Anno Domini update

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glad to see you back.

Did you make the original Anno Domini available somewhere or do I have to wait until you do the second version?
 
The old version of the mod is no longer available; this will be the updated version though! So sorry you missed out last time (where were you ;) !!), but you'll now have to wait for the revamp, which really won't be as long as you might imagine...
 
Any more voters? If not by the end of today, I'll look at what people have requested most and decide how I'm going to proceed.
 
Reviewing the previous posts, this is the format that seemed to get the most votes (some by a small margin though ;) )

01. I'd like a mod just like the original Anno Domini; the civs should start off needing to research how to irrigate and build mines and end up in the Middle Ages. It'd be cool to play it with the civs you've suggested and with Ares' terrain instead of that old Anno Domini terrain.

05. Perhaps it would be best if most techs were generic, though maybe you should have two or three each era that are civ-specific or trait-specific at least.

08. I really think that all civs should be available, each having it's own inherent strengths and weaknesses.

On top of this, if all civs are available, then it'll be a full four-era mod. I don't see any reason why there can't be both a random map and the "Rise of Rome" map as separate biqs in the pack that eventually gets uploaded.

So there you have it. Anno Domini 2 will be very similar in format to the original mod; there'll be different civs, an updated terrain and some other tweaks and updates. One thing though - I'll stick to single era leaderheads this time. It'll make it a smaller download (quite a significant saving I would have thought) and I do think it's better to have them as single-era personally.
 
Stormrage said:
No complaints about single era LHs! Could there be a way to use the "1+3" era method for a full mod with all the civs playable? I`m just asking cos I thought of doing something like that.
There is a way of doing this by simply scrunching all the techs for that civ into one era. It is feasible that I could still go ahead and single out five civs for the one era treatment and make the rest use eras 1-3; I'll have to think about whether or not it's best for the mod ;) .
 
I find that around 32 techs per era fills things up quite nicely - over three eras this makes 96 techs which is enough I'd say. You could (arguably) make the "special" civs have 32 techs in their era which were more expensive to research, but yielding more. Obviously, you'd have the smaller civs able to trade techs whilst the "special" civs wouldn't be able to do this....though would you see Rome trading techs with the Iceni?

Definately food for thought; I'm not saying that I'd be going down this route, but it might be interesting from a gameplay point of view to make civs such as Rome and Egypt completely unique.
 
Rob, if civ A has its techs in era 1, and civ B has its techs in era 2, they can have different city styles. But if civ A researches something in era B, then it automaticly changes the city style to the one B has (if they belong to the same flavor), right?
 
I think the idea is that the one-era civs would be stuck in their era. So civ A could never research something in era B. You do this by making the last (compulsory) tech in era A extremely expensive, so that it can never be discovered.

Of course, all the techs in era B would require a zero-era tech that civ A wouldn't have. However, an AI civ, when it has finished researching all the techs it can research, will then start researching any techs that technically it shouldn't be allowed to research. This is why you use the very expensive last tech dodge to ensure that this doesn't happen.
 
Stormrage said:
:hmm:... I must think this through. Hey, if civs A and B are in the same flavor, but A starts in era 1 and B starts in era 2 they both have to have, say, the Irrigation tech in both their eras? :confused:
It depends on whether or not you want them both to research an irrigation tech. What you could do is rename the second irrigation tech to something else (crop rotation maybe?) which has the same effects.

I guess the special civs having their own tech tree is alright in one sense, but it might be too big a compromise. Another thought is to see if I can make it so that all civs get era one and all the basic stuff, then go off to one other era for the rest of the game.
 
Stormrage said:
But the city styles would have to be the same for all the members of one flavor group in the first era then... But it should work better :)
Another thought I had was to have a common first era, get civs in either the second or the third era (allowing ten city styles) - making this era probably double the size of the others, then all converging in the fourth era for the endgame stuff. I guess I'd need to ask myself whether or not I'm simply doing this for the city styles, as if I am then it's probably too much of a compromise. Having the one era for the "special" civs might be too much as well. Let me sleep on it - I'll give you my answer in the morning ;) .

Stormrage said:
Sorry for threadjacking with these questions, do you think I should open a new thread for this?
Not at all; it's relevant here, as I'm not quite sure where I'm going with this, so it's good to share our thoughts.
 
Every time civs share an era they share city styles. A 2 era mod could be done (around 80 techs if crowded, better say 70) and then have one group of civs use eras 1 and 2 and the other would use eras 3 and 4. Then you have a constant 10 city sets (not suggesting this for your mod, just sharing thoughts :))
 
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