The Israel Mod

I think Espionage units are the only category that I never seen any alternative for across any mod made for BTS. We have city builders to replace settlers and I have seen different helicopter units but never an improved spy :espionage:
 
There are many things very unique to Mossad, one of them is the concept of sayanim. A sayanim (sing. Sayan; Hebrew: helpers, assistants) is a Jew living outside Israel who volunteers to provide assistance to Israel and/or the Israeli Mossad utilising the capacity of their own nationality to procure assistance. This assistance includes facilitating medical care, money, logistics, and even overt intelligence gathering. Estimates put the number of sayanims in the hundreds of thousand.

While not official Mossad agents and sometimes acting without explicit knowledge, they may work in the capacity of unregistered representatives of the government of Israel in their respective nations.

I'm not sure this is anything so special about Mossad that deserves representation. There is already a discount for espionage missions when the city shares your state religion, which would adequately represent the sayanim.

Usually UB somehow helps with UHV, there must be some synergy, and while Kibbutz is very unique combination of socialism and Zionism it is more like a unique improvement than a building. On the other hand, it is totally logical to have many Mossad Institutes (HQs/Establishements/Buildings) for every city Israel owns. The idea of unique improvements partially implemented in Civ5 scenarios is very neat and I wish at least some civs in the main mod could benefit from it.

I don't think it's true that "usually" UBs help with the UHV, there are many examples where it's not the case. Also, we don't have unique improvements (except Roman roads I guess?) so a UB remains the best way to represent Kibbutzim.

I'm not opposed in principle to changing the UB, but I'm not convinced yet. I would also add that if we're going to have a single civ with an espionage goal, I'd rather have them play with the normal rules of espionage. (That these rules are not optimal, and should be improved, is a different matter.)

Maybe the Mossad could alternatively be represented with a Spy UU?
I think Espionage units are the only category that I never seen any alternative for across any mod made for BTS. We have city builders to replace settlers and I have seen different helicopter units but never an improved spy :espionage:

This is a neat idea. The Merkava is a fine UU but not particularly exciting. If people have ideas for effects, name, and art, I'll consider them.
 
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Starts with Leadership?
 
Maybe gains +1 XP from Espionage in cities with State Religion?

Increases state religion spread chance and vice versa while on a city tile (Stacks with diminishing returns)?
 
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I think Espionage units are the only category that I never seen any alternative for across any mod made for BTS. We have city builders to replace settlers and I have seen different helicopter units but never an improved spy :espionage:
I gave the Data Angels (a faction of Sid Meier's Alpha Centauri - I added civilisations from Lord of the Rings, Fallout, A Song of Ice and Fire, Borderlands, Rayman, Grand Theft Auto, and undoubtedly more) the Probe, which starts with the Sentry promotion and doesn't require Alphabet (?) to be built (but it does require the Covert Ops Centre, which is the Data Angels' unique building).

I have a Vertibird (the Enclave, of Dick Richardson) and a Prison Ship (the Front, of Razorbeard / Spyglass / Ninjaws) to replace the Gunship. The Vertibird has an attack bonus and doesn't require Oil. The Prison Ship can traverse water and can capture cities, but is slightly slower.

I have a Rocket Bomb (Eurasia, from 1984) to replace the Guided Missile (larger range, can inflict collateral damage).

I have a Prole (Eastasia, from 1984) to replace the Worker (they are cheaper and don't require food).

I have a Man In Black (the Illuminati, of Bob Page) to replace the Scout. They have no combat bonus against animals and do not get better results from tribal villages, nor do they upgrade, but they have a hidden nationality and their strength is doubled.

I have a Livingstone (the Valley, of Mr Dark) to replace the Explorer. They start with Sentry and Mobility, instead of Guerilla I and Woodsman I, and have a strength of six instead of four.

