Anno Domini Classic: discussion thread part two (warning: lots of images on page one)

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Rob (R8XFT)

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This is the new thread for discussing the forthcoming Anno Domini release. I started this thread, as I thought it would be best to keep all the up-to-date information on the first page of the discussion thread.

The details under each civ outline the traits and civ-specific gameplay for that civ. This is by no means complete, so please feel free to suggest additional wonders/improvements or tweaks that you feel will help give that individual civ extra flavour.
 
Culture groups

Egyptian : Egypt only
European : Anglo-Saxons, Arverni, Celtiberians, Coritani, Dacia, Eire, Iceni, Iona, Jutes, Marcomanni, Ostrogoths, Picts, Vandals
Mediterranean : Athens, Byzantines, Carthage, Corinth, Etruria, Illyria, Macedonia, Rome, Sparta, Thrace
Middle East : Axum, Kushan, Nabataea, Parthia, Persia
Nomadic : Huns, Scythia



Traits

Agricultural : Extra food in city square/irrigated desert; cheaper granaries.
Industrious : Workers work faster; extra shield in city square; cheaper whalers.
Organised : Extra commerce in city square; lower corruption; cheaper courts, courthouses and forums.
Philosophical : Free random advance at the start of each era; cheaper academies, libraries and schools.
Seafaring : Extra commerce in city square; ships move faster + reduced chance of sinking; cheaper harbours and ports.
Spiritual : No barbarians from goody huts (well, it had to go somewhere :rolleyes: ); cheaper churches, shrines and temples.
Stable : No anarchy when switching governments; cheaper war-weariness reducing buildings.
Warlike : Unit promotions more likely; cheaper barracks and walls.



Citizens

The default citizens (and their bonuses) are:
Entertainer : 1 luxury
Tax collector : 2 taxes
Scientist : 3 research
Policeman : 1 corruption
Civil engineer : 2 construction

In the mod, civs will normally get the entertainer, tax collector and scientist; civs would not usually get the policeman or civil engineer. Some civs have bonus or replacement citizens; please look at the details under "civ-specific gameplay" for more information.
 
Anglo-Saxons

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Leader: King Penda
Traits: Agricultural and Organised

Civ-specific gameplay:
Sutton Hoo in era one builds a free burial mound in every city on the continent.
Treaty of Wedmore in era two grants a war weariness reduction in all cities.
All era three units recieve +1 HP.
Tafl house is an era three flavour wonder - doubles the effectiveness of inns.
Legend of Beowulf in early era four grants a free Saxon infantry every five turns, which doesn't expire.
Citizen : Ring-giver (bonus citizen) : 1 tax and 1 construction




Arverni

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Leader: War Chief Vercingetorix
Traits: Agricultural and Industrious
Civ-specific gameplay:
Can irrigate without access to fresh water once irrigation has been discovered (other civs wait until plumbing in era two).
Wonder in era one grants free granary in every city.
Era two wonder grants "city growth causes +2 citizens instead of +1".
Possible unique access to extra food resource from era two.
Citizen : Druid instead of entertainer : 1 luxury and 2 research
 
Athens

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Leader: General Pericles
Traits: Philosophical and Seafaring
Civ-specific gameplay:
Unique access to Great Lighthouse in era one grants +1 for all ships and safe sea travel.
Access to three academies in era two all doubling research in the city.
Citizen : Philosopher instead of scientist : 4 research



Axum

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Leader : Chief Ezana
Traits: Agricultural and Stable
Civ-specific gameplay:
Settlers able to be built from the start instead of nomad (cheaper to build and cost 2 citizens instead of 3).
Extra culture boost via the obelisk.
Ark of the covenant wonder grants +1 happy citizen in all cities in addition to the war weariness reduction offered by contempory wonders belonging to other civs (era two).


Byzantines

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Leader: Emperor Justinian
Traits : Seafaring and Stable
Civ-specific gameplay:
Pallisades are buildable from the start, which add 25% defence - no other civ has any type of walls in era one.
Theodosian walls wonder in era two, which builds a wall in every city and doubles the defence in it's own city in addition to the war weariness reduction offered by contempory improvements belonging to other civs.
Hagia Sophia in era four doubles the effect of churches.
 
