Tomatekh's Sumer for VP

pineappledan

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Tomatekh's Sumer for Vox Populi
Does not need the original mod
Requires Events to be activated
(direct download)
(link to original mod)
GINLoWd.png
Eannatumcropped.png

Eannatum (Leader)
Cradle of Civilization (UA)

Settled Cities start with +2:c5citizen:Population. +1:c5production:Production for all Specialists, +2:c5food:Food for Laborers, and both consume 1 less :c5food:Food.

Zigguratcropped.png

Ziggurat (UB) (replaces Temple)
Available at Calendar
(2 levels earlier)
150:c5production: (down from 200)
+3:c5faith:
+1:c5gold: and +1:c5culture: to Wine, Incense and Amber
Reduces :c5unhappy: Religious Unrest
+25% Religious Pressure
Choose a unique Ziggurat bonus on completion:
Spoiler :
An - God of Air: +1:c5culture:. -25% :c5culture:/:c5gold: cost to tiles, 10 :c5faith:Faith when City claims new tile naturally.
Dumuzid - The Dying God: +2:c5food:. +5%:c5food:/:c5production:/:c5culture: during :c5happy:'WLTKD' in this City., 15 :c5faith:Faith whenever a Great person is expended, scaling with era
Enki - God of Abzu: +1 :c5gold:/:c5culture:/:c5science:/:c5goldenage:. +1 :c5faith:Faith from Lake Tiles.
Enlil - God of Storms: +1 :c5faith:/:c5gold:. +1 :c5faith:Faith for every CS Friend. +1 :c5faith:/:c5gold: for every CS Ally
Ereshkigal - Goddess of the Underworld: +1:c5production:/:c5gold:. +1 :c5faith:Faith from Mines, 10 :c5production:Production in City when you kill a Unit, scaling with era
Gugalanna - The Bull of Heaven: +2:c5production:. +1:c5faith: Faith from Pastures. +5%:c5production: Production towards buildings in this City.
Inanna - Goddess of Sex: +2:c5goldenage:. 10 :c5goldenage:GAP & :c5faith:Faith from civilian birth. +1 :c5happy:Happiness.
Inzak - God of the Desert Nomads: +2:c5gold:Gold. 1 Merchant Specialist, +1 :c5faith:Faith to Oases and Merchants
Nammu - The Primordial Sea: +1:c5faith:/:c5production:. +1 :c5faith:/:c5production: for every 2 Coast/Ocean tiles worked by this city.
Nanna - God Of Wisdom: +2:c5faith: Faith. +5%:c5science:/:c5gold:/:c5faith: during :c5goldenage:Golden Ages in this City.
Nergal - Lord of Pestilence: +10:c5strength: City Defense, +10% :c5war: Military Supply, +10 :c5faith:Faith in city when you pillage a tile, scaling with era
Ninlil - Lady of the South Wind: +1 :c5culture:/:c5faith:. +1 :c5culture:Culture & :c5faith:Faith for every 5 :c5citizen:Citizens in City, +20 :c5food: in City when a Policy is adopted, scaling with Era
Ninhursag - Lady of the Sacred Mountain: +1:c5production:. 1 Engineer specialist, +1:c5faith: Faith to Engineers and for every 3 mountains within 3 tiles
Ninurta - Lord of Barley: +1:c5food:/:c5production:. +1:c5faith: Faith from Farms and Camps.
Nisaba - Goddess of Writing: +1:c5science:. 1 Scientist specialist, 1:c5faith: Faith to Scientists, and 10 :c5faith:Faith whenever a technology is discovered, scaling with Era
Utu - God of Divine Justice: +1:c5culture:/:c5food:. +1:c5faith: Faith from Plantations and Wheat. Reduces :c5unhappy: Distress in City

