Spatzimaus
Mad Scientist
Age of Mythology
NOTE: This mod is still in a "beta" stage. All of the game systems are functional, although there are still many placeholders and the balance is very tentative. Feedback would be very appreciated.
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Inspired by the real-time strategy game of the same name, and by mythology in general, the first (chronologically) content mod in the Ages of Man triad is the Age of Mythology mod. This mod is designed to make the first few eras of the game more interesting, by adding a wide variety of content to the Ancient, Classical, Medieval, and Renaissance eras, with very little that persists into later eras. Unlike the Empires and Ascension content mods, the Mythology mod's content is very different from the vanilla game and is intended to significantly alter the eras it modifies without entirely overwhelming the previous content; knowing the intricacies of the Focus and Favor systems can make a large difference in your chances of success. In the vanilla game these early eras are generally a period of building up an empire, existing only to set the stage for the pivotal period of the game, while this mod attempts to turn these eras into an important experience in their own right.
Overview
The Age of Mythology mod centers around assembling a personal pantheon of deities, each of whom gives you a number of bonuses. You begin the game with a single central deity, and as time goes on you can add an assortment of minor gods to follow; each god provides a variety of bonuses related to its specialty, bonuses that increase over time as you gain favor with the gods. Various religious events can also help shape the development of your pantheon, and through them boost your empire. These bonuses come at a cost, however; simply being in the Mythological Age adds penalties to nearly every aspect of your society (food, production, gold, science, culture...), and as time goes on the penalties will become more and more severe to offset your growing religious bonuses. Eventually, the drawbacks of the divinely inspired lifestyle will easily outweigh its benefits, and each player will choose to undertake an Enlightenment, a period in which their empire will sever its relationships with the old gods to enter a more productive phase.
The primary component of this system is Favor, a new Culture-like pseudo-yield produced through a variety of mechanisms. Favor is used locally to automatically upgrade religious buildings within each city, as well as providing a global effect of unlocking new minor deities for your entire empire. Nearly all content in this mod is dependent on the amount of Favor you have generated, with much less importance placed on individual technologies. Every Pantheon has its own inherent biases towards or against the various methods of Favor generation; taking actions related to your Pantheon's Favor biases can allow you to unlock extremely powerful units and effects earlier than would be possible through normal research, while playing against those biases could cripple you in the long term.
Compatibility
As with all other Content mods in the series, the Age of Mythology mod requires the Base mod for mechanical reasons. While some parts of its balance will assume the presence of the Age of Empires mod as well, this is not strictly necessary; the Mythology mod can be paired with many other balance mods if the user prefers. The only noticeable problem will be in the year numbering scheme, the mechanism for which assumes the presence of the Empire mod. This will be fixed eventually, but as it's purely an aesthetic change it is a low priority.
As there are no alterations to map resources, there are no compatibility issues with any existing map scripts or scenarios. However, unlike the Ascension mod (which added techs at the end of the tree), the Mythology mod adds technologies to the early eras, forcing a recalculation of the X-values for technologies on the entire tech tree grid as well as alteration of many contemporary techs' placement. While most of this change is handled through a simple SQL addition designed not to interfere with other mods' technology changes, any mod that adds or moves technologies within the first four eras has some potential for incompatibility.
The Mythology mod will be technically compatible with the Ascension mod in the long term, although the two will be mutually exclusive in practice; an Ascension game requires a competitive environment during and after the space race, which often requires beginning a game in the Renaissance, Industrial, or Nuclear Eras. Conversely, a Mythology game provides many additional avenues to early dominance, and it should not be uncommon for the game to be effectively won by the time the Mythological Age draws to a close in the late Medieval. In practice, therefore, there is little reason to use both mods in the same game. However, note that the Mythology mod does not alter many of the barriers in the existing game, such as the lack of worldwide travel before Astronomy; on most map types, it will simply be impossible to win a game outright during this period, and so depending on difficulty level, the dominant civilizations on other continents might remain competitive beyond the mythological period.
Known Issues
* Do not start a Mythology game later than the Ancient Era. While the game will let you do so, you will not have accumulated any of the Favor that you would have earned in the bypassed eras, which could cripple your game's balance as those bonuses are needed to offset the growing inherent Mythology penalties.
* No units have custom 3D artwork. The Hero units use slightly larger single-model versions of existing units.
* The "High" Events (very rare Events limited to one appearance per game) are still being fleshed out. The number and rarities of these will be a big part of how Pantheons are balanced against each other.
* Currently, the game does not force you to pick a new minor god once you have the correct amount of Favor. Keep an eye on the total at the top of the screen; it'll replace the numbers with "MINOR GOD AVAILABLE" if you have enough Favor.
* The Mythology and Ascension mods are unfortunately not compatible at present. The game has a "soft" cap on unit promotions, only allowing 200 types. Vanilla Civ5, the Base mod, and using either Mythology or Ascension will put you just below this number, and using both would go ~20 over the limit. You'll know this has happened if you see new units (like a Warrior) begin with a bunch of free promotions. Note that many DLCs also add promotions, which could make this problem even worse. I'm working on improving this, but it'll be a while before the issue is resolved.
