1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Anno Domini: Rise of Cities edition (latest version dated November 9th 2016) 27

Play the ancient world

  1. PawelS

    PawelS Ancient Druid

    Joined:
    Dec 11, 2003
    Messages:
    2,803
    Location:
    Poland
    Oops, I forgot that I was going to provide a list of inaccuracies in the text descriptions. I will look for them in the new version when I find some time...

    As for the scout upgrades, just a bit better combat strength would suffice for me, so the upgraded version can be used in combat in later phases of the game, when you don't need them for exploration that much. The promotions for recon units are quite good, so an experienced scout upgraded to a stronger version will be useful for combat recon and hunting enemy units in remote areas. Of course you can give them some special abilities too, for example the ability to traverse deep ocean while embarked before the other units can do it.
     
  2. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Fantastic, thank-you. I'll be looking through the text descriptions in any case, so between us we should get to them all.
     
  3. turingmachine

    turingmachine Emperor

    Joined:
    May 4, 2008
    Messages:
    1,438
    Can't wait for the update. I've been loving the mod so far. If someone hasn't said it before, thank you for all your hard work! I'll be sure to try and write down some feedback next time I play.

    BTW, if you're going to include Vietnam, might I also suggest including Tomatekh's recent Champa mod.
     
  4. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Thank-you! Looking forward to the feedback.

    I have played as the Champa and very much like the mod. As they were around from 192AD, it fits the timescales. TPangolin's Vietnam, equally excellent, I've played a couple of times; the Trung sisters were 1st Century AD, so again fit the mod - but I'll need to replace the Vietcong with (possibly) an elephant unit. The water theatre was around 10th-11th Century AD, so probably a replacement for that needs to be in the mod....unless I extend it a little to fit the Dark Ages (or is that an expansion for the mod in its own right)?!!?
     
  5. Tomatekh

    Tomatekh Sahib-i-Qirani

    Joined:
    Aug 6, 2012
    Messages:
    1,388
    I was just going to respond to turingmachine's post.

    Champa as a civ fits (you can rename them to Lâm Ấp if you want to give them a more era specific name). The first organized kingdoms date to about ~AD 192, but settlement in the area by the Cham people probably dates to about ~200 BC. My leader and uniques might be a little out of the range of the mod, though.

    Che Bong Nga was about the ~AD 1300s but you could rename him to Sri Mara for the semi-mythical/semi-ahistorical founder of Champa in ~AD 192.

    The well can probably stay as a generic improvement. Although they were only really significant in terms of trade routes later on (~AD 1000+), that type of square well can be found throughout Champa's history.

    The UU might be the main thing. The ballista technology was only traded into Indochina about ~AD 1150, so not sure what to do there. Of course, siege type elephants (minus the ballista) were in use much early in the region, and outside Indochina ballista were much earlier, so fudging the details is less of an issue.

    Of course, Rob is free to use anything from my mods anyway he likes. :)

    If you need any help incorporating anything just let me know. (Also, Janboruta touched up the leader art I use for my Hittites and the Sumer about a month ago. If you hadn't seen the new leader screens, they might be useful somewhere in your mod).
     
  6. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Thank-you very very much, Tomatekh; useful information for me as I look to include the Lam Ap into the mod. Any art by Jan Boruta is well worth checking out, so I'll look up the Sumer and Hittites; I've never really been impressed with my own Hittite leaderhead and both civs are in the mod.
     
  7. Lord Smiley

    Lord Smiley Chieftain

    Joined:
    Jun 16, 2011
    Messages:
    29
    Location:
    London
    I hope you're feeling much better now Rob. And I would just like to say thank you in all your efforts in creating the definitive Ancient World mod for Civ V. I will check it out soon.
     
  8. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Thanks Lord Smiley!

    I have a question for anyone having a go at this mod: should the Roman domus UI give +2 culture as per the mod at the moment or should it be lowered to +1 culture? It does get extra yields with later techs.

    Mod timeframe (now I have some holidays booked!):

    Version 3 should be available no later than Tuesday, August 12th. It will include a couple of extra civs, some updates to existing civs (more interesting UAs for some) and some error corrections and game balance amendments.

    I will then have a lot of holiday in late September and should have a full beta version available by Tuesday, September 30th. I'll put the download link in this thread but won't upload it to steam at that point. I'll give it about a month for any errors to be spotted and corrected before uploading the final version. In that time, I'll update the website ready for the launch on Steam.
     
