[submod] Cross' Overhaul: Wu, Bulgaria, Fatimids, Macedon, Iroquois, Armenia, Parthia, Minoans, Ghurids, Timurids, Khazars, Xia, Shu, Nigeria, Zulu

Finally understood why Timur has to raze all the cities: after he finished UHV1, empire was -175 gold, and units on strike. And his GG unit got disbanded. 126% inflation! Rage quit :wallbash:
 
Finally understood why Timur has to raze all the cities: after he finished UHV1, empire was -175 gold, and units on strike. And his GG unit got disbanded. 126% inflation! Rage quit :wallbash:
Your GG quit? That's brutal...
 
Now when we have a dedicated Timurid civ, late Turkic civ has to be re-imagined, as it was originally designed to tell the story of Gokturks --> Seljuks --> Timurids. UHV3 alludes to Timur quite literally: the third capital with influential culture in 1400 was meant to represent Timur's Samarkand. Turkic civ can avoid Timurids by staying stable and it is supposed to survive Mongols, in order to make it to 1400 in the first place. Perhaps we should picture late Turkic civ as Uzbeks/Shaybanids? There is a leaderhead of Muhammad Shaybani in SoI I believe (currently we have only 2 leaders for Turkic civ and it does not align well with 3 different capitals goal). In that case the last UHV should end by 1500, giving an option to stay stable and prevent Timur from ever appearing or finishing it earlier. In AI hands Uzbek leader will look more logical in late game, instead of Seljuk sultan, when later Turkestan resurrects to represent Khiva/Bukhara Khanates in Great Game between Russian Empire and Great Britain.
 
no way my king 1sdani is here
I read all of the RFDOCIV subforum. Hard not to, the game saved my life, gave me life even. I've commented on this before, but were it not for it, I wouldn't know anything about geography, history, or politics.

Also, TIL about King Tamar... apparently she's in Civ 6's expansion. Guess that's what I get for trying a 20 civ game in vanilla 6 and noping out of there the instant the AI's turn 1 took more than 20 seconds.
 
I have a proposal to add a nomadic civilization in the western part of the great steppe, which would reflect the many nomadic peoples who influenced both Iran and Europe. For example, you can start with the Scythian-Sarmatians or Huns, in the early Middle Ages designate them as Khazars, then as Cumans and, already at the collapse of the Mongols, respawn them as the golden horde which Russia will have to resist. Because now the great steppe in the west looks a bit empty considering the size of the map.
 
Case for 2-city Tibet:

With the new map Tibet does not have to be 1-city civ anymore. If we simply add freshwater lake Manasarovar, it will be possible to have initially Indy city of Kyunglung there. It was the capital of ancient Zhangzhung kingdom, existing from about 500 BCE to 625 CE, pre-dating Tibetan Buddhism. The Zhangzhung culture is associated with the Bon religion, which has influenced the philosophies and practices of Tibetan Buddhism. Tibetan emperor Songtsen Gampo conquered and unified the Zhangzhung lands with Tibet. The freshwater lake and possibility for another city in Tibet will not change balance or noticeably slow down the game but will make a better use of enlarged map, will allow some action in Tibet proper before going to China and in general will make it harder to vassalize this cool civ.

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I don't play this modmod but I do keep an eye on it. I think this idea is good enough it should go to the main mod's suggestions thread. Western Tibet is just a waste of space right now, this would add more flavor to the game.
 
Are the Byzantines supposed to be able to flip this Macedonian city in Central Asia?

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So I did conquered Mosul in Mesopotamia, but as should be my modus operandi -- promptly erased it. And my victory screen counter went from 1 to 0. I think it's unfair! It clearly says conquer, not "own" said city. There has to be a way to code it correctly, please!
 
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So I did conquered Mosul in Mesopotamia, but as should be my modus operandi -- promptly erased it. And my victory screen counter went from 1 to 0. I think it's unfair! It clearly says conquer, not "own" said city. There has to be a way to code it correctly, please!
I just pushed a change so that you should only need to conquer, not own the city. It is using the same logic as the Celts UHV.

Other things requested in the thread will take more time to evaluate and implement.
 
I just pushed a change so that you should only need to conquer, not own the city. It is using the same logic as the Celts UHV.

Other things requested in the thread will take more time to evaluate and implement.
Thank you and please take your time! You are working very hard and we don't want you to get burned out!
 
Are the Byzantines supposed to be able to flip this Macedonian city in Central Asia?

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Byzantium (even in base DoC) is considered an "expanded flip civ". In this mechanic, any cities that are closer to Constantinople than the capital city of that faction, excluding cities in the core of any civ, are flipped to Byzantium.

This was so Byzantium would flip any Roman cities closer to Constantinople than Rome, or Persian (Parthian/Sassanid) cities closer to Constantinople than Ktesiphon (Baghdad).

In this case, any cities owned by Macedon to the east of Constantinople will flip to Byzantium. It would be the same for Greece (either here or in base DoC).

That is why there is a check, and Byzantium doesn't spawn if Greece or Macedon are human civs, or if Greece or Macedon is stable if AI-controlled.
 
New Patch (part of continued polish of existing stuff)
  • Timurids won't spawn if Mongols were not owners of Khorasan, Transoxania or Hindu Kush
    • They already wouldn't spawn if Mongols were human and stable.
  • Modify Ottoman spawn condition to be the same whether human player controls their birth region or not.
  • Simplified Ottoman respawn contraints.
    • If they've been alive before, they can respawn, otherwise use a similar set of rules as their spawn to determine whether they can be reborn
    • i.e. Mongols, Turks, Timurids must own or have owned Anatolia or Caucasus.
  • Add Aztec, Maya and Incan regions to Portuguese war map since they are likely to discover them first.
    • Don't want to hurt the player or AI for being the first to discover those civs
    • I have seen Portugal collapse-to-core in the 1500s due to this issue of lack of conquest zone there
 
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So, a historical victory for the Parthia/Sassanids. It was an exciting confrontation, first against the skating rink of Rome, and then against the Arab invasion, fortunately the presence of horse archers and, later, spam with savarans helped me resist and survive. Despotism is now a really effective form of government for countries with large populations like India, Persia, etc. Played on Monarch difficulty and Marathon speed.
 

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Great game and I agree about Despotism standing out. Perhaps, too much even. Because you can whip and suppress unhappiness with units all within the same civic. Even with happiness compensation, Monarchy looks less desirable compared to vanila mod...

Speaking of which, I can never observe Monarchy's food to hammer bonus in action. Without vassalage this bonus will only speed up Settlers and Workers training, correct?
 
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I just pushed a change so that you should only need to conquer, not own the city. It is using the same logic as the Celts UHV.

Other things requested in the thread will take more time to evaluate and implement.
I have started a new game after that and I don't think it worked:

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Parthia UHV done on Monarch/Marathon. The 2nd UHV felt a little easy because the Romans never went east this game, but the combined invasion from Arabia and Bulgaria made up for it. I agree that Despotism feels quite strong now.

Also am not sure why an error showed up when I accomplished the 3rd UHV, but this game was played a few patches behind.
 

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