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

I have (hopefully) improved the logging when a civ is trying to be born and there is no slot available. I'm skeptical that all the slots are "really" full. There should be about 30 total slots for non minor civs.
When this happens, it should return from the function without a Python exception.

The errors don't happen every game (happened to me as America, but not as Canada from 3000 BC).

I've also added the Macedonian civ. I'll make a more complete writeup on it later, but essentially it takes on the conqueror events that the Greeks had. I need to keep iterating on the conquest of Persia.

The Greeks now exist to colonize the Med & to pursue scientific and wonders goals.
 
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Macedonian "Have a level 5 units" has extra "s". And you can achieve it with Alexander General on turn 1. I recommend level 6.
 
Macedonian "Have a level 5 units" has extra "s". And you can achieve it with Alexander General on turn 1. I recommend level 6.
Sure, I can raise it to level 6. The 3rd UHV's culture level also hasn't been playtested, it was just a ballpark figure. It's likely too easy or too hard.

Edit: it is now specifically one melee at level 6 and one heavy cav at level 6, by -320 (instead of -360). Since Macedon starts with one Great General, and with Stratocracy it's pretty quick to get a second, it's definitely doable, if you promote an already experienced unit with the GG.

I also made UHV2 much easier, requiring only Mesopotamia. The full conquest still needs to be done (and territory held) to 1AD, on top of other subgoals (culture, new subgoal of Palace in Babylon)
 
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Playing around with worldbuilder, I can clearly reproduce the Al Khazneh bug, where it doesn't actually require an oasis. Actually, all wonders have been affected by this.

This is because I didn't increment a DLL constant to account for the additional UBs. I have corrected that and added a comment to remind myself of this (the mod has a number of places where a value must be incremented in multiple places... not ideal but would take time to refactor).

Thanks for the bug report @Tigranes
 
I very briefly installed this mod last night and played with the new Macedonians, so I don't have too much feedback I can offer. I will say I noticed a bug a few times loading in as the Macedonians, they spawned in before their intended spawn date, and I also didn't receive my free Great General.
Spoiler Premature Spawn :
20241008141835_1.jpg
 
early byzantium
I very briefly installed this mod last night and played with the new Macedonians, so I don't have too much feedback I can offer. I will say I noticed a bug a few times loading in as the Macedonians, they spawned in before their intended spawn date, and I also didn't receive my free Great General.
Spoiler Premature Spawn :
 
I very briefly installed this mod last night and played with the new Macedonians, so I don't have too much feedback I can offer. I will say I noticed a bug a few times loading in as the Macedonians, they spawned in before their intended spawn date, and I also didn't receive my free Great General.
Thanks for the bug report! Depending on what is the latest commit you have, I may have already fixed that. I recently fixed an oversight where I had incorrectly set the respawn window to dates that were prior to the spawn. You can even see the event text "Macedonian cities have declared their independent from their foreign domination!"

It was fixed in this commit, 17 hours ago.
 
I have added a few extra turns to the Classical era, and adjusted the Classical tech prices accordingly. This is so the Persians, Greeks, Macedonians, Romans, Carthaginians, Han Empire, Kushans, etc, have more turns to get established, carry out conquests, and for human players to accomplish their UHVs, so that it doesn't have to be so rushed.

I have run several games in autoplay to 900 or 1000AD (several hundred years after the extra turns) and they turned out very well.

On Normal speed, the game has 595 turns instead of 580. Epic increases that by 1.5 and Marathon by 3, as usual.

I plan to spend time playtesting in more detail all my various additions. Later on, I think I might add Armenia; initially as Urartu, becoming Classical and Medieval Armenia, with revival in the latter industrial era. There is certainly the space in the Caucasus to fit 1-3 cities, and Armenia definitely played a big enough role in the region throughout the centuries. RFC Sword of Islam has an Armenia civ if I recall, so that would be a good baseline.
 
Obviously I cheer for Armenian inclusion, and please don't forget about Cilician Armenia (can be a re-birth during Crusades era).

