Wonders of the Ancient World Deluxe

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Wonders of the Ancient World Deluxe



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Requirements: Brave New World, Gods & Kings, Babylon DLC, Wonders of the Ancient World DLC
Note: The Steam Download does not include Akkad

The Wonders of the Ancient World was a DLC released on 11 August 2011 for Civilization V. It added three new wonders and a scenario.

Wonders of the Ancient Deluxe is an updated version of the scenario originally included in the WotAW DLC. It includes updated game mechanics, according to the changes made to the game since the original DLC's release, as well featuring new Civilizations, new Wonders, an expanded Technology Tree, and access to all Social Policy Branches
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Please only use non-gameplay altering mods with this scenario (e.g. Community Patch, Cultural Diversity, More Luxuries, etc.). Events & Decisions is an exception to this rule, and should work fine.

Scenario Changes
  • Updated for G&K and BNW mechanics, including Espionage (beginning in the Classical Era), Religion, 100-HP based combat, and International Trade.
  • Added four new wonders: Solomon's Temple, Chogha Zanbil, Abu Simbel, and Durr-Sharrukin.
  • Added two new categories of wonder that must be pursued before the game is completed (Religious: Faith accumulation, and Prosperous: Golden Age accumulation)
  • Scenario Map updated to include Mt. Sinai and to convert the Nile River into water tiles. Mt. Ararat updated to use the Mt. Kailash graphic.

Civilization Changes:
  • New Civilizations: Akkad (from LitE), Assyria, Babylon, Israel (from Leugi), and Minoa (from More Civs).
  • Misc changes to Greece, Egypt, Assyria, Minoa, Israel, and Babylon to fit the scenario.
  • Updated Hittites and Sumer to use Tomatekh's artwork. Sumer updated to use Tomatekh's Vulture and Cradle of Civilization attributes.
  • Some City-States changed and/or re-typed as Religious or Mercantile.
  • Two new City-States added to bring the total to 15.

Technology & Building Changes:
  • Incorporated changes from Blou Blou's Eras - Classical mod, extending the Classical Era tech tree.
  • Added Ranged Naval Unit: the Battle Galley.
  • Added Shipbuilding technology after Optics, which unlocks the Seaport, and upgrades to the Battle Galley (Trihemiolia) and the Trireme (Quinquereme)
  • Added Siege Workshop building to Engineering, to increase the Production and XP of Siege Units.
  • Amphitheatre no longer possesses a Great Work of Writing slot and yields +2 Culture instead.
  • Garden possess a Scientist specialist, Siege Workshop a Engineer.

Misc Changes:
  • Can now continue after all wonders have been built.
  • Misc Social Policy and Belief changes.
  • Changed the Religions available to the player: Chaldaenism, Pesedjet, Hellenism, Judaism, Ashurism, Li’im Dinger-mes, Siskur, Zoroastrianism, and Atanodjuwaja.
  • Playable civs updated to reflect these choices.
  • Cost of spawning a Great Prophet has been greatly reduced (100 Faith for first, 150 second).
  • Added Peacocks and Tyrian Dyes as new Mercantile resources. Removed inappropriate resources (Bison, Feathers, Vanilla, Porcelain, Silk, Cocoa, Tobacco, Tea, Banana, Spices, Manuscripts, Jade, Truffles).

Credits
Janboruta: Various Artwork
Sukritact: Various Artwork
Leugi: Various Artwork, Original Author of Israel
Tomatekh: Various Artwork, Original Author of the Sumer, Hittites
Pouakai: Original Author of Minoa
Regalman & COF: Original Author of Akkad
 
Oh my jifford! This is awesome!
 
Totally unexpected - was this the project what you earlier referred to? :)

Must test soon.
 
Awesome! I was just thinking about scenario updating the other day. I want to add your Victoria and CL's Kruger to Scramble for Africa, for instance. So this is great!
 
One question - the Dur-Sharrukin wonder effects are "Allows production to be moved from this city along trade routes inside your civilization." Is that the same as workshops in the "epic" game - but the mod doesn't have workshops but one of these instead?
 
As far as I know, yes. I was only able to send food over internal trade routes.

Anyway, won yesterday as the Minoans. Their extra starting settler and free Lighthouses in every coastal city really help kickstart their expansion and compensate for the poor island they start on. Despite the few bugs that are listed, it was an immensely enjoyable game. I even managed to completely destroy the Hittites, together with Assyria pinning them in the east. :D

Looking forward to the bugfixes (most of which we rather discussed), as this scenario seems to be reaching its full potential. I'll try my next game as a Mesopotamic civ, for more land-based warfare.
 
because I criticise for criticism's sake
Shouldn't Sumer be the one who pays less movement to cross rivers?
Is the map bigger?
(And why you gave bowman to Nebuchadnezzar its not histhing, the walls of Babylon are Hammurabi's nebby should have the ishtar gates)
(Israel: Mikvah or Miqve, not miqvaot. Shouldn't David have the slinger as his UU? And I hope ashdod is a city state...)
 
