Anno Domini

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This might have been mentioned before:

- The small wonder Montsegur can only be built in cities with a max pop of 7, because of the bombard combat value of 8 causing it to act like Walls

- The great wonder Jousting Tournament has no building cost and no culture. It also has no reference to its wonder splash in PediaIcons.txt, causing the game to crash when it's built.
You need to add the following lines:
#WON_SPLASH_BLDG_Jousting_Tournament
art\wonder splash\Tournament.pcx

Not a bug (I think), but the pop pollution is really annoying since only some civs may build improvements taking care of this.

Otherwise I'm having great fun with my Goths!!! :goodjob:
 
Thanks for the information about these problems. I've not had much time to spend on Anno Domini lately, so I'm not sure when the new patch will come out. Needless to say, it will include an amendment of these issues. I'm glad you're having fun regardless of the problems you ran into :) .

I have been getting into Civ IV recently. Depending on how things work out with the SDK, I'll be looking at a Civ IV version of Anno Domini later in the year ;) .
 
A night out celebrating Holy Three Kings resulted in a hangover and a day inside playing. I got really surprised by winning a cultural victory in the middle of a really gory war with the unholy alliance of Saxons and Arabs. Pity cause I was going for the trade victory... In all it's been great fun! I'm having a go again soon, perhaps leading the Kievan Rus next...

The report: you've got to have a go at the ships in the editor, old boy!
You need to give the following ships the Rotate Before Attack flag:
Galley, Trireme, Longship, Keftiu (who also need the Ranged Attack Anim flag), Egyptian Galley, Lodya, Quinquereme, African Galley, Macaw Galley, African Warship, Catapult Tetrareme.

The Bireme and the Minoan War Transport should not have the Rotate Before Attack flag.

Cheers! :beer:
 
Ok, once again, thanks for the feedback. Hopefully I'll have time to bring the patch out soon ;) .
 
Review:

Outstanding mod here R8XFT. All the praises that have been heaped on you in this thread and elsewhere are thoroughly deserved. Many thanks for the pleasure your monumental project has given us.

Anno Domini has rejuvenated Civ3 for me in its epic form and shown many ways for modding aspects of the game. I love the detail, logic and expansion of choice/paths in the tech tree. I've never been a fan of the modern era so the whole historical focus is greatly appreciated. Also love all those new improvements, wonders, the trade victory (although I've never come close to achieving it), the cultural flavours add a great deal and, of course, it really is the treasure trove of new art that you bill it as. But the crowning achievement has to be how well you have made it all work together. There is a consistency of concept and presentation that makes this a very impressive pacckage.



Game report:

Notched up an effortless and constantly expanding Domination victory with the Byzantines recently. It was mainly characterised by military tech advancement, so that's what this little report will focus on.

Game settings: Quaestor / Regent level (1 too easy for my usual but I wanted to explore the new mod), huge map, continents, 12 civs.

Game lasted till one tech into Anno Imperii. 450 turns or so.

Slingers: Found I was on a very large continent early. You could just tell with so many civs being on it. So while my population was growing enough to build Nomads I concentrated on getting out some stacks of Slingers, after some storyteller's huts. I basically went on a 'pruning' mission with these stacks. Destroying any cities belonging to other civs that came into areas where my future interest may lie. This kept the power of my neighbours well in check. Out of Ghana, Isoko, Athens, Illyria and the Goths nearby it was the Goths who looked like posing any competition. So they got a double dose. No one ever got more powerful on the histograph than me with this strategy employed. Turned out I was on the powerhouse continent.

Archers: With this new military unit I wiped out Ghana, who was very small fry, being the closest and most beaten up of my neighbours. These were also used against Illyria who was small but expanding into 'my land'. They lost a few cities to archers, who made light work of their Tool Aged Spearmen.

Swordsmen: Having carved out a large empire early and with some handy tech trading I had the luxury of a nice tech lead, which was never lost. So I hit Ironworking well before anyone else did. Again, stacks of swordsmen were created by a now large military production zone and Athens was wiped out with devastating speed. Like everything I faced on the continent in terms of defence thereafter, the Athenians fronted Bronze Age warriors. In fact, no one had any spearmen to offer as protection in the whole game. The Athenian campaign was like a heated knife through butter.

Boats: The attack on Athens was the first navally assisted attack. 6 curraghs loaded with Swordsmen ran along our shared coast and executed some advanced hits, quickening their downfall. This lesson proved to be a poweful template for recreating.

The Goths: These chaps were far more numerous, ambitious and with a much larger empire than any other competitor on the continent. An early pruning mission found they too could produce stacks of Slingers themselves. Moreover, they had been taking cities of Ethiopia in the very far north and had also begun to settle a nearby continent with curraghs. They needed to be met in the field of battle, just in case they harboured any illusions of grandeur. I made comprehensive preparations...