NOTE: This mod is still in a "beta" stage. All of the game systems are functional, although there are still many placeholders and the balance is very tentative. Feedback would be very appreciated.
----------
Inspired by the real-time strategy game of the same name, and by mythology in general, the first (chronologically) content mod in the Ages of Man triad is the Age of Mythology mod. This mod is designed to make the first few eras of the game more interesting, by adding a wide variety of content to the Ancient, Classical, Medieval, and Renaissance eras, with very little that persists into later eras. Unlike the Empires and Ascension content mods, the Mythology mod's content is very different from the vanilla game and is intended to significantly alter the eras it modifies without entirely overwhelming the previous content; knowing the intricacies of the Focus and Favor systems can make a large difference in your chances of success. In the vanilla game these early eras are generally a period of building up an empire, existing only to set the stage for the pivotal period of the game, while this mod attempts to turn these eras into an important experience in their own right.
Overview
The Age of Mythology mod centers around assembling a personal pantheon of deities, each of whom gives you a number of bonuses. You begin the game with a single central deity, and as time goes on you can add an assortment of minor gods to follow; each god provides a variety of bonuses related to its specialty, bonuses that increase over time as you gain favor with the gods. Various religious events can also help shape the development of your pantheon, and through them boost your empire. These bonuses come at a cost, however; simply being in the Mythological Age adds penalties to nearly every aspect of your society (food, production, gold, science, culture...), and as time goes on the penalties will become more and more severe to offset your growing religious bonuses. Eventually, the drawbacks of the divinely inspired lifestyle will easily outweigh its benefits, and each player will choose to undertake an Enlightenment, a period in which their empire will sever its relationships with the old gods to enter a more productive phase.
The primary component of this system is Favor, a new Culture-like pseudo-yield produced through a variety of mechanisms. Favor is used locally to automatically upgrade religious buildings within each city, as well as providing a global effect of unlocking new minor deities for your entire empire. Nearly all content in this mod is dependent on the amount of Favor you have generated, with much less importance placed on individual technologies. Every Pantheon has its own inherent biases towards or against the various methods of Favor generation; taking actions related to your Pantheon's Favor biases can allow you to unlock extremely powerful units and effects earlier than would be possible through normal research, while playing against those biases could cripple you in the long term.
Compatibility
As with all other Content mods in the series, the Age of Mythology mod requires the Base mod for mechanical reasons. While some parts of its balance will assume the presence of the Age of Empires mod as well, this is not strictly necessary; the Mythology mod can be paired with many other balance mods if the user prefers. The only noticeable problem will be in the year numbering scheme, the mechanism for which assumes the presence of the Empire mod. This will be fixed eventually, but as it's purely an aesthetic change it is a low priority.
As there are no alterations to map resources, there are no compatibility issues with any existing map scripts or scenarios. However, unlike the Ascension mod (which added techs at the end of the tree), the Mythology mod adds technologies to the early eras, forcing a recalculation of the X-values for technologies on the entire tech tree grid as well as alteration of many contemporary techs' placement. While most of this change is handled through a simple SQL addition designed not to interfere with other mods' technology changes, any mod that adds or moves technologies within the first four eras has some potential for incompatibility.
The Mythology mod will be technically compatible with the Ascension mod in the long term, although the two will be mutually exclusive in practice; an Ascension game requires a competitive environment during and after the space race, which often requires beginning a game in the Renaissance, Industrial, or Nuclear Eras. Conversely, a Mythology game provides many additional avenues to early dominance, and it should not be uncommon for the game to be effectively won by the time the Mythological Age draws to a close in the late Medieval. In practice, therefore, there is little reason to use both mods in the same game. However, note that the Mythology mod does not alter many of the barriers in the existing game, such as the lack of worldwide travel before Astronomy; on most map types, it will simply be impossible to win a game outright during this period, and so depending on difficulty level, the dominant civilizations on other continents might remain competitive beyond the mythological period.
Known Issues
* Do not start a Mythology game later than the Ancient Era. While the game will let you do so, you will not have accumulated any of the Favor that you would have earned in the bypassed eras, which could cripple your game's balance as those bonuses are needed to offset the growing inherent Mythology penalties.
* No units have custom 3D artwork. The Hero units use slightly larger single-model versions of existing units.
* The "High" Events (very rare Events limited to one appearance per game) are still being fleshed out. The number and rarities of these will be a big part of how Pantheons are balanced against each other.
* Currently, the game does not force you to pick a new minor god once you have the correct amount of Favor. Keep an eye on the total at the top of the screen; it'll replace the numbers with "MINOR GOD AVAILABLE" if you have enough Favor.
* The Mythology and Ascension mods are unfortunately not compatible at present. The game has a "soft" cap on unit promotions, only allowing 200 types. Vanilla Civ5, the Base mod, and using either Mythology or Ascension will put you just below this number, and using both would go ~20 over the limit. You'll know this has happened if you see new units (like a Warrior) begin with a bunch of free promotions. Note that many DLCs also add promotions, which could make this problem even worse. I'm working on improving this, but it'll be a while before the issue is resolved.