Carthage

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Leader: Queen Dido
Traits: Organised and Seafaring
Civ-specific gameplay:
Bonus luxury item available from the start
Can trade maps from the start
Wonder in era one allows safe sea travel and +1 to all ships
Double harbour in era two gives free veteran galley every 5 turns - even if it's built before galleys can be built independently
Citizen : Merchant instead of entertainer : 1 luxury and 1 tax




Celtiberians

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Leader: War Chief Moericus
Traits: Seafaring, Spiritual and Warlike
Civ-specific gameplay:
The Celtiberians have three traits - all other civilizations only have two
Settlers can also perform worker tasks
Citizen : Druid instead of entertainer : 1 luxury and 2 research



Corinth

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Leader: Emperor Periander
Traits: Industrious and Philosophical
Civ-specific gameplay:
Temple of Apollo wonder (+1 trade in every trade producing square) in era one
Isthmian Pottery trade wonder (bazaar in every city on continent) in era two
Isthmian games wonder (flavour war weariness reduction wonder) in era two
St Paul's letter to the Corinthians (+1 happy citizen in every city : flavour happiness wonder) in era three
Agora improvement +50% tax output in era four
Citizen : Merchant instead of entertainer : 1 luxury and 1 tax
 
Dacia

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Leader: King Burebista
Traits: Organised and Stable
Civ-specific gameplay:
Diplomats enabled from the start
Can negotiate right of passage and trade communications from the start
Wonder in era one grants a free courthouse in every city - which doesn't expire
Citizen : Dacian home guard (bonus citizen) : 2 corruption



Egypt

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Leader: Pharaoh Ramesses II
Traits: Organised and Industrious
Civ-specific gameplay:
Pyramids in era one grants a free granary in every city
Sphinx in era two for war weariness reduction in all cities (flavour wonder)
Temple of Karnak flavour wonder in era three doubles the effect of temples
The senet house improvement in era four gives +50% luxury output
Citizen : Egyptian builder (bonus citizen): 2 construction



Eire

MA.jpg


Leader: Queen Maeve
Traits: Agricultural and Spiritual
Civ-specific gameplay:
Extra improvements with no maintainance purely to boost the culture levels
Newgrange wonder builds a burial mound in every city in era one
Druidic altar in early era two doubles sacrifice - they're the only civ who can boost their culture rating in this way - in addition to the war weariness reduction offered by contemporary improvements
Book of Kells in era four adds +2 happy citizens in every city
Citizens : Druid instead of entertainer : 1 luxury and 2 research; Weaver (bonus citizen) : 2 luxuries
 
Etruria

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Leader: Emperor Lars Porsenna
Traits: Industrious and Spiritual
Civ-specific gameplay:
Wonder in era one allowing safe sea travel
Wonder allowing free pottery shop (+50% luxury output) in every city in era two (whether there's clay in the city radius or not) in addition to the normal war weariness reduction offered by other civs' contemporary wonders and improvements
Citizen : Potter instead of entertainer : 1 luxury and 1 construction



Huns

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Leader: Emperor Attila
Traits: Organised and Warlike
Civ-specific gameplay:
Wonder in era two allows free leader every ten turns
Settlers are on horseback, have a defense value of 2 and can move 2 spaces per turn
All their horse units have +1 hit point and are unimpeded by terrain
They build stables instead of barracks in era one, and these are free of maintainance fees and build veteran ground units
They receive the aqueduct and hospital improvements (which increase city size) later than other civs
Workers work at 75% capacity



