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zappara
Aug 17, 2007, 11:40 AM
Rise of Mankind

Download v1.0 (http://forums.civfanatics.com/downloads.php?do=file&id=7615) (Main mod file)


Alternative download location (http://rapidshare.com/files/69931955/RiseOfMankind1.0.zip.html) (Main mod file)

Rise of Mankind patch 1.0.3 (http://forums.civfanatics.com/downloads.php?do=file&id=9119)

Kalimakhus Extra Stuff for Rise of Mankind 1.0.x (http://forums.civfanatics.com/downloads.php?do=file&id=6932)
(Dale's ranged bombardment)





Rise of Mankind is a mod that is a conversion of my first mod, Epic (http://forums.civfanatics.com/showthread.php?t=229126), that was made for Warlords expansion. Rise of Mankind is made for Beyond the Sword expansion but it will also require Warlords expansion since I've used graphics from Warlords in my mod - so be sure to have both expansions before you try this mod. Mod supports only English language.

Features

* 235 Techs in tech tree
* 262 Units
* 168 Buildings
* 82 Wonders
* 31 National wonders
* 21 New civic options
* 13 New resources
* 11 New Improvements for terrain/resources
* 4 New Projects
* 2 New Civic categories
* 4 New Citizen types
* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
* 2 New Game speed modes: Blitz 215 turns, Snail 3000 turns
* 1 New Civilization: Hittites
* Ethnically Diverse Units
* Ethnic Diverse Citystyles
* Modified Civics
* Modified Religions (each religion is more unique)
* New promotions (for air units too)
* New unit categories, modern units are superior to ancient units
* New unit flags for Civilizations
* Sevopedia
* Upgradeable buildings
* Many other gameplay changes


Installation Instructions

1. Locate your Civilization 4 installation folder from your hard drive.
2. There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
3. Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
4. Start your Civ 4: Beyond the Sword normally and from start menu click "Load a mod". Choose Rise of Mankind mod from list and click ok.
5. When game has reloaded itself with the mod, you can start playing.

For more detailed information about the mod, see the readme file inside the zip file and see also version history.

Mods combined

BtS: Next War
BtS: Charlemagne (just the new units)
Ethnic Arstyles for BtS
Ethnically Diverse units
Better Espionage Screen for Civilization 4 BTS
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Nautil's air units mod
Sevopedia 2.3.1
Specialist Stacker
BtSFlagMod

Mods that I have used as a guide when making my own mod

RAR 1.04 for Civilization 3
Sevomod
Visa
Eusubius World Religion - Revival mod
SD-Religion
Total Realism 2.1

Credits

Kal-El + others - RAR mod for CIV3
White Rabbit - for Ethnically Diverse Units
Snafusmith - for Modern Warfare Units
Master Lexx - for Greenmod
Nautil - for air units mod
Sevo, Vovan, Progor, Gaurav, Fitchn - for sevopedia mod
TR Team - for Total Realism mod
Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
Eusebius - for Eusubius World Religion mod
Mentat99 - for Improved Leaders & Civics
Sharick - Future Tank model
Rufus T. Firefly - for Civ3 icon graphics
Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
GeoModder - Ethnic Diverse Citystyles mod
Theo - Better espionage screen
TheLopez - Specialist Stacker
Thorn, Bad Ronald - BtSFlagMod
GarretSidzaka - unit graphics
asioasioasio - unit graphics
Grave - unit graphics
GeneralMatt - unit graphics
woodelf, winddelay - Alhambra graphics
EricCrystal - tech, quote, strategy texts

All the various authors who made the new fantastic graphics

Plus all the other respective authors who have helped in mods mentioned above.

Things to do

- ranged bombardment: missiles, better artillery
- buildings that need electricity (power) as requirement for any production, including science, health, food, hammer, culture, happiness, commerce
- more events
- more religions: Hellenism (Zeus, Athene etc), Zoroastrianism, Protestantism, Roman religion (Jupiter, Mars etc.), Mesoamerican religion (Jaguar and other animal gods), Viking religion (Valhalla), Egyptian religion... religions that are older than current major religions but vanished due to religious propaganda.
- more corporations
- add religion specific crusader units
- civic specific buildings
- Zone of control like in Civ3
- Civilization specific flavor unit lists (huge task)
- 1 new civic categories once I get properly working civic screen (python) that can show 8 categories correctly
- Balancing modern time and near future unit strengths and abilities
- 1 or 2 new UU units for each civilization
- Python: add Alerts mod
- Add all strategy and pedia texts for all new objects (huge task)


Changes will be made based on your feedback so please let me know if you find any bugs. There are also things that I haven't had time to add to the mod. For example there's plenty of flavor unit graphics that haven't been enabled yet. Religions, Corporations and Events will be changed later as well.

zappara
Aug 17, 2007, 11:41 AM
Version History

Version 1.0.3
Python
------
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)

Promotions
----------
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Improvements
------------
- Fixed: Arcology city ruins art defines were missing

Units
-----
- Fixed: Jeep size
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size


Buildings
---------
- Fixed: Zulu Ikhanda obsolete at Leadership like other Barrack buildings

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Version 1.0.2
Gamespeed
- Fixed: Snail game speed bug, after calculating turn amounts again the new snail game lasts now 3000 turns.

Version 1.0.1
Buildings
---------
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill

Wonders
-------
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge
- Changed: Aqueduct of Pont du Gard no longer goes obsolete
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics

Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%

Units
-----
- Added: Modern Paratrooper
- Added: Modern Marine
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Fixed: Mig15 filename bug


Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness


Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx

Version 1.0
BtS patch 3.13 compatibility
----------------------------
- Updated: Globaldefines.xml
- Updated: CIV4ArtDefines_Building.xml
- Updated: CIV4ArtDefines_Improvement.xml
- Updated: CIV4ArtDefines_Terrain.xml
- Updated: CIV4ArtDefines_Unit.xml
- Updated: CIV4CityLSystem.xml
- Updated: CIV4PlotLSystem.xml
- Updated: CIV4LeaderHeadInfos.xml
- Updated: CIV4EventInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4EventTriggerInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4CorporationInfo.xml, corporations give 4 gold per city
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4GameSpeedInfo.xml
- Updated: CIV4FormationInfos.xml
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: CvRandomEventInterface.py
- Updated: CvScreensInterface.py
- Updated: CvMainInterface.py

Religions
---------
- Changed: Christianity found from Literature Tech, this way religions are spread more to different civs


Units
-----
- Added: Hi-Tech APC (Armored Person Carrier), carries 3 troops, req. Military robotics
- Added: Plasma Armor, req. Fusion
- Added: War Galley graphics
- Added: Siege Quinquereme
- Added: Iron Frigate
- Added: Jeep
- Added: Landing Ship Tank
- Changed: Sloop can now bombard city defenses 5% per turn (ship has cannons...)
- Changed: Brigantine can now bombard city defenses 7% per turn
- Changed: Ironclad bonus vs. wooden ships increased from 50% to 100%
- Changed: Frigate upgrades to Iron Frigate instead of Steam Destroyer
- Changed: Steam Destroyer bonus vs. wooden ships increased from 75% to 100%, graphics for this unit changed
- Changed: Chivalry has now flanking strike against Bombard
- Changed: Pikeman strenght increased from 6 to 7
- Changed: Heavy pikeman moved to Political philosophy tech (more of renaissance unit now), strentgh increased from 8 to 9, added 25% bonus vs. melee units
- Changed: Musketman units have 25% bonus against mounted now (ottoman janissary 50% since it had 25% bonus already)
- Changed: Grenadier moved to Chemistry tech
- Changed: Machinegun unit is no longer immune to damage from siege units
- Changed: Frigate ignores building defense when bombarding
- Changed: Man'O'War ignores building defense when bombarding
- Changed: Ship of the Line ignores building defense when bombarding
- Changed: East Indiaman ignores building defense when bombarding
- Changed: Airship moved to Flight (didn't have counter unit for long time so it was overpowered)
- Changed: Attack submarine strength to 30, moves 7
- Changed: Nuclear Submarine strength to 36
- Changed: Destroyer upgrades to Missile Cruiser and Aegis cruiser too
- Changed: Unlimited Corporation Executives now allowed
- Changed: Paratrooper has 25% evasion chance
- Changed: Infantry no longer require ammo resource (draft unit)
- Changed: Stiletto boat default AI set to Assault_Sea, Explore_sea AI removed.
- Changed: Transport upgrades to Landing Ship Tank

Civics
------
- Changed: Slavery +30% hammer bonus removed since you can turn now citizens to slaves to add hammers
- Changed: Serfdom hammer bonus from +20% to +10%
- Changed: Hereditary rule food bonus from +15% to 10%, hammer bonus from 10% to 5%
- Changed: Majority rule hammer bonus from 20% to 10%
- Changed: Representation gold bonus from 20% to 15%, specialist extra research bonus from 3 to 1
- Changed: Police state food bonus from 25% to 15%, hammer bonus from 25% to 15%
- Changed: Universl suffrage gold bonus from 10% to 5%, research bonus from 35% to 20%
- Changed: Capitalism gold bonus from 35% to 20%
- Changed: Vassalage food bonus from 10% to 5%, hammer bonus from 10% to 5%, gold bonus from 20% to 10%
- changed: Bureaucracy food, hammer and gold bonus from 10% to 5%, capital food, hammer, gold bonus from 50% to 20% (that's total 25% for capital, was 60% before)
- Changed: Nationhood max conscript from 3 to 1
- Changed: Free speech gives 50% culture in all cities instead of 100%, towns give now also +1 food
- Changed: Martial law gold negative bonus from -50% to -25%, research negative bonus from -50% to -25%
- Changed: Organized religion culture bonus from 20% to 15%
- Changed: Theocracy research negative bonus from -35% to -25%, culture bonus from 35% to 30%

Techs
-----
- Changed: Printing press requires Literature instead of alphabet
- Changed: Semi-automatic weapons requires now Steam Power and Military science
- Changed: Artillery no longer requires Steel tech or Military science (included in other prereqs)
- Changed: Global Governance hidden from tech tree (empty tech still)

Promotions
----------
- Changed: Blitz available for all naval units

Buildings
---------
- changed: Fishery now requires Fish, crab or whales
- changed: Butchery now requires Cow, pig, sheep or deer
- Changed: Bazaar now requires Ivory, silk, spices or pearls
- Changed: Brothel no longer reduce gold in city (AI didn't understand that effect), now gives +10% espionage
- Changed: Walls maintenance modifier removed (based on feedback), give now +1 culture to city just like High walls
- Changed: High walls maintenance modifier removed (based on feedback)
- Changed: Weapon factory moved to Explosives tech
- Removed: Stable graphics folder that was part of Ethnic Artstyles mod (fixes Arcology size bug)

Wonders
-------
- Changed: Religious Shrines are no longer marked as great wonders. Now you can built them to Holy City even if it has max amount of Great Wonders already.
- Changed: King Richard's Crusade obsolete at Liberalism
- Changed: Chichen Itza obsolete at Divine Right
- Changed: Alhambra obsolete at Railroad
- Changed: Edinburgh's Castle obsolete at Nationalism
- Changed: Temple of Artemis obsolete at Education
- Changed: Mongol Ger obsolete at Vertical Flight


Improvements
------------
- Changed: Lumbermill moved to Paper tech (these exist on medieval times)
- Changed: City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack
- Changed: Arcology City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack

Resources
---------
- Changed: Coal revealed on Steel tech


Traits
------
- Changed: Spiritual max anarchy length increased from 0 to 2

Other
-----
- Changed: Max number of national wonders per city increased to 3
- Changed: Culture city defense modifiers decreased: Fledling 20->10, Developing 40->20, Refined 60->30, Influential 80->40, Legendary 100->50
- Changed: Culture levels increased by 50%, it's now harder to get Legendary culture level for city


