View Full Version : End of Dark Ages!!!


Formulapower
Mar 28, 2012, 12:58 AM
Introducing...................

:viking::viking::viking::viking:END OF DARK AGES:viking::viking::viking::viking:

http://steamcommunity.com/sharedfiles/filedetails/?id=85375427

!!!!!!!!!!NOW ON STEAM WORKSHOP!!!!!!!!!!
In the year of our Lord 1100, from the ashes of the Dark Ages, many small but able kingdoms begin to show long awaited signs of civilization and growth.. Economies and populations have once again started to expand and nations are ready to end the Dark Ages and expand into this Medieval world. Each Nation has only a few stable cities to rest their hopes of expansion. Outside of their borders are many strong, independent, city-states that will fight to defend their sovereignty. It is up to you to lead your nation from these small beginnings to the glory of an Empire!

-------------------MOD INFO--------------------

Custom Europe Map with 19 Playable Civs and 38 Petty Kingdoms (city-states)


---PLAYABLE CIVS---

(CHRISTIAN)
1. Kingdom of England
2. Kingdom of France
3. Kingdom of Castile
4. Crusader States
5. Holy Roman Empire
6. Kingdom of Denmark
7. Kingdom of Norway
8. Kingdom of Sweden
9. Kingdom of Sicily
10. Kingdom of Hungary
11. Kingdom of Poland
12. Kingdom of Scotland

(ISLAM)
13. Fatmid Caliphate
14. Sultanate of Rum
15. Almoravid Caliphate

(ORTHODOX)
16. Byzantine Empire
17. Principality of Novgorod
18. Principality of Kievan Rus

(PAGANISM)
19. Kingdom of Lithuania


---PETTY KINGDOMS---
Wales
Portugal
Leinster (Eastern Ireland)
Munster (Western Ireland)
Orkney
Brittany
Aquitaine
Toulouse
Flanders
Valencia
Aragon
Banu Tribes
Hammadids
Damascus
Danishmends
Southern Italy
Pisa Republic
Papal States
Lombardy
Lorraine
Franconia
Bavaria
Austria
Saxony
Venice Republic
Genoa Republic
Prussia
Northern Barbarian Tribes
Livonia
Greece
Croatia
Albania
Bulgaria
Cuman
Polotsk
Crimea
Finish Tribes
Baltic Tribes

*Civs have custom Traits/Leaders
Leaders Names are Generic (Ex. Leader of England is "King of England")
*Civs have custom Dawn of Man Image, Music, and Description
*Civs have custom Diplomacy Screens
*Civs start with correct Religion
*Timeline 1100-1493 (over 700 turns---6months/turn)
*Research has been slowed so that game stays in the Medieval period...Techs stop at Rifling because it is Unreachable
*All Unique Units and Buildings have been removed...Custom UU and UB will be added in later versions
*Diplomatic Marriage has been given to ALL Civs (Except HRE because historically Germany was not united during this time) this was they can acquire Petty Kingdoms peacefully
*All civs also have a 25% chance of Rebel Strongholds (Barbarian Encampments) joining their side after defeat...this is to reflect the changing loyalties of the people of this time
*Settlers have been disabled


WHAT DOES THE FUTURE HOLD
-Custom Victory Conditions
-Create Unique Units and Unique Buildings for all Civs
-Create Custom Social Policies
-Create Custom Medieval Tech Tree
-Bring back wonders that are specific to the medieval time period
-Create famous medieval mercenary units (Swiss Pikeman, Genonesse Crossbowmen..etc)
-Create "Leader Dies" and New Leader Crowned" Events that will come with positive and negative for the civ.
-Create Historic Events for the time period and make them happen at the correct date.
-Create New Civs Portugal & Papal States
-Create Mongul Invasion event
-Create Custom Medieval Buildings

christos200
Mar 29, 2012, 08:17 AM
I will give this a try. It seems a good mod.

I will probably play as the Byzantines and kick some Turkish ass.

Gilgamesch
Mar 31, 2012, 03:32 PM
City States are no longer just a single cities but consist of 2 or 3 cities and act more like the small fiefdoms they are. These "City-States" can be a worthy foe (or ally). City State alliances can be very valuable not only for the military value but also for the added resources and all civs are going to compete over these allies very agressively and it would be wise to do the same.



