[submod] Cross' Overhaul (Wu, Bulgaria, Muslim-Egypt, Macedon, Iroquois, Armenia, Parthia, Minoans, Ghurids, Timurids)

May I suggest for Theodosian Walls to require Palace ( which makes historical sense). Byzantium otherwise building it in Anatolia and Bulgaria captures Constantinople with ease.

Also what is the reason that you prefer Tagmata to Varangian Guard name? Tagmata was offensive elite unit of Byzantine nobility but defensive Varangian Guards were loyal to Emperor only. They have more flavor, you can even use Berserker skin and trigger them upon contact with actual Norse civilization
 
May I suggest for Theodosian Walls to require Palace ( which makes historical sense). Byzantium otherwise building it in Anatolia and Bulgaria captures Constantinople with ease.

Also what is the reason that you prefer Tagmata to Varangian Guard name? Tagmata was offensive elite unit of Byzantine nobility but defensive Varangian Guards were loyal to Emperor only. They have more flavor, you can even use Berserker skin and trigger them upon contact with actual Norse civilization
I don't want to be too restrictive with wonder placement. In autoplay (player is waiting for spawn), the walls will be built in Constantinople around 450 if not already built.

Varangians also went with the emperor on campaign. Tagmatic units existed for a wider span that the Varangian guard, especially as a military force. Either way, the zero movement is simply a workaround for the fact that the AI doesn't defend Constantinople enough.
 
Ok, that's a fair point. Here's another concern: Armenia is not targeted by Arabs, while in fact it was attacked very early on. I am not asking for conquerors stack -- just wondering if Armenian lands are in Arabia's war maps?
 
Ok, that's a fair point. Here's another concern: Armenia is not targeted by Arabs, while in fact it was attacked very early on. I am not asking for conquerors stack -- just wondering if Armenian lands are in Arabia's war maps?
It was on the war map, but I just made some adjustments to prioritize Armenia over more distant targets like Pakistan, Morocco, Spain.
 
How does the game handle AI Timur's activity? (Human player has UHV as Turkic civ) I just survived late1300s - early 1400s as Armenia and don't remember seeing any attacks on Ottomans by resurrected "blue" Turkic civilization (or even Barbarians) . India was also left unmolested.

Also Mongols never ventured to Armenian lands during 1230s.
 
How does the game handle AI Timur's activity? (Human player has UHV as Turkic civ) I just survived late1300s - early 1400s as Armenia and don't remember seeing any attacks on Ottomans by resurrected "blue" Turkic civilization (or even Barbarians) . India was also left unmolested.

Also Mongols never ventured to Armenian lands during 1230s.
The Timurids-related mechanics are the same as in vanilla, I haven't touched that part, at least not yet. I'll take a look at that at some point, the respawn probably needs a unit numbers buff or something.
 
I think I may put my own suggestion here too as well in regards of the late game. World wars whch are meant to be the highly dynamic events are under represented as for now so far in the main DoC mod. I don't know how can it be improved, but the way it goes now is many nations worldwide declare war on each other, barely do anything and then after some turns make peace with barely any changes on the world map. I think the world wars should be more impactful, with AI pushing to make huge advancements and territory captures. Not necessarily through the conqueror events once again, but through increasing the AI aggressiveness for the first half of XX Century to some very high levels, possibly.

Also, would've been neat to have an improvement on the civil war mechanic. I really wish it was possible for a player to actually run through civil wars and have the ability to have the civil war gameplays instead of having civil war as a total game over. I wish to be able to run through reconquering cities of my empire in a massive civil war, seeing my empire fractured, and then reunified through my efforts, even if with some losses at the end. Especially when it comes to Russian civ, which had a giant civil war in 1918-1923, one of the biggest and bloodiest in history only surpassed by the Chinese civil wars. I'd possibly propose some intense revolutionary events to be leading to a civil war, like more than one or two civics being changed at once while also mixed with instability.

For example, to form a USSR in a full-fledged way with communism, totalitarianism and more, more than one civic has to be changed. This could result in many independents to secede, representing "The Whites", that have to be recaptured. Same also for when the time comes to end with communism, changing several civics to turn Russia into a democracy, resulting in the post-communist crisis (which is, interestingly enough, represented in the main RFC mod, but not in Leoreth's), a crisis that could lead to all the previously captured civilizations (not independents), like Ukraine (Ruthenia), Turkestan (Central Asian Turks) and many other ones that may have been captured by that time, to go independent.