Gametext
--------
- Pedia: Alhambra
- Pedia: english pedia for many techs

Mods combined
-------------
- Ethnic Artstyles 1.08
- BTSFlagMod, new flags for all civs



Version 0.9.4
Resources
---------
- Changed: Sulphur more common

Religions
---------
- Changed: Religion spread rate has been decreased from 100 to 50 for all religions to slow down religions (religious buildings spread religions too in this mod). This change should make religious buildings and missionary units more important
- Changed: Temple buildings enabled at Priesthood tech (was Mysticism)

Python
------
- Fixed: Harbor can't be built if city has Commercial Port or International Port
- Fixed (possible bug): Port can't be built if city has International Port
- Changed: button size for Unit Upgrades pedia page, less scrolling on that page now
- Added: Walls->High Walls upgrade building path. Walls will be disabled when city builds High Walls and Walls can't be built again if city has High Walls
- Added: Toll House -> Custom House upgrade path. Toll house will be disabled and can't be built again if city builds Custom House or Feitoria
- Added: Shipyard -> Drydock upgrade path. Shipyard will be disabled and can't be built again if city builds Drydock
- Added: Specialist stacker (cityscreen)

Units
-----
- Changed: Cuirassier has now flanking attack against Bombard
- Changed: Conquistador has now flanking attack against Bombard
- Changed: Cavalry has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Cossack has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Dragoon has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Heavy Pikeman moved to Invention
- Changed: Heavy Cavalry moved to Guilds, requires now copper or iron
- Changed: Light Cavalry moved to Heraldry, requires now copper or iron
- Changed: Helicopter units can't enter ocean, helicopters do now flanking attacks against Light Artillery
- Changed: Units' order in unit xml file changed so that units should appear in better order in unit queue in city screen
- changed: Elephant rider +50 attack bonus against Trebuchet added
- Changed: War Elephant units have gained same improvement build abilities as Elephant Riders, +50 attack bonus against Catapult and Trebuchet added
- Chaged: Sloop strength increased to 7
- Changed: Swordsman units city attack bonus increased from 10% to 20%
- Changed: Heavy Swordsman units city attack bonus increased from 10% to 30%
- Changed: Machine Gun +50 attack bonus vs. Mounted units
- Enabled: 2A5 Modern Armor for Germany
- Enabled: A7V Early tank for Germany
- Enabled: BT2 Light Tank for Russia
- Enabled: Caproni Early Jet for Roman and Holy Roman
- Enabled: Centurion Armor for England
- Enabled: Char B1 Bis Tank for France
- Enabled: Churchill tank for England
- Enabled: FT17 Early tank for France
- Enabled: M1917 Early tank for America
- Enabled: FT17S Early tank for Spain
- Enabled: IS2 Heavy Tank for Russia
- Enabled: J2F Seaplane for America
- Enabled: L640 Light tank for Rome and Holy Roman
- Enabled: M3A1 Light Tank for America
- Enabled: M4A3 Tank for America
- Enabled: Mig3 Fighter for Russia
- Enabled: P59 Early Jet for America
- Enabled: PzKpfw II Light Tank for Germany
- Enabled: PzKpfw IV Ausf F Tank for Viking
- Enabled: PzKpfw VI Tiger I Heavy Tank for Germany
- Enabled: R35 Light Tank for France
- Enabled: T34 Tank for Russia
- Enabled: T72 Armor for Arabia, Carthage, Egypt, Persia, Zulu
- Enabled: T84 Modern Armor for Russia
- Enabled: Type99 Modern Armor for China
- Enabled: Vampire Early Jet for England
- Enabled: Whippet Early Tank for England
- Enabled: Yamato Battleship for Japan
- Enabled: Fockewulf 190A Fighter for Celt and Viking
- Enabled: Spitfire Fighter for England
- Enabled: Strike Fighter F15 for America
- Enabled: Heinkel HE111 bomber for Germany
- Enabled: Strike Fighter JA37 for Viking
- Enabled: Mig 21 Jet Fighter for Russia
- Enabled: Mig 25 Strike Fighter for Russia
- Fixed: Strike Fighter F35 strategy entry
- Fixed: Galleon xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: East Indiaman xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: Privateer xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)

Techs
-----
- Changed: Fission requires now thermodynamics
- Changed: Industrialism requires now Combustion
- Changed: Submarine Warfare reqs combustion and screw propeller removed (those already in industrialism which is req for submarine warfare)
- Changed: Combustion requirement removed from Plastics tech (Industrialism has combustion req)
- Changed: all AND tech requirements removed from Laser (3 of them were in Modern Physics and Laser doesn't require Motorized Transportation)
- Changed: Computers no longer require Plastics tech. Plastics is already req. for electronics which leads to Computers
- Changed: Electronics AND requirement removed from Modern Seismology (that req. is in Modern Physics)
- Changed: Modern Health Care no longer has Electronics or Plastics AND requirements (those are already included in other requirements)
- Changed: Communication networks no longer have Computer networks AND requirement
- Changed: Global Governance no longer have Guided Weapons AND requirement
- Changed: Space Stations no longer require Computer networks AND requirement (that is included already in Globalization)
- Changed: Mesh networks no longer require Communication networks AND requirement
- Changed: Naval Aviation no longer require Screw Propeller (already in Industrialism tech's reqs)
- Changed: Manufacturing no longer require Mass transit (already included in other reqs)
- Changed: Cloning no longer require Globalization (already included in other reqs)
- Changed: Cryogenics no longer require Communication networks and Superconductors (included already in other reqs)
- Changed: Composites no longer require Plastics (included in other reqs)
- Changed: Many techs have swapped era between Modern and Future eras so that when starting custom game on future era, you still got some techs to research
- Added: hidden and disabled tech Special Promotion that will be used for some special promotions that are limited to Wonders or to Events


Gametext
--------
- Fixed: School strategy entry (was missing)
- Fixed: Minor Nation pedia entry (was missing)
- Fixed: Fluyt strategy entry (was missing)
- Added: First Contact text for Hittite leader
- Changed: National Hockey League renamed to National Sports League (hockey isn't the most popular sports in every nation but each nation usually have some sort of national sports)

Gamefont
--------
- Fixed: gamefont_75.tga file which shows new resources correctly (Thanks to Kalimakhus for this), added Lemons icon to file
- Fixed: GameFont.tga works correctly. New resources on Corporation page are shown now

Improvements
------------
- changed: Mine no longer remove forest or jungle
- changed: Workshop no longer remove forest or jungle
- changed: Watermill no longer remove forest or jungle
- changed: Quarry no longer remove forest or jungle
- changed: Pasture no longer remove forest or jungle
- changed: Well no longer remove forest or jungle
- changed: Groundwater Well no longer remove forest or jungle
- Changed: Lumbermill gets +1 hammer when built next to river
- Fixed: PlotLSystem for new resources that require plantation. These plantations look better now

Civics
------
- changed: Theocracy gives +1 xp from state religion (was 2)
- Changed: Vassalage gives +1 xp (was 2)
- changed: Military Training -25% scientific research (was overpowered civic option)
- changed: Environmentalism no longer remove all unhealth from buildings or from population
- changed: Universal antidote removes now unhealthiness from population, not from buildings
- changed: Hereditary rule enables Noble citizen type
- changed: Slavery enables Slaves citizen type

Buildings
---------
- Changed: All courthouse have their maintenance modifier changed from -50% to -25%
- Changed: Holy Roman Rathouse maintenance modifier changed from -75% to -50%
- Changed: Local courthouse maintenance modifier from -20% to -10%
- Changed: Walls maintenance modifier from 0 to +5%
- Changed: Celtic Dun maintenance modifier from 0 to +5%
- Changed: High Walls maintenance modifier from 0 to +5%, Bombard defense increased from 30% to 40%. Total bombard defense before was from Walls 20% and High Walls 30% = 50%, but now walls are disabled when High Walls are built so total bombard defense is actually 40%. Defense amount was before 30%+50% = 80% but now Walls effect doesn't combine with High Walls so the defense amount is only increased from 30% to 50%. Conclusion is that it's now easier to conquer cities.
- Changed: Castle maintenance modifier from 0 to +10%
- Changed: Spanish Citadel maintenance modifier from 0 to +10%, no longer require walls in city
- Changed: Aqueduct maintenance modifier from 0 to +5%
- Changed: Recycling Center maintenance modifier from 0 to +15%
- Changed: Custom house and Feitoria require now Toll House (building upgrade path). Effects from Toll house aren't combined to Custom House so city's foreign trade yields now less than in v0.9.3 (money balancing)
- Changed: Orbital Factory gives now +9 food (enough for 3 citizens) and +5 hammers since you couldn't build it multiple times in city as it was suppose to work. Icon switched as well.
- Changed: Ceremonial Altar moved to Blood Cult tech. This building is "Temple" for those civs that do not have any religions yet.
- Changed: Amusement Park is now National Wonder

Spy missions
------------
- Changed: Poison city water unhealth changed from 8 to 12
- Changed: City unhappiness mission unhappiness amount changed from 8 to 12

Promotions
----------
- Fixed: Rearranged promotions in the xml file to fix promotion tree pedia page
- Changed: Navigation 2 no longer require Flanking 1 promotion (that's already req for Navigation 1)
- Added: Upgrade Discount, 50% less gold spent for unit upgrade (will be limited to certain Wonders)

Wonders
-------
- Changed: Sun Tzu's Art of War gives now free Upgrade Discount promotion to units built in that city
- Changed: Statue of Libery uses now LSYSTEM_WATER for building placement (same as Colossus)
- Changed: Magellan's Voyage uses now LSYSTEM_COAST for building placement (same as drydock), scaled wonder to be bit smaller

National Wonders
----------------
- Changed: Labor union max amount changed from 3 to 1
- Changed: National Sports League icon
- Changed: District Courthouse max amount changed from 3 to 1
- Changed: Supreme Court requires now District Courthouse in city and total of 5 courthouses, reduces now -20% maintenance (was -40%)

Events
------
- Classic Literature event tech req. changed from Writing to Literature since Library comes available from Literature

Corporations
------------
- Changed: Standard Ethanol company accepts Potato and it produces now Oil Products instead of Oil (you don't require oil refinerys)

Civilizations
-------------
- Changed: Barbarians no longer can build certain new unit types

Other
-----
- Adjustments to PlotLSystem for some improvements (cut trees around mines to make them more visible in middle of forest for example)
- Fixed: + and - buttons for city specialists are aligned correctly (re-ordered specialists in xml file)
- Changed: Base city growth threshold increased from 20 to 25
- Fixed: Native_American.nif filename fixed in PlotLSystem (this was actually bug in Ethnic Artstyles mod).
- Fixed: PlotLSystem for Farm + Potato

Mod components
--------------
- Combined: Specialist Stacker


Version 0.9.3
-------------

Units
-----
- Added: Special Infantry, req. Superstrong Alloys
- Added: EMP SAM Infantry, req. Superstrong Alloys
- Added: Fusion Destroyer, req. Nanobotics and Fusion
- Added: Fusion Cruiser, req. Cold Fusion
- Added: Fusion Battleship, req. Shielding
- Added: Fusion Carrier, req. Megastructure Engineering
- Added: Submerged Town Platform, can build Submerged Town improvement
- Added: Offshore Platform, can build Offshore Platform improvement
- Changed: Quechua no longer upgrade to Maceman
- Changed: Cuirassier upgrades also to Gunship
- Changed: Ancient Cannon upgrades to Bombard
- Changed: Hwacha upgrades to Bombard
- Changed: Nuclear Submarine carries missiles instead of people
- Changed: Mechanized Infantry upgrades to Special Infantry
- Changed: ACV SAM upgrades to EMP SAM Infantry
- Changed: All helicopter units can move all terrains now, they can enter coast and ocean too
- Changed: Stealth Destroyer upgrades to Fusion Destroyer
- Changed: Sentinel moved to Terra Computer, req. Cold Fusion
- Changed: Hi-Tech robot moved to Sentient Earth, req. Cold Fusion
- Changed: Aegis Cruiser upgrades to Fusion Cruiser
- Changed: Missile Cruiser upgrades to Fusion Cruiser
- Changed: Battleship upgrades to Fusion Battleship and Missile Cruiser
- Changed: Nuclear Carrier upgrades to Fusion Carrier
- Changed: Nanite Cloud can move all terrain
- Changed: Crossbowman units no longer require Iron
- Changed: Workboat no longer can build Offshore Platform
- Changed: Mobile Artillery unitcombat bonuses against Archer, melee and mounted units
- Enabled: Minuteman unit, unique for America, replaces Musketman
- Enabled: Ansar Warrior, unique for Arabia, replaces Light Cavalry
- Enabled: Elite Jaguar, unique for Aztec, replaces Swordsman
- Enabled: English Longbowman, replaces longbowman
- Enabled: Teutonic Knight, unique for Germany, replaces Heavy Swordsman
- Enabled: Elite Quechua, unique for Inca, replaces Axeman
- Enabled: Zero, unique for Japan, replaces Fighter
- Enabled: Mali Cavalry, replaces Horseman
- Enabled: Sipahi, unique for Persia, replaces Knight
- Enabled: Roman Cavalry, unique for Rome, replaces Mounted Infantry
- Enabled: Spanish Galleon, replaces Galleon
- Enabled: African Axeman
- Enabled: African Infantry
- Enabled: African Spearman
- Enabled: African Scout
- Enabled: African Swordsman
- Enabled: African Warrior
- Enabled: African Archer
- Enabled: African Horseman
- Enabled: Roman Cavalry Auxilia, replaces Horseman

Ethnic unit styles
------------------
- Changed: graphics from Swordsman unit changed for Light Sworsdman for all ethnic unit styles (those units were swapped and these graphics weren't yet)
- Added: African unitstyle (middle east graphics used when african unit not available)

Civilizations
-------------
- Changed: Zulu unit artstyle changed from Middle east to African
- Changed: Ethiopian unit artstyle changed to African
- Changed: Mali unit artstyle changed to African

Wonders
-------
- Added: Technological Capital, req. Terra Computer
- Added: Global Stock Exchange, req. Conglomerates
- Added: Theory of Everything, req. Superstring Theory

Buildings
---------
- Added: Convention Center, req. Communication networks
- Added: Info Net, req. Knowledge Management
- Added: Advanced Quality Control, req. Mesh Networks
- Added: Orbital Factory, req. Space colonies and Magnetic Levitation. Test: can be built multiple times in a city
- Changed: Size of Arcology and Shieldings' slightly decreased
- Changed: Castle no longer requires Walls (In real life castles were built in cities which didn't have city walls)
- Changed: Arcology adds +5 culture
- Changed: Arcology Shielding adds +10 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Arcology Advanced Shielding adds +15 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Commercial Airport effects have now also effects from Airport since this upgrade line is working now, requires Oil Products instead of Oil

Improvements
------------
- Added: Submerged Town, req. Aquaculture, can be built on ocean and coast, +1 food, +1 hammer, +1 gold

Techs
-----
- Enabled: Superstring Theory
- Changed: Dualism hidden from tech tree since it's disabled
- Changed: Polytheism no longer have Dualism as requirement

Gametext
--------
- Fixed: Mind Control Center strategy entry
- Added: 20 Rise of Mankind hints

Python
------
- Added: Airport is disabled and can't be built again if city builds Commercial Airport

zappara
Aug 17, 2007, 11:41 AM
Version 0.9.2
Civilizations
-------------
- Fixed: settings for initial Civics for several civilizations (were duplicate options)

Buildings
----------
- Fixed: Brothel gives now correctly happiness from Harbor, Port and Barracks
- Fixed: Harbor can't be built after Port has been built in city
- Fixed: Arcology can't be built after Arcology shielding has been built in city
- Fixed: Arcology Shielding can't be built after Advanced shielding has been built in city
- Fixed: Casino strategy entry
- Fixed: Glasssmith strategy entry
- Changed: Toll House no longer require Port in city
- Changed: Port, gives 1 culture to city, -1 health
- Changed: Commercial port no longer require 3 ports, Port's effects combined, provides 2 culture to city, replaces Port
- Changed: International port no longer require 3 Commercial ports, replaces Commercial port, Commercial Port's effects combined
- Changed: Harbor is no longer given for free when start game directly from Industrial era
- Changed: Port FreeStartEra changed from Modern to Industrial
- Changed: Supermarket gives +1 happiness from Coffee
- Changed: American Mall gives +1 happiness from Coffee

Civics
------
- Fixed: Nationhood gives correctly happiness from Garrison building
- Fixed: Paganism gives correctly happiness from Ceremonial altar
- Changed: Moved Tribal Law to correct spot
- Changed: Barbarism +10% military production bonus added

Units
-----
- Fixed: Portugal's Carrack upgrades now to Privateer and Early Destroyer
- Changed: Airship upgrades to Early bomber IL2 since its bomber unit
- Changed: Enabled Companion Cavalry UU for Greek

Python
------
- Added: When Commercial Port has been built in city, Port is removed and Port can't be built again
- Added: When International Port has been built in city, Commercial Port is removed and can't be built again

Specialists
-----------
- Added: Slaves, -1 food, +3 hammer, unused citizen type at the moment. will be enabled in future versions
- Added: Noble, +2 gold, +1 culture, +3 great people rate, unused citizen type at the moment. will be enabled in future versions

Other
-----
- Enabled: Python callback function for "Cannot Construct"
- Added: English game text for all new game objects for French, German, Italian and Spanish language options. Mod should be now playable on those languages.
- Completed: Building upgrade path from Harbor to International Port
- Fixed: Gamefont issue with Movies resource. Side-effect: new resource icons won't show up in city screen



Version 0.9.1

Units
-----
- Fixed unitclass for Praetorian, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Aztec Jaguar, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Gallic Warrior, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Companion cavalry UU for Greece disabled (if enable unit upgrade page stops working in sevopedia)
- Bazooka upgrades to Anti-Tank Infantry
- Submarine upgrades to Nuclear Submarine
- Attack Submarine upgrades to Nuclear Submarine
- Ironclad upgrades to Early Destroyer and to Submarine
- ship of the line upgrades to Early Destroyer and to Battlecruiser
- Frigate upgrades to Early Destroyer
- Privateer upgrades to Early Destroyer
- Caravel upgrades to Privateer and Early Destroyer. No longer upgrade to Attack Submarine
- Manowar upgrades to Early Destroyer and to Battlecruiser
- Transport upgrades to Stiletto Boat
- Trireme upgrades to Sloop instead of Frigate
- War Galley upgrades to Fluyt and Brigantine
- Galley upgrades to Fluyt and Galleon
- Brigantine no longer upgrade to Submarine
- Anti-Tank infantry cost increased from 140 to 180, no longer upgrade to Mechanized Infantry
- Fighter upgrades to Early Jet (Mig 15)
- Carrier Upgrades to Nuclear Carrier
- Infantry upgrades to Modern Infantry instead of Mechanized Infantry
- Genetic soldier upgrades to Super Soldier
- Armored Car no longer upgrade to Mechanized Infantry
- Bombard unit added, req. gunpowder
- Catapult upgrades to Bombard
- Trebuchet upgrades to Bombard
- Cannon moved to Rifling


Civilizations
-------------
- Rome: fixed unitclass type for Praetorian
- Aztec: fixed unitclass for Jaguar unit
- Celt: fixed unitclass for Gallic Warrior
- Greece: fixed unitclass for Hypaspists

Events
------
- all event modifications from v0.8 and v0.9 removed because of CTDs (game doesn't give xml errors when something is wrong with events, it just causes crash)
- UNITCOMBAT_NAVAL changed to UNITCOMBAT_WOODEN_SHIPS in harbormaster event
- Gunpowder tech req. changed to Matchlock tech in event that gives promotion to Musketman units (Musketmans enabled at Matchlock tech)
- EVENT_SMOKELESS_POWDER_1 disabled (possible cause for CTDs)

Other
-----
- Pedia page for Unit upgrades works now correctly.

Version 0.9
Techs
-----
- added missing strategy entry for Trade tech
- Conglomerates enabled
- Democracy enabled, requires now Writing, cost decreased
- Social Contract enabled
- Chariotry research cost decreased from 110 to 100, same now as for Animal husbandry
- Theology requires Literature instead of Writing, it requires now also Calendar
- Monotheism requires now Writing
- Icon for Trade tech swapped

Buildings
---------
- Test: Port is now upgrade to Harbor ie. Harbor is disabled in city when it has been upgraded to Port. Harbor's effects are included in Port's effects.
- Customs house no longer require Port to be in same city. This requirement was removed due to avoid issues with Harbor to Port upgrade path
- Garrison gives 2xp to Recon and Siege units
- Barracks obsolete at Leadership (same tech when you can start building Garrisons)
- Grocer gives health bonus from Lemon
- Bazaar gives happiness from Pearls
- Ceremonial altar gives happiness from Hemp
- Commercial Port gives happiness from Coffee
- Market gives happiness from Cotton
- Supermarket gives health from Potato
- Mall gives health from Potato
- Butchery gives health from Salt
- Fisherman's Hut gives health from Salt
- Walls bombard defense from 30% to 20%
- Dun bombard defense from 30% to 20%
- High Walls bombard defense from 50% to 30%
- Castle bombard defense from 25% to 20%
- Spanish Castle bombard defense from 25% to 20%
- Bioenhancement Center moved to Human/Machine Interface tech

Wonders
-------
- Edinburgh's Castle bombard defense from 50% to 25%
- Missing strategy entry for Circus Maximus (no strategy text though yet)
- Computer Center national wonder added, req. Advanced Computers tech

Civics
------
- Majority rule added, req. Democracy, government is lead by all men who decide together ie. direct democracy
- Capitalism added, req. conglomerates, Government is lead by multi-national megacorporations
- Martial Law added, req. Representative Democracy
- Serfdom can sacrifice population to finish production
- Contracting added
- Barter added
- Global market added
- Health Care civic category added
- Shamanism added
- Herbalism added
- Private Health care added
- Regulated health care added
- Government funded H.C added
- Subzidized H.C added
- Universal Antidote added
- Education civic category added
- Ignorance added
- Military Training added
- Heritage added
- Apprenticeship added
- Private schools added
- Public Schools added
- Virtual schools added
- Instant learning added
- Nationhood doesn't give happiness from Barracks (Barracks obsolete before nationhood enabled)
- Tribal Law added (not in correct spot in civic option list)

Events
------
- Tornado may destroy new improvement types
- Some tech requirement adjustments
- Black Pearls event bonus req changed to Pearls (was clam)
- Shaft mine improvement added to events that require Mine
- New ship types added to some events
- New swordsman classes added to few events
- Potato added to some farm events
- Tea event requires Port instead of Harbor
- Few events that might give bonus to Harbors, give now bonus also to Ports