Ancient Cavalry: These units are devastating. The whole Gothic campaign revolved around the Horsemanship tech and the use of AC. I was prebuilding large stacks of horsemen (which I hadn't used previously), secured the Horses supply in eliminating Athens, was saving up cash for a mass upgrade and had boats all ready for an invasion of the new Gothic continent. Well it all worked like a dream. With swordsmen in support, the Ancient Cavalry ripped through the Gothic kingdom and they were all gone within a matter of a few turns. Ethiopia for some weird reason also declared war on me and they got all their cities taken off them, including the one with the Great Lighthouse. This was all thanks to the combined speed and more advanced attack of the Ancient Cavalry. And they were used all the way to domination victory.

Hoplites: Shortly after that campaign the scientists discovered how to make Hoplites. As the strongest defenders around till the end of Anno Laxamenti (Bowmen) these were made with vigour and posted to the far flung reaches of the Byzantine Empire.

Now the stage was set for me to push home to victory. Having wiped out everyone except the Israelis in the northern most tip, I now controlled all of the home continent and had also taken over half of the other continent which the Goths had had designs on. Second on the powergraph were the Arabs. They were on a continent fairly nearby, all alone, and were focusing, I mean wasting their time on, making pretty buildings that made people happy.

Seafaring, Wonders and the end of Arabia: What really sped up the domination victory was the fact I'd captured the Great Lighthouse. Actually it was crucial. With the extra sea movement from it and my Seafaring trait I could just about reach the Arabian continent. So once again preparations were made to do some 'pruning'. I just wanted to take some spices off them on a peninsula. The pruning went better than expected and, when they re-declared war before the first peace pact was expired, they soon found the Byzantines taking all their cities off them. A much better fight back from the Arabians (who fronted Swordsmen, Archers, Horsemen, Camel Warriors and Bronze Age Warriors) but ultimately no match for the numerous landings of Hoplites and Ancient Cavalry. The seafaring logistics to get them there was the trick no one else could pull off and it only got worse for them when I built the Double Harbour and was moving Biremes 8 tiles a turn.

This same Hoplite and AC template was put to use on the fourth and final continent. This saw the Byzantine landings ripping into the Irish and Cornish (securing Incense), whilst the Brigantians and Egyptians had to content themselves with counting out the days before they got it too.

Victory was acheived just as I learned how to train and build Fyr Spearmen. No one had any chances after that, even if there would have been time to capitalise on them.

Great game, great mod. Thanks a lot.
 
Wow, sounds like an interesting domination game! Thanks for sharing that with us :) . Please could people give answers to the following:

1. Which civs do you regard as the most replaceable (maximum five)?
2. Is there any civs that are missing that "should" be there (maximum three)?
3. Have you won a trade victory?
4. Do you have any stories to share like Rambuchan?
5. Are there any wonders that are "missing"?
6. Should the next incarnation of Anno Domini lose all civs that arose after c.200AD and be purely using pre-Dark Ages civs?
 
Hi,

I played one game through to finish using Anno Domini. Had a good time playing the Vikings (not certain if that's their name). Played an Archipelago game with lots of water on a huge wet hot map, and modified to no wheeled in Jungle, and gave nomads/settlers wheels, so not certain if its indicative.

Anyhow, I won a victory on points after the end of the game turns, at Monarch (or whatever the name is), but never got to build berserkers. Game ended with tech barely into the 3rd era.

Perhaps the tech rate needs to be decreased, or the costs, so that the tech race more closely tracks to the end of the game. Seemed it ended with too many techs unresearched.

Maybe others who've played to the last turn, and not achieved victory before the end of the game, can comment as to the tech, as well.

Was very enjoyable, in anycase.
 
One observation about the Agricultural trait.

I recently started my third AD game (I love the mod by the way). I used a non-Agri civ, played at Regent level, and happened to be up against a few other Agri civs. The random map generator gave me a pangea, so I ran into my fellow civs quite quickly.

It seems to me that with the three population required to create a nomad, the Agri trait becomes quite a big bonus. The Agri civs all became dominant quite quickly... and became very pushy. I am able to stave off their attacks and took one (non-agri) civ down... but it is quite an uphill battle.

Just wondered if anyone else had thoughts on nomads and the Agri trait?
 
R8XFT said:
Wow, sounds like an interesting domination game! Thanks for sharing that with us :) . Please could people give answers to the following:

1. Which civs do you regard as the most replaceable (maximum five)?
2. Is there any civs that are missing that "should" be there (maximum three)?
3. Have you won a trade victory?
4. Do you have any stories to share like Rambuchan?
5. Are there any wonders that are "missing"?
6. Should the next incarnation of Anno Domini lose all civs that arose after c.200AD and be purely using pre-Dark Ages civs?

