[submod] RFC Dawn of Civilization - Aeons - Version 1.1

Apple111111

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The following post is for the first version of the mod, where there was only 8 civs instead of 16. Scroll down for later versions of the mod.

(Download the current version here!):

Have you ever wanted a bit more... Sauce to the Ancient Era? Well, then this mod is for you!

This mod offers an interesting overhaul to the worlds of Greece and Mesopotamia, with a total of 8 new Civs to try out, as well as an overhaul for several others!

Features:

-7 new Civs to try out: Can you beat all of their UHVs?
-40 more turns added during the Greek golden age from 600BC to 200BC for a truly immersive experience as Greece and Macedon.
-Several new conqueror events to defend yourself against. Struggle against the Neo-Assyrians and Neo-Babylonians, ward off the Persians from Greece, or fight back against Kush as Egypt.
-Several changed UHVs and starting dates and positions for Civs. Persia now spawns in 650BC as the Kingdom of Medes, without Zoroastrianism, Rome spawns at Rome's real rise to power, and Assyria and Babylonia spawn at the times they came into major significance.
-Some new resources have been added, particularly some horses near Macedon, and some limited time stone and fish near Crete.
-One new Wonder, the Knossos Palace, allows you to quickly grow a maritime empire. Be careful though, it won't last forever.
-New invaders: watch out for the particularly brutal Iron Axemen invading Mycenae at the height of the Sea Peoples' invasion.

-NEW CIVS-

-Sumeria-
Spawns 3000BC at Ur
Leader: Sargon
Unique Unit: Vulture (Militia)
Unique Building: Mudbrick House (Granary)
The Power of the Cradle of Civilization: Receives a free technology for the first five technologies discovered
-Discover all ancient technologies in 600BC
-Control three cities in Mesopotamia in 2100BC, 1000BC, 320BC
-Have an average city population of 3 in 2100BC, 5 in 1000BC, 10 in 320BC

-Minoa-
Spawns 2900BC at Knossos
Leader: Minos
Unique Unit: Fishing Ship (Galley)
Unique Building: Mudbrick House (Granary)
The Power of Island Artisanry: +1 production on water tiles
-Control 60% of Europe's population in 1300BC and 540BC
-Have 5 open borders agreements by 1000BC
-Control 20% of the Mediterranean by 600BC

-Elam-
Spawns at 2700BC in Susa
Leader: Kindattu
Unique Unit: Horned Warrior (Militia)
Unique Building: Highland Outpost (Lighthouse)
The Power of the First Traders: +300% trade bonus from distance until the end of the Ancient Era
-Have contact with 4 Civilizations by 1825BC
-Generate 150 commerce from trade routes by 1000BC and 400 commerce from trade routes by 800BC
-Raze two cities by 800BC
-Mycenae-
Spawns at 1750BC at Mycenae
Leader: Agamemnon
Unique Unit: Trojan Horse (Catapult)
Unique Building: Tholos (Monument)
The Power of Heroes: Unlimited Experience from Barbarians
-Control four cities in Greece and Anatolia and never lose a city by 800BC
-Build 3 Wonders by 700BC
-Settle four great people in your capital by 550BC

-Judah-
Spawns at 1100BC in Jerusalem
Leader: David
Unique Unit: Maccabee (Swordsman)
Unique Building: Kotel (Wall)
The Power of Diaspora: Gain 500 culture in the capital when converting cities to Judaism
-Control the Temple of Solomon by 450BC and the Church of Anastasis by 350AD
-Control a Sanhedrin by 400AD
-Have 10,000 culture by 600AD

-Athens-
Spawns at 800BC in Athens (Does not spawn if Mycenae still exists)
Leader: Pericles
Unique Unit: Hoplite (Spearman)
Unique Building: Odeon (Theatre)
The Power of Philosophy: +150% Great People Birth rate until the end of the Classical Era
-Build the Temple of Artemis, Parthenon and Colossus by 400BC
-Control 6 fishing and harvest boats by 400BC
-Discover all Classical Era technologies by 200BC

-Sparta-
Spawns at 800BC in Sparta (Does not spawn if Mycenae exists)
Leader: Leonidas
Unique Unit: Spartiate (Spearman)
Unique Building: Agoge Barracks (Barracks)
The Power of Military Society: Unhappiness from sacrificing population decays thrice per turn instead of once.
-Control 4 cities in Greece and Anatolia and a city in Italy by 400BC
-Have 10 level five units by 300BC
-Control 5 barracks', pagan temples and arenas by 300BC

-Macedon-
Spawns at 400BC in Pella
Leader: Alexander
Unique Unit: Companion (Horseman)
Unique Building: Agora (Market)
The Power of Endless Conquest: Two free Companions in every conquered city until the end of the Classical Era
-Control Anatolia, Levant, Mesopotamia, Egypt and Persia by 300BC
-Control Bactria and Indus Valley and settle 5 great people in Seleucia by 250BC
-Build the Great Library and Great Lighthouse by 200BC (Great Lighthouse has been moved to Generalship)

