We have finally reached the point where I am ready to share the larger map and the new civilizations that come with it. You can get them by updating to the latest develop branch.
Along with the map and civilization changes, a lot of other things have changed. Even though I usually mentioned them somewhere in this forum at the time, I will include a (best effort) full summary of everything that changed in this post.
You can find a full list of all civilizations in the game as of 1.18 here.
Feel free to play the game in whichever way you like. Since I have been very adamant before about access to the map branch and how to interact with it, I want to explicitly say that nothing is off limits. You can play and post about it in any way. However, I would still like to ask not to create modmods based on the 1.18 development branch until it has been fully released.
Please share your experiences in this forum - you can use the general discussion thread or start new threads as needed. Please be aware that development is not yet complete and do not report issues for parts of the mod that I had no time to work on yet. That includes for example city names, great people names, dawn of man texts, civilopedia texts, and similar flavour content. You can find details on what I have yet to work on in the "Updated Plans for DoC 1.18" thread.
I especially welcome all feedback on game balance, UHV challenge, AI competitiveness, tech balance, and usefulness of the new game assets like UUs, UBs, and UPs. Of course, please also report any bugs and similar issues you encounter in the bug reports thread. To be clear, you can use the general purpose DoC threads in this context. 1.18 and the big map are the default mode of DoC from this point on.
I will move on with the remaining tasks for 1.18 according to the laid out plan, but I will also do my best to engage with the discussion in the forum here. I also plan to revive the "Leoreth Plays..." series for the civilizations added in 1.18, so be on the lookout for that.
I hope you have fun!
MAJOR FEATURES
TECHNOLOGIES
UNITS
NEW BUILDINGS
BUILDINGS
NEW WONDERS
WONDERS
CIVICS
NEW TERRAIN
TERRAIN
NEW FEATURES
FEATURES
NEW RESOURCES:
RESOURCES
NEW IMPROVEMENTS
IMPROVEMENTS
CORPORATIONS
PROMOTIONS
GAME RULES
STABILITY
INTERFACE
HISTORICAL IMMERSION
BALANCE
ARTIFICIAL INTELLIGENCE
IMPLEMENTATION
PERFORMANCE
Along with the map and civilization changes, a lot of other things have changed. Even though I usually mentioned them somewhere in this forum at the time, I will include a (best effort) full summary of everything that changed in this post.
You can find a full list of all civilizations in the game as of 1.18 here.
Feel free to play the game in whichever way you like. Since I have been very adamant before about access to the map branch and how to interact with it, I want to explicitly say that nothing is off limits. You can play and post about it in any way. However, I would still like to ask not to create modmods based on the 1.18 development branch until it has been fully released.
Please share your experiences in this forum - you can use the general discussion thread or start new threads as needed. Please be aware that development is not yet complete and do not report issues for parts of the mod that I had no time to work on yet. That includes for example city names, great people names, dawn of man texts, civilopedia texts, and similar flavour content. You can find details on what I have yet to work on in the "Updated Plans for DoC 1.18" thread.
I especially welcome all feedback on game balance, UHV challenge, AI competitiveness, tech balance, and usefulness of the new game assets like UUs, UBs, and UPs. Of course, please also report any bugs and similar issues you encounter in the bug reports thread. To be clear, you can use the general purpose DoC threads in this context. 1.18 and the big map are the default mode of DoC from this point on.
I will move on with the remaining tasks for 1.18 according to the laid out plan, but I will also do my best to engage with the discussion in the forum here. I also plan to revive the "Leoreth Plays..." series for the civilizations added in 1.18, so be on the lookout for that.
I hope you have fun!
