Tomatekh's New Civilizations

Hmn... Venice! Oh wait...

I honestly don't know what options you could have... I would suggest having some of those Native American civs we can't have ingame because we don't know of their leaders as some... But alas, I don't know which one could be maritime...

Well, making a quick search, what about Berenike?

It seems it was a key City for the Silk Road routes via water. You could either have it as Maritime or Mercantile...

What City State type is Kiev?
 
It could also be Maritime merely to represent the huge amount of food output the Ukraine has as the 'Breadbasket of Europe'.
 
It could also be Maritime merely to represent the huge amount of food output the Ukraine has as the 'Breadbasket of Europe'.

Kiev was a major trading port on the Dnieper River, so a Maritime could fit, though it's not a coastal city. Are there any other Maritime city-states in game that aren't completely coastal, and merely river ports? Otherwise I can see them going Mercantile for the very same reason. Cultural also works
 
So... Kiev is a Cultured city-state, it's official now... So... Dubrovnik?
 
You could make it Kazan/Qazan (for the Tatars) and remove that name from Russia's list.
 
I realized that one of the Harappan/Indus Valley Civilization cities would probably be the best choice to replace Ur (they were one of the first peoples to extensively use a trade system both over water and land). The only thing stopping me from doing this is that I've been planning on making a Harappan civ from almost the beginning. At the same time, I'm not sure if I ever will because I've had next to no luck making a leaderhead for them.

So... Kiev is a Cultured city-state, it's official now... So... Dubrovnik?

Wikipedia says Dubrovnik is just the Croation name for Ragusa, which is already a city-state :/

You could make it Kazan/Qazan (for the Tatars) and remove that name from Russia's list.

I've decided I don't really like Kyzyl in the city-list either, and Kazan/Qazan wuld be a good replacement for it.


Actually, there are a few city-states which I think they could have done better. I might make a separate mod that more extensively replaces the existing city-states.

I think I will do Muscat, the capital of the Oman Empire, as the maritime replacement. With the Kilwa mod, there's less of a reason to add Oman itself and it's a city that I don't think too many other modders will add to the game. Plus it could use the Middle-Eastern city-set and music that Ur will probably have. I'll think more on the Samarqand and Kiev replacements later.
 
The Tatars are a different people, surely? Should Kazan really be in the Kievan Rus' city list instead of being the new city state instead of Kiev?
 
The Tatars are a different people, surely? Should Kazan really be in the Kievan Rus' city list instead of being the new city state instead of Kiev?

I don't have Kazan in my Rus' city list. I was thinking Kazan would be a good replacement for the Kyzyl city-state they added because they both could probably make use of the sound file they added for Kyzyl, not that they were related (and Kyzyl really doesn't deserve to be a city-state, imo).

Edit: Oh I see what happened, I said "city-list either" I meant to say, in the new city-state list.
 
Oh, sorry about that.

There are enough Russian republika out there to drown an elephant. I doubt that you'd have any problems replacing Kiev.
 
Hey Tomatekh... Do you want to replace City-States of the same region?

Because if you don't, there's a lot of American Andean Civilizations who aren't likely to get in because we lack much knowledge of their history and leaders, so they could make nice City-States...
 
Hey Tomatekh... Do you want to replace City-States of the same region?

Because if you don't, there's a lot of American Andean Civilizations who aren't likely to get in because we lack much knowledge of their history and leaders, so they could make nice City-States...

Truth is, I don't really care. It's usually the first route I go because then you can just reuse the same city style and music clip, but if there's nothing else in the area/culture group then I have no problem using an unrelated area/culture.
 
Okay, so I have now posted my combined mod pack (8 Civilizations, Historical Religions, Schisms, Great Prophet Names, Expanded Civlopedia Entries). The point was mostly to just collect all my G&K mods in one place as my next mod will most likely be for BNW. If you can't run all the mods at once due to dependencies or conflicts I still suggest pick and choosing from the individual downloads.

The versions included in the collected pack are currently slightly ahead of the individual downloads (mostly just minor art polish and copy editing). I will backport all these changes to the individual downloads when I get time.

Tomatekh's Mod Pack (Civfanatics)
Tomatekh's Mod Pack (Steam)
8 New Civilizations:
Spoiler :
The Goths: Alaric
Civfanatics Link
Steam Workshop Link
UA: Sacker of Rome: Non-mounted land military units may use enemy roads before the Industrial Era.
UU: Gadrauht: Replaces Swordsman. Heals completely after pillaging a non-road Improvement. (-1 Strength).
UB: Hov: Replaces Stable. +1 Faith per Horse, Sheep, Cattle worked by the city. +10% Land Unit Production (instead of +15% Mounted Unit Production). -6% Production Cost.

Kievan Rus': Yaroslav
Civfanatics Link

Steam Workshop Link
UA: Pravda Rus'skaya: +1 Gold for every Social Policy adopted and Workers construct Tile Improvements 20% faster.
UU: Druzhina: Replaces Longswordsman. +15% Defense. +1 Sight.
UB: Veche Hall: Replaces Garden. Increases the length of "We Love the King Day" by 50%. No fresh water requirement.

Sumer: Gilgamesh
Civfanatics Link
Steam Workshop Link
UA: Cradle of Civilization: Newly founded Cities start with +1 Population. 10% of Food is carried over after a new Citizen is born.
UU: Vulture: Replaces Spearman. +10% Combat Strength when adjacent to a friendly unit. Starts with +5 XP.
UB: Ziggurat: Replaces Temple. Available at Calendar. +15% Science.

