The AoM Travel Guide

Dom Pedro II

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The Age of Man Travel Guide

This introduction and brain-storming thread, I hope will one day be a tutorial thread for this mod.

In addition to adding a new dimension in warfare with numerous new units, this mod also intends to create much wider differences in the civilizations. This mod is really a celebration of the diversity of the human race. The name itself “The Age of Man” has been chosen because while something like “Fate of Empires” or “Blood & Iron” might sound cooler, they don't really encompass what we are. They are merely one aspect of who we are that often gets far more attention than it should, and the idea behind this is to grasp entirely the human experience. Indeed, this mod not only includes most of the aspects of everyone, but delves into the specifics of separate cultures.

Each civilization already has two distinct traits in the base game for Civilization. In The Age of Man, some of these traits are rearranged from vanilla Civ 3 for historical accuracy, and overall, the traits are honed and refined for each civilization creating greater strengths and more crippling weaknesses. It also makes for a completely different playing experience with each civilization.

The Americans and the Mongolians, for example, have fast settlers with defensive values that enable them to spread rapidly across a continent. However, they have lacking infrastructure in their early years due to Mongolian nomadic life and American self-sufficiency. So it's harder for them to hold their possessions earlier in the game, which makes them balance out with slower-expanding civilizations. Similarly, the Vikings and the Polynesians can expand much faster on a largely ocean-covered map with faster ships but are left high and dry on a map with little water. On ocean maps, the Vikings are also the best at combined arms in the Middle Ages with a powerful naval ship and powerful amphibious landing force.

The Aztecs have a powerful war-based society, but are deficient in terms of technology and peaceful expansion, and overall, they lack any single units that are vastly superior than their contemporaries. The Koreans, by comparison, have great educational facilities but are militarily weaker.

Each civilization has been placed into a cultural group, but not necessarily the same ones that are supported by the game. There are three religions that span more than one civilization though each civilization has a religion. They are Christianity, Islam, and Buddhism. Within Christianity, there is Catholicism, Orthodox Christianity, and Protestantism. Christian civilizations have some technologies specific to Christians as do Muslim civilizations and Buddhist civilizations. These allow for things like Cathedrals, Mosques, and Buddhist Monasteries as well as many other religion-specific features.

Three of the American civilizations (the Inca, Aztecs, and Maya) can research Ritual Sacrifice, but only one, the Aztecs can bring this to its pinnacle with Mass Sacrifice and double the cultural effect of the bloody rite. The tech tree is basically composed of one technological line shared by all civilizations that include many of the “scientific” developments such as Gunpowder and Iron Working and thus all strategic resources are available to all civilizations. Then there are religious cultural trees that several civilizations can usually share unless they have no common religion with another civ, but then beyond that are civilization-specific trees. They tend to be most numerous in the Ancient and Middle Ages eras, but they do continue through the Modern era.

Some civilizations have specific citizens such as the Sapa-Inca (Inca)and the Druids (Celts). Some religions have their own citizens as well.

Some civilizations have civ-specific resources such as the Inca who have the bonus resource Terrace Farms which can be found on hills and provide large food stuffs.

There are also civilization-specific wonders such as the Hodenosaunee League (Iroquois) and the Rig Vedas (Indians) that require numerous resources and prerequisite buildings. There are also wonders which all nations in a given religion can compete to build such as The Statue of Buddha (Buddhism) and Michelangelo's Chapel (Christianity).

Another feature, for example is that some units cannot be built by normal means. For example, the European civilizations have a variety of manors and feudal institutions that supply a source of knight units. The Aztecs similarly require a Calmecac that supplies them with Jaguar Warriors.

The civilization-specific technologies do not stop where the civilizations ended, but we continue on and suppose what developments they might have made given their strengths and weaknesses. For example, the Inca have their own coding system called Quipu, which is researched in the ancient era, but this primitive system lends itself to later eras when they become capable of researching Data Machines that give them a technological edge over other nations.

Well, I've basically let out most of my secrets. My creativity is out in the open :).

I do need some help though with concept work, so I figured I'd go to the masters. I need help with a lot of things, mostly “technologies” which include cultural developments. Suggestions are welcome!
 
Aztecs​


The Aztecs were one of the most successful civilizations of the New World and also one of the most infamous civilizations in human history. They are the single largest example of ritualized brutality in the history of mankind. While many more people have died at the hands of other regimes, most of these deaths were for practical rather than religious reasons.

But this violence does, ultimately, have it's benefits. In cultures such as India and China the cutting of the body, especially after death, was forbidden. Consequently, autopsies were done in a very roundabout way that stagnated the field of anatomy. The Aztecs have no such problem, and as a result, their institutions begin eventually to conduct more scientific approaches towards understanding the body. Indeed, anatomy becomes a major subject at the military schools because if one understands how the body works, one learns best how to defeat it. For this reason, the Aztecs discover advanced anatomy much earlier than other civilizations. This leads, in addition to breakthroughs in war technology, to further breakthroughs in medical technology. It is ironic that such a gruesome past could ultimately lead to such good.

Their peculiar sort of mound gardens also leads to interesting technological developments later on in the form of hydroponics, which gives them enormous food benefits.

