Something needs to be done about Secularism to strengthen it. It feels underwhelming to realize that 10% science is equal 10% from Monasteries, which now never expire.
It just got buffed by Leoreth with
+1 happiness from University, Observatory, Laboratory, so that should boost it a bit.
New Patch
Added Tunisia as a civ. Mostly repurposed the Tunisian Period of Carthage for this new civ, and created UU, UB and UP based on my own thoughts. Some inspiration taken from Apple111111 but it's not the same civ as in Aeons.
There will likely be future patches doing a balance / UHV difficulty pass on Tunisia, but I wanted to ship some important fixes alongside it.
- Corsair repurposes for Tunisian UU.
- New UU: Berber Faris. A horseman UU similar to Numidian Cavalry. Shared UU between Moors and Tunis.
- New UB: Slave Market. Replaces Customs House. Free slave specialist and naval XP. Available earlier in the tech tree (companies).
- UP: Power of Piracy; Corsairs can capture slaves from naval combat.
- Corsairs now have cargo capacity.
- UHVs somewhat similar to the ones by Apple111111 but there are some differences.
- Change Moorish UHV3 from a piracy goal to a tech goal.
- Add copper near Tunis, both for Tunisian civ and for Carthage.
- Shu Confucian Monastery UB can now produce missionaries (bug fix)
- Kill Sea Peoples galleys that are in port, on Phoenician spawn (beginning of Iron Age).
- Tweak event that gives the AI a free settler+boat when Carthage is founded.
- Tweak Babylonian settler map.
- Give Elamite Shushan one extra defender at spawn.
- Fix bug introduced in Leoreth's recent sea settler ferrying code that would deny naval settling for boats that did not have at least 1 settler, 1 worker and 1 defender. This meant that naval settler transport for cargo size 2 galleys was impossible. This also meant that for naval transport where there was 1 settler and 2 defenders, it would not try to settle.
- Having fixed that bug, I then increased the cargo size of galleys and cogs to 3, to support having a settler-worker-defender trifecta.
- Edit: also updated steamships and galleons to 4 slots, and transports to 5 slots
- Also, this meant the total fleet size of the sea peoples could be reduced to ferry the same amount of units.
- iSettleSea now comes with a worker.
- Starting workers, assault ship numbers reduced accordingly.
- Tweak Egypt, Assyria, Babylonia settler building priorities.
- Several minor cities now ignore ruins when checking if they can be founded.
- Increase number of starting settlers for Moors
- Increase Fatimid conquest of Egypt stack count by 1
- Reduce Arabian unit production rate.
- Reduce Tunis starting crossbowmen by 1.
- Extend Arab North African conquest event to include Benghazi area.
- Give Anglo-Saxons free colonists for the age of exploration (but refrain from giving them any trading company events for now).
- Remove olives in NW Greece in 600, to curb the growth of Athens in the Middle Ages and beyond.
- Dynamic names for some Mongol vassals.
Merge from upstream
New update:
- improved conditions for city flips based on war success
- adjusted AI evaluation of Thalassocracy
Someone should see if the naval settler bug is reproducible in base DoC and if so report it to Leoreth. You can test this by loading up a game as the Romans and checking if the Phoenicians and Greeks have been settling colonies, and if their boats, with settlers and archers, are just sitting in harbour.
Future civs? Probably Scots-Irish (Ireland and Scotland), rather than having it represented by a resurrected civ.
My opinion on Aeons civs:
-Misr --> already exists
-Samanids --> maybe? you would get curb-stomped by the Seljuks and then Mongols so it would be a rough time, but plausible.
-Buyids --> I would just combine them with Samanids into one civ
-Yemen --> possibly
-Oman --> idem as Yemen
-Tunis --> just added, based on my respawned Carthage
-Georgia --> exists as a respawn of Armenia; covered as part of Armenia's long term survival to 1900 UHV. Too punishing to spawn when Armenia is alive; if Armenia is not alive, it's fine as resurrection variant.
-Jerusalem --> too much of an edge case. Christian civs owning land in the Middle East from crusader events is probably good enough. The odds of seeing it in game as a Middle Eastern civ is fairly low since it's a conditional spawn.
-Seljuks --> I think conqueror stack events from Turks civ is a good enough representation
-Gokturks --> idem as Seljuk
-Khazars --> already exists
-Ghurids --> already exists
-Armenia --> already exists
-Parthia/Sassanids --> already exists
-Scythia --> barbarians do a good enough job to represent them. Civ would form a buffer that prevents barbarian stacks from decimating Rome and Byzantium
-Huns --> idem
-Germania --> Anglo-Saxons cover some of the same area, and spawn after most of the migration waves have ended
-Vandals --> possibly viable, although short lived with possibility of interfering with Arab conquests
-Goths --> covered by the early Spain spawn; Ostrogoths would interfere way too much with Franks, HRE, Byzantium and Italy
-Numidia (With new revival as Tlemcen and Algeria) --> maybe. Covered by a barbarian city at the moment
-Sumeria --> not enough early game turns to meaningfully differentiate from Akkadia and Babylonian
-Elam --> very close to Sumeria unfortunately, which risks compromising the Babylonian game. A possibility
-Minoa --> already exists
-Athens (Using old Greece civ) --> Greece
-Sparta --> too Specific and lack of space. "Greece" represents a variety of different Greek city states; there was more to it than just Athens and Sparta (Corinth, Thebes, Thessaly, Crete, Rhodes, the Anatolian Greeks...)
-Macedon --> already exists
-Judah --> possibly, but it would constantly be under attack by large stacks, and it risks be too much of an obstacle for civs like Assyria, Phoenicia, Macedon, Persia, Rome