Vulturecropped.png

Vulture (UU) (replaces Warrior)
50
:c5production: (+10 from warrior)
11:c5strength:CS (+3 from warrior)
2 moves
Brute Force Promotion (+33%:c5strength: Combat Strength vs Barbarians)
Triumph at Uggiga (Begins with 10XP)
Gu-Edin Tribute ( :c5food: Food in Capital for Kills)
First Emperor (25%:c5strength: Combat Strength vs unmounted melee units and -25% damage from cities)

Spoiler 3UC/4UC components :

Onagerwagon.png

Onager Wagon (Chariot Archer replacement)
Available at Wheel
65:c5production:
melee unit (melee attack, not mounted, no weakness to spearmen, no penalty vs cities)
13:c5strength: CS
3 moves
Does not lose movement in rough terrain
No movement cost to pillage
Does not require horses
Upgrades to Knight, but ruins upgrade to horseman

SUMER_EDUBA_256.png

Eduba (Council replacement)
Available at Animal Husbandry
65:c5production:
+1:c5science: and +2:c5food: (up from 1:c5science:)
7:c5science: as instant boost on citizen birth in city (up from 5:c5science:)
+1:c5food: for every 5:c5citizen: in city
Onager Wagon is effectively a stronger spearman, but it replaces chariot archer.
Eduba is a council that allows you to capitalize more on the UA's instant production and food on settle

Mod Compatibility
To do
If someone were to take on events for this civ, I would be grateful. At this time I have no interest in pursuing compatibility with events for VP

Credits
  • Leugi: Eannatum leader image, Vulture model.
  • Mosile: Eduba icon
  • Danrell: Onager Wagon model
  • Janboruta: Vulture, Onager Wagon and leader icons.
  • Sukritact: Ziggurat icon, civ map, and DoM.
  • Firaxis: Sumerian Civ icon and Vulture SV icon from Wonders of the Ancient World DLC scenario; War Theme from Civ IV's Sumeria civilization.
  • Chris Sifinotis: Leader civilopedia text.
  • Irkalla: Additional design input.
  • Pouakai: Additional design input.
  • Andrew Holt: DoM voiceover.
  • Asterix Rage: Promotion Icons
  • Tomatekh: All code and art otherwise not listed.
 
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Jarula

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Oct 22, 2016
Messages
680
Can I request one next?

Can you please do samarqand or Kazakh one of the cental Asian ones or perhaps central Africa civ?

Or ynaemp compatibility...

And what's your cool idea for 3rd 4th. Some good ideas might be phalanx from Gilgamesh but the second UB is going to be a toughie to think of...
 
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pineappledan

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I've already set my plans for the next 3 civs I plan to port to VP at this point; my plan is to make it 50 civs with 4UC compatibility. They are, in order:
Sumer
Ziggurat
Vulture
3UC - Eduba - council - have to custom make
4UC - Onager Wagon - chariot archer - borrow from Akkad civ mod

I need to make the Eduba myself, but the Onager wagon already exists. Can't have a civ game without the first civ in history.

Israel
Solomon's Temple - Grande Temple - move from E&D event
Macabee - Swordsman
3UC - Kibbutz - UI - UC from original mod
Shophet - Great General - move from Teddyk's mod

Israel can cover many eras and has a storied and well-documented history. There are lots of resources for the civ which already exist.

Tlingit
Noow - UI
Xaa - musketman
3UC - Duk - work boat - Esquiah-ah from Chinook Civ mod
4UC - Hit - Lighthouse - Plankhouse from Chinook Civ mod

There is not a single TSL civ on the west coast of North America, and the Pacific coast tribes are an incredibly rich culture. The duk and hit can both be taken from the Chinook civ, but the UA will take a lot of fixing-up for CBP balance

Canada

Coureurs des Bois - Explorer replacement
Hudson's Bay Company - East India Company replacement
3UC - Expeditionary Force - Great War Infantry replacement - Move from Britain civ mod
4UC - Hockey Arena - Stadium replacement

I'm Canadian.That's all.

