Anno Domini update

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I have to say, I'm thinking in terms of Egypt on its own....but I'll wait for more opinions.

Talking of Egypt, there's an issue with the pallette on the new Ramesses II leaderhead, which is a shame:

RamessesII.jpg


On the left is before colours are reduced; on the right is after animationshop pro has done its colour reduction. It looks even worse in-game, very grainy. I've posted a seperate thread about this on the forum; hopefully it's something that can be resolved. If not, Cleopatra will come back into the mod as Egypt's leader. Ramesses could come into the mod as a leader in a future update if I resolve the issues after release. Don't tell Cleopatra that though. She took all I had to talk her into a return, saying "hmmm, so you need me now, do you?"
 
Perhaps perversely, I rather like the grainy Firaxis look.

I don't know much about the software mentioned here. But perhaps you could try making your own palette using PEdit. This generally produces better results than letting the paint program guess which colours need to be more subtly shaded.
 
Plotinus said:
I don't know much about the software mentioned here.
It seems that I don't either :blush: :lol: !!

There are some colour options I hadn't realised existed, so I've sorted it out to an acceptible level of "grainyness" - actually, it's not really grainy any more, though you can tell it's been reduced to 256 colours, if you see what I mean.
 
Time for a quick screenshot, just to show you a couple of resources I've put into the game (modded from Caesar III ;) ) To the top left, you'll notice a marble quarry and there's a couple of clay pits knocking around. The timber is a time honoured resource that's been available on these forums for years (literally!)

Screenshot01.jpg


I hope you like them! In case anyone is wondering, I was playing as the Marcomanni.

Not much more progress likely today, we're off soon to Manchester - going to see George Michael, no less, in concert ;) .
 
Before I set off for Manchester, I'll leave you with screenshots of the generic, unflavoured, tech tree:

Incepti.jpg


Laxamenti.jpg


Imperii.jpg


Domini.jpg
 
Rob - are the advisors new? And if so can I have them? :mischief: I particularly like the science advisor you have there.
 
darkedone02 said:
I need the latest version of this game cause I can't find it anyone on the site but the patch version.
As I advised in the thread for the original mod, it's no longer available. Rather than upload the old mod (which would take my PC offline for a full day, as it seems to take far longer for me to upload than download), I decided to update and improve it first. I'm getting it done as fast as I can, and am hinting at a Christmas release.


Keroro said:
Rob - are the advisors new? And if so can I have them? I particularly like the science advisor you have there.
It's a fair request, Keroro. The advisors came with the original mod, though they were in dual-era format then; the ones I have are in single-era format. I have uploaded them though, and they are available here.


Ares de Borg said:
Looks sweet!
Cheers mate. So does your terrain. Hopefully, it'll be available before AD is released?


utro43 said:
Egypt is so complex and unique, it makes sense to keep them on their own and use ShiroKobbure's Egyptian Swordsman too!
Whilst other people have said not to, I agree with you. I've got lots of available buildings (from Pharaoh) that could be used in the mod as flavour buildings; I'm sure I can get hold of some Egyptian music and build some nice flavour around playing as Egypt. Thanks for pointing out Shiro's Egyptian Swordsman, I was aware of that, but hadn't realised that there are three other brilliant units in that thread too. I was "away" from Civfanatics when they were released.
 
I've updated the tech trees above to indicate with an asterisk the techs I'm looking to flavour. I would love to make all 31 civs have a unique gameplay; or at least have a gameplay that is different from most, though sharing with one or two other civs (like the Huns and Scythia): 31 different methods is the aim though, but it's a big undertaking!! However, as you'll see below, I've already got ideas about 21 of them - though Etrusca needs more adding to it and I would like the Huns and Scythia to differ in some way if possible. Please make suggestions in the direction the civs should take; I've listed below the 31 civs in the mod, plus some notes with the ones I've already made some decisions upon. Naturally, through doing this, the mod may become a little unbalanced - we'll all have to play the darned thing to discover by how much!! Whilst I don't normally like to be "pulled" about historical accuracy, citing gameplay as more important, please feel free to do so here, as I might not be accurate in my assumptions below:

01. Anglo-Saxons : era three unit boost : all era three units recieve +1 HP. Tafl house is an era three flavour +1 happy face improvement building; Legend of Beowulf in early era four grants a free Saxon infantry every five turns, which doesn't expire. Treaty of Wedmore in era two grants a war weariness reduction in all cities.

02. Armenia

03. Arverni : agriculture : 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, whilst era two wonder grants "city growth causes +2 citizens instead of +1". Possible unique access to extra food resource from era two.

