Last Update: 8/9/07
Dawn of Civilization
Set in the formative years of human civilization, Dawn of Civilization blends real-time and city-building strategy to create a unique gameplay experience. Forge a settlement from the rocks and trees around you; build armies; create mighty cities; explore; research technology; keep your citizens happy; and eventually conquer your enemies.
Publisher: None/Unknown
About::Gameplay
Dawn of Civilization is an unusual hybrid of gameplay - part RTS, part City-Builder. While you do create and lead troops in battle, build bases, and research technology; you also must satisfy your people's needs - providing them with food, water, clothes, etc. You must provide each building with enough workers to run it, and provide those workers with the resources they need.
The following is an article describing the city-building process in DoC.
Each Era upgrade brings with it new needs, in two forms: Required needs and Upgrade needs. Required needs are those things that were already fulfilled - your people expect these to be met, and if they aren't, your people become dissatisfied, stop working, and eventually leave. This is one reason that sieges are so dangerous - if you don't have food, most of your people will depart for greener pastures. Plus, more basic Required Needs generate more dissent if they aren't met. Thus, taking food away from your fourth-Era citizens makes them madder than taking away their bathhouse would.
Upgrade needs aren't necessary for your people's contentment or willingness to work; however, in order to advance to the next Era and construct larger houses, you must satisfy your people's Upgrade needs. (of course, after advancing in Era, the old Upgrade needs become Required needs) Thus, satisfying needs is imperative to winning the game.
Buildings and methods for satisfying needs will become available to build as needed; it is up to you, however, to ensure that all your citizens have access to them. Citizens will only walk a certain distance to satisfy their needs. You can see this distance by selecting the house in question. (Green circle indicates good distance, yellow indicates "tolerant" distance. Any needs only within Tolerant distance will detract a small amount (1/2) from Happiness.)
Besides houses, most need-filling, resource, military, and technology buildings require a certain number of Workers in order to operate. For instance, the Storage Pit requires 4 workers, while the Barracks requires 6, and the Resource buildings require 2 each. Buildings which require workers have similar "operating distances" to houses - people will only walk as far to work as they will to get water. You can see which buildings need workers by clicking on the buildings in question, or toggling "Show problems" from the Town Center.
Many of these problems and management actions are "automatic" - you don't have to worry about them all the time; just when you're first getting things running. But, if your enemy destroys your outlying farms and resourcing villages, you could end up with a collapsed infrastructure and no way to defend yourself. In that light, it is best to pay attention to your city, lest it fall apart in times of stress. A properly-cared-for city will be a valuable asset throughout the game
The following is an article describing the city-building process in DoC.
City-Building: Taking Care of your People
Food, water, clothes, alcohol, entertainment, worship, cleanliness, beauty, luxuries. Things that make your people happy. Your responsibility. In order to advance through the Eras and make a strong city, you must satisfy your people. However, their needs are always changing, and not always easy to fulfill - and once they have an item, they won't want it taken away.Each Era upgrade brings with it new needs, in two forms: Required needs and Upgrade needs. Required needs are those things that were already fulfilled - your people expect these to be met, and if they aren't, your people become dissatisfied, stop working, and eventually leave. This is one reason that sieges are so dangerous - if you don't have food, most of your people will depart for greener pastures. Plus, more basic Required Needs generate more dissent if they aren't met. Thus, taking food away from your fourth-Era citizens makes them madder than taking away their bathhouse would.
Upgrade needs aren't necessary for your people's contentment or willingness to work; however, in order to advance to the next Era and construct larger houses, you must satisfy your people's Upgrade needs. (of course, after advancing in Era, the old Upgrade needs become Required needs) Thus, satisfying needs is imperative to winning the game.
Buildings and methods for satisfying needs will become available to build as needed; it is up to you, however, to ensure that all your citizens have access to them. Citizens will only walk a certain distance to satisfy their needs. You can see this distance by selecting the house in question. (Green circle indicates good distance, yellow indicates "tolerant" distance. Any needs only within Tolerant distance will detract a small amount (1/2) from Happiness.)
Besides houses, most need-filling, resource, military, and technology buildings require a certain number of Workers in order to operate. For instance, the Storage Pit requires 4 workers, while the Barracks requires 6, and the Resource buildings require 2 each. Buildings which require workers have similar "operating distances" to houses - people will only walk as far to work as they will to get water. You can see which buildings need workers by clicking on the buildings in question, or toggling "Show problems" from the Town Center.
Many of these problems and management actions are "automatic" - you don't have to worry about them all the time; just when you're first getting things running. But, if your enemy destroys your outlying farms and resourcing villages, you could end up with a collapsed infrastructure and no way to defend yourself. In that light, it is best to pay attention to your city, lest it fall apart in times of stress. A properly-cared-for city will be a valuable asset throughout the game
About::Units
Currently, Dawn of Civilization features the following units:Militia. A simple unit armed with a club.
Axeman. An upgrade of the Militia.
Bowman. The basic ranged unit.
Swordsman. A basic second-era unit.
Archer. A basic second-era ranged unit.
Scout Cavalry. Used for exploring the map, this unit possesses the Charge ability; which increases its attack but makes it vulnerable to Spearmen.
Spearman. A defensive unit, this soldier is the perfect counter to cavalry. Its Stand Ground ability gives it even more anti-cavalry ability at the cost of mobility.
Catapult. A siege unit which hurls giant rocks at enemy buildings.
War Galley. Armed with a powerful ramming attack, and able to carry eight units on board, this ship is the basic water unit.
War Chariot. Fast and able to carry two soldiers, this unit can dominate the battlefield in large numbers.
War Elephant. A lumbering behemoth, the War Elephant is the tank of the ancient world. It deals trample damage to nearby soldiers, has a deadly tusk attack, and can carry up to two soldiers to deal ranged damage.
Supply Caravan. Essential for keeping morale high, supply caravans deliver food, wood, and ammunition to your soldiers on the field. Conversely, they make attractive raiding targets...
Eventually, the following units will be added:Ram.
Ballista.
Bireme.
Trireme.
Siege Ship.
Long Swordsman.
Commander.
Champion.
Heavy Cavalry.
Cataphract.
Cavalry Archer.
Reinforced Bowman.
Champion Bowman.
Javelineer.
Pikeman.
Halberdier.
Onager.
Siege Onager.
Siege Ram.
Siege Ballista.
Eventually, the following units will be added:





