Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
You begin knowing only that you are a small tribe, belonging to one of three races, without name, leader or history. Your civilization will soon acquire a name. Its character will develop over time based on achievements, discoveries, geography and other factors. Heroes and other great people will arise from the ranks of armies tested in battle, from places of arcane or divine study, or from the alleyways of your most corrupt cities. Some of these individuals will become leaders. All will pass in time (except perhaps for the ageless). Your small tribe has no lore, no epic tales of heroes or gods from times past. There is no past. The story of Éa is yours to make...
Éa is a fantasy mod for Civ5 G&K that I have been developing for some time now, with the initial idea going back to this post in the FFH forum. I announced the mod with a teaser thread in January 2012 and started "phase 1" (with some early experimental builds) in April. Phase 2 (the current thread) was started on December 21, 2012, to coincide with the end of the world (which, strangely enough, is a planned victory condition in Éa). I call this an alpha, but it is more accurate to say we are working toward alpha. The game still lacks functional victory conditions. But the early and mid-game parts are ready for bug hunting and some initial balancing and pacing work. We will reach something like beta—a real game with multiple interesting victory conditions—late in phase 3. Each phase after that will focus on a different area of gameplay and introduce new game mechanics and art.
I'm not uploading to the Workshop at this time. To install, download the two mod files below and "Extract Here" inside your MODS folder. If there is a "hotfix" below the mod, download and extract that in your MODS folder too (after the mod). The path is something like C:/Users/<your name>/Documents/My Games/Sid Meier's Civilization 5/MODS. Remove earlier versions of this mod! Then start Civ5, enable both Ea Media Pack and Ea II The Ageless and the Divine, and press Next.
Éa Media Pack (v2) (New soundtrack! It's 900 Mb so be patient. See here if you are having problems with the download.)
Éa II, The Ageless and the Divine (v17) (requires Éa Media Pack v2)
hotfix a
Modder Note: All of my effort now is on Éa III, Sword & Sorcery. Therefore, I'm only providing minimal support for the current version, and bug reports aren't particularly useful to me. There is a known problem where the current Éa II, v17, requires BNW and at least one other "pay DLC" to be installed, even though the mod disables them (I agree this sounds crazy). Éa III will require BNW (because it uses many of the new features) but not any other pay DLC.
If you are tired of the G&K menu music, get a different track here.
Also download the game manual:
Éa Manual (Phase II, updated for v12)
Changelog
Spoiler :
Éa III Sword & Sorcery v1 and Éa Media Pack v3 (work in progress...)
- Converted to BNW
- Added 5 Victory conditions: Conquest, Domination, One with Nature, Armageddon, Protector of Éa (Protector of Éa not functional yet)
- DLL modding (most of these allow me to remove messy Lua kludges that are no longer needed):
- All civilian units can stack without limit (but workers can't "stack build" on one plot)
- Civilians can enter plots with foreign units if not at war
- Civilians can enter foreign cities if not at war
- Traits are now linked to Civilization (Leader Traits are still supported but not used in mod)
- Civilization change (at naming) supported by dll; resets player traits for new civ type
- Leader changes supported by dll; includes changes in AI leader personality
- Can modify individual tech cost now (used for KM, Tomes, and Favored Techs)
- Allow Lua control of civ meeting and interactions; this stops leader popup if both players don't have leader, and provides added safety to prevent meeting hidden civs you aren't supposed to meet
- Moved GP pathfinding (for AI action testing) to dll for faster and more consistent operation
- Added Animals as a separate "barb faction" (player 62); all spawning on Lua side
- Modded Animal behavior to not enter enemy lands; they will enter your lands if at peace
- Animals don't attack trade units
- Modded invisibility so it is really invisible: can't see even if adjacent or on top of units (for GPs)
- Added methods to turn invisibility on/off as needed (for GPs)
- More GP methods to control when and who they can attack
- Added Lua method to add plot "float up" text (like xp and hp changes; C++ macro from whoward69)
- Fixed dll so it won't count "utility" non-selected techs & policies (for victory score or AI calculations)
- Modded The Fay and the Gods so they are alive for diplo but not anywhere on map (these were previously behind a mountain at the south pole)
- Promo support via GameEvents to allow more Lua kludge cleanup
- Added persistent data for plot effects (Glyphs, Runes & Wards) and new GameEvents.SetXYPlotEffect (like SetXY but only if plot effect present)
- Support for summoned units passing xp to summoner
- Lots of AI fixes related to mod-specific mechanics
- Lots more not documented here; see EaModding.h and new Lua API documentation here.
