Anno Domini Classic: discussion thread part 3 (warning: lots of images on page one)

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Rob (R8XFT)

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Welcome to the final development thread for Anno Domini Classic!! Over the next few days, I'll be updating this page with all the latest information on the mod. In the meantime, Jasmine de Launay will tell you all about the changes since the last thread - simply click the link to view this!

As ever, I await and welcome your comments ;) !!

Watch Jasmine's Anno Domini video
 
Anglo-Saxons


Leader: King Penda
Traits: Agricultural and Stable



Athens


Leader: General Pericles
Traits: Seafaring and Scientific

Special gameplay:
Great lighthouse (era 1) : Safe sea travel; +1 movement for all sea units
Athenean barracks (era 1) : Veteran ground units - with no upkeep fee for the building
Statue of Zeus (era 1) : Reduces war weariness in all cities
Delian League (era 1) : Creates an Agean ally every five turns (A2D3M1)
Agora (era 3) : reduces corruption; resistant to propaganda; +1 happy citizen; +50% tax output; requires wheat within the city radius
Agoranomos (era 3) : citizen giving +1 tax and +1 corruption-kerbing
 
Carthage


Leader: Queen Dido
Traits: Seafaring and Stable



Celtiberians


Leader: War Chief Moericus
Traits: Agricultural and Militaristic

Special gameplay:
Bard citizen (from the start): +1 luxury
Celtiberian cattle farm (era 1): Allows a cattle farm to be built in every city that has access to cattle - it no longer needs to be in the city radius. This means that all Celtiberian cities can have size two cities very early on.
Druid's grove (era 2): +1 happy citizen; doubles sacrifice
Druid citizen (era 2): +3 science
 
Dacia


Leader: King Burebista
Traits: Organised and Stable

Special gameplay:
Diplomats and communication trading enabled from the start
Burebista's palace (era 1) : Forbidden Palace effects
Burebista's residence (era 1) : Maintainance-free courthouse that never expires
Magistrate citizen (era 1) : +2 corruption-lowering
Dacian sanctuary (era 2) : +1 happy citizen
High Priest citizen (era 2) : +3 science




Egypt


Leader: Pharaoh Ramesses II
Traits: Industrious and Spiritual
UU: War Chariot


Special gameplay:
Sphinx (era 1): increases army value (expires with the Republic)
Pyramids (era 1): city growth causes +2 citizens instead of +1 (expires with Astronomy)
Egyptian labourer citizen (era 1): +1 construction
Embalmer (era 2): +1 happy face; +50% luxury output
 
Éire


Leader: Brian Boru
Traits: Agricultural and Spiritual

Special gameplay:
Bard citizen (from the start): +1 luxury
Druid's grove (era 2): +1 happy citizen; doubles sacrifice

Druid citizen (era 2): +3 science



Florence


Leader: Lorenzo di Medici
Traits: Organised and Philosophical

Special gameplay:
House of Medici (era 1) : bazaar in every city
Florentine patron citizen (era 1) : +3 research; +1 tax
Florentine merchant citizen (era 1) : +3 taxes
Trading post (era 2) : works like an airport
Medici bank (era 3) : pays for all trade installations
Boboli gardens (era 4) : 4 happy citizens in city that builds it and 1 happy citizen in every other city
Il Duomo (era 4) : 2 happy citizens in every city
 
Goths


Leader: Warlord Theodoric
Traits: Industrious and Warlike



Harappa


Leader: Emperor Nausharo II
Traits: Agricultural and Industrious
UU: Harappan worker


Special gameplay:
Once irrigation has been discovered, the Harrapans can irrigate without fresh water - other civs need to wait until Plumbing, towards the end of era 2.
 
Huns


Leader: Emperor Attila
Traits: Organised and Warlike



Iceni


Leader: Queen Boudicca
Traits: Agricultural and Organised

Special gameplay:
Bard citizen (from the start): +1 luxury
Druid's grove (era 2): +1 happy citizen; doubles sacrifice

Druid citizen (era 2): +3 science
 
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