Anno Domini

Status
Not open for further replies.
Nanocyborgasm said:
Should I expect a map-scenario in the near future?
I might do some scenarios in the future. I don't know when - I'm trying to get my life back - it's been dominated by the mod for the past few months :) .
 
hello

first congrats, really great work

comments:

- eire uu link in civ description seems to be broken

- not sure abt that but the civ traits seem not to work properly. indust. workers seem not to be faster (saba workers are). wasn't there a food bonus for seafaring civs when build on coastal tiles?

- the elder hall (or how was it named) is useless. it may reduce corruption but it not only consumes one gold it also makes one citizen unhappy i.e. you loose one working citizen or have to raise lux rate. either way it is useless

- duration (= benefit) of some great wonders is much too short. the skirmisher producing one (one of last techs of first era) will be obsolet with one of the first tech of 2nd era. maybe it shld produce skirmishers every 10 or 15 rounds instead of 5 but become obolete later. same with great library and i think some of the other flavour gw.

- the flavour tech in first era after researching trade seems to be quite useless to me. you can build a city imp which increases the lux rate? but only if you have the resource...

- generally i do not understand the use of all these lux rate increasing buildings. they can be build when special resouces are in the city radius, need gold for maintenace and do ionly increase the lux rate? hmmmm...
 
Thanks for your mod

Can i change a thing, put more units and so on???
Can i please have your autagraf??? :eek: :eek: :eek:
You are the best :king: :king: :king:

Saint gold
 
connerreeves said:
- the elder hall (or how was it named) is useless. it may reduce corruption but it not only consumes one gold it also makes one citizen unhappy i.e. you loose one working citizen or have to raise lux rate. either way it is useless

- the flavour tech in first era after researching trade seems to be quite useless to me. you can build a city imp which increases the lux rate? but only if you have the resource...

- generally i do not understand the use of all these lux rate increasing buildings. they can be build when special resouces are in the city radius, need gold for maintenace and do ionly increase the lux rate? hmmmm...

if don't understand them , or don't like them, then don't build them
 
ahm thanks for the hint...

i mentioned that costs und benefit seem not to fit
thought this wld be the place to discuss the mod and comments would be appreciated. maybe i'm wrong
 
Comments are appreciated. It was thought that the Elder's house was around when you only had small cities and that it was of greater use to the cities on the outskirts. With tribal council, up to three units stationed in the city have an effect on happiness, there's also the possibility of one or more resources and some happiness improvements. The thinking was that the Elder's house, if built after these, would bestow a positive effect without the -1 happy being an issue. It's just an idea; sorry if it didn't work for you.

I can't really comment on the traits. I can't possibly do anything to alter the traits themselves, though I did slow down workers following the advice of the beta testers.

I'm not sure about the duration of the wonders being too short. It depends whether or not you have a strategy to "go" for the wonders or not. For example, you can discover archery as your fifth tech and build Milon of Kroton, which, in a shield-rich city doesn't take that long. That way you can have skirmishers being churned out whilst you research everything else in the first era.

The luxury buildings are going to be more useful when there are scenarios with specific maps designed for them. Don't forget that one main aim of the mod was to be an art-rich resource for ancient scenarios. That said, I think I do need to look at resources in general.

@Saint_Gold : who am I to say you can't add units to your copy of the mod ;) ? I'm glad you're enjoying it :) .

Five days in and there's approx 1,200 downloads of the mod and 167 posts. I'm really thrilled by the response, which has been very positive :goodjob: !
 
I find the Elder's House useful in exactly the way you suggest, Rob. On the outskirts, where culture is most important and corruption worst. The one unhappy face is a non-issue in this situation since, as you say, your border cities are most likely to have decent garrisons.

I also agree with you regarding Milon of Kroton. It is a wonder I always build because a free (decent) unit every 5 turns is not to be sneezed at, and the upgrade to swordsman furthers their eventual usefulness. It doesn't take long to build and I've never had a problem turning out at least 5 units (the least I've managed) before discovering iron working and that was only because I needed iron working so badly that game.

Glad to see Anno Domini is being so well received. It definitely deserves it.
 
Great mod, even if you did manage to emphasise my pet hate in Civ, techs enabling resources not the other way around. In particular Egyptians get a non-essential tech called weaving but it make the resource it uses visible so how do you know if you should go for it or not :)

Now all I need to do is see if I can merge the great bits of your mod with my other favorite mods "Agriculture Revolution/Paths of Glory" and "Bigger, Better Worlds" to make a perfect mod.:D
 
connerreeves said:
ahm thanks for the hint...

i mentioned that costs und benefit seem not to fit
thought this wld be the place to discuss the mod and comments would be appreciated. maybe i'm wrong


I had those same problems, and I was giving you my solution to them :)

EDIT: Woah...avatars are back on...sweet.
 
The patch has been updated. This updates the civilopedia a little; I've also tinkered with the resources setting. Gameplaying will see if this helps matters ;) .
 
The website is currently being updated. I've published the half-finished version. There's lots more information added, but there's much more to come ;) .

Do you like teasers? Here's one:

Coming soon, Helen of Troy:
HelenTroy.jpg
 
very nice theres the face that launched a thousand ships
 
Khm, as I said before, I`m a big fan of your Leaderheads, but Hellen? No way I would go to war for this chick! Maybe she`s just not my type :) Its a great Lh, just not for Hellen. (She kind of reminds me of Michelle Pfeiffer?)

Keep up the good (GREAT) work!

And I have a question, how come all civs can have those viking units (and maybe others)? (maybe there`s an explanation in civilopedia but I don`t have much time to play lately). I know there were some norse mercenaries down south, but were there enough of them to be given their own unit in a foreign civ?
 
Just a note here to anyone who hasn't tried R8XFT's recommendation of the Illyrians - they're great! What fun I'm having with a big fleet and hordes of Illyrian Raiders. I don't think the Nubians even realise yet that they've lost one of their provinces, so swift was the assault. That'll teach them to settle long, thin pieces of land...
 
how do i install this mod i tried to install it where i usually install mods but i dont find it
 
Status
Not open for further replies.
Back
Top Bottom