I have a Prostitute (Vice City, of Tommy Vercetti) and a Fairy (the Glade of Dreams, of Rayman / Polokus / the Grand Minimus) to replace the Inquisitor. The Prostitute starst with all the Medic promotions. The Fairy can increase a city's culture like a Great Artist, but far worse (and yes, I know, this can literally never be balanced).

I have a GUN Loader (Hyperion, of Handsome Jack) and a Sentry Bot (New Vegas, of Robert House / Benny) to replace the Mechanised Infantry. The GUN Loader is immune to first strikes, ignores terrain movement costs, and can paradrop ten tiles away. The Sentry Bot is immune to first strikes and to nukes, and can detect spies.

I have a Floating Fortress (Oceania, of Big Brother) to replace the Missile Cruiser. They have a larger bombard range, can inflict collateral damage on more units, can kill with collateral damage, can carry more Guided Missiles, and have an increased strength. However, they are far slower and cost more.

... What other units can you think of that rarely get replaced? Airships? Mhm, perhaps one day I'll get around to adding civilisations of Command & Conquer; of course the Soviets would need the Kirov Airship.
 
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Oh wow... Grand Theft Auto mod?

And medic for Prostitute sounds cheeky :rolleyes:. There have been many "medics" in 1495 among French troops besieging Naples, Italy.:assimilate:
 
Oh wow... Grand Theft Auto mod?
Nah, I just like playing with all kinds of fictional civilisations. I have added Anywhere (GTA2), Liberty (GTAIII), Vice (GTA Vice City), and San Andreas (GTA San Andreas) as civilisations (i.e. the three 'cities'). To give some more detail, I have added these fictional civilisations (in reverse order - although New Vegas might have been the very first one I made):

Iron Islands (Balon Greyjoy, Iron Shipyard, Longship)
North (Eddard Stark, Weirwood, Crannogman)
Riverlands (Hoster Tully, Water Gate, Outlaw)
Vale (Lysa Arryn, Sky Cell, Knight of the Vale)
Stormlands (Stannis Baratheon, Nightfire, Lysene Ship)
Reach (Mace Tyrell, Orchard, Flower Knight)
Westerlands (Tywin Lannister, Goldwork, Redcloak)
Crownlands (Robert Baratheon, Tourney Camp, Kingsguard)
Targaryen (Daenerys Targaryen, Dragonpit, Unsullied)
Blackfyre (Aegon Targaryen, Alchemist Guild, Golden Companion)
Dorne (Doran Martell, Qanat, Sand Steed)

Cult of Planet (Cha Dawn, Sepulcher, Purifier)
Nautilus Pirates (Ulrik Svensgaard, Wharf, Reaver)
Free Drones (Domai, Manufactory, Militia)
Data Angels (Sinder Roze, Covert Ops Centre, Probe)
Cybernetic Consciousness (Aki-Zeta 5, Unity Core, Cyborg)
Sparta (Corazón Santiago, Command Center, Hippeus)
Gaia's Stepdaughters (Deirdre Skye, Greenhouse, Amazon)
University of Planet (Prokhor Zakharov, Network Node, Retroviral Artillery)
Peacekeeping Forces (Pravin Lal, Garden, Peacekeeper)
Human Hive (Sheng-ji Yang, Perimeter Defence, Genejack)
Lord's Believers (Miriam Godwinson, Reliquary, Sister)
Morgan Industries (Nwabudike Morgan, Recreation Commons, Mercenary)

Anywhere (Claude Speed, Meat Processing Plant, Z-Man)
Liberty (Toni Cipriani, Cartel, Mafioso)
Vice (Tommy Vercetti, Ice Cream Company, Prostitute)
San Andreas (Carl Johnson, Ammu-Nation, Gangster)

Caesar's Legion (Edward Sallow, Raid Camp, Legionarus)
Enclave (Dick Richardson, Propaganda Tower, Vertibird)
Brotherhood of Steel (John Maxson, Archive, Paladin)
New California (Tandi, Outpost, Ranger)
New Vegas (Robert House/Benny, RobCo Factory, Sentry Bot)