I find this very interesting, maybe you could explain what you changed to allow cs to found new cities, or have you reworked the minor civs. Doesnt tried your mod iam to busy at the moment.

Brandigan
Apr 01, 2012, 04:07 PM
Hi there! Tried it, b/c it sounded really interesting.

3 things though: I started in the stoneage 4000BC and am only progressing 1 year/round. That means, I'm now 75 rounds in and now in 3925BC.
2nd: I cannot build settlers. Only expansion via conquest.
3rd: Other civilizations are in the game as well. Eg Polynesia.

All that supposed to happen?

No other mods activated.

Formulapower
Apr 02, 2012, 06:36 AM
Hi there! Tried it, b/c it sounded really interesting.

3 things though: I started in the stoneage 4000BC and am only progressing 1 year/round. That means, I'm now 75 rounds in and now in 3925BC.
2nd: I cannot build settlers. Only expansion via conquest.
3rd: Other civilizations are in the game as well. Eg Polynesia.

All that supposed to happen?

No other mods activated.



Question 2
As of right now settlers have been disabled (by design) but after playing the mod myself...I am finding myself wishing I could create settlers as well...they will probably be added back in the next release or 2.

Questions 1 & 3
Hmmmm....are you sure you loading it correctly??

When you activate the mod you need to select the "End of Dark Ages" Map and then "Load Scenario" Then you should only get to choose between the Civ listed.

Did you do this?

Formulapower
Apr 02, 2012, 06:42 AM
I find this very interesting, maybe you could explain what you changed to allow cs to found new cities, or have you reworked the minor civs. Doesnt tried your mod iam to busy at the moment.

CS cannot found their own cities...I just gave them 2 or 3 when building the map....they will not expand further unless through conquest. I am working on the CS AI to make them much more agressive as well...since they represent some significant people/regions I want them to be a strong force to deal with.

jmelnick
Apr 02, 2012, 01:39 PM
is there anyway for you to post the files here on the forum instead of the ModBrowser? This mod looks really cool and interesting, and my Browser doesn't work.

Formulapower
Apr 02, 2012, 03:52 PM
is there anyway for you to post the files here on the forum instead of the ModBrowser? This mod looks really cool and interesting, and my Browser doesn't work.


Why does the Mod Browers not work? I have seen several ppl say this but I have never had problems using it.

I will see what I can do...I have never loaded a mod on here so I will have to research and see how.

jmelnick
Apr 03, 2012, 01:24 AM
Why does the Mod Browers not work? I have seen several ppl say this but I have never had problems using it.

I have a Mac, you can't use it on a Mac.

I will see what I can do...I have never loaded a mod on here so I will have to research and see how.

Awesome! Thanks! Many more people will be able to enjoy this mod.... and compress your mod into a .zip file or post it as a .civ5mod file here on the forums in your first post. In the post editor, you can link downloads. It accepts .zip files and .civ5mod files for posting.

Formulapower
Apr 03, 2012, 07:50 AM
I have a Mac, you can't use it on a Mac.



Awesome! Thanks! Many more people will be able to enjoy this mod.... and compress your mod into a .zip file or post it as a .civ5mod file here on the forums in your first post. In the post editor, you can link downloads. It accepts .zip files and .civ5mod files for posting.

Okay...I will try to upload in a little bit.

Formulapower
Apr 03, 2012, 08:05 AM
I tried to upload but got something about a missing "token" and not being allowed to do so...I sent a message to the admin so hopefully I can get something up soon

PawelS
May 25, 2012, 07:06 AM
A few things I noticed when I started to play as Poland:


Poland has a shortage of Horses at the beginning of the game, due to their source of Horses being unimproved.
Poland's capital should be Krakow, not Warsaw.
There is a city named "Kaliningran". I think you meant "Kaliningrad", but the name was changed to it after WW2 (it comes from a Soviet politician Kalinin). Actually it was founded after 1100 AD, but I think you can keep it in the game, named Königsberg.