7-Do you want some historical scenarios with next Anno Domini version? :P
 
boodlefoof: Agri trait is a bonus for sure, especially with the nomad's population requirement. But they set up a challenge to be overcome and one which should be met early to stop them running away with things. Also, if you get a tech lead over them militarily you can really overrun them and gain some big cities. As such I don't have any problems with this combination, it presents a reasonable challenge.

R8XFT: I'll have a stab at your requests to give some feedback. I haven't played the mod nearly as much as others have though and I don't care if you make these changes or not. I would still enjoy playing it.

1. Which civs do you regard as the most replaceable (maximum five)?

To be honest I thought there was an overload of civs from the British Isles. Not a problem in itself, great to see them, but when you consider that the Visigoths, Ostrogoths and so on are all represented under one civ, Persia and Arabia are presented as one civ each, it did seem a little over generous to feature Brigantia and say Cornwall as stand alones. I would also hazard that you drop India and focus on the regions you mention (Africa, Middle East, Med and Europe).

2. Is there any civs that are missing that "should" be there (maximum three)?

The Assyrians. Persia could be split into the The Achaemenid dynasty and / or the later Sassanid. If you want to include an Indian flavoured civ (assuming you do axe India) you could always look to The Kushans, who had many strong connections with the Hellenistic world yet were situated in Pakistan around 0-250AD.

3. Have you won a trade victory?

Nope. Games end too early.

4. Do you have any stories to share like Rambuchan?

I'd like to hear more about other people's games.

5. Are there any wonders that are "missing"?

Plenty, but this stuff is up to you imo. We could go on endlessly. Better if you find the gaps you want to fill (say you need a military wonder or a science one) and then we make suggestions accordingly. Wonder suggestions with no brief can go on for ever. I like the ones you chose anyway, refreshing.

6. Should the next incarnation of Anno Domini lose all civs that arose after c.200AD and be purely using pre-Dark Ages civs?

That'd be interesting.

7-Do you want some historical scenarios with next Anno Domini version?

Yes dammit!
 
It sounds like it might be an idea to increase the number of turns or decrease tech costs across the board to give people more of a chance of playing to the "end", including the Trade Victory. I haven't played enough games through to be able to say *how* good an idea that would be, though!
 
I hear what you say Plot but then I think of version 1 of my scenario and a few others and it is a bit of a bummer when you race through the tech tree so quickly and then end up having to research future techs. The replayability is a factor too with an overly speedy tech tree, at least in my mind. I'm looking forward to another game of AD simply because I want to find out what the rest of the tech tree does, amongst other things. So perhaps introducing the elements of the Trade Victory earlier would be a better course of action?


EDIT: Just had another look at the civs and it seems that the Moors are quite out of place with the others, coming so much later. Perhaps they're a good candidate to be dropped. And how about The Scythians as a replacement, for that region is quite under-represented and its an excuse to have another quite 'barbaric' civ.
 
I've updated the patch, which is downloadable from the first post. It's only 1.86MB.

Fixes
  • Rotate before attack added for many ships.
  • Ranged Attack Animation added for Keftiu
  • Various issues with the Jousting Tournament resolved
  • Montsegur should be able to be built in any size city
  • Platonic Governance has been made less attractive - war weariness is now high, there's less free units and the other units cost 2 gold each.
  • Unit crashes have been fixed
 
Another question just occurred to me...

Whenever I take an enemy city, its culture border remains where it was before it was taken... it doesn't shrink back to its 9 square size. Just wondered if this was intentional... it makes a domination victory much quicker.
 
boodlefoof said:
Another question just occurred to me...

Whenever I take an enemy city, its culture border remains where it was before it was taken... it doesn't shrink back to its 9 square size. Just wondered if this was intentional... it makes a domination victory much quicker.

This certainly wasn't intentional; maybe there's more culture-laden buildings in Anno Domini and perhaps that is doing it?
 
No, there's a box on the Scenario Properties window for "Retain Culture on Capture". If this is ticked, captured cities retain their cultural rating and their sphere of influence accordingly. I thought you'd done it deliberately as a feature of the mod, perhaps to represent the idea of the conquering force quickly subduing the country around the city. I like it, though.
 
Plotinus said:
No, there's a box on the Scenario Properties window for "Retain Culture on Capture". If this is ticked, captured cities retain their cultural rating and their sphere of influence accordingly. I thought you'd done it deliberately as a feature of the mod, perhaps to represent the idea of the conquering force quickly subduing the country around the city. I like it, though.
Ah-ah!! That's what I did...nice to know ;) !!
 
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