Dom Pedro II's The Age of Man mod

Bump ... slash, what do you know about the limit on the total number of Civilizations in the game? I read somewhere you could increase the limit indefinitely, but I've also heard that the limit can only be bumped up to 24.

What are your plans for the number of civilizations?
 
Bump ... slash, what do you know about the limit on the total number of Civilizations in the game? I read somewhere you could increase the limit indefinitely, but I've also heard that the limit can only be bumped up to 24.

What are your plans for the number of civilizations?

AFAIK, there are already mods out there that have allowed for up to 48 civs...

Personally, I have no interest in adding in that many. A 24-civ max per game would suit me just fine, and I wouldn't even want to go that high in my own games. To me, more than 18 civs is just a drag on system resources with little additional value to the game, but I know some people love a map full of civs, so I'll try to be as accomodating as possible and release a version with one civ cap and a second with a higher cap. With jdog's Revolution incorporated, 24 civs will be necessary for newly-spawned civs if the maximum number of starting players were to be 18.

I plan to add in a few extra civs (Hebrews, Polynesians, Sioux (renamed NA), and Iroquois), but I will definitely be expanding on the leaders and will try to get at least two for every civ... and without wanting to bring the debate to this forum and this thread, I will be removing the HRE ;)
 
The HRE and Byzantines seem excessive, to me, when you have the Romans, Greeks, and Germans. It's "Civilizations" not "Empires". ;)

As a matter of curiosity, would you be willing to direct me to any 48 civ mod you've seen out there? I'm VERY curious to see how it plays.
 
Revolution mod has a 48 civ DLL file in addition to the 24-civ DLL. I would assume there's also a mod that does nothing bit increase the limit to some number above 24, but I don't have any links to any of those.

EDIT:

32 Civ DLL by Dale (probably not 2.08 compatible however)
 
Perhaps I can seduce you into including the Albanians as one of the playable civilizations?
 
Perhaps I can seduce you into including the Albanians as one of the playable civilizations?

No. However, the beauty of mods is that they can be modded themselves ;)
 
I haven't read extremely far into this, but it looks amazing on the surface... If you have any kind of IM I would definitely be willing to help with Python (limited but can get most things done) and XML I'm more that willing...

DrkCloud5591 on AIM and YIM
DrkCloud5591@hotmail.com on MSN
 
Thanks DP. Looking forward to seeing how this turns out.
 
DP I noticed that the web site hasnt been updated in a while are you still takeing sujestions there or can I post some of the ideas i have ( many are very close to what you have to say) here?
 
What a great idea :)

The basic concept of having spreading population points and (for the most part) uncontrolled migration and cities emerging is truely inspirational it would add an aspect of uncertainty to the game

The ability of the population of a city to construct buildings is great however could i possibly suggest an improvement:

I find having alot of buildings is distracting (and often annoying) for the Civ4 Warhammer i suggested a slightly different system to building individual buildings

This system involved having quarters or areas, which would work like conventional buildings but following zonings

Financial Quarters: Would consist of banks, commerical and light industrial/manafacturing buildings (it at lets say at lvl 1 grant a +25% income, +5% shield production, lower inflation, greater chance of a Rhye's style depression which with the discovery of tech x could change into a great depression) this could under condition of discovery of tech y change it into a level 2 quarter (which might grant a +50% income, +10% shield production and +5% science, but cause higher inflation and have a much larger chance of causing a depression) but this change could also occur semi-randomly, whereby the citizens of the city accure the financial know how devolp better facilities and improve efficency/access to capital etc (so after x amount of turns or whatever forumla the quarter turns into a lvl 2) and this could continue into lvl 3-whatever

Industrial Quarters: Would follow much the same but would instead consist of light and heavy industry and would give greater shield bonuses, but increase the chance of disease etc

Other types of quarters could be Residental (although in a city i would imagine this is implied, however you could have suburban residental quarters and inner city residental quarters etc)

Religous Quarters which would do whatever the prevailing wisdom of the situation is (i would go for a small +science and a small +cash as well as more happiness (but with a drawback, if the city is religously divided disafected religious group is less happy etc)

Civil/Goverment (probably increase corruption, increase income, decrease unhappyness) etc

Farming (wouldnt be sure aobut this)

Certain civics would bias the cities towards buidling this or that, religously absorbed civ would lavish massive amounts of private capital (monastries/catherdrals/churches/parishes etc in the early middle ages tended to be built with sizable portions of the donations coming from the nobility, but surprisingly enough peasants donated very heavily to build them as well), capitalist secular states might only devote a smaller % of income to religous buidlings although that smaller % might be larger considering that they would be making a greater sum of money per person) etc

You would limit the amount of quaters to a population style thing, with a population of 1 limiting it to 3 and expanding to whatever you wish it to

This might make it significantly easier to code to your civic style restrictions... a controlled civ would be able to control what it builds and what stuff it can control much easier a religous state would be able to control all the religous quarters and bar religous minorities from using "their" churches etc

