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

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 😅
I… seriously need to see what’s going on there… new update will be soon, but I need to figure out exactly what’s bugged/broken with that wonder…
 
Had a blast playing Egypt this week! The new civs & wonders are fantastic! Great job:)
Just wanted to leave few *minor* points as feedback:
-UHV2 &3 are probably too easy. I achieved them both without strategizing. UHV2 could maybe use an higher trade target? UHV3 unsure, because it would match Arabia's. Maybe some baathist Egypt late goal?
-There's an inconsistency in your city map that prevents Ineb to become Kahire
-maybe the civ could use another map color/flag to better distinguish it from ancient Egypt? iirc Cross has a very sweet 'Mamluk yellow' in his sub.
That's it:)
 
Had a blast playing Egypt this week! The new civs & wonders are fantastic! Great job:)
Just wanted to leave few *minor* points as feedback:
-UHV2 &3 are probably too easy. I achieved them both without strategizing. UHV2 could maybe use an higher trade target? UHV3 unsure, because it would match Arabia's. Maybe some baathist Egypt late goal?
-There's an inconsistency in your city map that prevents Ineb to become Kahire
-maybe the civ could use another map color/flag to better distinguish it from ancient Egypt? iirc Cross has a very sweet 'Mamluk yellow' in his sub.
That's it:)
Hmm… I thought about Cross’ colour but I ruled it out on grounds of being too close to Parthia/Sassanids, who may border the region if you play them. Other shades of yellow are a consideration, and possibly green. (though I don’t want to do the CK2 thing of making every Islamic nation green) The colour probably won’t be too much of an issue though, since the two are mutually exclusive, I believe. I might give the Misr UHV another look, I think it could use some more scope.
 
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 😅
I managed the fix this bug, the cause being that the isGreatBuilding() thing actually just returns true for all buildings, so Iran was just getting free great statesmen for every single building they ever built. It's working as intended now, so you'll only get statesmen for wonders. That means, at most, if you wonder spam to the most extreme extent, you'll probably only be able to get about 20 statesmen from the wonder, and more realistically you're getting 5-10.

I also fixed the bugginess with Germania's UP, so it should work fully as intended now.
 
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.
i have the same problem
 
I managed the fix this bug, the cause being that the isGreatBuilding() thing actually just returns true for all buildings, so Iran was just getting free great statesmen for every single building they ever built. It's working as intended now, so you'll only get statesmen for wonders. That means, at most, if you wonder spam to the most extreme extent, you'll probably only be able to get about 20 statesmen from the wonder, and more realistically you're getting 5-10.

I also fixed the bugginess with Germania's UP, so it should work fully as intended now.
Have you checked National Wonders and Great Bildings too? I remember getting two statesman after building a manufactory and museum.
 
1743892764105.png
 
Hello everyone! Good news! RFC Aeons 1.3 is now out, bringing 6 new Civs to experience in your world, centred around the West African region. The following update, 1.4, will include South, Central and East Africa, (eg. Zulus, Somalia, Kitara).


Download version 1.3 here!: https://www.mediafire.com/file/kvhkhgx4y3e6nnq/RFC_Aeons.zip/file

(Note that the copyright issues may come back, since I added some new songs to the soundtrack.)

(Download in the exact same way you'd download RFC DOC, but this time, rename the folder to "RFC Aeons", since it finally has a unique name.)

But for now, let's have a look at all the new features...

Screenshot (3).png

Ghana, 828AD
Screenshot (4).png

Kanem Bornu, Benin and Hausaland, 912.

Screenshot (6).png
Screenshot (7).png

New leaders to talk to!
Screenshot (8).png

Leading the Songhai Empire to glory!
Screenshot (9).png

Africa in the 1700AD start.
Screenshot (12).png

An all new 1100AD start date!

1.3 Features:
- 6 new West African civs to play: Ghana, Songhai, Kanem-Bornu/Chad, Hausaland/Sokoto/Nigeria, Benin, Ashanti/(modern) Ghana, each fitted with a unique power, unique building, and a unique unit (or units!)
- 4 new wonders focused on the West African region, two pagan and two Islamic: Ouadane Ksar, Iyanuwo, Tomb of Askia, Osun Osogbo
- A brand new 1100 start date, taking place just after the foundation of the Kingdom of Jerusalem! No more having to wait long if you want to play all those 1100-1200's civs, like Mongols, Omani, Aztecs, Portuguese and Italians!
- A rework of the immigration system. Now, immigration occurs in all eras, starting from 1000BC and all cities have an immigration and emmigration value determined by culture level, food gain, excess health and happiness, population (raises both immigration and emmigration) and civics (Many civics change immigration and emmigration value from -3 to +3). Check the food tab if you want to see your city's immigration/emmigration values. Note that open borders are required for (non-internal) migration, and external migration in totalitarian or isolationist states may lead to... Consequences.
- Rework of the (previously) Japan exclusive modernisation system. Modernisation now occurs for all civs with a dynamic bonus depending on both your era and the era of the civ you're modernising from. Expect extreme tech discounts between ancient and digital civs! (Note that the recently added "Tech Divergence" mechanic has been removed to account for dynamic modernisation, and Japan's UP has been changed to an additional 25% tech discount while modernising).
- A new national wonder, the Caravan Supply, has been added, which allows trading across desert tiles, but requires camels and sufficient desert tiles in the city
- Mali has been overhauled, with a new spawn at 1237, a new set of UHVs, and to account for the new National wonder, the trading across deserts UP has been replaced with 3x trade modifier from distance.
- Congress priority has been overhauled somewhat so that Europeans have a much stronger preference for African cities and capitals of African civilizations can be claimed during congress.
- A new "Integrate Vassal" mechanic has been added, however, it requires your vassal to be both significantly weaker than you and have a sufficiently high opinion of you. As a coloniser, you could use this to unite all of Africa under your crown!
- Sub-Saharan African civilizations work slightly differently, now requiring Feudalism in order to train settlers.
- The Islamic soundtrack has been expanded to include songs from EU4 and CK3. This may cause the download link to be blocked again due to copyright. If this happens, let me know!

-NEW CIVS-


-Ghana-
Spawns in 300BC in Koumbi Saleh
Leader: Dingha Cisse
Unique Unit: Jonow (Slave)
Unique Building: Treasury (Bank)
The Power of Drought and Rain: Rivers swap between providing +1 food, +1 commerce, and no extra yields every 200 years.
-Contact three other Civilizations by 450 and have three trade routes by 650
-Acquire 500 gold through slave trade and control 5 lancers by 1200
-Generate 4000 commerce through city trade routes and control 50% of West Africa by 1400

-Kanem Bornu-
Spawns in 700AD in Ngarzagamu
Leader: Dunama Dabbalemi
Unique Units: Caravan (Scout), Ironhelm (Arquebusier)
Unique Building: Ribat (Castle)
The Power of Oases: +5% commerce per desert tile in cities adjacent to oases or lakes
-Have two cities and 15 desert tiles by 1000
-Acquire 5000 gold through trade and have friendly or better relations with all North African civilizations by 1500
-Be the first civilization in Africa to discover firearms

-Hausa-
Spawns in 850AD in Katsina
Leaders: Aminah, Usuman Dan Fodio, Obasanjo
Unique Units: Yan Lifida (Horseman), Mujahid (Heavy Swordsman)
Unique Building: Juju Hall (Theatre)
The Power of the Seven Kingdoms: Natives have a 50% chance of joining your armies, but spawn in your borders until the industrial era.
-Have 7 cities of 6 or higher population by 1650
-Have two islamic vassals in Africa and ensure no Christian civilization holds land in West Africa in 1850
-Build Hollywood, have oil industry to three of your cities and have number 5 highest score by 1960

-Benin-
Spawns in 900AD in Benin
Leader: Ewuare
Unique Unit: Iyoba Warrior (Swordsman)
Unique Building: Earth Moat (Levee)
The Power of Iron Sacrifice: Slaves can be used to hurry buildings
-Have 15 buildings in Benin City by 1400 and build Iyanuwo by 1500
-Generate 3500 commerce in Guinea and send a trade mission to Lisbon by 1650
-Build Osun Osogbo, Control 6 pagan temples and defeat 10 units whose tech you haven't discovered yet by 1700

-Songhai-
Spawns in 1430AD in Gao
Leader: Sunni Ali
Unique Unit: Guy (Camel Archer)
Unique Building: Julla Guild (Guild Hall)
The Power of the Hikoy: Gain Great Engineer Points in the capital when winning a battle attacking from or being attacked from a river
-Build Tomb of Askia and have 5 level 4 units by 1500
-Build Great Adobe Mosque and acquire 5 different happiness resources by 1580
-Build University of Sankore and settle two great people in its city by 1620

-Ashanti-
Spawns in 1700AD in Kumasi
Leaders: Osei, Yaa Asantewa
Unique Unit: Twafo (Arquebusier)
Unique Building: Drumming Station (Racing Track)
The Power of the Golden Stool: Gain culture in the capital when you lose a unit equal to its production cost
-Have refined culture in the capital by 1800, influential culture in the capital by 1900 and legendary culture in the capital by 2020
-Acquire 10 happiness resources by 1900
-Discover all industrial technologies and have a life expectancy of above 60 for 100 turns by 1980

And that's all! I hope you have some fun experiencing 2000 years of African history! :D
 
@Apple111111 assuming that you make the civ button icons (not the flag decals, the buttons), I think you need to do a different interpolation algorithm for scaling in your image editor, either linear or maybe none. It looks like you're using cubic or something else that makes the final image really blurry. I'm guessing you're downscaling an image that is 500px or more (1000+) into a 64x64 frame.
 
@Apple111111 assuming that you make the civ button icons (not the flag decals, the buttons), I think you need to do a different interpolation algorithm for scaling in your image editor, either linear or maybe none. It looks like you're using cubic or something else that makes the final image really blurry. I'm guessing you're downscaling an image that is 500px or more (1000+) into a 64x64 frame.
The problem actually is that the civ button is made using screenshots of the flag of the game for me, and I resize it from 40x40 up to 58x58 to the button, which results in the lower quality, blurry image.

What’s your strategy when it comes to making the civ buttons? I’d like to see how it’s meant to be done in order to get high quality buttons.
 
The problem actually is that the civ button is made using screenshots of the flag of the game for me, and I resize it from 40x40 up to 58x58 to the button, which results in the lower quality, blurry image.

What’s your strategy when it comes to making the civ buttons? I’d like to see how it’s meant to be done in order to get high quality buttons.
There is a flag button template file (psd or xcf, GIMP can open both these days): https://forums.civfanatics.com/threads/civ4-button-maker-for-gimp-photoshop-and-paintdotnet.201747/
The above page has links to templates for both the flags and unit/building buttons.

You take your flag asset, either based on a colored version of the decal, or something you made yourself or took from another source, paste it into "paste here" layer. For flags I usually delete the Saturation Layer (I'm guessing it's an artifact of decades-old quirk with GIMP or something). Then you change the mode of the "paste here" layer to be "Multiply", then you Flatten the image, Add Layer Mask, and paste the "alpha chanel butons.bmp" file as the mask, anchor it, and then export to DDS (BC3/DXT5 compression, I think; at least it's what I use).
 

Attachments

  • 1743979220118.png
    1743979220118.png
    240.2 KB · Views: 169
Back
Top Bottom