1SDANi
The Fading Memory
- Joined
- Oct 27, 2014
- Messages
- 3,055
Download
https://github.com/earthcrafterman/Dawn-of-Civilization/tree/QMC
YOU MUST NAME QMC's FOLDER
"DOC Quality Mod Compilation"
FAQ
I'm using the Steam version and getting an error about the path being too long.
https://github.com/earthcrafterman/Dawn-of-Civilization/tree/QMC
YOU MUST NAME QMC's FOLDER
"DOC Quality Mod Compilation"
FAQ
I'm using the Steam version and getting an error about the path being too long.
see here for instructions on how to get the mod to work with Steam.
Do I have to copy and paste this mod into DOC?
QMC is a standalone mod to DOC, as such DOC is neither required to use nor compatible with QMC. Everything that's in DOC is in QMC.
I can't open the 600 AD Scenario
This is a common error that Github makes, open the scenario file in Notepad++, click edit, hover over EOL Conversion, and click Windows.
QMC is a standalone mod to DOC, as such DOC is neither required to use nor compatible with QMC. Everything that's in DOC is in QMC.
I can't open the 600 AD Scenario
This is a common error that Github makes, open the scenario file in Notepad++, click edit, hover over EOL Conversion, and click Windows.
Features
@merijn_v1's Camps and AllCivs modsCivic Changes
- Republic: High Cost, +1 Food from Specialists, +100% Production towards Barracks, Monument, -1 Commerce on Land
- Elective: No Cost, +1 Food from Pastures
- Citizenship: +2 Happiness in 4 Largest Cities, Can rush buildings with Gold
- Zoroastrianism does not block Pagan buildings
- Building a city on a choppable tile grants chopping production
- Conquered cities gain all buildings that a newly settled city would have
- Cities do not have a minimum yield, but instead add 1 Food, Production and Commerce to their Tile. This means Deserts are no longer the optimal city location
- Units that can move through Ocean move through Coast at the same speed
- Cottage improvements do not produce unhealth
- Halved the turn penalty from builds that require Bloomery.
- Khmer rainforest farms are built 25% faster
- Converted a single ocean tile to coast to allow Iceland to be settled without requiring weird city placement and culture usage. Expect AI Vikings to settle Iceland sometimes
- Added a passage from Tibet to the Tarim Basin
- Dublin no longer spawns as a Celtic city. This means AI England will consistently settle it, and the time frame just so happens to be roughly historical
- Moved the Yucatan Dye 2W to disincentive the settlement of Lakamha and incentivize the settlement of Yax Mutal and Huaxyacac
Varied America Alternate Branch
I always felt restricted by America's UP, but I'm not certain everyone would like such a drastic change. As such I decided to create a new branch with a very simple change.
America gets it's +2 Happiness from any late game civic in the usual 4 categories.
I have also renamed the UP to "Power of American Enlightenment" to represent the pride that many of my fellow Americans feel in being from a nation that they think had so many firsts. Democracy, Secularism, Women's Rights, Outlawing Slavery, etc, etc.
Download
https://github.com/earthcrafterman/Dawn-of-Civilization/tree/VariedAmerica
Based on Merijn's AllCivs Modcomp
I always felt restricted by America's UP, but I'm not certain everyone would like such a drastic change. As such I decided to create a new branch with a very simple change.
America gets it's +2 Happiness from any late game civic in the usual 4 categories.
I have also renamed the UP to "Power of American Enlightenment" to represent the pride that many of my fellow Americans feel in being from a nation that they think had so many firsts. Democracy, Secularism, Women's Rights, Outlawing Slavery, etc, etc.
Download
https://github.com/earthcrafterman/Dawn-of-Civilization/tree/VariedAmerica
Based on Merijn's AllCivs Modcomp
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