The Hittites: Muwatalli II
Civfanatics Link
Steam Workshop Link
UA: The Silver Peace: Newly trained Units start with +5 XP for every Militaristic City-State befriended (+10 XP if allied). Allied City-State Units have +20% Combat Strength.
UU: Three-Man Chariot: Replaces Horseman. Starts with the Shock I Promotion. Double Movement on Plains and Grass Tiles. (-1 Movement. Rough Terrain Penalty).
UB: Bloomery: Replaces Forge. Available at Iron Working. -33% Production Cost. +1 Iron for each mined source of Iron in the City radius. (+1 Maintenance).

The Timurids: Timur
Civfanatics Link
Steam Workshop Link
UA: Jewel of the East: Captured Cities may retain Cultural Buildings present in the City. After capturing your first City the effectiveness of your Palace is doubled.
UU: Tumen: Replaces Lancer. Earns Gold from defeating enemy Units or attacking Cities. -25% vs. Cities (instead of -33%).
UB: Maydan: Replaces University. Reduces the effectiveness of enemy Spies by 20%.

The Garamantes: Djalla
Civfanatics Link
Steam Workshop Link
UA: Foggaras: City Tiles and Forts constructed on Desert Hill Tiles act as sources of Fresh Water.
UU: Plumed Nomad: Replaces Scout. Double Movement in Desert. Can Explore Rival Territory.
UB: Aghrem: Replaces Granary. +2 Strength/+25 HP, +1 Food on Oasis Tiles. No Maintenance.

Benin: Ewuare
Civfanatics Link
Steam Workshop Link
UA: Shield of the Warrior King: Defensive Buildings in all Cities are 20% more effective and your Capital starts with Walls already constructed. Land units adjacent to an Iya heal +5 HP every turn regardless of previous action.
UU: Isienmwenro: Replaces Pikeman. +15% Combat Strength in Friendly Territory. +25% Flank Attack bonus.
UI: Iya: +25% Tile Defense. Heals adjacent Friendly Units +5 HP per turn (+10 HP if on the Iya's Tile). +1 Gold if built adjacent to a City. +1 Culture after Archeology is Researched. Generates double Gold if pillaged and is destroyed rather than damaged. May only be built on flatlands. May not be built on Resources.

Mali: Mansa Musa
Civfanatics Link
Steam Workshop Link
UA: Royal Hajj: Cities connected with a Trade Route generate +1 Faith. Great Prophets may visit a friendly foreign Holy City to generate a one-time Gold bonus (this does not consume the Unit).
UU: Sofa: Replaces Crossbowman. Starts with the Medic promotion. May move after attacking. +1 Defensive Combat Strength. (-2 Ranged Combat Strength).
UB: Treasury: Replaces Mint. +2 Gold. +2 Gold on Salt. May also be built near Salt.
Great Prophet Names:
Spoiler :
Civfanatics Link
Steam Workshop Link
Great Prophets now spawn with historical names similar to the other Great People units.
27 New Historical Religions:
Spoiler :
Civfanatics Link
Steam Workshop Link
Hellenism, Pesedjet, Canaanism, Chaldeanism, Tlateomatiliztli, Andeanism, Druidism, Nesitism, Forn Siðr, Slavianism, Manichaeism, Jainism, Itan, Nzambiism, Amatongo, Tjukurpa, Angakkuqism, Manaism, Hawenneyu, Wakan Tanka, Kachina, Southern Cult, Pajelanca. Christianity split into schism religions.

Appropriate historical religious preferences added for every leader.
Expanded Civlopedia Entries:
Spoiler :
Civfanatics Link
Steam Workshop Link
Civlopedia entries now detail how UUs and UBs differ from the base unit or building. Promotions note if they do not carry over with unit upgrade. Improvement entries state their total yields and effects. Specialist entries note their yield and which buildings have a specialist slot. Various entries re-written for clarity.


If you want to help improve any of my mods the Mali Treasury and Garamantes Plumed Nomad buttons are the weakest and I'd like to replace them eventually. Also, I know some of my leaderheads aren't the best (some of the leaders are obscure and hard to find images of) and I would like to eventually replace them. Overall, though, I'm happy with the current state of most of the civs.
 
I think this would also be a good opportunity to discuss the balance of my civ mods. I tend to get a lot of feedback when I first post a civ (to which I change their abilities) but then get no new feedback after I update.

At the moment I'm thinking that about 4 of my civs are maybe on the strong side while 4 are somewhat balanced. However, I'd like to get some feedback on their abilities (preferably after playing with them in a game and looking at them as a whole civ and not just an individual unique).
 
I feel like the Garamantean UA is underpowered, seeing as all it does is allow you to build a few buildings and get a Civil Service food bonus.
 
I feel like the Garamantean UA is underpowered, seeing as all it does is allow you to build a few buildings and get a Civil Service food bonus.

It allows you to build gardens in every city since the city tile now meets the terrain requirement, which is strong, and food bonuses (not just the civil service thing but you can build farms on hills if adjacent to cities or desert forts) basically help everything else since everything is run off population. Also, they have a really good UU, in my opinion. The ability to freely explore and scout territory without open borders is very strong.

It's a civ I've also thought was weak at first, but it's also a very different playing civ so I'm never sure. Though I wouldn't suggest buffing the UA, I like the simplicity of it, but if you are going to buff do it to one of their other uniques to balance it out.
 
Don't get me wrong, the unique is historically perfect for the Garamantes. I just think that, for example, the 1-food-near-Fresh-Water bonus should not be removed with Foggaras, as it currently seems to be. I just don't see any food bonuses. Maybe add a +1 Food from desert exc. oasis and flood plains clause to the trait.
 
I agree the Garamantes are on the weaker side of the group. I don't think they are so weak that they are unplayable vs other civs, but they could stand for a buff. If I was going to add +1 Food to floodplains or desserts I would tack it on to the UB, rather than the trait itself. The UB also currently gets +1 Food to Oasis which I've been thinking of changing to +2 for a while.
 
Top Bottom