Timurids
UW - Registan (Oxford)
UU - Tumen (lancer)
UI - Deh
UU - Farsakh Cannon (Cannon)

The last of the Silk Road empires, the second most powerful central Asian state in history, the progenitor of the the most powerful south Asian state in history (the Mughals). They deserve a nod.

Inuit
UI - Inuksuk
UU - Unaak (Pathfinder)
UB - Iglu (granary)
UU - Qamutiik (Skirmisher)

a unique TSL, and a unique arctic-focused civ.

Khmer
UI - Prasat
UU - ballista elephant / Dhomrey (trebuchet)
UGP - Royal Tromeak (great engineer)
UU - ??
 
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HungryForFood

Prince
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Oct 4, 2016
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Malaysia
Had a quick look through your code:
  1. I think you should consider getting a new mod ID. I do that with my compatibility mods to explicitly block the original versions from being activated at the same time. Same IDs also result in weird things with Steam Workshop. WHoward's Mod Tools is very useful for this.
  2. Ziggurat random bonuses seems overly complicated imo, and the AI definitely cannot play around it. One idea is perhaps let the player (or AI) choose the bonus, as this will allow the AI to make decisions. Code-wise, the bonus dummy building becomes a building you can choose, like Venice's three options.
  3. Any plans to convert the 'Abgal Sages' event to use CPDLL's event system? Either way, you should disable and remove TomatekhSumerEvents.lua since Enginseer's E&D compatibility gets rid of the lua based event system.
  4. The 'Develop Cuneiform' decision should probably be +1 Science rather than +2 to match VP values.
  5. I am not sure if you can say that this is fully compatible with Community Events, since imo that would mean having its own unique event (the six choice one). Any ideas for that?
  6. Similarly with Enlightenment Era, none of the uniques have anything to do with the era anyway.
  7. I think you should consolidate the three unique promotions on the Vulture so that it looks neater. Not a huge issue.
By the way, I've been thinking, perhaps we (all VP modders) should coordinate compatibility efforts in the forums, so that we don't end up working on the same things. Also useful for ideas, VP-/CPDLL-specific code help, etc. What do you think?
 

Jarula

King
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Oct 22, 2016
Messages
680
Actually a really cool one is Sogdiana which is the ancient silk road empire... Central asia
And perhaps instead of Congo try benin?

Oh and if you let the player or AI CHOOSE the bonus that's going to be super OP.

The random aspect is nice Sumer is going to be terrifying in the early game...
 
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Jarula

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Oct 22, 2016
Messages
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Eduba idea very clever one 1 writer spec 1 gw slot and 1 extra culture.

But I will say though can't beliebe that we blew off curia tisk tisk tisk
 

pineappledan

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I think you should consider getting a new mod ID. I do that with my compatibility mods to explicitly block the original versions from being activated at the same time. Same IDs also result in weird things with Steam Workshop. WHoward's Mod Tools is very useful for this.
That's a good idea. ill make that fix

Ziggurat random bonuses seems overly complicated imo, and the AI definitely cannot play around it. One idea is perhaps let the player (or AI) choose the bonus, as this will allow the AI to make decisions. Code-wise, the bonus dummy building becomes a building you can choose, like Venice's three options.
If the player and AI were able to choose then then AI would still be making random decisions and the player would be able to minmax cities based on terrain and pantheons. Both being random levels the playing field. I was careful to only choose bonuses for cities which are more or less self-contained and independent of terrain. Every city wants faster borders, every city wants more defense, etc.
Any plans to convert the 'Abgal Sages' event to use CPDLL's event system? Either way, you should disable and remove TomatekhSumerEvents.lua since Enginseer's E&D compatibility gets rid of the lua based event system.
I will delete Tomatelh's E&D lua. thanks

I have no plans to convert Abgal sages, no. I don't use the event system, I never have. I don't even know how it is supposed to work. Honestly, if you wanted to do the E&D conversion then I am fully in support of that. I could help with ideas
The 'Develop Cuneiform' decision should probably be +1 Science rather than +2 to match VP values.
Unique E&D events often amount to a 2nd UA for each civ. Discussing balance in the same sentence as that system is pointless. Some of the E&D choices are so broken it hurts me.

