[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Then I would have to download and reinstall the whole thing again. I thought that was what we were trying to avoid with that, and just download the changed files instead
You will have to download the whole thing again this one time only. After that you won't need to again. I just made an edit explaining the process in the post you quoted. It might help you understand.
 
How does it know which files I exactly need though and since when I last got the mod from Github? Cause I am not entirely sure if I am up-to-date till the 2nd last update, like just before the most recent change or doesn't it matter which version I have?

EDIT: Ah, oke I see. Thanks
 
I found Judaism founded in Crete in the 3000 BC scenario.

As fo Egypt, I think their capital should be Memphis, with Thebes founded two or three tiles south.
 
I found Judaism founded in Crete in the 3000 BC scenario.

What? How? Did the Greeks found it, or the independents?

EDIT: I looked at your suggestion, and that means the AI would settle either on top of the Northern Stone or in the middle of the Egyptian core, removing a possible second core city. I'm not sure how I feel about this. Perhaps the stone could be shifted 1S, 1W or 1E to compensate?
 
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Shouldn't Iceland be accessible with non-ocean going ships from Europe? It would make historically sense. Also, I guess you could turn the mountain on X46, Y62 into a grass hill depending on how you see a real world map.
 
Shouldn't Iceland be accessible with non-ocean going ships from Europe? It would make historically sense. Also, I guess you could turn the mountain on X46, Y62 into a grass hill depending on how you see a real world map.

Iceland is accessible with non-ocean going ships from Europe using the same manner as in DOC: settle Ireland and use a Great Artist to Culture Bomb said city in order to get your borders to cover the route to Iceland so that you can go there.

I'm not a big fan of that method either, the Vikings never settle there because of this. I'll see about changing that in the next update. If no one has any objections, I like the idea of turning 46,62 into a grass hill, if only because it makes Iceland slightly better as a city location.
 
Iceland is accessible with non-ocean going ships from Europe using the same manner as in DOC: settle Ireland and use a Great Artist to Culture Bomb said city in order to get your borders to cover the route to Iceland so that you can go there.

I'm not a big fan of that method either, the Vikings never settle there because of this. I'll see about changing that in the next update. If no one has any objections, I like the idea of turning 46,62 into a grass hill, if only because it makes Iceland slightly better as a city location.

Indeed, getting there only through culture sounds rather silly.
 
LOTS OF MINOR CHANGES COALESCING INTO A HUGE UPDATE!

Cities no longer have a minimum yield, instead they give +1 Food +1 Production and +1 Commerce. This means that Floodplain Cities yield 4 Food, Grasslands Cities 3, Plains 2, and Deserts 1.

When the settlement of a city removes a feature, it gains 30 Production if it's a Forest and 40 for everything else.

Seriously, I've been wanting to make those changes ever since the first week I had this game (Christmas ~5 years ago)

Added an Independent Halicarnassus that Greece flips. The main reason I removed Halicarnassus was that I feared the Greeks could settle cities too fast, and more importantly that they kept settling Halicarnassus as their Capital and moving the Athens Settler to Sparte or Epidamnos. I have no idea why it didn't occur to me that I could just have it flip.

Babylonia's core now extends down to Ur, which I shifted 1S.

Egypt now spawns on the Thebes tile. I moved the Northern stone in 3000 BC and 600 AD to the 1700 AD position. 600 AD and 1700 AD has Memphis.

Iceland can now be reached without culture shenanigans.

Uruk spawns with a Monument and 20 Culture

Jerusalem spawns with a Jewish Synagogue, Monument and 20 Culture

The Swahili starts with 6 Crossbowmen and 3 Heavy Spearmen now instead of 5 Archers. Natives kept killing them.

Moved the Egyptian Wheat 1E so that Py-Ramesses isn't a no brainer choice above Thebes.

Made 1700 AD Anatolia match 3000 BC and 600 AD Anatolia

The Western Icelandic Mountain is now a Grassland Hills. Doesn't have a City Name and the AI won't settle it, but the tile 1W of it is so much better I doubt it really matters at the moment. If someone has a suggestion for a name I'll gladly add it, but I really don't feel like researching the name of such a minor city site. (Minor in gameplay)
 
What? How? Did the Greeks found it, or the independents?

EDIT: I looked at your suggestion, and that means the AI would settle either on top of the Northern Stone or in the middle of the Egyptian core, removing a possible second core city. I'm not sure how I feel about this. Perhaps the stone could be shifted 1S, 1W or 1E to compensate?

No idea who founded it, but my Egypt idea was to have them spawn at Memphis (Lower Egypt), while there is a Thebes they will eventually conquer military or culturally (Upper Egypt). But yes, I agree with moving the stone. The core can be pretty solid with those two cities + Alexandria (I don't remember if Xou to the west also counts as core).

On another issue, as China I never saw Jiangning being renamed Nanjing. I suppose that was the intention. Also, I started China with two spearmen, and only Zhongdu was defended so I conquered them all pretty easily.
 