One question - the Dur-Sharrukin wonder effects are "Allows production to be moved from this city along trade routes inside your civilization." Is that the same as workshops in the "epic" game - but the mod doesn't have workshops but one of these instead?

Yup; making it quite a powerful wonder.

because I criticise for criticism's sake
Shouldn't Sumer be the one who pays less movement to cross rivers?
Is the map bigger?
(And why you gave bowman to Nebuchadnezzar its not histhing, the walls of Babylon are Hammurabi's nebby should have the ishtar gates)
(Israel: Mikvah or Miqve, not miqvaot. Shouldn't David have the slinger as his UU? And I hope ashdod is a city state...)

1. Depends upon your qualification of shouldn't. If because it was like that in the original scenario, then perhaps, but Babylon needed to be added, and there aren't nearly as many opportunities to make use of Babylon's full vanilla UA in the scenario. If because they are on two rivers, then Babylon is too.
2. No.
3. I didn't. Firaxis did.
4. Right, thanks. I'll update that.
5. No, because there is no art for a Slinger (unless you'd rather see Pachacuti's Slinger used).
 
Slinger: use slinger's icon(adjust colors). A cheaper archer, that has bonus attacking melee units. Slightly weaker but has 1 more movement and may move after attacking.
Or remove the last part.
Oh, I'm getting TXT_KEY errors with some of the new CSs, and with the setup screen.
Could that be related to me using nodded civilizations(no time to unselected them)?
 
Slinger: use slinger's icon(adjust colors). A cheaper archer, that has bonus attacking melee units. Slightly weaker but has 1 more movement and may move after attacking.
Or remove the last part.
Oh, I'm getting TXT_KEY errors with some of the new CSs, and with the setup screen.
Could that be related to me using nodded civilizations(no time to unselected them)?

Please only use non-gameplay altering mods with this scenario (e.g. Community Patch, Cultural Diversity, More Luxuries, etc.).

Come on Nat(h)an, either use some common sense or RTFM.
 
I know about the graphic, but I don't have a unit icon that at least matches the quality of the rest I use. Maccabee is weird to use, granted, but it's all I've got.

I know you like to have nice icons, but maybe you could just use a place holder, since no one expects this mod to be perfect immediately.
 
Come on Natan, either use some common sense or RTFM.

Pffft, manuals... Manuals are for dummies... Do you think I'm a dummy?(don't answer that)
So the text key issue is related to that, or not?
 
Pffft, manuals... Manuals are for dummies... Do you think I'm a dummy?(don't answer that)
So the text key issue is related to that, or not?

IDK, but if you use the mod as intended, then there's no such issues.

Update (thanks to Jan for playtesting and bug reported; I'll defer to his help in private in the future)

  • Seuthopolic now uses the Graeco-Roman artstyle
  • Fixed an issue where the Numidian Cavalry continued to refer to the Songhai UU in its Help text.
  • Fixed an issue where the Gastraphetes refered to the Cho-ku-nu in its Strategy text.
  • Corrected spelling mistakes tieh the Gastraphetes and Israeli UB.
  • Fixed an issue where the Step Pyramid was still called a Pagoda
  • Updated Elam City-State to be called Susa
  • Reduced to number of Spies received over the course of a game to 1.
  • Corrected the capital names of Egypt and Persia to Memphis and Ecbatana, respectively.
  • Fixed a bug where the Trireme could not melee attack
  • Assyrian Heavy Spearman updated to use a different unit flag than the Sumerian Vulture.
  • Increased the amount of Happiness required to construct the two Happiness Wonders.
  • Fixed an issue where progress toward the Happiness Wonders could decay.
  • Added an additional tile to Crete.
  • Fixed an issue where the Trihelemiolasadgrtjapoijfrka did not the correct unit model and have a range of 0
  • Fixed an issue where the Temple of Solomon splash screen would not show up.
  • Added scenario-appropriate Great People lists
  • Halved the cost of Missionaries and Inquisitors, and increased the rate at which religion spreads passively.
  • Reduced the cost of adopting Social Policies
  • Increased the technologies; Classical more so than Ancient
  • Moved Tarsus' starting location over so as to allow it to settle.
  • (Should have) fixed an issue where Militaristic City-States would offer unique units not available in the scenario's time frame.
 
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