Age of Evolution

Androrc the Orc

Emperor
Joined
Apr 19, 2004
Messages
1,621
Location
Vienna, Austria
Version 4

Downloadable through the mod browser.

Special Thanks: ambrox62, bernie14, blazekid87, Gedemon, Iceco, Kwadjh, Nefliqus, Pouakai, Putmalk, Sneaks, Spatzimaus, Sukritact, zappara

This mod adds quite a bit of content to the game, some created by myself, and much created by other modders. Amongst such features are:

- 23 new technologies
- 14 new buildings
- 7 new wonders
- 4 new projects
- 7 new units
- Stone as strategic resource
- Social policies can have technology prerequisites
- 3 new City-State traits: Commercial, Industrious and Intellectual
- 7 new City-States
- City-States can have unique units

Technologies



New Technologies

Alchemy
Prerequisite: Bronze Working
Unlocked Building: Alchemist's Shop

Bio-Engineering
Prerequisite: Neural Grafting
Unlocked Project: The Longevity Vaccine

Biogenetics
Prerequisite: Robotics
Unlocked Building: Recycling Tanks
Unlocked Project: The Human Genome Project

Ceremonial Burial
Unlocked Building: Burial Mound

Doctrine: Loyalty
Prerequisites: Doctrine: Mobility, Social Psychology
Unlocked Building: Perimeter Defense

Doctrine: Mobility
Prerequisite: Stealth
Unlocked Building: Command Center

Ecological Engineering
Prerequisite: Gene Splicing

Environmental Economics
Prerequisite: Ecological Engineering
Unlocked Building: Tree Farm

Ethical Calculus
Prerequisite: Social Psychology
Unlocked Building: Children's Creche

Fishing
Unlocked Improvement: Fishing Boats
Unlocked Unit: Work Boat

Gene Splicing
Prerequisite: Ethical Calculus

Industrial Automation
Prerequisites: Industrial Economics, Planetary Networks
Unlocked Building: Hab Complex

Industrial Base
Prerequisites: Globalization, Robotics
Unlocked Wonder: The Merchant Exchange

Industrial Economics
Prerequisite: Industrial Base

Information Networks
Prerequisite: Robotics
Unlocked Building: Network Node

Intellectual Integrity
Prerequisites: Doctrine: Loyalty, Ethical Calculus
Unlocked Project: The Citizens' Defense Force

Mysticism
Prerequisite: Ceremonial Burial
Unlocked Building: Monument
Unlocked Wonder: Stonehenge

Nationalism
Prerequisite: Printing Press
Unlocked Social Policy: Nationalism

Neural Grafting
Prerequisite: Industrial Automation
Unlocked Building: Bioenhancement Center

Planetary Networks
Prerequisite: Information Networks
Unlocked Building: Hologram Theatre

Retroviral Engineering
Prerequisite: Bio-Engineering
Unlocked Building: Genejack Factory

Social Psychology
Prerequisite: Robotics

Stone Working
Revealed Resources: Marble, Stone
Unlocked Improvement: Quarry
Unlocked Unit: Slinger

Changed Technologies

Mathematics
Unlocked Buildings: Domesday Shire Court
Unlocked Projects: Domesday Book

Philosophy
Unlocked Projects: Bacchanalia

Theology
Unlocked Social Policies: Scholasticism

Improvements

Changed Improvements

Quarry
Required Technology: Stone Working

Buildings

New Buildings

Alchemist's Shop
Required Technology: Alchemy
Effect: Provides an additional scientist slot

Bioenhancement Center
Required Technology: Neural Grafting
Effect: +30 experience for all units

Burial Mound
Required Technology: Ceremonial Burial
Effect: +1 culture

Children's Creche
Required Technology: Ethical Calculus
Effect: +20% food conserved after growth, +15 experience for all units

Command Center
Required Technology: Doctrine: Mobility
Effect: +30 experience for land units

Domesday Shire Court
Required Technology: Mathematics
Required Civilization: England
Effect: +5 gold per turn

Genejack Factory
Required Technology: Retroviral Engineering
Effect: +50% production, -1 happiness

Hab Complex
Required Technology: Industrial Automation
Effect: +10% food conserved after growth

Hologram Theatre
Required Technology: Planetary Networks
Effect: +2 happiness

Perimeter Defense
Required Technology: Doctrine: Loyalty
Effect: +12 defense

Recycling Tanks
Required Technology: Biogenetics
Effect: +1 food, +1 production

Tree Farm
Required Technology: Environmental Economics
Effect: +1 food on forests

Wonders

New Wonders

Alhambra
Required Technology: Steel
Required Terrain in City: City must be built on a hill
Cost: 400
Effect: Defensive buildings in all cities are 30% more effective. Melee units have +10% Combat strength in Rough terrain.

