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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:23
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You've heard me talk about it, now here it is. The Ages of Man! 
This is the first 'playable' version I've had. Please download this and have a play, and let me know how it goes. I'm very interested in the following:
- The feel of the flow of the Techs and units
- The performance of the AI in war
Installation:
- CTP2
- v1.1 or v1.11 patch
- Modswapper
- SAP2
- Cradle v1.3 or higher
- Apolyton Tile File
The reason you need SAP2 and Cradle v1.3 is because I have not included the sprites or pictures in this download to keep the size low. Most people have these MODs by now, so it shouldn't be a hassle.
Readme:
quote:
//////////////////////////////////////////////////////////
// //
// Ages of Man! //
// //
// Version: v0.2 Alpha //
// Date: 23 November 2002 //
// Author: Dale Kent //
// File: AOM Readme.txt //
// //
// A MOD by Dale for Activision's Call to Power 2! //
// //
//////////////////////////////////////////////////////////
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IMPORTANT:
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Please take the time to read this document fully and the accompaning "Ages of Man Charts.xls". These should answer most questions you have about this MOD, and help in getting you playing.
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Disclaimer:
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THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.
Feel free to use/adapt/alter and distribute this modpack, on the conditions that credit is given to the author of the original game materials and if possible, this readme file is included; and that any use of this mod is completely non-commercial.
The author takes no responsibility for any damaged software, damaged hardware, lost data, exploding modems, unexpected melting, or any other damage or loss of property potentially or actually caused by this download.
Tough Luck.
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Introduction:
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In the beginning, there was nothing. Then with an almighty BANG! the universe came into existence. For billions of years, matter span through the ever-increasing universe, forming all the components of the Cosmos. Out on the outer-ring of an unnoticed Galaxy, an ordinary Star attracked a mass of matter into an orbit around it. The matter compressed into a form and cooled, the surface hardening. Then from this chaos certain chemicals reacted, and life exploded onto the surface of this unnoticed Planet. Life took hold and became complex, creating the elements, water, air, plants. And then one day life walked the surface of the Planet. Thus Man came to the Earth. This is their story. Ten ages are yours to conquor. Can you survive the Ages to the Diamond Age? This is your story..............
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Welcome:
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Welcome to the Ages of Man! This is a MOD written specifically for Call to Power 2. This MOD is a continuation of my dream for the ultimate Civilisation experience. I hope you enjoy my adaption. Please read this document fully as it contains important information about changed concepts in the game. Some things have been taken out of CTP2, some things have been changed, and some things have been added. Please provide any feedback to the Ages of Man forum thread at Apolyton.
I've been MODding CTP2 for 2 years now. I've met a lot of great people at the CTP2 forums at Apolyton. Through the development of my MODs, and especially the Apolyton Pack and World at War I've had help, suggestions and feedback from players. Even now, I still get emails thanking me for taking the time to write the MODs and make CTP2 the greatest. To those people, this is your MOD.
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Installation:
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At this point, due to only being an Alpha version, this download is very cut-down to save on space. I have not included sprites or pictures. To play Ages of Man v0.2 Alpha you need:
- Call to Power 2
- Activision's official 1.1 or 1.11 patch
- Modswapper
- Super Apolyton Pack v2.0
- Cradle v1.3 or higher
- Ages of Man v0.2 Alpha
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Concepts:
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So what concepts will you need to know about before embarking on a game of Ages of Man?
The Ages:
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This MOD uses the timeline 8000BC - 2200AD. It is broken down into 5 seperate Epoches:
- Epoche 1 8000BC - 3000BC: 20 year turns
- Epoche 2 3000BC - 0AD: 10 year turns
- Epoche 3 0AD - 1500AD: 5 year turns
- Epoche 4 1500AD - 1800AD: 1 year turns
- Epoche 5 1800AD - 2200AD: 1 year turns
Further to this breakdown, you are taken on a journey through the Ages of Man:
- Stone Age
- Copper Age
- Bronze Age
- Age of Philosophy
- Medieval Age
- Age of Renaiscance
- Age of Discovery
- Age of Imperialism
- Modern Age
- Diamond Age
At version 0.2 Alpha, you can only go through to the beginning of the Age of Discovery.
Colonisation:
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Throughout Human history, governments and leaders have not had the control over settlement that we are led to believe in Civ-style games. Colonisation is a new concept I wrote to simulate the natural population spread. Things of note:
- You will no longer be able to build settlers
- Colonisation occurs naturally when city's populations increase
- Colonists will look around the home city between radius 5-7 and choose a settlement location that is the best in the area
- Government influence can force colonists to look towards inland or coastal settlement
- Colonisation will stop once your Government's city limits have been met
To exercise your Government Influence in your capital build "Government Policies" from the buildings menu. Once built you are presented with the Government policies window. Make your selections from here. You can select:
- Stop colonists
- Encourage fast coastal colonisation (approximately every 3rd pop point)
- Encourage medium coastal colonisation (approximately every 6th pop point)
- Encourage slow coastal colonisation (approximately every 9th pop point)
- Encourage fast inland colonisation (approximately every 3rd pop point)
- Encourage medium inland colonisation (approximately every 6th pop point)
- Encourage slow inland colonisation (approximately every 9th pop point)
City Expansion:
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Thanks to Pedrunn, BlueO and Immortal Wombat, we now have City Expansion in CTP2. Ages of Man uses this script so suburbs form. For any information, queries or bug reports, please use the City Expansion thread in the Apolyton forums.
