Anno Domini Rise of Cities edition

Anno Domini: Rise of Cities edition (latest version dated November 9th 2016) 27

Oops, I forgot that I was going to provide a list of inaccuracies in the text descriptions. I will look for them in the new version when I find some time...

As for the scout upgrades, just a bit better combat strength would suffice for me, so the upgraded version can be used in combat in later phases of the game, when you don't need them for exploration that much. The promotions for recon units are quite good, so an experienced scout upgraded to a stronger version will be useful for combat recon and hunting enemy units in remote areas. Of course you can give them some special abilities too, for example the ability to traverse deep ocean while embarked before the other units can do it.
 
I am planning a holiday of two-and-a-half weeks at the start of August and will use some of the time to get another update done, this time more comprehensive, with a couple of new civs, like Israel and Vietnam, plus some of the more time-consuming little bits, such as the strategic view icons.

Please test this out in the meantime. It works as a complete mod; there are still bits to do in order to improve it, but it stands well as it is at the moment. I welcome all suggestions and bug finds!

Can't wait for the update. I've been loving the mod so far. If someone hasn't said it before, thank you for all your hard work! I'll be sure to try and write down some feedback next time I play.

BTW, if you're going to include Vietnam, might I also suggest including Tomatekh's recent Champa mod.
 
Can't wait for the update. I've been loving the mod so far. If someone hasn't said it before, thank you for all your hard work! I'll be sure to try and write down some feedback next time I play.
Thank-you! Looking forward to the feedback.

BTW, if you're going to include Vietnam, might I also suggest including Tomatekh's recent Champa mod.
I have played as the Champa and very much like the mod. As they were around from 192AD, it fits the timescales. TPangolin's Vietnam, equally excellent, I've played a couple of times; the Trung sisters were 1st Century AD, so again fit the mod - but I'll need to replace the Vietcong with (possibly) an elephant unit. The water theatre was around 10th-11th Century AD, so probably a replacement for that needs to be in the mod....unless I extend it a little to fit the Dark Ages (or is that an expansion for the mod in its own right)?!!?
 
BTW, if you're going to include Vietnam, might I also suggest including Tomatekh's recent Champa mod.

I have played as the Champa and very much like the mod. As they were around from 192AD, it fits the timescales. TPangolin's Vietnam, equally excellent, I've played a couple of times; the Trung sisters were 1st Century AD, so again fit the mod - but I'll need to replace the Vietcong with (possibly) an elephant unit. The water theatre was around 10th-11th Century AD, so probably a replacement for that needs to be in the mod....unless I extend it a little to fit the Dark Ages (or is that an expansion for the mod in its own right)?!!?

I was just going to respond to turingmachine's post.

Champa as a civ fits (you can rename them to Lâm Ấp if you want to give them a more era specific name). The first organized kingdoms date to about ~AD 192, but settlement in the area by the Cham people probably dates to about ~200 BC. My leader and uniques might be a little out of the range of the mod, though.

Che Bong Nga was about the ~AD 1300s but you could rename him to Sri Mara for the semi-mythical/semi-ahistorical founder of Champa in ~AD 192.

The well can probably stay as a generic improvement. Although they were only really significant in terms of trade routes later on (~AD 1000+), that type of square well can be found throughout Champa's history.

The UU might be the main thing. The ballista technology was only traded into Indochina about ~AD 1150, so not sure what to do there. Of course, siege type elephants (minus the ballista) were in use much early in the region, and outside Indochina ballista were much earlier, so fudging the details is less of an issue.

Of course, Rob is free to use anything from my mods anyway he likes. :)

If you need any help incorporating anything just let me know. (Also, Janboruta touched up the leader art I use for my Hittites and the Sumer about a month ago. If you hadn't seen the new leader screens, they might be useful somewhere in your mod).
 
Thank-you very very much, Tomatekh; useful information for me as I look to include the Lam Ap into the mod. Any art by Jan Boruta is well worth checking out, so I'll look up the Sumer and Hittites; I've never really been impressed with my own Hittite leaderhead and both civs are in the mod.
 
I hope you're feeling much better now Rob. And I would just like to say thank you in all your efforts in creating the definitive Ancient World mod for Civ V. I will check it out soon.
 