Formulapower
May 26, 2012, 10:00 PM
A few things I noticed when I started to play as Poland:


Poland has a shortage of Horses at the beginning of the game, due to their source of Horses being unimproved.
Poland's capital should be Krakow, not Warsaw.
There is a city named "Kaliningran". I think you meant "Kaliningrad", but the name was changed to it after WW2 (it comes from a Soviet politician Kalinin). Actually it was founded after 1100 AD, but I think you can keep it in the game, named Königsberg.


Thank you so much for this information...I will make the needed changes in my next release.

I encourage anyone who see historic mistakes like this to let me know because I want this to be as historically correct as possible while keeping gameplay intact.

FYI...I am uploading version 2 tonight and will give an update of the changes made soon

Formulapower
Jul 26, 2012, 09:33 PM
Mod has been refined and is now on the Steam Workshop...please give it some play and give some feedback of any game play issues, bugs or suggestions.

PawelS
Jul 28, 2012, 07:56 AM
Some feedback from me again:

In your Handicaps XML file I noticed that you change some things for the Prince difficulty, but not for higher difficulties. Why is it so?
There is some confusion about religion in the game - in my game England founded a Pantheon, so the Christianity in their capital got wiped out by the Pantheon (but it soon reappeared due to spread from other cities). England was the only civ to found a Pantheon, because Lithuania enhanced Paganism very early in the game.
I think you should rename Christianity to Catholicism, because Orthodox is Christian too.
Many civs get Archers as their starting units, and they can be immediately upgraded to Composite Bowmen. So I think they should be Composite Bowmen from the start.
I haven't played to the end, but I feel that the technological advancement is too fast, especially later in the game when espionage and Research Agreements become available.
Civilopedia says that Spearman replaces Horseman, that's really strange...
The notification icons about founding religions appear again after loading a saved game.
I keep getting quests from Petty Kingdoms to build wonders, but I can't build them.
There is something wrong with the tech tree (see screenshot). Scientific Theory requires Military Science, but they are in the same column of the tech tree.

krasny
Jul 28, 2012, 10:48 AM
How does one launch this mod?

I've downloaded and activated in the mod browser, but I can find no reference to End of Dark Ages anywhere in the setup screen.

PawelS
Jul 28, 2012, 10:50 AM
@krasny: Select "1" as map type and turn on "Load Scenario".

krasny
Jul 28, 2012, 11:23 AM
Thanks Pawel. This part of the Civ5 UI is badly designed.

Formulapower
Jul 30, 2012, 12:41 PM
Some feedback from me again:

In your Handicaps XML file I noticed that you change some things for the Prince difficulty, but not for higher difficulties. Why is it so?
There is some confusion about religion in the game - in my game England founded a Pantheon, so the Christianity in their capital got wiped out by the Pantheon (but it soon reappeared due to spread from other cities). England was the only civ to found a Pantheon, because Lithuania enhanced Paganism very early in the game.
I think you should rename Christianity to Catholicism, because Orthodox is Christian too.
Many civs get Archers as their starting units, and they can be immediately upgraded to Composite Bowmen. So I think they should be Composite Bowmen from the start.
I haven't played to the end, but I feel that the technological advancement is too fast, especially later in the game when espionage and Research Agreements become available.
Civilopedia says that Spearman replaces Horseman, that's really strange...
The notification icons about founding religions appear again after loading a saved game.
I keep getting quests from Petty Kingdoms to build wonders, but I can't build them.
There is something wrong with the tech tree (see screenshot). Scientific Theory requires Military Science, but they are in the same column of the tech tree.


Thanks for the feedback

1. I made changes to the Prince Handicap to try and make it more balanced...I assumed that most would play at this level and I made some small changes to make it as even as possible for player and AI

2. I am aware of the issue with England...I they have too much Faith in the begining because of Stonehenge...I will probably just remove the Wonder and that should fix this issue (I am going to be doing an overhaul of some wonders for this time period..that is why they have all been removed as of now)

3. I completely agree....Christianity will be changed

4. I am thought about changing this...but I think I am going to leave it the way it is for now....I like the fact that the player has to decide to upgrade their units or maybe use the initial gold to do something else (ally with Petty Kingdoms...buy buildings...buy more troops..etc)

5. I have not completed a full game myself yet...but I do think you might be right...once some players get into the late part of the game maybe we will know for sure.

