View Full Version : Rise of Mankind v2.0 discussion


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zappara
Sep 13, 2007, 10:40 AM
Rise of Mankind mod is slowly reaching v1.0 which I hope to be as stable and balanced as possible. It will not however have all the features I originally intended to add to this mod. That's why we need to start discussing what features to include to version 2.0.

I'll list here things that I'd like to include:

Mods to combine

Solver's unofficial patch
Solver's Events
Ranged Bombardment
M.A.D nukes
4Lerts
zCivics (for civic specific units/buildings)
Secret Technology

Techs
Wireless Electricity (already exists)
Invisible materials (first cloaks already made)
Knowledge Management (leadership tech, already exists)
Multi-Cultural Leadership (already exists)
Standardized Quality Control (ISO-standards, already exists)
Controlled Gravity
Artificial Gravity
Interactive Paper (prototypes exist)
Global Governance (effective and equal way to control globalisation)
Glogalisation (globalisation on local level)
Intelligent Materials (materials that remember their original shape when heated, already exist)

Buildings
Basilica (polytheism)
Philosopher's school (democracy)
Manor (req hereditary rule civic)
Prison
18-hole golf course / Country Club
Zoo
Race Track
Superhighways
Brewery
Hunting lodge
Perfumery
Soccer Field / Stadium
Monorail
Natural Gas Power Plant
Solar Power Plant
Landfill
Waste to energy Plant
Travel Agency
Marina
TV Studio
Cruise ship port
Movie studio
Space Port
Subway
Fusion Lab
Hologram Theatre
Robotic Assembly Plant
Virtual reality center (GalCiv)
Soil enhancement (GalCiv)
Zero Point Energy Source (creates energy from virtual particles)
ISO Auditing Center


Religions
- Hellenism
- Egyptian mythology
- Zoroastrianism
- Shintoism
- Roman religion
- Mesoamerican religion
- Viking religion
+ maybe few others
- religion specific crusaders
- inquisition

Corporations
- Double the amount of corporations
- Give each corporation a building that can be built in city if it has that corporation present (Sid's Sushi Restaurant for example)

Events
New armor type (Roman) => bonus against arrows, req. armourer building
chain shots => wooden ships
Cotton sails => wooden ships
Rapiers => wooden ships
Witchcraft => witch hunt
arena games => famous gladiators?
tournament => mounted unit promoted
silk?
pirate treasure - mercantilism, treasure unit, coast
archimedes screw - food +1 on farms
chain shots => damage sails
buccaneer outfits
pirate bay
trip to north/south pole
mass murderer (Jack the Reaper?)
computer hacker
Earth measurements, not flat
smog
sandstorm => desert plot
bazooka upgrades => melt through tank armor
Climb to highest mountain
Master Fencing
Microwave radars
Tar -> lumbermill
Quartermaster -> morale upgrade to ship crew
Sailmaker -> heal wooden ships faster
Navigator -> speed
Surgeon -> heal crew
ship Carpenter -> repair ships
Balanced swords
Healing herbs -> medic promotion, req. naturopathy
Copper plating
Blackbeard the Pirate
Grape shot
Iron scatlings -> resist hull damage (defense against collateral?)
Crime wave
Mafia
Corruption
Train robbery -> railroad
Bank robbery
Smoke detectors
Neighborhood watch
Tourism advertisement
Nuclear free zone
Traffic Jam
Railroad accident
Car breaks sonic speed
Mach 1 reached
Mach 10 reached
Space shuttle accident
Flaming ammo (arrows) => collateral damage bonus
Poisoned food ammo => promotion to catapult / trebuchet
Torpedoes on planes => fighters do more damage to ships
Ozone layer
Bulletproof vests
Mosaic art
Fresco art
Amber jewellery
AI pets
Biotech pets
Telegraph signal first time
First artificial element created with accelerator
Fullerenes discovered
Greek fire (ship attack bonus)
Morse Code
ENIGMA
Vulcanization of rubber
Revolvers (Samuel Colt)
Pasteurization
Stainless steel

Wonders
Shangri La
Petra
Alcatraz
Shakespeare's theater
Great opera house
Clausewitz's on War
Big Ben
Weather Paradigm (SMAC)
MagLifter (shoots goods to Earth's Orbit by using magnetic levitation)
Angkor Thom, Bayon Stone Faces


Projects
Global Positioning System = GPS, 1993
International Meteorological Organization, 1873
International Monetary Fund (IMF), 1961
World Health Organization (req United Nations) = WHO, 1948
World Wildlife Fund (WWF), 1961
World Meteorological Organization (WMO), 1951
International Atomic Energy Agency (IAEA)
Internation Theatre Institute (ITI), 1948
International Standard Organization (ISO)
F1 GP Championship
PGA golf championship

Improvements
Ski Resort (wealth)
Wild Animal Park (on fur and deer?)
Military Bombing Range (gives 1 free promotion to siege and bomber units?)
Thermal Boreholes (SMAC)
Condensor (SMAC)

Resources
Tea
Cacao
Amber
Jade
Buffalo
Rubber
Sugar Beet
Saltpeter
Olives
Oil Sand (another Oil resource, for example in Canada)
Peat (used in power plants)
Tar
Plastics
Microchips
Robot parts
Synthetic fibers
Nanotubes
Ceramic Compounds

Civics
- at least one new civic category and new options to existing categories

Air unit promotions
Improved radar
Multitargeting
Cluster bombs
Bunker busting
Nightvision
Heat-seeker missiles
Air to Air missiles

Special promotions (gained from wonders/events)
EMP Shielding


Other things

- buildings that need electricity (power) as requirement for any production, including science, health, food, hammer, culture, happiness, commerce
- Zone of control like in Civ3
- Civilization specific flavor unit lists (huge task)

All the things mentioned above might not end up in the final mod. These are just lists of things that I've thought about while I have been making version 1.0.

If you want to help with this task, you could start by answering the following questions:

1. What mods or mod components should be combined?

2. How should unit/building/wonders/tech costs be changed?

3. How should unit/building/wonders/tech effects be changed?

4. What units/buildings/wonders/techs should be added?

5. What religions should be added?

6. How existing religions could be modified to be more unique?

7. What Corporations should be added?

8. How existing Corporations could be modified to be more unique?

9. What resources & improvements could be added?

10. Do you think existing resources & improvements should be modified? How?

11. What events could be added?

12. Other changes?

zappara
Sep 13, 2007, 10:41 AM
reserved just in case ;)

Nihilista
Sep 13, 2007, 01:38 PM
Hmm what about nano-technologies , could add differents types of tech and buildings using the principle , nano-chips , nano-medecine , nano-chemistry ,nano-composites materials , nano-electronic .

Having differents risks of nano-pollutions depending the buildings or the units (like the nuclear plants risking to explode)or reducing health.

Buildings :
Nano-chip factory : add +5 pcent production , +10 pcents science ,+2 disease,required to build any further nano-builing.
Nano-medecine center : +2 health , +5 pcent production .
Nano-War studies : +2xp to nano-ehanced units , +20 pcents production to nano-ehanced units , +2 disease.
Nano-products recyling plants.

Nano-ehanced units : Nano-Infantry : about 10 pcents stronger than modern infantry , with special ability medic , +1 movement .
Nano-Spy : really small machines , so harder to counter than real spies .
Nano-terrorists : would be looking like a corporate businessman but would turn havoc in the targeted city .
Oh well , that was just a try to find out what could be done with nano-techs.

moverred
Sep 13, 2007, 03:36 PM
I like the mod, a lot. In answer to which possible mods/modules you could add I would suggest FexFX--Bigger-Longer-Deeper-Harder mod which changes the game's speeds and allows for a different feel to the epic game. Something along the lines of longer tech research but shorter build times, at least from what I've noticed. Anyway, I really enjoy it and since this is the ultimate epic civ game I think they would compliment each other well. If you want more info I would suggest searching it and it will come up, you can't miss it. Thanks again for this mod, I hope that people jump on board and really help you get this thing perfected :goodjob:
Ahh yes, there is also an Earth map by Genghis Kai that is fun to play and would make a great addition to your game. The new resources that you introduce would need to be placed but that is really the only addition needed. Anyway, thanks for all the hard work, you are doing wonders. :D

enaceo
Sep 14, 2007, 02:52 AM
I posted in the original thread about this but I'll write up again here .
I had an idea about the evolution of currency (introducing different types of currency so you wouldn't just research currency and bam you had all types of money) .
So anyway - Here's what I had in mind:
I'm not sure if currency is dependent on paper right now (I think it is but I'm not sure ) so if it is - remove that - and branch the following off of currency:
Currency ---> Coins [need copper and give + maybe 5% or something cost to town maintenance (people are going to want coins for their work) but gives more production in each city (people would work harder to earn coins ) - maybe + 2 hammers or something maybe more) ---> Valuable Coins (need gold or silver) - these give +1 trade route per city (because foreign merchants would want to get some coins from you) , maybe gives a bigger chance of a great merchant appearing in all cities (not sure how much) and increases production even further (+ 5 hammers maybe more per town ) .