Units
-----
- Heavy Pikeman upgrades to Rifleman and Grenadier
- Ottoman Janissary requires Sulphur
- Ethiopian Oromo Warrior requires Sulphur
- Pikeman upgrades to Heavy Pikeman, requires now copper or iron
- Holy Roman Landsknecht upgrades to Heavy Pikeman
- Machinegun gets +75% bonus against archery units and +100% bonus against melee & animal units, upgrades to Armored Car
- Nanite Cloud can see invisible Hi-tech units
- Genetic soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Super Soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Swordsman and Light Swordsman have swapped names for clearer order of unit names: 1st Light Swordsman, then Swordsman and last Heavy Swordsman.
- Former Light Swordsman requires now Copper or Iron
- Hypaspists replaces Light Swordsman for Greek
- Prodromoi replaces Horseman for Greek
- Peltist replaces Archer for Greek
- Companion Cavalry replaces Horse Archer for Greek
- Javelin Thrower replaces Archer for Mongol
- Mounted Infantry moved to Horse Breeding and it requires now Bronze Working instead of Iron Working
- Mounted Mongol Swordsman replaces Mounted Infantry for Mongol
- Asian War Galley replaces War Galley in Asian unit artstyle, it doesn't replace Caravel anymore
- Cost of Musketman units has been raised from 80 to 90. It's now same as Heavy Swordsman's cost and upgrade cost to Rifleman for both units is the same sum of gold.
- ACV strategy pedia entry fixed, was completely missing

Python
------
- Harbor to Port upgrade
- Fix for Advisor messages, building first worker unit no longer give advisor messages for first Armor or Naval unit been built.
- Adjustments to Civic screen so that more civics can be displayed
- Sevopedia 2.3.1 combined
- Attitude icons for main screen civ list

Other
-----
- Max World Wonders per city increased from 3 to 4
- Jungle cut production from 0 to 20
- Safari improvement jungle cut time from 800 to 400 (same now as in other improvements)
- new resources and attitude icons added to gamefont_75.tga


Version 0.8
Techs
-----
- Tech tree completely redone, has now 228 techs
- Techs Dualism, Democracy, Social contract, Global Governance, Superstring Theory and Conglomerates disabled for now. Will be enabled once gameplay elements have added which require these techs. Currently these are empty techs

Buildings
---------
- Aztec Sacrificial altar moved to Blood Cult tech
- Market gold bonus 25% to 20%
- Colosseum obsolete at Realism tech
- Public Transportation moved to Mass Transit tech
- Walls defense from 50% to 30%
- Library moved to literature, scientific research 25% to 20%
- Recycling center moved to Recycling tech
- Aqueduct moved to Canal Systems tech
- Temples enabled at Mysticism
- Industrial park moved to Civil engineering
- Security Bureau moved to Nationalism
- Jail espionage 50% to 25%
- Barracks, +3 xp to melee/recon units, +2 xp to mounted/animal units, +1 xp to siege units
- Nuclear power plant moved to Nuclear Power tech
- Broadcast tower moved to Radio
- Jewellery added, +20% gold, req. resource gold, silver or gems. +1 happiness for those resources
- Bazaar added, +15% gold, happiness from silk, spices and ivory
- Archery range added, +3 xp to archer units and +2 xp to siege units
- Meeting hall added, +2 xp to melee/recon units, +3 xp to water units, req. level 4 unit
- Bath House added, req. aqueduct, +1 health, +25% great person, +1 happy per 20% culture rate
- High Walls added, req. walls, +50% defense, +1 culture
- Arcology added (from Next War), req. megastructure engineering
- Port added, +1 trade routes, +25% foreign intercontinental trade route yield, +1 happy from silk, fur, wine
- Toll house added, +25% foreign intercontinental trade route yield
- Armourer added, +20% military production, req. iron or copper and forge, -1 health to city, can turn one citizen to engineer
- School of Scribes added, +15% scientific research, 1 culture, can turn 1 citizen to scientist
- Ceremonial altar added, +1 happiness/culture
- Arena added, +1 happiness/culture
- Accelerator
- Amusement Park
- Arena
- Armourer
- Android Factory
- Artist Guild
- Bath House
- Bazaar, +15 commerce in city
- Brothel
- Butchery
- Bioenhancement Central
- Casino
- Commercial Airport
- Commercial Port
- Cloning laboratory
- Computer Network
- Deep Space Research Institute
- Design studio
- Doctor's Office
- Fisherman's Hut
- Food Processing Plant
- Garrison
- Glasssmith
- Guild Hall
- Healer's Hut
- Hotel
- International Port
- Jewellery
- Lab
- Local Courthouse
- Manufacturing Plant
- Meeting Hall
- Military Airbase
- Movie Theatre
- Museum
- Nanofactory
- Naval Academy
- Oil Power Plant
- Oil Refinery
- Opera House
- Paradise Garden
- Police Station
- Press Agency
- School
- School of Scribes
- Sewer System
- Shipyard
- Shopping District
- Skyscraper
- Space Laboratory
- Steel Mill
- Toll House
- Townclock
- Vacation Resort
- Water Treatment Plant
- Weapon factory
- Personal Rapid Train (PRT)
- Harbor, Port, Commercial Port, International Port have 100% conquer rate, well-known harbors don't get destroyed when ownership of the city is changed (these will be later be upgradeable building chain from harbor to international port so that only one can exist in city at a time)


Wonders
-------
- Great Lighthouse moved to Seafaring
- Globe Theatre moved to Free Artistry
- Moai statues moved to Seafaring, max start era classical
- Hollywood moved to Motion pictures
- Statue of Liberty moved to refining, can be built only in coastal city
- Forbidden palace requires now City Planning
- Notre Dame moved to Architecture
- Rock'n'Roll moved to Electronics
- Space Elevator moved to Nanotechnology
- Great Wall moved to construction, cost increased from 150 to 250
- Ironworks provides 1 steel
- Sistine Chapel moved to Perspective
- The Pentagon moved to electronics
- The Hanging Gardens moved to City Planning, no longer require aqueduct
- Alhambra added, government center, defense in city, requires Islam in city
- Aqueduct of Pont du Gard, free aqueduct in every city, +1 area health, +1 health in city where built
- Cure for Cancer, free hospital in every city, +1 global health (effects might change later)
- Edinburgh's Castle, 100 defense and 50 bombard defense in city where built, government center
- Edison's workshop
- Einstein's Lab
- Copernicus Observatory
- Human Genome Project
- J.S. Bach's Cathedral
- Leonardo's workshop
- Circus Maximus
- Adam Smith's Trading Company
- King Richard's Crusade
- Isaac Newton's College
- Longevity
- Marco Polo's Embassy
- Magellan's Expedition
- Olympic Games
- Palace of Potala
- Plato's Academy
- SETI Program
- Silicon Valley
- Silk Road
- Sun Tzu's Art of War (Effect might change later)
- Theatre of Dionysus
- The Sphinx
- Theory of Evolution
- Universal Translator
- Women's Suffrage
- World News network

National Wonders
----------------
- Space Laboratory, req. International Space Station project, +1 science per all citizens
- Central bank, +50% gold, +3 gold (doubles every 200 years)
- Labor Union (can build 3 of them)
- Modern Art Theatre
- National Courier System
- National Hockey League
- Radio Telescope
- Royal Tournament
- Secret Army Base
- Statue of Champion
- Supercollider
- Treasury
- District Courthouse
- Supreme Court

Projects
--------
- First Cloned Mammal project added
- Encyclopedie added
- Hubble Space Telescope added
- International Space Station added
- Space ship parts have new tech requirements

Units
-----
- Chariots moved to Chariotry
- Immortal (replaces chariot) moved to Animal husbandry, no longer req. the wheel
- Spearman requires stone, iron or copper
- Cuirassier moved to Cavalry tactics
- Ironclad moved to Screw propeller
- Submarine moved to submarine warfare
- Trireme moved to seafaring
- Paratrooper moved to Aerodynamics
- Carrier moved to Naval Aviation
- Gunship moved to Vertical Flight
- Knight units moved to Stirrup
- War Elephant requires elephant riding instead of horseback riding
- Privateer moved to mercantilism
- Tank moved to mechanized warfare
- Airship moved to thermodynamics
- Transport moved to motorized transportation
- Musketman units moved to matchlock (will be moved to flintlock when Arbuequsier unit added to matchlock)
- Cannon moved to metallurgy (will be moved to rifling when Bombard unit added)
- Nuke units moved to Rocketry
- Guided missile moved to Guided Weapons
- Infantry moved to Automatic Weapons
- SAM Infantry moved to Guided Weapons
- Missile Destroyer requires now also Guided weapons
- Attack Submarine requires Sonar and Submarine Warfare
- Privateer moved to mercantilism
- Armor moved to modern warfare
- Machine gun moved to semi-automatic weapons
- Great General can build also Naval Academy
- Camel Archer gets free promotion: Desert Combat
- Trireme bonuses against War Galley
- Anti-tank moved to Composites
- Cuirassier and Cavalry units have 100% bonus against Spearman, Pikeman and Heavy Spearman because cuirassier and cavalry units use firearms which make spears useless since there's no close combat
- Wildlife units: Cave lions, Bengaltigers, Siberiantigers, Polarbears, Cave bears, Dire wolves, Cheetahs, Lion packs
- Ancient Cannon flavor unit for China (replaces catapult)
- Horseman unit added
- Hi-Tech robot added
- Nanite Cloud added
- Traineddog added
- Wardog added
- Guarddog added
- Police Squad added
- Chivalry added
- Crusader added
- Light Swordsman added
- Heavy Swordsman added
- Heavy Pikeman added
- Mounted infantry added
- Light Cavalry added
- Heavy Cavalry added
- Trade Caravan added
- Freight added
- Entertainer added
- Early tank added
- Light tank added
- Heavy tank added
- Armor added
- Sloop added
- Fluyt added
- Bazooka added
- AH64 Gunship added
- Humvee added
- BTR80 added
- Flak 88 Cannon added
- Light Anti-Air Gun added
- Light Artillery added
- Modern Grenadier added
- AH64 Gunship added
- French Chivalry flavor unit
- German Chivalry flavor unit
- Foreign legion (French marine flavor unit)
- Guerrilla added
- Brigantine added
- Early Fighter added
- Seaplane added
- Genetic soldier added
- Super soldier added
- Armored Car added
- AEGIS Cruiser added
- Heavy armor added
- Hoover Tank added
- Strike Fighter added
- Stealth Fighter added
- ACV added
- ACV SAM added
- Remote Controlled Bombers added (specialunit troop, can be transported by helicopters and stiletto boat)
- MI26 Transport Helicopter added
- Early Destroyer added
- Cruiser added
- Fighter-Bomber IL2 added
- Early Jet MIG15 added
- A10 Bomber added
- Stiletto Boat added (stealth transport, invisible to most units)

Civilizations
-------------
- Hittite civilization added

Civics
------
- slight adjustments to tech requirements
- effects heavily modified

Religions
---------
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- changes made to most religious buildings. See civilopedia for more info.