Iceni

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Leader: Queen Boudicca
Traits: Agricultural and Philosophical
Civ-specific gameplay:
All chariots have +1 HP (including early chariot in era one, which is -1 HP for everyone else)
No barracks available, but they can build the chariot maker as a maintainance-free "veteran ground units" improvement; however, this requires timber to be present within the city limits
Boudicca's revolt wonder in era two allows Iceni chariot (which is their UU) to be built every 5 turns
Icknield Way wonder in era three is a flavour wonder adding +1 happy citizen in all cities
Extra chariot unit in era three instead of a horse unit (for flavour) , but values remain the same as contemporary horse unit
Citizen : Druid instead of entertainer : 1 luxury and 2 research
 
Illyria

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Leader: Queen Teuta
Traits: Agricultural and Seafaring
Civ-specific gameplay:
Bronze and Iron age offensive units (including her UU) have amphibious attack
Teuta's dockyard wonder in era two produces a free pirate ship every 5 turns, which has hidden nationality
Citizen : Pirate instead of tax collector : 3 taxes



Israel

JS.jpg


Leader: General Joshua
Traits: Philosophical and Spiritual
Civ-specific gameplay:
Temple of Solomon in era one yields three happy citizens locally, plus one happy citizen in all other cities
Great Sanhedrin in era two gives a free courthouse in every city (as well as reducing war weariness as per its contemporaries); expires in era three
Wailing Wall in era three reduces war weariness in all cities
Synagogue in era four adds one happy citizen to the city
Citizens : Prophet instead of entertainer or scientist : 1 luxury and 3 research; Sanhedrin (bonus citizen) : 1 corruption



Jutes

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Leader: Bretwalda Ethelbert
Traits: Industrious and Seafaring
Civ-specific gameplay:
Jute shipyard wonder in era one requires wood in city radius and allows safe sea travel as well as veteran ships from its city
Danevirke in era two doubles city defences and adds a wall to every city, in addition to the war weariness reduction of contemporary wonders
Amber worker in era three is a flavour improvement giving +1 happiness
Jelling Stones in era four doubles the effect of churches
 
Kushan

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Leader: Hiaoy Kanishka
Traits: Organised and Spiritual
Civ-specific gameplay:
Access to forms of government which allow 100% assimilation chance as well as being as good as the best contemporary government
Buildings allowing city size two in era one and city size three in era two - faster than other civs
Era two allows wonder giving "city growth causes +2 citizens instead of +1"
Era three has happiness improvement/wonder to keep their booming populations in check
Era four has wonder giving +1 trade in all trade-producing tiles to reflect their commerce with Rome
Citizens : Toll collector replaces tax collector : 3 gold; Buddhist scholar replaces scientist : 4 science



Macedonia

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Leader: Emperor Philip II
Traits: Philosophical and Warlike
Civ-specific gameplay:
All units from the discovery of bronze working up to the end of the second era get +1 defence



Marcomanni

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Leader: Queen Fritigil
Traits: Industrious and Warlike
Civ-specific gameplay:
All iron-based units treat all terrain as roads
"No disease from flood plain" is enabled
Workers are 125% productive (in addition to the productivity bonus the industrious trait brings)
 
Meroe

AM.jpg


Leader: Queen Amanishakheto
Traits: Organised and Stable
Civ-specific gameplay:
All archery units have stealth attack and +1 HP
No barracks available, but can build archery range improvement, which is a free barracks in era one - though it requires timber to be present within the city limits
Milon of Kroton unavailable
Unique access to bonus strategic resource : precious gems; also can build unique improvements using this resource
Lion temple in era one reduces war weariness in its city



Nabataea

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Leader: Queen Gamilath
Traits: Philosophical and Stable
Civ-specific gameplay:
Walls of Petra wonder in era two can only be built in the capital, but doubles the city's defences as well as the reducing war weariness effect contemporary wonders and improvements for other civs have
Silk road wonder in era two allows the Nabataens unique access to the trade victory, which works like the space race victory, but they have to build ten merchant houses, which all require specific luxury resources, so they need to trade for these with other civs
Citizen : Merchant instead of entertainer : 1 luxury and 1 tax



Ostrogoths

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Leader: Warlord Theoderic
Traits: Organised and Warlike
Civ-specific gameplay:
Theoderic's academy wonder in era one gives free barracks to every city
Era three and four foot units can also build roads
Era four units don't require charcoal
 