The Aztecs are bent on war. Virtually everything in their society, though the primary functions might be different, ultimately benefit war.

Improvements

Teocalli: the Aztec cathedral. This provides the usual religious benefits, but it also gives +25% defense to a city. It also doubles the effects of ritual sacrifices. In Aztec society, the Teocalli, in addition to being the place where sacrifices to the gods were performed, was also a virtual citadel and armory. The teocalli was the last line of defense against invasion, and it's fall always symbolized the fall of a city.

Calmecac: the school of the nobles. This provides (in addition to veteran units built in the city) Jaguar Warrior units every 4 turns. They can be built in any city and these are the only way to gain Jaguar Warriors. The school also gives + 50% research.

Note: Jaguar Warriors are now Med. Infantry replacements.

Telpochcalli: the school for the commoners. This provides veteran units and also gives +50% to research.

Ullamaliztli Court: the favored game of the Aztecs. The penalty for losing a game is death. This is a source of entertainment and makes citizens happy.

Tribute Depot: this building comes into play later in the game. Its function is to counteract the war weariness caused by having to supply your troops. Rather than reform your supply system, you simply set up depots to store tribute for later so that your subjects can provide your troops with the supplies in storage rather than having to scrounge at the last minute.

Tribute Authority: a small wonder that oversees the influx of tribute from the provinces greatly cutting down on the corruption involved and insuring more gold goes into the government's coffers. This building must be built in the capital, and gives +50% Tax Output and gives +1 trade in trade-producing tiles.

Greenhouse: doubles the food output of a city.

MesoAmerican technologies:

Ritual Sacrifice: allows the sacrificing of captives for culture boosts.
Celestial Calendar: undecided

Aztec-specific technologies:

food_preservation.jpg
Food Preservation: allows for Tribute Depots

hydroponics.jpg
Hydroponics: allows for Greenhouses

mound_agriculture_promo.jpg
Mound Agriculture: preq. for Hydroponics

adv_anatomy_promo.jpg
Advanced Anatomy: possibly for an Aztec chemical weapon of sorts? Also disables disease from flood plains/jungles.

narrative_sculpture_promo.jpg
Narrative Sculpture: ?

hegemonic_rule.jpg
Hegemonic Rule: Allows for Aztec Hegemony

tributary_economy.jpg
Tributary Economy: allows for Tribute Authority

ritual_architecture_promo.jpg
Ritual Architecture: ?

mass_sacrifice_promo.jpg
Mass Sacrifice: allows the Teocalli

military_education_promo.jpg
Military Education: allows for the Calmecac

ulama_large.jpg
Ullamaliztli: allows for the Ullamaliztli Court

Government:

Aztec Hegemony – strong for supplying of troops, but it's very weak for long-term conquests because of the brutality of the system. Switching to this government results in a reduction of populations in the cities because of mass sacrifices.

This government is based on having hegemonic rather than territorial control. The cities essentially govern themselves but submit to your authority when it is demanded of them. A considerable amount of their wealth is paid to Tenochtitlan in the form of tribute, and they are required to supply armies passing through their regions under penalty of death.


This is what I have for the Aztecs so far. As you can see, there's a lot of gaps, and I can use any information you have on the Aztecs or any other civilization for that matter. Specifically I need things that could make good technologies/social developments. Some concrete and definite though it need not be a real physical invention. Speculation on future techs for given civilizations are welcome as well.


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Iroquois​



Improvements:

Longhouse: decreases corruption

Public Tenements: reduces unhappiness

Hodenosaunee League: requires 5 longhouses and Iroquois Confederation

Hodenosaunee Trail: gives + 1 trade in trade producing tiles in the city in which it's built. requires a Longhouse as well as Furs and Pottery.


Iroquois-specific technologies:

The Great Law: allows for Longhouse

Communal Housing: allows for Public Tenements

Tribal Coalition: allows for Hodenosaunee League and Iroquois Confederation


Iroquois governmentSIZE]

Iroquois Confederacy: very democratic kind of government
 
Dar al-Islam


Literally meaning the “Abode of Islam”.


Improvements:

Mosque: the mosque is the center for Muslim religion. It functions exactly the same as a Cathedral

Madressa: The Madressa is one of the major centers of learning in the Islamic world. It satisfies 1 citizen as well as giving a +50% research bonus and + 6 culture points.

Haram: the Haram is an medieval age city improvement with limited benefits in the immediate time, but later in the game proves quite valuable. The Haram makes one unhappy citizen content, but more importantly, in the later game, it removes population pollution.

Ibn Sina's Madressa: Doubles Research output of the city and requires 5 Madressas.


Muslim-specific terrain:

Hima: one of the downsides to chosing an Islamic civilization. The Hima is an “inviolate zone” that cannot be touched by humans and is meant to protect the natural environment. The land produces negative values for food, shields and trade.

Muslim Unique Citizens:

Ulema: these scholars give +3 science but their existence costs 1 trade in addition to the loss of the production of a laborer.

Islamic technologies:

Sharia Law: the theological law that forms the basis of Muslim justice.

