alexanderyou
Chieftain
- Joined
- Jul 14, 2016
- Messages
- 82
Here I was thinking it would be a while after the official modding tools were released until any halfway involved mods were made, now I just wish I checked earlier
Thanks a lot everyone. Okay, so here's for the first set of opinions on the direction of Anno Domini for Civ 6. Please let me know what you think.
01. Should Anno Domini be one big download (not so big at the moment....but it will be!) or should I spTlit it off as I did in Civ 5? In the Civ 5 version, there was the base game with no civilizations in it and there were several packs with groups of civilizations, e.g. Greek civs, Battle for the Nile, Roman Britain, etc. The disadvantage is that you have lots of smaller mods in your database, but the advantage is that you have more control over the civilizations in the selection pool. If I only wanted to play a game with Greek factions, I could select just the Greek civs pack and random opponents would be chosen from it (rather than me having to manually select them every time). You can mix and match of course and if required, have all the civs in the selection pool. It helped with those who felt that Anno Domini should only be about the Ancient Med and even appealed to those who weren't particularly looking for Anno Domini as such but wanted a game where you could play as Ancient British tribes.
02. If we go with the split civs, does it follow that this time, I should arrange the city-states to match? So, if I'm playing an Ancient Britain game only, the city-states should also be from Ancient Britain only.
03. What do you see as the timeframe of Anno Domini? Here's the main options:
a. Dawn of time up to the Dark Ages.
b. Dawn of time up to the Norman Conquest.
c. Dawn of time up to the discovery of gunpowder.
d. Dawn of time up to around 1492 and the discovery of the New World.
There is no scientific victory in Anno Domini currently, so it would be good to have one that matches the timeframe of the mod - so, for example, if we went with the discovery of the New World, the scientific victory could be around getting a ship ready to sail to the New World. More timeframe is not necessarily better though as some have commented in the past they'd prefer to stick with the Ancient world.
04. What do you see as the civilization limits to Anno Domini? One element which will naturally affect this is question three - the later it is, the more civilizations come into play. On the flip side, the more civilizations there are, the more difficult it is to make them truly unique from the rest and keep the colours of the civilizations distinct. I have traditionally started off with "Ancient Med" civilizations and included the fertile crescent, then allowed the range to go as far as the Far East, India, Africa and civilizations such as the Khmer. What about other geographical areas? Do they "fit" or not? Are the "New World" civilizations best kept in the New World and be part of where our civilizations head to?
05. At the moment, I've moved all the units, buildings and wonders generated by civics to being generated on the tech tree. Do you see the civics in Anno Domini working towards government types only?
Thanks a lot everyone. Okay, so here's for the first set of opinions on the direction of Anno Domini for Civ 6. Please let me know what you think.
01. Should Anno Domini be one big download (not so big at the moment....but it will be!) or should I spTlit it off as I did in Civ 5? In the Civ 5 version, there was the base game with no civilizations in it and there were several packs with groups of civilizations, e.g. Greek civs, Battle for the Nile, Roman Britain, etc. The disadvantage is that you have lots of smaller mods in your database, but the advantage is that you have more control over the civilizations in the selection pool. If I only wanted to play a game with Greek factions, I could select just the Greek civs pack and random opponents would be chosen from it (rather than me having to manually select them every time). You can mix and match of course and if required, have all the civs in the selection pool. It helped with those who felt that Anno Domini should only be about the Ancient Med and even appealed to those who weren't particularly looking for Anno Domini as such but wanted a game where you could play as Ancient British tribes.
02. If we go with the split civs, does it follow that this time, I should arrange the city-states to match? So, if I'm playing an Ancient Britain game only, the city-states should also be from Ancient Britain only.
I would say start with up to the time of the Norman Conquest, and then do 1492 as an expansion. Focus on the core of the mod first, and make it solid. That way the people who don't want to do past the ancient/mideveal eras don't have to, but those of us who like guns and boats can do that, too.03. What do you see as the timeframe of Anno Domini? Here's the main options:
a. Dawn of time up to the Dark Ages.
b. Dawn of time up to the Norman Conquest.
c. Dawn of time up to the discovery of gunpowder.
d. Dawn of time up to around 1492 and the discovery of the New World.
There is no scientific victory in Anno Domini currently, so it would be good to have one that matches the timeframe of the mod - so, for example, if we went with the discovery of the New World, the scientific victory could be around getting a ship ready to sail to the New World. More timeframe is not necessarily better though as some have commented in the past they'd prefer to stick with the Ancient world.
04. What do you see as the civilization limits to Anno Domini? One element which will naturally affect this is question three - the later it is, the more civilizations come into play. On the flip side, the more civilizations there are, the more difficult it is to make them truly unique from the rest and keep the colours of the civilizations distinct. I have traditionally started off with "Ancient Med" civilizations and included the fertile crescent, then allowed the range to go as far as the Far East, India, Africa and civilizations such as the Khmer. What about other geographical areas? Do they "fit" or not? Are the "New World" civilizations best kept in the New World and be part of where our civilizations head to?
05. At the moment, I've moved all the units, buildings and wonders generated by civics to being generated on the tech tree. Do you see the civics in Anno Domini working towards government types only?
Beserkers as barbs suck on turn 1... really!
Why disable the option to even turn them off? I had to Gold cheat 8 wariors to kill one, then find three more behind it. Just turned the mod off.
I've tried to play using the Anno Domini mod 4 times now. Every single time I'll get a ways in, and then, irrespective of how "strong" my military is, I get wiped out by barbarians who destroy virtually everything.
55 combat strength for starting barbarians isn't just stupid, it's game breaking.
I thought a change of pace would be interesting. But this is garbage.
Edit: I apologize for my hostility if this issue is a bug and not intended. On my last attempt, I had managed to progress pretty far until two berzerkers wiped out two of my settlements, killed all of my military, razed everything, stole my one worker, and sacked my traders in short order. As I had spent at least three hours on the game which, until that point, was enjoyable, I was fairly irritated.