cromcrom
Dec 16, 2005, 01:29 PM
http://www.civfanatics.net/uploads10/Ageofcivilizationsv03.zip
Hi again, all :)
My age of civiisations mod is steadily improving. I am right now learning python :confused: so tht I can make exactly what I want, that is, randomly fading tech, the ultimate goal being to develop very ubique civilisations, up to roughly the middle ages. To try to enforce this concept, all early Techs are available from start, plus a few more. A councel, choose alphabet at start... The first techs are quite long to research, but as you grow more cities, it goes much faster.
Another global feature is to allow you to create "custom" civs, all starting techs and special units have been removed. Civilisations are only here for the leaders traits....and graphics.
Hope you enjoy this starting work...
Here is a list of stuff added...
New or tweaked technology:
Forestry: allows To build forest warrior school, that gives all units built there woodsman1 for free.
Lumbering: allows to recruit woodcutters, who can build lumbermills, cut down forest and jungle.
Herbology: Allows to build apothecary
Jewellery: Allows to build jeweller's shop (+1 culture)
Savagery: allows to recruit barbarians.
Drill: enables barracks
Hunting: allows you to recruit hunters. Hunters are the only ones able to build camps
Anatomy: allows you to recruit surgeons. Surgeons are medical units.
Animal husbandry: allows you to recruit "tamed wolves".
New buildings:
Forest warrior school: units created here receive woodman 1
Apothecary: +1 health (requires herbology)
Jeweller's shop: +1 culture.
New units:
Hunters
Woodcutters
Barbarians
Surgeons
Tamed wolves
Various:
Palace from 2 cities (was 4)
Scouts are now a really weak unit.
Animals have been strengthened a little bit.
Woodman 1 is now a free promotion from forest warrior school.
All special units and technologies from civilizations removed. Leaders with their bonuses are still there.
Warriors have been strenghtened a little bit.
New promotions:
Surgery
v1.03
Promotions system changed. Now, units can only rise through combat promotions. Other promotions come from buildings or Technologies...
Promotions woodman1 gives now bonuses only in woods, no jungle anymore. Same for woodman2
Gems now do not give +1 happiness when mined. Gems can now receive gem mines...
Roads are now available from start, but take longer to build.
Processing is now at 30 % instead of 50 percent.
New or tweaked technology:
Mysticism: now allows polythéism, and the obelisk building only.
Forestry: now also allows forest ranger academy world marvel.(woodman 2 promotions for units buit here, +2 culture)
Basic fortifications: allows advanced fortifications, basic walls and basic fort.
Advanced fortifications: allows greater fortifications, walls and fort.
Greater fortifications: fortress.
Jewellery: Now allows workers to build gem mines (gems +1 prod, +3 commerce).
Cuisine: Allows to build Restaurant.
Leather crafting: allows leather workshop, and +1 commerce for camps.
Meat preservation: Pasture give +1 food and +1 commerce.
Buildings:
Jeweller's shop: now also grants +1 great people (artist), and +1 happiness from gems
Restaurant: +1 happiness, +1 culture, +1 great people (artist)
Leather workshop: +1 culture, +1 great people (artist), +1 happiness with fur.
Walls: requires advanced fortifications, +60% from stone, +20% city defense
Units:
promotions removed from Explorer
Improvments:
Gem mines: available with jewelery can only be built on gems, gives a big commerce bonus to gems.
Hi again, all :)
My age of civiisations mod is steadily improving. I am right now learning python :confused: so tht I can make exactly what I want, that is, randomly fading tech, the ultimate goal being to develop very ubique civilisations, up to roughly the middle ages. To try to enforce this concept, all early Techs are available from start, plus a few more. A councel, choose alphabet at start... The first techs are quite long to research, but as you grow more cities, it goes much faster.
Another global feature is to allow you to create "custom" civs, all starting techs and special units have been removed. Civilisations are only here for the leaders traits....and graphics.
Hope you enjoy this starting work...
Here is a list of stuff added...
New or tweaked technology:
Forestry: allows To build forest warrior school, that gives all units built there woodsman1 for free.
Lumbering: allows to recruit woodcutters, who can build lumbermills, cut down forest and jungle.
Herbology: Allows to build apothecary
Jewellery: Allows to build jeweller's shop (+1 culture)
Savagery: allows to recruit barbarians.
Drill: enables barracks
Hunting: allows you to recruit hunters. Hunters are the only ones able to build camps
Anatomy: allows you to recruit surgeons. Surgeons are medical units.
Animal husbandry: allows you to recruit "tamed wolves".
New buildings:
Forest warrior school: units created here receive woodman 1
Apothecary: +1 health (requires herbology)
Jeweller's shop: +1 culture.
New units:
Hunters
Woodcutters
Barbarians
Surgeons
Tamed wolves
Various:
Palace from 2 cities (was 4)
Scouts are now a really weak unit.
Animals have been strengthened a little bit.
Woodman 1 is now a free promotion from forest warrior school.
All special units and technologies from civilizations removed. Leaders with their bonuses are still there.
Warriors have been strenghtened a little bit.
New promotions:
Surgery
v1.03
Promotions system changed. Now, units can only rise through combat promotions. Other promotions come from buildings or Technologies...
Promotions woodman1 gives now bonuses only in woods, no jungle anymore. Same for woodman2
Gems now do not give +1 happiness when mined. Gems can now receive gem mines...
Roads are now available from start, but take longer to build.
Processing is now at 30 % instead of 50 percent.
New or tweaked technology:
Mysticism: now allows polythéism, and the obelisk building only.
Forestry: now also allows forest ranger academy world marvel.(woodman 2 promotions for units buit here, +2 culture)
Basic fortifications: allows advanced fortifications, basic walls and basic fort.
Advanced fortifications: allows greater fortifications, walls and fort.
Greater fortifications: fortress.
Jewellery: Now allows workers to build gem mines (gems +1 prod, +3 commerce).
Cuisine: Allows to build Restaurant.
Leather crafting: allows leather workshop, and +1 commerce for camps.
Meat preservation: Pasture give +1 food and +1 commerce.
Buildings:
Jeweller's shop: now also grants +1 great people (artist), and +1 happiness from gems
Restaurant: +1 happiness, +1 culture, +1 great people (artist)
Leather workshop: +1 culture, +1 great people (artist), +1 happiness with fur.
Walls: requires advanced fortifications, +60% from stone, +20% city defense
Units:
promotions removed from Explorer
Improvments:
Gem mines: available with jewelery can only be built on gems, gives a big commerce bonus to gems.