to China, since Qin respawn acts as Maoist China for the moment, although I can see the argument for converting the respawn into its own civ.
 
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Yes, barbarian and all steppe civs (Mongolia, Turk, Khazar) can have their defeated cavalry recruited. It's also intentional that independent infantry can be recruited on defeat.

What exactly do you mean by this? The slave "worker" units are still around?

After Manchus I'm not in a rush to add another civ to China, since Qin respawn acts as Maoist China for the moment, although I can see the argument for converting the respawn into its own civ.
Yes, i can buy slave and use it as a worker

And about Manchu UHV - it's quite easy. You can settle 6 GG in Beijing easily coz you have a lot of war action (maybe more GP or culture in Beijing?), having 4 vassal in Asia is quite good, but maybe it should changed to w|o Asia requirement - coz sometimes can be difficult to find free state for it (like i declare war to Vietnam and they became vassal of Russia next turn, Wu can be dead and etc). Also i got 3UHV while quite easy too, maybe it should be "in', not "by" or something different
Right now i playing game, where i switch to different civ (from Sui at Manchu birth), to look how Manchu will doing will all this development cites and can they proceed "culture revolt" and became modern China
 
I'm having troubles with UHV2 for the Franks; founding Catholicism. Despite meeting what I thought was the criteria (Orthodox cathedral without Orthodox holy city) the founding doesn't trigger. Are the requirements different than what is listed under concepts in the Civilopedia?
 
I'm having troubles with UHV2 for the Franks; founding Catholicism. Despite meeting what I thought was the criteria (Orthodox cathedral without Orthodox holy city) the founding doesn't trigger. Are the requirements different than what is listed under concepts in the Civilopedia?
That condition should be working, so it's likely that something broke that condition. I'll check it out.

Where did you build the cathedral? What city?
 
It may be broken in the main mod as well.... see the latest post in General Discussion thread. I remember vaguely I also had games where it wasn't founded. We usually play either ancients or middle ages in 600 AD scenario, so maybe it is hard to notice...
 
It may be broken in the main mod as well.... see the latest post in General Discussion thread. I remember vaguely I also had games where it wasn't founded. We usually play either ancients or middle ages in 600 AD scenario, so maybe it is hard to notice...
I think I've identified the issue, I just need to test it. I think it exists in Vanilla DoC as well.
 
New Patch
  • Rename Khazars short name to Khazaria
    • For better default vassal name
  • Moors start at war with Franks, Rome, Spain, independents
  • Intensify Visigothic barbarians in the late 300s.
  • Push back Prague spawn to 730.
  • Weaken most Balkan barbarians of the 300-600 period.
  • Relocate Avar spawn more East, similar to future Bulgar barbarian spawn area.
  • Nanjing dynamic names.
  • Give AI Byzantium 3 extra archers at spawn.
  • Add missing entry for Trabzon in Arabic
  • Add Arabic name for Bordeaux
  • Add marsh between Spain and Aquitaine, disappears in 850.
  • Revise condition for founding of Catholicism by building Orthodox cathedral (must be in Catholic core/historical, rather than "not in Orthodox core/historical), due to Catholic core/historical being considered Orthodox core/historical before the schism
  • Move Rome fall date from 550 to 450.
  • Give Moors a few Ghazis as starting units.
 
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New Patch
  • Add Syria to Macedonian core
  • Remove Nubia from Macedonian settler map.
  • Remove Hindustan plots from Macedonian war map.
  • Buff Macedon start with 2 extra phalanxes (removing equal number from bonus human units, so that the human start is the same)
  • Give human Rome 2 extra starting legions.
  • Vassal name of Syria for Seleucid vassal of Rome
 
New Patch
  • Manchu vassal UHV accepts vassals from any region
  • Manchu Beijing great people UHV requires 6 GP of artist, statesman or engineer types, rather than any type.
  • Bump Manchu population UHV from 10% to 12%
  • Disable check with slave mines and plantations
    • Since those structures can no longer be built.
  • Simplify conditions for purchasing slaves
    • Should no longer be able to buy slaves when you're not supposed to; conversely, you should always be able to buy slaves if you can use them.
    • Leoreth's implementation is focused on the transatlantic slave trade, whereas my approach is to be flexible for all times and places.
 
I playing Korea, and since those barb Keshik hard to deal, and I was needed 4th city, I settle Edo in Japan. I thought it will flip Japan, then they born, but no. So player can abuse this situation with many other civs. (Best use case for Polynesia)
And even more. I can grab whole North of Japan, since Tokugawa will not OB and will stay at South
P/S Great Croatia in attachment
 

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I find the ability I have recently implemented, of AI Rome getting the cities of a collapsed vassal, to be really cool and thematic, and so I have made it the new Roman UP. The old UP, of 30% production bonus to buildings that exist in the capital, has been moved to the Franks (Carolingian Renaissance). The Frankish UP of +1 gold in palace per city has been moved to Fatamid/Ayyubid/Mamluk Egypt, replacing its old, somewhat bland UP of starting with Combat I promotion. The UP now reflects income collected from being a rival caliphate to Abbasid Baghdad, while being religion agnostic (supporting both Shia and Sunni, or something else). Egypt tends to have a good number of Great Generals settled in its cities anyway, so Misr is still a strong military power.

I don't think the Roman building UHV goal is compromised by this change, since there are more turns to accomplish it than in vanilla. And part of the challenge is to try to develop your cities enough so that they have a decent production.

New Patch
  • Grant the Roman AI ability to integrate collapsed vassals as their UP (including human player)
    • Now, capitulating civs and later acquiring their cities sometime prior to 320 AD due to civ-obsolescence-collapse is a viable strategy.
      • There are ways to capitulate them wisely, like taking their core first
      • You can also disrupt their stability with Spies (with Politics), or demand they switch to poorly suited civics
  • Move the Roman UP to the Franks (Carolingians).
    • Helps in building churches and other infrastructure in the other cities
  • Move the old Frankish UP (+1 gold to palace per city) to Fatamid/Ayyubid/Mamluk Egypt.
  • Buff amount of Celtic starting units
    • They should be more threatening to Greece, Carthage and Rome early on. Most classical civs have larger armies than base DoC due to more turns, the Hannibalic invasion, the Macedonians, and more thorough Greek colonization.
 
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Hey, does this mod change anything with colonisation? I see all these lovely new civs that I'd love to do some alt-colonisation with, but if they can't get the trading company then their eco is fated as well as any other non-traditional colonial civ.
 
Hey, does this mod change anything with colonisation? I see all these lovely new civs that I'd love to do some alt-colonisation with, but if they can't get the trading company then their eco is fated as well as any other non-traditional colonial civ.
Just European AI get more conquers and all
 
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