DoC 1.15 Experience

Zaduzai

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EDIT: Thanks for moving this thread to Gameplay Guides by moderator - but on other hand most continent will be bug reports and rest observations how 1.15 have change DoC mod from previous versions - which could be helpful at least to @Leoreth...

In this thread I will write observations from almost ready DoC 1.15 version.

Here it all begins:
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Nice to have Foreign Core Area two tiles away from your capital...
 
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I have played DoC countless games past six or seven years. I downloaded first time 1.15 version some time in August and played almost till end of turns with Rome. But I decided to start all over with Babylon, because so many bugs have been fixed and if I have understood right stability have been redone - which is good. At least with my Rome game it was way too easy to over expand. I'm playing - as you can see - Babylon and with default difficulty and speed. Usually I play with Monarch difficulty but in 1.15 have been so many changes that just learning what effects what is enough for challenge for now. And I'm not expecting to win - I think I have never even been close to that when playing Babylon. Just trying to survive test of time.
Just small detail: tribal villages are NOT set in begin of first turn to map. Makes it harder for seasoned players to collect them before AI is spawn - which is of course good thing.
No tribal village:
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Tribal village have been spawn:
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Moderator Action: Moved to Gameplay Guides. leif
 
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My plan to build Hanging Gardens as third wonder to capital (Babilu) - when it had high enough culture level - failed. It looks like reason is that Judaism spread to Babilu and that stops building anymore "pagan" wonders. If that is case it makes planning ahead which wonders to build quite hard.
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It still reads in Calendar tech that first one discovers it found Hinduism which is no more true. I think condition in 1.15 version is that you should have at least one city in historical area of religion so you can found it.
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Other thing is that when Phoenicians spawn they flip three my workers. I thing that is bug. Here is save file about it - just click end of turn and three workers working on farm on Wheat resource are gone.
 

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My plan to build Hanging Gardens as third wonder to capital (Babilu) - when it had high enough culture level - failed. It looks like reason is that Judaism spread to Babilu and that stops building anymore "pagan" wonders. If that is case it makes planning ahead which wonders to build quite hard.
View attachment 487397
It still reads in Calendar tech that first one discovers it found Hinduism which is no more true. I think condition in 1.15 version is that you should have at least one city in historical area of religion so you can found it.
View attachment 487399
Other thing is that when Phoenicians spawn they flip three my workers. I thing that is bug. Here is save file about it - just click end of turn and three workers working on farm on Wheat resource are gone.
If your units are in the flip zone they will flip.
 
Other thing is that when Phoenicians spawn they flip three my workers. I thing that is bug. Here is save file about it - just click end of turn and three workers working on farm on Wheat resource are gone.

That's... not a bug. Every civ that spawns takes units in that area. That's why you see Americans with Redcoats, Portuguese with conqs and Byzantines with Legions.

And depending on your difficulty, BARBARIANS also flip. Hullulganis, Impis, Holkans, Dog Soldiers and Vultures and sometimes Keshiks, Horse Archers and Khampas.

It still reads in Calendar tech that first one discovers it found Hinduism which is no more true. I think condition in 1.15 version is that you should have at least one city in historical area of religion so you can found it.

There is another rule for religion. They're hardcoded on their appropriate regions. Therefore, you cannot found Hinduism as Babylon, since they are not located in the Indian Peninsula.
Besides, India spawns with Calendar anyways at turn 55.

Here's the full list:
Orthodoxy: Middle East
Catholicism: Any orthodox city/civ that gets either a cathedral or Doctrine
Islam: Arabia is guaranteed to spawn with it.
Protestantism: Cannot be founded by civs that research Academia that do not have Catholicism spread
Confucianism/Taoism: China is guaranteed to found. If anyone researches Contract or Aesthetics, they will found on China even if they lack the tech.
Hinduism: India will always spawn with it.
Buddhism: Can only be founded in India and as such, if Philosophy is researched first outside, it will be founded in India either way.
Zoroastrianism: Persia spawns with it.
 
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In all fairness, Byzantium's starting units include 4 Legions even when Rome is no longer around. But yeah, flips are fun. But something strange going on with Mexico -- because the weird way they start you never get any former Spanish military flipping to you -- just the Workers :sad:
 
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Thanks for clearing up unit flipping. I first thought that would make playing Babylon too hard because so many civilisation are spawning next to Babylon (very small) core area - but I just kept checking from Pedia when civilisations are spawning and in end of last spawning neighbouring civilisation surprisingly few my units have flipped. It would be actually nice if - let's say v. 1.16 - would come feature that would warn from upcoming spawning of new civilisation. Something like that for example three turns before spawning: "Aristocrat Persian families are uniting for common cause to create their own empire". And maybe after that, two turns before spawning: "Persian sentiments are strong in Artaxata and Shushan." Especially some kind of warning in advance which cities will flip would be nice.
 
It look like that I would have fairly good change to win time victory. I'm actually quite surprised that my game have went so good so far. My tactic have been to avoid wars when it is possible and just let time collapse my neighbouring civilisations and then take their cities.
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I'm only worried where Indians bombard division is heading...
 
It look like that I would have fairly good change to win time victory. I'm actually quite surprised that my game have went so good so far. My tactic have been to avoid wars when it is possible and just let time collapse my neighbouring civilisations and then take their cities.
View attachment 488487
I'm only worried where Indians bombard division is heading...

So, did you win Time victory?
 
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