Neuschwanstein Castle
Required Technology: Dynamite
Cost: 1000
Effect: Culture cost of adopting new Policies reduced by 10%. Length of Golden Ages increased by 25%.

Sphinx
Required Technology: Calendar
Cost: 185
Effect: +1 Science for every 2 Citizens in this City

The Leaning Tower
Required Technology: Physics
Required Terrain in City: City must not be built on a hill
Cost: 400
Effect: +1 Science for every 4 Citizens. +3 Gold after discovering Mass Media.

The Merchant Exchange
Required Technology: Industrial Base
Cost: 2000
Effect: +1 gold for every 2 citizens at the city it was built



Wartburg
Required Technology: Calendar
Required Terrain in City: City must be built on a hill
Cost: 400
Effect: 1 free social policy.

Projects

New Projects

Bacchanalia
Required Technology: Philosophy
Required Resources: Silk, Spices
Cost: 500
Effect: +3 Happiness per city



Domesday Book
Required Technology: Mathematics
Required Buildings: 6 Domesday Shire Courts
Other Requirements: Can only be built on capital
Cost: 125
Effect: 1% interest on treasury per turn, +6 culture per turn

The Citizens' Defense Force
Required Technology: Intellectual Integrity
Cost: 3000
Effect: Grants a Perimeter Center in every city.

The Human Genome Project
Required Technology: Biogenetics
Cost: 2000
Effect: +1 Happiness per city

The Longevity Vaccine
Required Technology: Bio-Engineering
Cost: 3000
Effect: +1 Happiness per city

Units

New Units

Huscarl
Required Civilization: England
Replaces: Longswordsman

Slinger
Required Technology: Stone Working
Obsolete with: Machinery
Cost: 30
Strength: 3
Ranged Strength: 4
Moves: 2
Range: 2
Promotions: Cover I, Siege
Upgrades To: Crossbowman

Whitecoat
Required City-State: Vienna
Replaces: Musketman

Social Policies

Changed Social Policies

Nationalism
Required Technology: Nationalism

Scholasticism
Required Technology: Theology

New City-State Traits

Commercial
A befriended commercial city-state provides gold.

Industrious
A befriended industrious city-state provides production spread over all cities.

Intellectual
A befriended intellectual city-state provides science.

City-States

New City-States

Anfa
Trait: Industrious

Hong Kong
Trait: Commercial
Unique Unit: Chu-Ko-Nu

Macau
Trait: Maritime
Unique Unit: Chu-Ko-Nu

Malacca
Trait: Maritime

Milan
Trait: Militaristic

Samarkand
Trait: Cultured

Troy
Trait: Maritime

Ur
Trait: Intellectual

Changed City-States

Vienna
Unique Units: Landsknecht, Whitecoat



Links
For those that liked this mod, I suggest checking out these other mods from which I drew content:

Ages of Man: Age of Ascension
Civilization NiGHTS
Historic City States
More Wonders
Not Another City States Mod
Putmalk's Ancient World
Swordsmen Pack 1
Total Mod
 
Industrious
A befriended industrious city-state provides production spread over all cities.

Intellectual
A befriended industrious city-state provides science.

Drives me crazy when I see typos like that :lol:
 
Hello there,

I downloaded your mod and it is awesome so far. I still have some minor issues with it. I always get an error while loading a .dds file. It's in the Mathematics research: Building_National_College. I tried to build that Slinger unit and whenever I attack something my game crashes.

Does this mod have problems working with other mods? If that's the case, which mods would you recommend me running together with your mod?

Thanks in advance, I really like this mod :)
 
Hello there,

I downloaded your mod and it is awesome so far. I still have some minor issues with it. I always get an error while loading a .dds file. It's in the Mathematics research: Building_National_College. I tried to build that Slinger unit and whenever I attack something my game crashes.

Does this mod have problems working with other mods? If that's the case, which mods would you recommend me running together with your mod?

Thanks in advance, I really like this mod :)

I'm glad that you are liking it :)

About the issues you are having, the problem with the .dds seems linked to the Domesday Book project; it uses an icon from the Denmark DLC, so if you don't have it, that's probably why you're getting such a problem.

In regards to the Slinger, I don't know what is causing your problem. Here when it attacks there is no crash. Are you running other mods? If so, do any of them add new units?

About compatibilities, I imagine you could run into some issues if you ran this mod together with other mods that add units, or add technologies (the latter due to tech tree interface positions).
 
I'm not having a problem with the Slinger, he's working ok. Having a problem w/National College. How do I fix this?