If you wanted to take over mod compatibility for Sumer then you would have full license to make any change you desired. I had hoped the mod's already made events would be enough to say compatibility has been met. I don't have much interest in E&D
I am not sure if you can say that this is fully compatible with Community Events, since imo that would mean having its own unique event (the six choice one). Any ideas for that?
I would need more info... I looked in Russia's unique even on github and all the choices seem temporally disconnected. Is she really talking about arming streltsies and nuclear bombs in the same decision?
Similarly with Enlightenment Era, none of the uniques have anything to do with the era anyway.
Yes, hence why it is perfectly compatible.

At any rate, I will remove all the others from mod compatibility except EE
I think you should consolidate the three unique promotions on the Vulture so that it looks neater. Not a huge issue.
I disagree. It would be too big, and too complex for a tooltip to describe all 3 things. It is better split up. 1 is free XP, 1 is movement, 1 is combat.
 
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pineappledan

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By the way, I've been thinking, perhaps we (all VP modders) should coordinate compatibility efforts in the forums, so that we don't end up working on the same things. Also useful for ideas, VP-/CPDLL-specific code help, etc. What do you think?
We already have the civ request thread which we can use for coordination and swapping ideas w.r.t. new civs. With regards to the other mod projects, there are topics and discussions for each of the things you mentioned. I worry that trying to formalize and centralize communication too much, outside of specific problems or collaborations, could become stagnant.
Actually a really cool one is Sogdiana which is the ancient silk road empire... Central asia
I was looking at UC's Sogdian civ for ideas on how to round out the Timurids. I like the art used for the Sogdian UI, but I wouldn't pick the Sogdians for a few reasons:
  • The Sogdians were Iranians, you might even go as far as to call them Persians, and that is mostly covered
  • Sogdia was always a province of some larger empire, but never a power on its own. The Persians, the Seleucids, the Sassanids, then becoming client kingdoms of the Islamic empires.
  • To put a finer point on it, the leader chosen for the Sogdian civ was an exceptionally competent mayor, he was not an emperor.
  • The Timurids shared the same capital, and are far more interesting:
    • more dynamic
    • have a militaristic side, so it's easier to think of UUs for them
    • contiguous with the Mughals, so you can borrow from there as well
    • They are a rennaissance civ, contemporary with the Ottomans, which differentiates them more from the other central Asian civ (Huns and Mongols). The Sogdians would be a second medieval civ, and medieval is already packed to the gills
Eduba idea very clever one 1 writer spec 1 gw slot and 1 extra culture.
This is my idea so far for Eduba:
Spoiler :
65 :c5production:
1:c5gold: maintenance
+1:c5science:, +1:c5culture: (up from 1:c5science: only)
7 :c5science: as an instant boost from population growth (up form 5:c5science:)
1:c5culture: for every 5:c5citizen:

So you could rush them in a city with your settling production and get them out in 1-2 turns in order to enjoy the benefit of your immediate population growth from the bonus food. I don't want it to overlap with Babylon (scientist specialist), Assyria (writer specialist), or China (science for pop).
 

Jarula

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Messages
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Or maybe if you want to be real creative otrar or the uighurs?

The edubas ok but think about it this way Sumer is going to be super OP as it is why not make it culture based they will already almost certainly get religion first with UB.
 

ScooterDWiebels

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Playing against this mod right now(Epic Speed, Prince Level) Seems really cool and the AI is handling it quite well (As of entering the middle ages, I am tied with him on science and he's ahead on culture and wonders) So far so good.
 

Jarula

King
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Oct 22, 2016
Messages
680
Thinking of 3/4 why not a edit of Vietnam Nubia etc...