- New resources (graphics taken or modified from Horem & Barathor - Thanks!):
- Strategics: Cinnabar->Quicksilver (fixed Copper graphic to look very different), Moly
- Luxuries: Tobacco, Tea, Poppies (trades as Opium)
- Bonus: Berries
- New units (maker/converter/reskinner indicated - thanks!!!!):
- Hobgoblins w/ their own barb encampment (S3rgeus's Ogre)
- Goblins w/ own barb encampment (Nomad or What)
- Nagas w/ own barb encampment (Nomad or What)
- Lizardmen w/ own barb encampment (Nomad or What)
- Lions (Deliverator)
- Wolves (Kwadjh, Civtar)
- Giant Spider (ispanets)
- Scorpions (Nomad or What)
- Griffon (Deliverator)
- Kraken (Civtar)
- Drakes (Kwadjh, FramedArchitect)
- Tree-Ent (ispanets)
- Skeletons (Civtar)
- Zombies (Deliverator, Nutty)
- Abyssal Creatures (one of Skajaquada's Tyranids)
- Demon, Type I & II (Skajaquada's Tyranids)
- Archdemon (Skajaquada's Great Unclean One)
- Heaven's Guard (Nutty)
- Angel (uses placeholder - just unit above but bigger)
- Archangel (uses Storm Giant as placeholder; FramedArchitect)
- New spells:
- Blight (same plot or distant plot to mod range if cast from tower)
- Explosive Rune
- Death Rune
- Conjure Monster
- Raise Dead
- Summon Abyssal Creatures
- Summon Demon
- Call Heaven's Guard
- Call Angel
- Call Animals
- Call Tree-Ents
- New "plot wonders" (see here)
- Arcane Tower (using the Chateau graphic as a very poor placeholder)
- Seven Temples of Creation
- Nine Temples of Destruction
- 36 Temples for the Major Incarnations (meet the god by building one)
- Stanhengc
- Great Library
- Natural Wonders added and "hooked up" to Major Incarnations (meet the god by discovering their NW if you are Pantheistic)
- Added Animal spawning with geographical preferences set by table in EaAnimals.sql
- All new terrain textures from Loderunner
- Many new buildings...
- New Arcana policy branch
- Greatly expanded tech tree
- New trade system -- like BNW but you need a Merchant to "open" each route in the destination city
- Added civ naming UI and the option to decline a name once.
- GPs no longer "disappear" between turns; they are (usually) invisible to enemy units so not attacked
- The Lead Charge action for Warrior GPs is literally "lead a charge" now: the GP directly attacks an enemy unit, and the same-plot melee unit automatically follows with its own attack (with a large morale boost)
- Overhauled tech costs and KM system
- Adopting Feral Bond makes peace with Animals
- Most GP actions now give a text message that "floats up" from the plot (like xp and damage)
- Morale boosts and penalties now give a "float up" message from the unit: e.g., "+15 Morale
"
- Added entirely new font set provided by Alikalix. Mod now spells Aŋra correctly (yes, this is a big deal to me), and we have access to many other characters.
- Removed existing spellcasting modifiers; these are now replaced with modifiers for the Eight Schools of Magic: Divination, Abjuration, Conjuration, Evocation, Transmutation, Necromancy, Enchantment, Illusion (the last 2 not yet enabled for lack of spells). All Arcane and Divine spells belong to one of these eight schools.
- Added Blight plot mechanics with blight graphic modified from S3rgeus (it's OK except it floats above the ground; hopefully we can get a fix for that)
- Fixed bug preventing AI spellcasters from learning new spells
- AI GPs have memory of action/spell modifiers that have applied to actions/spells used in the past, and use this information to select the best promotion at level-up. E.g., a spellcaster that casts Magic Missile more than anything else will take promotion levels in Evocation.