Thanks
 
Version 2 Now Available

Changes:

- New Technologies: Alchemy, Ceremonial Burial, Mysticism and Nationalism
- New Buildings: Alchemist's Shop (provides 1 scientist slot, becomes obsolete with Chemistry), Burial Mound (+1 culture), Hab Complex (conserves +10% food after growth) and Network Node (+50% science)
- New Project: The Citizens' Defense Force (grants Perimeter Defense in every base)
- Stone is now a strategic resource (required by the Slinger, Catapult, Trebuchet and Stone Works)
- Nationalism policy now requires the Nationalism technology
- Compatibility fix to stop the "national college" texture error (Huscarl, Domesday Book and Domesday Shire Court only appear in the game if the player has the DLC that contains their art assets - the Denmark DLC)

I'm not having a problem with the Slinger, he's working ok. Having a problem w/National College. How do I fix this?

Thanks

The version 2 should fix it :)
 
Thanks for the update. Works really well. Keep up the good work.

Just asking, but is there a way to like "tunnel" through mountains, so that passage is quicker?

Also, what do you think about a "Chunnel" National Wonder? It could be for just the French or English empires. I'm not that great at writing code; I just come up with ideas.

Thanks.
 
Thanks for the update. Works really well. Keep up the good work.

Thanks :)

Just asking, but is there a way to like "tunnel" through mountains, so that passage is quicker?

Unfortunately, I don't know of a way to do that.

Also, what do you think about a "Chunnel" National Wonder? It could be for just the French or English empires. I'm not that great at writing code; I just come up with ideas.

Thanks.

I'm not sure that would work well; it seems like something more suited to a tile improvement than a building, and there isn't a way to make a improvement give the proper effects of being able to traverse those specific sea tiles with land units.
 
I'm not sure that would work well; it seems like something more suited to a tile improvement than a building, and there isn't a way to make a improvement give the proper effects of being able to traverse those specific sea tiles with land units.

Actually there is a way. Several, actually.

The GameEvents set has a UnitSetXY() function, which contrary to its name is an event that triggers whenever a unit is given a command to move to another hex. In theory, you could create a pair of Improvements where moving onto one automatically moves a unit to the other end instantly, possibly removing an appropriate number of movement points in the process. The usual downside applies, where the AI won't know this happens and so won't see that hex as a shortcut to the other side, but that can be dealt with somewhat through AI mission control. Also, you can add a bit of proximity checking, to where attempting to embark anywhere within one or two hexes of one end triggers this logic (since you'd only do that if you intended to cross to the other side), which'd avoid the AI issues as it wouldn't need to change the AI's decisions. You'd also need to flag the units that have just crossed to ensure it doesn't immediately send them back, probably with a temporary promotion of some kind.

But you'd need to put some severe restrictions on where this could be placed. Realistically, it'd be best suited for scenarios where you can pre-place the tunnel; it'd just be too hard to add the sorts of limitations needed for this in any sort of dynamic map.
 
Version 3 Now Available

Changes:
- Added Code of Laws and Wood Working technologies
- Added Hypaspist unique unit for Greece (replaces Swordsman)
- Added Teutonic Knight unique unit for Germany (replaces Longswordsman)
- Added Desert Swordsman unit (unlocked by the Pyramids)
- Added Khopesh Swordsman unit (unlocked by the Sphinx)
- Added Kardaka unit (unlocked by the Mausoleum of Halicarnassus; requires the Ancient Wonders DLC)
- Added Carpenter's Shop building
- Added Abu Simbel Temple wonder
 
The mod sounds very good, but I cannot find the link in the Civ V - modpacks downloads. Obviously since others have downloaded it, I am doing something wrong, but could you provide a link for me please.
 
The mod sounds very good, but I cannot find the link in the Civ V - modpacks downloads. Obviously since others have downloaded it, I am doing something wrong, but could you provide a link for me please.

Downloaded via the modbuddy, which is available in the mods section of the game.
 
Version 4 Now Available

Changes:
- Added the Hittites as a civilization (requires Ancient Wonders DLC)
- Added Polytheism (which the Bacchanalia now requires) and Priesthood (which the Temple, the Oracle and the Abu Simbel Temple now require) technologies
- Added the Three-Man Chariot (Hittite unique unit; requires Ancient Wonders DLC)
- Added the Lion's Gate (Hittite unique building; requires Ancient Wonders DLC)
- Alchemy technology now provides a 15% ranged attack bonus for Archer units
- Fixed the bug that made the Desert Swordsman not appear and the Kardaka and the Khopesh Swordsman be trainable despite the player not having the required wonders
- Alchemy and Code of Laws technologies now properly listed as being of the Classical Era
 
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