In addition, the following Civs have been changed:

-Egypt-
- Third UHV deadline moved to 300BC

-Babylon-
- Spawns in 2000BC
- New UP: The Power of Law: Your next tech comes with a free tech after conquering a city.
- New set of UHVs:
- Be first to discover 8 Classical Era technologies
- Build 3 wonders by 600BC
- Have a population of 12 and a refined culture in Babylon by 600BC

-Persia-
- Spawns in 650BC, with more starting units
- UHVs remain unchanged, but I will look into changing them or buffing their modifiers, as they are currently very difficult.

-Celts-
- New set of UHVs
- Conquer two cities by 400BC
- Settle Iberia, Britain, Ireland and Pannonia by 400BC
- Control Greece in 275BC
- France is now an 'Independence' civ so a stable Celts (or Rome) can prevent their spawn.

-Rome-
-Spawns in 338BC, with slightly better tech
-Collapse date moved to 400AD, rather than third century crisis, to prevent "Kingdom of Rome"
-Will see some more balance changes, including UHVs, but that's for the next update!

Hope you guys get some fun out of this ModModMod and try out all the new Civs, in whatever way you want!

Download Here!
Installation is the same as RFC DOC. For now, it uses the same name of "RFC Dawn of Civilization", but this may change in a future version of the mod.

Credits:
-Leoreth and Rhye (obviously)
-The Civ 4 team too!
-RFC Greek world, for some of the art and leaderheads, and also for some ideas
-All the cool people out there on the Civ forums who are making the art that allows this to happen!
-Leoreth again for replying to my confusion at things in the Q&A thread (Had no idea how to compile before this

Hope you enjoy!
 
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Playing as Sumerians, and as for the crossphazer's modmod, I think you should add ressources around Ur (maybe a marble/other stone + a food ressource) because it's really a crappy city for a capital, mostly after Babylonians spawn (even if you're supposed to conquer them after their birth protection I guess).

And about the Babylonians UP, what if you conquer 2 cities in a row while you searching a tech and then discover the tech, do you get 2 free techs or only 1 ? Or you'll wait until you research another tech by yourself to get the 2nd "free tech" ?
 
Playing as Sumerians, and as for the crossphazer's modmod, I think you should add ressources around Ur (maybe a marble/other stone + a food ressource) because it's really a crappy city for a capital, mostly after Babylonians spawn (even if you're supposed to conquer them after their birth protection I guess).

And about the Babylonians UP, what if you conquer 2 cities in a row while you searching a tech and then discover the tech, do you get 2 free techs or only 1 ? Or you'll wait until you research another tech by yourself to get the 2nd "free tech" ?
Nah, no 2nd free tech. That'd be insane. I do agree that Ur is a pretty dead weight city, and adding a resource there is definitely worth it, at least until the Arab spawn.
 
Wow, this looks great, congratulations on the project! So many new civilizations to play around with, including the two I'm most excited to see represented in DoC: Sumeria and Judah!

I did a quick runthrough playing as Judah, Minoans and Sumeria, I could quickly tell that you designed these new civilizations as "puzzle" civs, which is great. I was caught wholly unprepared for the Myceneans invasion. :lol:

Spoiler Oops :
20241030232304_1.jpg


Meeting some of the new civilizations, I could also tell you had a lot of fun creating these new civilizations. :lol:
Spoiler To the labyrinth! :
20241030234531_1.jpg


I'll reserve any gameplay commentary until I get a chance to play around some more with this modmodmod. The only thing I could add now is that the Sumerian Vulture has a bonus against the Militia, but this does not carry over to the Warrior, which is essentially the same unit. Maybe he should get a combat bonus vs the Warrior as well?
Spoiler Vulture vs Warrior :

20241031000644_1.jpg



I'd also recommend you include some screenshots in your post, so people can see your handiwork. Can't wait to dig in, well done. :thumbsup:
 
Seeing this much life in the antiquity in Civ is something you will never see in modern Civ.
I think i'm gonna boot back up my Civ IV again. Ive been hyped lately on another game and its mod.
 
I want to note that in the current state of this mod, many of the modifiers are bugged, largely due to a misunderstanding on my behalf on how the modifiers are stored.

It shouldn’t affect the game too much, since most early game civs have similar modifiers, but it will affect Athens, Polynesia and Rome fairly significantly, as many of their modifiers have been mixed up and are also quite drastically different to other civs.

Luckily, I’ve changed the modifier script to use Cross Overhaul’s style of script, so now things are in a better state.