04. Athens : seafaring and scientific bonuses: seafaring in era one - access to Great Lighthouse grants +1 for all ships and safe sea travel. Access to three academies in era two all doubling research in the city. Also, they have the "philosopher" citizen instead of the scientist; they're better than the scientist, but not quite as good as the Persian Magi. (Please note that I'm not saying that they weren't as good historically, just making things better balanced in terms of the mod).

05. Axum

06. Carthage : trade : bonus luxury item available from the start; Carthage can also trade maps from the start. Double harbour in era two gives free veteran galley every 5 turns - even if it's built before galleys can be built independantly. Wonder in era one allows safe sea travel and +1 to all ships.

07. Celtiberians

08. Corinth : Trade benefits : Era one - Temple of Apollo wonder (+1 trade in every trade producing square); era two - Isthmian Pottery trade wonder (bazaar in every city on continent); era three - Isthmian games wonder (flavour +1 happiness in every city); era four - agora improvement +50% tax output. However, no war weariness reducing buildings.

09. Coritani : Archery benefits: Era one : no barracks available, but can build archery range improvement, which is a free barracks. No Milon of Kroton available though. Era three : Volisios' Archery range wonder - provides free Coritani archer (their UU) every 5 turns. All archery units have stealth attack and +1 HP. Druidism in era two.

10. Dacia : diplomacy : the Dacians have diplomats enable from the start; they can also negotiate right of passage and trade communications from the start as well. A wonder in era one grants a free courthouse in every city - which doesn't expire.

11. Egypt : builders : access to Egyptian builder citizen from the start; can build the Pyramids in era one for free granary in every city and the Sphinx in era two for war weariness reduction in all cities. Temple of Karnak flavour wonder in era three doubles the effect of temples. The senet house improvement in era four gives +50% luxury output. Plenty of flavour buildings to throw in as a culture group on its own.

12. Eire : culture bonuses : extra improvements with no maintainance purely to boost the culture levels; Newgrange wonder builds such an improvement in every city in era one; Book of Kells in era four again builds such an improvement, but also this improvement (unbuildable without the wonder) adds +1 happy citizen. Druidism in era two.

13. Etrusca : pottery trade : wonder allowing free pottery shop in every city in era one (whether there's clay in the city radius or not).

14. Huns : nomadic : Wonder in era two allows free leader every ten turns; their settlers are on horseback, have a defense value (maybe 2?) and can move 2 spaces per turn; all their horse units have +1 hit point and are unimpeded by terrain. They are able to build stables instead of barracks in era one, and these are free of maintainance fees and build veteran ground units. However, they receive the aqueduct and hospital improvements (which increase city size) later than other civs.

15. Iceni : chariotry : Boudicca's revolt wonder in era two allows Iceni chariot (which is their UU) to be built every 5 turns. All chariots have +1 HP (including early chariot in era one, which is -1 HP for everyone else). Icknield Way wonder in era three is a flavour wonder adding +1 happy citizen in all cities. I might also (for flavour) give them an extra chariot unit in era three instead of a horse unit, but values remain the same. Druidism in era two.

16. Illyria : piracy : Teuta's dockyard wonder in era two produces a free pirate ship every 5 turns, which has hidden nationality. Couple this with the fact that her flavour units (including her UU) have amphibious attack and you have one heck of a treat when it comes to sneaking up on coastal cities.

17. Iona : druidism : the druids of Iona can build the druidic altar for extra culture in era one, but this also doubles sacrifice. They're the only civ who can boost their culture rating in this way. St. John's cross in era two builds a free burial mound in all cities; in era three they have St Columba's Monastery wonder - which gives them an extra monastery (+5 happiness); Iona abbey, in era four, doubles the effect of churches.

18. Jutes : land workers : workers work at double the rate of normal workers. Era three gives bonus improvement to boost shields in water.

19. Kushan : multiculturalism : access to forms of government which allow 100% assimilation chance as well as being as good as the best contemporary government; building 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.

20. Macedonia

21. Marcomanni

22. Nabataea

23. Ostrogoths

24. Parthia

25. Persia : Science : access to Magi citizen instead of the scientist; Magi are twice as effective; +2 free advances wonder in era three; wonder in era two gives a free school in every city. Wonder in era one reduces war weariness in all cities; this replaces a war weariness reducing improvement civs normally get in era two.

26. Picts

27. Rome : organised : unique access to the Roman prefect (equivalent to the policeman in the "epic" game). Barbers in era three give +1 happiness (flavour improvement), but require the hospital to be built, so it's only available to size three cities. Temple to Venus in era one reduces war weariness in all cities; temple to Mars in era two allows the Romans to build larger armies.

