[MOD] The Age of Renewal

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After the defeat of Mulcarn, the grip of the God of Winter didn't dissipate as quickly as Kylorin had hoped. In those desperate times, the remnants of the few civilizations left on Erebus had to band together even tighter. The merging of these civilizations resulted in both homogenization and focus for the new fledgling empires. But even this unnaturally long winter ended and the struggle for the world could continue again, thus beginning

THE AGE OF RENEWAL

9 Civilizations:

Good Civilizations:
Spoiler :

Bannor (combined Bannor and Malakim)
Unique Unit 1: Lightbringer (Scout with Sentry promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Command Post (Training Yard with Drill 1 to units built)
Unique Building 2: Oubliette (Early Dungeon with less -WW but + hammers and defense)
Civ Trait: Guardsman (Melee Units start with Guardsman Promotion)
Civ Mechanic: Crusader
Palace Mana 1: Law
Palace Mana 2: Spirit

Elohim (combined Sidar and Elohim)
Unique Unit 1: Monk (Longbowman but Disciple Class)
Unique Unit 2: Grigori Medic (Champion with Life 1 and Medic 2)
Unique Building 1: Reliquary (Pagan Temple with Spirit Guide to new units)
Unique Building 2: Chancel of Guardians (Courthouse with +1 Happy)
Civ Trait: Tolerant (Captured cities can build as if they were the original civilization)
Civ Mechanic: All specialists give extra commerce/yields
Palace Mana 1: Spirit
Palace Mana 2: Creation

Ljosalfar (combined Ljosalfar and Svartalfar)
Unique Unit 1: Illusionist (Mage but with illusionist promotion)
Unique Unit 2: Flurry (Crossbowman but stronger)
Unique Building 1: Temple of Leaves (Library with +culture)
Unique Building 2: Grove (Courthouse with +1 Happy)
Civ Trait: Dexterous (Drill 1 to Archery Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Creation
Palace Mana 2: Enchantment


Neutral Civilizations:
Spoiler :

Sidar (combined Grigori and Kuriotates)
Unique Unit 1: Divided Soul (Scout with Divided Soul promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Tailor
Unique Building 2: Jeweler
Civ Trait: Sprawling (Larger core cities with outlying cities less useful)
Civ Mechanic: Adventurers promote from Great People
Palace Mana 1: Mind
Palace Mana 2: Enchantment

Illians
Unique Unit 1: Priest of Winter (Mage Replacement)
Unique Unit 2: High Priest of Winter (Archmage Replacement)
Unique Building 1: Temple of Winter (Pagan Temple with that turns all )
Unique Building 2: Cathedral of Winter
Civ Trait: Agnostic (No Religions)
Civ Mechanic: Rituals (Culminate in summoning God of Winter)
Palace Mana 1: Stasis
Palace Mana 2: Law

Lanun (combined Lanun and Hippus)
Unique Unit 1: Outrider (Horseman but with valor promotion)
Unique Unit 2: Pirate (Frigate with hidden nationality)
Unique Building 1: Hippodrome (Carnival with )
Unique Building 2: Sea Haven (Harbor with - Maintenance and + naval production)
Civ Trait: Raiders (Flanking 1 to Mounted/Naval Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Flux
Palace Mana 2: Body


Evil Civilizations:
Spoiler :

Clan of Embers (combined Clan of Embers and Doviello)
Unique Unit 1:
Unique Unit 2:
Unique Building 1: Breeding Pit (Public Bath but with less happy and +food and food storage)
Unique Building 2: Warrens (Dungeon but with no -WW and doubled units with weak promotion)
Civ Trait: Barbarian (Peace with barbarians but -10% gold/science/culture)
Civ Mechanic: Upgrade in field
Palace Mana 1: Destruction
Palace Mana 2: Flux

Calabim (combined Calabim and Balseraphs)
Unique Unit 1: Freak
Unique Unit 2: Vampire
Unique Building 1: Freak Show (Carnival that can be founded by freaks)
Unique Building 2: Arena (Public Baths but with 1 less happy and ability to sac units for culture)
Civ Trait: Taskmaster (+25% chance to capture slaves)
Civ Mechanic: Puppets
Palace Mana 1: Body
Palace Mana 2: Enchantment

Sheaim (combined Amurites and Sheaim)
Unique Unit 1: Pyre Zombie
Unique Unit 2: Eater of Dreams
Unique Building 1: Planar Gate (Theatre Replacement, Demon promo to all units at KotE)
Unique Building 2: Cave of Ancestors (Inn Replacement, +1 XP per mana bonus)
Civ Trait: Sundered (+Sundered to casters)
Civ Mechanic: -----
Palace Mana 1: Death
Palace Mana 2: Destruction


