[NOT IN DEVELOPMENT] DOC Community Mod Compilation

1SDANi

Sister Lady
Joined
Oct 27, 2014
Messages
2,931
Version 1.0: Civs, Units, and Buildings

This mod is no longer in active development.

The features listed below may not be the entire feature set, there may be more.


What is It?
Civs and Fixes is a modcomp for Rhyes and Fall Dawn of Civilization made using mods made by myself, Merijn, Steb and Citis. The goal of this modcomp is to showcase the ideas and creations of the DOC community, with some administrative oversight by myself to ensure the game remains as balanced, stable, and manageable as possible.

I Have an Idea!
Awesome! I'd love to hear it, and if I think it'd fit in CMC, I'd gladly make it for you.

Here's a quick 3 step check for whether it'd fit in CMC:
  • Is the area it's in bloated? For example the Ancient Middle East in DOC is really empty, but in CMC an addition of any more civs would be overkill. Likewise, there are so few buildings unlocked in the last two eras, that I doubt I'll decline any suggestions for that, though it'd take a bit more to convince me to add something to say, the medieval era.
  • Does it feel like a Civ 4 feature? I'd rather not add something that doesn't match the feel of the game, so adding a resource that gives 2 health feels out of place as no resources ever yielded 2 of anything out of the gate, but adding a resource that yields 1 science is just barely believable enough for me to consider it, even if it's also just barely strange enough for me to be very skeptical of whether or not I should add it.
  • Will it be hard/time consuming to implement. I have many things I'd love to add (a smaller Western Europe and replacing Health from Crops and Livestock with Food for example), but they would take so long or be so hard to implement that I've been putting them off while I make smaller changes. Even if it isn't easy or quick enough to implement, that doesn't mean I'll never add it, but expect it to on an endless HiatusXHiatus.
What are the Mods?
Merijn's Australia
The Power of Mining Industry: Production and Commerce bonuses from mines built on mineable resources doubled.
Immigration Office: Replaces Custom House. Does not require a Harbor and Coast. 1 free trade route.
Digger: Replaces Infantry. Starts with Drill I.

Merijn's South Africa
The Power of Voortrekkers: Additional infrastructure in new and acquired cities.
Plaas. Replaces Star Fort. +2 food.
Kommando. Replaces Cavalry. Starts with Mobility, can enter jungle and rainforest.

Steb's Israel

The Power of Aliyah: Extra food, production and commerce in your capital for every Jewish city with open borders. Immigration from Jewish cities at war.
Kibbutz: Replaces Park. Provides extra food and Great People points.
Merkava: Replaces Main Battle Tank. No resource requirement. 50% withdrawal chance.

Merijn's Swahili
The Power of Sea Trade: +100% foreign trade route yield.
Ziara: Replaces Monument. 1 free trade route.
Dhow: Replaces Cog. 2 gold when stationed in a foreign city. (max 1 per city)

Merijn's Sweden

The Power of Nobel Prizes: Settled Great People provide 2 Happiness and 1 gold.
Riksbank. Replaces Bank. +25% Great People birth rate.
Karolin. Replaces Musketman. Starts with Marsh and Drill I.

Merijn's Native Camps

North American Natives spawn from camps

Citis's Bits of Tales
Collection of historical and semi-historical tweaks to early game civs. Includes 1050 BC China, Independent Lower Egypt, Segmented Mesopotamia, Carthage may win the Punic Wars, and more.

Merijn's Vietnam

The Power of Guerilla Warfare: Units in cities, wooded plots and on hills have 2 first extra strikes
Dinh. Replaces Civic Square. Free City Garrison I promotion for new units
Rattan Archer. Replaces Longbowman. 1 additional first strike, 10% higher withdraw chance, does collateral damage to 1 additional unit

Merijn's Phillipines

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.

