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

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Thanks for the detailed error report @miccal2000, I think I've solved the issue.

New Patch
  • Add America to independence civs
    • Influences if it is able to spawn (solid civs in spawn era will negate)
    • Might be some side-effects to this but I will monitor the change
  • Give Russia a disincentive to build Eiffel Tower
  • Fix syntax error in isCommunist check
  • For HRE reduce incentives of Printing, Academia & Firearms
  • Iroquois only gets Golden Age on city razed if not already in a golden age
    • Should prevent abusing the UP by razing, ceding, re-capturing, razing etc.
 
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New Patch
  • Reduce Buyid UP shrine research modifier from 5 to 3
  • Culture/Population goal for Baghdad changed to having 4 wonders. Amount of wonders can be tuned in the future.
    • Goal text says "build" but I'm pretty sure that owning 4 wonders in Baghdad counts. I will validate that.
  • Give Buyids 1 extra siege unit at spawn.
 
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I'm doing a few rounds of balance and bugfix patches. Later I'll get back into the rhythm of continuing to expand the roster of UUs (as an alternative to implementing Varietas Delectat, which would take almost as long), and adding some civs - playable Hamdanid instead of AI-only, playable Ireland instead of AI-only, the Xiongnu / eastern Turkic/Altaic civ that has previously been suggested, Australia (yes, it is planned, it's just that a 1900s civ is a lower priority). Eventually I'll make a 600 AD scenario, although I'm not sure it would actually be 600 AD. I'll find the date that best separates the Antique from the Medieval world, and suits the spawn dates of various civs, and pick that.
 
New Patch
  • Slightly increase tech costs of Compass, Patronage, Education
  • Nerf Spanish research rate
  • Increase Spanish city maintenance.
  • Change Late Tercio tech requirement from Firearms to Combined Arms.
  • Slightly nerf English research rate.
  • Remove Guilds from English starting techs.
  • Fix tech requirement for Religious Orders so that it depends on Doctrine rather than Theology (as was always intended).
  • Nerf Saxon research rate.
  • Tweak some tech priorities for Firearms in Europe
  • Add Luxor to Polish city names.
  • Disable event that gives Spain a free caravel when researched Cartography (Spain does a better job of unlocking the tech in the appropriate era than in vanilla, so it doesn't need this assistance).
 
Working again on getting research to around 1870 well-balanced:

New Patch:
  • Ironclad now requires metallurgy in addition to thermodynamics
  • Increase tech costs for late Renaissance and Early Industrial techs
  • Add modifiers for Morocco (they were default up to now)
  • Many modifier tweaks, mostly to reduce tech rate or increase maintenance
 
New Patch
  • Manchu short name to "Manchuria"
    • Useful for its default vassal name
  • Moors start with one extra settler (to make sure they found Grenada)
  • Nerf Oman starting techs.
  • More modifier tweaks, mostly nerfs.
    • Continued work on getting tech progress to 1870 just right. Every few large patches (new civs, new wonders, overhauled elements) it needs to be adjusted. Afterwards I will review tech progress to 2000.
 
New Patch
  • Further increase number of potential Moorish settlers at spawn
  • Remove Education from Portuguese starting techs
  • Reduce research bonus of Monasteries from 10% to 5%
    • Since there are more religions it is easier to stack those bonuses
    • Also since monasteries don't become obsolete (both for Marxism and because religious institutions kept being places of learning even into the modern day)
  • Make Afonso slightly harder to vassalize.
  • Define English (Norman) respawn area as being England
  • Some civs (Ottomans, Yamato, Japan) shouldn't train crossbows (instead favouring longbows)
  • Reduce cost of Bow Janissary
  • Extend Bulgarian potential respawn to 1330
  • Wars that start based on aggression level are now one per civ group (western, eastern, middle east, African, Mediterranean) rather than global
  • Increase settler value for Ottomans in Balkans for important sites (Bulgarian cities if razed)
  • Tweak tech priorities for certain civs.
  • More modifier tweaks.
 
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While doing balancing test runs, the HRE was consistently too powerful and monolithic. I initially thought I might split off Austria, but I realized that I could include Hungary, which can become Austria / Austria-Hungary later on.

New Patch
  • Add Hungary as a civ
    • Grenzer UU taken from HRE
    • Opera House UB, Cinema variant but earlier
    • UP: +1 food from pastures
    • 3 leaders from RFCE + Francis
    • Austria Period now applies to Hungary and not HRE
    • HRE becomes Bavaria, gets new Ludwig I leaderhead.
  • Slightly buff Ottoman start.
  • Alter Magyar barbarian spawn location.
  • Make Dravidian leaders less warlike, increase their unit and building production costs
  • AI Rus gets an extra settler for the Galicia region.
  • Arabs now start at war with Byzantium
  • More modifier tweaks
 
New Patch
  • Change Naffatun art to be less renaissance-looking
  • Add Musketeer UU for France
    • French Guards. A musketeer that can bombard city defences (a nod to Vauban's siege tactics)
    • Part of the gradual expansion of unit variety for all civs
 
New Patch
  • Add Dutch Musketeer UU
    • Blue Guards. Amphibious.
  • Add Byzantine longbowman UU
    • Less strength, free city garrison and skirmish promotions, available earlier in the tech tree.
  • Add Byzantine crossbow UU.
    • Available later (companies), less powerful, no hills defence, but more innate city defence bonus.
  • Add UU archer to Byzantines
    • Stronger
  • Add 3 cavalry units to Byz spawn.
  • Adjust tech priorities for Byzantium
  • Add Turkish name for Mariupol
  • Disable Shia and Marxist missionaries for independents & barbarian (as all other missionaries are)
 
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