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

It could be the Spanish trading companies event, which then triggers the conquistadors on contact. Or vice versa. There should be an event log about colonial acquisitions on that turn if so.
Yes, it was TC event, but i still don't understand how it work. Coz Spain build TC 5 turns later and settled Philippines after that. Also i got second Spain TC event on turn 548 (1571AD), if it scripted why it's doubletap? As it still happen in India and Indochina and Indonesia with thers civs.
 
Yes, it was TC event, but i still don't understand how it work. Coz Spain build TC 5 turns later and settled Philippines after that. Also i got second Spain TC event on turn 548 (1571AD), if it scripted why it's doubletap? As it still happen in India and Indochina and Indonesia with thers civs.
AI Trading Company events on based on the completion of certain tech goals, not on building the TC building. The targets are based on the historical priority of locations across the world for a given civ.
The "double tap" is a coincidence of no one having discovered you (the Aztecs) before researching one of the later techs that cause trading company invasions.
 
I'm really like civics in this modmod, it give various playstyle for different starting situations. But don't understand Regulated Trade.
So, players! Pls explain me how you use it in game? (except combain it with Porcelain Tower effect)
I find benefits very weak compared to Merchant trade/Free enterprise
 
I'm really like civics in this modmod, it give various playstyle for different starting situations. But don't understand Regulated Trade.
So, players! Pls explain me how you use it in game? (except combain it with Porcelain Tower effect)
I find benefits very weak compared to Merchant trade/Free enterprise
Regulated Trade might still be a bit weak but it's, in my opinion, more balanced compared to Merchant Trade or Free Enterprise in base DoC. It's useful if you care more about production boost than gold income, if you're a more production-poor nation. I'll need to do one or more European Renaissance games to get a better read of any additional balance changes.
 
I feel like the troops you rush with Gold under Bureaucracy must have Mercenary tag and double upkeep, but under Democracy no. Paying gold under Bureaucracy very realistically represent Mercenaries in Middle Ages/Early Modern Period. But under Democracy it means professional Army. So effects should not be identical. Democracy should have some advantages compared to Bureaucracy, so perhaps rushing units with gold should not come with Mercenary tag in former case?
 
Regulated Trade might still be a bit weak but it's, in my opinion, more balanced compared to Merchant Trade or Free Enterprise in base DoC. It's useful if you care more about production boost than gold income, if you're a more production-poor nation. I'll need to do one or more European Renaissance games to get a better read of any additional balance changes.
I'm started game with Timurids with full development Samarkand with pop 10 and get 2 hammer from trade routes.
You need really big domestic cites and many of them, to get some production boost. It's not worth banning foreign trade
 
I feel like the troops you rush with Gold under Bureaucracy must have Mercenary tag and double upkeep, but under Democracy no. Paying gold under Bureaucracy very realistically represent Mercenaries in Middle Ages/Early Modern Period. But under Democracy it means professional Army. So effects should not be identical. Democracy should have some advantages compared to Bureaucracy, so perhaps rushing units with gold should not come with Mercenary tag in former case?
That sounds fine to me. I would just have to add that feature. It could be a one liner or a bigger job, I would have to look at it.

I'm started game with Timurids with full development Samarkand with pop 10 and get 2 hammer from trade routes.
You need really big domestic cites and many of them, to get some production boost. It's not worth banning foreign trade
I'll look into if I should increase the production bonus by doing some playtesting when I have the time to evaluate it.
 
That sounds fine to me. I would just have to add that feature. It could be a one liner or a bigger job, I would have to look at it.


I'll look into if I should increase the production bonus by doing some playtesting when I have the time to evaluate it.
I'm think, making - 25% (you know, filling all those papers for trade is hard, and -50% be to much) for all trading routes could be norm. So double production speed for Custom house will make sense. After all, you get some reduce for commerce from trades routes, with you can increase with custom houses and get some hummers. And it can be good choice use it instead of merchant trade until corporations will rule the world.
 
A bit of balancing for Turks and their UHVs. Improvements to lategame teching. Better spread of Marxism and more Marxist-converting civs.

Haven't looked at regulated trade yet.