Merijn's Mamluks

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

Merijn's Manchurians

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


What New Features Are there?
Huge rebalancing of units according to @Ogi123

Naval Units

  • Doubled Unit production and Halved Unit Maintainence
  • Split Naval units into Raiders, Escorts, Settlers, and Attackers
  • Settler Ship have more Cargo Slots: Cog:3 Galleon:4 Transport:6
  • Gave all hidden nationality units gold from winning battles
  • Added Pirate and Corsair as pre-Privateer hidden nationality units
  • Added Ocean Liner as a Settler Ship between Galleons and Transports
  • Added Escort Destroyer between Destroyer and Stealth Destroyer.
  • Added Super Carriers, stronger versions of carriers with 2 more movement and 1 more cargo.
  • Nuclear Submarine renamed to Attack Submarine, now uses Uranium or Oil
  • Moorish Corsairs renamed to Barbary Privateers
  • Viking hidden nationality units and Barbary Corsairs now gain double gold from sinking ships
  • Removed halved movement cost on Ocean
  • Ships that can enter Ocean have their movement cost in coasts halved
Land Units
  • Added Skirmishers, Commandos, and Special Forces as post-Longbowman skirmish units
  • Commandos and Special Forces now have Marine's Amphibious bonus
  • Special Forces now have Paratrooper's airdrop bonus
  • American Minutemen now replace Firearm Skirmishers
  • Skirmisher renamed to Javelinman
  • Grenadiers, Marines, Paratroopers, and AT Infantry removed
  • Replaced Militias with Mobs, Civilian units that are counted as Military towards Happiness and Culture
Many smaller tweaks, as described on the second post here:
New Civ: Assyria
The Power of Rebuilding: No Destroyed Buildings in Conquered Cities

Garden: Replaces Ampitheatre. +2 Health
Ram: Replaces Catapult. Available at Leverage. -1 Strength

New Civ: Hittites
The Power of Precious Metals: +1 Trade Route and +100% Trade Route Yield in Core Cities

Karum: Replaces Lighthouse. Available at Property. Does not require coast. +1 Unhappiness. +1 Happiness with Iron.
Huluganni: Replaces Chariot. -2 Strength +200% City Attack. +50% Plains and Hills attack.

Improvements now have Civ VI inspired Adjacency bonuses
Cottage: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Orchard
Farm: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Plantation, Slave Plantation.
Lumbermill: +1 Production, Commerce per Mine, Well.
Mine: +1 Food per Farm, Paddy Field. +1 Production per Mine, Quarry, Mountain. +1 Commerce per Well.
Nature Reserve: +1 Commerce per Farm, Paddy Field, Pasture, Camp, Nature Reserve, Mountain.
Watermill, Windmill: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Camp, Nature Reserve.
Workshop: +1 Production per Mine, Quarry, Pasture. +1 Commerce per Camp, Nature Reserve, Well.

Revamped Civs and Tweaked AI
Cities do not have a minimum yield, but instead add 1 Food, Production and Commerce to their Tile. Rainforests and Deserts are no longer the optimal city locations.
Conquered cities gain all buildings that a newly settled city would have
New Mayan UP: +1 Food on Cottages +2 Food on Farms
New Egyptian UP: The Power of Maat - Second copies of resources grant -1 Civic Upkeep
New Babylonian UP: The Power of Sargon's Legend - No resistance, destroyed buildings, or occupation in conquered cities previously held prior to 2200 BC
New Egyptian UHV1: The 19th Dynasty - Control Lower Egypt, Nubia, the Levant, and Eastern Anatolia in 1000 BC
New Wonder: Library of Ashurbanipal - Obsolete with Paper. Gain Science equal to the Culture of Conquered Cities.
Polynesia and Harappa are no longer Human only
India and Ethiopia are playable in the 600 AD scenario
AI UK will finally settle Ireland
AI Egypt and Babylonia are more warlike
Greece starts with Knossos and Halicarnassus via flip
Habsburg becomes Berlin when Prussia spawns instead of being razed.
Ottoman spawn does not raze nearby cities
More Independent cities in the Ancient Era
Coast is always faster to move through than Ocean
Japan is now a series of islands.

Western Tibet now has a route into Central Asia and India
Egypt spawns in Upper Egypt now
Corsica and Crete will never go unimproved.
Added Marble to Crete and Silver to Sardinia
Cypros starts with a Mine and a Road
England gets a Trading Company Conquerors for New Zealand
The old Mayan UP is now a modifier
The Yucatán Peninsula has an source of extra stone on it.
Barbarian Holkans won't spawn in Mesoamerica until 600 AD
Civs that spawn on turn 1 and are not named Harappa will produce a worker right away
3000 AD Independent cities spawn at the start of turn 1
Taixues give +25% GPP
Russians start with 2 extra Crossbowmen
North America currently does not have natives. I blame Merijn
Civs whose effects expire after an era ends instead ends after discovering a certain number of techs roughly similar to the number needed to advance to the appropriate era
Vikings start with Cogs (DOC has them spawn with Galleys)
Better AI Viking Settlement Choices

New Late Game Buildings
Automated Factory: Requires Automation. Costs 125. +25% Production w/ Power
Container Terminal: Requires Robotics. Costs 250. +100% Foreign Trade Yield. +10% Prod w/ Power
Fiber Network: Requires Superconductors. Costs 200. +10% Commerce w/ Power. +10% Culture w/ Power
Supercomputer: Computers. Costs 275. +25% Science w/ power. +10% Espionage w/ Power.
Warehouse: Requires Satellites. Costs 250. +25% Gold w/ Power. +1 Trade Route.
Cellphone Tower: Requires Telecommunications. Costs 225. +25% Culture w/ Power. +10% Gold w/ Power.
Vertical Farm: Requires Biotechnology. Costs 200. +10% Growth w/ Power. +5% Production w/ Power.