Parthia

MT.jpg


Leader: King Mithradates
Traits: Spiritual and Stable
Civ-specific gameplay:
Settlers are on horseback, have a defense value of 2 and can move 2 spaces per turn
"Parthian shot" wonder in era two creates a horse archer (the Parthian UU) every five turns
Citizens: Ambassador (bonus citizen) : 1 corruption + 2 science; Artist (replaces entertainer) : 1 luxury + 2 science; Mandaean (replaces scientist) : 4 science; Minter (bonus citizen) : 1 luxury + 1 gold; Potentate (bonus citizen) : 1 corruption + 1 gold; Toll collector (replaces tax collector) : 3 gold



Persia

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Leader: Emperor Darius
Traits: Philosophical and Organised
Civ-specific gameplay:
Wonder in era two gives a free school in every city
+2 free advances wonder in era three
Wonder in era one reduces war weariness in all cities; this replaces a war weariness reducing improvement civs normally get in era two
Citizen : Magi instead of scientist : 6 research



Picts

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Leader: Chief Calgacus
Traits: Spiritual and Warlike
Civ-specific gameplay:
Bronze and Iron age units unhindered by terrain and invisible
Unable to build barracks, but able to build a "free barracks in every city" wonder ("Raising the clans") in era one
Highland Games wonder (flavour) in era two reduces war weariness
Citizen : Druid instead of entertainer : 1 luxury and 2 research
 
Rome

TR.jpg


Leader: Emperor Trajan
Traits: Industrious and Stable
Civ-specific gameplay:
Barbers shop in era two allows a free spy every 10 turns
Constitutio Antoniniana wonder in era three gives +1 happiness in all cities, +50 tax output and veteran ground units locally
Citizens : Gladiator (replaces entertainer) : 2 luxuries; Historian (replaces scientist) : 4 science; Magistrate (bonus citizen) : 1 corruption + 2 science; Patrician (bonus citizen) : 1 corruption + 1 gold; Prefect (bonus citizen) : 1 corruption and 1 construction; Tax farmer (replaces tax collector) : 3 gold



Scythia

Partatua.jpg


Leader: King Partatua
Traits: Agricultural and Warlike
Civ-specific gameplay:
Settlers are on horseback, have a defense value of 2 and can move 2 spaces per turn
No disease from floodplains
Mounted units have blitz enabled (allowing a second attack)
Swordsmen and other offensive units have stealth attack and enslave enabled



Sparta

AG.jpg


Leader: King Agis I
Traits: Stable and Warlike
Civ-specific gameplay:
Maintainance-free barracks from era one, which also have the additional side-effect of reducing war weariness in the city
Spartan Agoge wonder in era two produces a free Spartan Hoplite every five turns, even if you haven't discovered armour, (which allows you to build them)
Iron age defensive units have +1 HP and don't require iron
 
Thrace

Sitalkes.jpg


Leader: King Sitalkes
Traits: Industrious and Seafaring
Civ-specific gameplay:
Their unique unit, the Thracian mercenary, available in era two, as well as being a good unit to have, can be sold in negotiations (it'll have the old worker slot ;) )
Sparticus' slave revolt allows free worker housing in all cities in era three - any slave markets built in Thracia are automatically replaced with these



Vandals

Geisericconquered.jpg


Leader: Warlord Geiseric
Traits: Seafaring and Warlike
Civ-specific gameplay:
Free barracks and shipyards (veteran ground and sea units respectively)
Third and fourth era offensive units have amphibious attack
Geiseric's dockyard wonder in era three produces a free Vandal ship every 5 turns, which has hidden nationality
Citizen : Pirate instead of tax collector : 3 taxes
 
