Sid Meier's Civilization VII

Sid Meier's Civilization VII

29 ratings
Example Mod - Majapahit Rework
   
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Type: Mod
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40.955 KB
13 Jun @ 1:16pm
3 Jul @ 10:18am
2 Change Notes ( view )

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Example Mod - Majapahit Rework

Description
Introduction

Hey modders! We made this example mod to showcase some of the kinds of changes you can make with mods. This is an example mod only and is not intended to preview any upcoming or planned changes to the game. We had fun with it, so feel free to poke around to see how we made it. And check out the Civilization VII Development Tools if you’d like to try making your own mods!



This mod changes Mahajapit Mapajahit Majapahit from their specialist focus to a new focus on Quarters, Coasts, and Islands. They receive a brand new Unique Ability, two reworked Traditions, and a revamped Civics Tree that unlocks a unique route towards the Treasure Fleets Legacy Path!

Claim the islands, unite Nusantara, and build mighty metropoles for the glory of Majapahit!

Unique Ability - Sumpah Palapa
+1 Food on Quarters on or adjacent to Coast. This increases to +2 Food if the Settlement is on an Island (a landmass with a maximum of 15 tiles).

Can generate Treasure Fleets on Islands after completing the Nusantara Civic.

After researching Nusantara, the last Civic on their Unique Civics Tree, Majapahit can generate Treasure Fleets from Island Cities with at least 8 Buildings.

Civic - Nusantara
Cities on Islands with at least 8 Urban Population generate Treasure Fleets worth 2 Treasure Fleet points each.

The Panji and Nagarakretagama Traditions have been modified to reflect the shift in focus from Specialists to Quarters.

The Panji and Nagarakretagama Traditions have been modified to reflect the shift in focus from Specialists to Quarters.

Tradition - Panji
+1 Culture on Quarters on or adjacent to Coast in Cities. This increases to +2 Culture if the City is on an Island.

Tradition - Nagarakretagama
The Palace and City Hall gain a +1 Happiness Adjacency from Quarters.

Their Unique Units and Unique Buildings/Quarter are unchanged.




For Modders

This mod is intended to serve as an example mod for intermediate modders!

All code in the mod comes in both XML and SQL equivalents, so you can see how to make changes in either language (did you know you can update and delete entries in XML?). Comments in the code help explain what is going on so you can better understand how the changes are made.

A quick reminder:

When you're creating and sharing mods, please make sure your content follows our User Rules (which you can find in Section 6 of our Terms of Service), for example:
  • Don’t use content based on someone else’s IP (like characters, music, or art from other games, movies, etc.) unless you have the rights to use it.
  • Keep content safe and respectful, meaning no harmful, offensive, or inappropriate material.
  • And of course, no malicious code or anything that could negatively impact the experience for other players.

You can check out our full terms of service here.[www.take2games.com]
11 Comments
Proleg 2 Jul @ 3:07pm 
Mod doesn't work atm :(
tmgevedon 2 Jul @ 12:23pm 
Same as the most recent comments, this mod appears to be broken now. Tried playing a new game as the Majapahit and it's back to the old version. Double checked that the mod was active and everything, it's just not working.
MagicJ 1 Jul @ 7:12pm 
Mod doesn't seem to work. It shows as active in the in-game add-ons, however loading in as Majapahit still shows old screen and all old effects in game. Not running any other mods that change/affect civs, so don't think there's any conflicts causing the issue
Wong Kay 25 Jun @ 2:51pm 
i don't see the rework in game even after activating the mod, the details of the civ is still the old one.
Tomboy Theocracy 24 Jun @ 2:07pm 
When I saw Mahajapit Mapajahit Majapahit in Civ VII on release, I was ecstatic to see this civilization, given my adoration for it in VI, only to be mildly disappointed about the vanilla version. While it may have been more historically accurate given the time, this mod was much more my style, as I've always adored naval and island game play.

Here's hoping for a future Kampung unique improvement, if that's historically accurate!
Pepeasant 23 Jun @ 4:46pm 
is THAT A BILL WURTZ REFERENCE IN THE DESCRIPTION!? :O
JNR 23 Jun @ 11:42am 
Nice one! Once I read about the change to treasure fleets becoming land-usable, I immediately thought that this would open up generating them with modifiers much more easily. Great to see one of the example mods itself do this.

Especially excited that the modifier no longer conflicts with regular treasure generation but stacks properly, glad to see that has been fixed.

Still got a minor issue though which, since official changes such as the one to the Inca also make use of this now, might be relevant feedback for the dev team in general: The resources screen will always just show the treasure-from-modifier value if available. So a city qualifying for the Nusantara effect but which also has 3 distant lands treasure resources improved will still show as generating 2 treasures in x turns, even though it really generates 5.
TRITAN 23 Jun @ 11:29am 
:D
Ursa Ryan 23 Jun @ 7:39am 
This is a brilliant rework!!
Rosenthorn 23 Jun @ 7:39am 
We knew it would be you when we saw the announcement there'd be a rework in the example mods! good work