Anno Domini Rise of Cities edition

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

The full version 6 is now available in the first post. I've fixed the issues with the lack of resources and added a few extras (see post two for details). The main thing that's been done has been to standardise the cost of buildings, wonders and units based on their position in the tech tree. There were some anomalies before. I've also tweaked the strength of some units (only by one or two), but this makes sense given their place on the tech tree and their cost. You wouldn't expect to spend twice as much on an upgraded version of a unit just to get a couple of extra strength, now would you ;)?

Hope you all enjoy and please let me know. I've got some holiday at the end of this week and also most of next week, so I should be able to make some serious progress and probably have a near-completion version by then :).
 
Hi Rob,

first of all, thank you for this fantastic mod! I started to play it back when it was still GnK and still keep doing this. I really like that you don't see any resources int he beginning so you have to found cities based on guesses and terrain, e.g. rivers, mountains etc, and watch the resources pop up as the game goes on. I would like to share some observations with you which I believe could help to improve the gameplay.
- my city-states allies can give me luxury resources which I haven't discovered yet. In my recent game I got a message that %citystatename was giving me Gold when I was nowhere near researching nobility. I guess it happened because someone else had researched this tech and the city state obtained it automatically, but that's weird anyway.
- it is possible to plan your research lines in such a way that the farms with NO access to fresh water gain a bonus food (pigs farming?) before those farms which have this access (civil service?). This seems illogical, so maybe these techs should be linked?
- I'm not sure if that's the feature of this mod, or if you have changed it with respect to base Civ, but: I noticed it takes a lot of time for city borders to expand into hills. One city of mine once preferred to get a flat desert tile with no yield, only to avoid sheep desert hill (1 food 2 hammers right away). I know flat terrain was also preferred in base game, but it's a quantitative issue now.
 
Hi Rob,

first of all, thank you for this fantastic mod! I started to play it back when it was still GnK and still keep doing this. I really like that you don't see any resources int he beginning so you have to found cities based on guesses and terrain, e.g. rivers, mountains etc, and watch the resources pop up as the game goes on. I would like to share some observations with you which I believe could help to improve the gameplay.
Thank-you :).

- my city-states allies can give me luxury resources which I haven't discovered yet. In my recent game I got a message that %citystatename was giving me Gold when I was nowhere near researching nobility. I guess it happened because someone else had researched this tech and the city state obtained it automatically, but that's weird anyway.
First I've heard of that happening! Did you have any other mods running with Anno Domini?

- it is possible to plan your research lines in such a way that the farms with NO access to fresh water gain a bonus food (pigs farming?) before those farms which have this access (civil service?). This seems illogical, so maybe these techs should be linked?
Ok; I've moved it back to Irrigation. Let's see what happens ;).

- I'm not sure if that's the feature of this mod, or if you have changed it with respect to base Civ, but: I noticed it takes a lot of time for city borders to expand into hills. One city of mine once preferred to get a flat desert tile with no yield, only to avoid sheep desert hill (1 food 2 hammers right away). I know flat terrain was also preferred in base game, but it's a quantitative issue now.
I've not changed anything with respect to that.
 
Hi Rob,

It's looking very good!

Wanted to let you know that I updated Health and Plague mod, which may be of interest to you. v.10 includes support for the trait and policy stuff we worked on, but also includes support for health specialists, i.e. specialists that can generate health for their city. In addition, building and tile health yields will be displayed just like any other yields, like gold or production. H&P also supports Faith specialists -- both display and correct yields -- which can be activated by adding any specialist that generates faith. Finally, H&P is much easier to change, as health is now a "true" yield. So you can use the default Firaxis tables to add health yields for resources, improvements and buildings. See Plague.sql for the new format.

best, FA
 
Hi Rob,

It's looking very good!

Wanted to let you know that I updated Health and Plague mod, which may be of interest to you. v.10 includes support for the trait and policy stuff we worked on, but also includes support for health specialists, i.e. specialists that can generate health for their city. In addition, building and tile health yields will be displayed just like any other yields, like gold or production. H&P also supports Faith specialists -- both display and correct yields -- which can be activated by adding any specialist that generates faith. Finally, H&P is much easier to change, as health is now a "true" yield. So you can use the default Firaxis tables to add health yields for resources, improvements and buildings. See Plague.sql for the new format.

best, FA

Wow...now that is excellent - I'll integrate the new features into the mod ;). Thanks for the update.
 
Hi, as someone with an interest in the rise and fall of the Roman Empire I play this mod to try and represent this event. However, as someone with thousands of hours of experience playing Civ, I find it impossible to replicate the same achievements as the Romans themselves. I feel the mod needs some tweaking to provide the Romans with a number of advantages over their competitors.

I would add that other civs in the games all seem to have access to the same techs etc which in reality were Roman advantages. Although I can understand it must be a challenge to create the mod differently.

