[submod] RFC Dawn of Civilization: Aeons - Version 1.3! (34 new Civs! New wonders, buildings, units, and an overhaul of various mechanics!)

Apple111111

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(The post here is for version 1.2, scroll to the end of page 2 for version 1.3)

Download Version 1.3 Here!: https://www.mediafire.com/file/kvhkhgx4y3e6nnq/RFC_Aeons.zip/file

(For version 1.3, you'll need to name the file "RFC Aeons" rather than "RFC Dawn of Civilization", as in 1.0-1.2)


Hi everyone! Version 1.2 of RFC DOC Aeons is now out, featuring 12 more civs than version 1.1, this time focused on the medieval middle east, especially Persia!


New 1.2 Download: https://www.mediafire.com/file/11lu...f_Civilization_Aeons_-_Music_Patched.zip/file

(Download using the same method you downloaded RFC DOC. Just like RFC DOC, name the file "RFC Dawn of Civilization")

Original 1.1 and 1.0 Post: https://forums.civfanatics.com/threads/submod-rfc-dawn-of-civilization-aeons-version-1-1.692878/

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~CIV LIST!~

- Ghana (NEW)
- Songhai (NEW)
- Hausa (NEW)
- Benin (NEW)
- Kanem Bornu (NEW)
- Ashanti (NEW)
-Misr
-Samanids
-Buyids
-Yemen
-Oman
-Tunis
-Georgia
-Jerusalem
-Seljuks (NEW, using old Turks civ)
-Gokturks
-Khazars (Credit: Cross Overhaul submod)
-Ghurids (Credit: Cross Overhaul submod)
-Armenia
-Scythia
-Huns
-Germania
-Parthia/Sassanids
-Vandals
-Goths
-Numidia (With new revival as Tlemcen and Algeria)
-Sumeria
-Elam
-Minoa
-Athens (Using old Greece civ)
-Sparta
-Macedon
-Judah

1.2 Features:
- 12 new Civs to try out, from the colonial trading empire of Oman to the Gokturks of the Central Asian steppes, with unique UHVs to try out. Each comes with their own unique building and unit.
- Tons of new leaders to spice up the Middle East and beyond, from Shaybani Khan of the Uzbeks to Ibn Saud of Saudi Arabia!
- An extended medieval era, now lasting 6 years per turn.
- An overhaul for Arabia and Moors, including new UHVs and conquerors for Arabs, instead of having a large flip zone.
- Crusades from Cross Overhaul have been added to make the Mediterranean more dynamic, become a crusader king and fight for the Mediterranean or Baltic, or defend against powerful 12 strength crusader units.
- 7 new wonders for the Middle East to build: Alhambra, Prophet's Mosque, Al-Azhar, Ait Benhaddou, Narekavank, Rose Garden Palace and Itchan Kala.
- 3 new buildings for the medieval era: Racing Track, Guild Hall and Inn.
- New Shortbowman unit as an intermediate between Archers and Crossbowmen, Crossbowmen are moved to the Paper tech.
- Expansion of the impact system: Marginal-impact civs only spawns when the player is a neighbour or in the same civ-group, while Super-Marginal civs only spawn when the player is a neighbour. Exceptions are made for civs that have major historical interactions (eg. Yemen and Iran)
- Expansion of conditional spawns: Jerusalem, for example, can only spawn if a catholic civilization controls a Levantine city while other civilizations, such as the Timurids and Buyids can be avoided if your stability remains high enough
- The slavery civic now gives a chance to get slaves from any Civ following a different state religion, (pagans can still capture slaves from other pagans, though) with an increased chance for barbarians and natives. Slaves can now be used in the old world in addition to the new.
- The Shia religion from Cross Overhaul has been added, allowing you to be more immersed into regions like Iran and Egypt.
- Updated 1700AD and 600AD starts to account for the new civs and wonders


-NEW CIVS-

-Gokturks-
Spawns in 552AD in Otuken
Leader: Bumin
Unique Unit: Ashina
Unique Building: Orkhon Inscription
The Power of Orda: Barbarians don't attack during peacetime and mounted barbarians join your armies if attacked during wartime (Old Turkic UP)
-Have developing culture in your capital by 700, refined culture in a different capital by 900 and influential culture in another capital by 1100
-Pillage 20 improvements and build a land-based trade connection from a city in China to a city in Persia by 900
-Control 5 lancers and the world's largest army by 1100

-Georgia-
Spawns in 780 in Mtskheta
Leader: Tamar
Unique Unit: Monaspa
Unique Building: Tsikhe
The Power of Veneration: Great Prophets can start a short golden age and Great Artists can create Great Icons
-Have a higher score than two orthodox civilizations by 1200
-Experience 20 turns of golden ages by 1450
-Have a population of 20 in cities adjacent to mountains in 1490

-Yemen-
Spawns in 820 in Aden
Leaders: Arwa Al-Sullayhi, Al-Qasim, Al-Sallal
Unique Unit: Bedouin Sheikh
Unique Building: Tower House
The Power of Arabia Felix: +1 food from deserts and semideserts
-Have an average city population of 12 and two cities in the red sea region by 1200
-Acquire 5 coffee, 5 incense and a spice resource by 1500
-Have 5000 culture in Arabia by 1500

-Samanids-
Spawns in 892 in Samarkand
Leader: Ismael Samani
Unique Unit: Dehqan Archer
Unique Building: Kiln
The Power of Persian Poetry: +3 commerce from artists
-Experience a golden age and create 2 great generals by 1050
-Control 5 cities with 500 culture by 1050
-Control Persia for 30 turns by 1300

-Misr-
Spawns in 909 in Raqqada
Leaders: Al Muiz, Saladin, Baibars, Nasser
Unique Unit: Hand Cannon, Ghulam Cavalry
Unique Building: Souk
The Power of Transcontinental Diplomacy: +100% trade route yield from civs with different state religion
-Build a palace and Al-Azhar in Cairo and spread Shia to ten cities by 1050
-Generate 3000 commerce from trade routes by 1250
-Spread Sunni Islam to 20% of the world and acquire 10000 gold from trade by 1500

-Buyids-
Spawns in 934 in Persepolis
Leaders: Adud Al-Dawla
Unique Unit: Daylamite
Unique Building: Sufi Shrine
The Power of Religious Legitimacy: -5% tech cost per owned shrine
-Make Baghdad the most populous and culturally advanced city in the world by 1200
-Control 5 shrines by 1200
-Be first to enter the industrial era

-Seljuks-
Spawns in 1037 in Merv
Leaders: Alp Arslan, Shaybani Khan
Unique Unit: Oghuz (Buffed to 10 strength)
Unique Building: Diwan
The Power of Unity: Free morale promotion for all land units
-Control Mesopotamia, Anatolia, Persia, Transoxiana by 1150
-Build a National College and two academies by 1250
-Control 20% of the world's population and be the only existing Turkic civilization by 1500

-Jerusalem-
Spawns in 1099 in Jerusalem
Leader: Baldwin
Unique Unit: Crusader
Unique Building: Diwan
The Power of Unity: Free morale promotion for all land units
-Control Mesopotamia, Anatolia, Persia, Transoxiana by 1150
-Build a National College and two academies by 1250
-Control 20% of the world's population and be the only existing Turkic civilization by 1500

-Oman-
Spawns in 1154 in Muscat
Leaders: Abi-Ibn-Omar, Barghash
Unique Unit: Baghlah
Unique Building: Coastal Outpost
The Power of the Zanzibar Sultans: Colonies gain +1 trade route per culture level
-Have all of the Persian Gulf under your territory by 1400
-Conquer three European cities outside of Europe by 1700
-Have 50 trade routes by 1750

-Tunis-
Spawns in 1229 in Tunis
Leaders: Abu'Amr'Uthman, Bourguiba
Unique Unit: Barbary Pirate
Unique Building: Kasbah
The Power of the Citadels: +1 food from engineers and great engineers
-Settle 10 slaves in your capital by 1400
-Control 15% of the Mediterranean by 1500
-Have three cities with a population of 15 by 1600


That's all! I hope you all have fun experiencing the modmod!
 
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This is really cool! Are you doing a themed release for very version? First the ancient and classical era, then the migration era, and now the Islamic world? There is so much content to play with in every release, I'm really impressed.

I tried game as the Omani, and I have to say, the new shortbowman can be brutal. The Turks didn't collapse from the Mongolians, so I had to go in and take their city to secure the Persian Gulf. I attacked this city with three Trebuchet, 3 Heavy Swordsmen, and a Heavy Spearman, and I barely even scratched them. :(
Spoiler Failed attack :
Civ4ScreenShot0004.JPG
Three first strikes is no joke! My first run-in with them tells me they may be overtuned, but that's only first impressions.
Congrats again on 1.2!
 
Nice additions. Looking forward to trying it at some point.

I'd recommend figuring out how to give your mod its own name though. It'd both make it easier to install, and be a little less egregious to Leoreth than overwriting 1.18 when it's still in the testing phase. From what I vaguely recall, it involves matching names & paths in the .ini file and the scenario/map files?
 
Nice additions. Looking forward to trying it at some point.

I'd recommend figuring out how to give your mod its own name though. It'd both make it easier to install, and be a little less egregious to Leoreth than overwriting 1.18 when it's still in the testing phase. From what I vaguely recall, it involves matching names & paths in the .ini file and the scenario/map files?
Yeah I tried figuring that out just today, but I messed something up, probably the scenario/map files, so I changed it back to its original name. I’ll see if I can figure something out for 1.3.
 
This is really cool! Are you doing a themed release for very version? First the ancient and classical era, then the migration era, and now the Islamic world? There is so much content to play with in every release, I'm really impressed.

I tried game as the Omani, and I have to say, the new shortbowman can be brutal. The Turks didn't collapse from the Mongolians, so I had to go in and take their city to secure the Persian Gulf. I attacked this city with three Trebuchet, 3 Heavy Swordsmen, and a Heavy Spearman, and I barely even scratched them. :(
Spoiler Failed attack :
Three first strikes is no joke! My first run-in with them tells me they may be overtuned, but that's only first impressions.
Congrats again on 1.2!
I’ve generally found the shortbowmen considerably weaker than crossbowmen. I think the situation here is probably more related to the +75% hills defence those ones have going on…

I’m glad you’re enjoying the modmodmod and I hope you’re able to enjoy the new additions!
 
1.2 link brings me to this page
Weird, I don’t think anyone else is having that problem. Come to think of it, the song mentioned may have been one of the songs for the leaderheads, which I brought over from SOI. Did I stumble into copyright issues??

If it’s not working for you, try using a different browser, like edge or something, then that won’t get in the way.

I probably also need to ask: what region are you in? It's possible that copyright enforcement specific to your region could be causing this.

(I’m almost certain a VPN would solve this issue. I’m in Europe: Ireland, so a VPN from there is sure to work)

If anyone else is experiencing a problem like this, let me know. I'll see if I can get it up on Github as an alternative.
 
Weird, I don’t think anyone else is having that problem. Come to think of it, the song mentioned may have been one of the songs for the leaderheads, which I brought over from SOI. Did I stumble into copyright issues??

If it’s not working for you, try using a different browser, like edge or something, then that won’t get in the way.

I probably also need to ask: what region are you in? It's possible that copyright enforcement specific to your region could be causing this.