Unfortunately, I can’t really release this patch as it is, since I’ve also added a new Civ and it’s not ready to be added yet.

It’ll be fixed with the next major update, alongside adding warrior to the Sumerian Vulture strengths and added resources next to Ur.
 
Really like what you've done with the ancient and classical eras. I just finished a game as Mycenae/Macedon which was a lot of fun.

The Greek civs are my favorite additions. I'm not the biggest fan of early Greek gameplay in the base mod and the Minoans/Mycenae/Athens/Macedon all being separate allows each stage of Greek history to be fully realized. It's nice having almost every turn seem to matter even in the ancient era. Conquering Troy and the Minoans as the Mycenaens was cool and I ended up conquering everything outside of China as Macedon after I switched.

Spoiler :
1730482300158.png

Spoiler :
1730482023391.png


Since you're talking about updates, is there a git repository for this mod? And if I may ask, what Civ are you planning on adding? If it's not the Armenians I think they'd also be a good fit for this mod.
 
Really like what you've done with the ancient and classical eras. I just finished a game as Mycenae/Macedon which was a lot of fun.

The Greek civs are my favorite additions. I'm not the biggest fan of early Greek gameplay in the base mod and the Minoans/Mycenae/Athens/Macedon all being separate allows each stage of Greek history to be fully realized. It's nice having almost every turn seem to matter even in the ancient era. Conquering Troy and the Minoans as the Mycenaens was cool and I ended up conquering everything outside of China as Macedon after I switched.




Since you're talking about updates, is there a git repository for this mod? And if I may ask, what Civ are you planning on adding? If it's not the Armenians I think they'd also be a good fit for this mod.
There’s no git repository, since tbh I haven’t figured out how git works yet.

Right now, I’m focusing on a different region and adding the Migration Age civs to Europe (Goths, Vandals, Huns, and also Germania all plan to be added). Afterwards, I think Armenia is a good idea, possibly starting as Urartu. I guess the fact that they’re already in the Cross Overhaul Mod decreased my priority slightly.
 
judah respawn in 1948?
I’m not against adding an Israel respawn in 1948, though I do worry about the lag in the late game, since there’s only so many civ slots and the late game is already so slow that adding another Civ would make things intolerable.

That said, it definitely would make the Middle East in the late game a lot more dynamic, and they already have an alternative name of Israel if they survive as a Jewish Civ into the Medieval Era.
 
Update 1.1 is now out! The submod is now rebranding as RFC Dawn of Civilization - Aeons, as this mod now expands beyond the initial version of just Greece and Mesopotamia!

Anyways, so what's new in version 1.1?!

Well... The name I've chosen for 1.1 is Update: Invaders.

The focus is going to be on the migratory Civilizations that invaded Rome and Persia in the Classical Era, the invaders, if you may.

-Features!-

-8 New Civs! Scythians, Huns, Vandals! The world is yours to conquer!
- Nomadic Civs unlock workers at Law, rather than at the start of the game.
- Defend against a wide variety of new conqueror events! Visigoths, Ostrogoths, Huns in Gaul, even Carolingians and Ummayads!
- Several new periods for Civilizations depending on the location of your capital, including Vandal Africa, Visigoths, Ostrogoths and Anglo-Saxons.
- 3 new leaders for already existing civs. Take on the aggressive Nebuchadnezzar, the stoic Marcus Aurelius or the renowned Constantine.
- A couple more UHVs have been reworked. Embrace Phoenician Heritage as Carthage, claim absolute hegemony as Rome, or actually win as Persia.
- 20 extra turns from 300AD to 500AD so you can really hone in on the fall of Rome!
- horses

-NEW CIVS-

-Scythia-
Spawns at 850BC in Central Asia
Leader: Tomyris
Unique Unit: Aspabarata (Horseman)
Unique Building: Kurgan (Monument)
The Power of Steppe Warfare: Gain a free Aspabarata every time you build a cavalry unit until the Medieval era.
-Defeat 15 Persian units by 350BC
-Control 3% of the world by 350BC
-Control all tiles in the Pontic Steppe in 300BC

-Numidia-
Spawns at 400BC in Western Numidia
Leader: Masinissa
Unique Units: Numidian Cavalry (Horseman), Javelineer (Archer)
Unique Building: Grain Market (Market)
The Power of Grain Rations: Gain +10 food when you produce a military or civilian unit until the Medieval Era.
-Control a city in Italy, a city in Iberia and four cities in Africa in 200AD
-Have an average population of 8 in 200AD
-Conduct 2 trade missions to Rome by 300AD

-Armenia-
Leaders: Tigranes, Ashot
Spawns in 330BC in Artashat
Unique Unit: Ayrudzi (Horseman)
Unique Building: Carpet Workshop (Weaver)
The Power of Craftsmanship: Gain +3 free specialists in the capital
-Control a Zoroastrian, Orthodox and Islamic wonder by 1000AD
-Control a Zoroastrian, Orthodox and Islamic cathedral by 1000AD
-Have legendary culture in Artashat by 1700AD