- Added plot mechanics and UI for Glyphs, Runes and Wards; see here
- Added mechanics for summoning (conjuring, raising, calling, etc.). See here.
- Finished all ~50 Civ traits for release (w/ accurate help text and game manual info)
- Added Cult of Ploutōn (earth/wealth themed) and Cult of Çahra (deep desert)
- Fixed Soundtrack (was broken by Fall patch that enabled sound modding)
- Added UI panel for Spells (& Rituals & Prophecies if you have any) that is separate and above the Builds/Great Works panel
- Cities on same river gain internal connection if they both have River Dock (enabled by Fishing); Road now requires Masonry
(see post #2 for older changelogs...)
Highlights
- You begin the game simply as "a tribe of _____" (one of two races) without a civilization name or leader. You will take a civ name (with an associated trait) early in the game based on achievements or other specific conditions.
- Leaders are derived from great people, exist as units on the map, and may be replaced.
- The Great People system is very different, both in derivation and function. GPs build all wonders, craft epics, establish trade routes, cast spells, lead armies, and do other things—and they don't "disappear" after performing these actions. Instead, they are limited by the fact that great accomplishments take time. Any GP can become a leader.
- Tech advancement is no longer the overarching "measure of progress" that it is in base Civ5. You can achieve most victory conditions while illiterate. Higher-tier techs are just one of the tools to victory.
- Policy advancement is based on Cultural Level, which is a function of culture generated per population point over your civilization's entire history.
- The land is alive. Depending on your approach to the world, forest, jungle and marsh may be your friend or your worst enemy.
- There are no "punishments" for building cities. No policy advancement slowdown. No extra tech costs. No extra unhappiness. You are encouraged to evaluate potential city sites without worrying about these indirect effects. Even a city that can't grow beyond size 2 might be useful, perhaps to hold a strategic point or claim a single valuable resource. If it is worth the cost of a settler and extra military defense, then go for it. Civilizations are therefor not either Tall or Wide; a civilization focused on growing a few large cities might still have small outposts. (ICS is defeated in other ways.)
- Resources and improvements are more valuable, and non-resource, non-improved land much less so. In fact, the latter provide zero yield. City placement is not driven by minimum spacing requirement (there is none except that cities can't be adjacent), but rather by local geography, resources or the civilization's policy and tech development. Taken together, these might encourage a tightly clustered or very sparse city placement. These changes also result in the maintenance of large "wildlands" regions even late into the game. It is a fantasy setting after all, and I dislike the "suburban sprawl" that inevitably occurs from the base game rules.
- Extensive AI modding. The mod AI controls all tech and policy choices and all great person movement and actions for AI civs. Eventually, it will also influence build queues, war/peace choices, and other things. These are driven by actual strategies and value calculations, rather than a random number generator with some biasing (i.e., the base "flavor" system).
Credits
Spoiler :
Éa Creation Team (makers of texts, code or art specifically for the mod):
Killzerslaul, oChuckles, Bob Morane, Lplate
Modding:
Kael - for the inspirational Fall from Heaven and the Civ5 modding starter reference
DonQuiche - for the excellent Civ5 modding wiki ... Really amazing!
Gedemon - for the initial "Lua skeleton" used to build this mod (modified from R.E.D. WWII)
Deliverator - for fantasy units!
danrell - for other units
Redox - for AStar pathfinding algorithm
whoward69 - for many useful tools and many (super technical) suggestions and answers
Spatzimaus, Thalassicus, and PawelS - for answers and bits of code
CivFanatics - for the fabulous forum!
2D images:
Éa shows off a lot of wonderful 2D art. Browsing the work of many artists at CG Society, CG Hub and Deviantart has inspired the flavor of Éa as much as any other source. Here are the artists that have allowed me to use one or more images. Please give these artists the respect they deserve and don't rip them off. So much training, talent and effort go into creating these works.
Ruan Jia home cgsociety cghub
David Munoz Velazquez home cgsociety
Rob Chope home cgsociety
Stefan Valkanov cgsociety
Alayna Lemmer home cgsociety
Rochelle Green cgsociety deviantart
Benita Winckler home cgsociety
Jenny Lehmann home cgsociety deviantart
Markus Lovadina home cgsociety
Kristina Gehrmann home cgsociety
Roberto E. Quintero cgsociety
Eve Ventrue home cgsociety
Thomas Pringle home cgsociety
Alon Chou home cgsociety facebook
Eva Soulu home cgsociety
Isis Sousa home cgsociety
Henning Ludvigsen home cgsociety deviantart
Steven Stahlberg home cgsociety
Michel Victor Oliveira cgsociety deviantart
Lubos de Gerardo Surzin home cgsociety
Neville Dsouza cgsociety
Adam Kuczek home cgsociety
Sue Marino cgsociety deviantart
Ehsan Dabbaghi cgsociety
Bruno Cerkvenik home cgsociety
Shahan Zaidi cgsociety
Cole Eastburn home cgsociety
Ilich Henriquez home cgsociety
Tiziano Baracchi cgsociety
John Barry Ballaran home cgsociety
Pawel Brudniak home cgsociety
Lincoln Renall home cgsociety
Martin McKenna home cgsociety
Yang Xueguo cgsociety
Kulbongkot Chutaprutikorn cgsociety deviantart
Alexander Jack cgsociety
Alex Ruiz home cgsociety
Bente Schlick home cgsociety
Stephen Flack home cghub deviantart
Ann-Christin Pogoda home cgsociety
Mariana Vieira home cgsociety
Leonie Jannien Baauw home cgsociety
The following artists provided work unknowingly (hopefully they would have approved):
John William Waterhouse
Michelangelo Merisi da Caravaggio
Rembrandt Harmenszoon van Rijn
Raffaello Sanzio
(incomplete...)
Music:
Starting with Media Pack 2, Éa has its own soundtrack! All music is by Kevin MacLeod (incompetech.com), licensed under Creative Commons (By Attribution 3.0). I list all tracks here in accordance with the the creator's instructions:
A Little Faith - Kevin MacLeod (incompetech.com)
Achilles - Kevin MacLeod (incompetech.com)
Agnus Dei X - Kevin MacLeod (incompetech.com)
Air Prelude - Kevin MacLeod (incompetech.com)
Alchemists Tower - Kevin MacLeod (incompetech.com)
All This - Kevin MacLeod (incompetech.com)
Americana - Kevin MacLeod (incompetech.com)
An Upsetting Theme - Kevin MacLeod (incompetech.com)
Angevin - Kevin MacLeod (incompetech.com)
Arcadia - Kevin MacLeod (incompetech.com)
At Launch - Kevin MacLeod (incompetech.com)
At Rest - Kevin MacLeod (incompetech.com)
Brittle Rille - Kevin MacLeod (incompetech.com)
Bushwick Tarantella - Kevin MacLeod (incompetech.com)
Cello Suite 1 in G - Prelude - Kevin MacLeod (incompetech.com)
Chase - Kevin MacLeod (incompetech.com)
Chee Zee Cave - Kevin MacLeod (incompetech.com)
Clenched Teeth - Kevin MacLeod (incompetech.com)
Constancy Part One - Kevin MacLeod (incompetech.com)
Constancy Part Three - Kevin MacLeod (incompetech.com)
Constancy Part Two - Kevin MacLeod (incompetech.com)
Cortosis - Kevin MacLeod (incompetech.com)
Court of the Queen - Kevin MacLeod (incompetech.com)
Crisis - Kevin MacLeod (incompetech.com)
Crusade - Kevin MacLeod (incompetech.com)
Dama-May - Kevin MacLeod (incompetech.com)
Dangerous - Kevin MacLeod (incompetech.com)
Danse Macabre - Kevin MacLeod (incompetech.com)
Danse Morialta - Kevin MacLeod (incompetech.com)
Dark Dance - Kevin MacLeod (incompetech.com)
Dark Times - Kevin MacLeod (incompetech.com)
Darkest Child - Kevin MacLeod (incompetech.com)