Then: Paper + Currency ----> Drafts (an early form of bills - was given to farmers and such for their work) - this gives +5% food from pastures and farms -----> Bills (this gives+5% food on top of that ) and also +10% or something income between your own cities or something like this .

Then Bills + Printing Press and something else I think , maybe someone with more info on what money needs for production can help -----> Modern Polymer bills (this gives +10% from foreign sources )

And later Modern Polymer Bills + Plastics + Computers -----> Credit Cards which give + income from supermarket (you should have it by then ) and +1 happiness per town (and possibly faster production times for buildings and units since it's easier to pay for them ) .

I also have an idea about a possible new improvement - something like a shrine or altar or something dedicated to your religion that can be built on your land and on neutral land close to other civs' borders so that if they build a city close to the shrine and it is connected to a road it spreads your religion ( and maybe give each missionary the ability to change the religion of the shrine but if they do that a few groups of loyalists appear and start to attack towns that have other religion than the shrine used to have ).

Monty845
Sep 14, 2007, 10:35 AM
Preface: I have no idea how difficult this would be to implement and it may go beyond the scope of what your looking for.

Suggestion: Allow players to either stop the governer from building/suggesting certain buildings or implement a way for players to create custom prioritization of buildings.

It is awsome how many new buildings this mod adds to the game, and I think it makes very good sense that there be negative consequences on some buildings. Some of the buildings have rather large consequences, such as the oil refinery/international harbor (-1 food per water tile) or the brothel (-25% gold) or the dirty power buildings. As your empire gets very large, it becomes convenient to rely on the suggested building options to speed up your turn, especially in the outlying, less important cities that may have dozens of buildings left to build. The problem is that often the suggested building will hurt your city more than it helps. Particularly with the Oil Refinery once one or two is built, and the Brothel in a city with no unhappiness. And once a city starts suggesting it, it rarely stops till you relent and build it. What appears to be needed is either a don't build this option, or better, a build priority system.

Also, with buildings now carrying with them more penalties, the ability to removed, either by selling, or simply destroying them would be great. (I have seen this in a mod, though I do not know which)

strategyonly
Sep 14, 2007, 11:28 PM
You have the ship promotions classified for wooden, steam, diesel, etc., but all the ships themselves are still classified as naval units so none of them can take the promotions. I've noticed a similar problem with the air units and armored units. None of them seem to get any promotions either.

zappara
Sep 15, 2007, 12:44 AM
You have the ship promotions classified for wooden, steam, diesel, etc., but all the ships themselves are still classified as naval units so none of them can take the promotions. I've noticed a similar problem with the air units and armored units. None of them seem to get any promotions either.
That's a new one. Checked Civ4UnitInfos.xml just and there was 0 units with UNITCOMBAT_NAVAL which was removed and replaced with UNITCOMBAT_WOODEN_SHIPS etc. Also 0 results for UNITCOMBAT_AIR so there's no air units that are still in that group. To make sure there's no such problem I used Grep to find UNITCOMBAT_NAVAL from all python/xml files and only references to it are in CvAdvisorUtils.py file (there when you build your first naval units). For me promotions have worked correctly and I can't find the bug you've experienced.

strategyonly
Sep 15, 2007, 01:17 AM
Your right, i was using old MOD, sorry, then how about this one:

There seems to be dozens of techs that don't lead to anywhere or anything. What's the point of a tech that provides no build, unit, civic, or new tech branch?

zappara
Sep 15, 2007, 01:47 AM
@strategyonly

What version have you been looking at? ;) v0.9.4 has only 4 empty techs and one of them is disabled so that it can't be researched. On my WIP version there's only 3 empty techs left at the moment and when v1.0 is complete, there won't be empty techs left since I'm adding stuff to them. Earlier versions had more empty techs because I hadn't had time to new stuff to them, I just built first new tech tree and rest of new stuff has been made after that.

For version 2.0 I'm planning to add few new future techs but for most parts it will remain the same as for v1.0.

strategyonly
Sep 15, 2007, 06:19 PM
@strategyonly

What version have you been looking at? ;) v0.9.4 has only 4 empty techs and one of them is disabled so that it can't be researched. On my WIP version there's only 3 empty techs left at the moment and when v1.0 is complete, there won't be empty techs left since I'm adding stuff to them. Earlier versions had more empty techs because I hadn't had time to new stuff to them, I just built first new tech tree and rest of new stuff has been made after that.

For version 2.0 I'm planning to add few new future techs but for most parts it will remain the same as for v1.0.

Ok how about weaving? leads no place?

i have current update also.

Kalimakhus
Sep 16, 2007, 01:34 PM
@Strategyonly

Dead-end tech tree branches are not bugs in themselves. Some of them are logical IMO. For instance Chariotry and Elephant Riding are needed only if you really want to have the units they provide. I agree to the idea in principle. You can either choose to research the tech and get the unit or to move on and advance through the main path faster. It also makes more sense in case you don't have access to Ivory, or Horses.

Now what seems a sort of a fault that is better be thought over is the case when a building or a promotion is also attached to the tech. While you can do without a unit especially if you can't build it in the first place you still may need the building or the promotion.

Bottom line is, dead-end techs are good as they make you think of the way you take through the tech tree based on your needs and resources.

zappara
Sep 17, 2007, 01:39 AM
Those techs that seem not to lead further are often used as AND requirements for other techs/units/buildings. I had to use AND operator in many cases since the tech tree arrows caused a mess if used OR operator. For example Weaving is required for Sailing. There are also many units/buildings that required other techs than the one that enables them, for example War Elephant (construction tech) units do require Elephant riding tech.

Wessel V1
Sep 17, 2007, 12:11 PM
The F1 championship sounds nice to me:cool:

segrix
Sep 19, 2007, 12:24 AM
Exhaustible resources (iron, oil, etc...). It can be done as events.
Or another hard way (but more interesting): One iron mine or horse pasture can support 10 (for example) units that need this resource to be made. So if you have two iron resources and one horse you can produce 10 knights (1 iron + 1 horse) and 10 pikemans (1 last iron).
Can anyone make it? It would be GREAT!

P.S. I'm not native English speaker, so don't be severe :)

little_cyclone
Sep 19, 2007, 08:07 PM
One thing I liked in anprior civ titles (I forget which, I think it was CTP) was a wonder by the name of "egalitarian act", by which your nation had add'l happiness and all others hadd add'l unhappiness. Any way we might be able to bring in such a wonder? Maybe make it a latter age wonder?

Samael
Sep 24, 2007, 07:28 AM
How existing religions could be modified to be more unique?
Unique effects seem to be the most common and popular feature of them. Perhaps develop differences between earlier and later religions? Early, local religions may not spread by priests and, whilst there are wonders that tie in with them, they may lack Holy Shrines and Cathedrals not be able to build the Apostolic Palace?

What Corporations should be added?
Additional ones to represent computing, fast food and shoes/clothes/Nike/etc, preferably with multiples of each with different effects.

How existing Corporations could be modified to be more unique?
Corporations should NOT compete just because they use the same resources. That's competition in the wild; in business, I would've thought they'd be competing for the consumer. This means that computing (Apple, Microsoft), gaming (Nintendo, Sega), fast food (MacDonalds, Burger King) would compete with each other but artists and engineers don't.

What resources & improvements could be added?
More 'by-products'? Possibly some with negative consequences? Not quite sure what though...
Additional 'upgrade' improvements? Camps become 'Trapper Camps' or something? Not sure...

What events could be added?
Well... if you're in need of events... I think I could write up a big list of ideas and affects. That is, if you're open to suggestions.

Also, seeing the list of things includes things such as golf courses, zoos and travel agencies... is there a chance we might see the tourism mechanic from Civ 3 return?

If not, the Travel Agency might increase commerce in the city it's built in but reduce happiness in a few distant locations (representing possible local resentment of tourists) or increase happiness in those locations (representing local support for tourism and the jobs it provides)?

zappara
Sep 24, 2007, 08:50 AM
Hmm what about nano-technologies , could add differents types of tech and buildings using the principle , nano-chips , nano-medecine , nano-chemistry ,nano-composites materials , nano-electronic .

Having differents risks of nano-pollutions depending the buildings or the units (like the nuclear plants risking to explode)or reducing health.

Buildings :
Nano-chip factory : add +5 pcent production , +10 pcents science ,+2 disease,required to build any further nano-builing.
Nano-medecine center : +2 health , +5 pcent production .
Nano-War studies : +2xp to nano-ehanced units , +20 pcents production to nano-ehanced units , +2 disease.
Nano-products recyling plants.

Nano-ehanced units : Nano-Infantry : about 10 pcents stronger than modern infantry , with special ability medic , +1 movement .
Nano-Spy : really small machines , so harder to counter than real spies .
Nano-terrorists : would be looking like a corporate businessman but would turn havoc in the targeted city .
Oh well , that was just a try to find out what could be done with nano-techs.Although those are good ideas, I'm not very fond of adding that many nano-<place your word here> things to the mod. Those ideas can be used, just need to figure slightly better names for them. ;)

If you like reading novels that have things like those, I recommend reading Vernor Vinge's A Fire Upon the Deep and A Deepness in the Sky books and Iain M. Banks' The Culture books and Alastair Reynolds' Revelation Space + sequels. Idea for Nanite cloud unit was taken from one book written by those authors. ;)

@enaceo

Your idea about currency's evolution is good one - currency in this game is in pretty simple form so anything that would make it more like in real world, would be nice addition. Not sure how to implement this kind of idea though (yet).