Improvements

Academy: education : +50% research output (requires library)
Alehouse: brewing: reduces war weariness locally (requires barley in city radius)
Ampitheatre: drama: +1 happy face
Aqueduct: engineering : allows size 2 city
Bank: banking : +50% tax output (requires marketplace)
Barracks: logistics : veteran ground units
Bathhouse : plumbing : +50% luxury output
Bazaar: trade : +50% tax output
Bronzeware shop : bronze working : +50% luxury output (requires copper in city radius)
Burial mound : ceremonial burial : +1 happy face
Cathedral : theology : +5 happy faces (requires church and incense in city radius)
Cattle farm : animal domestication : allows city size 2 (requires cattle in city radius)
Chapel : christianity : reduces war weariness
Charcoal maker : charcoal : +25% production; pollution (requires charcoal in city radius)
Church: theology : +3 happy faces (requires temple)
Cloth merchant : barding : trade victory component (requires marketplace, silks and wool)
Coastal fortress : naval supremacy : gives the city a naval bombardment defense of eight and a 50% defensive bonus against naval attacks
Colisseum : construction : +2 happy faces
Commercial dock : maritime trade : increases trade in water (requires harbour; coastal installation)
Court : justice : resistant to propaganda; reduces corruption
Courthouse : administration : resistant to propaganda; reduces corruption (expires at citizenship)
Diamond merchant : banking : trade victory component (requires marketplace and gems)
Dry dock : ocean faring : veteran sea units (requires harbour; coastal installation)
Dunking stool : justice : +1 happy face (must be near a river)
Dye merchant : maritime trade : trade victory component (requires marketplace and dyes)
Elder's house : tribal council : reduces corruption; +1 unhappy face
Forum : diplomacy : resistant to propaganda; reduces corruption (expires at baronial lordship)
Furniture maker : craftmanship : +50% tax output (requires sawmill)
Fur trader : craftmanship : trade victory component (requires marketplace and furs)
Gallows : justice : reduces pollution caused by population (requires court)
Glassworker's house : glassworking : increases luxury trade (requires marketplace)
Gold merchant : minting : +50% luxury output (requires gold in city radius)
Granary : agriculture : doubles city growth rate
Harbour : boat building : allows water trade; increases food in water (coastal installation)
Hippodrome : city planning : +2 happy faces
Hospital : sanitation : allows city size 3
House of the Vestals : religion : +2 happy faces (requires temple and olive oil in city radius)
Hunting lodge : trapping : +50% tax output (requires game in city radius)
Incense trader : monasticism : trade victory component (requires marketplace and incense)
Inn : hospitality : +1 happy face
Ivory trader : maritime trade : trade victory component (requires marketplace and ivory)
Library : literature : +50% research output (requires school)
Marketplace : currency : +50% tax output (requires bazaar)
Olive Oil merchant : urbanism : trade victory component (requires marketplace and olive oil)
Palace : masonry : centre of empire; +50% defensive bonus
Pig farm : pig farming : allows city size 3 (requires pigs in city radius)
Pottery shop : pottery : +50% luxury output (requires clay in city radius)
Sawmill : craftmanship : +50% production; pollution (requires woodcutter's house and timber in city radius)
School : writing : +50% research output
Sheep farm : trade : +50% tax output (requires bazaar and wool in city radius)
Shrine : mysticism : +2 happy faces (requires burial mound)
Silk trader : silk trading : trade victory component (requires marketplace and silks)
Slave market : slave trading : +50% production; +2 happy faces
Spice trader : Roman roads : trade victory component (requires marketplace and spices)
Storyteller's house : oral tradition : +1 culture (no maintainance)
Temple : religion : +2 happy faces (requires shrine)
Town hall : agricultural revolution : reduces pollution caused by buildings
University : scholasticism : +50% research output (requires academy)
Vineyard : +2 happy faces (requires wines in city radius)
Walls : defence strategy : +50% defence
Wealth : none : capitalization
Weaponsmith : iron working : +25% production (pollution); veteran ground units (requires iron in city radius)
Well : agriculture : +1 culture (no maintainance)
Whaler : seafaring : increases shields in water (requires harbour; coastal installation)
Wheat farm : agriculture : allows city size 2 (requires wheat in city radius)
Windmill : agricultural revolution : +25 production (no pollution)
Woodcutter's house : woodworking : +25% production; pollution (requires timber in city radius)
Wool trader : agricultural revolution : trade victory component (requires marketplace and wool)
Worker housing : urbanism : +50% production (replaces slave market)