Illuminati (Bob Page, Augmentation Clinic, Man In Black)

Hyperion (Handsome Jack, Vault, GUN Loader)
Atlas (Helga Steele, Armory, Psycho)

Valley (Mr Dark, Candy Chateau, Livingstone)
Front (Razorbeard/Spyglass/Ninjaws, Cage, Prison Ship)
Glade of Dreams (Polokus/Rayman/Grand Minimus, Pillar of Masks, Fairy)

Eastasia (Revolutionary Chairman, Obliteration Pyre, Prole)
Eurasia (Comrade Uncle, Death Camp, Rocket Bomb)
Oceania (Big Brother, Minitrue Office, Floating Fortress)

Rhovanion (Brand, Krepost, Bowman)
Arnor (Elendil, Lore Hall, Ranger)
Elves/Lindon (Cirdan, Mallorn, Marksman)
Rohan (Eorl, Stable of the Mark, Rider of Rohan)
Dwarves/Longbeards (Durin, Mithril Forge, Guardian)
Hobbits/Shire (Bilbo Baggins, Smial, Shirriff)
Rhun (Khamul, Silouyoulai, Wainrider)
Gondor (Hyarmendacil, House of Healing, Citadel Guard)
Khand (Kundaj V, Yam, Variag)
Umbar (Castamir, Haven, Corsair)
Harad (Herumor, Ritual Camp, Mumakil)
Angmar (Witch-King, Tomb, Troll)
Mordor (Sauron, Slaughterhouse, Warg Archer)
Isengard (Saruman, Furnace, Uruk-hai)

And then I have Morocco, the Philippines, Iraq, the Batavians, Bohemia, and Numidia... And I think that is all.

I am mostly putting this here because it sometimes took me ages to come up with unique units or buildings (with sufficiently unique effects, replacing units or buildings that haven't been replaced too often yet). So if anyone, years into the future, is ever out of ideas and stumbles upon this post, I hope it helps. Feel free to contact me, then, of course - but writing out the effects and all would be way too much effort. And rather besides the point of this thread. :p
And medic for Prostitute sounds cheeky :rolleyes:. There have been many "medics" in 1495 among French troops besieging Naples, Italy.:assimilate:
They give health in the GTA games! :p
 
Update: The research goal is now "Control the city with the highest research for 10 turns". I also fixed some UHV display issues.

(also I've been constantly updating to the latest git without telling anyone)
 
I was replying to a comment about a general game rule that should be fixed in the base game regardless.
 
This mod is now updated to DoC 1.15.

I don't think I will be updating the mod very often anymore. Keeping it up to date with the main mod is a bit tedious, and I expect future changes to DoC will cause a fair amount of conflicts (e.g. by adding new civilizations). Thus I will update only once in a while, or when bugs are reported, or when I want to introduce a new feature. Also when 1.16 is released, whenever that will be.

For future reference, the commit number associated with the stable 1.15 version is cd1804a (with the comment "Updated to 1.15").
 
Greetings and shalom,

Israel has been suggested over and over again as an addition for DoC, and for good reason: it has importance in modern geopolitics that is not currently represented, and it is different from all other civs. After I visited the country last summer, I decided I might try modding seriously for the first time, and that adding Israel would be an ideal task. I thus present to you the Israel Mod for DoC.

The mod is currently available on git. I suggest you follow Merijn's instructions to install the mod and keep it updated. Use this URL: https://github.com/etiennefd/Dawn-of-Civilization.git

Alternatively, you can download (clone) my israel git branch from this link. Then put it in your mod folders as if you were downloading DoC, backup your main DoC folder by changing its name, and rename the new mod "RFC Dawn of Civilization". This is a less optimal solution but might be simpler if you're not used to git.