  9. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Quick preview of the new-look Cartimandua for version 3:

     
  10. econtra

    econtra Chieftain

    Joined:
    Jul 30, 2014
    Messages:
    5
    Registering on the forums just to commend you on the mod. Can't wait for the steam upload. You and your team is amazing!
     
  11. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Thanks for that! Technically, I am the team - though of course wouldn't be able to do it without using lots of items that are uploaded here and the advice/playtesting/responses to requests that I receive.
     
  12. isnorden

    isnorden Amnesiac Modder

    Joined:
    Jul 6, 2012
    Messages:
    608
    Location:
    Madison, Wisconsin, USA
    The BNW update to this modpack looks awesome so far, judging by your screenshots. But (my inevitable question, I know): will you be keeping the Norse civ in this version?
     
  13. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Of course! I'm not planning to remove any civs from the G&K version.
     
  14. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    A quick look at the revamped Bodvoc of the Dobunni.



    I've been working through some of the existing civs, improving their UAs and trying to synergise them a little - the guys on Modcast have influenced my modding! The Dobunni, for example, take JFD's Peter of Russia UA: Wonder production is increased in your capital by its faith output. Cities celebrating "We Love the King Day" increase faith in the capital. To boost this, they take the Druidic Grove UB, which gives +1 faith for any worked forest in the city with an overall +20% faith output.

    The update is still on for Wednesday morning at the latest.

    EDIT: Here's a different version of Bodvoc - which is the more preferable?

     
  15. SargontheGreat2

    SargontheGreat2 Modder

    Joined:
    May 17, 2012
    Messages:
    760
    Location:
    New Jersey, USA
    First, definitely the first
     
  16. COF

    COF Emperor

    Joined:
    Dec 30, 2013
    Messages:
    1,512
    Location:
    Bosnia and Herzegovina
    The shield is waaay too big, so the first for me as well.
     
  17. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Thanks guys! I thought the first as well :).

    Next up, the Corieltauvi have been revamped slightly. Their UA and UB have been synergised; the UA is Corieltauvi Lore: Plantations and trading posts provide +1 science. Receives +2 science for each trade route with a different civ or city-state. The UB is still the soapmaker, but it's been made into a market that also gives +2 science - so the Corieltauvi are a good civ to play if you like to get ahead in the science race. The leader is still Princess Gladys, but she has dropped into the studio for a makeover:




    Also revamped this week is Dumnocoveros of the Parisi. These are a faith-based civ with the UA Arras Burials: Start with the Piety social policy tree unlocked. +2 faith for all specialists, for all Great Person tile improvements and for every trade route with a different civilization or city-state. To compliment this, their UB, the Burial site, generates +1 faith in addition to the +1 culture created by the barrow, which it replaces.

     
  18. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,867
    Location:
    Leeds (UK)
    Version three has now been released with a slew of changes - listed in post two. There is still some work to do, but this is now mainly in connection to theming the mod to the ancient world.

    The main "to do" list:
    • Update World Congress resolutions to reflect the ancient world
    • Update Great Works (writers and artists) to reflect the ancient world
    • Update ideological tenets to...you've guessed it...reflect the ancient world
    • Add a science victory
    • Add more strategic view icons
    • Proof read the civilopedia

    This is not, of course, an exhaustive list. I'm going to try an add some more unit art; regalman has kindly offered to create a map for Elam; as soon as Leugi has brought out the Philistines, they're going straight into the mod. PawelS suggested an updated scout become available, so I'll look into that as well.

    I had said earlier that I was expecting to have a good break in September; this might not happen now. However, instead, I might get some smaller breaks or long weekends, so I could (in that case) have some smaller updates. That said, I'm not that far off and the mod is playable, so long as you accept things such as the great works having medieval/industrial paintings and literature in them at the moment and being able to work on the space station as a congress action!

    Please playtest the mod and leave feedback :).
     
  19. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,129
    Location:
    The Kingdom of New Zealand
    Nicholas II :D
     
  20. Skaz881

    Skaz881 History Major

    Joined:
    Dec 15, 2013
    Messages:
    1,349
    Location:
    Crystal Lake, Illinois, USA.
    One thing I've wondered is how you have some civilizations gaining faith or science trough trade routes as I thought it was hard coded for only gold and culture?
     

Share This Page