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Uomo Universalis

Discussion in 'Civ5 - Modpacks' started by Moriboe, Nov 18, 2011.

  1. Moriboe

    Moriboe Chieftain

    Joined:
    Nov 30, 2010
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    Location:
    Belgium
    Uomo Universalis

    To install: Get the three parts from the Mod Browser, or subscribe to the Uomo Universalis collection.

    NOT compatible with Gods + Kings

    Concept
    This is a total mod improving on all areas of the game. I hold fond memories of Rhye's mod for Civ3 and wanted to do something similar. As such the end goal of this mod is to take all (or most) added stuff to the world map(s).

    Features
    The :c5citizen: Uomo Universalis suite comes in three parts:

    1. Building Made Fun: Started soon after the game's release, this mod includes additions and changes to the tech tree, buildings, wonders, improvements, puppets and more. It also includes an altered version of Gazebo's City State Diplomacy mod, introducing religious units and extra scripted prerequisites.
    2. Fill The Map: Adds 16 new civilizations, with unique buildings often based on the ones included by BMF. Includes free alternatives to the DLC civs.
    3. Play The World: Adds an earth map based on Rhye's for Civ4, with two (conceptual) alternative civilization distributions. It is an updated version of :c5greatperson: Terra Nostra, which continues to lead a life of its own, but is no longer maintained.
    Why? Well when working on TN I was making efforts to keep both compatible, and in fact designed the map with BMF's features in mind. A substantial number of unique buildings and units for additional civs will also replace those from this package. Other modder's work was included to make sure this package brings the gameplay experience I seek and to prevent compatibility problems.

    For an overview of the various components, see the next two posts.
     
  2. Moriboe

    Moriboe Chieftain

    Joined:
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    Part I: Building Made Fun

    A picture says more than a thousand words: check the image of the tech tree attached to this post! I'm sure you can guess most of the buildings and wonders that appear.

    Buildings
    • Buildings: a total of 23 new (regular) buildings, each with its own niche and identity, not added for the sake of adding them.
      • Many have specialized prerequisites so that every game feels different. E.g. you can build a Triumphal Arch when finishing off an opponent, or a Fair in a city which is close to a neighbor you opened your borders to.
      • Some modern buildings use oil to strengthen your economy.
      • Higher realism and strategy for existing buildings. E.g. the Harbor increases gold from nearby luxuries, the Seaport gives gold from strategic resources and adds some production to the city (export/import).
      • Each resource is boosted by at least one building. E.g. the Wildlife Preserve adds culture for deer, elephants (ivory) and whales.
    • National Wonders: added 13 extra; more than you can hope to build within a single game! Put your priorities right. Most have effects beyond simply adding a yield. Modern ones include the Red Cross, Olympic Park, Supercomputer, Communications Satellite and Virtual World.
    • Wonders: added 25 total, maintaining a high standard of originality and balance for all. I used high quality graphics by the best artists on these boards for many of them. Building a hoard of them in one city is discouraged.
    Technologies
    • Overhauled and added 17 techs added to accommodate the other new features, encourage many different paths and increase historicity. Each tech is solid and worth considering.
    • The tech costs have been increased, more further down the tree, so the game feels more epic.
    • More passive effects on techs, e.g. printing press boosts libraries and ecology removes the (new) health penalty on factories.

    Culture Victory
    One of the mod's strongest features. You can now (also) attain a cultural victory by getting three cities to "Legendary" culture level, as in Civ4. For this end all culture options throughout the game have been carefully rebalanced and many more added. Culture victory is no longer about going through the checklist of things to have and then yawn away till finished hitting "end turn". There are multiple valid paths and they don't end with Sydney Opera house: there are many goodies to aid you in the modern age to keep things exciting! Some snippets:
    • Great Works: culture bombs provide a lump sum of culture in the nearest city, along with a neat message of which famous artwork the artist created.
    • Forest Preserve: tile improvement that adds culture, more if next to other forest preserves. Gets boosted by the new Environmentalism policy.
    • New scripted wonder effects such as (one time) culture for military units [Terracotta Army] or population [Mass Games], culture per turn (in this city) for each wonder (any city) [Louvre] and culture per population.
    • In the endgame the Cable Network boosts culture empire-wide!

    Policies
    Balance overhaul, so that no policy is weak, where needed: the first 3 trees are virtually untouched. Includes boosters for new stuff; e.g. the Environmentalism policy will boost Forest Preserves (tile improvement) and Wildlife Preserves (building). Communism now boosts the new Warehouse tile improvement (which adds production). This line of reasoning is now in the official game (though with mines).