As of writing this, the israel branch is up-to-date with Leoreth's main git branch, and I plan to keep it so at least until the release of DoC 1.15. After 1.15 is released, I'll release a stable 1.15 israel mod too.

Features
  • New civilization: Israel
    • Spawns in 1948 at Jerusalem
    • Leader: Ben-Gurion
    • UB: Kibbutz (replaces park, provides extra food and Great People points)
    • UU: Merkava (replaces main battle tank, requires no resources, 50% withdrawal chance)
    • UP: The Power of Aliyah - Extra food, production and commerce in your capital for every Jewish city with open borders; immigration from Jewish cities at war
    • UHV:
      • Samson Option: Build an ICBM by 1980
      • Start-up Nation: Have the city with the highest research output in 2000
      • By Stratagem You Wage War: Create 2 Great Spies
  • Modifications to the scripts that create the Jewish diaspora
    • Diaspora migrations stop after 1948
    • New script for North American diaspora (between 1800 and 1948)
    • Maghreb added to European diaspora
    • Ethiopia added to Middle-Eastern diaspora
The mod is not completely polished, but it is mostly done and is fully playable (though bugs are not out of the question, of course). I played a few games as Israel (haven't won the UHV yet) and a few as other civs to look at the behavior of AI Israel, but more testing would be good. Here what still needs to be done (any help appreciated!):

To-do list
  • Art:
    • Find unique art for the Kibbutz
    • Find or make button for the Kibbutz
    • Make a button for Israel that matches its color
  • Determine if UHV is winnable
  • Test at speeds and levels other than Normal/Regent
  • Play enough to determine if AI Israel has appropriate behavior
  • Balance!
    • Starting units
    • Starting techs
    • UHV dates and requirements
    • Tweak UP and UB effects
  • Possibly add an Israeli wonder (Baha'i Gardens or Shrine of the Book)
  • Possibly some more dynamic names
Here's the best part of this post:

Screenshots!
Spoiler :
Israel declaring independence in 1948 within a hostile Ottoman Empire:
View attachment 486236
The population of Israel grows as Jews flee enemy Turkey: View attachment 486237
Merkava in action: View attachment 486238
Meeting Ben-Gurion: View attachment 486239

Any discussion is very much appreciated, as are bug reports, suggestions, etc. You can also check out 1SDAN's merge of this mod with other civilization modules (Australia, South Africa) by Merijn_v1.

Finally, I thank everyone on this forum whose discussions and ideas provided the basis for this mod.
Spoiler Other credits :
esnaz for their Israel mod
sharick for the Merkava
clanky4 for Ben-Gurion (Cethegus for the upload)


How about this for the biblical Israel?

Civilization: Israel
Civilization Ability: Nation of Priests - Free Religious Relic when founding a religion; Relics have double the yields

Unique Unit: Judge - Unique support unit making smaller armies stronger; gain faith from battle victories when judge is nearby (1 tile radius)
Unique Improvement: Shepherd's Fields - Improvement replacing pastures granting additional culture and faith and great prophet points

Leader: David
Leader Ability: Poet - Great works of writings and great songs provide faith along with the normal yields; Temples can house great writings and great songs
Leader Agenda: Tries to acquire as many great works of writing and great songs as possible; likes civilizations with great works of writing or great songs; Dislikes civilizations with low faith

Leader: Solomon
Leader Ability: Wisest of them all - great works of writing provide additional science, culture and amenities; Temples can house great writings; Temples are built faster
Leader Agenda: Attempts to build his religious buildings in every city. Likes civilizations with high science and faith; Dislikes civilizations with low science and faith.
 
Update!
- Updated the mod to latest git, so including the Turkic civilization
- Button for Israel now matches Israel's color
- New button for Kibbutz
- New dynamic names

Note: I have launched the game with no errors, but have not attempted to play. There may be errors since the merge with the main mod was rather involved. I also don't know if the new dynamic names work. Let me know.
 
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