(I’m almost certain a VPN would solve this issue. I’m in Europe: Ireland, so a VPN from there is sure to work)

If anyone else is experiencing a problem like this, let me know. I'll see if I can get it up on Github as an alternative.
The download link was working fine for me yesterday. But now when I click it, I get the same result as @Derdan.
 
The download link was working fine for me yesterday. But now when I click it, I get the same result as @Derdan.
Does anyone else know any easy, non-limited-time spaces where I can upload the files…? It looks like Mediafire seems to be unviable for a lot of people due to copyright…

(Alternatively, I could remove the copyright music and reupload?)
 
I reuploaded the mod with the songs which I think were causing the copyright strike to be removed. Let me know if anyone's still having issues, or if the popup still shows up for anyone else...
 
I checked your new link, it looks good. :thumbsup:

So I've played around with some of your new civilizations, from the Minoans to the Huns to the Omani. It quickly became obvious that you designed these civilizations really well, they have very tight goals that took me several tries to understand the key to beating them. They're like puzzle civs, and they're very challenging!
Here's some comments that I have, from playing various games:
  • With the expanded roster of migration civilizations in late antiquity, and now the world of Islam, and the expanded turns that accompany these eras as well, I think your mod would benefit a lot from adding new scenarios, to cut down on the waiting time. Maybe like 1 AD, and 1000 AD?
  • IMO, the Sumerian game just drags on for too long. I think the point was to make them survive the Persians and the Macedonians, but after I took out the Assyrians, I had nothing to do except build military units, and I was more than prepared for any invasion by roughly 800 BC.
  • I played the Germani a month or so ago, so it's possible you fixed it in this latest version. But I noticed their ability was inconsistent, I was receiving the forest :hammers: bonus in cities larger than 4. And when I did lose the ability, I wouldn't receive it again if I dropped again below 4. Sorry, I don't have a save to showcase this...
  • With all the new Middle Eastern civilizations, I think the Mongolians need to have their conqueror stacks in the ME boosted. They seemed unable to conquer anything in the region in several games, only being successful once IIRC. The Seljuks can be super powerful.
  • In my last Omani game, it's 1660 AD, and checking Worldbuilder, there is only one European colony in all of Africa/ME/India, way over in Guinea
    Spoiler The World :
    Civ4ScreenShot0006.JPG
    Now to be fair, I did play a little sub-optimally, because I was waiting for the Portuguese or someone to land and take Swahili area so I could conquer them for the second goal... But they never did. And so I probably should've taken the Swahili land for myself, and rushed Exploration better to build ships to go looking for colonies elsewhere. But still, it is off that the Portuguese are avoiding this entire area of the world.
 
I checked your new link, it looks good. :thumbsup:

So I've played around with some of your new civilizations, from the Minoans to the Huns to the Omani. It quickly became obvious that you designed these civilizations really well, they have very tight goals that took me several tries to understand the key to beating them. They're like puzzle civs, and they're very challenging!
Here's some comments that I have, from playing various games:
  • With the expanded roster of migration civilizations in late antiquity, and now the world of Islam, and the expanded turns that accompany these eras as well, I think your mod would benefit a lot from adding new scenarios, to cut down on the waiting time. Maybe like 1 AD, and 1000 AD?
  • IMO, the Sumerian game just drags on for too long. I think the point was to make them survive the Persians and the Macedonians, but after I took out the Assyrians, I had nothing to do except build military units, and I was more than prepared for any invasion by roughly 800 BC.
  • I played the Germani a month or so ago, so it's possible you fixed it in this latest version. But I noticed their ability was inconsistent, I was receiving the forest :hammers: bonus in cities larger than 4. And when I did lose the ability, I wouldn't receive it again if I dropped again below 4. Sorry, I don't have a save to showcase this...
  • With all the new Middle Eastern civilizations, I think the Mongolians need to have their conqueror stacks in the ME boosted. They seemed unable to conquer anything in the region in several games, only being successful once IIRC. The Seljuks can be super powerful.
  • In my last Omani game, it's 1660 AD, and checking Worldbuilder, there is only one European colony in all of Africa/ME/India, way over in Guinea
    Spoiler The World :
    Now to be fair, I did play a little sub-optimally, because I was waiting for the Portuguese or someone to land and take Swahili area so I could conquer them for the second goal... But they never did. And so I probably should've taken the Swahili land for myself, and rushed Exploration better to build ships to go looking for colonies elsewhere. But still, it is off that the Portuguese are avoiding this entire area of the world.
Hmm… A few thoughts.