    Units
    • The scout can be upgraded to an Explorer and then to a Special Agent that can paradrop and ignore all obstacles, including borders.
    • Colonize the new world with Pioneers: a settler which is extra fast when embarked and can be promoted.
    • Medics can stack with military units, but at a high cost.
    • The Great Merchant's mission (or the Hanseatic League wonder) will create an Embassy in the city state, revealing the influence of all competitors (more detailed than what is now in G+K).
    • Mounted units are actually useful with either a bonus on the attack (knights/lancer) or against wounded units (light cavalry, swapped with lancer).

    Religion
    ... gets a rather straightforward implementation in this mod. The Missionary is added as the first diplomatic unit (requires a monastery to build). Different cathedral-type buildings (cathedral, mosque, pagoda, step pyramid) are a long standing feature of BMF.

    Compatibility
    Spoiler :

    The following mods have been confirmed by thadian (many thanks!):
    - Barbarians!
    - Building Upgrades
    - Food Economy
    - Government Building Additions
    - NACSM
    - Palace Additions (though it conflicts with Echoes of Ages)
    - Any new civilizations not included in this mod

    The following are confirmed to be NOT compatible:
    - Hulfgar's mod
    - Echoes of Ages (earlier versions were compatible)
    - Unofficial Patch and Vanilla Enhanced (though a number of improvements have made it over)

    Credits (BMF)
    Spoiler :
    ambrox62: the Parthenon, Petra splash, Colosseum Icon and Pergamon Altar effects
    asioasioasio: the Burj Khalifa wonder
    CFC, multiple people: settle AI
    Gazebo: City State Diplomacy Mod (much edited)
    MadSkunky: Explorer flag
    lemmy101: the TechTreeEditor is pretty awesome
    Morlark: tech tree pipe fixes in TechTree.lua
    Pazyryk: code to save data
    Pouakai & sukritact: Broadway, Leshan Giant Buddha, Empire State Building, Terracotta Army, Sagrada Familia and Grand Canal wonders (changed all effects)
    SamBC: the GIMP icon template
    Sneaks: Metéora, Registan, Itaipu Dam and Global Seed Vault icons & splash
    Thalassicus: puppet state nerf from Vanilla Enhanced, invisible buildings, railyard, national wonder percentage requirements (partly), ranged promotion conversion
    Valkrionn: used his workshop improvement as he already did most I wanted it to be!

    This mod can be played standalone, or combined with additions Fill The Map and Play The World. Enjoy!
     

    Attached Files:

  3. Moriboe

    Moriboe Chieftain

    Joined:
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    Location:
    Belgium
    Part II: Fill The Map

    I included 16 new civilizations in all: 4 not seen before in Civ5 (as far as I know), 5 non-DLC versions, 6 more which are adapted from ones out there (check Credits at the bottom of this post!), plus Congo by Cyon (with different UA). For many of these, changes were thorough and little more than the original city list and civilopedia entries may remain.
    In addition 9 vanilla civs get additions or workovers, to give traits more uniqueness, fit the earth map better or just add flavor. Some civs have more than 2 UB/UU. I wanted to somehow "hide" effects of number 3 in the trait; but game constraints prevent this.

    As bonus, a bunch of new City States are included as well.

    Also included are 3 maps I edited to accommodate the new civs: of Europe (by Hrimfar), Africa (from Shiggs' earth) and the world (by smellymummy).

    A sketchy overview (or open the image for an ingame look):

    Africa
    Spoiler :
    Carthage
    Trait: Mercenary Army = convert land barbarians
    UU: African War Elephant, replaces swordsman
    UU: Numidian Mercenary, replaces horseman - requires no horse and cheaper to rushbuy
    UB: Cothon, replaces harbor

    Ethiopia
    Trait: Solomonic Dynasty = extra culture building yields, combat bonus near landmark
    UB: Stele, replaces monument - +1 engineer point
    UB: Monolithic Church, replaces cathedral

    Moors
    Trait: Almoravid Jihad = Persia's vanilla trait
    UU: Berber Cavalry, replaces knight
    UB: Madrasa, replaces university

    Nri-Igbo
    Trait: Ikenga Cult = +1 food in all cities, -20% rushbuy costs before and -10% after economics
    UU: Mburichi, replaces missionary
    UB: Bronze Caster, replaces jeweler

    Songhai
    Trait: Isa Ber = +1 gold on tiles with 3+ gold, faster movement along rivers