Al-Fiqh: basically, Islamic Jurisprudence.

Jihad: the “struggle” often affiliated with religious holy wars to expand Islam. I think this will bring in some kind of fanatic unit that is cheap to build.

Mu'tazili: a school of thought based on Greek philosophers that encouraged reason and led to a period of technological and scientific growth

Kalam: dialectic means of finding theological principles, and refers to Islamic scholasticism.

Asharite School: This is a school of thought that supports fatalism and the destruction of philosophy. It ultimately led to the loss of the initiative in science and technology allowing the Europeans to gain the edge

Ijtihad: an Islamic legal term referring to the interpretation of the law independent of the religious text sources. This sets the basis for the scientific method later on.

Khalifa: stewardship to nature. It is an ecological development. Allows for Haram. It allows sections of Hiram tiles.

Islamic Economics: a reformation of financial policy incorporating the principles of the Quran including no interest rates as well as moral investing.
 
The concept sounds great! But no Judaism??
 
Judaism is not one of the three religions with more than one civilization in it. There's a bunch of religions I haven't named because they're not used to group civilizations. Hinduism and Shintoism are good examples.

But I have thought maybe Judaism would be a good prerequisite tech for Christianity, that Christianity is not a default.
 
Judaism is not one of the three religions with more than one civilization in it.
Very true.
But I have thought maybe Judaism would be a good prerequisite tech for Christianity, that Christianity is not a default.
Hmmm... I like that idea.
 
Wow, this is an ambitious project :eek:

Good luck, I'll try to help in any way I can.

I doubt I could help with the Aztecs, but I'll try and help fill in gaps when you do start on someone I know a little more about.
 
Well, here's a list of the civilizations featured in this mod:

Rome
Egypt
Greece
Babylon
Germany
Russia
China
America
Japan
France
India
Persia
Aztec
Zululand (I'm thinking of renaming them the Bantu)
Iroquois
England
Mongols
Spain
Scandinavia
Ottoman
Celts
Arabia
Carthage
Korea
Inca
Scotland
Polynesia
Hittites (but I think the Hebrews would be better)
Netherlands
Portugal
Maya

I removed the Sumerians and did not include the Byzantines because (in spite of those it might offend) I thought they were redundant.

I'd like to maybe at the Sioux at the expense of the Portuguese or Netherlands, but I'll save that until we have enough Sioux graphics to make it worthwhile.

What I need:

What I really need is technology/culture advancement suggestions for the Egyptians, Babylonians and the Zulu. The reason for the Zulu is somewhat obvious. They weren't particularly advanced and whatever technologies they did gain was through others.

So what I need for the Zulu is more specifics on culture. Names of rites. Some outlines in their strongpoints technologically, that could be used to build a speculative tech tree for the future for them.

As for the Egyptians and Babylonians, the main problem with them is that so much of the ancient tech tree is built on their advancements. The sort of things we take for granted in a history that has always started with the ancient Middle East. I need tech/culture ideas for things that made them distinct from the other cultures in the region.

And again, I need something to build the foundation for a later speculative tech tree for them.

I know that some of you will definitely have no problem finding info on those civs :D
 
The Middle-East was a center of knowledge during the first 1000 years AD partly because of Islam, which was a unique Semetic religion. Unlike Christianity, the other prevailing religion at that time period, Islam encouraged financial and personal gain, which Christianity practically shunned (with its teachings saying that the poor are rich, even). Also, as partly showed by the crusades and the time period before, the Arab forces are militaristically and scientifically advanced (though this is partly because Europe was in the "Dark Ages")

So...if you are incorporating religion, maybe Christianity can be a more expanding quality while Islam would be a scientific benefit (or maybe commerce or militaristic).

(( In case you're wondering, I'm Christian, not Muslim ))
 
:lol: Actually, I was.

Currently for Babylon, I have pretty much nothing. I've got Trial by Ordeal and even then, I'm not sure what to do with it... :p

As for the Zulu... I have Oral Tradition (no smart aleck remarks), Shamanism, Herbal Remedy, Weaving, Sheparding, Bead Jewelry. While none of these things are exclusively Zulu, they are characteristic of them and not really needed by any of the others! And if we expand to Bantu, we can throw Zimbabwes into the mix (a zimbabwe is a stone enclosure).
 
Hittites (but I think the Hebrews would be better)
I would definitely be able to provide you with background and info if you went with the Hebrews.
 
ambitious, ambitious, Definately rename the zulus to bantus :) I mean they just took zulu over bantus because they've done this since civ1.

And to hittites-hebrews. The first one discovered iron working, were THE hegemonial power of their time (they beat egypt at kadesh, the first peace treaty ever known, and troy was likely to be a hatti vasall), the latter were a rather small kingdom of their time, but their religion was the basis to islam/christianity...
They have both the same value. I personally would decide for the hatti, because they are already in th game. But if you find a good leaderhead for the hebrews, then why not?

mfG mitsho
 
mitsho said:
They have both the same value. I personally would decide for the hatti, because they are already in th game. But if you find a good leaderhead for the hebrews, then why not?
King David would be perfect. If only for his name ;)
 
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