Exhaustible resources (iron, oil, etc...). It can be done as events.
Or another hard way (but more interesting): One iron mine or horse pasture can support 10 (for example) units that need this resource to be made. So if you have two iron resources and one horse you can produce 10 knights (1 iron + 1 horse) and 10 pikemans (1 last iron).
Can anyone make it? It would be GREAT!

P.S. I'm not native English speaker, so don't be severe :)I think Next War mod has exhaustible resources and it's done in python. I think it wouldn't be that hard to add this feature to my mod as well as I could look how it was done for Next War. Events can give new resources and I've seen this happen in my games sometimes. Not sure how limiting unit amounts to resource amounts could be made - that kind of feature would give reason to go war with your neighbors more often since you need more resources if you want bigger armies. But at the same time it might cripple the AI players since they wouldn't be "wise" enough to build correct unit types to effectively compete with against player.

segrix
Sep 25, 2007, 01:01 AM
Not sure how limiting unit amounts to resource amounts could be made - that kind of feature would give reason to go war with your neighbors more often since you need more resources if you want bigger armies. But at the same time it might cripple the AI players since they wouldn't be "wise" enough to build correct unit types to effectively compete with against player.

That's mean NO... What a pity! :cry:

But there is no sense to produce a lot of ammunition or steel or oil products (or anything else) without limiting unit amounts to resource amounts. What do you think about this? Don't you wanna even try to realize this idea?

Samael
Sep 25, 2007, 12:18 PM
Isn't someone making a quantative resources mod?

strategyonly
Sep 26, 2007, 06:09 AM
When are you'll going to put a new complete MOD update out?

Commander Bello
Oct 02, 2007, 02:02 AM
zappara, I haven't played much until now (not enough time), but I really love this mod!
It is very pleasant to see that others have thought along the lines of my ideas and even put them into the game!

What I would like to ask for, though, is an overhaul of promotions. I have experienced that you may get a General really soon, although you do not have that much promotions available.
Therefor, you have the chance to make him a military trainer, to have him create a war academy or - to make him a troop leader.
To the last option I refer: I always found it very annoying how easily Generals are defeated. I mean, conceptionwise they symbolize troops led by very skillful commanders, no?
I would suggest to offer special promotions for Generals which add some first strikes to the "normal" promotions, thus reflecting the high skills of the commander.
This way, Generals really could become powerful units - like the armies led by a Napoleon or Alexander.

What do you think?

Commander Bello
Oct 02, 2007, 02:31 AM
Then I do have another suggestion:
In my copy of your mod, I have taken the liberty to change cottages - towns.
First, they are available for all terrain, if there is one food available. It has always bugged me that a agricultural powerhouse was not able to make proper use of that one tundra field in the fat cross.

Furthermore, I did add +1 production to villages and towns, as suburbs of this size are assumed to have quite some early industry available as well.
Additionally, I have added +1 commerce for roads and railroads, as this should reflect the additional trading between the metropolis and its suburbs.
Finally, for villages and towns I subtract one food, as this reflects the decreased space for agriculture on the tile.

For your convenience, I have attached the respective file to this posting, maybe you want to make use of some of my ideas.

Edit: please take notice that this file is my first attempt for modular xml. Therefore, it makes reference to a copy of the CIV4TerrainSchema.xml, which has to be put in the same folder.
I had to save it as txt-file, as otherwise I was not allowed to upload it.

Endovior
Oct 03, 2007, 02:26 AM
Hmm. That's pretty potent; cottaging everything has always been a pretty good strategy... does it really need to be made better?

Commander Bello
Oct 03, 2007, 05:09 AM
Hmm. That's pretty potent; cottaging everything has always been a pretty good strategy... does it really need to be made better?
It clearly comes with a price: the -1 food later. You will find that you may suddenly struggle in your bigger cities.

I am currently trying to find out how good the AI deals with it, but at the moment I am pretty satisfied.

AlexTheTall
Oct 07, 2007, 06:21 PM
I really enjoy Rise of Mankind, but i want my civics!!! Look at Overload 2 or ViSa! CIVICS!!!!

waha, but thanks zappara!

Bobisback
Oct 13, 2007, 06:16 PM
Hey thanks for the mod it is alot of fun..... the only thing that I find annoying is that there is to many buildings and not enough time to build them. Do not get me wrong I love all the buildings. you could fix this by making the techs harder to resreach and I also noticed because there is so many buildings the ai gets alot of bonuses against building things faster so with alot of buildings it makes the ai harder on the levels. just some thought see ya


P.S I love the way you have steel done and oil and all that but maybe you could add in that one amunation gives you only enough support for like 15 units or so and same for the oil and things like that it could make the game alot more fun. It would also be harder for the ai to build really big armies to

little_cyclone
Oct 13, 2007, 08:42 PM
the only thing that I find annoying is that there is to many buildings and not enough time to build them.

I think thats kinda the point, have to pick and choose what you want the city to build, what direction you want it to go in.

Geh
Oct 14, 2007, 09:26 AM
Hi Zappara,

I love Rise of Mankind.


I hope that I don't say absolutely redundant stuff, but
one thing I would change for 2.0 is cosmetic:

the modern grenadier should look more like the infantry and not like the marines, because
infantry and modern grenadier is researched by the same technique in your mod. :)
(Moreover it is quite the same era like represented in the mod.)

With Nif Viewer and Nifscope I made such modern grenadier unit which based in my case on a
German infantry I took from the great Varietas Delectat mod.

hmm.

I know that it is a huge task to give a full ethnical diversity to RoM, particularly because it has more and more units.
I combined parts of Varietas Delectat with Rise of Mankind myself and
edited some XML's to have for example the pikemen from Varietas Delectat
as normal and heavy pikeman for each civilization. Furthermore I found units
in Varietas Delectat which I use now as "modern infantry", in fact Varietas
Delectat's marine units of Germany, England and France which look very modern to me.
I also took the complete African noncombatant set (uploaded by Polycrates) and added it to RoM.

Again: I love your mod.

vahti
Nov 13, 2007, 09:06 AM
Thanks for the awesome mod !

1. What mods or mod components should be combined?

-Finland as a civ

4. What units/buildings/wonders/techs should be added?

-Special opertions as a unit/tech (SAS-England, Speznaz-Russia, Erikoisjääkäri-Finland etc...)

:goodjob:

vahti

Commander Bello
Nov 14, 2007, 05:10 AM
About the cottages modular change which I posted above:
Since 3.13 this does not work correctly anymore. That means, the modularity does not work anymore, the settings by themselves are ok and the AI is very well able - according to my observations - to cope with it.

Just wanted to let you know...

Freakwave
Nov 19, 2007, 03:24 AM
My bad how do you keep this all in your head! Past, present and future

:king: :goodjob:

zappara
Nov 19, 2007, 08:25 AM
My bad how do you keep this all in your head! Past, present and future

:king: :goodjob:
It's called multithread-thinking.. keeping past, present and future in their own thought patterns ;)

...actually I keep notes about everything plus I've followed world of science for about 20 years now so my brains are filled with all kinds of stuff :D

MrWhereItsAt
Nov 21, 2007, 07:38 PM
I gotta say that in my second game I still really dislike the 4 World Wonder limit per city. I gotta remove that limit - IMO if you're lucky enough and skilled to have some few cities that can get you to Wonders first in a cutthroat world, any further limits are just cruel.

I'm enjoying the extra food given by some of the new civics too, but I can see how that will be quite dangerous, given that I don't think about the food when I go to change civics, and I could easily end up with a load of starving cities. That's not a criticism of the mod, just an observation I hope other players will keep in mind if they haven't already considered it.

little_cyclone
Nov 22, 2007, 02:10 AM
I gotta say that in my second game I still really dislike the 4 World Wonder limit per city.

Is there any way to make this dependable on map size or number of opponents? Large and up maps, cities are limited to 4. Medium 5. Small infinite? Or possibly 12+ opponents, 4 wonders. 10-12 opponents 5, and so on and so forth.

Exerior
Nov 22, 2007, 06:40 AM
I dislike the limit too. In a game against 5 CPUs i had 20 World Wonders in my five biggest cities. But - boom - there were World Wonders available to build, but i cannot build them ... because there are obsolete early wonders taking the slots for them.

I feeled realy dumb. Having a lot of nearly useless wonders and cannot build the usefull end-game wonders. (My other cities were founded later and they had low production until the very end of the game)

Btw. it is possible to raze buildings? If not - this is a feature request.

Freakwave
Nov 22, 2007, 03:52 PM
It's called multithread-thinking.. keeping past, present and future in their own thought patterns ;)

...actually I keep notes about everything plus I've followed world of science for about 20 years now so my brains are filled with all kinds of stuff :D

Yes you must have a good understanding about history and present day science looking at the tech tree.

Some thoughts:

I think some buildings give way to much bonussus, like the casino another 50% commerce. Its a good moneymaker but not to that extend. E-bank has that too but i think thats ok since that would be another leap like the medieval bank. And they are far apart. You already have the jeweller 20% which is cheaper than the bazaar15% btw but 5% more commerce and only buildable with precious metals and stones. Then you have market 20% and grocer 25%.
Not to forget ports which make a big difference.

There are alot more buildings for each type culture, commerce and science because of all those new techs so i think smaller increments would be better.
balancing the game is hard enough as it is i can imagine...

Ideally faster build times on marathon for both units and buildings but slower research. Compared to normal speed games my army was very small compared to my empire, i had enough money to upgrade and i needed to since build times were long, didnt reach 1 turn builds in late game 2 turns was highest in late game. I am talking about the bigger units not cruise missiles of course.


I missed the FW 190 for germany aswell as grey uniform infantry but the latter wasnt in before, so thats a hint :)

Oh and about the civic options that give unhappy faces if you dont have it, there is more then one civic category, will the ai pick another choice when all the other ai's stick with say emancipation and not take contracting? And why would i as player? In the later game you have enough happy faces to compensate is that the idea? but there are two civic categories that have that effect thats a big penalty if you move up the tree(if you change both). Ai wont make those choices even though the new bonussus you get are better. Which in turn make them actually worse because of all the unhappyness.

Contracting and those healthcare civics, which give unhappyness if you dont have it, are begotten by industrials techs. Which means you dont have enough happy faces to compensate yet, still they are available and can be used but at great penalty.
I know there arent equal numbers for each civic category.

Freakwave
Nov 23, 2007, 04:35 AM
Gunships against gunpowder units are unbalanced starting from musketman, if you have a good defensable position you get very bad odds for your gunship attacking a musketman in a city. Gets even worse with riflemen. Having gunpowder units is a major step in defense since lots if not all modern units have bonussus against melee and archer but so much against gunpowder. So if you have riflemen you can hold out pretty well. Of course bombardment by any means will bring down the greatest foe. but 1 on 1 its (too) though fighting gunpowder units with modern units compared to fighting melee units.

strategyonly
Nov 23, 2007, 05:47 AM
Dont know if this is intended or not, but in the first pic you can see that the Church of Nativity is still available to be built, BUT in the 2nd pic you can see that i had already built it??:rolleyes:

zappara
Nov 23, 2007, 07:06 AM
Thanks for all the feedback. Taking all in consideration when upgrading the mod. Techleak is one mod component that I'm interested as well and will see if I can combine it to my mod. There's plenty of mod components that I'd like to use, just combining them is the hard part. :D

Dont know if this is intended or not, but in the first pic you can see that the Church of Nativity is still available to be built, BUT in the 2nd pic you can see that i had already built it??:rolleyes:It's intended changed. If you read version history, you'll see that religious shrines are no longer considered as World Wonders. They were changed because now you can built them in your holy city even if the city already has the max amount of World Wonders built (if you had before 4 world wonders, you couldn't built religion shrine there). It shouldn't affect gameplay but indeed you'll see the build button on those units still.

Freakwave
Nov 23, 2007, 10:51 AM
just wanted to give feedback before your new patch ;) :)

to bad im away from my puter for most of this weekend :cry: :D

Amom
Nov 25, 2007, 08:15 PM
I think that a good category would be like in the CtP, where the military services had to be able according to occurred them. From Peace to war. Pôr supposed that would have effect in the economy.

Scotchyn
Nov 27, 2007, 06:04 PM
great mod, one suggestion would be updating the naval units as some of the ships are just resized like the 2 different types of carriers and the aegis cruiser being a resized destroyer....again great mod thanks!!!

Raider62
Jan 04, 2008, 10:38 PM
Please add increased city radius mod. Love those huge fat crosses...

Preytor
Jan 06, 2008, 03:44 AM
I think it would great to include Mastery for a victory condition.
I used it in ViSa, it added so much to the game. I like long games so I always choose Conquest so the game ends when I want it to or I die.

If this has already been mentioned please forgive me and consider this another vote for Mastery Victory.

Thank you
P

Gremlin
Jan 14, 2008, 06:05 AM
Hi,
I know this might not be an appropriate place but would like some input on things I myself want to create as custom assets for ROM, but am having difficulty downloading the Platform SDK. My Ideas are as follows:

New Resources

1. Shark + acts as Double fish resource
2. Dolphin + 2Culture/ Research
3. Seal + Fur + 1 happy/culture
4. Turtle + 1Culture/ Research + 2 health
5. Octopi+ 1Culture/ Research + 1 health
6. Squid+ 1Culture/ Research + 1 health
7. Coral +2 happy/culture + bonus to nearby city defences vs. naval assault
8. Lagoon converts sea square into lake
9. Natural Gas Alternate Power source needs Chemical Plant

New buildings
A. Surf Shack + 1 happy/culture
B. Leisure Park + 2 happy/culture
C. Wildlife Preserve + 1 happy/culture per Deer/fur/Ivory
D. Naval Research Institute + Research
E. Sea World / aquariums + 2 happy/culture
F. Oceanography institute + Research
G. Sports Stadium + 3 happy/culture
H. Harbour defences defensive bonus versus Amphibious assault
I. Race Track + 2 happiness
J. Chemical Plant Provides Power from Natural Gas

New improvements
I. Wind Farms for Sea sectors
II. Sea Defences defensive bonus versus Amphibious assault
III. Defence Platforms for sea Squares Stealth unit detection + sentry attack versus Naval units
IV. Ocean Fishing boats for all ocean resources
V. Yachts & Boats for + happy/culture to nearest city from lakes

New Units
 Dolphins – for Anti-sub or anti-naval attack unit
 Settlers that deploy a % of tech buildings researched dependant on era, with the Tech Prefab giving a bonus or all buildings in Modern era.
New Tech
 Deep Sea fishing allows Ocean fishing of resources
 Theme Parks allows all Ocean/sea resources to produce +1 Happy& +1 Culture per resource to nearest city
 Naval Research allows use of dolphins as Naval units
 Oceanography reveals Ocean fishing of resources
 Prefabrication Improves build speed and allows settlers to increase number of buildings when founding cities
 Canals Improves river Trade
 Sports Improves Culture and Happiness per Sports Stadium / Race Track
 Motor Sports Access to Race Track building

New Corporations
o Cruise Line + Trade ocean bonus
o National Airline + Trade Airport bonus

New Wonders
National
• Alton Towers
• Lloyds
• Champions Cup
• National Stadium
• Pleasure Cruise
• Budget Airlines
• Yacht racing
• National Racing

World
 Disney World
 World Cup
 Round the world Yacht race
 Formula One

Gremlin
Jan 14, 2008, 06:06 AM
Any thoughs appreciated

Hawkeye Pierce
Jan 15, 2008, 04:54 PM
I'd like to see:

Railway stations, passenger (wealth/culture/happiness?) and freight (production?) which are required to build a national rail network wonder

Similar wonders for Christianity, Islam, Judaism, etc, like the Bhuddist one - I forget the name.

'Language schools' leading to 'cultural exchange program' or some such building and wonder set that gives a relations bonus with all other civs and/or culture boost

East India Company related stuff

Nukes that really nuke like nukes really do

Longer lasting eras and less frequent unit obselesence - more techs or harder to research to progression tech.

Some ships between classical triremes and caravels (such as the cogs from medieval 2 total war)

An enourmous world map with 40 civs

Future era (maybe this is going a little to far) with all manner of Mechas, insane hover tanks and laser battleships, spaceports which lead to somekind of wonder, sea cities, a third type of road, a 'super farm' to make cities grow to stupidly large sizes and other wonderfully quasi-futuristic things...

Kristaps513
Jan 23, 2008, 05:41 AM
http://forums.civfanatics.com/showthread.php?t=256416

Here are some stuff to help you expand your mod, new leaderheads, Slave icon, tech quotes, some wonder texts to help you out. ;)

Milarqui
Jan 25, 2008, 01:12 PM
There is some ideas:
- Event (After discovering one tech that allows you to build the spaceship): an OVNI falls near one of your cities. There is a 50% chance that the guys inside are alive, 50% that they are dead. If they are alive, they may build a base and start attacking you with Hi-Tech weapons or they may ally with you and provide you with technology. If they attack you, all empires in the world may ally against the aliens, who may drop troops in a random pattern around the globe. If they help you, you get a few techs and a boost on the spaceship construction.
- Few ideas I had before I read this, which I posted in other place:
http://forums.civfanatics.com/showpost.php?p=6362897&postcount=158

AAranda
Jan 27, 2008, 04:30 PM
Rise of Mankind mod is slowly reaching v1.0 which I hope to be as stable and balanced as possible. It will not however have all the features I originally intended to add to this mod. That's why we need to start discussing what features to include to version 2.0.

