Anno Domini 1257 Map

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Anno Domini 1257 Map 4,9/5 5814 votes
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  1. Anno Domini 1257 Reviews

As someone mentioned, having such a huge mod, which is already stretching the resources to the limit - is not really possible. As someone once asked for a rivers in Eastern Europe. This mod attempts to reflect the reality of 13th century Europe. The starting point of the journey is year 1257 AD and attempts to be as historically accurate as possible. From this point on the player and NPC lords shape this land and fight for supremacy and control of the continent.

Version 2 is now available.The super-strong barbarians appearing at the beginning of the game have been deleted - they're now what you would expect.We now have building icons for many of the custom buildings and wonders!IMPORTANT: Once you've downloaded the mod, you need to open up 'Anno Domini v2'. Take out the 'Anno Domini' folder and place it in the following folder:Steam/Steamapps/Common/Sid Meier's CivilizationVI/base/assets/scenariosThen, find the file 'Iconsbuildings.xml' in the folder UI/Icons from the download. Move this to:Steam/Steamapps/Common/Sid Meier's CivilizationVI/base/assets/UI/Icons, overwriting the original file. Don't worry, everything that was originally there is still there; you just get some extra icons.

To be on the safe side, you may as well back up the original file. The first version of Anno Domini for Civ 6 is now available!Anno Domini is an ancient - medieval era total conversion mod, with previous versions available for Civ III and Civ V.In this first iteration, the tech tree has been completely revamped and includes new buildings and wonders. The civs have unique abilities for both the civ and leader but at this stage, the unique units and buildings have been absorbed into the generic tech tree.The following civilizations are in the mod:ArabiaBrigantiaChinaEgyptGermanyGreeceHarappaIllyriaJapanMakuriaMasagetaeRomeSumeriaVandalsAt this stage, we are unable to mod images, so the existing leaders have been recycled.

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Anno Domini 1257 Reviews

Mod works pretty well, I encountered an issue in one of my games (doesn't always happen) where some of the objects (units, buildings, resources, etc) were named a bit odd. As an example, a building would be named LOCBUILDINGCATTLERANCHNAME instead of Cattle Ranch.There was also an issue where by around the time I unlocked the Tribal Council tech, barbarians started to spawn Berserkers, which are pretty late game in the tech tree. To give an example of the discrepancy, I could not get any further in the game at that point, since at that stage you don't even have access to swordsman units.

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