Supermaterial Synthesizer: Requires Supermaterials. Costs 300. +25% Production. -25% Maintenance. Requires Factory.
TV Distributor: Requires Television. Costs 400. +25% Gold w/ Power. +50% Culture w/ Power. 1 Scientist Slot. 1 Merchant Slot.
Air Traffic Control Tower: Requires Radar. Costs 50. +1 Trade Route. Requires Airport.
Fusion Plant: Requires Fusion. Costs 500. 1 Scientist Slot. Requires Factory. Generates Power.
Pure Fusion Missile: Requires Fusion. Costs 500. Requires Fusion Plant. Nuke-type unit.

Building Tweaks
Railway Stations: +15% Gold from Coal and Oil
Nature Reserves: +1 Health
Park: +1 Happiness +1 Health per Specialist
Public Transportation: +25% Gold +1 Health per Town, Village
Recycling Center moved to Ecology


More Useful Endgame Techs!
Added Solar Farm Improvement, gives 1 Food and 2 Gold on Deserts.

10% commerce per iteration of Transhumanism.
Robotics: +1 Production to Mines, Quarries +1 Commerce to Orchards, Plantations, Slave Plantations
Nanotechnology: +1 Production, Commerce to Workshops
Renewable Energy: +1 Commerce to Windmills, Watermills
Genetics: +1 Food to Farms, Pastures, Towns

And
Zoroastrianism does not block Pagan buildings
Newly acquired cities contain all buildings a newly build one would
Building a city on a choppable tile grants chopping production

Espionage always yields at least 1 XP for Spies
Khmer Farms take the same amount of time on rainforests as they do on plains
So do all other improvements that do not remove rainforests
Farms and Cottages take the same amount of time on Flood Plains as on plains
It is MUCH harder to collapse from a bad economy


The mod folder must be named
"DOC Community Mod Compilation"

for it to work

Where is the Download?
https://github.com/earthcrafterman/Dawn-of-Civilization/tree/OLD-CommunityModCompilation

Git Instructions
  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/earthcrafterman/Dawn-of-Civilization.git
  6. You also have to change the "Directory" entry so that it ends in ".../DOC Community Mod Compilation"
  7. I'm not sure on the specifics, but you have to change the branch to BalanceAndCivs
  8. Wait for the download to complete.
Special thanks to
@Leoreth for double checking my code
The makers of the following civs:
  • @merijn_v1 and their Swahili, South Africa, Sweden, and Australia Civs
  • @Steb and their Israel Civ
  • @citis and their Bits of Tales mod
@Tigranes, @soul-breathing, @Hussarknight, @Lokki242, @Imp. Knoedel, @Sarius1997, @TJDowling, and @Genghis Khaiser for bugtesting
Feel free to post anything that in any way pertains to this mod. Your achievements, things the AI did, suggestions, bugs, questions, thoughts about the current balance, etc. As long as it pertains to the mod, open fire!
 
Last edited:
Unfortunately one gets this error trying to load 1700 AD and 600 AD scenarios and chosing Australians from 3000 BC scenario simply crashes to desktop.
 

Attachments

  • Civ4ScreenShot0026.JPG
    Civ4ScreenShot0026.JPG
    127.2 KB · Views: 278
Unfortunately one gets this error trying to load 1700 AD and 600 AD scenarios and chosing Australians from 3000 BC scenario simply crashes to desktop.
I'll get on the Australian crash right away.

The second error is well known and present in DoC's FAQ. The fix is to open it in a word processor such as Notepad++ and convert the line endings (EOL Conversion) from Unix to Windows. For some reason, Github likes to mess with the line endings of scenario files.

EDIT: The 3000 BC scenario seems to be broken in general. No one use it until I push a fix.
 
Last edited:
Found the error, the 3000 BC scenario was missing a BeginPlayer before the Swahili Civ. Fixed and Pushed.
 