Unit upgrades:
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Thanks to Peter Trigg's unit updater script, I have implemented unit upgrades. These occur at various times throughout the game. You will be notified when a unit upgrade is available, and the cost is the difference between building the old and the new unit.
Dark Ages: (Not completed)
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The Dark Ages encompass the Medieval and Renaiscance ages. These were a time of turmoil for the Human Race. Ages of Man will simulate this era in various ways. At v0.2 Alpha, only the governments are implemented. Please be fair to the AI. Until this concept is complete, once you discover Feudalism change your government to Dark Ages. I know no-one in their right mind would, but this is one of the elements of the Dark Ages which will be forced on you eventually.
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Final Comments:
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Thankyou for taking the time to play Ages of Man for Call to Power 2. A lot of my time has gone into creating this MOD, and I really appreciate feedback, even if it simple says "I played it". You can catch me at:
- the Apolyton CTP2 forums
- thesdale@dodo.com.au
Thankyou
Dale Kent
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Attachment: aom_0.2alpha.zip
This has been downloaded 49 time(s).
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:23
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I'm starting right away.
edit: and had my first crash already, gu169.spr is missing, i do have cradle and sap, so where should it come from?.
Last edited by mapfi on 23-11-2002 at 17:48
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ToonGoon
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Dale
I'm very excited about your mod and I have been following your progress from the time it was announced. Unfortunately, I don't have the time right now to devote to a truly helpful alpha test for you. If I take up the testing I want to be able to give you some truly valuable info.
In the future I hope to be able to offer more help to your efforts.
Most importantly, I think this alpha should be an official announcement on the front page. DAOM (Dale's AOM) appears to be the next generation in mods and coudl really benefit everyone and the mod with a little more exposure.
TG
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:23
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Playing along nicely - very happy about John's contribution - getting my butt whipped - most strange thing that happened:
A city of mine was taken and razed (size 1), about 10 turns later colonist decide to settle at exactly the same place (that would be of course logical) and the city gets it's original name and the latest queue!!!! The one it had when it was captured. Hello CTP-Bug, I guess...
I'm enjoying the game, the only thing that bothers me is the ability to disband cities to settlers without any cost. While this is somehow not the idea of the conolization concept it can be very helpful sometimes but there should be some kind of penalty. I'm thinking of a Militia Unit as a freebee that is disbanded if you disband the city. That would also solve the problem of unguarded cities appearing in one-turn walking distance of an enemy unit.
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Amesjustin
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of nothing
Feb 2002 time: 21:23
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quote: Originally posted by Dale
AmesJustin:
You can't play AOM with the tutorial. Play at a higher level, or turn the tutorial off. 
mapfi:
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Well, even after I set the GamePlay options to tutorial off, and started a game at Medium, I STILL got the error, but the tutorial was STILL on.
I finally went into into the .INI file and flipped it off.
Now I have been playing it, and I like it so far. It does need Library entries so we know why we are building everything.
I also appear to have hit the end the advance tree - and fairly early. There are no longer any choices. I still cannot use diplomacy to establish an embassy because I haven't researched bueracracy yet, but I have nothing left in the advance qeue to research!
I also noticed that when I research an advance that allow me to upgrade units, I get a message asking me if I want to upgrade the units, and when I say yes it never tells me what was upgraded.
The diplomacy model you are using in this is by far the best I have seen. The only glitch I have noticed with it is if another civ requests something like a military pact from me and I reject it, they will ask me every single turn until I finally give in for it. Maybe that was intentional because as a player I get so annoyed it forces me to agree with them or declare war just to get them to shut up.
Love the concept, though - once fleshed out this will be fantastic. Don't leave this mod behind - it is one of the most original concepts I have seen yet!
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primemover
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Houston, TX, USA
Nov 2001 time: 23:23
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I just came across this new mod in the making and I have one major comment/concern/question (and maybe HuangShang can help with this...)
My only problem with the concept so far is your comment(s) on the Dark Ages. The Dark ages were indeed a hard time for man in Europe and the Middle East. But what about other empires in other areas of the world... (Keep in mind I'm not a historian... but...)
China for example. Although they did have a feudal government during the "dark ages", their feudal system goes all the way back to at least 221 BC. But just because they had a similar government style, can we still assume they went through a "dark ages" as Europe did? Some web sites suggest otherwise: (eg VIP China Tours History site). It is suggested that although China did go through some instability parallel to Europe, China also went through several very different stages during the times you are calling "the dark ages", some of them quite properous by contrast. China also appears to have had a city-state and even an independent state system.
Again, what about the Mayan's and Africa? I don't think their histories even necessitate a constant "feudal" system during these times.
I just don't know that imposing the state of Europe on the entire world is historically accurate. I suggest doing a bit of research for the dark, and possibly all "ages" of man, to be sure your ages include the full spectrum of possibilities.
But otherwise this different approach is intriguing. Currently I am trying the new Cradle Mod... when I actually have the time (being a teacher). I anticipate giving it a try sometime in the future (possibly during Christmas Break).
Last edited by primemover on 08-12-2002 at 16:49
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