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No idea who founded it, but my Egypt idea was to have them spawn at Memphis (Lower Egypt), while there is a Thebes they will eventually conquer military or culturally (Upper Egypt). But yes, I agree with moving the stone. The core can be pretty solid with those two cities + Alexandria (I don't remember if Xou to the west also counts as core).

On another issue, as China I never saw Jiangning being renamed Nanjing. I suppose that was the intention. Also, I started China with two spearmen, and only Zhongdu was defended so I conquered them all pretty easily.
I'll check to see if I can fix the Jiangning issue. As for the Chinese conquering, that's directly from Bits of Tales. @citis designed it to be absurdly easy.


EDIT: Jiangning gets renamed when China enters the Modern Era, or at least it should. I am not sure how to induce the name to change without going through a 1700 AD game, so unless I have a save of the turn right before China enters the Modern Era I'm not sure how to test this.
 
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NEW UPDATE

Added Lower Egypt to 3000 BC. AI should be capable of conquering it.

When acquiring a city, all Free Buildings are automatically built in it. I would have had them be built after the Occupation ends so that said Occupation could represent a period of rebuilding, but it was too much work and I'm lazy.

Farms and Cottages take the same amount of time to build on Flood Plains as they do everywhere else.

Egypt is always at war with Independent2 if the latter controls Lower Egypt, this is done so that the AI prioritizes conquering it.

Fixed up placement of Lower Egypt in 1700 AD

I'm thinking of changing one of Egypt's UHVs to represent their conquests. Perhaps control Lower Egypt (Thebes) and the Levant (Jerusalem and Sur) to represent the height of the New Kingdom of Egypt, and Eastern Anatolia (Ankuwash) to represent the alternative history of beating the Hittites.

If I implement this, I'm going to try and make Ankuwash start the game more developed, it's currently far too easy to capture.
 
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You will have to download the whole thing again this one time only. After that you won't need to again. I just made an edit explaining the process in the post you quoted. It might help you understand.

Done that, and I actually still got that same error

Thanks for thanking me for what little bug testing I did, lol. I feel so honored by it, haha
 
Done that, and I actually still got that same error

Thanks for thanking me for what little bug testing I did, lol. I feel so honored by it, haha
Wait, what? Did you download from GitHub with a browser or did you use the program to download.

What I meant to say was Git Clone without my mod in your mods folder. Git will then download the mod for you. The error you posted occurs when there's something in the folder it's trying to download to.
 
I used to always download from browser yes, but the last time I followed your advice and downloaded the mod with Git. But today, due to your most recent few updates I tried to patch your mod with Git, but then again it gave me this error:

git.exe clone --progress --branch BalanceAndCivs -v "https://github.com/earthcrafterman/Dawn-of-Civilization.git" "C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\DOC Community Mod Compilation"
fatal: destination path 'C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\DOC Community Mod Compilation' already exists and is not an empty directory.
git did not exit cleanly (exit code 128) (203 ms @ 15-3-2018 22:26:51)
 
I used to always download from browser yes, but the last time I followed your advice and downloaded the mod with Git. But today, due to your most recent few updates I tried to patch your mod with Git, but then again it gave me this error:

git.exe clone --progress --branch BalanceAndCivs -v "https://github.com/earthcrafterman/Dawn-of-Civilization.git" "C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\DOC Community Mod Compilation"
fatal: destination path 'C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\DOC Community Mod Compilation' already exists and is not an empty directory.
git did not exit cleanly (exit code 128) (203 ms @ 15-3-2018 22:26:51)
Ah, because you don't update using clone. You right click on the mod folder, then hover over TortoiseGit, and click pull.
 
I tried Egypt but it was too hard: Theban Militia prevented me from getting the Stone resource I was supposed to.

Also, the Greeks built the Great Lighthouse before I could even research the appropiate technology. Another thing I noticed was that there was no Jewish holy city, and that Judaism spread very easily, sometimes the AI adopting it.
 
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I tried Egypt but it was too hard: Theban Militia prevented me from getting the Stone resource I was supposed to.

Also, the Greeks built the Great Lighthouse before I could even research the appropiate technology. Another thing I noticed was that there was no Jewish holy city, and that Judaism spread very easily, sometimes the AI adopting it.
I'm currently testing a new version which fixes the Egypt issue.

I'll try a few games as Egypt and look at the Greek tech rate once I release the new version.

Noted, I'll look into the Judiasm thing.
 
Can some show me a screenshot of their folder the mod is stored in? For some reason my game crashes at startup and I have the right name setup
 
Can some show me a screenshot of their folder the mod is stored in? For some reason my game crashes at startup and I have the right name setup
Screenshot (49).png

Just to make sure, you are not using this with VD or by dragging and dropping this onto DOC right? Some other people have had crashes because they did not know that this mod is not compatible with VD at the moment and that it does not need a download of DOC to work.
 
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