I hope you're feeling much better now Rob. And I would just like to say thank you in all your efforts in creating the definitive Ancient World mod for Civ V. I will check it out soon.

Thanks Lord Smiley!

I have a question for anyone having a go at this mod: should the Roman domus UI give +2 culture as per the mod at the moment or should it be lowered to +1 culture? It does get extra yields with later techs.

Mod timeframe (now I have some holidays booked!):

Version 3 should be available no later than Tuesday, August 12th. It will include a couple of extra civs, some updates to existing civs (more interesting UAs for some) and some error corrections and game balance amendments.

I will then have a lot of holiday in late September and should have a full beta version available by Tuesday, September 30th. I'll put the download link in this thread but won't upload it to steam at that point. I'll give it about a month for any errors to be spotted and corrected before uploading the final version. In that time, I'll update the website ready for the launch on Steam.
 
Registering on the forums just to commend you on the mod. Can't wait for the steam upload. You and your team is amazing!
 
Registering on the forums just to commend you on the mod. Can't wait for the steam upload. You and your team is amazing!

Thanks for that! Technically, I am the team - though of course wouldn't be able to do it without using lots of items that are uploaded here and the advice/playtesting/responses to requests that I receive.
 
The BNW update to this modpack looks awesome so far, judging by your screenshots. But (my inevitable question, I know): will you be keeping the Norse civ in this version?
 
A quick look at the revamped Bodvoc of the Dobunni.



I've been working through some of the existing civs, improving their UAs and trying to synergise them a little - the guys on Modcast have influenced my modding! The Dobunni, for example, take JFD's Peter of Russia UA: Wonder production is increased in your capital by its faith output. Cities celebrating "We Love the King Day" increase faith in the capital. To boost this, they take the Druidic Grove UB, which gives +1 faith for any worked forest in the city with an overall +20% faith output.

The update is still on for Wednesday morning at the latest.

EDIT: Here's a different version of Bodvoc - which is the more preferable?

 
Thanks guys! I thought the first as well :).

Next up, the Corieltauvi have been revamped slightly. Their UA and UB have been synergised; the UA is Corieltauvi Lore: Plantations and trading posts provide +1 science. Receives +2 science for each trade route with a different civ or city-state. The UB is still the soapmaker, but it's been made into a market that also gives +2 science - so the Corieltauvi are a good civ to play if you like to get ahead in the science race. The leader is still Princess Gladys, but she has dropped into the studio for a makeover:




Also revamped this week is Dumnocoveros of the Parisi. These are a faith-based civ with the UA Arras Burials: Start with the Piety social policy tree unlocked. +2 faith for all specialists, for all Great Person tile improvements and for every trade route with a different civilization or city-state. To compliment this, their UB, the Burial site, generates +1 faith in addition to the +1 culture created by the barrow, which it replaces.

 
Version three has now been released with a slew of changes - listed in post two. There is still some work to do, but this is now mainly in connection to theming the mod to the ancient world.

The main "to do" list:
  • Update World Congress resolutions to reflect the ancient world
  • Update Great Works (writers and artists) to reflect the ancient world
  • Update ideological tenets to...you've guessed it...reflect the ancient world
  • Add a science victory
  • Add more strategic view icons
  • Proof read the civilopedia

This is not, of course, an exhaustive list. I'm going to try an add some more unit art; regalman has kindly offered to create a map for Elam; as soon as Leugi has brought out the Philistines, they're going straight into the mod. PawelS suggested an updated scout become available, so I'll look into that as well.

I had said earlier that I was expecting to have a good break in September; this might not happen now. However, instead, I might get some smaller breaks or long weekends, so I could (in that case) have some smaller updates. That said, I'm not that far off and the mod is playable, so long as you accept things such as the great works having medieval/industrial paintings and literature in them at the moment and being able to work on the space station as a congress action!

Please playtest the mod and leave feedback :).
 
I've been working through some of the existing civs, improving their UAs and trying to synergise them a little - the guys on Modcast have influenced my modding! The Dobunni, for example, take JFD's Peter of Russia UA: Wonder production is increased in your capital by its faith output. Cities celebrating "We Love the King Day" increase faith in the capital.

Nicholas II :D
 
One thing I've wondered is how you have some civilizations gaining faith or science trough trade routes as I thought it was hard coded for only gold and culture?
 
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