A compatity to the 3/4 components

UB Vietnam folk school (writer replacement available earlier no limit bonus if tradition progress or authority chosen)
UB Nubian Iron forge (buffs to iron and extra engineer)
 
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pineappledan

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Uploaded new version.
Changes:
Changed mod ID, so it is different from Tomatekh's base mod
removed lua for vanilla E&D, still need assistance with adding E&D for VP
Added 3rd and 4th unique components: Onager Wagon and Eduba
Bug fixes on Ziggurat (added amber yields and fixed defense on Ziggurat of Enlil)

@Jarula, YnAEMP appears to be compatible with the base mod and I did not change anything. Can you confirm that YnAEMP is working as expected?
 

barzing

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Joined
Mar 10, 2012
Messages
18
Hi,

I played a VP game with your Sumer VP version, here's my feedback :
- any policy/wonder that grant a free temple will give you a free ziggurat, but (in my case at least) if you already have built a ziggurat (and then get a named one), with this free "temple" i got 2 ziggurats (a named one and a "zigurat")
Is this intended ? (this problem probably exist with the non VP version too)
 

pineappledan

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hahaha. Okay, so that happens with the Oracle, right? does that happen with anything else?

I'm updating the artwork for Eduba anyways so I will try to address that bug as well.

Edit: v3 is up. New artwork for the Eduba, courtesy of @Mosile. Check the OP for details
Fixed the temple bug for Oracle. As far as I know, that's the only case where a free temple appears in a city. Oracle now acts as a re-roll for what Ziggurat you were given in the city, so don't build an oracle if you are happy with the Zigg you got!
 
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Eboq

Chieftain
Joined
Mar 10, 2016
Messages
12
Pineapple I'm really a fan of the mod and I'm looking forward to your project to adapt more civs to vp.
I'm also a big silent fan of the 3rd and 4th components for vp, but I can't seem to see those of Sumer. I mean, I see the file inside the sumer folder but in the leader screen there are only ziggurat and vulture. Sorry for the noob question, but what did I miss?
Thanks in advance and keep up with the great work!
 

pineappledan

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Have you tried turning the computer on and off again? :badcomp:

I had it working one day, but the code for conditionally enabling the 4UC seems temperamental. @HungryForFood was having the same issue with his Prussia mod.

Easiest hotfix in the short term is thus:
  • Go into the mod folder, and find Sumer (CBP) (v 3)\4UC\Sumer_4UC.sql
  • DELETE the double hyphen '--' from the start of Unit and Building Class Overrides tables. (lines 9-11 and 20-22)
    • This will enable that portion of code which was commented out by the hyphens
  • ADD double hyphen '--' to the start of the Civilization Unit and Building Class Overrides tables. (lines 13-16 and 24-27)
    • This will disable that portion of code which was commented out by the hyphens
The lines of code you are turning on and off do the same thing, but one looks for the 4UC for VP mod before activating, and one doesn't. If you know what mods you are using then you can simply not have the computer bother to check

edit: for clarity, the top of the file should go from looking like this:
Code:
--=====================================================================
-- CIVILIZATIONS
--======================================================================   
--More Unique Components for Vox Populi
--------------------------------   
-- Civilization_UnitClassOverrides 
--------------------------------
--INSERT INTO    Civilization_UnitClassOverrides
--            (CivilizationType,        UnitClassType,                UnitType)
--VALUES        ('CIVILIZATION_AKKADIAN_MOD', 'UNITCLASS_CHARIOT_ARCHER',    'UNIT_LITE_AKKAD_ONAGER_WAGON');

INSERT INTO Civilization_UnitClassOverrides
        (CivilizationType, UnitClassType, UnitType)
SELECT    'CIVILIZATION_AKKADIAN_MOD', 'UNITCLASS_CHARIOT_ARCHER', 'UNIT_LITE_AKKAD_ONAGER_WAGON'
WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
--------------------------------   
-- Civilization_BuildingClassOverrides
--------------------------------   
--INSERT INTO    Civilization_BuildingClassOverrides
--            (CivilizationType,        BuildingClassType,            BuildingType)
--VALUES        ('CIVILIZATION_AKKADIAN_MOD', 'BUILDINGCLASS_GROVE', 'BUILDING_SUMER_EDUBA');