New Patch
  • Remove Nobility from Turkish starting techs
    • This is so it doesn't spawn with Ghulam Cavalry, but rather its Oghuz UU.
  • Add Politics to Turkish starting techs.
  • Slight buff to quantity of Turkish starting units.
  • Move Turkish land area and pillage UHV to 1190 AD rather than 900 AD.
  • Turkish Silk Road UHV date moved from 1100 to 1190.
  • Give Turks more starting gold and some advance starting points.
  • Add western Khorasan to Turkish war map. And a bit more north of their core.
  • Reduce Turkish UHV land percentage from 7% to 5%.
  • Increase spread of Marxism to certain key areas.
  • Communist civics cause conversion to Marxism (with cooldown).
  • Reduce 20th and 21st century tech costs.
  • De Gaulle leader appears earlier in the tech tree.
  • Some leader or civ names tech column adjusted for the additional tech column that was added a few patches ago.
  • Add millet near Baktra that disappears in 1200 AD
 
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New Patch
  • Rework Regulated Trade civic
    • Trade route production yield increased from 15% to 25%
    • Slight trade route commerce yield penalty of -10%
    • No bonus trade route.
    • Foreign trade allowed.

I may continue to tweak the civic, but it's a start.
 
1 I'm still don't understand. It's 1837 England in middle industrial era, and get conquer event for Hindustan

2 Timurid 3UHV - maybe change "in" to "by"? In player hands i don't think what any TC conquers can change much. I had 100k culture in 1700 already...
 

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1 I'm still don't understand. It's 1837 England in middle industrial era, and get conquer event for Hindustan

2 Timurid 3UHV - maybe change "in" to "by"? In player hands i don't think what any TC conquers can change much. I had 100k culture in 1700 already...
Some nations like England and France get colonial conquerors in the industrial era for the 2nd wave of colonization in the 1840-1880 period, like when researching pneumatics tech.

The techs:
Python:
dCivTechMappings = CivDict({
    iSpain: [iOptics, iExploration],
    iPortugal: [iExploration, iOptics, iEconomics, iGeography],
    iFrance: [iGeography, iReplaceableParts, iMeasurement, iEngine],
    iEngland: [iGeography, iReplaceableParts, iMeasurement, iMicrobiology, iEngine, iPneumatics],
    iNetherlands: [iEconomics, iGeography, iReplaceableParts, iHorticulture],
})

New Patch
  • Change Timurid UHV3 "in 1750" to "by 1750"
 
Merged Leoreth's changes from upstream
A few things were redundant and have been crossed out.

New update:
- prevented American AI from disbanding Pioneers
- prevented France and Spain from settling the Americas after colonial independence
- adjusted American settler map
- tech divergence modifier only applies after meeting a third of the civilizations in the world
- improved sea transport AI to be better able to handle American Pioneers

New update:
- Madeireiro also generates production when removing Savanna
- Tai barbarians spawn as Patiyodhas
- added Lao barbarians
- weakened Bulgarian barbarians
- reduced threshold for tech divergence effect to contact with a fifth of all civilizations in the game
- Qanat also adds +1 food with Olives
- second Ethiopian UHV goal: requires Orthodox state religion and pleased relations with 8 Christian civilizations
- added Nubian wonder preferences
- improved Argentinian starting situation
- Argentinian Grenadier Cavalry also starts with the City Raider I promotion
- added Fish near Montevideo
- adjusted Russian settler map
- second Malayan UHV goal: reduced required happiness resources to 12
- added more pirates to the Strait of Malacca

New update:
- reduced impact of tech spread modifier
- adjusted Ottoman core and settler map
- improved nuke targeting AI
- Ottomans start with Syncretism
- no state religion spread effect no longer leads to automatic removal of non-state religions
- ensured that Arabian sea units spawn in the Mediterranean
- added Coal on Vancouver Island
- city capture gold scales with game speed