Small wonders

Code of Hammurabi : code of laws : reduces corruption; allows city size 2
Heroic epic : myth : increases chance of leader appearance (requires a victorious army)
Hippocratic oath : medicine : allows healing in enemy territory
Insula : construction : allows city size 3 (requires aqueduct)
Manor : baronial lordship : build large armies
Merchant's house : currency : +50% tax output; +50% luxury output (requires marketplace)
Monastery : monasticism : +50% research output; +3 happy faces (requires temple)
Vegetable farm : crop rotation : city growth causes +2 citizens instead of +1



Great wonders

Appian way : Roman roads : +1 trade in every trade producing square
Bayeux tapestry : tourist attraction : tapestry : reduces war weariness in all cities
Caracalla's bathhouses : plumbing : bathhouse in every city on the same continent (requires bathhouse)
Circus Maximus : tourist attraction : city planning : hippodrome in every city on the continent (requires hippodrome)
Colossus : trade : +1 trade in every trade producing square (requires harbour; obsolete with Roman roads)
Commodus' lion tamers : citizenship : doubles effect of colliseums (requires colliseum)
Crusading order : religious warfare : produces Knight's Templar every 5 turns
Domesday book : record keeping : +50% tax output; +50% science output
Donation of Pepin : nobility : reduces corruption
Epicurus' garden : +50% research output; +1 happy face in all cities; doubles unhappiness of slave market (requires library)
Gilgamesh's epic : myth : halves unit upgrade cost (obsolete with the Republic)
Great library : literature : gain any advance already owned by 2 civs (obsolete with education)
Hanging gardens : tourist attraction : oligarchy : +3 happy faces locally; +1 happy face in all friendly cities
Hanno's voyage : boat building : +1 ship movement; veteran sea units (coastal installation; obsolete with astronomy)
Hipparchus' star catalogue : astronomy :doubles research output
Hnefatafl hall : tafl games : doubles effectiveness of inns
Magna Carta : lawmaking : possibility of diplomatic victory
Mausoleum of Mausollos : mysticism : +3 happy people (requires burial mound)
Milon of Kroton : archery : produces skirmisher every 5 turns (obsolete with iron working)
Nimrod's tower : bowmanship : produces siege archer every 5 turns (obsolete with ballistics)
Oracle : tourist attraction : mysticism : doubles the effectiveness of shrines (requires shrine, both incense and marble in city radius)
Painted porch : education : doubles research output; doubles unhappiness of slave market (requires academy)
Parthenon : tourist attraction : administration : +1 happy face in all cities (requires marble in city radius)
Phyrro's voyage : ocean faring : +50% research output; +2 happy faces in all cities; doubles unhappiness of slave markets (requires library)
Senate : diplomacy : forum in every city in the same continent (requires palace; obsolete with baronial lordship)
Stonehenge : tourist attraction : ritual : +2 happy faces in its city and local war weariness reduced (requires stone)
Temple of Artemis : tourist attraction : religion : temple in every city on the same continent (requires temple)
Treaty of Kadesh : tribal council : reduces war weariness in all cities (obsolete with chariotry)
Triumphal arch : tourist attraction : The Republic : halves unit upgrade cost (obsolete with baronial lordship)
War school : military training : produces numidean mercenary every five turns; veteran ground units (obsolete with metalworking)
 
Screenshots/artwork

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This screenshot (of a game playing the Marcomanni) shows a couple of resources; there's two clay pits in there and a marble quarry in the top left


Newbuildings.jpg


Some new buildings in the game; on the top row there's the furniture maker and the barber shop and on the bottom row there's the lion tamer and weaponsmith


ConstitutioLARGE.jpg


Constitutio Antoniniana wonder



Egypt01.jpg


Egyptian stuff
 
Units

When I get around to doing some new units for the mod (that were not in the original Anno Domini mod), I'll post them here ;) .
 
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