6. I have only done VERY limited things to the Civilopedia and I don't remember changing any of that...I will look into this but there will probably be a lot of Civilopedia issue for the next few releases..I want to get the other gameplay elements in first before taking time to clean up the CP.

7. Yep I noticed this too...but I'm not sure how to fix...it doesn't apprear to mess anything up it just reloads the notification.

8. Yes I know...also the PK that are Militaristic will gift UU that will never be discovered..I am going to look into these...I think If I delete the UU and Wonders that won't be used this will fix it.

9. The tech tree doesn't look right...it is my hope these techs will never come into play because they are not medieval techs. In the future some type of repeating "Future Tech" will be there.


Thanks for all this input I hope to get as much of it addressed in the next release as I can.

Formulapower
Jul 30, 2012, 12:43 PM
Thanks Pawel. This part of the Civ5 UI is badly designed.

Sorry about that...I meant to change that before release to something like "End of Dark Ages Map"...It is "1" because that makes it first on the map list and that made it easier when testing because I didn't have to go down the map list each time I started a game.

Formulapower
Jul 30, 2012, 01:06 PM
Double Post

Gicusan
Aug 04, 2012, 07:16 AM
I don't have internet on my home computer. Where can I download this interesting mod?

krasny
Aug 04, 2012, 07:45 AM
On the same computer you posted your message.

Gicusan
Aug 05, 2012, 05:01 AM
Unfortunately I dont have civ V on my laptop. Too old for this game.

thatwascold
Aug 07, 2012, 11:48 PM
Love the mod. Started as Scotland and am in the early renaissance era now. The HRE trait is pretty cool, but at this stage in the game, it is too easy for me to buy up city-states rather than slog my way through defeating them. Maybe increase the cost, either based on the current age or the number of cities the city-state owns? Also, no AI has taken advantage of the trait so far in my game.

Also, I don't wanna step on your modder toes, but i have some ideas for UU's, if you're interested.

isnorden
Aug 11, 2012, 12:23 AM
Could you please make this downloadable from the CivFanatics site? :please: Every time I've tried to get it from Steam, the game freezes/crashes just before the mod has finished downloading. I've cleared my cache, deleted my mod-user data, unsubscribed from everything else...none of which helped. :badcomp: A direct download and manual extract seems like the only solution IMO; I'd be extremely grateful if you uploaded a copy of your mod here! :worship:

Formulapower
Aug 11, 2012, 06:09 PM
@isnorden
The mod is almost 100MB CivFanatics doesn't have anywhere I can upload that kind of size.

@thatwascold
Yeah i have noticed this myself...in the future I will tweak some of the AI to make them use this trait..I believe I may have thier MinorCivCompetivness too low...however I agree that diplomatic marriage should be more expensive....I would perfer each nation to only be able to do it 2 maybe 3 times per game...otherwise it is just going to be a free for all to get the most petty kingdoms bought as soon as possible.

Formulapower
Aug 11, 2012, 06:26 PM
Unfortunately I dont have civ V on my laptop. Too old for this game.

You could just download it on the laptop (you would also have to install Civ5) then you could take a flash drive and copy it to you home computer.

isnorden
Aug 11, 2012, 09:17 PM
@isnorden
The mod is almost 100MB CivFanatics doesn't have anywhere I can upload that kind of size.



Sorry to hear that; is there another file-hosting site that would take a mod that large? No matter what I've tried on the Steam site, I end up choking on the download (but have seldom had problems getting files manually when I did that on other sites). It's a shame I've been unable to try a historical mod that's gotten such good reviews!

Formulapower
Aug 11, 2012, 10:32 PM
Sorry to hear that; is there another file-hosting site that would take a mod that large? No matter what I've tried on the Steam site, I end up choking on the download (but have seldom had problems getting files manually when I did that on other sites). It's a shame I've been unable to try a historical mod that's gotten such good reviews!


I will see what other options are available for uploading and will update as needed.


BTW v2 is getting uploaded to Steam Workshop tonight!