New update:
- improved tech trade AI
- added Horse spawn in Alberta

New update:
- missionaries no longer require monasteries after monasteries are obsolete [monasteries don't become obsolete in my submod so this change doesn't do much at the moment; I might make monasteries obsolete in the future]
- Estate, Courthouse, Factory, and Railway Station are never granted as free buildings
- Republic: +1 Artist, Merchant, Scientist, Statesman slot
- Citizenship: no double production for Market, double production for Arena
- Merchant Trade: no happiness from Oasis, double production for Market and Lighthouse
- Central Planning: no additional production for buildings already in capital, no extra specialst production, double production for Factory, Coal Plant, Hydro Plant, Electrical Grid, +1 food from Engineer and Scientist
- Deification: +1 priest slot
- Secularism: +1 happiness from University, Observatory, Laboratory
- Thalassocracy: no double production for Lighthouse, double production for Drydock
- Isolationism: no extra specialist food, +1 production per specialist
- Nationhood: +25% production for buildings already in capital
- adjusted religion spread with Secularism
- The Kremlin: extra movement only takes effect the following turn
- Gardens by the Bay: only +1 happiness per building that provides health
- Eiffel Tower: reduces great people required for golden ages by 1

Other changes:
  • Modify "period late inca" value to account for 2 extra England periods.
  • Small tweaks to American and Ottoman settler maps in reaction to some of Leoreth's changes.
  • Civics: in addition to changes noted by Leoreth:
    • removed bonus to civic square or library production for Republic
    • Secularism upkeep changed to Low
    • Nationalism Town extra food removed (still has an extra hammer).
 
New Patch
  • Buff Turkish start
    • More archers, workers, and advanced start points
  • Turkish UHVs slightly easier once more.
  • Alfred of Anglo-Saxons much less likely to capitulate or vassalize (want to avoid him becoming a vassal of France).
 
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.
 
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
 
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In all honesty, I would be more excited about events such as your excellent implementation of Romance of Three Kingdoms and Yellow Turban rebellion instead of more and more civs in already pretty overcrowded and complex world. Historically, civil wars and rebellions played as an important role as "regular" inter-civ wars, and it's disappointing that virtually half of the history is missing in such a realistic Earth simulator as DoC and associated modmods...

Regarding giving lowest tier transports whopping 3 cargo slots -- would you please consider upgrading steamships to 4 and transports to 5 slots? To introduce some uniformity and sense of progress: sail transport gets 3 slots, coal transport 4 and oil transport 5?
 
In all honesty, I would be more excited about events such as your excellent implementation of Romance of Three Kingdoms and Yellow Turban rebellion instead of more and more civs in already pretty overcrowded and complex world. Historically, civil wars and rebellions played as an important role as "regular" inter-civ wars, and it's disappointing that virtually half of the history is missing in such a realistic Earth simulator as DoC and associated modmods...

Regarding giving lowest tier transports whopping 3 cargo slots -- would you please consider upgrading steamships to 4 and transports to 5 slots? To introduce some uniformity and sense of progress: sail transport gets 3 slots, coal transport 4 and oil transport 5?
Actually I have already upgraded those capacities, it just forgot to update the lengthy patch notes.

New Patch
  • Arabian conquest of Tunisia and Libya can be stopped by holding a city in Egypt before 670
  • For Tunis reduce settler value of Meninx (2S of Tunis) from 5 to 1 to avoid settling this poor spot.
  • No more independent Gadir/Gades (the Carthaginian AI does a better job at settling than before).
 
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New Patch
  • Change Tunis UP to allow all naval units to capture slaves (33% rate)
    • Captured naval slaves appear in the capital.
  • Add Horses to Tunisia in 900 (benefits Fatimids as well)
  • Tunis UHV1: raise % Med area from 15 to 18
  • Tunis UHV2: reduce city raze count from 2 to 1
  • Corsair no longer has 2 cargo.
  • Florence dynamic names in a few common languages
  • Dubrovnik dynamic names
 
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I took a look at Aeons - the work that went into picking the right leaderheads, units and building, as well as some of the icons, is good, and will likely save me some time if I intend to add certain civs. The civ icons are all rather blurry rather than being high contrast, probably as a result of the algorithm chosen when scaling the images, so I would have to redo those. The flag decals seemed good for what I saw.
 
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