Eg, the Senate and Trajan's Column should be Roman only wonders.


However, there is one area I do feel would benefit from some changes to represent the development of the Roman army, which after all carved out an Empire.

Please see below for a brief synopsis of how the Roman army changed over time.

Phalanx – early Republic
Manipular legions – 315-107bc
Marius legions – 107 -27bc
Imperial legions– 27bc – 117ad

Late Imperial – 3rd century onwards

Comitatenses – mobile strategic reserves
limitanei – Garrison units

Suggestions for Roman Combat Units

Phalanx – as now
Republic period – Cover 1 promotion and combat value of 17 (this needs to be available earlier, perhaps without needing iron)
Early Imperial – Cover 1 promotion, combat value of 24 and Level 1 promotion for open and 50% combat penalty for forests
Late Imperial – split into 2 units – Garrison as now in the game and the Comitatenses with a combat value of 15, movement of 3 and no promotions

Further to my last post

Please accept my comments as just advise as I recognise what a fantastic mod you have created and I appreciate all the hard work that has gone into it.

PS - At the moment the Romans depend on iron to build Legions and every time I play as the Romans there is never any iron nearby. Can this be fixed so Rome will always have iron within a 3 hex radius?
 
Thanks for your comments. Your posts above have been merged into one, as it's forum etiquette to edit your last post if it's only a couple of minutes since your previous post and no-one else has commented.

I appreciate what you're saying, but the idea of the mod isn't to make one civ, even the Romans, superior to the rest. Back in 4000 BC the Romans were farmers, like many of the other civilizations, and it's the typical question: what if? Perhaps your suggestions would be useful for a scenario based on the Anno Domini tech tree.

With regard to making the Romans have iron automatically, again, it would be favouring one civ above another. I did try to have a civ naturally start near a particular resource as part of their trait, but it caused the game to crash, so I scrapped it.
 
With regard to making the Romans have iron automatically, again, it would be favouring one civ above another. I did try to have a civ naturally start near a particular resource as part of their trait, but it caused the game to crash, so I scrapped it.

If it is just for the Romans, create a check on the start of the game and put a resource nearby with Lua. This way you don't need to mess with Assign*******.lua (sorry for the profanity).
 
Hi, thanks for the response - I certainly appreciate this isn't about making the Romans superior to anyone else but there are good reasons why eventually they succeeded so well. For a variety of reasons. Eg, Army, Navy, discipline, engineers, politics, religion etc, sounds like a scene out of the Life of Brian :). As it happens I use the In Game Editor mod to ensure there is some iron close to Rome. I am always up for a challenge but IMHO, the Romans historical had advantages (certainly over time) which helped them become so successful. Equally, in the 3rd and 4th century's' they had to grapple with significant problems which saw the collapse of the Western Empire. I only make these comments to add to the debate as without a doubt this is the best ancient world mod created.
 
Thanks bane_ and Nigilus Angelus for the comments. I don't doubt Rome's power in the real ancient world; the mod is all about balance though. I'm glad you're enjoying it. I'm working on version 7, which will be out next week. This includes the Philistines and Gupta as new civs; more cultural variation amongst the units, a sprinking of new buildings and wonders to add to the options and....Sukritacts events. I'm not putting the decisions in at this stage (imagine 84 civs with unique decisions!!) but I have altered the events to match the ancient world and am currently extending the number of events/options to make it more varied.

Spoiler :


Spoiler :
 
I am a big fan of varied options/events which helps to produce uncertainty both good and bad. Nice One :)
 
Looking forward to version 7 thanks for all your hard work. I also hope your feeling well these days and it's all behind you. :)
 
Version 7 is being uploaded as I enter this post, so it'll be available shortly in the first post of the thread. The website has gone through an extensive makeover, so please visit and leave a comment here as to how you found it. The only section that is incomplete is the civilizations section; the main pages listing which civs are in Anno Domini are done, but not the individual civ pages...yet. All the units, buildings and wonder pages are done along with the other admin - type pages. Hopefully it should prove a useful reference guide!
 
Newcomer here, having registered specifically to comment on this mod's thread. Thank you very very much for creating this mod, Rob, as it has breathed some new life into Civ V for me.