Spoiler :
MAJOR FEATURES
- New, larger and highly detailed map, including many new terrain, feature, and resource types
- 13 new civilizations
- Extended game length: 80 turns added on Normal game speed
- Blue Marble included by default
- New implementation of settler and war map values and logic to simplify logic and improve control
- New implementation of minor city spawns to achieve better developed and defended minors, including from collapsed civilizations
- New implementation of barbarian spawns to achieve more contextual and better targeted barbarians
- New stability maps: distinction of core, historical, conquest, and foreign areas
- Core area: cities contribute to the stability limit
- Historical area: cities slightly contribute to instability, temporary positive stability on city conquest
- Conquest area: cities fully contribute to instability except for the first turns after conquest, temporary positive stability on city conquest
- Foreign area: cities fully contribute to instability
- Resources can have different graphical varieties on the map
TECHNOLOGIES
- Literature: enables adjusting culture rate instead of Writing
- Cartography: additional movement on Roads
- Electricity: additional movement on Railroads
UNITS
- Spy: has two moves
- Missionary: limit increased to 5
- Persecutor: requires Theology, reduced cost, limit increased to 3
- Great Merchant: can enter desert
- Increased movement for all naval units
- Unit modifiers for Desert also apply for Semidesert
- Animal units have terrain and feature strength modifiers depending on their native biomes
NEW BUILDINGS
- Tannery (Tanning): +1 happiness from Fur, +1 health from Deer
- Jeweller (Aesthetics): +2 culture, +1 artist slot, +1 happiness from Gems, Pearls, Amber, Jade
- Grocer (Guilds): +1 health from Citrus, Amber, Dates, Banana, Spices
- Abattoir (Refrigeration): +1 health from Cow, Pig
- Grain Silo (Labour Unions): +1 health from Wheat, Corn, Rice, Millet
- Zoo (Ecology): +1 happiness from Camel, Fur, Ivory, Whale
BUILDINGS
- Smokehouse: removed
- Weaver: requires Leverage, -1 culture, -1 artist slot
- Manufactory: requires Companies
NEW WONDERS
- Pyramid of the Sun: +3 great people points per Citizen
- Great Adobe Mosque: requires Doctrine, Ivory, Islam, +2 commerce on Desert and Semidesert, +2 priest slots
WONDERS
- Increased costs for many ancient and classical wonders
- Sphinx: +1 happiness from Stone, Marble
- Pyramids: require Pottery, +1 priest and engineer slot, +1 great people point per happiness resource
- Floating Gardens: require Ethics
- Saint Sophia: requires Compass, reduced cost
- Shwedagon Paya: current gold rate increases great people birth rate
- Prambanan: +1 production on islands
- Hagia Sophia: +1 gold per city with state religion
- La Mezquita: requires Education
- Machu Picchu: requires Potatoes
CIVICS
- Republic: removed additional specialist slots
- Citizenship: Spies can bribe barbarian units
NEW TERRAIN
- Arctic Coast: 2 commerce, +10% defense
- Atoll: 2 food, 1 commerce, +100% improvement construction time
- Lagoon: 1 food 2 commerce, 2 movement cost, +50% defense, +50% improvement construction time
- Moorland: 1 food, +1 commerce next to river
- Salt Flat: 1 production, 1 commerce, 2 movement cost, +25% improvement construction time, cannot build cities
- Salt Lake: 2 commerce
- Savanna: 1 food, +1 commerce next to river
- Semidesert: 1 production, +1 commerce next to river, +25% improvement construction time, cannot build cities unless coastal or riverside
- Steppe: 1 production, +1 food next to river, +25% improvement construction time, cannot build cities unless coastal or riverside
TERRAIN
- Impassable terrain: Ice, Tundra, and Desert are impassable by default unless allowed by a specific unit ability, covering the tile with culture, or for Settlers that can found on the tile
NEW FEATURES
- Savanna: +1 food
- Taiga: -1 food, +1 production, 2 movement cost, +0.5 health, +50% defense
FEATURES
- Flood Plains: -1 production, no commerce from being adjacent to riverside
- Marsh: -1 food, additional graphical varieties
- Forest: additional graphical varieties
NEW RESOURCES:
- Potatoes: +1 food, +2 food with Farm (Agriculture), +1 health for two cities, +1 happiness with Distillery
- Millet: +1 food, +2 food with Farm (Agriculture), +1 health for one city, +1 health with Grain Silo
- Amber: +1 commerce, +3 commerce with Mine or Harvest Boats (Mining), +1 happiness for three cities, +1 happiness with Jeweller, obsoletes with Synthetics
- Obsidian: +1 production, +2 commerce with Mine (Mining), alternative requirement for Spearman, Light Swordsman, and some unique units