Corporations
------------
- Cereal Mills accepts Potatoes
- Civilized Jewelers Inc. accepts Pearls

Promotions
----------
- Completely redone, many new promotions added

Unit categories
---------------
- completely redone, added many new unit categories and divided some old groups to several new groups
- promotions changed to new groups

city specialists
----------------
- Android added
- Celebrity added

Improvements
------------
- Tech yield bonuses added to most improvements
- Groundwater Well added, food from tiles like desert/tundra
- Treefarm added
- Hybrid Forest added, upgrade to treefarm
- Shaft mine added, upgrade to mine
- Bunker added, 50% defense, 40 air damage protection
- Waste Refinement added, can be built on desert
- Desert windmill added, can be built on desert
- Safari, can be build on elephants on modern times
- Explore ancient temple added, explored temple provides commerce to city
- Soylent green facility added, food from desert / tundra

Resources
---------
- added resources: hemp, salt, lemon, potato, coffee, sulphur, pearls, cotton, ancient temple, glassware, steel, ammunition

Python
------
- Arcology city ruins if city with arcology destroyed/razed

Events
------
- tech requirements changed for some events

Game defines
------------
- start year set to 6000BC
- city growth factor from 20 to 22
- commerce percent change from 10% to 5%
- initial trade routes from 1 to 0
- Max world wonders per city from unlimited to 3
- Max team wonders per city from unlimited to 3
- Dirty power health change from -2 to -4
- Max trade routes per city from 8 to 12
- animal max xp from 5 to 10
- barbarian max xp from 10 to 20
- Marathon game +80 turns
- Epic game speed +40 turns
- Normal game speed +25 turns
- Quick game speed +20 turns
- Rivers may start closer to each other
- Food consumption 3 per population
- Fresh water health changed from 2 to 1
- City plot food production +3 and hammers +2
- Farm food yield from 1 to 2
- Desert movement cost 2
- Tundra movement cost 2
- Snow movement cost 2
- Ice movement cost 3
- Jungle movement cost 3, growth from 16 to 20
- Oasis appearance from 500 to 1000
- Forest growth from 8 to 16
- Movement bonuses for routes from Mass Transit and Magnetic Levitation techs
- Giant and Gigantic map sizes added
- Coast plot food production from 1 to 2

Other changes
-------------
- Main menu modified to display mod name
- added new resources to gamefont.tga

Mod components included
-----------------------
Better Espionage Screen for Civilization 4 BTS v3.02 by Theo


Mods combined
-------------
Ethnic Artstyles for BtS
Greenmod (some improvements + new resources)
BtS: Next War
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Units from Charlemagne BtS mod


Known issues and bugs

Missing UI problem

This problem happens in Civ 4 Complete Edition, on some Vista computers and on operating systems with non-english alphabet. If you are experiencing this bug ie. unit buttons are not shown in-game please download and unzip CvPath.zip from this post (http://forums.civfanatics.com/showpost.php?p=6776570&postcount=1136) to folder "..\Mods\Rise of Mankind\Assets\Python\INIParser\" and overwrite the old CvPath.py file when it asks for it.

zappara
Aug 17, 2007, 11:42 AM
Rise of Mankind v2.0

See Rise of Mankind 2 thread (http://forums.civfanatics.com/showthread.php?t=273373) or Visit Rise of Mankind (http://forums.civfanatics.com/forumdisplay.php?f=269) - forum section for more discussions about future versions.

venuism
Aug 17, 2007, 12:09 PM
Sounds awesome! downloading now, good job!

woodelf
Aug 17, 2007, 12:21 PM
:wow: Look impressive! :thumbsup:

keldath
Aug 17, 2007, 12:40 PM
wow, very imppressive pack!!!!

Lachlan
Aug 17, 2007, 12:42 PM
I have a question : i have Civ 4 and BTS it's ok...

And Warlords is included in BTS CD/DVD no ?

Gaius Octavius
Aug 17, 2007, 12:45 PM
Very nice! I feel overwhelmed just looking at it!

I hope you used the better graphics for the Mausoleum in the Lost Wonders mod. ;) I haven't had time to update that yet. On the question of civic-specific buildings, I believe Zebra 9 has a modcomp that will let you set that. (It might be units, but it could be adapted easily enough.)

Strat_84
Aug 17, 2007, 01:34 PM
When you write that only English is supported, does that mean that the mod is in English only, or that the game and expansions must be in English for that mod to work ?

I've downloaded the mod, and put it on my French installation of Civ4, but with the mod loaded i cannot see any text in the menu ... :(

Gaius Octavius
Aug 17, 2007, 01:53 PM
I believe he means there are no tags for other languages in the XML files, only English. That's why you aren't seeing any text.

Kalimakhus
Aug 17, 2007, 02:01 PM
Very ambitious pack, may be the most ambitious for BTS so far. I can't wait to try it.

By the way, is your mod includes a modified DLL? I am asking because Solver's unofficial patch is becoming quite essential for playing BTS or any mod based on it (Unless the mod changes the game play entirely). So are you considering merging it in?

I also see that you included ranged bombardment on your to do list. Are you planning to include Dale's mod for that matter or you have your own implementation?

Kalimakhus
Aug 17, 2007, 02:04 PM
I guess if the tags for other languages are there even if they include copies of the English ones they would work for localized version. If this is true it would be a simple fix though a little time consuming.

zappara
Aug 17, 2007, 02:04 PM
Very nice! I feel overwhelmed just looking at it!

I hope you used the better graphics for the Mausoleum in the Lost Wonders mod. ;) I haven't had time to update that yet. On the question of civic-specific buildings, I believe Zebra 9 has a modcomp that will let you set that. (It might be units, but it could be adapted easily enough.)Hmm.. wasn't Mausoleum included in BtS as well? I think I used art files from it. I'll have to check it later at home. There's probably lots of new material that I could use, just haven't had time to check what people have made recently. Lately most of my freetime has gone with this mod project and now that I got first release, I can again start searching for new materials to be included so any tips are appreciated. ;)

When you write that only English is supported, does that mean that the mod is in English only, or that the game and expansions must be in English for that mod to work ?

I've downloaded the mod, and put it on my French installation of Civ4, but with the mod loaded i cannot see any text in the menu ... :(English only, meaning that if you try the mod in any other language you won't see most of the text elements for most objects added by the mod (ie. usually empty or just . for text). You'd have to change to English language from game options. If that isn't available, then only choice is to wait mod to be translated. I haven't studied french so I can't do that translation. Expansions or the game doesn't need to be English but there must be English language option available .

zappara
Aug 17, 2007, 02:14 PM
Very ambitious pack, may be the most ambitious for BTS so far. I can't wait to try it.

By the way, is your mod includes a modified DLL? I am asking because Solver's unofficial patch is becoming quite essential for playing BTS or any mod based on it (Unless the mod changes the game play entirely). So are you considering merging it in?

I also see that you included ranged bombardment on your to do list. Are you planning to include Dale's mod for that matter or you have your own implementation?
Currently there's no new DLL in the mod yet. Originally I was going to combine CCCP for BtS which would have DLL but since it hasn't been released yet, I'm open to suggestions - I'm no programmer so I would have to use DLL that someone else has made. In best case I'd like to get DLL that has plenty of new features that I could use. There are few things that would require new DLL: ranged bombardment, flying tag and civic screen that can display 8 categories with 9 options in each. But for now I can go without those features and just try to balance the mod as much as possible and I also play it myself now a lot - reason why I created in the first place was to get mod for myself that I like to play. ;)

rapiduser
Aug 17, 2007, 02:22 PM
the download is very slow...

I uploaded this to Rapidshare

http://rapidshare.com/files/49608317/RiseOfMankind0.8.zip

Strat_84
Aug 17, 2007, 02:35 PM
English only, meaning that if you try the mod in any other language you won't see most of the text elements for most objects added by the mod (ie. usually empty or just . for text). You'd have to change to English language from game options. If that isn't available, then only choice is to wait mod to be translated. I haven't studied french so I can't do that translation. Expansions or the game doesn't need to be English but there must be English language option available .

Oooh nice, thanks. I hadn't noticed there was an option to change the language ingame. I was thinking about reinstalling everything in English :lol:

keldath
Aug 17, 2007, 03:01 PM
hey,
theres a 8 catagory screen over 10 options each in the dl data base.

:)

i like the cool units you addedd from the future mods in bts

Lachlan
Aug 17, 2007, 03:08 PM
Good news ! Its ok with cd of Vanilla Civ 4 + DVD of vanilla BTS :mischief:

Its not surprising...

Kalimakhus
Aug 17, 2007, 03:44 PM
I gave it a rather quick trial. Seems quite nice. I've noticed that you stretched the game's time and had an early start. I liked that a lot. I also like the new buildings I encountered so far. I hope some techs that are empty now get fleshed with buildings or units.

A minor bug is that the on map city bar seems missed-up as it shows incorrect icons. Resources and so are fine. I looked into the Game Font file but I can't see what is wrong with it.

About the DLL, I was thinking of merging Solver's patch with Dale's bombardment and maybe other SDK modifications. I am just waiting for Solver's patch to become somewhat final. For now it is almost updated daily.

If you have other things you like to include in the DLL just tell me and I will do it gladly. I already like your mod a lot and I think it is a very promising one.

darkedone02
Aug 17, 2007, 05:36 PM
Well, one thing I don't like about this mod is the 3 wonder limit on the cities, so I'm going to go destroy empires and make more of my cities.

I got a CTD when I was playing as the japanese empire and researched blood cult. I also want to say that I like this mod, it reminds me of Heart of Destiny Mod for Civ 3.

Kalimakhus
Aug 17, 2007, 05:48 PM
Try the giant and Gigantic map sizes. You shouldn't run out of cities to build whatever wonders you need.

(I just forgot to mention that I tried the giant map size - great addition)

Kalimakhus
Aug 17, 2007, 07:16 PM
When building a worker for the first time you are congratulated for obtaining your first armored unit! (funny but I guess it is a bug)

mrhyms
Aug 18, 2007, 04:23 AM
Downloading now.

Any chance you could also write up a note for my wife, Zap, to explain why I now need to "test" Civ all weekend?

:)

m

zappara
Aug 18, 2007, 06:00 AM
hey,
theres a 8 catagory screen over 10 options each in the dl data base.

:)

i like the cool units you addedd from the future mods in btsChecked dl database and didn't see it. I'll have to check for it again later unless you can provide me link for it. ;) I had almost working civic screen for 8 categories in Epic mod but getting it to display all texts properly seemed impossible without changes to DLL file. I tried using that python file in RoM (Rise of Mankind) but it just didn't work at all. So I postponed those civic changes to future versions.

Good news ! Its ok with cd of Vanilla Civ 4 + DVD of vanilla BTS :mischief:

Its not surprising...That's good news. I wasn't sure if it would work with just BtS as I have both expansions installed.

I gave it a rather quick trial. Seems quite nice. I've noticed that you stretched the game's time and had an early start. I liked that a lot. I also like the new buildings I encountered so far. I hope some techs that are empty now get fleshed with buildings or units.

A minor bug is that the on map city bar seems missed-up as it shows incorrect icons. Resources and so are fine. I looked into the Game Font file but I can't see what is wrong with it.

About the DLL, I was thinking of merging Solver's patch with Dale's bombardment and maybe other SDK modifications. I am just waiting for Solver's patch to become somewhat final. For now it is almost updated daily.

If you have other things you like to include in the DLL just tell me and I will do it gladly. I already like your mod a lot and I think it is a very promising one.Yeah, I stretched game time a bit. I've tried to add icons for most new buildings but some are still missing and most new buildings just re-use building graphics from existing buildings so cities won't look different with new building types. Empty techs will be filled at some point, for example I have about 20 new civic options to add when I get new working civic screen for that many options. There's also lots of stuff on my lists that haven't yet made into the mod.

I think I found reason for that messed up city bar - I've only changed GameFont.tga, I'll have to add GameFont75.tga as well. I just hate editing those files. New index value in xml for resources did help a bit but still it's difficult to mod those gamefonts. :(

I have no rush with adding DLL to the mod. One thing that I liked in CCCP's dll file was the added iCommerce options for health and happiness to all commerce tags. With those I could create more diverse civics and buildings. Another thing that is missing is that you can't use Power as requirement for health, happiness and so on. That could be new tag: <CommerceWithPower>. Maybe I'll make a list of things that might be useful in new DLL. I'll have to think about it. :)

Well, one thing I don't like about this mod is the 3 wonder limit on the cities, so I'm going to go destroy empires and make more of my cities.

