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[mod] the seven ancient wonders

Discussion in 'Civ5 - Mod Components' started by ambrox62, Dec 23, 2010.

  1. ambrox62

    ambrox62 Emperor

    Joined:
    Mar 24, 2005
    Messages:
    1,294
    I'm really surprise about the pictures.
    I consider them absolutely awesome! :goodjob:
     
  2. ambrox62

    ambrox62 Emperor

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    Hi Sneaks,
    do you like the Sukritact pictures?
     
  3. Sneaks

    Sneaks Brooklyn Bum

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    Location:
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    I like the Sukritact ones as well, actually.

    By the way, add this code to fix the CS/Barbarian wonder building:
    Code:
    <GameData>	
    	<Civilization_BuildingClassOverrides>
    		<Row>
    			<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_ARTEMIS</BuildingClassType>
    			<BuildingType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_ARTEMIS</BuildingClassType>
    			<BuildingType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_MAUSOLEUM</BuildingClassType>
    			<BuildingType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_MAUSOLEUM</BuildingClassType>
    			<BuildingType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_ZEUS</BuildingClassType>
    			<BuildingType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
    			<BuildingClassType>BUILDINGCLASS_ZEUS</BuildingClassType>
    			<BuildingType/>
    		</Row>
    	</Civilization_BuildingClassOverrides>
    </GameData>	
    That should fix your problems!
     
  4. ambrox62

    ambrox62 Emperor

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    Thanks to Sukritact and Sneaks, we have a version 3 just released ;)
    Enjoy !!!
     
  5. Sneaks

    Sneaks Brooklyn Bum

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    Asking permission to use your mods in a new CCMAT build.
     
  6. ambrox62

    ambrox62 Emperor

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    Yes, of course.
    As I usually say, modding is a shared activity and every modded item is freeware. Use it at your pleasure, and NO credit is required. ;)

    .
     
  7. civcivv

    civcivv Warlord

    Joined:
    Dec 1, 2009
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    Location:
    London
    Hi, yes it was a free CS, glad to see you managed to fix it. Been away for a while so I didn't manage to reply :)

    I hadn't been able to figure it out by myself but figured it could have been to do with Artemis having too high a flavor for Gold I believe it was (higher than Wonder), which triggered the CS to build it.
     
  8. ambrox62

    ambrox62 Emperor

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    To answer a question by a forum user from another thread, just two words to explain the reasons behind this mod and why I shifted several ancient wonders along the techtree.

    You should consider the mod from a historical point of view, because this is my preferred point of view :)
    Of course, CiV isn't a real historical game; it's a simple simulation, then we don't need to be pedantic.
    Nonetheless, imo, some historical milestones should be respected. In the ancient era you can't see wonders like Great Library, Great Lighthouse and The Colossus which belonged to classical times. In the same way, Hanging Gardens and Oracle were built in the ancient times, not in the classical era.
    You might say: "They are ancient buildings, some centuries more or less don't make a great difference. Who cares about it? ". At first glance you are right, but through a historical eye the difference is there.
    At the beginning of the game, for example, while you are still producing Pyramids, another player completes the Great Lighthouse. You may think that it is acceptable. Unfortunately, between the two wonders there is a gap of 2.200 years. What do you think if, while you are producing chinese Great Wall, another player completes Apollo Program? There is the same temporal gap of 2.200 years between the two events, but in the latter case you wouldn't consider it as acceptable, right?
    These are the reasons behind the mod and why I've shifted ancient wonders on techtree, simply following the historical timeline.
     
  9. civcivv

    civcivv Warlord

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    I noticed that with v3 of your mod, there are multiple tech requirements for Wonders, but those do not seem to work. I can still build the Lighthouse wonder before Masonry for example.
     
  10. ambrox62

    ambrox62 Emperor

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    Good catch :goodjob:
    Thanks a lot ;)
    V.4 is out (both from post #1 and in-game mod browser) :)
     
  11. ambrox62

    ambrox62 Emperor

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    THE SEVEN ANCIENT WONDERS - version 5 - Mar 5, 2011

    You may download it going to post #1 or using CiV mod browser

    Changelog
    ------------------------
    V.5 - Wonder costs aligned to latest patch
    V.5 - Halved Artemis and Mausoleum effects

    V.5 mod table
    Spoiler :


     
  12. Burberryan

    Burberryan Chieftain

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    Jan 9, 2006
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    We can have all the fantasy and historical inaccuracies we want in fantasy and science fiction mods. Civilization, the main game, should be as historically accurate as possible, and whenever possible - exactly because it is, as you stated, a simulation of our own real world.

    Thanks a lot for this mod. I'm sure I'll use it one day, when I get around to play Civ5 (as soon as the company can provide me with a non-steam version, basically).
     
  13. killmeplease

    killmeplease Mk Z on Steam

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    what effects does the mausoleum have?
     
  14. ambrox62

    ambrox62 Emperor

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    Mausoleum increases 25% culture in the city
     
  15. ambrox62

    ambrox62 Emperor

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    Just to inform that the mod is fully compatible with 1.275 patch :)
     
  16. ambrox62

    ambrox62 Emperor

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    THE SEVEN ANCIENT WONDERS - version 6 - Jun 28, 2011

    Available online or from post #1

    Changelog
    ------------------------
    V.6 - Wonder costs aligned to latest patch 1.332
    V.6 - National College NW moved to Writing

    V.6 mod table
    Spoiler :


     

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