Anno Domini Classic: discussion thread part two (warning: lots of images on page one)

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However, at the stage that Roman Roads comes in Anno Domini, it's down to 2 years per turn ;) . I think I'm best leaving them out of the mod.

Wait! Mybe you should weigh the benifts of increasing the time span instead? It might be thats a good way to explain the movement bonus like Mirc said. After all, anceint era is associated with largeer time gaps for the course of develpment even at the latest stages.(truthfully not sure how late we are talkin anymore, but some players would get them earlier enough.)

All you need is an additional pollution reducer ,Street cleaners mybe in the shape of a small wonder?(i know that sounds bad but can be imbelished) it could spawn buildings over the continent. Or instead,, made in the shape of a bulding improvment that charges heavy maintence to control the growth of RR's (or is that AI crippler?)

Can't hurt to give some last advice to consider. I trust you do whats right. Truth is the whole game plays great without RR's, so its no biggie ether way)
 
I have always found railroads fairly unrealistic anyway. Unlimited movement in one turn? C'mon... :)

On a world map, units would be able to move from Kamchatka in Russia's extreme east to South Africa - or from Norway to Singapore - without losing any movement points, which is not realistic in my book.
 
Agreed, 'railroads', as they are in game, simply unrealistic, let-alone within the time period this (fantastic-sounding) mod is set in.

Allow yeself to make yer mind up where you want these tiny things to go - one way or the other. Ultimately, it comes down to your faith in the original (okay, part II) version of the mod you've created! And who can really have any sort of decent input until you've said, "okay, enough. I'm confident as far as I've gone,... if there's anything you'd suggest, I'll take it in... But -only- until you've tried the Alpha version".

Yes, I'm eager to get a feel of your demo, but I'm also used to people being 'back-rubbers'. I know, from my own experience, that you take a little bit in, but much of it come from ye-self. Do not neglect your own integrity.

We already love you.

All my love,
~Garreth.
 
Here's an odd question - certainly something I haven't come across. I know that the "number of buildings required" means that a wonder would require X number of the "improvement/wonder" prerequisite to be built.

I would like to restrict the use of the whaler. I can't have it requiring whales in the city radius, as there cannot be a road to the whales. Whilst I could attach it to another resource, what would happen if I chose the harbour as a prerequisite and said it required five harbours to build? Would it be the case that once five harbours were built, any city with a harbour could build the whaler, or would it be one whaler for every five harbours?
 
Here's an odd question - certainly something I haven't come across. I know that the "number of buildings required" means that a wonder would require X number of the "improvement/wonder" prerequisite to be built.

I would like to restrict the use of the whaler. I can't have it requiring whales in the city radius, as there cannot be a road to the whales. Whilst I could attach it to another resource, what would happen if I chose the harbour as a prerequisite and said it required five harbours to build? Would it be the case that once five harbours were built, any city with a harbour could build the whaler, or would it be one whaler for every five harbours?

I Imagine this is for a sea faring trait Civ?

Not sure but have you though of using the coastal fort requirment instead?cuz Im pritty sure the attack function can be set to zero range to silence its function .
Its a build up on the average harbour and you can say the wonder needs ten coastal fort(ports upgraded) to make a super port become available .

Another way to add restriction is make it need a harbour plus a fresh water supply (like aquaduct but used only as a tool to simulate added restriction in number).
To have it even more grandeur, go harbour + harbour upgrade(coastal fort) ontop of the area exclusiveness (fresh water) then say 5 of these conditions must be met to make the goal being a great or small wonder become available
 
If it's set up as a wonder, once 5 harbours are built any city with a harbour can build the wonder. Since it would probably be a small wonder, only one could be built per civ.

If it's just an improvement, i'm pretty sure once 5 harbours are built, any city with a harbour would be able to build one.
 
If it's set up as a wonder, once 5 harbours are built any city with a harbour can build the wonder.
Actually, the city doesn't even need a harbour- that effect is only used if the number of improvements needed is one, for some crazy reason...
 
I really want to try this mod out, but the bad move that they did is killed the download of the original.... Why kill it while making the game? that is one thing that most developers do not do, they don't kill off there game when they developing something new... Please give me the file that contains this mod so I can play this.
 