If you want to help with this task, you could start by answering the following questions:

1. What mods or mod components should be combined?

2. How should unit/building/wonders/tech costs be changed?

3. How should unit/building/wonders/tech effects be changed?

4. What units/buildings/wonders/techs should be added?

5. What religions should be added?

6. How existing religions could be modified to be more unique?

7. What Corporations should be added?

8. How existing Corporations could be modified to be more unique?

9. What resources & improvements could be added?

10. Do you think existing resources & improvements should be modified? How?

11. What events could be added?

12. Other changes?


Hello Zappara:
First, let me tell you this: your mod is fantastic, excellent, heavenly work, really, it gave a new dimension to the game.
In another hand, allow me to say a had made a few changes, just to put the play more on my likes, that could be interesting for you.
I found the mod too quick,I mean lots of teach coming so fast without time to enjoy them, so I thought I would need a slower game.Normally I use carter´s mod, wich gives an extra speed calles odissey, slower than marathon, but I have no idea about merging mods soI changed the tech cost to 800 in GameSpeedInfo
I'll recomend you both things : use Carter's mod (itwill gives you the chance to use 32 ciilizations and a new extra -large map size called planetary) and increase the techs cost. Also I changed the start year to 10000 B.C. , and the wonders limitation per city from 4 to 50
Zappara , I really send to you all my grattitude for your mod , I'm really impressed ,but , please , I would really apreciate the possibility of a slower game with all the civilizations at play . If you dont mind to much , please add the chance to 2.0 version.Now i'lltry to help answering your questions

1. What mods or mod components should be combined?
- Again:Carter's mod or bigger , you know , all civilizations at time if possible
- PetraMod by Gir. Your Petra wonder is good , i like the idea of two priests on my side but, whatabout adding the benefits of Gir's one or put them on another wonder? Have alook at it , please
- UUWonder mod , by Gir. It's the Flavian amphiteathre andgives the chance to build anothers civilizations unique units
-MachuPicchu mod , from Gir too.This one must be included in 2.0 version , because gives you benefits from the otherway useless peaks.Amazing

2. How should unit/building/wonders/tech costs be changed?
I don't think wonders andunits costs mustbe changed ,but techs must : at least double

3. How should unit/building/wonders/tech effects be changed?
Ithink they are pretty good as now , but it would be great if we can build anothers civilizations's unique units and buildings

4. What units/buildings/wonders/techs should be added?
MachuPicchu wonder must be in

5. What religions should be added?
Maybe a few,but not many: Hellenism, Egyptian , Zoroastrianism , Viking and Mesoamerican sounds good

6. How existing religions could be modified to be more unique?
Making unique units and buildings for each religion.If you decide to do it I can help giving ideas about them and their efects

7. What Corporations should be added?
Well , any new one must be associatedto a resource or a group of them. Ihave a few ideas:
- Second Skin Manufacturers , using deer , fur , beavers ,buffalo and seals and giving 0.50 coins per resource
- Leather Works , using elephants , cows an crocodriles and giving1 coin per resource
-Internationalmeats , using sheep, pig , cow , deer , buffalo, chicken and seal and giving 0.5 food and 0.25 coins per ressource
-Shirts Factory , using cothon and silk and givin 0.5coins per resource
-World wide Spices , using salt , sugar , sugar beet , spice, cofee and tea and giving 0.5 food and 0.5 happines per resource

8. How existing Corporations could be modified to be more unique?
Unique buildings multiplaying the corporatins effcts , maybe

9. What resources & improvements could be added?
-Seals ,to improve thundra and artic tiles , providing 3 foods 1 hammer 2coins
-Beavers , to use in rivers providing as fur
-Croodriles , for rivers too , working as ivory
-Chicken , working as pigs

10. Do you think existing resources & improvements should be modified?
No

11. What events could be added?
A paladdin ,emerging from an unit if it wins 5 combats in 20 turns and giving leadership , tactics and morale promotions

12. Other changes?
One more time :I think is imprescindiblea slower play mode and the possibility tohave all the civilizations playing at the same time. Both things will make a new kind of game , enabling great combats and wars since stone age

Again , Zappara , thanks very much for your mod , it's a wonder by itself.
If you dont mind to much , i'll appreciate your answer about the ideas i gave.I'm a messmerging andprogamming , but for any other thing you need I'll be glad to help.
Thanks again

gram123
Jan 28, 2008, 12:37 PM
I think there is a couple of great mod components from Rhye and Fall of civilisations you should integrate with ROM.

The Congress is a fantastisk mod, and especially when its combined with, i dont know what it is Rhye did but somehow the AI is just better to do diplomacy. It is much more willing to negotiate, and it gives diplomacy a much more important role in the game.

Rise of new civilisations. I dont think it would be nice to have civ spawning in specific round like in Rhye and Fall, but it could be barb cities who spawn into a real civ (i think that mod is already out there some place) and i remember in some of the old Civ game that civs could split into two or more civs if you took there capital, something like that could be done too - maybe inspired by the stability thing in Rhye and Fall...

gram123
Jan 28, 2008, 12:49 PM
I liked what was added to some of the wonders in the ViSA expansion to warlords. That they spawn units when they are built. In ViSA Roman Roads spawned two fast workers, and built road on all tiles inside your cultural border. Flavian spawned 4 Legions with some very powerful upgrades. And i think Leonardos workshop upgraded units for free, like in some of the old civ games.

There are plenty of possibilities i think it would make a great addition to the wonders

Matt0088
Feb 08, 2008, 10:15 AM
I think that if you combined the parts of Rhye's and Fall of Civilization mod, this mod would be better. Adding stability could add a line civics to keep your civ from callappsing into civil war. What you could also do with this is add buildings that increase stability and have some buildings that you already have in the mod to decrease stabilty.
Instead of barbarian cities, you should put independent civs. using them the same way Rhye does.

Another thought I had was combined the Final Frontier mod with this mod. When you research a tech (Faster than light travel etc.) it goes into something like the final frontier mod. If you do this, what you could put is the unity of the planet. Example: You're the american civ and research the Faster than light travel tech and you go into the final frontier mod. Yet, the japanese and the russians have researched faster than light travel too. You would than get a third of that planet's production, assuming that there is only three civs on the planet. The amount of production, food, and commerce for each planet would have to be much higher for this to work.

CMKMStephens
Feb 17, 2008, 02:12 AM
I've always found espionage to be a rather superfluous aspect as I can never generate enough point without loosing huge amount of money or sacrificing science.

Inn/Tavern - like a hotel, only starting from an earlier time period. Gives Espionage based on proximity to foreign territory/open borders/percentage of foreign influence. This way you can make use of border cities that are getting considerable foreign influence. A further bonus to espionage with Wine (ply them with drink to loosen their lips kinda thing).

Could also generate happiness, wealth.

Also, maybe some civics concerning immigration, border control, and international relations. Start off with something like 'Suspicion' ("We don't take kindly to foreign folk round these parts" *brandishes pitchfork*). Other ones later like:

National Purity - increases unhappiness in cities with considerable foreign populace, but pushes it down in favour of your own faster - loose relationship points with other civs (except maybe other purists?) subsequently
Limited Entry - Free specialists (to represent picking and choosing which immigrants you want in your society), high maintainence to keep such a tight control

GyroLeader
Feb 17, 2008, 03:45 PM
Woah, i just played one game, and noticed, barracks and harbor gives both 49 happines, if you built them both you got 99 happines your town. Why they give so much happines? :confused:

And when i reseached that technoly what obsolets barrack, most of my town go to unhappiness. I think its very unbalaced.

Empiremaker
Feb 17, 2008, 07:41 PM
Each brothel gives +1 :) to all barracks, harbors, ports. I think it should only apply to the individual city. Then a brothel would give a max of 2 :)

w92viking
Feb 18, 2008, 09:46 AM
Zap

Serious man congrates on such an awesome mod, thank you so much for the hours and hours of entertainment you have given me.

I cannot play vanilla BTS anymore, its just dull compared to this.

So some feedback. Well i'll keep it short for now and post more detail later.

Main concern, yes the dreaded CTD. Only solution I have found, which is a temporary one is to do a full reinstall of all of Civ. After doing that 5 times, i am planning on giving the Civ a rest whilst I eagerly await V2. I can happily provide the error messages generated if it help you. I have several saved games just before the CTD. Wish i could help more than that but I am no coder. I have tried going back saves, doing different stuff, to nail down a game aspect that may cause the issue but nothing particular seems to trigger it. I never get the issue with vanilla so I guess something is up.

Second issue. Religion. I find it very easy to get 4-5 religions plus the money building for each. This can get extremly lucrative if you plan to get 3 or 4 of those religions into one commerce city. 100% science in thge early ADs and still generate 100s gold each turn. Couple this withe widers that give you money for religion and well SE and CE seem almost redundant :) This also seems a little unrealistic. Suggest limiting holy cities to one or two max religions only and if possible make some changes to the tech tree to stop easily getting hindu/jud/conf/christianity/islam. Bud and Toa for some reason seem more difficult to get as well, maybe thats just me but seems consitant over many games.