Thanks for creating this - do you plan on incorporating 2nd UU and UB into this eventually?
I do plan to incorporate the 2nd UU and UB mod eventually, but at the moment I am concerned with balancing the modcomp as it currently stands. Implementing the 2nd UU and UB mod means I will need to work with Merijn and Steb on picking appropriate UUs and UBs, finding art for them, and designing their effects. This would be a much bigger undertaking than any of my previous or current work, and so I'd rather do it once I have the current civs balanced to my liking.
 
Found the error, the 3000 BC scenario was missing a BeginPlayer before the Swahili Civ. Fixed and Pushed.

If you try to select Israel from 600 AD start the game will hung: it will say Waiting for another civilization to move from 600 to 610 but it will never happen.
Also could you please upload right here the standalone 1700 start file? No matter what I do with Notepad++ it still shows the same error even with Windows EOLs...
 
I do plan to incorporate the 2nd UU and UB mod eventually, but at the moment I am concerned with balancing the modcomp as it currently stands. Implementing the 2nd UU and UB mod means I will need to work with Merijn and Steb on picking appropriate UUs and UBs, finding art for them, and designing their effects. This would be a much bigger undertaking than any of my previous or current work, and so I'd rather do it once I have the current civs balanced to my liking.

Fair point. I'd love for Leoreth to incorporate this (and the 2nd UU UB) into the mod proper some day.
 
Leoreth, do you plan on merging some or all of the new civs into the main mod (at some point in the far future, of course)?

I'd say the new civs mod and the 2nd UU/UB mod should probably remain separate, otherwise the combination starts diverging too much from the base game, I think.

1SDAN, good job on the merge, by the way.
 
Last edited:
1SDAN, good job on the merge, by the way.
Thanks! Merging mods is surprisingly easy. All you need is some cursory knowledge of programming, an understanding of how to use TortoiseGit, and enough patience and logic to debug stupid errors.

Speaking of merging, I don't normally pay attention to people's names, only their avatars. So I only recently learned your IGN while making my modcomp. Sadly, because I had merging mods on the brain, I misread Merijn's name. XD

If you try to select Israel from 600 AD start the game will hung: it will say Waiting for another civilization to move from 600 to 610 but it will never happen.
Also could you please upload right here the standalone 1700 start file? No matter what I do with Notepad++ it still shows the same error even with Windows EOLs...

I'll look into the Israel 600 AD error in the morning. I'm not sure why the 1700 AD scenario specifically would have this error. Does the fact that you're specifying 1700 in particular means the EOL conversion fixed the 600 one? I'd rather get the mod as fixed as possible instead of relying on exterior downloads. Could you upload the 1700 AD scenario file in question? I want to see what's wrong with it.
 
Last edited:
here we go.

By the way, where is Bloemfontein and largest city of South Africa Johannesburg in Boer city names? It is either another Pretoria's or many Kimberly's...
 

Attachments

  • RFC 1700 AD.CivBeyondSwordWBSave
    993.5 KB · Views: 141
@merijn_v1 , don't forget to update your post in the Forum Thread Index.

I will.

here we go.

By the way, where is Bloemfontein and largest city of South Africa Johannesburg in Boer city names? It is either another Pretoria's or many Kimberly's...

Probably because South Africa currently uses the English CNM first and the Dutch second. On my local version I already swapped them, but I didn't push it yet. I have some more updates I want to include first. (I think it is also more convenient for 1SDAN to merge one time than a thousand individual times)
 
Leoreth, do you plan on merging some or all of the new civs into the main mod (at some point in the far future, of course)?
I could see some of these civs in DoC, probably only with a larger map though. And I would probably do my own version of them, while relying on the ideas/assets here to some degree,
 
I can't figure out why the 1700 AD file is unable to be read, and I lost the original so I'm unsure of where the error is. All that I know is that when I compared the working one with the bugged one, git said there were no differences.
 
Israel seems to be the only civ affected by this hang and has only been affected on the 600 AD scenario. Does anyone have a list "usual suspects" for this type of issue? I've looked at the scenario files and 600 AD has no differences with 3000 BC pertaining to Israel.
 
I can't choose any of the Scenarios, it just shows the vanilla ones? i'm supposed to put this as a seperate mod right?
 
You would have to rename main mod to something else because this modmod has to be named exactly like the main one...
 
The custom art for most of the factions is gone! They just use the vanilla art for various units, can i solve this myself?
 
If everyone wants I can change the name of the mod folder so that it can coexist with DOC, I've already figured it out months ago.

@Darnokthemage I'm not sure why the custom art would not work, I don't think I touched it. Are you talking about VD, or did something else in my mod break?
 
Top Bottom