    Zulu
    Trait: Ibutho Lempi = gains Golden Age points for the empire from each non-barbarian unit killed, melee units ignore terrain costs
    UU: Impi, replaces spearman
    UB: Ikhanda, replaces barracks

    Americas
    Spoiler :
    Mississippians
    Trait: Chiefly Warfare Cult = units gain promotions 25% faster
    UU: Eagle Dancer, replaces missionary - heals units
    UB: Chunkey Yard, replaces circus
    UB: Mound, replaces acropolis

    Inca
    Trait: Children of the Sun = -33% improvement maintenance, -20% army maintenance
    UU: Slinger, replaces archer
    UB: Megalith Quarry, replaces stone works
    UB: Terraces, replaces qanat

    America
    Trait: extra half price Pioneers, which can found on the same continent

    Asia/Oceania
    Spoiler :
    Japan
    UB: Dojo, replaces armory - culture from iron and horse

    Korea
    Trait: Scholars of the Jade Hall = pretty much the same as the DLC
    UU: Hwacha, replaces trebuchet
    UB: Seowon, replaces university - +15% production of diplomatic units

    Mongolia
    Trait: gains science for the empire from each city captured, all mounted units have +1 movement
    UB: Örtöö, replaces stable - bonus gold

    Polynesians
    Trait: Masters of the Sea = embarked units gain +2 movement, +1 production from fishing boats, science buildings provide bonus on water instead of per population
    UB: Maori Warrior, replaces warrior
    UU: Moai, replaces monument - +1 production from atoll
    UU: Multihulled Canoe, replaces work boat - can enter ocean from the start

    Tibet
    Trait: Roof of the World = fast hills movements, no improvement maintenance in hills, pasture +2 food
    UU: Bhikkhu, replaces missionary - can construct the chorten tile improvement
    UB: Buddhist Monastery, replaces monastery - requires mountain instead of resources

    Europe
    Spoiler :

    Austria
    Trait: Habsburg Heritage = 25% extra GPP
    UU: Grenadier, replaces rifleman - the unit graphics exist, would be a shame not to use it
    UB: Concert Hall, replaces theatre

    England
    Trait:-33% maintenance for naval units, 50% sea barbarian conversion chance, double natural wonder yield

    Germany
    Trait = melee and gunpowder units gain +15% combat strength when attacking, +1 production from engineer specialists and +2 production from the manufactory tile improvement

    Greece
    UB: Gymnasium, replaces public baths - +1 scientist point, culture; doesn't require aqueduct
    Companion Cavalry loses general spawn bonus.

    Poland
    Trait: Golden Liberty = -20% unhappiness from population
    UU: Hussar, replaces light cavalry
    UU: Uhlan, replaces lancer
    UB: Stud Farm, replaces stable

    Spain
    Trait: Treasure Fleet = +10% gold in cities, double harbor bonus for gold, silver, gems, pearls and 5x natural wonder first finder award (being the same amount as the DLC)
    UU: Conquistador, replaces explorer
    UU: Tercio, replaces musketman

    Vikings
    Trait: Viking Raids = 3x pillage gold, no movement cost for pillage, embarked can defend
    UU: Housecarl, replaces pikeman
    UU: Great Navigator, replaces great merchant
    UU: Berserker

    Middle East
    Spoiler :

    Khazaria
    Trait: Pax Khazarica = +33% trade route gold in cities, +3 culture for annexed cities
    UU: Tarkhan, replaces knight - faster general spawn rate
    UB: Synagogue, replaces cathedral

    Ottomans
    Trait: Sublime Porte = capital gains +25% production when constructing buildings and +1 culture for every 2 citizens
    UB: Hamam, replaces public baths
    Sipahi deleted, promotion bonuses and graphics used elsewhere.

    Persia
    Trait = adopting new policies requires 10% less culture, puppet cities +1 happiness and +2 gold
    UB: Caravanserai, replaces cloth hall - +1 merchant point, science
    UB: Satrap's Court, replaces viceroy's court - runs a puppet state (automatically assigned)

    Credits
    Spoiler :
    Hukkak:
    - For Ethiopia, Korea, Spain and Zulu; I started from Hukkak's versions. They have been heavily edited
    afterwards with new traits, buildings and art.
    - Other civs for which I had no icon, I used one from Hukkak.
    molnutz: base Carthaginian and Viking civilizations
    Nefliqus: slinger graphics, Poland icon
    Optik: base Inca civilization
    zjb: base Polish civilization, including hussar graphics
    Deliverator: housecarl, impi and conquistador musketman unit graphics
    bernie14: Austrian grenadier graphics
    D712 & TomPravetz: Austria idea and city list
    Pouakai: Polynesian city list
    Kael: battle fury trait