6 Religions (Good -> Evil)
Spoiler :

The Order
Focus: Military Strength
Temple: Temple of The Order
Shrine: Code of Junil
National Wonder: Chamber of Rebirth
Civic: Social Order
Unique Building: Basilica

The Empyrean
Focus: Great People
Temple: Temple of the Empyrean
Shrine: Deus Dei
National Wonder: Citadel of Light
Civic: Free Speech
Unique Building: Debate Chambers

Runes of Kilmorph
Focus: Gold
Temple: Temple of Kilmorph
Shrine: Tablets of Bambur
National Wonder: Mines of Galdur
Civic: Arete
Unique Building: Vault of Kilmorph

Council of Esus
Focus: Trade Routes
Temple: Smuggler’s Port
Shrine: Nox Noctis
National Wonder: Eyes and Ears Network
Civic: Corruption
Unique Building: Black Market

Octopus Overlords
Focus: Culture
Temple: Temple of the Overlords
Shrine: Necronomicon
National Wonder: Tower of Complacency
Civic: Deep Learning
Unique Building: Asylum

The Ashen Veil
Focus: Science
Temple: Temple of the Veil
Shrine: Stigmata on the Unborn
National Wonder: Infernal Pact
Civic: Sacrifice the Weak
Unique Building: Demon Altar


12 Mana Schools (36 Spells)
Law->Flux->Chaos
Spoiler :

Law 1: Loyalty
Law 2: Courage
Law 3: Valor

Flux 1: Spring
Flux 2: Maelstrom
Flux 3: Wonder

Chaos 1: Dance of Blades
Chaos 2: Mutation
Chaos 3: Hastur’s Razor


Creation->Enchantment->Destruction
Spoiler :

Creation 1: Bloom
Creation 2: Abundance
Creation 3: Vitalize

Enchantment 1: Enchanted Blade
Enchantment 2: Repair
Enchantment 3: Spellstaff

Destruction 1: Scorch
Destruction 2: Rust
Destruction 3: Wither


Spirit->Mind->Body
Spoiler :

Spirit 1: Inspiration
Spirit 2: Hope
Spirit 3: Unyielding Order

Mind 1: Floating Eye
Mind 2: Charm Person
Mind 3: Dominate

Body 1: Regeneration
Body 2: Haste
Body 3: Summon Flesh Golem



Life->Stasis->Death
Spoiler :

Life 1: Sanctify
Life 2: Summon Animals
Life 3: Destroy Undead

Stasis 1: Slow
Stasis 2: Summon Ice Golem
Stasis 3: Snowfall

Death 1: Summon Skeleton
Death 2: Summon Spectre
Death 3: Summon Wraith


Civics:
Spoiler :

Government:
Despotism: —
City States: No maintenance for distance from capital, -20% maintenance for num cities
Aristocracy: +2 commerce from farms, +2 XP
Republic: +2 commerce for towns/enclaves, +25% culture
Theocracy: +40% production for buildings, unlimited priests, no non-state-religion spread
God King: +50% hammers, +50% gold in capital

Cultural Values:
Barbarism: ---
Pacifism: +100% GPP, +2 health (Good only)
Nationhood: -50% WW, 20% free military upkeep
Consumption: Gold Hurry, 10% commerce
Scholarship: + 3 science / specialist, unlimited sages
Liberty: +100% culture, +2 culture/specialist

Labor:
Tribalism: ---
Slavery: Pop Hurry, +25% chance to capture slave in combat (Evil Only)
Apprenticeship: +2 XP, +20% XP in borders
Caste System: +50% work speed (workers), unlimited merchants, bards, engineers
Military State: Can Draft, military food production
Guilds: +1 food for workshops, +3 happy in largest cities

Economy:
Decentralization: ---
Agrarianism: + 1 food to farms, + 2 free health
Conquest: +100% gold from pillaging, +2 XP
Foreign Trade: +50% commerce on trade routes, +1 trade route
Mercantilism: +100% improvement growth rate, +10% production
Bureaucracy: +2 free specialists, +50% GPP

Religion:
Paganism: —
Social Order: Order, +2 XP, +1 happy per military unit
Free Religion: Empyrean, +1 happy per religion, +1 gold/science/culture per specialist
Arete: Rok, +1 hammer/mine, +1 gold/workshop
Corruption: CoE, +1 trade route, trade routes with foreign nations without open borders
Deep Learning: OO, +10% culture, +10% science
Sac the Weak: AV, 1 food/pop, +25% enslavement chance


And many other changes including revamped units and tech trees, buildings, wonders, and more!