Not a lot of major changes mainly just wanted to clean some things up


---Change Log---

*Change Christianity to Catholicism
*Removed Pantheons to fix error where England was building one at game start
*Disabled all NON-ERA techs and enabled Repeating Future Tech one ALL available techs have been researched.
*All Holy City Civs (Lithuania...Crusaders...Fatimids...Byzantine) Start with a Great Prophet
*Tweaked AI so that it is more likely to use the Diplomatic Marriage trait
*Diplomatic Marriage cost has increased from 750 Gold to 3000 Gold so it is not abused
*Reduced Effects of going to war and destroying Petty Kingdoms so that all other Petty Kingdoms do not declare war on you if you Conquer a couple of them (Be advised they still will declare war on you if you go crazy with it)
*Petty Kingdoms will now start giving quest as soon as turn 5 instead of turn 30 like before.
*Compass is now required in order to Research Navigation
*MISC Map fixes where road were going through mountains/lakes.

Regul
Aug 19, 2012, 09:18 AM
Well, a very nice mod...i like the scenario and the conclusions.

Anyhow, my first trys didn't went well due to technical problems.
Playing with G&K, no other mod checked except of 'End of Dark Ages'.
Testing with Hungary at Prince level.

Got following bug:

After 5 rounds i got requested to choose a build queue but can't choose anything, besides i've allready choosen a built. No further progress because i couldn't come to next turn.

Any idea?

Craig_Sutter
Aug 21, 2012, 11:07 AM
Has anyone been able to build missionaries and inquisitors? I briefly tested this mod as I am using a similar religion adding technique in my own... in my mod I am running into trouble in that I seem unable to build the religious units. I'm wondering if this mod is having the same trouble, or if it is something I am doing wrong.

Formulapower
Aug 23, 2012, 02:58 PM
Well, a very nice mod...i like the scenario and the conclusions.

Anyhow, my first trys didn't went well due to technical problems.
Playing with G&K, no other mod checked except of 'End of Dark Ages'.
Testing with Hungary at Prince level.

Got following bug:

After 5 rounds i got requested to choose a build queue but can't choose anything, besides i've allready choosen a built. No further progress because i couldn't come to next turn.

Any idea?

This mod requires ALL DLC. Try enabling all of them and try again.

Regul
Aug 24, 2012, 12:23 AM
This mod requires ALL DLC. Try enabling all of them and try again.

I'm sorry, but DLC is activated with my GOTY version. Anything else? Otherwise the mod isn't playable for me.

ww2commander
Oct 15, 2012, 06:21 PM
Sorry to resurrect this 1 month old thread....

Aside from the painful download process/speed of Steam Workshop preventing me downloading this mod (not your fault), can you clarify if your DLC comment you posted means I need to purchase Denmark, Korea DLCs etc to play this mod?

If so then I wont waste my time with the painful download process via steam.

Spearthrower
Nov 12, 2012, 10:13 AM
I found this mod and played through with the HRE, and all went well. It looked just the kind of mod that could be replayed numerous times.

I tried it with England (and later with France, Scotland and others) and have come across the same bug as people above.

With England, Scotland, and France it always happens on turn 2. The civ gets to choose a pantheon founding belief - you have no choice but to select one - then no more production can be chosen in the cities - the tabs are unclickable, and the menus are blank.

Such a shame as there's clearly been a lot of work put into this mod and it has an excellent foundation, but it's largely unplayable.

Formulapower
Nov 15, 2012, 07:34 PM
I would like to apologize to all the people playing this mod...My interest has been on developing a Rome Mod

(FYI...I am very excited about it and can't wait to share with all of you...to get an idea it is going to be a series of 7 or 8 chronological scenarios that begin with the over throw of the last Etruscan King and will expand through the conquest of Italy, Carthage, Greece, Gaul and beyond. I will take the scenarios through the Roman civil wars and ultimately the fall of the republic and the establishment and expansion of the Empire...so get excited)

that being said I have come back to this mod to fix some of the reported issues...I think we can address these pretty easily with a couple changes...also I have noticed that the most recent patch is causing some game play issues (ex...the date no longer advances with each turn) I will be addressing these and testing so hopefully I should have something ready to go very soon....I would like to thank all of you for your support and criticism...it think it will only help improve this mod.

Formulapower
Dec 13, 2012, 08:11 AM
Progress is coming along...I should have all the bugs worked out soon and released on steam workshop soon

Formulapower
Dec 16, 2012, 02:12 PM
Mod has been update to version 3!!!