I tried my first playthrough as the Punt civilization, and reveled in their abilities. I find them to be a bit overpowered for their early game, but only because their unique improvement gives them +3 food on top of the +10% growth (a built in Temple of Artemis for their unique ability is amazing). However, it's probably because I got extremely lucky and found myself surrounded by jungles and forests for my first three cities. I'm sure the Punt wind up having that as a bias, but as you get farther and farther from their natural start area I found it simply not worth founding more cities. They seem to beg tall play with maybe 3 or 4 cities total. Despite that I got overzealous and tried going wide with them, and found myself struggling to get more happiness buildings going rather than just clicking off growth lol

I then tried Akkad. I enjoy playing Babylon in normal Civ V, and seeing Sargon himself as a leader (represented by Nebuchadnezzar II's in-game animations amused me) just tickled me. I find him to be very interesting to play; he starts off with a free monument in every city, which in his case is a unique building that offers up +1 science in addition to the culture. I, once again, found that to be quite advantageous for the very early game, but found it tapered off in the long run. Despite that I tried going wide again lol

My third civ was Isreal, and was delighted to found Jerusalem. I had a lovely desert area, and rushed Arbor Low while bee-lining for Water Deities to take advantage of the free shrine in my first four cities. Desert Folklore would be mine! I managed to get Arbor Low, founded my pantheon, and continued on to found my second city, Nazareth, soon thereafter. I founded my second city after researching Water Deities, and noticed I did not have a free shrine in this city. Did I have to have my first four cities founded before researching Water Deities? I did not expect this to be the case, and this shouldn't be the case, as one particular world wonder (the name eludes me) grants a free amphitheater in every city, and it continues on for cities founded after that wonder is build. That being said, I enjoy the concept of Isreal in this mod, but I feel there is a mistake in their coding, or the unique ability's text should be changed to reflect the actuality.

I came here to comment about these three little playthroughs, and then noticed that you've updated the mod on the 22nd. I'll have to download and try it anew then. I may give the Punt civilization another go, as they've quickly become a favourite of mine.

I am curious about something, though (and maybe this has been fixed by the recent update). In every game I'll roll over to turn 11, and a victory notification scrolls by along the side citing scientific victories. In checking the victory conditions panel, well, there are none. I can't even open it. Are there no victory conditions set yet? I also notice that the ideologies are renamed to reflect the mod's theme, but nothing else has changed ... and some of them don't do anything for the game (such as the ones that help get spaceship parts through great engineers and gold purchasing). I realize that the mod is still incomplete, but at least reflects Brave New World gameplay. I did want to mention these two things as I hadn't noticed any other mention of them.

Thanks again, and I'll continue to give my feedback as I play around with this mod.
 
Thanks and welcome to Civfanatics!

I have playtested Israel and you should get a free shrine in all four cities, so I'm not sure what happened there. I'm taking it you had no other mods loaded? I'll revisit them and see what happens.

The thing that happens on turn 11 I've seen happen with other mods and I can only assume it's a little anomaly. It doesn't affect anything, though you can't see the victory progress due to there being no scientific victory - at least yet.

Looking forward to further feedback and I'm glad people are enjoying things so far. Incidentally, can I once again point out the vastly updated website. The only thing still "in progress" on there are the individual civilizations, which I'm getting through slowly but surely! To press, 16 of the 84 have their full entry there, but more are being added as I get chance; all the leaderheads are there and clicking them will either take you to a screen with the leaderhead's icon on (i.e. not yet updated) or a full screen with the leader screen, details of the UA, UU, UB and UI (whichever is relevant) and a potted history of the civ, under a picture of its map. All the other sections are fully updated. Please let me know if it's a good fansite or not!
 
Thank you for the welcome! And to answer your mods question in regard to my playtime as Isreal, no, I did not have any mods active when playing. In fact, I only ever use Enhanced User Interface when I play Civ V, but it did not mesh with this version of Anno Domini, so I've since removed EUI ... so currently I have zero mods. I may give Israel another shot after updating to the current version you just released, and see if I run into the same issue.

To further specify the issue with Israel that I had I'd bee-lined Water Deities specifically to unlock the free shrines, and while I got it in my capital I did not get it in my second city founded after I'd researched Water Deities. I wound up quitting that game because twofold I didn't get the shrine in my second city, and because I was forward-settled by a very unfriendly neighbor lol

Edit: I should also note I did get the "free" shrine in my capital, but it was not free ... it was automatically placed in my capital, but it cost maintenance.

Edit 2 (Well, just didn't want to spam): I downloaded the updated version of the mod, started up an Israel game, and ... now I didn't even get the free shrine in my capital upon discovering Water Deities lol ... so, I don't know what happened :) I still have no mods installed apart from this one.
 
I've been playing the mod for about a week now and I love it. I do have a suggestion though. I think trapping should either be made into a first tech or placed after woodworking. Also loading up a late start I noticed the Trireme and Quinquereme cost the same, the Quin should be more expensive. Finally the questions. Why are gold and silver revealed so late instead of at mining. Also it seems like certain resources are rare that shouldnt be, like wheat and salt. Though that is from playing only a few maps including modded mapscripts. Keep up the great work.
 
In my version 7 game with no other mods I can get medics without owning citizenship and battlefield medicine. Is this a bug? Thanks for a great mod.
 
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