UPDATE

I've had a few days off and have worked a lot on this mod. However, I've made some changes as well. The civs have been reduced to 16 for the first version; this was partly to make it easier to complete (so that you guys will be able to play it!!) and partly due to the limit on the number of buildings in the editor. Some of the civs in this 16 are new (sorry that I haven't canvassed opinion, but I decided to go with how I felt myself in order to speed up production).

Here's some new guys, representing the Norse, Egypt, Harappa and the Qin:

NewAD03.jpg


The civs are now:
MidEast culture: Axum, Egypt, Harappa, Israel, Persia
Roman culture: Florentine Republic, Rome
European culture: Anglo-Saxons, Coritani, Eire, Huns, Iceni, Norse
Greek culture: Athens, Sparta
Chinese culture: Qin

These are the 16 civilizations for the first version of the mod. Don't forget that Anno Domini is being designed as mod ruleset, which can be redone with 16 completely new civs. As I've said before, I fully intend to bring out various versions, with different sets of civs - so just because they're not all there now doesn't mean that they won't be in the future.

I've decided to take the mod up to around 1500 and so the tech tree has changed - era four being the most affected. Some of the former early techs from this era can now be found at the end of era three. Here's the work-in-progress; plantations, printing press and compass are prerequisites of New World - I've not drawn the arrows in yet. There are some buildings and wonders to add yet:

NewAD02.jpg


One thing that some people will be pleased about is the work on the text side of the game. All 16 civs have a working diplomacy text (with much borrowed from the first version!) Actually, I've just been tweaking the Harappan one:

NewAD01.jpg


Civilopedia-wise, every single building has a full civilopedia entry - including correct description of its effects and some text giving some background into it. I intend to have a full civilopedia entry for all the techs - I've actually completed this for all but 20 of the techs.

I made a Persian minimap guardian (my first foray into minimap graphics):

NewAD04.jpg



So, I guess the next question is how far am I in terms of making this and when can you play it? With a bit of luck, Easter. I'd say I need a couple of good weekends to round everything off. I actually haven't put in any flavour units yet - but that's only a day's work for me. I don't intend to have a full civilopedia entry for techs that are made up on purpose to allow access to research others (eg Florentine culture allowing access to Landscaping) and there won't be civilopedia entries for units such as "Iceni bronze age spearman."

The framework for the game is all there, it's working out quite nicely, to be honest. Each civ has at least one flavour tech in each era, which leads to unique buildings. The Florentine Republic (which I sorted out last night) has the "House of Medici" GW in era one (with Patronage) : this gives a free bazaar in every city. They get a trading post improvement in era two, which basically allows air trade (though of course, that's not mentioned in the civilopedia). The end of era three sees the Medici Bank come into operation, paying for all trade installations, whilst Landscaping can be researched in era four, allowing the Boboli gardens - four happy people locally and one in every other city. Instead of the tax collector, the Florentine Republic gets the merchant, who is twice as effective and their replacement for the scientist is the Patron, who gives one tax as well as the three science.

One question I have is about resources. I have 32 in the mod, which I understand is the limit. Only 3 of these are bonus resources - because I've a lot of little flavour buildings which require access to most of these (formally bonus, now strategic) resources. Incidentally, all of these have the correct coloured civilopedia icon - I've made sure of that ;) . I really would like to add a handful more. What if I make the first 32 all luxury or strategic resources and have about 6 bonus resources in slots 33-38? Would there be consequences?

Anyway, please feel free to comment on the update. I promise you that despite taking away some civs (for now), it's a very positive move and the mod is much better for it :) .
 