Thanks to the modders and the community here for the endless ideas that have influenced this mod, from Kael and the original FFH2 team, Xienwolf, Tholal, LFGR, Magister, and many others!
 
Current Issues:
  • Customizable Domestic Advisor is broken, have to disable it in the BUG options then restart the game (hopefully can fix this soon now that I’ve got a release out)
  • MP might have issues as well (under work, high priority so any bug reports are very welcome)
  • Don't play with Custom Game options other than the ones available on the screen (this means editing the GameOptions XML directly, there are things that aren't really within the scope of this mod and thus broken, will likely fix or remove them in the future)
  • Scenarios do not work (will work to remove them)
  • DoAIMageTurn starts spamming log in late game (should have time to look at this during initial feature lock)
 
Future Plans (Tentative):

1.1.0
  • Superforts to base game and Zone of Control Added

1.2.0
  • Barbarian cities act as vaults that concentrate lairs and powerful enemies

1.3.0
  • Corporations/Guilds readded
 
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Seem like the download is not up yet on moddb. I'm looking forward to trying it out, even if combining factions is a little strange to me. Clan of Embers and Doviello put together triggers my PDSD . lol

Edit: that Authorization is taking awhile.lol
 
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I'm surprised it's taking so long. I remember some people having issues with the dll being flagged as malicious on their own computers but there are other Civ 4 mods hosted on the site. Sorry for the delay (and I even tried to upload a day early)!

I'm looking forward to trying it out, even if combining factions is a little strange to me.
I figured this would be the most contested thing about the mod but I think it worked out. Some civilization features moved around to other civilizations and others to wonders (like waning to Catacomb Libralus) or religions (angel respawns to Order).
 
I'm surprised it's taking so long. I remember some people having issues with the dll being flagged as malicious on their own computers but there are other Civ 4 mods hosted on the site. Sorry for the delay (and I even tried to upload a day early)!


I figured this would be the most contested thing about the mod but I think it worked out. Some civilization features moved around to other civilizations and others to wonders (like waning to Catacomb Libralus) or religions (angel respawns to Order).

For the civs it just a bit strange and like, ok more is not always better, but maybe you will add more or re-add them one day. Me and my friend like games with 14+ civs. lol

Could also try dropbox. I do that sometimes for files.
 
Is there more to this then putting it in your mod folder? Every time I try to load it I get the GFC Error.
 
A fresh download (after deleting the preexisting folder) works on my computer. Going down the list of common GFC solutions (which might not apply to you but trying to be thorough): Is the folder "Age of Renewal" in the Beyond the Sword/Mods folder? If using Steam, do you have the beta for the original release? Did you clear the BtS cache (either shift or ctrl while loading the game should do this)? Did you try running the exe as administrator?

Also what version of Windows are you using, I don't know if that matters but I am personally using Windows 8.
 
I got it to work with just using more naval AI mod and then overwriting it with the patch. So a few things I noticed right away. Barbs seem super aggressive, not even a second to take a break for me. I mean it's not really how I usually enjoy my games, but it's not that big of a deal.

I like the civic changes. Though it feel more like base civ cause usually you had 3 options in base FFH.

I also like the tech tree cause I get cottages right away. lol

I did notice though that when I got a second city and needed to lower my science it only goes from 100 to 0. No in between , is that intended? Also no dwarf faction I just noticed. :(
 
I got it to work with just using more naval AI mod and then overwriting it with the patch. So a few things I noticed right away. Barbs seem super aggressive, not even a second to take a break for me. I mean it's not really how I usually enjoy my games, but it's not that big of a deal.

I like the civic changes. Though it feel more like base civ cause usually you had 3 options in base FFH.
The idea is, in general, to make a mod somewhere in between base civ 4 and FFH2. The barb aggressiveness is because of the starting defender on plots causing new units to rush cities, I've tweaked this to prevent spawns before a minimum turn scaled by gamespeed (25 currently). Not quite intended behavior, will be in next patch.

I did notice though that when I got a second city and needed to lower my science it only goes from 100 to 0. No in between , is that intended? Also no dwarf faction I just noticed. :(
That is intended as it's most efficient for binary research. And I moved aspects of the Khazad into RoK (such as the vault mechanic) but yes, the dwarves are no longer factions in game.
 
It is more efficient to use binary research, but that doesn't mean a player always wants to (either because squeezing 80% with your last gold gets you the tech a turn faster, or because when playing casually it's easier not to have to fiddle). Can that be kept flexible?

Also, would you be able to pitch the design philosophy?
 
Efficiency can often be the enemy of fun. Just saying. There is a certain degree of tension just in tweaking your slider up and down nervously each turn as you try and balance how much gold you are gaining / loosing with your need to research techs.
 
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