INSERT INTO Civilization_BuildingClassOverrides
        (CivilizationType, BuildingClassType, BuildingType)
SELECT    'CIVILIZATION_AKKADIAN_MOD', 'BUILDINGCLASS_GROVE', 'BUILDING_SUMER_EDUBA'
WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');

to this:
Code:
--=====================================================================
-- CIVILIZATIONS
--======================================================================   
--More Unique Components for Vox Populi
--------------------------------   
-- Civilization_UnitClassOverrides 
--------------------------------
INSERT INTO    Civilization_UnitClassOverrides
            (CivilizationType,        UnitClassType,                UnitType)
VALUES        ('CIVILIZATION_AKKADIAN_MOD', 'UNITCLASS_CHARIOT_ARCHER',    'UNIT_LITE_AKKAD_ONAGER_WAGON');

--INSERT INTO Civilization_UnitClassOverrides
--        (CivilizationType, UnitClassType, UnitType)
--SELECT    'CIVILIZATION_AKKADIAN_MOD', 'UNITCLASS_CHARIOT_ARCHER', 'UNIT_LITE_AKKAD_ONAGER_WAGON'
--WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
--------------------------------   
-- Civilization_BuildingClassOverrides
--------------------------------   
INSERT INTO    Civilization_BuildingClassOverrides
            (CivilizationType,        BuildingClassType,            BuildingType)
VALUES        ('CIVILIZATION_AKKADIAN_MOD', 'BUILDINGCLASS_GROVE', 'BUILDING_SUMER_EDUBA');

--INSERT INTO Civilization_BuildingClassOverrides
--        (CivilizationType, BuildingClassType, BuildingType)
--SELECT    'CIVILIZATION_AKKADIAN_MOD', 'BUILDINGCLASS_GROVE', 'BUILDING_SUMER_EDUBA'
--WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
 
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HungryForFood

Prince
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Oct 4, 2016
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Location
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Civ 5 mod referencing seems really fickle. I just said screw it, and used triggers for Prussia.
 

Asterix Rage

Warlord
Joined
Jun 6, 2010
Messages
1,585
V3
Don't you see something wrong ? :
Code:
INSERT INTO    Building_Flavors
            (BuildingType,                                    FlavorType,            Flavor)
VALUES        ('BUILDING_AKKADIAN_MOD_ZIGGURAT',                'YIELD_FAITH',        4),
            ('BUILDING_AKKADIAN_MOD_ZIGGURAT',                'YIELD_SCIENCE',    2),
            ('BUILDING_AKKADIAN_MOD_ZIGGURAT_AN',            'YIELD_FAITH',        4),
            ('BUILDING_AKKADIAN_MOD_ZIGGURAT_AN',            'YIELD_SCIENCE',    2),
            ('BUILDING_AKKADIAN_MOD_ZIGGURAT_DUMUZID',        'YIELD_FAITH',        4),
(...)
Database.log :
[1865.366] near "'YIELD_FAITH'": syntax error
[1866.957] Validating Foreign Key Constraints...
[1867.347] Invalid Reference on Building_Flavors.FlavorType - "YIELD_FAITH" does not exist in Flavors
[1867.347] Invalid Reference on Building_Flavors.FlavorType - "YIELD_SCIENCE" does not exist in Flavors
[1867.347] Invalid Reference on Building_Flavors.FlavorType - "YIELD_FAITH" does not exist in Flavors
[1867.347] Invalid Reference on Building_Flavors.FlavorType - "YIELD_SCIENCE" does not exist in Flavors
[1867.347] Invalid Reference on Building_Flavors.FlavorType - "YIELD_FAITH" does not exist in Flavors
(...)

Also, Minors build Vulture.
 
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