Later tech. Yep it is simply to get 1 tech per turn. Bear in mind i guess i play Prince but i reckon there are a few too many money and sci boosters. Doesnt make sense to build some wonders that give 50% boost when a ebank will do the same thing for example

Speaking of wonders. The middle ages wow there are so many cool ones to build! Yeah i love wonders regardless the experts tell you to plan ahead and avoid the wonder love. i cant help it :) Other ages they seem more spaced out. Would be good as well to make them more different. So many give +100% sci or free techs, even if you miss one you get the other, more induvidualism would be good. Difficult i know with only a limited number or variables to fiddle with

The wonder limit, personally i like the idea, encourages more ballanced and therefore more realistic cities. It is frustrating though that building the early ones basically means you best cities dont get to build the later ones, so i end up building the three gorges in some crappy 10 pop city with 3 hammers buy just paying the 40k (as by this stage money is so easy to come by). Any way of making old/phased out wonders not count to this limit?

Culture - good skills on the 22500 target, very balanced imho

Navy - seems a bit of a lag between galleons -> destroyers. Ironclad are useless if historical and iron frigates seem so much better than SOtL or MoW so i never build those.

Nanite Clouds - funny but stupidly hard. Conquest is easy once you have them (especially vs riflemen :) )


As mentioned before by other - forge needs to be phased out by steel mill and grocer/market by shopping malls etc etc

Settlers that build cities with buildings is not the solution, the problem mainly comes when conquering cities and having to build everything from stratch again. Is there a way of limiting the cities capbailies in another way for a set number of turns? Licke revolting by not stopping anythign happneing just reducing output by a staggered ammountover time or something? like a slowly reduced penalty to ham/beakers/culture -80%, -60% etc?

Diplomacy - need to reduce vassalage, makes sense in the middle ages not the modern world - can it be voided once Emacipation discovered or Free Speech or something?

Coffee/Cotton, yeah you know about this one

Hopefully Civ 5 will seriously revamp this. Gets very frustrating after 2000 years of peace with Shaka and nothing but yellow faces and +10 opion and he still declares war on you


Anyhow gotta go sleep its 1am and work tomorrow

Look forward to v2, even if its just balancing and bug fixes and no extra content

zagaz
Feb 25, 2008, 08:06 AM
I have been looking forward to an update for quite some time, one of my all time fav MODs, lost of choices for leaders and new wonders/buildings etc. 1 thing I notice missing from several MODs is technology leaking with trade routes, I really enjoyed that, any plans on incorporating this?

Keep up the good work, can't wait for v2.0!

zappara
Feb 25, 2008, 09:55 AM
I have been looking forward to an update for quite some time, one of my all time fav MODs, lost of choices for leaders and new wonders/buildings etc. 1 thing I notice missing from several MODs is technology leaking with trade routes, I really enjoyed that, any plans on incorporating this?

Keep up the good work, can't wait for v2.0!At the moment Enhanced Tech Conquest is included which means that you get certain % for one tech when you conquer enemy cities but Tech Leak mod component isn't merged since it has not been updated to BtS version yet.

DukeTogo
Mar 02, 2008, 07:55 PM
Great mod. I just downloaded it and love the changes. No complaints. (however, im a big fan of the old "wonder-rush" since civ2. i changed the 4 wonder limit to no limit, just because I love a ridiculous capital...industrious leader combined with 4 or more mines is a recipe for insanity)

Anyway, I had been thinking about something I wanted to see, but not being a coder/programmer I have no idea where to start. How about a new "prehistoric era?" Im sure its been thought of before, but it bears repeating and I cant be bothered reading posts checking on it. It wouldnt necessarily be long lasting era, just something to add a little more dimension to the early game, with simple techs that make historical sense as precursors to to the ancient techs.


Starting out with 4 "nomads" a generic unit capable of defending itself(like the settlers in civ2) which can be "promoted" when appropriate techs are discovered.

All start with the same 4 basic techs...Communication, Scavenging, Primitive Tools, and Spiritualism. You gain prehistoric "research points" by a different system, maybe through exploration or discovery, or killing wild animals.

A brief summary of the tech tree that I was thinking of. Some of the ancient techs would be changed.

Communication
->Language
---->Chiefdom
-------->Labor(allows unit worker)
------------->Wheel(ancient tech, w/stone tools)
-------->Ornamentation(reveals gold, silver, gems)
-------------->Allows Mining(ancient tech, w/woodworking and stone tools)

Scavenging
->Hunting(reveals game, allows unit hunter)
---->Tracking(ancient tech, w/weaponcrafting and shelters)
---->Cooking(w/fire, reveals salt)
---->Hideworking
-------->Clothing(allows unit scout)
--------------->Weaving(ancient tech)
-------->Shelters(w/woodworking, allows settler)
->Foraging(reveals wheat, corn, rice, potato)
---->Agriculture(ancient tech)
---->Herbalism(w/shamanism)


Primitive Tools
->Stone Tools
----->Weaponcrafting(allows warrior)
--------->Toolcrafting(ancient tech)
->Woodworking
----->Shelters(w/Hideworking, allows settler)
----->Fishing(ancient tech)



Spiritualism
->Shamanism
----->Dreamwalking(reveals dye, hemp :smoke: )
---------->Ritualism(ancient tech w/fire)
---------->Herbalism(w/foraging, allows bldg herbalist)
->Animism
----->Fire
---------->Ritualism(ancient tech w/dreamwalking)
---------->Cooking (w/hunting, reveals salt, allows bldg firepit)

Hunting is now a prehistoric tech and ancient tech hunting replaced with "tracking"

Stone tools is now a prehistoric tech and ancient tech stone tools replaced with "toolcrafting."

Anyway, just a few thoughts

chips2150
Mar 03, 2008, 04:53 PM
First of all: great job on your Mod, it is really fantastic!

Now, I don't really know much, that could enhance RoM, but since I have some problems integrating those very nice Civ-Modules from DWOLF (Nazi Germany - besides original Germany - Iran, Iraq, etc.) myself, I would be very happy, if you could add those to the next version of the mod. And maybe you could add those Features from DalesCombatMod (for more than 18 Players). The extra-stuff is for 18 players and as expected, I have no idea how to successfully integrate the changed dlls without geting one error after the other.

And one more thing i was wondering about was the civics. I am trying to keep an overview, but it is really irritating when you switch from one to another. Is it possible to somehow display what will be the actual consequences? The listing of 'intended' effects ist good, but I'm always a bit surprised about how it actually turns out. Maybe a box someplace where the consequences of the intended change are listed shortly?

NoManners
Mar 04, 2008, 06:07 AM
First of all: great job on your Mod, it is really fantastic!

I totally agree with that!! :)


And maybe you could add those Features from DalesCombatMod (for more than 18 Players). The extra-stuff is for 18 players and as expected, I have no idea how to successfully integrate the changed dlls without geting one error after the other.

Would like to have more than 18 players, too. Probably with a second dll to download as an alternative to the original RoM-gamecoreDLL?

Donkey Puncher
Mar 04, 2008, 08:08 PM
I would like to suggestthe additions of GIR 's wonders just a thought

MrAdam
Mar 05, 2008, 12:08 PM
1. What mods or mod components should be combined?
Dales Ranged Combat Mod

2. How should unit/building/wonders/tech costs be changed?
There should be more time inbetween units requiring copper and units requiring iron. I find in most of my games

6. How existing religions could be modified to be more unique?

Give each of them either a unique unit or a unique building

9. What resources & improvements could be added?

Different levels of farms. Like a basic farm would take 4 turns to construct and give +1 food while a more advanced one would take 7 turns and give +2 food.

10. Do you think existing resources & improvements should be modified? How?

Resources like horse and deer will relocate occasionaly and if you overfarm things like corn they will run out (but if you don't they can become domesticated and produce a bigger bonus or spread around to nearby irrigated tiles. If you're not sure what I'm talking about google wild banana. Huge difference, it was breeded to yeild more food)

11. What events could be added?

If you're city is really unhealthy a plague could start and spread around to other cities forcing you to spend money on better healthcare and channel research to a cure or watch your people die

12. Other changes?

Change around resources. Make like an axeman require 5 copper and lets say mines give out 3 copper a turn (though this varies, you'd have to research better mining techniques and upgrade your mines to get more, plus luck would be a factor since different hills will have different amounts of copper and it will eventually deplete forcing you to build mines on tiles you dont use searching for copper). Allow people to trade lets say 30 pieces of copper for 10 pieces of gold with the computer or 3 pieces of copper a turn in return for 1 piece of gold. Having access to gold would let you build stuff which makes your citizens happier/produce culture and the like (jewlers and like gold monuments for example)

I'm lazy so I'm going to copy+paste what I said in another thread :p

Oh, I have a question about religion. The religions in this game seems kind of unbalanced. The temple of Solomon (which is the Jewish shrine, the 2nd oldest religion) gives +2 research and +1 gold per Jewish city while something like the shrine for Christianity only gives +1 gold or the Confucian shrine gives morale or the Tao Monastery gives martial arts. I tweaked around the values so that religions founded later on give more bonuses and spread easier (Islam has 90 as it's spread value and cities with it give +2 gold and +2 culture while Hinduism has 70 as it's spread value and gives +1 gold, +1 culture)

And 2 of your civics conflict, you can have capitalism and state property which are opposites. In a capitalist society the means of production are privately owned while in a society with state property everything, including the means of production are owned by the states