-Germania-
Leader: Julius Civilis
Spawns in 300BC in Western Germany
Unique Unit: Germanic Warrior (Swordsman)
Unique Building: Runestone (Monument)
The Power of Wooden Villages: Forests in cities with less than 4 population provide +1 production.
-Defeat 10 Roman units by 150AD
-Control 2 cities in Britain by 500AD
-Control a Catholic wonder by 1000AD

-Vandals-
Leader: Gaiseric
Spawns in 250BC in Silesia
Unique Unit: Flotilla (Galley)
Unique Building: Bakery (Aqueduct)
The Power of Overseas Migration: Gain a free flotilla in conquered cities
-Pillage 20 improvements by 500AD
-Control the Maghreb in 500AD
-Have a population of 15 in Carthage by 750AD

-Parthia-
Leaders: Mithridates, Khosrow
Spawns in 247BC in Parthia (Wow, really?)
Unique Unit: Savaran (Lancer)
Unique Building: Caravanserai (Market)
The Power of Silk Crossroads: Hills in your trade network provide +1 commerce
-Control Mesopotamia, Levant and Persia in 200AD
-Be the first to discover 8 Medieval Era Techs
-Control Arabia, Anatolia, Egypt and Bactria by 600AD

-Goths-
Leader: Alaric
Spawns in 150AD in modern-day Poland
Unique Unit: Kontos Cavalry (Lancer)
Unique Building: Stone Hermitage (Library)
The Power of Foederati: Gain gold from defeating enemy units, proportional to their production cost
-Be first to discover Feudalism
-Control Italy in 500AD and earn 1000 gold from pillaging, conquering and defeating units by 600AD
-Control Iberia in 500AD and have 3000 culture in Iberia by 1000AD

-Huns-
Leader: Attila
Spawns in Crimea in 370AD
Unique Unit: Heavy Horse Archer (Horse Archer)
Unique Building: Silk Tent (Stable)
The Power of Foederati: Gain double the gold from conquering cities
-Control 2 cities in Italy and 2 cities in Gaul by 450AD
-Raze 3 cities by 500AD
-Have 3000 gold by 500AD

Additionally, the 600AD start has been adjusted to add the new Civs to the game!
20241114210933_1.jpg
(Good luck trying to survive as Germania or Goths... It's absolutely hopeless tbh....)

Download version 1.1 Here!: https://www.mediafire.com/file/b76415vitry8ac0/RFC_Dawn_of_Civilization%282%29.zip/file
 
As someone who got into strategy games with Age of Empires I and spent and probably spent more of my youth on Age of Empires II than any other game, I love the addition of the ancient and later civs.

Played a game as Minoa until 1000AD and watched the world go by from Crete. Some observations:
- Carthage never really got going. Got vassalized by Persia and built a couple of cities in N Africa before being wiped out by Rome.
- Anatolia was surprisingly dead , and it was skipped over for conquests. Macedon ignored it and jumped straight to Persia, they also didn't take Athens or Sparta. Rome did the same, took Pella then the rest of Macedonian Persia flipped so their empire was Italy, Pella & Persia, though they later expanded. There was some action with the Hittites early in the game but after that it was mostly undeveloped indie/barb until late in the game and only had 1 city, anything else was razed.
- China collapsed around 800BC and didn't return for 1000 years, so East Asia consisted of 1 Korean supercity and little else other than barbs/indies
- Sparta, Rome and the Myceneans declared war on me, but only the Myceneans tried to invade (actually they killed me the first time I tried playing).
- Rome vassalized the Celts instead of conquering Gaul, and neither the Celts nor Rome reached Britain or Ireland.
- The city of Rome was razed at some point.
 
this is a little more fringe of an idea, but what if germania survived in england as the anglo-saxons even after the spawn of holy rome, with the normal english civ spawning in 1066 to invade
 
this is a little more fringe of an idea, but what if germania survived in england as the anglo-saxons even after the spawn of holy rome, with the normal english civ spawning in 1066 to invade
I definitely have plans for this in mind, I just haven’t incorporated it yet…
 
You could move Alfred from the english civ to germania, for a leader when they enter the anglo-saxon phase

It would also be nice to have a new high medieval english leader before elizabeth, like William the conqueror, or richard the lionheart or someone
I definitely have plans for this in mind, I just haven’t incorporated it yet…
 
the germanic civilizations should probably use the viking pagan religion instead of the celtic one, should they not?
Yeah, I've made this change, it'll be included in the next update. While Druidism might fit slightly better for the Batavian part of Germania, Asatru as a whole makes a lot more sense.
 
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