Welcome to this thread. In the thread you can find all the projects I work on or have worked on. Nothing is perfect. If you have ideas, suggestions or anything you want to say about a project, please do. I really appreciate your input to make the modcomps better. Regular download - Create a backup of the Dawn of Civilization Mod folder (rename to "Dawn of Civilization2" or something) - Download the mod (link in the spoilers) - Unpack in the mods folder Git version See the 2nd post of this thread. All Civs combined (except Atlantis) Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/AllCivs Git branch: AllCivs Australia aka S-tralia Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Australia Git branch: Australia Credits to novicenoble, who created the original modcomp. Starting: 1850 AD @ Sydney. Leaders: Menzies, Curtin UP: The Power of Mining Industry: Mines on mining resources provide double hammers and commerce increment UB: Immigration Office. Replaces Customs House. Does not require a Harbor and coast. 1 free trade route. UU: Digger. Replaces Infantry. Starts with the Drill I promotion. UHV1: Control Australia, New Zealand, New Guinea and 3 pacific islands in 1950 AD UHV2: Gift 10 Diggers, Marines or Mechanized Infantries to other civs by 1950 AD (Gifting units require defensive pacts) UHV3: Be the first to discover Microbiology and Television. Also includes the Sydney Opera House wonder. +1 per culture level in each city. Burma (not available yet. I will work on it after the new map is fully released in a main version) Spoiler : Regular download: Not available yet Git branch: - Starting: 849AD @ Pagan. Leaders: Anawrahta, Bayinnaung UP: The power of Monks Kings: Religious buildings provide +1-2 (what is best for balance) GPP. UB: Paya. Probably replaces library. A free priest (and artist) slot? UU: Arambai. Replaces Lancer/Cuirassier/Hussar. Bonus not decided yet. UHV1: Build the Swedagon Paya, X monasteries and Y temples in Z AD. (I think I will limit it to Buddhist religious buildings only) UHV2: Settle 5 Great Priest, Great Scientist or Great Artist in your cities. (And each of them at least once) UHV3: Control all of South East Asia in 1580 AD. Hungary (not available yet. I will work on it after the new map is fully released in a main version) Spoiler : Regular download: Not available yet Git branch: - Starting: 895AD @ Budapest Leaders: Istvan, Maytas, Kossuth UP: The power of Horsemanship: Mounted units recieve a defensive bonus and have a first strike chance (Mounted units are both Heavy and Light cavalry units) UB: Vegvar. Replaces Castle. Bonus not decided yet. UU: Huszar. Replaces Lancer. Bonus not decided yet. UHV1: Not decided yet. UHV2: Control X% of Europe and have the largest army in Europe in Y AD. UHV3: Be the first to adopt Tolerance and have Friendly relation with at least 5 (Christian?) civs in Y AD. Kievan Rus (not available yet. I will work on it after the new map is fully released in a main version) Spoiler : Regular download: Not available yet Git branch: - Starting: 882AD @ Kiev Leaders: Yaroslav I, Bohdan Khmelnytsky UP: The power of Chernozem Soil: City tiles provide 2-3 additional food and/or grain resources can support more cities or farms produce at least 3 food UB: Veche (Hall). Replaces Courthouse. Bonus not decided yet. UU: Druzhina. Replaces Lancer. Bonus not decided yet. UHV1: Build the St. Sophia Cathedral and 2 Orthodox Cathedrals by 1200 AD. UHV2: Control a continuous empire from the Barents Sea to the Mediterranean in 1200 AD. UHV3: Produce X food by 1250 AD (similar to the RFCE UHV) The Russian spawn will be delayed to 1283 AD. Mamluks (Islamic Egypt) Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Mamluks Git branch: Mamluks Start: 969AD @ Cairo Leaders: Saladin (no longer LH of Arabia), Baibars (no longer LH of Egypt), Nasser (no Longer LH of Egypt) UP: The power of Madaris: +2 science to science buildings UB: Souq. Replaces Market. 10% culture UU: Royal Mamluk. Replaces Lancer. 25% vs. Heavy and Light mounted units UHV1: Control North Africa, Hejaz, Levant and Mesopotamia in 1300 UHV2: Make Cairo the most populous city and have 30 population in cities on the Lower Nile in 1380 AD UHV3: Have the highest culture and research output in 1500 AD Added al-Mustasim as a Arabian replacement LH for Saladin. Manchuria (Qing Dynasty) Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Manchuria Git branch: Manchuria Credits to soul-breathing and some chinese players for the base mod Start: 1636AD @ Changchun Leaders: Kangxi, Cixi UP: The power of Prosperity: Improved resources adjacent to cities provide additional food and production UB: Piaohao. Replaces Bank. 15% food storage UU: Eight Banner. Replaces Cuirassier. 