Also I think you tweak the traits, like make spiritual leaders build monasteries/missionaries faster, expansive leaders build settlers slightly faster and make protective leaders build archers/longbow men faster/get happiness from castles and walls and other stuff. And adding a third trait would make things more interesting (like productive, where tiles with 3 hammers get an extra one or seafaring, where naval units get like +10% strenght and +1 movement)

And if you change around the religious bonuses then you should find a way to increase the amount of gold needed (with like 1 or 2 religions you can easily be at 100% research bringing in like 100 gold a turn. Maybe increase matenence/inflation/civic upkeep)

Last thing, I'm not sure if you've changed this but you should make sacrifical alters require paginism or obsolete with like monotheism as in previous games I'd build them at like 1600 AD which doesn't make too much sense

Last last thing, maybe stop the AI from badgering you and asking for technologies after a certain point and stop them from asking you to declare war on your allies or stop trading with people as at harder difficulties it's quite a nuisence since diplomacy can be a major part of the game but there's no chance of like winning an election for the apostic palace if everyones either '-4 you refused to stop trading with our worse enemy' or '-4 you stopped trading with us'. So if someone asks you to stop trading with someone and you refuse there should only be a small hit to your relationship (like -2 but it's shortlived) and you accept there should be a bonus like '+2 you stopped trading with our enemies'

__________________

RandallS_1985
Mar 15, 2008, 09:49 AM
Do you know how you can build 7 units of the same kind in a city and it still takes the same amount of turns to build them all 7 times?
It would make since if cities could construct units 20-30% faster if they have been building them repeatedly, after all they should have become more efficent at training those units if they have built so many within the last 30 or so turns.

I also have an idea about a national wonder, you could call it say "National Engineering Systems". And this wonder would make it to where all cities in that nation can construct any city improvement 20-30% faster if it has already been built 5 times since the wonder was built. Think of it has a government controlled engineering company. (Or, on second thought, perhaps instead of being a national wonder this feature could be added to a Civic, one of the Communist/Socialist types)

It may be too much trouble to program it, but I just wanted to throw out the idea.;)

strategyonly
Mar 17, 2008, 07:31 AM
Any ETA yet??

SirCabbage
Mar 17, 2008, 04:08 PM
I think some new Civilzations would be a cool additon; like the swedish empire or australia :O

apart from that; amazing mod and I am looking forward to the next version;

A question though; does civilisation allow for the whole call of power style sea worker? I loved call of power's ablity to make underwater cities and roads; added a whole new branch to the game. I gather the whole space city idea wouldnt work (the other city type in CTP1) but underwater cities would be really cool if they were possible in civ 4.

Kalimakhus
Mar 17, 2008, 05:36 PM
I think some new Civilzations would be a cool additon; like the swedish empire or australia :O

apart from that; amazing mod and I am looking forward to the next version;

A question though; does civilisation allow for the whole call of power style sea worker? I loved call of power's ablity to make underwater cities and roads; added a whole new branch to the game. I gather the whole space city idea wouldnt work (the other city type in CTP1) but underwater cities would be really cool if they were possible in civ 4.

underwater cities are possible in Civ4. Actually Visa mod for warlords has them.

SirCabbage
Mar 17, 2008, 07:22 PM
Visa mod ey? Ill have to check it out if this one doesnt add them soon :O Thanks ^_^

Edit: maybe he could see if he could combine with the Civilisation 4 Gold mod for the new countries?

Kalimakhus
Mar 19, 2008, 08:35 AM
Visa mod ey? Ill have to check it out if this one doesnt add them soon :O Thanks ^_^

Edit: maybe he could see if he could combine with the Civilisation 4 Gold mod for the new countries?

You can add civs from Civ Gold to RoM yourself. It is relatively an easy process. In RoM folder find the assets folder and create a new folder there named modules in this one create another name it custom civilizations. Copy any civs you like from civ gold into this folder.

Note: for modular civs to work you have also to change one value in Rise of Mankind.ini. Open this file in notepad and there you will find the folowing

; Modular XML Loading
ModularLoading = 0

change it to
; Modular XML Loading
ModularLoading = 1

SirCabbage
Mar 19, 2008, 03:56 PM
ohhh thanks; I will do that ^_^

zappara
Mar 19, 2008, 06:38 PM
Note: for modular civs to work you have also to change one value in Rise of Mankind.ini. Open this file in notepad and there you will find the folowingYou should also edit little bit that modular civ and add new default civic options for it because RoM has 2 new civic categories and those modular civs don't have any default settings for them.. if not added, it will unbalance the game in the beginning because modular civ will have 3x Despotism. Also some starting techs might be incorrect for modular civs (they were changed from BtS defaults).

Kalimakhus
Mar 19, 2008, 07:05 PM
Good catch Zappara. It totally slipped my mind. However, it is natural that you know better :lol:

@SirCabbage and others

If you have a specific number of civs in mind (ones from the civ gold pack). I would prepare them for RoM compatibility and post them in one little pack.

PanzerMeister
Mar 20, 2008, 09:35 AM
Just wondering ... is it possible within the game to make it so cities can work tiles outside the fat cross? Like within all of its cultural borders? Just curious.

Kalimakhus
Mar 20, 2008, 10:00 AM
@PanzerMeister

Look up Mylon's mod. It does exactly that. The idea was implemented since a long time for Civ4, and Warlords. Mylon's work improves on the original implementation.

Here is a link: http://forums.civfanatics.com/showthread.php?t=241976

0100010
Apr 06, 2008, 11:34 AM
I'll answer each question as I get to them.

Sorry its so long, but I hope you like detail.

First my standard playing style:
Gigantic Map, Snail, 18 civs, Raging Barbs, Aggresive AI, Diety.


1. What mods or mod components should be combined?

Forts with cultural border and zones of control
http://forums.civfanatics.com/showthread.php?t=243427&page=2

More than 18 Civs
http://forums.civfanatics.com/showthread.php?t=192620

Enhanced Spies
http://forums.civfanatics.com/showthread.php?t=259221

Allow Cities to Produce Espionage (likw wealth/research/culture)
http://forums.civfanatics.com/showthread.php?t=249720

2. How should unit/building/wonders/tech costs be changed?


Buildings:
More upgradeable buildings. Some of the buildings you have listed in the 2.0 spoliers
seem to duplicate effects and concepts.

Increase the cost of the Accelerator
Rename Artist's guild to "Academy of the Arts" and make it only buildable by a Great Artist.
Make Advanced Quality Control only buildable by a Great Engineer
Increase the cost of Advanced shielding and Arcology Shielding
Double the cost of the Biological Warfare Lab
Make Ceremonial Alter cost the same as standard Temples
Increase the cost of the Cloning Factory
Increase the cost of the Info net
Rename Lab to "Alchemist's Lab", make it obsolete with Scientific Method instead of Chemistry

Make the Colossus require Bronze Working instead of Metal Casting
Make the Heroic Epic require Military Training in addition to Literature.
Make the SS Cockpit require Advanced Computers instead of AI.
Make the SS Stasis Chamber also require Hydroponics
Make Palace of Potala require Buddhism as the active State Religion
Make Alhambra require Islam as the active State Religion
Make Statue of Liberty require Rep. Democracy & Steel instead of Biology

Techs:
In general, a tech should cost more than it's most expensive pre-requisite tech.
You don't always follow that everywhere.

I have altered the tech tree to follow this reasoning, I believe I got all of them even if I forgot to mention some in the spoiler section (I put it in spoilers tags because it is so long)

I have also altered the pre-requisite tech requirement of a few techs, and eliminated some pre-req AND requirements which were redundant. (unneeded because a existing AND/OR requirement already had it as a prior pre-req in its chain)

Overall the general cost of the late era techs went up though considering the excessive and unbalancing amount of building bonuses to science we already get by then I think this is a good thing. (The late game building bonus quantities are still unbalanced by that can be addressed with building adjustments)

My Tech-Tree Re-balancing changes:
Ancient Techs (currently 33 techs)
Make Metal Castings cost more than Pottery
Increase the cost of Chariotry Slightly (to make it more than Animal Husbandry)
Increase the cost of Trade (more than Animal Husbandry)
Make Seafaring cost More than Trade.
Make Writing cost more than Trade
Make Monotheism cost more than Writing
Increase the cost of Sculpture
Make Meditation cost more than Monarchy
Make Military Training, Meditation and Sculpture Classical Techs.