28. Scythia : nomadic : as per the Huns, but I'm looking for a unique difference within this.

29. Sparta : Hoplite force : Spartans have maintainance-free barracks from era one, which also have the additional side-effect of reducing war weariness in the city. The 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. The era two defensive units have +1 HP and don't require iron.

30. Thrace : Mercenaries/slave revolt : 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. I might shift worker housing for other civs to Feudalism in era four, thus leaving slave markets in effect for longer. Incidentally, for those not in the "know," both slave markets and working housing increase productivity, but slave markets (available with slave trade in era two) add 2 unhappy citizens. They have the "replaces building with this flag checked" ability). Slave markets are unable to be built after urbanism.

31. Visigoths
 
wow that was allot to read through! lol
i love the changes to the Iceni!

i'll keep my mind open for ideas for the techs you want to flavour.
 
Thanks, utro43! I also have a thoughts on the following for flavours, but currently these are unassigned:

01. Making the disease from floodplains disabled from the beginning. Not much of an advantage, but it might add to something else for a civ.

02. I'd like to put in a civilization specialising in defence. Perhaps this could be Macedonia? They'd get pallisades buildable from the start, which add 25% defence - no other civ has any type of walls in era one. Perhaps if this was the Macedonians, they could have the Spartan advantage (in addition to Sparta, not instead of them) of not needing iron to build defensive era two units, with the additional +1 HP for such units. Perhaps they should also have a "Great Wall" style wonder in era one, which builds a pallisade in every city and doubles the defence in it's own city? Also, some sort of wonder in era two could give free barracks and reduce war weariness in every city (where the standard wonder reduces war weariness only).

03. Perhaps silk trading and the Silk road should be available only to the Nabataeans, thus making them the only civ able to win the game by the trade victory method - as well as making silk traders and the silks resource exclusive to them?

04. Just to expand the Illyrian piracy trait a little, the original mod had a "pirate" citizen, which gave extra cash for production (though because it was production, leading it into a minus value, it crashed the game!) Maybe it should be reworked, making a decrease in science for the extra loot?

05. The Etruscan trait could be reworked slightly to give extra luxury input to the civilization; perhaps they could have unique access to Caracalla's bathhouses (although this probably should be renamed if so), allowing a free bathhouse, and therefore luxury improvement in every city. Maybe they should be the only civ able to build an improvement with the "increases luxury trade" flag checked?

If these all went in, that would mean that 23 of the civs had their own unique advantages/gameplay and we'd only need to work out what to do with the other 8 - i.e. Armenia, Axum, Celtiberians, Marcomanni, Ostrogoths, Parthia, Picts and Visigoths. I've not put in a real naval force, though some civs have a naval advantage of some sort. Maybe I should amalgamate the Ostrogoths and Visigoths and bring in the Vandals - although I'd need to be careful with the city list and make it dissimilar to the Carthaginian one. The Vandals could have land bombardment enabled, their ships could carry more troops (who could be amphibious attack enabled), not quite the same as the Illyrians, but a little like them, but at their most effective in the second half of the game instead of the first half. I could make the existing Theodoric leaderhead the leader of the Goths and recycle the Alaric leaderhead (changing the background at least) to be Geiseric of the Vandals. Any thoughts?

Thinking about it, maybe the Picts should have some units unhindered by terrain and invisible; unable to build barracks, but able to build a "free barracks in every city" wonder ("Raising the clans?")

....which would mean if we did this for the Picts and brought in the Vandals as a Naval force, there would be 25 unique gameplays and only 6 to sort out ;).
 
Wolfhart said:
Dang, I must have missed a couple of iterations of this one: the Vandals are out again? :sad:
You cross-posted with an edit on my last post - please take a look at it!! The only problem with the Vandals that I had was their similarity place-name-wise to the Carthaginian city list.
 
R8XFT said:
You cross-posted with an edit on my last post - please take a look at it!! The only problem with the Vandals that I had was their similarity place-name-wise to the Carthaginian city list.

I see... The only thing I could think is to use different language forms for the city lists (e.g. Carthage/Kartago), but that would only partially solve the problem since not all Carthaginian/Vandal cities are big or famous enough to have language specific names.

Otherwise I think it's a great idea to bring the Vandals in at the expense of the Gothic tribes. After all the terms Ostrogoths and Visigoths come rather late in the Gothic history, even later than the division of the Goths (they were mainly Greutungi and Tervingi at first), and in the case of the latter is a term invented by a Roman historian and probably not used by the Vesi themselves until they abandoned their Gothic language in the late 6th-early 7th century.
 
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