Quarters could be further specialised by limiting a quarter to 1 upgrade Financial quarters could have for instance a Media Upgrade (more culture etc), an early upgrade would be a Farmers Market/Country Faire etc)

But any which way this would be even further hands off for the player :p those civ gamers with an authoritarian streak would play with authoritarian civics... otherwise they couldnt control a great deal, past national defence and diplomacy

I see civ as basically flawed because the player has to much control, civilizations are not something you can order around and bend to your whims they tend to be made up of large amounts of different peoples who hold different views and beliefs (which i think this mod will do nicely to adress)

As an aside would it be possible for the Houses to transmutate into democratic parties (which would i think end up with some entertaining possibilities, "Why is my super industrialised state ruled by the agrian party?" which is in line with the slightly random qualities of the world)

But other wise a great setup for a mod :king:

(PS: I would be happy to offer whatever help i can)

Proper Laizez Faire Capitalism here i come
 
I'm in the process of playing my first Age of Man game and have a couple of questions regarding it that I hope that someone can answer:

1. Why can't you trade luxuries to other civilizations? While I have no problem trading ammunition, glassware, or hit singles, the other civs seem almost offended when I offer them such goodies as fur, silk, or wine, telling me that they see no way that a trade could be performed. What gives on this?

2. What happened to the "culture" victory? In my game, for whatever reason, the Ethiopian leader (playing the Zulu culture) is rapidly pulling away from me. This is something I don't completely understand since I have more land and more great works; he's barely ahead of me on population and military. A couple of times in the game he made HUGE freakin' leaps in the score -- the first time by 300 points and the second by 500 (boggled my mind how this could happen). So... I figured the only way that I was going to be able to win was either by culture or the spaceship (again, he's slightly ahead of me militarily). I anxiously watched as my cities approached 50,000. Finally my third city hit the big 50000 and I anticipated the next turn giving me a culture victory. Well... No dice!!!! Was the culture victory removed from the game?

Thanks.
 
How is the progress on the mod? Has it even begun?

Well... yes, in the sense that every mod comp I create (including the few I haven't released/finished yet) are things to be used in the mod. No, in the sense that I haven't compiled all of it together at this point. I haven't a lot of time, and unfortunately, it's just me working on it.

Also, there's been all sorts of changes because of practicality. Some of the aspects of the mod that people really liked on paper have been scaled back just because of limits in what the SDK can do as well as the amount of computer power that would be required to run some of the initial ideas I had.
 
Like what? Give us updates. We're an excited bunch. :)
 
There's no playable version. I have no clue what he's talking about.
My apologies!!! I guess that I was looking for "Rise of Mankind" rather than "Age of Man". I wrote this thread away from home (at the office) where I didn't have access to the game and was trying to remember the name of the mod from memory. I am sincerely sorry...
 
hi dom, i visited your modside a few weeks ago, and the ideas you have on paper are realy great, and i am sure they would give a great game experience.

you said:
Well... yes, in the sense that every mod comp I create (including the few I haven't released/finished yet) are things to be used in the mod. No, in the sense that I haven't compiled all of it together at this point. I haven't a lot of time, and unfortunately, it's just me working on it.

Also, there's been all sorts of changes because of practicality. Some of the aspects of the mod that people really liked on paper have been scaled back just because of limits in what the SDK can do as well as the amount of computer power that would be required to run some of the initial ideas I had.

In regards to what you have on paper:
I realy like what you brought together under the point diplomacy.

The Vassals, Protectorates and International Organizations. It sounds great, and it could be useful for nearly any mod i can think of. I would love to have this options in the game.

If you could release this part of the mod as a little single mod, that would be fantastic.

the point health: ... it sounds like a good idea to me, but i think i do not realy want to struggle with that during gameplay.

Nobility, again a good idea, i like it, sounds very interresting.

under the point Warfare i like: Tile Improvements and Warheads, Payloads and WMD

How far is the development on the options listed under diplomacy???

please get back to us.
 
Hey Dom Pedro, Kudos to you for taking on such an EPIC TASK-you da MAN ;)! Just so you know, I am continuing to port my civic & tech bonus tags over to BtS. If they are of use to you, let me know & I will keep you updated on my progress. For what its worth, I kind of agree with DH _Epic re: Democracy. That's not to discourage you from making a version that has this feature, of course. You might consider using events to achieve the feel of democracy. Things like Lobby Groups, ethnic minorities, trade deals & that can come up as events which give you some tough decisions. For instance, as a case in point, you might have an event which goes:
"Members of a <Religion Name> Lobby Group have approached the government in order to get them to ban certain "offensive" programs from the Media" Do you:

A. meet their demands (+1 Happiness in <Religion Name> Cities; -2 culture from Broadcast Towers).

B. refuse their demands (-1 Happiness in <Religion Name> Cities; +2 Gold from Broadcast Towers).

C. Use the demand as an excuse to persecute this religious group (-2 Happiness in <Religion Name> Cities; X gold (from looting their holy buildings).
Anyway, just a thought.

Aussie_Lurker.
 
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