I also loaded few Dutch games from 3000 BC, and the world looks pretty historical. The single most annoying culprit is Korea. Thanks to modifiers and relative security they always propel the world into Renaissance and colonize Americas. Not sure why Leoreth was so hesitant to nerf Korea and Japan despite numerous testimonies.

20241009151940_1.jpg


Also, Sultanate of Phoenicia sounds completely fictional. With a Muslim leaders Sultanate/Emirate of Ifriqiya is a good generic name to describe multitude of the dynasties ruling the region.
 
Obviously I cheer for Armenian inclusion, and please don't forget about Cilician Armenia (can be a re-birth during Crusades era).

I also loaded few Dutch games from 3000 BC, and the world looks pretty historical. The single most annoying culprit is Korea. Thanks to modifiers and relative security they always propel the world into Renaissance and colonize Americas. Not sure why Leoreth was so hesitant to nerf Korea and Japan despite numerous testimonies.

Also, Sultanate of Phoenicia sounds completely fictional. With a Muslim leaders Sultanate/Emirate of Ifriqiya is a good generic name to describe multitude of the dynasties ruling the region.

Sultanate of Phoenicia? It's supposed to be called Tunis if Muslim. Must be a bug or edge case. What is the leader of the Phoenicia civ in that game? Was it ever reborn, or is it the same Phoenicia that spawned in the Iron Age?

I'll see about Korea. In my experience, they only end up discovering the Americas first in maybe 1 out of 10+ games. They often collapse or get completely or partially conquered by the Mongols. I will probably give them a slight nerf to modifiers but I won't nerf them into the ground or anything, at least not right now.
 
Abu Faris Abd al-Aziz. And he was doing great.
 
Considering how empty the new world is compared to Europe, is there any possibility of adding the Hopewell in the future as a playable civ?
 
Considering how empty the new world is compared to Europe, is there any possibility of adding the Hopewell in the future as a playable civ?
Well, the issue with a civilization like Hopewell, which is the same issue for, say, Bronze or Iron age Northern European cultures, is that they aren't really organized at a level of urbanization and hierarchy that would form something playable as a civ. To the degree that any exceptions are made, like with the Turks, or Celts, it is their interactions with other civs that make them a notable addition.

I think perhaps a culture like the Iroquois would be more fitting. They had an agricultural revolution that was allowing for larger populations and then they came into direct contact with Europeans (i.e. other civs). It would be tricky to handle going from the beginning of the tech tree (more or less) to getting the tech for firearms. Maybe a UP that spawns that arquebusier UU that the Native civ has when sharing borders with Europeans. Definitely a bit of a tricky one, but probably doable.
 
I have replaced the somewhat kludgy and hardcoded "Crusade conquest" events that I had made with a dynamic event system. It works in the following ways:
Must have tech Feudalism, be Catholic, and Protestantism must not be founded. There must be either non-Catholic, non-Orthodox Minor cities, or a Muslim civ, in the Mediterranean area.
3 choices:
1) Receive free stack near randomly chosen Pagan or Muslim city, in the Mediterranean, Balkans or Baltics. Declare war on that city owner.
2) Pay 100 gold, and do like event choice 1 but on an Orthodox civ/minor
3) Opt out, which choses a random eligible civ and automatically picks choice 1 for them.

Adjusted the fractional modifier for "non-aligned orthodox cities" for the calculation of whether the Schism can occur. Should happen on average a little bit later than previously.

I am simplifying the logic for the Arab spawn, and changed their initial location to Damascus, so that the city has a chance to get founded in 3000BC starts (it will destroy Tyre). Islam will still be founded in Mecca unless some other civs discovers Islam first.
 
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While tweaking the Arabian spawn, and testing it in 600AD for efficiency, I realized there was an edge case for assigning extra AI units, such that sometimes civs didn't get them! I think this affected autoplay in general.

This fix will have an impact on balance during autoplay, so before pushing the change I had validated it with several autoplay games. There may be some more starting AI unit tweaks in the near future.
 
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