Death of Kings - Kevin MacLeod (incompetech.com)
Devastation and Revenge - Kevin MacLeod (incompetech.com)
Digya - Kevin MacLeod (incompetech.com)
Dissappointment - Kevin MacLeod (incompetech.com)
Dragon and Toast - Kevin MacLeod (incompetech.com)
Dreamy Flashback - Kevin MacLeod (incompetech.com)
Earth Prelude - Kevin MacLeod (incompetech.com)
Eastern Thought - Kevin MacLeod (incompetech.com)
Egmont Overture - Kevin MacLeod (incompetech.com)
Enchanted Journey - Kevin MacLeod (incompetech.com)
Enchanted Valley - Kevin MacLeod (incompetech.com)
End of the Era - Kevin MacLeod (incompetech.com)
Evening Fall - Harp - Kevin MacLeod (incompetech.com)
Evil March - Kevin MacLeod (incompetech.com)
Exciting Trailer - Kevin MacLeod (incompetech.com)
Exotic Battle - Kevin MacLeod (incompetech.com)
Faceoff - Kevin MacLeod (incompetech.com)
Failing Defense - Kevin MacLeod (incompetech.com)
Fairytale Waltz - Kevin MacLeod (incompetech.com)
Five Armies - Kevin MacLeod (incompetech.com)
Folk Round - Kevin MacLeod (incompetech.com)
For Originz - Kevin MacLeod (incompetech.com)
For the Fallen - Kevin MacLeod (incompetech.com)
Frost Waltz - Kevin MacLeod (incompetech.com)
Frozen Star - Kevin MacLeod (incompetech.com)
Full On - Kevin MacLeod (incompetech.com)
Funeral March for Brass - Kevin MacLeod (incompetech.com)
Gloom Horizon - Kevin MacLeod (incompetech.com)
Grave Matters - Kevin MacLeod (incompetech.com)
Gypsy Shoegazer - Kevin MacLeod (incompetech.com)
Hall of the Mountain King - Kevin MacLeod (incompetech.com)
Heavy Interlude - Kevin MacLeod (incompetech.com)
Hero Down - Kevin MacLeod (incompetech.com)
Heroic Age - Kevin MacLeod (incompetech.com)
Hitman - Kevin MacLeod (incompetech.com)
Ibn Al-Noor - Kevin MacLeod (incompetech.com)
Ignosi - Kevin MacLeod (incompetech.com)
Impending Boom - Kevin MacLeod (incompetech.com)
Intended Force - Kevin MacLeod (incompetech.com)
Juniper - Kevin MacLeod (incompetech.com)
Lamentation - Kevin MacLeod (incompetech.com)
Lithium - Kevin MacLeod (incompetech.com)
Lone Harvest - Kevin MacLeod (incompetech.com)
Long Road Ahead - Kevin MacLeod (incompetech.com)
Love Song - Kevin MacLeod (incompetech.com)
Machinations - Kevin MacLeod (incompetech.com)
Majestic Hills - Kevin MacLeod (incompetech.com)
Mechanolith - Kevin MacLeod (incompetech.com)
Mighty and Meek - Kevin MacLeod (incompetech.com)
Minima - Kevin MacLeod (incompetech.com)
Moonlight Hall - Kevin MacLeod (incompetech.com)
Moorland - Kevin MacLeod (incompetech.com)
Myst - Kevin MacLeod (incompetech.com)
Nerves - Kevin MacLeod (incompetech.com)
Netherworld Shanty - Kevin MacLeod (incompetech.com)
Noble Race - Kevin MacLeod (incompetech.com)
Not As It Seems - Kevin MacLeod (incompetech.com)
On the Shore - Kevin MacLeod (incompetech.com)
Opium - Kevin MacLeod (incompetech.com)
Oppressive Gloom - Kevin MacLeod (incompetech.com)
Our Story Begins - Kevin MacLeod (incompetech.com)
Pale Rider - Kevin MacLeod (incompetech.com)
Peaceful Desolation - Kevin MacLeod (incompetech.com)
Plaint - Kevin MacLeod (incompetech.com)
Plans in Motion - Kevin MacLeod (incompetech.com)
Private Reflection - Kevin MacLeod (incompetech.com)
Procession of the King - Kevin MacLeod (incompetech.com)
Professor and the Plant - Kevin MacLeod (incompetech.com)