I got a CTD when I was playing as the japanese empire and researched blood cult. I also want to say that I like this mod, it reminds me of Heart of Destiny Mod for Civ 3.Reason why there's that limit was the amount of new wonders added to the game in this mod and the limit prevents making huge culture cities. In real life also the wonders of the world are scattered around the globe so the limit is there for also realism - player shouldn't be able to build all wonders in a single city. The limit can be adjusted if people feel like that it's too low.

Try the giant and Gigantic map sizes. You shouldn't run out of cities to build whatever wonders you need.

(I just forgot to mention that I tried the giant map size - great addition)If you play on those new map sizes, I appreciate any feedback from them (with game difficulty and game speed options). There's few variables on those map sizes that might need recheck if players find them too easy / too difficult.

When building a worker for the first time you are congratulated for obtaining your first armored unit! (funny but I guess it is a bug)That's a bug for sure. I'll add it to fix list.

Downloading now.

Any chance you could also write up a note for my wife, Zap, to explain why I now need to "test" Civ all weekend?

:)

mNote to mrhyms' wife: If you let your husband play Civ this weekend, I'm sure he'll make it up to you next week with some kind of surprise. ;)

Kalimakhus
Aug 18, 2007, 06:52 AM
About GameFont file again. Some resources (I noticed Salt) don't have icons. I think maybe if they are added the city bar would be fixed as well. Rationally these are different sections of the file and shouldn't interfere with each other. But I can't find any other cause for the missed-up city bar. It seems as icons are used with an offset of two cells if there are two resources with missing icons this would be the answer.

FexFX
Aug 18, 2007, 07:40 AM
Zapp - How did you arrive at your timeline numbers? Was is a direct translation of the original gamespec and subtracting turns based in increases in productivity gained through buildings/techs/etc and adding turns for the extra buildings/techs/etc available? Did you do any further tweaking?

Are the turn ratios analogous to BTS or Vanilla/Warlords?

I'm asking since, from what I have seen, the delicate balance (which was still a bit off IMHO) from Vanilla/Warlords has been thrown for a major loop with the seemingly arbitrary changes to turn numbers in BTS. This increase in game length does not seem to have been accounted for in any of the other major formulas of the game.

Anyhow this mod seems ambitious, and I intend to dig into it eventually.

Oh, and as to the languages...When I made my mod I just duplicated the english text for all languages... I did this based on a polling of the community 2 years ago in which I determined that most of the community would rather read english (even if it is not their second language) than the hashed up mess I was able to produce using online translators...heh.

Freakwave
Aug 18, 2007, 08:45 AM
wow already coverted to BtS nice! :goodjob:

Ironmann
Aug 18, 2007, 10:36 AM
Well I think the number of wonders should be paced up just 1 notch;)
Kinda irritating when you got ravaging barbarians at the door and hey youre only 3 rounds from gettin the Great wall but then you forget how many wonders you got in that city and make it a holy wonder of hinduism and boom you gotta start all over to build the wonder you were building because the limit;)
I usual play huge terra maps and i love the wonder bonuses. so im and "ind" and i got the urge for cities to fill with my wonders:D

WGW
Aug 18, 2007, 04:01 PM
yes is there a way to set the wonder limit back to unlimited (A)?
i hate playing with that limit on :P
just tell me were to change it in the files :D

Kalimakhus
Aug 18, 2007, 04:15 PM
under Rise of Mankind/assets/xml Open the file GlobalDefines.xml in Notepad

find the following

<Define>
<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>

change 3 to -1

coachlentz
Aug 18, 2007, 07:46 PM
under Rise of Mankind/assets/xml Open the file GlobalDefines.xml in Notepad

find the following

<Define>
<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>

change 3 to -1

thanks for that
i too want to be able to build many wonders in one city, mostly for when i try culture victories, i like to build them mainly in 3 cities to build up the culture for those 3

geminisama
Aug 18, 2007, 11:19 PM
Sweet. Great mod. =D

Saltiana
Aug 19, 2007, 12:31 AM
Hm, didn't you forgot the new leaders from BTS ? ^^

Strat_84
Aug 19, 2007, 04:20 AM
Ok, i've tried a game with the mod.

I've reached 490 AD, and this is really wonderful ! The ancient times aren't moving at the light's speed anymore, there are lots of units that really enhance strategy and the gigantic map size allows the strategic ressources to be spread around so that you don't have everything near your first town.

However there is something that needs to be fixed about trade. I have loads of lemons that i can trade with the computer AI but ... He will never accept any agreement. Why ? Because the lemons are valueless, just as are coffee, coton and pearls (even if pearls may be a little usefull later in the game i guess).
You should add a health bonus or an happy face for those ressources to be tradable, and maybe include them in the ressources that buildings like markets use to improve the bonuses ;)

Just another thing, how does the game run with a gigantic map on your computers ? I've an Opteron X2 @2.5 ghz, 2 Gb of DDR1 @250 mhz and a Radeon X1950XT (a former high end computer so) and during a turn it's quite playable, but not really fluid. And when switching from one turn to another it becomes a nightmare, i've never seen the game lagging that way :eek:

Ironmann
Aug 19, 2007, 07:31 AM
This in fact a very great mod!
Play it once to get used to the new unit\building\techs then after that all the next games you play is gonna kick ass;)

Great mod! 8+\10 from me;)

Only miss the little factor thats in the mod Extra(I believe) that you could se a smiley face beside the other nations how they feel about you;)

Nice to track who's you friends;D

Freakwave
Aug 19, 2007, 07:57 AM
Only miss the little factor thats in the mod Extra(I believe) that you could se a smiley face beside the other nations how they feel about you;)

Nice to track who's you friends;D

Seconded! Its hard enough to track everyone with 10+ civs.

@ Strat I have a Athlon 2800 with a 9800 pro and i run a giant map. It has a long(er) waiting time between turns and when a leader contacts you there is some lag. But its doable. I think its not the map size but the amount of civs?
Wouldnt even have tried this pre-BtS i think the speed mod was added to BtS, not sure.

Some things i noticed:

Researching the normal way without specializing wont get you anywhere in this mod. You have to set certain cities to either mint or research. I dont know if this is intended or not.

Caravans lets you see whats being produced in a foreign city, you can even hurry the production. A city of mine on an island had its health resources connected but not its happy rescourses. This is before cities are connected via ocean. I could land a settler there via another civs territory by galley so that would also imply trade is possible no?

Crusaders exploring rival territory this could be a posible exploit, just build a bunch put them behind enemy lines and declare war.

catapults didnt do damage against a city of mine which had walls, castle and high walls.

Also if possible could there be some early version of cannon? 12 seems a bit too steep. coming from medieval units. mortar perhaps?

Nice to see those wardogs upgradable! :goodjob:

Really enjoying the mod thanks for all the hard work!

Tunch Khan
Aug 19, 2007, 10:14 AM
I like the units and the new additions, but I hope you can incorporate the latest unit creations as well.

Freakwave
Aug 19, 2007, 04:53 PM
The ethiopian Oromo warrior doesnt need sulphur. Its the UU that replaces the musketman.

Whats the red dot on the city bar? connected to trade network? Its annoying for me at least.

Who wants to build a brothel the neg is bigger that the happy face. Some buildings that give a happy face arent available until later and the choice buildings which give are happy face are funny :0

The upgrade from heavy swordsman to rifle is 80. From musketman to rifle its 110 that doesnt make sense. How is it calculated anyway amount of hammers ?

I CTD 'ed when i clicked the link to shaft mine in the biology tech popup.

Oh and Hannibal or William of Orange can use a color change when they are in the game together you cant make out the borders.

back to the game...

Gaius Octavius
Aug 19, 2007, 06:07 PM
Also if possible could there be some early version of cannon? 12 seems a bit too steep. coming from medieval units. mortar perhaps?


An early "bombard" unit would work for this, say around strength 10... sounds great. There are graphics for one in the File DB by woodelf, I believe.

the download is very slow...

I uploaded this to Rapidshare

http://rapidshare.com/files/49608317/RiseOfMankind0.8.zip

Are you, by any chance, the owner of Rapidshare? I just couldn't help but notice that virtually all of your posts are uploads to Rapidshare. :lol:

Leif
Aug 20, 2007, 01:23 AM
Great mod, however for me it runs toooo slooow on the two new map sizes.
Also, I think the civic addition sucks. I agree that we need a better system, the system you use seems to further complicate things with several silly ways to implement civics. [State property doesn't inherently mean less GP, etc...]

Freakwave
Aug 20, 2007, 11:39 AM
Got to 1932 (in industrial era) then i crashed (twice so i gave it up). I played a giant map 18 civs. I dont know what caused it. I can send you the savegame if you like.

Screw propeller only has an icon shown for ironclad and not transport and early destroyer.

Heavy pikeman upgrades to nothing.

wrchamp14
Aug 20, 2007, 11:50 AM
i loaded the mod but when i played it, it is still the regular game. what am i doing wrong?
nvm

keldath
Aug 20, 2007, 04:29 PM
wrchamp14,
hi, you probably have dual folders of the mod,

make sure the mod is like this under you bts folder:

mods\riseofmankind\ mod files.....

i think your is like this:
mods\riseofmankind\riseofmankind\ mod files......


**leif, freakeave,

i suggest you guys play on large maps, on huge,

bigger maps with tons of added mod componants - make a lot of burdun to the memory of the cpu,
thus too much stuff - youll get a ctd,
this mod is impressive with its additions, but, its need to be carfully tested - so i suggest play small maps quick games -so youll help fuknd the bugs fast.

:)
besides, its a great mod, lots of cool stuff, havnt played it though,
goodluck :)

Ironmann
Aug 20, 2007, 06:05 PM
The siege weapons in the early day with 12 str(cannon) is not overrated.
Its just about enough to actually get something done with those loveguns.

And another thing I miss from the mod Extra(I guess) is the notice 1 turn before if a city is gonna grow and if that city is gonna be unhappy.
My main problem is that I have to check each city for about 5 turn intervall if they gonna grow and if they gonna be unhappy when they do so.

Kinda annoying to check into a couple of town to do that when you have a nice feature that Extra have;)

But otherwise I just simple love this mod;) even tough all the Ai dont even touch the religion techs. and another thing. I like the christian way of life so I want to get to Theology fast as possible but on the way I have to have allmost each of the early religions.

Anyway to make Theology some other req techs?

Hian the Frog
Aug 20, 2007, 06:12 PM
Hi Man,

Interesting, very interesting mod. A good one ! :)

Just a note: Total Realism Team members aren't those you write in credits.:p
As a member, i only suggest you to write: TR Team. ;)

Hian the Frog.

CHE_GUEVARA
Aug 20, 2007, 08:57 PM
Any strategy of early grow??? what i have to do with 1 pop citie for a long time?
I can figure in civilopedia when my cities will grow up..

Excellent mod... im enjoing it..

Ironmann
Aug 20, 2007, 09:39 PM
Any strategy of early grow??? what i have to do with 1 pop citie for a long time?
I can figure in civilopedia when my cities will grow up..


Well place your town close to water and have the fishing tech and set the town to grow. when you build settlers\workers you use all food to produce them so in the start if you want growth build something or produce scouts\warriors.

If you really want to grow get near water as said and produce some work boats to harvest fish,crab,pearls etc and remember fishing boat isnt like worker it doesnt need food to be produced. or at least it doesnt stall the food process

CHE_GUEVARA
Aug 20, 2007, 09:45 PM
Well place your town close to water and have the fishing tech and set the town to grow. when you build settlers\workers you use all food to produce them so in the start if you want growth build something or produce scouts\warriors.