    Part III: Play The World

    The original map was made by Rhye for Civ4, initial processing for Civ5 was done by ecv. I further enhanced it. I made 2 versions, both on the same map:
    • Ancient: most similar to Terra Nostra; empty new world
    • Discovery: populated new world, old world civ selection more medieval-based
    In addition each of these has a "quick combat" variant. I included the Maya and Mapuche by Optik in this pack.

    The image below shows the vanilla civs and those from FTM:
     

    Attached Files:

    • civs.jpg
      civs.jpg
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  4. Pouakai

    Pouakai It belongs in a museum. Moderator

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    Looking good, will keep an eye on this. Seems like this will end up being similar to Project Phoenix. Great minds think alike?
     
  5. The Godjester

    The Godjester Chieftain

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    Glad to be seeing you modding again Moriboe! Loved Bmf, looking forward to playing your new one, small problem though: when i download and make civ install it, turns out an empty folder and nothing (of course) in the modding browser. An issue with my rig, or common issue?
     
  6. Pouakai

    Pouakai It belongs in a museum. Moderator

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    Try re-downloading it, the download seems to be working fine for me ATM
     
  7. The Godjester

    The Godjester Chieftain

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    Sorted it by unzipping the file with 7zip. Odd buggy thing though, i guess it has something to do with the mod browser decompressing utility? Anyway, off to play a game :)
     
  8. Moriboe

    Moriboe Chieftain

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    Ow. Maybe I should have informed myself and joined. But this got into my head and once there, it can only get out again into a mod. I didn't expect this when I left months ago. Anyway, Project Phoenix will at the least stand out with great graphics :D

    @The Godjester: Thanks for the compliment :) I hope you will enjoy this as well and look forward to (any) feedback!


    I updated the second post a bit.
     
  9. Pouakai

    Pouakai It belongs in a museum. Moderator

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    Nah, it's fine. You're incorperating the whole BMF and other things, I'm just using BMF as a framework. They will be different enough I reckon, this ought be pretty awesome. Do you want me to send you some previews of Project Phoenix, since you're essentially an author?
     
  10. Moriboe

    Moriboe Chieftain

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    Sure, I'm pretty curious now :)


    P.S. Half of the civs are in a polished state at the moment.
     
  11. CivOasis

    CivOasis Ahuizotl

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    Looks interesting. When can we expect the first version?
     
  12. Moriboe

    Moriboe Chieftain

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    At the current rate, part II (civs) will be done the coming weekend. The basic map the weekend after that I think, because I will be getting a real job.

    Attached is a little preview.
     

    Attached Files:

  13. Pouakai

    Pouakai It belongs in a museum. Moderator

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  14. THE ONLY

    THE ONLY Chieftain

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    Loooooooooooool,rofl,lmao... O-kay you did go somewhat far with that staement. Shiezer.
     
  15. Moriboe

    Moriboe Chieftain

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    C'mon just look at him, you can practically hear him say it!

    It's a bit lame, but so was Caesar's salad joke in Civ4 and that cracked me up :)
     
  16. Moriboe

    Moriboe Chieftain

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    Part II is in alpha, meaning I just have to add more text, and I'll be checking them all for correct functioning.

    I updated posts 1 & 2 with images of the complete tech tree and the civilization selection screen(s) respectively. You may recognize some art; credits will be added shortly.
     
  17. eazyseeker

    eazyseeker Chieftain

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    So.. a definitive 'no' regarding my proposal?

    Great stuff anyways :goodjob:
     
  18. Moriboe

    Moriboe Chieftain

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    No, definitely not a definite "no"! Probably a "yes" even, just organizing the interior of my head first. And working hard on this of course.
     
  19. Moriboe

    Moriboe Chieftain

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    Done, including the map. Download links in posts #1-3. It is recommended to reinstall part 1 as well if you already installed it before now.

    Eagerly awaiting feedback! :help:
     
  20. eazyseeker

    eazyseeker Chieftain

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    It doesn't really work.. more or less fails to reconize the mods as installed after installing. Also generates empty folders.

    I was wondering, until that issue is fixed, could you upload the maps in a non-mod version? I'd love to take a look at them. How different are they from Terra Nostra, resource-wise?
     

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