50% withdraw chance UHV1: Have 25% of the world population in China and Manchuria in 1800 AD UHV2: Have the highest food, production and commerce output in 1850 AD UHV3: Be the first to discover eight Industrial and eight Global technologies China is replaced by Manchuria in 1700 AD scenario. Nigeria Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Nigeria Git branch: Nigeria Start: 1180AD@ Edo (Benin city) Leaders: Oduduwa, Ewuare, Aminatu UP: The power of the Shield of the Warrior King: Fortified units can get up to 50% defensive bonus UB: Iya. Replaces Walls. -20% maintenance, doesn't obsolete UU: Yan Lifida. Replaces Lancer. Doesn't require iron, does recieve defensive bonus UHV1: Control the largest army in Africa in 1600 AD (Any civ that has at least 1 city in Africa is a competitor) UHV2: Acquire 2000 gold by selling resources by 1750 AD UHV3: Control a Hit Movie and spread Oil Industry to a city by 1950 AD Philippines Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Philippines Git branch: Philippines Start: 900AD @ Tondo (Manila) Leaders: Lapu-Lapu UP: The Power of Embassies: Naval units can establish embassies. Embassies provide 2 gold in your capital.* UB: Port. Replaces Harbor. 10% gold UU: Balangay. Replaces Galley. Cheaper and higher withdraw chance. UHV1: Establish 7 embassies in 1400 AD. UHV2: Have at least 8 different happiness resources by 1500 AD UHV3: Have 5000 gold in 1600 AD *To establish an embassy, move your naval city in a foreign coastal city. You need OB and at least pleased relationship with the city owner to establish an embassy. You can only establish 1 embassy per civ. You can see your embassies in the victory screen. South Africa aka Boers Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/SouthAfrica Git branch: SouthAfrica Credits to novicenoble, who created the original modcomp. Start: 1852 AD @ Pretoria Leaders: Kruger and Mandela UP: The Power of Voortrekkers: Additional infrastructure in new and acquired cities UB: Plaas. Replaces Star Fort. +2 food UU: Kommando. Replaces Cavalry. Starts with the Mobility promotion, can enter jungle and rainforest UHV1: Allow no Europeans in South Africa by 1902 UHV2: Secure or get by trade 5 gems resources by 1947 AD UHV3: Build and ICBM by 1979 AD Swahili Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Swahili Git branch: Swahili Start: 960 AD @ Kilwa Leaders: Shirazi, Dawud, Barghash UP: The Power of Sea Trade: Foreign trade route yeild increased by 100% UB: Ziara. Replaces Monument. 1 free trade route UU: Dhow. Replaces Cog. 2 gold when stationed in a foreign city. (max 1 per city) UHV1: Acquire 4000 gold by trade by 1500 AD (trade routes, diplomacy, trade missions, dhows) UHV2: Build an Islamic Grand Mosque by 1500 AD. UHV3: Found a city in Australia by 1650 AD. Sweden Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Sweden Git branch: Sweden Start: 1523 AD @ Stockholm Leaders: Gustav Vasa, Gustav Adolf, Karl XII (Gustav Adolf is not the LH of the Vikings anymore. The Vikings got Christian IV as a lategame LH replacement) UP: The Power of Nobel Prizes: Settled GP provide 2 and 1 gold UB: Riksbank. Replaces Bank. 25% GP birth rate UU: Karolin. Replaces Musketman. Starts with the Marsh and Drill I promotions UHV1: Control the Baltic Coast, Kattegat and Skagerak by 1700 AD. UHV2: Control or secure by trade 7 Fur resources by 1800 AD. UHV3: Have the highest approval rating in the world for at least 50 turns by 1970 AD. Vietnam Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Vietnam Git branch: Vietnam Start: 257 BC @ Co Loa (Hanoi) Leaders: Trung Sisters, Chieu Hoang, Ho Chi Minh UP: The Power of Guerilla Warfare: Units in cities, wooded plots and on hills have 2 first extra strikes UB: Dinh. Replaces Civic Square. Free City Garrison I promotion for new units UU: Rattan Archer. Replaces Longbowman. 1 additional first strike, 10% higher withdraw chance, does collateral damage to 1 additional unit UHV1: Have 8000 culture by 1200 AD UHV2: Generate 3 Great Generals by 1500 AD UHV3: Do not lose a single city until 1950 AD Zimbabwe Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Zimbabwe Git branch: Zimbabwe Start: 1075 AD @ Great Zimbabwe Leaders: Rushvingo, Mutota UP: The Power of Stone Cities: extra production and commerce on city tiles UB: Kraal. Replaces Smokehouse. 1 production on pasture resources UU: Rizwo Warrior. Replaces Pikeman. 