If you really want to grow get near water as said and produce some work boats to harvest fish,crab,pearls etc and remember fishing boat isnt like worker it doesnt need food to be produced. or at least it doesnt stall the food process


Ok, you are right thanks,!!!!
Im testing the mod... it has a lot of changes.. i like civics !!!

The Eleven
Aug 20, 2007, 10:33 PM
Thank you so much for a great mod.

CHE_GUEVARA
Aug 21, 2007, 12:39 AM
this mod avoid the early unit rush to kill your closest neigthbour...
there are a lot of buildings to build... but i affraid that if you build all of them your are going to be backward in military or in expansion of your empire..
any strategies?

Mrhoochi
Aug 21, 2007, 03:12 AM
Hallo,
i have a Prob. with sulfur. It never reveals on the map when I discover the Tech.:eek:
Every Time I have to put it on the map by myself with the Worldbuilder. I have BTS v. 3.03.

In the Overlord 2 Mod i have the same Prob. with sulfur and rubber.

Any ideas?:confused:

Freakwave
Aug 21, 2007, 03:53 AM
Hallo,
i have a Prob. with sulfur. It never reveals on the map when I discover the Tech.:eek:
Every Time I have to put it on the map by myself with the Worldbuilder. I have BTS v. 3.03.

In the Overlord 2 Mod i have the same Prob. with sulfur and rubber.

Any ideas?:confused:



**leif, freakeave,

i suggest you guys play on large maps, on huge,

bigger maps with tons of added mod componants - make a lot of burdun to the memory of the cpu,
thus too much stuff - youll get a ctd,
this mod is impressive with its additions, but, its need to be carfully tested - so i suggest play small maps quick games -so youll help fuknd the bugs fast.

:)
besides, its a great mod, lots of cool stuff, havnt played it though,
goodluck :)

Yes inbetween turns that thought appeared to me aswell. :lol:

To come back to mrhooci's problem, if you play on small maps then the rescource spread is even worse. I have the feelling all these new resources arent incorporated in to the map seed properly since all the new rescources arent as abundant as the originals. (Noticed in earlier games/mods) Hence mrhooci's problem.

Before i restart on a small map ill check in the worldbuilder first (note to self)


The siege weapons in the early day with 12 str(cannon) is not overrated.
Its just about enough to actually get something done with those loveguns.

And another thing I miss from the mod Extra(I guess) is the notice 1 turn before if a city is gonna grow and if that city is gonna be unhappy.
My main problem is that I have to check each city for about 5 turn intervall if they gonna grow and if they gonna be unhappy when they do so.

It just seems that a napoleon era cannon coming from the renaissance is a bit too much. In the end its all abstract i know.

Dont you have the option checked "advanced city view" or something lets you see growth and whats its building. Also there are more options to warn you for a city going unhappy next turn. Dont shoot me if i say anyting you already know just trying to help.

this mod avoid the early unit rush to kill your closest neigthbour...
there are a lot of buildings to build... but i affraid that if you build all of them your are going to be backward in military or in expansion of your empire..
any strategies?

I found that you best specialize your cities with this mod. I fell behind in tech pretty quikly on prince diff.

Which reminds me that even the most smalles civs are getting on to par with techs which annoyes me alot. Maybe a system ala VISA where you get tech leak? and a small amount when you conquer a city?

Mrhoochi
Aug 21, 2007, 04:13 AM
Yes inbetween turns that thought appeared to me aswell. :lol:

To come back to mrhooci's problem, if you play on small maps then the rescource spread is even worse. I have the feelling all these new resources arent incorporated in to the map seed properly since all the new rescources arent as abundant as the originals. (Noticed in earlier games/mods) Hence mrhooci's problem.



I play always on huge maps, and some new recources reveal at many places on the map - natural gas for example from the overlord 2 mod. But sulfur or rubber is never on the map ....

Strat_84
Aug 21, 2007, 05:32 AM
I carry on posting my testing impressions ;)

1°) There is something wrong with the bonuses against bombardment. Wall (30%) + high wall (50%) + Castle (25%) = 105%. The siege weapons stop to be effective and the AI armies stay stuck in front of a city trying to destroy a wall they can't destroy ... There are 2 solutions :
- decrease the bonuses so that it cannot be over 90-95% with all buildings
- Add an instruction to the AI so that it tries another city if it has no gunpowder siege weapons or try massives attack without bombardements in that case.

2°) Crossbowmen requiring Iron ??? Why ? I know the bow of heavy crossbows is made of steel, but it can be made of wood too, and that unit could be really useful for ironless civilizations to survive ;)

3°) The canon should appear later. At the place it has it's an overkill, blowing almost everything. And it should require sulphur to be built too, not only iron.

4°) There should be an early canon appearing at the tech "invention", the bombard. Requiring iron/cooper + sulphur, maybe a strengh of 6-7 with a good bonus against towns (it was very long to set in position, so really usefull only against fortifications ;) )
And then, maybe sulphur could appear not at "gunpowder" tech but for exemple at a new tech called "alchemy", coming sooner, maybe near "guilds" (just a though that needs improvements, as revealing sulphur at another tech means "gunpowder" becomes useless) :king:

Freakwave
Aug 21, 2007, 01:38 PM
I play always on huge maps, and some new recources reveal at many places on the map - natural gas for example from the overlord 2 mod. But sulfur or rubber is never on the map ....

I recall sulfur and rubber being optional in a mod whose name slips me at this moment so maybe it wasnt activated? but then i had sulfur in my game.
Anyway just thinking out loud :)

Dancing Hoskuld
Aug 21, 2007, 03:40 PM
G'day, great mod, love the tech tree and all the buildings.

Pikemen arn't replaced by or upgrade to heavy pike.
Heavy pike don't upgrade.
Gunpowder units don't get bonuses from barracks, meeting hall or garrison but these buildings don't become obsolete so you still have to pay for them :)

Strat_84
Aug 22, 2007, 04:42 AM
Gunpowder units don't get bonuses from barracks, meeting hall or garrison but these buildings don't become obsolete so you still have to pay for them :)

There is no maintenance costs for buildings unless specified ;)

Spearthrower
Aug 22, 2007, 06:30 AM
Wow..... I'm not sure if I was tired, but I found it really complex to know what I was doing! :lol: The limit to Wonders really threw me! ;)

Anyway - great job and thanks for the hard work on this Zappara - it's much appreciated!

zappara
Aug 22, 2007, 11:14 AM
Wow, lots of posts. I'm waiting now internet connection to be opened at my home and it should be opened any day now. I just red all the posts but unfortunately can't reply to them all yet. I'll reply to them as soon as possible. :)

Meanwhile, I've been digging into the event system and I'm beginning to understand how it all works. Made some adjustments to most events because of new resources/buildings/units etc. Also the civics have been changed and there's 2 new civic categories and there's new options as well in the existing categories.

I'll try to fix all those things that you've posted and hopefully I have a patch ready in a week.

zappara
Aug 22, 2007, 12:11 PM
About GameFont file again. Some resources (I noticed Salt) don't have icons. I think maybe if they are added the city bar would be fixed as well. Rationally these are different sections of the file and shouldn't interfere with each other. But I can't find any other cause for the missed-up city bar. It seems as icons are used with an offset of two cells if there are two resources with missing icons this would be the answer.I fiddled again with gamefont files as well. There's definately something odd going on. When I added gamefont_75.tga file the fish bonus went missing as well on city screen. I have no idea what causes issue there.

Well I think the number of wonders should be paced up just 1 notch;)I'll increase it by 1. I have met the 3 limit to be bit problem as well in my own games.

However there is something that needs to be fixed about trade. I have loads of lemons that i can trade with the computer AI but ... He will never accept any agreement. Why ? Because the lemons are valueless, just as are coffee, coton and pearls (even if pearls may be a little usefull later in the game i guess).
You should add a health bonus or an happy face for those ressources to be tradable, and maybe include them in the ressources that buildings like markets use to improve the bonuses

Just another thing, how does the game run with a gigantic map on your computers ? I've an Opteron X2 @2.5 ghz, 2 Gb of DDR1 @250 mhz and a Radeon X1950XT (a former high end computer so) and during a turn it's quite playable, but not really fluid. And when switching from one turn to another it becomes a nightmare, i've never seen the game lagging that way :eek:I'll look into those resources. They were supposed to be added to different buildings to give happiness/health.

I usually run on huge map with marathon game speed and on Prince difficulty level as I try to balance this mod for huge map and marathon speed. I added 2 bigger map types just because I know there's people with high end computers and who just like to have big maps (was friend's request).

Hm, didn't you forgot the new leaders from BTS ? ^^Aren't they there? Or do you mean some leaders from the BTS scenarios/mods?

Only miss the little factor thats in the mod Extra(I believe) that you could se a smiley face beside the other nations how they feel about you

Nice to track who's you friends;DOh, that's good feature. I'll try to add it some point.


Some things i noticed:

Researching the normal way without specializing wont get you anywhere in this mod. You have to set certain cities to either mint or research. I dont know if this is intended or not.

Crusaders exploring rival territory this could be a posible exploit, just build a bunch put them behind enemy lines and declare war.

catapults didnt do damage against a city of mine which had walls, castle and high walls.

Also if possible could there be some early version of cannon? 12 seems a bit too steep. coming from medieval units. mortar perhaps?

Really enjoying the mod thanks for all the hard work!Yeah, you must specialize your cities in this mod.

Crusaders will change at some point. There was supposed to be religion specific crusader units but it's been time issue with all the additions. Currently it's just converted from Epic mod.

I've been experimenting with upgradeable building lines which means that walls upgrade to high walls and when High walls is finished normal Walls is going to be disabled in the city. Same will happen with Harbor->Port->Commercial Port->International Port and with some other buildings as well. There's still few bugs left in the system and once I have them fixed I can add this feature completely to the mod.

By the way, when you said that you catapults didn't do any damage, did you attack with them directly ie. tried to move catapult to city or did you bombard city defenses? Bombarding should decrease city defenses.

I had Bombard unit on my to-do-units list, just hadn't found any graphics files for it before the initial release. So yes there will be new siege unit type between trebuchet and cannon. Modern time Mortars would be nice addition as well - I served in mortar troops during my army time so I know great deal about those units. ;)

I like the units and the new additions, but I hope you can incorporate the latest unit creations as well.I will, once I get that internet line open at my home. I have been visiting my cousin and "loaned" his internet connection to download mods and upload my own mods.. he's probably relieved when I'm not going to visit him every second day. :D

The ethiopian Oromo warrior doesnt need sulphur. Its the UU that replaces the musketman.

Who wants to build a brothel the neg is bigger that the happy face. Some buildings that give a happy face arent available until later and the choice buildings which give are happy face are funny :0

The upgrade from heavy swordsman to rifle is 80. From musketman to rifle its 110 that doesnt make sense. How is it calculated anyway amount of hammers ?

I CTD 'ed when i clicked the link to shaft mine in the biology tech popup.

Oh and Hannibal or William of Orange can use a color change when they are in the game together you cant make out the borders.

back to the game...Brothel building had it's effects changed in the conversion since I hadn't DLL in the mod anymore. CCCP's DLL in the warlords added some new xml tags to buildings and Brothel were using them. Effects for that building will be changed later again.

I'll fix the Oromo Warrior and I'll check the upgrade costs as well. I'm not sure how they are calculated but it's probably related to unit hammer cost.


