#Civilizations Overhaul Pack

18 messages · Page 1 of 1 (latest)

onyx basin
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My personal mod that overhauls all five main civilizations (dwarves, elves, humans, goblins, and kobolds), giving each far more depth, and even making them playable (maybe) while still staying true to their vanilla counterparts.

Originally, I intended this mod for the Steam version, but I completely forgot that you need the in-game mod uploader in the premium edition, which I haven’t purchased. So for now you will need to manually install the mod yourself.

What’s different?

  • Civilizations & Core Values Overhauled:
Each civ’s core values now vary slightly instead of remaining fixed. Values can range between –10 and +10 around the vanilla average. For example, all dwarf civs used to value Family at exactly 30; now that value can fall anywhere between 20 and 40.
  • Race Caste Flavor Text:
Every race caste now includes descriptions you’ll see in-game.
  • Language Rework:
All race languages have been revamped to make names less random, more distinctive, and more epic—drawing inspiration from fantasy literature and games. This also includes a complete overhaul of the game’s vocabulary, expanded symbol sets, and new book titles.
  • Playable Races:
Dwarfs: The good old dwaven civilization, now with more depth
Humans: Mostly vanilla, humans can do everything except produce steel and coke. Their civilization gains proper social positions, just like the dwarves.
Goblins: Similar to humans but universally hated and inherently evil, just like in vanilla. Their social hierarchy now better reflects their brutal culture. Leaders (kings, generals, etc.) can command military squads and carry out executions personally.
Elves: I wanted to keep elves as close to vanilla as possible, so I made them a true “hard mode.” They have no industry beyond woodcraft and they can’t dig or chop trees. Instead, I added a new High Elf caste with the ability to conjure wood through a special "ritual": make the High Elf stand in the water (any level) and let them talk with other elfs, after a while they will be able to conjure 10 feather wood logs for you to use. High Elves make up about 4% of the elf population and always occupy leadership roles, have FUN finding them
Kobolds: Evolved from their savage, thieving cousins. They’ve developed a dragon-centered culture and language. In the future, I plan to modify vanilla dragons so they can take leadership roles and become these kobold's overlord. For now, though, only kobolds appear in the kobold civilization, and vanilla kobolds are now called “Cave Kobolds.”
  • World Map & Graphics:
Upscaled world map graphics, improved site sprites and some other stuff.
Added flowing water animations.

This mod was originally for my personal use only, but I realized I’m alone is not enough to test it, so here you go! Have !FUN!, and thanks in advance for being my guinea pigs =3

Download link: https://github.com/Kiyuma/Civilization-Overhaul-Pack/releases/tag/v1.0
Credits are all in credits.txt file

rare dagger
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congrats!

abstract badger
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Looks incredible, buddy. Good job.

onyx basin
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Ty ty

knotty plank
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Very cool
Have you considered putting it on dffd?

onyx basin
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Just need to do some quick adjustment first

onyx basin
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Reminder for myself: test the mod first before releasing it 😅

onyx basin
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Version 1.1 Release

  • Fixed tissue error, which I forgot to delete when I copied it without checking from masterfork lol
  • Removed cutting out elf creature's raw to prevent clogging up the errorlog; instead, only cut their civilization and replaced with the modded elf one. Vanilla elf technically still exist but doesn't spawn when generating world, but maybe still exist in artworks, so I renamed them into "old elf" with unique description in case they did in fact appear in artworks
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    Download link: https://github.com/Kiyuma/Civilization-Overhaul-Pack/releases/tag/v1.1
GitHub

Fixed tissue error, which I forgot to delete when I copied it without checking from masterfork
Removed cutting out elf creature raw to prevent clogging up the errorlog; instead, only cut their civi...

onyx basin
onyx basin
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Version 1.2 Release

GitHub

Removed caption in book text art, preventing weird book title
Updated info.txt because i'm an idiot and forgot to change the version number in it

onyx basin
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Version 1.3 Release

GitHub

Inceased max number of starting civ for all races, masterfork limited them to very low number to keep the population in check, now it closer to vanilla number.
Human now can actually make everythin...

onyx basin
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Version 1.4 Release

GitHub

Added missing translation for languages, which solved the nameless histfigs in worldgen
Some minor bug fix that i don't remember if i actually did.

onyx basin
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Version 1.4.1 Release

GitHub

Corrected language file encoding, also fixed some character errors (thank to DPh Kraken in Kitfox Games's discord) due to my dumbass brain don't know how to correctly work with language file.

signal cobalt
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Have you considered putting the mod on the steam workshop? graaa

onyx basin
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Unless there is other way other than in-game mod uploader, no Steam workshop for now

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Gonna buy the premium version right when i got the money tho