- Rare Earths: +1 commerce, revealed by Metallurgy, +3 with Mine (Electronics), required for Supercomputer, Solar Plant, Fiber Network, Automated Factory, accelerated production Skytree, Oriental Pearl Tower, Large Hadron Collider, ITER, The Internet, Great Firewall, Mars Hydroponics, Mars Control Center, consumed by Computer Industry
- Citrus: +1 food, +3 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer, has citrus and orange varieties
- Dates: +1 food, +2 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer
- Olives: +1 food, +3 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer
- Cocoa: +1 food, +1 food +1 commerce with Plantation (Calendar), +1 happiness for three cities, +1 happiness with Coffee House, consumed by Trading Company
- Opium: +1 commerce, +2 commerce with Plantation (Medicine), +1 happiness for three cities, +1 health with Pharmacy, consumed by Silk Route
- Rubber: +1 production, +2 production with Plantation (Construction), +10% production with Industrial Park
- Jade: +1 commerce, -1 production +3 commerce with Quarry (Masonry), +1 happiness for three cities, +1 happiness with Jeweller, obsoletes with Synthetics
- Salt: +1 commerce, +1 food -1 production +2 commerce with Quarry (Masonry), +1 health for three cities, +1 health with Granary
RESOURCES
- Livestock resources no longer require Refrigeration to be traded
- Dye: has indigo, henna, cochineal, and murex (water) varieties
- Cow: has brown and Holstein varieties
- Crab: has crab and shrimps varieties
- Gems: has gems, diamond, emerald, sapphire, ruby, and turquoise varieties
- Ivory: has Asian and African varieties
- Pig: has pink and furry varieties
- Sheep: has white, black, and Llama varieties
- Spices: has pepper, cinnamon, nutmeg, saffron, and vanilla varieties
NEW IMPROVEMENTS
- Harvest Boats: connects Amber and Dye on Water
IMPROVEMENTS
- Lumbermill: requires flatlands
- Windmill: +1 commerce on coast
- Plantation: reduce commerce provided for some resources
- Forts on unowned tiles are passable to sea units
- Plantations and Orchards on Jungle are enabled with Crop Rotation
- Incense, Tobacco are connected after discovering Priesthood
- Tea is connected after discovering Aesthetics
CORPORATIONS
- Increased global corporation limits
PROMOTIONS
- Heavy Cavalry units have access to City Raider II and City Raider III
- Desert Adaptation also applies for Semidesert
- Added Steppe Adaptation promotions for some units to provide double movement on Steppe
GAME RULES
- Capital flip on spawn immediately expands culture
- Civilian and naval units can enter independent territory
- Flipped capitals do not receive free garrisons
- No restrictions on withdrawal, collateral attack, bombardment from cargo for Amphibious units
- Limited the vision range of land units into sea tiles
- Limited amount of territory revealed on spawn if map trading is not yet available
- Increased limit of concurrent major civilizations to 36
- Expansion area is determined by war map values instead of a dedicated expansion map
STABILITY
- Capital city grants non-scaling additional stability limit
INTERFACE
- Production modifiers not displayed in production tooltip while converting production to commerce
- Income indicator is green if income is positive, yellow if income is negative but sufficient to fund the completion of the currently researched technology, orange if negative but less than the remaining treasury, and red otherwise
- Autoplay progress bar has the colour of the current civilization
- Camera is centered at the spawn location during autoplay
- World builder overlay displays the current tile's city name
HISTORICAL IMMERSION
- Removed scripted Tamil conquerors
- Expansion stability scales differently for some civilizations
BALANCE
- The AI receives free improvements and roads when gaining cultural control over one tile islands with resources
- The AI receives a free worker when founding an overseas colony
- Independents only pay halved unit upkeep instead of none
- The AI receives a free transport ship after building a settler in a coastal city if the destination city site is also coastal
ARTIFICIAL INTELLIGENCE
- Improved impact of AI building preferences on Great Engineer actions
- Improved AI handling of transport ships to ferry settlers, especially in cases where an alternative but slower land route exists
- AI is less intimidated out of building settlers by being at war with independents
IMPLEMENTATION
- Settler, war, religion, and city name maps are accessed as CSV files and edited as ODS files for ease of editing
PERFORMANCE
- Optimized memory consumption for plot data