An early "bombard" unit would work for this, say around strength 10... sounds great. There are graphics for one in the File DB by woodelf, I believe.Thanks, I'll get that unit and add it. :)

Also, I think the civic addition sucks. I agree that we need a better system, the system you use seems to further complicate things with several silly ways to implement civics. [State property doesn't inherently mean less GP, etc...]Any suggestions what would be good effects for State Property? Or any other civic options?


Screw propeller only has an icon shown for ironclad and not transport and early destroyer.

Heavy pikeman upgrades to nothing.Transport and Early destroyer can be built on later techs - Screw propeller is just one tech requirement for those units.

And another thing I miss from the mod Extra(I guess) is the notice 1 turn before if a city is gonna grow and if that city is gonna be unhappy.
My main problem is that I have to check each city for about 5 turn intervall if they gonna grow and if they gonna be unhappy when they do so.

But otherwise I just simple love this mod;) even tough all the Ai dont even touch the religion techs. and another thing. I like the christian way of life so I want to get to Theology fast as possible but on the way I have to have allmost each of the early religions.

Anyway to make Theology some other req techs?Seems I have to download this Extra mod and see what's in it. ;) I usually set my cities to "Turn on avoid growth" when I notice that they are going to get unhappy. I guess you could try that as well.

I haven't found any religions yet in my games. I play always with random civ and I guess a religious one hasn't been yet my civ. But I've noticed that religions have been found usually all around the map and around "the correct" times which was one of the things I wanted to have in this mod. Downside was indeed that religious techs are bit linear techs now. If you have good ideas how to edit requirements for those techs, I'm all ears.

Hi Man,

Interesting, very interesting mod. A good one ! :)

Just a note: Total Realism Team members aren't those you write in credits.:p
As a member, i only suggest you to write: TR Team. ;)

Hian the Frog.Noted. I'll change it. I guess the version I had was from early this year and haven't checked how that mod has changed past 6 months.

this mod avoid the early unit rush to kill your closest neigthbour...
there are a lot of buildings to build... but i affraid that if you build all of them your are going to be backward in military or in expansion of your empire..
any strategies?Specialize your cities.

Hallo,
i have a Prob. with sulfur. It never reveals on the map when I discover the Tech.:eek:
Every Time I have to put it on the map by myself with the Worldbuilder. I have BTS v. 3.03.

In the Overlord 2 Mod i have the same Prob. with sulfur and rubber.

Any ideas?:confused:What map type are you using? At least Great Plains map type doesn't know how to add those new resources to the map.

Which reminds me that even the most smalles civs are getting on to par with techs which annoyes me alot. Maybe a system ala VISA where you get tech leak? and a small amount when you conquer a city?Yup, tech leak would be nice feature to have. Probably will be added if I someday get DLL file for this mod.

Pikemen arn't replaced by or upgrade to heavy pike. Heavy pike don't upgrade.
Gunpowder units don't get bonuses from barracks, meeting hall or garrison but these buildings don't become obsolete so you still have to pay for them :)Ups, I have to check those buildings. Those should go obsolete when gunpowder units become common (infantry). Garrison should give bonus to Gunpowder units. I'll check those pikemen units too.

Tunch Khan
Aug 22, 2007, 12:42 PM
Thanks for the long update. Looking forward to the weekend. There are many new units to incorporate. :)

Also, can you check the requirements for ocean faring transport ships. It has been 200 years since I discovered a new continent, but I cannot send settlers.

And there's a repeating CTD around 1200AD just before the discovery of gunpowder. After the crash, my desktop screen resolution and color balance is messed up. I need to restart the computer.

Ironmann
Aug 22, 2007, 03:45 PM
Seems I have to download this Extra mod and see what's in it. ;) I usually set my cities to "Turn on avoid growth" when I notice that they are going to get unhappy. I guess you could try that as well.


Btw very nice of you to listen to us gamers about stuff;)

Yeah that is what im doing to but then I have to check each city about how much it can handle before the people gets pissed off about space etc;)
Nice with a little heads up like "London is growing to 23 population next turn" followed by "London's citizents are gonna be unhappy next turn" or London's citizents are gonna be unhealty next turn"

And thanks again for a great mod!:goodjob:

Tark
Aug 23, 2007, 12:25 AM
Is there a reason Representation doesn't give +2 happy?

Strat_84
Aug 23, 2007, 04:39 AM
Another problem about trade (but maybe not coming from the mod, i don't remember my very old games on Civ4 ;) )

The computer IA refuses to trade strategic ressources such as Iron and Horses, even if i have very good relationships with him, and even if i offer the skin of my a*s + enough money / turn to buy an empire :eek:
I'm playing the game at Emperor level, so i expect that unfriendly neighbours won't trade that, and it will be expensive with the others. But none of the 17 AI players accepts trading those ressources. And on the other hand they will trade my copper or my sulphur almost for free ...

I also saw an event happening "the Americans are going to help their French friends in their war effort by providing them strategic ressources supply", but actually nothing happened, they didn't give me anything, and when i tried to make a deal no way to obtain iron :(

edit: I've just noticed a funny (bug ?) with the brothel ... In the IA's cities it's giving +26 happy faces / library, university etc ... :lol:

Dancing Hoskuld
Aug 23, 2007, 06:00 AM
You are right about garrisons, barracks and meeting halls.

Swordmen upgrade to macemen and heavy sword but not light sword. You can still build swordmen up until you get the tech for heavy sword.

None of this makes me stop playing :)

Commander Bello
Aug 23, 2007, 05:11 PM
When building a worker for the first time you are congratulated for obtaining your first armored unit! (funny but I guess it is a bug)

In addition, you are congratulated to have built your first naval unit :p

I'm just in the first turns now, but it looks quite promising! Keep up the good work! :goodjob:

zappara
Aug 24, 2007, 07:17 AM
The computer IA refuses to trade strategic ressources such as Iron and Horses, even if i have very good relationships with him, and even if i offer the skin of my a*s + enough money / turn to buy an empire :eek:
I'm playing the game at Emperor level, so i expect that unfriendly neighbours won't trade that, and it will be expensive with the others. But none of the 17 AI players accepts trading those ressources. And on the other hand they will trade my copper or my sulphur almost for free ...

I also saw an event happening "the Americans are going to help their French friends in their war effort by providing them strategic ressources supply", but actually nothing happened, they didn't give me anything, and when i tried to make a deal no way to obtain iron :(

edit: I've just noticed a funny (bug ?) with the brothel ... In the IA's cities it's giving +26 happy faces / library, university etc ... :lol:I've noticed also that AI players won't trade easilly their strategic resources. I haven't yet found any reasons why they won't trade them. It might be some wrong value in some xml tag - just have to find it and fix it (if it's that kind of bug).

I have no idea why that event didn't give resource to you but I'll try to locate that event and see what it actually does.. might be bug in python code that handles events (new resources not added to events yet).

That brothel bug is odd indeed. I have checked that building's xml tags and it is set to give happiness to Barracks, Harbor, Port and Carthage Cothon. Why it gives happiness to library or university is a mystery to me.

You are right about garrisons, barracks and meeting halls.

Swordmen upgrade to macemen and heavy sword but not light sword. You can still build swordmen up until you get the tech for heavy sword.Those are fixed in version 0.9.

In addition, you are congratulated to have built your first naval unit :p That is also fixed in version 0.9.

I have v0.9 almost ready now. Here's the current changelog for that version:

Version 0.9
-----------

Techs
-----
- added missing strategy entry for Trade tech
- Conglomerates enabled
- Democracy enabled, requires now Writing
- Social Contract enabled
- Chariotry research cost decreased from 110 to 100, same now as for Animal husbandry
- Theology requires Literature instead of Writing, it requires now also Calendar
- Monotheism requires now Writing
- Icon for Trade tech swapped

Buildings
---------
- Test: Port is now upgrade to Harbor ie. Harbor is disabled in city when it has been upgraded to Port. Harbor's effects are included in Port's effects.
- Customs house no longer require Port to be in same city. This requirement was removed due to avoid issues with Harbor to Port upgrade path
- Garrison gives 2xp to Recon and Siege units
- Barracks obsolete at Leadership (same tech when you can start building Garrisons)
- Grocer gives health bonus from Lemon
- Bazaar gives happiness from Pearls
- Ceremonial altar gives happiness from Hemp
- Commercial Port gives happiness from Coffee
- Market gives happiness from Cotton
- Supermarket gives health from Potato
- Mall gives health from Potato
- Butchery gives health from Salt
- Fisherman's Hut gives health from Salt
- Walls bombard defense from 30% to 20%
- Dun bombard defense from 30% to 20%
- High Walls bombard defense from 50% to 30%
- Castle bombard defense from 25% to 20%
- Spanish Castle bombard defense from 25% to 20%
- Bioenhancement Center moved to Human/Machine Interface tech

Wonders
-------
- Edinburgh's Castle bombard defense from 50% to 25%
- Missing strategy entry for Circus Maximus (no strategy text though yet)
- Computer Center national wonder added, req. Advanced Computers tech

Civics
------
- Majority rule added, req. Democracy, government is lead by all men who decide together ie. direct democracy
- Capitalism added, req. conglomerates, Government is lead by multi-national megacorporations
- Martial Law added, req. Representative Democracy
- Serfdom can sacrifice population to finish production
- Contracting added
- Barter added
- Global market added
- Health Care civic category added
- Shamanism added
- Herbalism added
- Private Health care added
- Regulated health care added
- Government funded H.C added
- Subzidized H.C added
- Universal Antidote added
- Education civic category added
- Ignorance added
- Military Training added
- Heritage added
- Apprenticeship added
- Private schools added
- Public Schools added
- Virtual schools added
- Instant learning added
- Nationhood doesn't give happiness from Barracks (Barracks obsolete before nationhood enabled)
- Tribal Law added (not in correct spot in civic option list)

Events
------
- Tornado may destroy new improvement types
- Some tech requirement adjustments
- Black Pearls event bonus req changed to Pearls (was clam)
- Shaft mine improvement added to events that require Mine
- New ship types added to some events
- New swordsman classes added to few events
- Potato added to some farm events
- Tea event requires Port instead of Harbor
- Few events that might give bonus to Harbors, give now bonus also to Ports

Units
-----
- Heavy Pikeman upgrades to Rifleman and Grenadier
- Ottoman Janissary requires Sulphur
- Ethiopian Oromo Warrior requires Sulphur
- Pikeman upgrades to Heavy Pikeman, requires now copper or iron
- Holy Roman Landsknecht upgrades to Heavy Pikeman
- Machinegun gets +75% bonus against archery units and +100% bonus against melee & animal units, upgrades to Armored Car
- Nanite Cloud can see invisible Hi-tech units
- Genetic soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Super Soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Swordsman and Light Swordsman have swapped names for clearer order of unit names: 1st Light Swordsman, then Swordsman and last Heavy Swordsman.
- Former Light Swordsman requires now Copper or Iron
- Hypaspists replaces Light Swordsman for Greek
- Prodromoi replaces Horseman for Greek
- Peltist replaces Archer for Greek
- Companion Cavalry replaces Horse Archer for Greek
- Javelin Thrower replaces Archer for Mongol
- Mounted Infantry moved to Horse Breeding and it requires now Bronze Working instead of Iron Working
- Mounted Mongol Swordsman replaces Mounted Infantry for Mongol
- Asian War Galley replaces War Galley in Asian unit artstyle, it doesn't replace Caravel anymore
- Cost of Musketman units has been raised from 80 to 90. It's name same as Heavy Swordsman's cost and upgrade cost to Rifleman for both units is the same sum of gold.


Python
------
- Harbor to Port upgrade
- Fix for Advisor messages, building first worker unit no l