Imperator Knoedel
Currently obsessed with The Owl House
Welcome to my little pet project, a modmod trying to improve upon Dawn of Civilization in whichever way I see fit. The current version is 1.1. It is up-to-date with DoC 1.16.2.
I have made too many little changes and tweaks in almost every area of the mod to count, so here's a broad overview of the biggest changes:
- Culture is now more useful than ever! In addition to boosting Great People birth and trade route yield it is now also pooled on a civilization-wide level to launch Golden Ages whenever certain thresholds are met. These thresholds increase at a roughly exponential rate and also take factors like your current era and number of cities into account. The first ever Golden Age a civilization experiences brings along a free stack of about a dozen units to help cement their rise to power.
- Units move faster along rivers after the discovery of Sailing but get slowed down when crossing them if they are not Amphibious or ignoring Terrain Movement Penalties. Military Units have more moves in general, with only pre-modern Siege Weapons still having only a single move. Railroads and Highways allow units to move a whopping 20 tiles per turn, that's from coast to coast in the Americas. Helicopter Gunships don't receive any bonus from routes, but can be airlifted regardless of Airport presence.
- Founding a city atop a forest grants a one time hammer boost in it. Founding a city on top of an improvement yields a lump sum of gold and makes the city start off with extra population.
- Capturing workers is again always possible, the Slavery civic just grants a 35% chance of turning defeated military units into workers.
- Losing a fight you had more than 90% chances of winning now results in your unit retreating instead of dying.
- Pillaging an improvement heals a unit as if it had just been promoted if it was damaged.
- Improvements on features (forest, rainforest, jungle) now no longer remove the feature's defense bonus
- Female Great People now have the actually female voice acting from the BAT mod. (all in English I'm afraid, but I figure that's less immersion breaking still)
- Pagan Temples are now only blocked by Christianity, Islam and Secularism.
- Estates provide a free Specialist per (Slave) Plantation, Civic Squares per Town.
- Most National Wonders yield +1 Production for a given Specialist Type.
- Number of Cities maintenance cost now scales with era.
- A giant modern metropolis is no longer satisfied with being protected by a single Warrior. As cities grow in size they require more and/or better units to not become afraid from the lack of military protection. As a rule of thumb the sum of all stationed units' garrison values should not fall below the population size to keep the peace. A unit's garrison value is now displayed in its tooltip and Civilopedia page; some buildings such as Barracks and Walls reduce a city's need for military protection to free up units.
- Cities can now riot if they are starving or unhappy, and even declare their independence if they riot a second time for the same reason if there hasn't been a civics change or Great Statesman action in the meantime regardless of overall stability of the civilization.
- The City Garrison Promotion line helps decrease the likelihood of a riot breaking out, this also applies to conventional culture revolts.
- Distillery now provides a free Wine resource.
- There is a chance of independent cities appearing on Corsica and Crete.
- Moved some tech requirements around so no tech requires a tech that is on the same or later column.
- Monasteries provide a flat +1 Bonus to Research instead of a modifier.
- Added a Persian conqueror event against Mesopotamia and Egypt in the late 500s.
- Immigration into the New World has a chance of spawning a Worker if it occurs before 1950.
- The AI now has two new diplo modifiers for being gifted units, one for civilians and one for military, "We are grateful for your economic support." capped at +4 and "You have supplied us with weapons." capped at +3 respectively.
- Civilizations (including the human player) are more likely to collapse to core instead of entirely after the discovery of Nationalism.
- Industrial and later cities now start with even more buildings.
- Grenadiers have been moved back in the tech tree to Scientific Method and had their strength decreased accodringly. They are now supposed to be a counter against Arquebusiers and Musketeers instead of Riflemen.
- The Varietas Delectat module, which had been standard issue for the initial release version, has been removed entirely because it caused weird graphical issues for cities and improvements. On the plus side this means the mod loads a lot faster now, but if you care about beautiful unit graphics a lot this is obviously bad news for you. My apologies.
Some civics have been tweaked as well:
- Republic gives Double Production Speed for Harbor and Levee
- Democracy gives Double Production Speed for Courthouse, Civic Square and News Press as well as +3 Happiness in the four biggest cities
- Vassalage gives Double Production Speed for Barracks, Stable, Castle and Smokehouse instead of extra happiness in biggest cities
- Centralism gives Double Production Speed for Constabulary, Post Office, National Gallery and National Theatre; +40% Culture in capital in addition to Production and Gold
- Revolutionism removes unrest upon city capture instead of faster unhappiness decay
- Caste System provides extra health in all cities and extra happiness from rainforests
- Instead of removing unrest upon city capture Totalitarianism now has faster unhappiness decay and prevents cities from rioting over unhappiness or starvation
- Redistribution yields +1 Extra Commerce for Cottages and Hamlets
- Theocracy instead of Tolerance allows training Missionaries without Monasteries
- Tolerance grants extra culture in all cities instead of only the capital
- Colonialism gives Double Production Speed for Trading Company
Finally, some UHVs were completely overhauled:
-The first Argentinian goal is now about acquiring gold from trade by 1930.
-The English colonization goal has its first check in 1860 for the colonies itself and a second check in 1920 for the Cape to Cairo Railway.
Plus lots and lots of minor bugfixes, tweaks and adjustments! I am confident in boldly declaring that this is at this time the best available version of Dawn of Civilization, and for that matter, Rhye's and Fall of Civilization! Don't believe me? Well, there's only one way to find out:
If you want to
Spoiler How to :
You set it up like so:
1. Download and install Git for Windows.
2. Download and install Tortoise Git.
3. During the installation, you will be prompted for a number of settings. Most of these are only relevant to developers, since you only want to use Git for access you can simply accept the default values.
4. Right-click on your Beyond the Sword\Mods folder and choose "Git Clone".
5. In the prompt, enter the following as "URL": https://github.com/Imperator-Knoedel/Sunset.
6. Wait for the download to complete.
7. Your folder is on the current state of the online repository and you are ready to play. To get new changes, simply right-click it and select "Git Pull".
1. Download and install Git for Windows.
2. Download and install Tortoise Git.
3. During the installation, you will be prompted for a number of settings. Most of these are only relevant to developers, since you only want to use Git for access you can simply accept the default values.
4. Right-click on your Beyond the Sword\Mods folder and choose "Git Clone".
5. In the prompt, enter the following as "URL": https://github.com/Imperator-Knoedel/Sunset.
6. Wait for the download to complete.
7. Your folder is on the current state of the online repository and you are ready to play. To get new changes, simply right-click it and select "Git Pull".
If you encounter any problems, glitches or bugs you are welcome to inform me of them and/or ask me for help, and I'll try my best to fix them.
For posterity's sake I also included the source code for the initial Release version in this post.
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