The civs are now:
MidEast culture: Axum, Egypt, Harappa, Israel, Persia
Roman culture: Florentine Republic, Rome
European culture: Anglo-Saxons, Coritani, Eire, Huns, Iceni, Norse
Greek culture: Athens, Sparta
Chinese culture: Qin
I'm unhappy to see quite a few of the "old" ones go... But still happy that you have at least 2 Greek civs :)

One question I have is about resources. I have 32 in the mod, which I understand is the limit. Only 3 of these are bonus resources - because I've a lot of little flavour buildings which require access to most of these (formally bonus, now strategic) resources. Incidentally, all of these have the correct coloured civilopedia icon - I've made sure of that ;) . I really would like to add a handful more. What if I make the first 32 all luxury or strategic resources and have about 6 bonus resources in slots 33-38? Would there be consequences?
From my understanding, it will work ;)

EDIT: Also, will you be releasing any of your old stuff? :D
 
I don't think you should have an oriental civ in the game, I think you should keep the African culture group. Just my 2 cents. I know you want it easier to complete, but we all have been waiting for a complete mod, with 31 civs I believe. We are patient.
 
I know you want it easier to complete, but we all have been waiting for a complete mod, with 31 civs I believe. We are patient.
The main issue is the 256 buildings limit; however, don't forget that this version is going to be the demo, which was originally going to have only 8 civs in it. Other BIQs may have more civs, depending on limitations.


Virote_Considon said:
I'm unhappy to see quite a few of the "old" ones go... But still happy that you have at least 2 Greek civs...

...Also, will you be releasing any of your old stuff?
If you re-read my post, you'll see that this is just one version of Anno Domini. All the civs will be in there - just in different BIQs. When I get time, I'll update the website and I promise once you look at that, everything will be clear.


Oh, and isn't anyone excited to see the Harappans in there ;) ?
 
I think "curious" as to how they'll play out will do it for me ;) (I don't know too much about them, other than the fact that they were amazingly civilized for their time, and they lived around India. Oh, and they had some überish Granary...)
 
Has this game always been until 1500 AD? :confused: Or is it a new thing?
When I did the first version, I set out to make it to be until 1500 AD. However, as the mod developed, it ended around 1215 AD with the Magna Carta. I've simply gone back to the original intention.
 
It is difficult to answer a post that contains so much info, but IMO it looks like you're going the right way. :goodjob:

One question I have is about resources. I have 32 in the mod, which I understand is the limit. Only 3 of these are bonus resources - because I've a lot of little flavour buildings which require access to most of these (formally bonus, now strategic) resources. Incidentally, all of these have the correct coloured civilopedia icon - I've made sure of that ;) . I really would like to add a handful more. What if I make the first 32 all luxury or strategic resources and have about 6 bonus resources in slots 33-38? Would there be consequences?
With resources, in my experience you can have as many bonuses as you like. I have tested up to 32 bonuses without problems. It is a good idea to block all your strats/luxes into the first 32 slots, but if changing it would take lots of map work (I'm not sure if you're working on a map as well as the mod) then don't bother. Just make sure that you don't have another Strat or Lux resource 32 spaces down the editor list from another one. Send me a PM if this doesn't make sense.
 
It is difficult to answer a post that contains so much info, but IMO it looks like you're going the right way. :goodjob:
Thanks - I'm glad someone thinks so ;) !


With resources, in my experience you can have as many bonuses as you like. I have tested up to 32 bonuses without problems. It is a good idea to block all your strats/luxes into the first 32 slots, but if changing it would take lots of map work (I'm not sure if you're working on a map as well as the mod) then don't bother. Just make sure that you don't have another Strat or Lux resource 32 spaces down the editor list from another one. Send me a PM if this doesn't make sense.
The BIQ I'm working on will be a random map one. So I've got 32 slots all mixed up at the moment; only 3 are bonus resources - but really, these three will be more than enough room for my extra "wants" - I thought I'd add an extra 2 bonus resources. So it'll be a mixture of luxuries and strategic resources in slots 1-31 and 5 bonus resources in slots 32-36. Does that sound okay?
 
I like the Harappan leader!

I'm out of town for a couple of days helping my brother with house renovations, so I don't have all my references in front of me. However, the Harappans would not have referred to the Ganges. Their sacred river was the Sarasvati (as in the Rig Veda). One posited reason for the fall of their culture was the drying up of this river, which once had a flow greater than, though not as long as, the Ganges. And their wonder would most likely have been either the Great Tank (public bath) at Mohenjo-Daro, or the artificial harbor at Lothal - which included the earliest instance of a dock using tidal flow and locks.
 
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