Reflecting on Ideals - Kevin MacLeod (incompetech.com)
Relent - Kevin MacLeod (incompetech.com)
Rites - Kevin MacLeod (incompetech.com)
Rumination - Kevin MacLeod (incompetech.com)
Scattershot - Kevin MacLeod (incompetech.com)
Schmetterling - Kevin MacLeod (incompetech.com)
Second Coming - no percussion - Kevin MacLeod (incompetech.com)
Serene - Kevin MacLeod (incompetech.com)
Serpentine Trek - Kevin MacLeod (incompetech.com)
Shores of Avalon - Kevin MacLeod (incompetech.com)
Skye Cuillin - Kevin MacLeod (incompetech.com)
Sneaky - Kevin MacLeod (incompetech.com)
Sneaky Snitch - Kevin MacLeod (incompetech.com)
Snowdrop - Kevin MacLeod (incompetech.com)
Sonata 17 - Kevin MacLeod (incompetech.com)
Stoneworld Battle - Kevin MacLeod (incompetech.com)
Stormfront - Kevin MacLeod (incompetech.com)
String Impromptu Number 1 - Kevin MacLeod (incompetech.com)
Sugar Plum Dark Mix - Kevin MacLeod (incompetech.com)
Tabuk - Kevin MacLeod (incompetech.com)
Tectonic - Kevin MacLeod (incompetech.com)
Temple of the Manes - Kevin MacLeod (incompetech.com)
Thatched Villagers - Kevin MacLeod (incompetech.com)
Thaxted - Kevin MacLeod (incompetech.com)
The Chamber - Kevin MacLeod (incompetech.com)
The Descent - Kevin MacLeod (incompetech.com)
The Endless - Kevin MacLeod (incompetech.com)
The Other Side of the Door - Kevin MacLeod (incompetech.com)
The Parting - Kevin MacLeod (incompetech.com)
The Path of the Goblin King - Kevin MacLeod (incompetech.com)
The Pyre - Kevin MacLeod (incompetech.com)
The Rule - Kevin MacLeod (incompetech.com)
The Snow Queen - Kevin MacLeod (incompetech.com)
Thunder Dreams - Kevin MacLeod (incompetech.com)
To the Ends - Kevin MacLeod (incompetech.com)
Truth of the Legend - Kevin MacLeod (incompetech.com)
Unpromised - Kevin MacLeod (incompetech.com)
Virtutes Instrumenti - Kevin MacLeod (incompetech.com)
Virtutes Vocis - Kevin MacLeod (incompetech.com)
Vortex - Kevin MacLeod (incompetech.com)
Waltz - Tschikovsky Op. 40 - Kevin MacLeod (incompetech.com)
Water Prelude - Kevin MacLeod (incompetech.com)
We Got Trouble - Kevin MacLeod (incompetech.com)
Weight of Responsibility - Kevin MacLeod (incompetech.com)
Willow and the Light - Kevin MacLeod (incompetech.com)
Witch Hunt - Kevin MacLeod (incompetech.com)
With Regards - Kevin MacLeod (incompetech.com)
Wizardtorium - Kevin MacLeod (incompetech.com)
And...
Thanks to my wife for putting up with my obsessions. She is there in Éa, ageless and beautiful, with her horse, P.B. Melvin.
Make sure you read the two posts below: THINGS TO DO TO MAKE IT WORK and KNOWN BUGS AND ISSUES.
When you see problems, please report them in this thread. It is especially useful to me if you enable Lua logging and post your Lua.log. (Privacy note: the Lua.log shows your Civ5 folder path which probably includes your name. If that bothers you, do a global replace to redact your name from the file before posting.) Savegame is also sometimes useful, especially if it is a Crash to Desktop (I'll ask if I think I need it).
This is still early development code, so don't expect to play a full game yet. The victory conditions aren't there. All you can do is play along for a while until you get tired of it or run into a fatal bug. We will have to go through a lot of versions before the game starts to shape up...