Firstly, I’ll have a look into Germania’s ability, and see if I can get that fixed. I have an idea of what might be causing it.

New scenarios are something I’ve been thinking about a lot, but it’d be a pretty big effort to do. I might get it done at some point, 1AD was one of the ones I was thinking, too, and a 1000AD start seems reasonable.

The Omani UHV was balanced before the recent patch which upped the post-renaissance tech costs, and I think that might be messing things up. I might add a bit more time for that UHV next update, so it doesn’t count on randomness from the Europeans. (Taking them on in the new world would be silly, after all.)

I’m glad you’re enjoying the new civs I made, thanks for your comments!
 
I’ve only got 2 UHVs left to test for the next update, so if all goes well, the next update, including 6 new civs, and an overhaul of some mechanics, should be out by the end of this week. I’m not gonna say which 6, and I’ll leave the speculation up to you, but I hope you’re all looking forward to 1.3!
 
Forgot to share this the other day, I got a Judean historical victory.
Spoiler Judea :
Civ4ScreenShot0007.JPG
All in all, the game pretty much revolved around defending your home from foreign invaders, and I didn't find any of the historical goals particularly challenging. Once I hooked up the iron for my UU, my victory was assured, I just had to tech and end the turn a lot to get there. I'll note that I had an abundance of :gold: the entire game, due to my two shrines, and I also only used my UP to convert two cities that I settled. I feel like a new UP that relies on :gold: to achieve the UHV in some way would make it more engaging, but I have no immediate idea on what that could be.

Looking forward to 1.3! My bet is on African civilizations for the new six, excited to see what they are!
 
Forgot to share this the other day, I got a Judean historical victory.
Spoiler Judea :
All in all, the game pretty much revolved around defending your home from foreign invaders, and I didn't find any of the historical goals particularly challenging. Once I hooked up the iron for my UU, my victory was assured, I just had to tech and end the turn a lot to get there. I'll note that I had an abundance of :gold: the entire game, due to my two shrines, and I also only used my UP to convert two cities that I settled. I feel like a new UP that relies on :gold: to achieve the UHV in some way would make it more engaging, but I have no immediate idea on what that could be.

Looking forward to 1.3! My bet is on African civilizations for the new six, excited to see what they are!
Thanks for trying out Judah! It’s cool to see people commenting on the civs that I modded.

I do agree that Judah’s UHV isn’t perfect right now, and I think that’s largely due to the fact that they were the second civ I added, so I wasn’t really into the flow of things by then. Maybe I’ll give their UP and UHVs a second look at some point…
 
I have the same problem with the link as Derdan has. Using VPN doesn't help, the same link to the music opens.
Did you try the “music patched” link that I added to this first comment of the thread? That one doesn’t seem to have the copyright issues.
 
Hi guys. First time playing this mod and this is amazing. I have played with many civs at this point. However there is one thing that is getting out of conrol in all late games and that is Iran. In my Iran game I had 300+ statesman in capital and core cities because of the Rose Garden great wonder and when I swtched to the civic that gives +2food and +4hammers for each great statesman my population of Spahan went up to 57 and Rhaga to ~40 (not to mention insane production and espionage). I had 7k esp and 22k science in 1925 and completed the tech. That is broken and I am not sure if it is intended that way. Now I am playing Japan and I can't complete the tech goal because of Iran and its 200 great statesman 😅
 
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