50% vs gunpowder units, doesn't require iron, can enter marsh, jungle and rainforests UHV1: Build four castles and kraals and Great Zimbabwe and control them in 1600 AD UHV2: Monopolize Gold, Silver, Gems and Ivory in Sub-Saharan Africa in 1500 AD* UHV3: Ensure there are no European colonies in Subequatorial Africa in 1700 AD * Monopoly means have at least 1 copy of those units yourself and have no major civ one of those resources improved in Africa. More detail explanation. Includes the Great Zimbabwe wonder. 1 food, production and commerce on city tiles. 2nd UU and UB Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/2ndUUB Git branch: 2ndUUB Modcomp that grants a 2nd UU and UB to each civ. Native American Camp Spoiler : Branch: Camps The camps replace the unit spawn in North America. Instead of natives spawning at time intervals, they spawn from camps. Camps spawn at intervals. There is a maximum number of camps that can exist at the same time, but this maximum increases over time. After a camp is defeated, a new one will appear after a couple of turns. Each turn, each existing camp has a chance to spawn units. Getting rid of the camps means getting rid of the unit spawn. Beware that camp units can defend themselves and grow stronger over time. Playable Barbarians Spoiler : Regular Download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Barbarian Git branch: Barbarian A hybrid between the Warlords Barbarian mod and Dawn of Civilization. You can play as the barbarians. UP: Power of Plunder. All units start with the raider promotion. Recieve gold from doing barbarian activities. UHV1: Acquire 10000 gold by razing cities and raze at least 10 capitals UHV2: Acquire 10000 gold by killing units and 5000 gold by pillaging UHV3: Acquire 5000 gold through piracy and sink at least 50 ships Camps Camps are the cities of your "civ". There are 2 types of camps, a land based one and a sea water based one. Both function similarly. You can buy new units in your camps. Additionally, you can buy experience for units that are on the same tile as camp units, but unlike the Warlords mod, the costs will increase with the amount of experience a unit has. Every couple of turns, you can buy additional camps. The first camp in a certain region is free, but the costs of every next camp will increase. Lost camps do not reset the costs. And be sure to protect your camps, if you start a turn without any camps left you automatically loose the game. Barbarian takeover The random spawn of barbarians is still in the game. When a barbarian unit spawns, you get the opportunity to take over the barbarian spawn at the costs of some gold. If you didn't accept to take over the units will spawn regularly. Accumulating gold You can accumulate gold by doing barbarian stuff, like killing units, pillaging, sinking ships, razing etc. Use this gold to buy new units and do even more barbarian stuff. Misc - You are at war with every civ, even the normal barbarians. (There can only be one true barbarian player) The AI barbarian has a slightly different flag for recognition. - You autoraze all cities. Even ones that are otherwise protected from being razed. Atlantis Spoiler : Regular download: https://codeload.github.com/MeuhV1/Dawn-of-Civilization/zip/Atlantis Git branch: Atlantis Start: 1400 BC @ Atlantis Leaders: Kleito UP: The Power of Poseidons Trident: Can build improvements on water tiles UB: Garden. Replaces Amphitheatre. 2 health and 2 culture UU: Turma. Replaces Horseman. Starts with the Amphibious promotion and doesn't have a city penalty UHV1: Control 2 cities in Greece, Egypt and Scandinavia UHV2: Make Atlantis the most cultured and most populous city in 10 BC UHV3: Control 7 world wonders in 10 BC Credits to Sinsyne for the inspiration. I made it because I wanted to test myself if I was able to code the UP and learn how the improvements work in general. This is more a joke civ. As a result, it isn't as polished as the other civs. Only the 3000 BC scenario works. And the balance might be off by a mile. But I uploaded it so you can enjoy it as well. Credits: Leoreth - For DoC, coding help, suggestion novicenoble - the original South Africa and Boers civs steb - various GP names and more 1SDAN - Spotting bugs, general input Wikipedia - civilopedia entries RFCE team - art, ideas RFCA team - art, ideas History Rewritten - art, ideas Realism Invictus - art, ideas Every other person I used content from. Please PM me I used some contect of you and your name isn't on this list. Everyone who played these modcomps and provided me with ideas and feedback.