This thread is to be a general discussion (and soon launch) of Triumph & Tragedy, a mod for Civ2 ToTPP that I have been working on.
I realized very quickly that some of the lofty goals for another project I had could not be accomplished without practice (Lua, I’m looking at you!). So, I did what any good-natured Civ fanatic would do, and turned to what has always been my favorite era of a Civ game: the ancient era.
Inspired by @Fairline 's amazing art, @Knighttime 's MedievalMillennium mod, and the general capabilities of Lua / @Prof. Garfield 's amazing work therein, I’ve been diligently chiseling away at this project. Also: @CurtSibling 's great ancient city graphics, and @Catfish 's terrain! (I made some small additions/tweaks, including creating a cliff-like look for the coast.
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What it is
This mod will simulate, in general, a Mediterranean/Ancient Near East-like world moving from the bronze age to late antiquity (~1800 BCE to ~500 CE). The preferred game mode is a new game, with a custom-made map, though (I think) a player could certainly load a pre-made map, though it might throw off balance. I would not recommend it, though, as the concept of exploring a new map is of great importance to the player.
Distilling such a varied and epic era into its essentials was/is no easy task. Liberties have been taken, generalizations applied. I hope these balance with some of the details I’ve put into the overall experience. I'd say the game is fairly similar to the base game in operation, but with several added choices and consequences. Civs include a variety of civilizations or peoples that occupied those regions during the entire time. I tried to put them into similar categories (i.e., you'd never have the Parthians and the Achaemenids in the same game).
Here are some nutshell features that are operating correctly (some light spoilers, FYI):
Some screenshots below.
I made a new city screen for this mod.
What would you do?
Approaching Gordian...
A Spartan fleet is on the move.
The Babylonians are having issues.
A long trading road through the desert, connecting Parthian settlements.
Moderator Action: Download link added - Blake00
Download Latest Alpha:
https://forums.civfanatics.com/thre...ze-age-to-late-antiquity.685434/post-16512514
.
I realized very quickly that some of the lofty goals for another project I had could not be accomplished without practice (Lua, I’m looking at you!). So, I did what any good-natured Civ fanatic would do, and turned to what has always been my favorite era of a Civ game: the ancient era.
Inspired by @Fairline 's amazing art, @Knighttime 's MedievalMillennium mod, and the general capabilities of Lua / @Prof. Garfield 's amazing work therein, I’ve been diligently chiseling away at this project. Also: @CurtSibling 's great ancient city graphics, and @Catfish 's terrain! (I made some small additions/tweaks, including creating a cliff-like look for the coast.

What it is
This mod will simulate, in general, a Mediterranean/Ancient Near East-like world moving from the bronze age to late antiquity (~1800 BCE to ~500 CE). The preferred game mode is a new game, with a custom-made map, though (I think) a player could certainly load a pre-made map, though it might throw off balance. I would not recommend it, though, as the concept of exploring a new map is of great importance to the player.
Distilling such a varied and epic era into its essentials was/is no easy task. Liberties have been taken, generalizations applied. I hope these balance with some of the details I’ve put into the overall experience. I'd say the game is fairly similar to the base game in operation, but with several added choices and consequences. Civs include a variety of civilizations or peoples that occupied those regions during the entire time. I tried to put them into similar categories (i.e., you'd never have the Parthians and the Achaemenids in the same game).
Here are some nutshell features that are operating correctly (some light spoilers, FYI):
- “Tribes” which generate throughout the game. These can be negotiated with by Envoy units early on, and later on, most high-end military units can attack and remove them forcibly. Using an Envoy, however, results in a list of choices that the player can do related to that tribe type. There are 3 tribe types: builders, merchants, and mercenaries.
- Special events that create choices for the player, which depend on the game year, tech acquired, etc. Events range from disasters to religious, and can impact a range of game stats as you go. Some are based on decisions you made previously, others random, and a lot of the choices/results also change depending on circumstances (aiming for high replayability).
- Special units that have been Lua-ed (e.g., shepherds that provide extra food to cities, different types of generals, priests)
- Late game ability to “urbanize” certain tiles
- Various unique units that can only be obtained through choices you make
- Fix a few details noticed during my last test playthru
- Change civ colors
Some screenshots below.
I made a new city screen for this mod.
What would you do?
Approaching Gordian...
A Spartan fleet is on the move.
The Babylonians are having issues.
A long trading road through the desert, connecting Parthian settlements.
Moderator Action: Download link added - Blake00
Download Latest Alpha:
https://forums.civfanatics.com/thre...ze-age-to-late-antiquity.685434/post-16512514
.
Last edited by a moderator: