Age of Ascension formerly known as Spatz's Mod of Alpha Centauri The chronologically third part of the Content triad (but first completed), the Ascension mod is a content mod inspired by the classic game Sid Meier's Alpha Centauri. The Age of Ascension goes from the original space race upwards through three full Eras, the Digital, Fusion, and Nanotech. This is capped by a final 2-tech Transcendence Era, replacing the old Future Era as the scientific endgame. Overview This mod consists of 48 new techs (replacing the 4 Future techs in the original game), with an accompanying set of Buildings, Wonders, Units, Resources, and Policies. These are designed to allow for a more interesting endgame than the vanilla game allows, as each victory condition is significantly altered by various rule changes. Each Era is designed to support a somewhat different playstyle, and much of the mod was structured towards keeping the existing AI competitive despite the unfamiliar content, without the need for any new AI behaviors. This content is very technology-driven, but multiple elements of this mod are designed to keep all players at comparable technology levels; how well you use many of the units and building is intended to be more important than the raw power involved. The mod is primarily balanced around an Ancient Era start, allowing you to progress from cavemen to ascended being in a single game. However, if you want to ensure being able to see all of the new content, I suggest starting a game no earlier than the Renaissance Era, with the Industrial start being best for a players seeking a competitive space race. If you start in the Digital Era (or later) then the space race is automatically disabled and psionic barbarian units begin spawning almost immediately; this results in gameplay intended to feel very similar to that of the original Alpha Centauri game. Compatibility As with all other Content mods, this requires the Base mod to function, preferably loaded first. It is designed to pair with the other Ages of Man content mods; much of the game balance will be designed around the assumption that you're also using the Age of Empires mod as well, as it adjusts many critical aspects of the base game's balance, especially in regards to the scaling of buildings and units in the Nuclear Era that leads into this new content. However, the Empire mod is not absolutely necessary; if you'd prefer to pair this mod with someone else's balance mods then the game should still be functional, barring conflicts with UI elements. I'm in the process of improving this part. My goal is that at the very least, this mod should be compatible with Thalassicus' balance mods. It is important that anyone using this mod use some form of game balance mod; the vanilla game is not structured well to support the addition of future eras, as most of the game is balanced around the idea that all victory conditions will be achievable in the Industrial or Nuclear Eras. Because the Ascension mod adds new strategic resources to the map scripts, it is incompatible with any mod, map, or scenario that alters resource distribution, as well as any maps using pre-set resource locations. The Player Pack (see the Files thread) contains altered map scripts compatible with the Ascension mod, designed to replace the three existing map scripts (Great Plains, Highlands, and Lakes) known to be incompatible with this mod, and will eventually contain a custom world map adding the new resources. While this mod adds a large number of technologies, it does not move or add any technologies before the Nuclear (formerly "Modern") Era. It is therefore compatible with mods that alter the tech tree in the earlier Eras, unless those mods shift the positions of all later techs or add new Eras of any kind. The Mythology mod includes this sort of shift, but its SQL is specifically written to adjust the future eras of this mod at the same time.