There is a more recent version (6.00) in CivFanatics/ModDB. The version here should work, but the file is not well scanned. I would prefer to have the Civilization mods here. The downloads are faster, the files never dissapear, the readability and tracking are better, etc.
Hi ! I have added the 6.00 version on this website too. Thanks for your comment. For the record, I am still working on this mod. I will add a new version in some weeks.
Thanks for all work on this game and mod, I will get around to it, just saw it today. You should consider perhaps collabing with the guys at the main civ forums who are modding this game, they have 2-3 other really nice ones. (new world I think one of them is called, can't remember off hand).
I just wanted to say a big thanks to the modder for this magnificent mod and for keeping it alive. It's a whole new experience and it has kept me good company for more than a few hundred hours.
It adds many quality of life features, such as easy trade routes, automated colonists updates in Europe as well as an interesting eras mechanic and pirate attacks. At the same time it strikes a fine balance between simplicity and TOO many options. I am actually doing it a disservice if I don't write a huge post about all the brilliant features it hosts.
I would recommend it to anyone interested in playing this beautiful game.
Does anyone know of a mod that allows you to say no to founding fathers and still have them come offer their services again, instead of just being gone forever?
Wow! This is spectacular! Even better than original Colonization I played almost quarter a centrury ago.
Automated explorers tend to get lost, as they continually explore and re-explore areas under fog of unknown. Keep the fog, it's a good, but how about giving automated explorer a timer, for as such example it explores map for 10 turns, then stops and waits for orders? Another automation then runs it 10 turns and so forth.
I wonder could any aspects from Pirates! game imported to this? Short term mini civilizations, like Barbarians that come and go like pirates of Caribbean...
Hi, I've just found this mod but need help. I've DL'd it, got it in my mods folder (got it next to TAC and Werewolves from Civfanatics-they both play fine) and when the game starts I can choose this mod through 'Advanced/load mod' but when the game restarts It the vanilla screen with the name of this mod written in white in the top right corner, not the screen you show ie: Dawn of a new era. And when the game starts proper, its vanilla.
(I'm also having the same problem with the Religion and Revolution mod from civ fanatics if thats any help) :/
Hello DaDump, I never really think about it, but you are right. We never really sum up changes, we have bring to this game. I will try to do it my next release of DoaNE but for the moment, I can write you the major changes we have done : Eras Concept: Four eras in the game with requirements of all of them. Each era unlock new buildings, or new professions, or new units. At the beginning, you can choose, what is your victory mode (First player to reach Era 2, Era 3, Era 4 or succeed the revolution)
Europe Concept: New screens for Europe with immigration, captaincy, trade, ... We improved actions we can do in Europe.
Trade route Concept: New screens to handle automatic trade route between our colonies and Europe.
After, we have a lot of minor changes: Sailor concept : A sailor can embark on a ship, get experiences, and embark to another ship (more stronger) to benefit the new ship of sailor promotions.
Trade with Natives: No more gold trade with natives but goods trade only. More realistic.
There are a lot more of features, we radically changes this game with DoaNE.
14 comments
For the record, I am still working on this mod. I will add a new version in some weeks.
It adds many quality of life features, such as easy trade routes, automated colonists updates in Europe as well as an interesting eras mechanic and pirate attacks. At the same time it strikes a fine balance between simplicity and TOO many options. I am actually doing it a disservice if I don't write a huge post about all the brilliant features it hosts.
I would recommend it to anyone interested in playing this beautiful game.
Automated explorers tend to get lost, as they continually explore and re-explore areas under fog of unknown. Keep the fog, it's a good, but how about giving automated explorer a timer, for as such example it explores map for 10 turns, then stops and waits for orders? Another automation then runs it 10 turns and so forth.
I wonder could any aspects from Pirates! game imported to this? Short term mini civilizations, like Barbarians that come and go like pirates of Caribbean...
(I'm also having the same problem with the Religion and Revolution mod from civ fanatics if thats any help) :/
I never really think about it, but you are right. We never really sum up changes, we have bring to this game.
I will try to do it my next release of DoaNE but for the moment, I can write you the major changes we have done :
Eras Concept:
Four eras in the game with requirements of all of them. Each era unlock new buildings, or new professions, or new units. At the beginning, you can choose, what is your victory mode (First player to reach Era 2, Era 3, Era 4 or succeed the revolution)
Europe Concept:
New screens for Europe with immigration, captaincy, trade, ... We improved actions we can do in Europe.
Trade route Concept:
New screens to handle automatic trade route between our colonies and Europe.
After, we have a lot of minor changes:
Sailor concept :
A sailor can embark on a ship, get experiences, and embark to another ship (more stronger) to benefit the new ship of sailor promotions.
Trade with Natives:
No more gold trade with natives but goods trade only. More realistic.
There are a lot more of features, we radically changes this game with DoaNE.