[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Has the Limited Resources or Turkic modmods been integrated? Or are they still being tested?
 
Has the Limited Resources or Turkic modmods been integrated? Or are they still being tested?
I will not implement any of Leoreth's sidemods until either they give me permission or it is implemented into the main mod. I'd rather we not have a repeat of the late-game buildings.

Speaking of the late-game buildings, I've cleaned up that portion of the OP in addition to adding the Mamluks to it. Looks a lot better now.
 
Your windows setup might require additional permissions to create a folder in Program Files which your git client does not have. Try to clone the repository somewhere else (Desktop) and then move it into to the Mods directory.
It's working! IT'S WORKING!!!!

That really was an easy fix. Times like these I wish I was a bit more software literate.
 
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So I started as Israel. All I can say is "Wow that's one of the craziest political maps I've ever seen."
 
Also note-worthy, it's happened twice on different turns but I tried to build a Merkava and the game crashed, as soon as I clicked the icon.
 
Also note-worthy, it's happened twice on different turns but I tried to build a Merkava and the game crashed, as soon as I clicked the icon.

@1SDAN To fix this, remove the , in the button path in the UnitArtInfo of the Merkava. (first character of the path)
 
Somehow failed UHV 1 as Assyria in 1280 BC??? Here's the save
Apparently I forgot to update Victory.py to reflect Assyria's new UHV1 end date.

My bad.

New Update Pushed.

Just as an update I've been taking a break from the mod this last week.

I'm planning to resume modding sometime soon, and I have a few ideas on what to do:
  1. Overhaul Railroads and Highways. I'd like Railroads to represent the industrial and uniform approaches to commerce, boosting improvements like Lumbermills, Mass Production, and Intensive Farming, while Highways would represent a sustainable and individual approach, with bonuses to Nature Preserves, Office Work (Represented by urban crawl aka Villages and Towns), and Family-Owned Farming.
  2. Implement the adjacency bonuses I suggested a while back. I'd really love to be incentivized to have a different improvement strategy for each Civ that I play.
 
Playing Assyria, game was going good, I was stable, invading the Levant... then Akkadia respawns and takes control of my stack, and I lose Mesopotamia and the Levant with a few turns to go. :(

EDIT: Reloaded and they spawned the same time, but this time I managed to take Jerusalem before they could steal my stack, and doubled back to reclaim Akkad. They also took Sidon from Phoenicia even though the latter just spawned? Also there's still nowhere near enough time to get the techs required to meet UHV 3, let alone build the required buildings.
 
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Playing Assyria, game was going good, I was stable, invading the Levant... then Akkadia respawns and takes control of my stack, and I lose Mesopotamia and the Levant with a few turns to go. :(

EDIT: Reloaded and they spawned the same time, but this time I managed to take Jerusalem before they could steal my stack, and doubled back to reclaim Akkad. They also took Sidon from Phoenicia even though the latter just spawned? Also there's still nowhere near enough time to get the techs required to meet UHV 3, let alone build the required buildings.
Ah, yes I stopped them from respawning until Assyria's UHV1 was done, but I forgot to change it to match the new time.

I've also been seeing weirdly large respawns, does anyone know why this is?

Yeah, I think I'm going to have to rethink the Tech UHV. What they accomplished historically just doesn't seem to be possible ingame without giving them a ridiculous Tech bonus. Though perhaps rethinking the effect of Ashurbanipal's Library might help
 
NEW UPDATE

Babylonia cannot respawn until 700 BC

New Library of Ashurbanipal effect:
Upon building, gain science equal to the culture of every city in your empire.

Merged Latest DoC
 
Love the mod. Only just started playing it but has many great features. Being into my ancient history, having a 4000 BC start, and the Assyrians and Hittites present is especially cool. Does feel a little bit strange though playing a mod of a mod of a mod! Have you thought about incorporating the bronze age collapse into the game (sea people attacks, combined with natural disasters)?
 
Does feel a little bit strange though playing a mod of a mod of a mod!
Technically, this is a compilation of mods for a mod that has incorporated a bunch of other mods itself as well and is based on a mod that was bundled with the second expansion for Civ4. That's not confusing at all! :lol:
 
Love the mod. Only just started playing it but has many great features. Being into my ancient history, having a 4000 BC start, and the Assyrians and Hittites present is especially cool. Does feel a little bit strange though playing a mod of a mod of a mod! Have you thought about incorporating the bronze age collapse into the game (sea people attacks, combined with natural disasters)?
I attempted to add the Bronze Age collapse alongside the Hittites, but the timeframe during which it takes place is far too few turns for a proper barbarian/disaster fuelled collapse. Either it goes on for 300+ years or most nations don't even collapse.
 
Hmmm, my Akad/Babylonian game is crashing on the turn or shortly after the turn I discover calendar. It will either crash with ancient era flashing up top or when the date switches to the BC date. The date in question is BC 2742 January turn 111.
 
Hmmm, my Akad/Babylonian game is crashing on the turn or shortly after the turn I discover calendar. It will either crash with ancient era flashing up top or when the date switches to the BC date. The date in question is BC 2742 January turn 111.
Are you playing Marathon mode? If so this is a known issue with non-normal game speeds, which I'm currently waiting on a fix for from @citis, who has headed the changes to the early game time scale, and is in charge of any errors caused by game speeds.
 
I was playing on epic mode. I will revert to the normal game speed for the time being. Still glad the mod starts at 4000 BC even if I cant play on the longer modes for the time being.
 
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