Crossphazer
King
- Joined
- Jul 21, 2008
- Messages
- 890
New Section to explain the changes and purpose of the submod:
Bulgaria (dynamic Serbian, Croatian names)
Muslim Egypt (Fatimids, Ayyubids, Mamluks)
Macedon
Iroquois
Armenia
Parthia (Sassanids)
Minoans (Myceneans)
Ghurids (Ghaznavids, Sultanate of Delhi)
Timurids (Mughals, Pakistan)
Crusade mechanic for Catholics (including for the human player)!
Name maps now working for many civs on the new large map!
More barbarian or independent cities; tweaked barbarian spawns.
Many Near Eastern factions have had their spawn dates and UHVs altered to create a more dynamic ancient period.
Arabian Empire splinters into more civilizations (leveraging reskinned Carthage, Persia and Assyria).
Rebalanced modifiers and tech costs for better technological progression by civ until the year 1860 (I have not extensively tested beyond that point).
A few extra turns have been added to the Bronze, Iron and Classical Ages; the equivalent number of turns have been shaved off the early Ancient (stone), Global and Digital ages, to maintain an equal number of total turns.
Also, I do all my balancing and testing in the 3000 BC start at the moment, so if you are giving feedback from the 600 AD start, please say so in your post, so I can identify if the issue is caused by the 600 AD start.
Initially intended to add a new civ to the south of China, along the Yangtze river, to reflect cycles of unity and division in China and differentiate northern and southern-based dynasties, my fork of Leoreth's DoC codebase has evolved to include many changes, mostly to minors (indies, barbarians), or spawn dates, settler & war maps, modifiers, and UHV's of the civs of Antiquity and the Middle Ages, as a result of running many hundreds of games in autoplay and observing recurring oddities, in order to balance the inclusion of Yangtze China.
I try to keep this fork up to date with Leoreth's changes, unless there is a change which conflicts with my own, in which case I will probably resolve the conflict in my favour. I'm not really interested in making changes to civics, techs, stability or other mechanics, which I consider to work well and to be fairly mature in their development cycle.
This is intended as my own personal version, which I keep publicly accessible at the link below. The fastest way to include changes which I find to be interesting are to make them myself, as Civ IV and indeed the DoC mod itself is quite easy to modify and adapt.
Note that I now link to main branch (develop) of the mod. I have merged the SouthernChina branch into develop, to avoid anyone mistakenly checking out the wrong branch. All branches other than develop have at the present time been deleted.
Installation
As per the original mod, but in a different folder called RFC Dawn of Civilization Cross Overhaul.
~~~ original post ~~~
After a brief discussion with other members of this subforum about adding more variety to China, I decided, as an experiment, to create a new civ, Southern China, or Yangtze China (contrasting with Yellow River China). After many hours (and setting up my dev env to build the DLL, thanks Leoreth!), I have a version which launches & plays without error, with UB, UU, UP, UHV, stability (settler) maps, respawn, etc. It needs a lot of balancing work, but I'm prepared to at least share the existence of this project, which can be found here:
I also added a number of barbarian spawns and independent cities, so that even if a second civ isn't in the best interest of the mod, there are a few much lighter changes that could be implemented to spice up the Chinese experience, to reflect its cycles of unity and disunity.
I need to extensively playtest as both Chinas, civs around China (like Korea or Japan), and civs unrelated to China just to see how the region develops (pick Canada -> load in -> retire & view history, repeat).
Please see the link for the description and changes. Changes are still ongoing.
NEW CIVS
Wu (Southern Dynasties, Ming)Bulgaria (dynamic Serbian, Croatian names)
Muslim Egypt (Fatimids, Ayyubids, Mamluks)
Macedon
Iroquois
Armenia
Parthia (Sassanids)
Minoans (Myceneans)
Ghurids (Ghaznavids, Sultanate of Delhi)
Timurids (Mughals, Pakistan)
NEW RELIGION
Shia IslamOther Stuff
Conqueror events tweaked to have (better) preconditions, and more events!Crusade mechanic for Catholics (including for the human player)!
Name maps now working for many civs on the new large map!
More barbarian or independent cities; tweaked barbarian spawns.
Many Near Eastern factions have had their spawn dates and UHVs altered to create a more dynamic ancient period.
Arabian Empire splinters into more civilizations (leveraging reskinned Carthage, Persia and Assyria).
Rebalanced modifiers and tech costs for better technological progression by civ until the year 1860 (I have not extensively tested beyond that point).
A few extra turns have been added to the Bronze, Iron and Classical Ages; the equivalent number of turns have been shaved off the early Ancient (stone), Global and Digital ages, to maintain an equal number of total turns.
Also, I do all my balancing and testing in the 3000 BC start at the moment, so if you are giving feedback from the 600 AD start, please say so in your post, so I can identify if the issue is caused by the 600 AD start.
Initially intended to add a new civ to the south of China, along the Yangtze river, to reflect cycles of unity and division in China and differentiate northern and southern-based dynasties, my fork of Leoreth's DoC codebase has evolved to include many changes, mostly to minors (indies, barbarians), or spawn dates, settler & war maps, modifiers, and UHV's of the civs of Antiquity and the Middle Ages, as a result of running many hundreds of games in autoplay and observing recurring oddities, in order to balance the inclusion of Yangtze China.
I try to keep this fork up to date with Leoreth's changes, unless there is a change which conflicts with my own, in which case I will probably resolve the conflict in my favour. I'm not really interested in making changes to civics, techs, stability or other mechanics, which I consider to work well and to be fairly mature in their development cycle.
This is intended as my own personal version, which I keep publicly accessible at the link below. The fastest way to include changes which I find to be interesting are to make them myself, as Civ IV and indeed the DoC mod itself is quite easy to modify and adapt.
Note that I now link to main branch (develop) of the mod. I have merged the SouthernChina branch into develop, to avoid anyone mistakenly checking out the wrong branch. All branches other than develop have at the present time been deleted.
Installation
As per the original mod, but in a different folder called RFC Dawn of Civilization Cross Overhaul.
If you just want to play, you only need to clone this repo into your mod folder (Beyond the Sword/Mods/) and rename it to "RFC Dawn of Civilization Cross Overhaul".
~~~ original post ~~~
After a brief discussion with other members of this subforum about adding more variety to China, I decided, as an experiment, to create a new civ, Southern China, or Yangtze China (contrasting with Yellow River China). After many hours (and setting up my dev env to build the DLL, thanks Leoreth!), I have a version which launches & plays without error, with UB, UU, UP, UHV, stability (settler) maps, respawn, etc. It needs a lot of balancing work, but I'm prepared to at least share the existence of this project, which can be found here:
I also added a number of barbarian spawns and independent cities, so that even if a second civ isn't in the best interest of the mod, there are a few much lighter changes that could be implemented to spice up the Chinese experience, to reflect its cycles of unity and disunity.
I need to extensively playtest as both Chinas, civs around China (like Korea or Japan), and civs unrelated to China just to see how the region develops (pick Canada -> load in -> retire & view history, repeat).
Please see the link for the description and changes. Changes are still ongoing.
Attachments
Last edited: