Age of Wonders III

Age of Wonders III

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Civic Diversity
   
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6.485 MB
23 Jan, 2016 @ 2:17am
29 Aug, 2016 @ 5:57pm
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Civic Diversity

Description
Gives each race some animal/monster units and unique structures.

Current features:
Tweaked city upgrade costs and requirements.
New structure for all: Wizard Tower. Gives casting points and domain radius. (Palace no longer gives casting points)
Arena, Practice Grounds, Guard House and Rider's Hall no longer constructible.
Laboratory and Master's Guild no longer give a rank to support/machine units.
War Hall now gives a rank to tier 1 units.
The vanilla racial structure no longer gives a rank to tier 1 units, but still grants it to tier 2 units.
Each race gets an extra two unique structures that grant a rank to a unit type and an income bonus. These are different for each race and Undead have their own as well.
Each race + Undead also get a unique Great Temple that gives an additional rank to a unit type (and retains the Great Temple income).
Each race now has 3 animal/monster/other units trainable from their cities.
Dwellings get a few more structures, units, income and can build MCUs.
Each shrine and heart structures has a MCU.
MCUs tweaked to be more useful for dwellings.

If anyone is feeling creative and wants to improve the visual or text assests, I will not complain at all.

http://aow.triumph.net/forums/topic/mod-civic-diversity/
84 Comments
HousePet  [author] 17 Aug, 2022 @ 4:02am 
The link didn't give much info anyway. I think I was still trying to add more units to it and didn't get around to writing the documentation before the drive crashed.
I've still got an old version of the design document, but there is no way I got that many units done. So I'm not sure it is very useful.

However, the Tome of Wonders might be able to filter some of the info out.

I can extract some information if you have a specific area you are interested in, but I'm about to be off grid for a little over a week, so it might be quicker to just try it out.
Sturm 16 Aug, 2022 @ 11:12pm 
is there any documentation or anything to show what units the mod adds?
i tried clicking the link in the description but it appears to be dead
Dragon 6 Dec, 2021 @ 8:17am 
plus playing as an Undead Elf, why would the fell horse be good? That doesn't make sense to me. Maybe they need a new type of animal, or make them not dedicated to anything?
Dragon 6 Dec, 2021 @ 7:51am 
well I'm using the Mod Return of Wonders Spheres and Spells and it doesn't have the Shadowborn any more so I'm not sure if I can make them become evil or not, I'm sure I can just haven't gotten the right research to turn them to the dark side =)
HousePet  [author] 5 Dec, 2021 @ 10:31pm 
Can't the Torchbearer and Shadowborn specialisations do this?
Dragon 4 Dec, 2021 @ 8:51am 
There is no way to make the dedicated to Evil and Good animals become like that when the Leader becomes Good or Evil?
HousePet  [author] 3 Dec, 2021 @ 8:43pm 
Yes it is intentional. Fell Horsies are Good creatures.
Dragon 2 Dec, 2021 @ 9:14am 
I was playing as an evil Elf Necromancer and I could build a dedicated to good Fell horse, didn't seem right.
Dragon 30 Nov, 2021 @ 4:03am 
So the elves animal Fell Horse is a dedicated to good, is this intentional?
HousePet  [author] 25 Feb, 2021 @ 4:40pm 
There aren't any. I didn't make any icons for this.