Or, if we speak of the other prominent civil war events with other civilizations, another example we may take is the American civil war of the XIX Century. A big civic change leading to several cities going independent in the south. Or China abandoning monarchy and switching to communism, while also undergoing through the warlord era and civil war of its own as a result of it, with several cities going independent. Not all civic changes should be leading to civil wars though, otherwise the game will have civilizations breaking up into them constantly, causing a huge mess on the map. Which is why I think it should only be applied to some major civic changes only in the late game by the most part, especially with how the majority of the modern wars after the two World Wars are the civil wars pretty much.

EDIT: Just saw the commentary above on the impossibility of including the civil war mechanic due to the timescale issues, I agree with that. Still, would've been neat to have some changes to the idea that a civil war is a game over for a human player, instead letting a player to go through reconquering land just like in the original RFC. Also the post-communist crisis from the original RFC as the remaining idea for reintroduction
 
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I think I may put my own suggestion here too as well in regards of the late game. World wars whch are meant to be the highly dynamic events are under represented as for now so far in the main DoC mod. I don't know how can it be improved, but the way it goes now is many nations worldwide declare war on each other, barely do anything and then after some turns make peace with barely any changes on the world map. I think the world wars should be more impactful, with AI pushing to make huge advancements and territory captures. Not necessarily through the conqueror events once again, but through increasing the AI aggressiveness for the first half of XX Century to some very high levels, possibly.

Also, would've been neat to have an improvement on the civil war mechanic. I really wish it was possible for a player to actually run through civil wars and have the ability to have the civil war gameplays instead of having civil war as a total game over. I wish to be able to run through reconquering cities of my empire in a massive civil war, seeing my empire fractured, and then reunified through my efforts, even if with some losses at the end. Especially when it comes to Russian civ, which had a giant civil war in 1918-1923, one of the biggest and bloodiest in history only surpassed by the Chinese civil wars. I'd possibly propose some intense revolutionary events to be leading to a civil war, like more than one or two civics being changed at once while also mixed with instability.

For example, to form a USSR in a full-fledged way with communism, totalitarianism and more, more than one civic has to be changed. This could result in many independents to secede, representing "The Whites", that have to be recaptured. Same also for when the time comes to end with communism, changing several civics to turn Russia into a democracy, resulting in the post-communist crisis (which is, interestingly enough, represented in the main RFC mod, but not in Leoreth's), a crisis that could lead to all the previously captured civilizations (not independents), like Ukraine (Ruthenia), Turkestan (Central Asian Turks) and many other ones that may have been captured by that time, to go independent.

Or, if we speak of the other prominent civil war events with other civilizations, another example we may take is the American civil war of the XIX Century. A big civic change leading to several cities going independent in the south. Or China abandoning monarchy and switching to communism, while also undergoing through the warlord era and civil war of its own as a result of it, with several cities going independent. Not all civic changes should be leading to civil wars though, otherwise the game will have civilizations breaking up into them constantly, causing a huge mess on the map. Which is why I think it should only be applied to some major civic changes only in the late game by the most part, especially with how the majority of the modern wars after the two World Wars are the civil wars pretty much.

EDIT: Just saw the commentary above on the impossibility of including the civil war mechanic due to the timescale issues, I agree with that. Still, would've been neat to have some changes to the idea that a civil war is a game over for a human player, instead letting a player to go through reconquering land just like in the original RFC. Also the post-communist crisis from the original RFC as the remaining idea for reintroduction

Tbf in the later game it becomes easier to model civil wars because after a certain point 1 turn = 1 year; rather than several years, or a few decades per turn in the ancient era

i agree about the world wars part too, a change in that regard would make the modern world much, much, more interesting
 
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The love fest between Shia and Sunni needs to stop, honestly. If someone would ask me what are the two most inaccurate features of DoC and derivative mods -- I would say the late game and the lack of depiction of Sunni-Shia split.
 
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It will be a long time before I get to the late game; there are so many things to improve, test and iterate on before the year 1800. I spend 99% of my playtime prior to 1800 as a result of the things I include and test. If there are specific late-game issues, like missing localized names, a bug in conferences or other events, I can take a look at those, but general issues of revamping systems, adding mechanics or events, and that kind of thing, will have to wait until I'm very satisfied with the state of the early and midgame.

Sunni and Shia I can take a look at. Shia has assets in Sword of Islam, for example.
 
really stupid and minor suggestion, but maybe the color of harrapa could be changed to something more natural than neon green and black, since they are an ancient civilization
 
It will be a long time before I get to the late game; there are so many things to improve, test and iterate on before the year 1800. I spend 99% of my playtime prior to 1800 as a result of the things I include and test. If there are specific late-game issues, like missing localized names, a bug in conferences or other events, I can take a look at those, but general issues of revamping systems, adding mechanics or events, and that kind of thing, will have to wait until I'm very satisfied with the state of the early and midgame.

Sunni and Shia I can take a look at. Shia has assets in Sword of Islam, for example.
In case you need list of Shia dynasties to represent in game: Iran, Misr, Kilwa, Hamdanids, Bahmanids(early Mysore), etc

Original Shia Misr(Fatimids) can now flip not just Egypt but Tunis, Libya and arguably Sicily even.
 
Playing as Armenia and trying to stay alive with Ottoman stack of doom walking around my borders. Converted them to Orthodoxy courtesy of my great spy, bribed them, forged defensive pact, switched them from annoyed to pleased. Captured forever Barbarian Crete. The moment I cancelled defensive pact with Prussia -- my orthodox pleased allies declared war and message read: expending Ottoman empire troops are seen moving towards Crete. And that is late 17 century, mind you. Why didn't they bother to " expand" to Crete for 400 years?


Another weird thing happened when I reloaded to keep Prussia as a deterrence from Ottomans and decided to create Orthodox brother Greece by releasing Crete. Greece came to life as a 2-city kingdom without Athens, but rather flipping a city in Italy. Is this normal?
 
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Playing as Armenia and trying to stay alive with Ottoman stack of doom walking around my borders. Converted them to Orthodoxy courtesy of my great spy, bribed them, forged defensive pact, switched them from annoyed to pleased. Captured forever Barbarian Crete. The moment I cancelled defensive pact with Prussia -- my orthodox pleased allies declared war and message read: expending Ottoman empire troops are seen moving towards Crete. And that is late 17 century, mind you. Why didn't they bother to " expand" to Crete for 400 years?


Another weird thing happened when I reloaded to keep Prussia as a deterrence from Ottomans and decided to create Orthodox brother Greece by releasing Crete. Greece came to life as a 2-city kingdom without Athens, but rather flipping a city in Italy. Is this normal?
Maybe it's a quirk of the "expansion civs" mechanic. It was already a thing from DoC. I will look into it, its duration, that kind of thing.

About Greece, who was the owner of Athens? Who was the owner of the city in Italy? Which city? Southern Italy? I would ideally like a before and after screenshot and maybe a save game to look at the history of the game.

I'm currently busy implementing Shia. At some point I'll look into how the Timurids are implemented.
 
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OMG, I finally did it! What an epic journey through the 22 centuries of Armenian history, our hostile neighbors and non-stop fight for survival. Seljuk conqueror stacks were especially lethal: I had to evacuate all my cities safe for capital and gift them to various civs, so that Seljuks end up fighting big guys like Egypt and take pressure off me. The only way to handle Ottomans was converting them. It felt like cheating admittedly. The cost to change religion must be prohibitively large.
 
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Wlj
View attachment 708997

OMG, I finally did it! What an epic journey through the 22 centuries of Armenian history, our hostile neighbors and non-stop fight for survival. Seljuk conqueror stacks were especially lethal: I had to evacuate all my cities safe for capital and gift them to various civs, so that Seljuks end up fighting big guys like Egypt and take pressure off me. The only way to handle Ottomans was converting them. It felt like cheating admittedly. The costo to change religion must be prohibitively large.
It'd be nice if those broken names were fixed, I'd certainly add something to the late game
 
Spoiler Islam in 330 AD :
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Something went wrong with Roman teching. It enabled them to found Islam in 330 AD. Obviously, this does not happen every time, but perhaps Rome must be nerfed in general?
 
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Maybe it's a quirk of the "expansion civs" mechanic. It was already a thing from DoC. I will look into it, its duration, that kind of thing.

About Greece, who was the owner of Athens? Who was the owner of the city in Italy? Which city? Southern Italy? I would ideally like a before and after screenshot and maybe a save game to look at the history of the game.

I'm currently busy implementing Shia. At some point I'll look into how the Timurids are implemented.
Ottomans were the owners oh Athens and Indy's the owner of Rhegium in Magna Graecia. Yes Southern Italy.

I wonder what would you chose as trigger event (I suggest first to discover Doctrine, very fitting)? And also the "default" holy city for Shia? I suggest Parthian capital, which is reasonably close to real life Qom. The city is the largest center for Shi'a scholarship in the world, and is a significant destination of pilgrimage, with around twenty million pilgrims visiting the city every year, the majority being Iranians but also other Shi'a Muslims from all around the world. Misr can be the first Shia on the start civ but should also flip entire North Africa, except for Morocco.

Wikipedia link I have provided does list Kilwa as Shia, but other sources suggest they were Sunni. So, :dunno:
 
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