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

Another piece of feedback I’d like to give regarding immigration, is that I think it would be a good idea for newly settled cities to be immune to emigration for the next 20-30 turns. Settling a city is basically an act of immigration in and of itself, and it feels wrong that new cities can often lose population due to emigration pretty quickly.
 
I’ve going through the early game the past few hours, figuring out bugs and other issues. Right now I can conclude that the Sea Peoples (and particularly the Dorian Hpolites), were absolutely overtuned. Expect that to change next update. It’ll no longer be the norm to have them steamroll the Assyrians.

I think there was also a problem with the early colonists, which I’m trying to fix this update.
 
I’m noticing for some reason that the Sea Peoples literally just aren’t spawning most games, but in the ones they do, they wreak havoc. I have no clue why it’s like this but I’m trying to figure it out…

I seemed to have fixed this, and balanced the sea people so their only just strong enough to defeat AI Mycenae the majority of the time, and don’t push east.

I also wrongly implemented one of Leoreth’s changes which led to an issue with settling, so if you see the AI being really slow at settling in your games, it’s probably that. Luckily, it’s fixed now, and civs are settling normally, and colonies are working fine.

I’ve already tested 1 of the UHVs for 1.4. It’ll take a while before everything’s done, but I hope you look forward to it.
 
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Those sea people ruin nearly every early mediterranean coastal civs.
When I play Minoan, I put 1 unit on the other tile of Crete and Cyprus so barbs and conquerors can't spawn near my city.
 
I saw Sea people in every game and they destroyed even Egyptians when I played Judea on Monarch level. Another reason I picked Emperor - then at least Egyptians were able to defend and even Minoans surrived. There was 1 stack of 5 axemen from south against Jerusalem, for which I prepared with archers and then some small stacks against Sur, when I had walls already.
 
Ran into a bit of an issue playing the Samanids. Saffarid Persia revolted from Arabia on the second turn of the game and had spawn protection, preventing me from invading. I tried to wait it out, but by the time it ended unit maintenance kicked in, sending me into bankruptcy and deleting my starting army.

Maybe civ respawns shouldn't get spawn protection? A while ago I also had an Assyria game that failed because Egypt respawned from indies right when I broke through the levant, and couldn't be declared on.
 
I conquered Mecca in 1100 AD scenario and Prophet's Mosque is giving 10 Great Prophet's points there... it seems that's too much, plus prophets are maybe the least useful, so that made me sad. I saw in Civilopedia it should give 10 culture, so maybe something got swapped there?
 
I conquered Mecca in 1100 AD scenario and Prophet's Mosque is giving 10 Great Prophet's points there... it seems that's too much, plus prophets are maybe the least useful, so that made me sad. I saw in Civilopedia it should give 10 culture, so maybe something got swapped there?
That’s fully intended. The wonder works by giving 10 prophet points instead of 2, in exchange for not having any unique bonus. I’d say it’s reasonably balanced, and you can stack it with fanaticism if you feel it isn’t providing enough.
 
Ah, ok, thanks. I wanted more of different GPs for golden ages, I am getting too many prophets already...
Fanaticism would kill the income from shrines, unfortunately.
 
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Sorry to spam. Found a real bug this time (hopefully): with Armenia and Zoroastrinism state religion + Clergy I am not getting 25% production bonus towards building wonders or at least one wonder - Apadana Palace here. It works for other buildings.
Tooltip says total production should be 15, but only 12 is used.
 

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The more I play around in the early medieval era, the more I've come to *really* dislike the automatic 3 first strikes on shortbowmen. Those free hits before a battle starts let them chew attackers to shreds with impunity and ignore most numerical advantages, especially when benefiting from defensive terrain. I'd argue that they're stronger than crossbowmen even, because a crossbow is at least usually weakened after taking out one attacker, while shortbows dish out most of their damage before attackers can retaliate and so survive battles mostly intact.
 
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