Classical Techs (currently 22 techs)
Make Usury cost more than Civil Service
Make Banking cost more than Usury
Make Literature cost more than Alphabet.
Make Drama cost slightly more than Aesthetics.
Make Machinery require Iron Working and Mathematics
Make Machinery, Canal Systems, Philosophy & Usury a Medieval Tech


Medieval Techs (currently 16)
Make Optics cost more than Machinery
Make Heraldry cost more than Feudalism
Make Sanitation cost slightly more than Canal Systems
Make Clockworks cost mre than Machinery
Make Banking cost more than Guilds
Make Paper cost more than Civil Service
Make Architecture cost more than Engineering
Make Invention cost more than Engineering
Make Gunpowder cost more than Invention
Make Matchlock cost more than Gunpowder
Make Perspective cost slightly more than Architecture
Make Political Philosophy Require Paper & Philosophy instead of Education.
Make Constitution Require Political Philosophy
Make Constitution cost more than Political Philosophy
Make Constitution, Invention, Architecture, & Perspective Renaissance Era Techs

Renaissance Techs: (currently 32)
Make Photography, Realism, Rifling, Nationalism, Explosives, Corporation,
Replaceable Parts & Military Tradition Industrial Era Techs.
Make Realism cost slightly more than Photography
Make Gunpowder cost slightly more than Education.
Make Matchlock cost slightly more than Gunpowder
Make Metallurgy cost slightly more than Gunpowder
Make Humanism cost slightly more than Printing Press
Make Divine Right cost more than Matchlock
Make Leadership cost more than Divine Right
Make Free Artistry cost slight more than Humanism
Make Juris Prudence also require Political Philosophy
Make Juris Prudence cost more than Divine Right
Make Liberalism cost more than Divine right
Make Mercantilsm cost more than Navigation
Make Economics cost more than Mercantilism
Make Social Contract cost more then Humanism
Make Flintlock cost slightly more than Leadership
Make Naval Tactics cost more than Navigation
Make Grand War cost more than Naval Tactics
Make Corporation cost more than Economics
Make Explosives require Flintlock in addition to Chemistry

Industrial Techs (currently 53)
Make Legalized Gambling, Modern Seismology, Radar, Logisitics, Mechanized Warfare,
Aviation, Amphibious Warfare, Machine Tools, Sonar, Modern Physics, Mass Media,
Armored Vehicles, Guerrilla Warfare, Electronics, Organic Chemistry,
Submarine Warfare and Plastics Modern Era Techs
Make Steam Power cost slightly more than Thermodynamics
Make Refining cost more than Scientific Method
Make Military Science cost more than Scientific Method
Make Marxism require Rep. Democracy instead of Biology
Make Marxism cost more than Rep. Democracy
Make Labor Union cost slightly more than Marxism
Make Agricultural Engineering cost more than Medicine
Make Screw Propeller cost slightly more than Steam Power
Make Semi-Automatic weapons cost more than Steam Power
Make Artillery cost more than Semi-Automatic Weapons
Make Combustion cost more than Railroad
Make Psychology require Medicine instead of Assembly Line
Make Psychology cost slightly more than Medicine
Make Refrigeration cost more than Electricity
Make Fission cost more than Electricity
Make Modern Sanitation cost more than Medicine
Make Flight cost more than Combustion
Make Motorized Transportation cost more than Combustion
Make Fascism cost slightly more than Psychology
Make Civil Engineering cost more than Modern Sanitation
Make Communism cost slightly more than Labor Union
Make Mass Transit cost more than Motorized Transportation
Make Automatic Weapons cost more than Industrialization
Make Submarine Warfare cost more than Industrialization
Make Fission require Industrialism
Make Compulsory Education cost more than Psychology
Make Organic Chemistry cost more than Compulsory Education
Make Electronics cost more than Plastics
Make Guerrilla Warfare cost more than Radio
Make Armored Vehicles cost more than Automatic Weapons
Make Mass Media cost slightly more than Electronics
Make Modern Physics cost more than Electronics
Make Sonar cost more than Electronics
Make Machine Tools also require Refining
Make Machine Tools cost more than Industrialization
Make Amphibious Warfare cost more than Armored Vehicles
Make Aviation cost more than Machine Tools
Make Mechanized Warfare cost more than Electronics
Make Radar cost more than Sonar
Make Modern Seismology cost more than Sonar
Make Legalized Gambling cost more than Mass Media

Modern Techs (currently 39)
Make Artificial Intelligence, Nanotechnology, Gene Manipulation, and Superstring Theory
Future Era Techs
Make Aerodynamics cost more than Radar
Make Vertical Flight cost more than Aerodynamics
Make Naval Aviation cost more than Radar
Make Laser cost more than Modern Physics
Make Biological Warfare cost much more than Electronics
Make Rocketry cost more than Aviation
Make Vertical flight cost more than Electronics
Make Tourism cost slightly more than Aerodynamics
Make Nuclear Power cost more than Computers
Make Guided Weapons cost more than Microchip
Make Jet Propulsion cost more than Manufacturing
Make Satellites cost more than Manufacturing
Make Computer Networks require Microchip instead of Computers
Make Computer Networks Cost more than Microchip
Make Space Flight cost more than Satellites
Make 3D Modeling cost slightly more than Computer Networks
Make Stealth cost more than Composites
Make Modern Warfare cost more than Robotics
Make Space Stations cost more than Robotics
Make Communication Networks cost slightly more than Globalization
Make Virtual Reality cost more than Globalization
Make Recycling cost slightly more than Globalization
Make Magnetic Levitation cost more than Superconductors
Make Unmanned Air Vehicles cost slightly more than Modern Warfare
Make Knowledge Management cost more than Virtual Reality
Make Artificial Intelligence cost more than Communication Networks
Make Nanotechnology cost much more than Superconductors
Make Gene Manipulation cost more than Genetics
Make Superstring theory cost more than Magnetic Levitation

Future Techs (currently 36)
Make Automated Traffic more than Communications Networks
Make Space Colonies cost more than Space Stations
Make Smart Dust cost more than Nanoelectronics
Make Nanobotics cost more than Nanoelectronics
Make Weather Control cost more than Nanobotics
Make Regenerative Medicine cost more than Anti-Aging Medicine
Make Aquaculture cost more then Ecological Engineering
Make Environmental Economics cost more than Ecological Engineering
Make Hydroponics cost more than Ecological Engineering
Make Homo Superior cost more than Bionics
Make Cryogenics cost more than Homo Superior
Make Sentient Earth cost more than Terra Computer
Make Shielding require Advanced Computers instead of Computers
Make Future Tech cost more than Cryogenics


I've attached the modified CivTechInfo.xml so you don't have to do all the work if you decide to use these suggestions.

dasvidania
Apr 09, 2008, 10:03 AM
I hope that in the next release "bombard range" will be into the package, because it doesn't work for me :(
If someone has any idea for to work it, please say me

Thanks a lot ZAPPARA

Commander Bello
Apr 09, 2008, 11:43 AM
I hope that in the next release "bombard range" will be into the package, because it doesn't work for me :(
If someone has any idea for to work it, please say me

Thanks a lot ZAPPARA

Assuming that you mean "ranged bombardment" (being part of Dale's combat mod), I did have the same problem.
I did a complete reinstall of Civ4/WL/BtS/RoM 1.02 (with Kalimakhus's stuff) to get it back again.

Takes around 1 hour or so, if you have everything prepared (meaning that you have all the patches/updates somewhere on your HD, so that you just have to run them in the right moment).

dasvidania
Apr 09, 2008, 11:48 AM
ok, i'm ready

dasvidania
Apr 09, 2008, 11:58 PM
I reinstalled all games, patch but it doesn't still work.
I use Marble for terrain and a dll for 34 civ. Is there something to configure? any file .ini?

Kalimakhus
Apr 10, 2008, 09:45 AM
@dasvidania

If you replace the DLL that comes with the extra stuff with another DLL, of course Ranged Bombardment won't work.

dasvidania
Apr 10, 2008, 10:43 AM
:eek:
ok, thanks a lot, i will try without extern dll.

dasvidania
Apr 11, 2008, 10:32 AM
All it works !!!

thanks :)

only 18 civ whith ranged bombardment? i like to play with more civs.

Great mod, thank a lot for your work

Matt0088
Apr 16, 2008, 10:08 AM
An idea I had was having territory wars. Since almost all wars in our history were fought for territory or resources, I thought it was funny that you can't really do that in Civ4. So, to have wars to gain territory (like a couple important plots) I thought that if you had a unit stay on an enemy plot for something like 5 turns, that plot would become yours and you only can do this if it is adjancent to your territory. Also this only can happen during war.(This is because you wouldn't want the AI to get many plots with no cities around) A mod I just found that does something similar is the Influence Driven War v1.1 mod (it looks damn awesome), although it would have to be modded a little bit for RoM. Using this mod also reduces the complete dominance Defense has over Offensive warfare(If you look at it you'll see why) if you get the RevolutionDCM addon. (Which really should be a normal part of RoM, inside of being an addon).

A another I had was to not have cities completely destroy their non-obslete buildings when captured. I really hate it when captured cities are completely useless for a very long time. So making it an choice to players to have the option to raze any or all of their buildings will help that. They can do it when every they want, but they should obvisously only use it when they think their city is going to be lost. This adds some more strategy to the game and leaves the possiblities for people to capture city and start using in a reasonble amount of time.:goodjob: You can use the Abandon/Raze City/Building mod which does exactly that.

More war related improvements that I thoguht would be good is to have everyone have the ablitiy to use everyone's roads all the time, including during war time. I've read many history books on war and non of them included enemies being hampered by road movement. Also , you should be able to end wars more quickly. Another thing I think is annoying when the AI declares war on you and does nothing after you destroy his initial attack, but won't make peace for another 10-20 turns.

I also have read that Zappara wants an eighth civic section. I found the Overload 2 mod that has at least 8 civics sections.(I'm unsure because I having actually played it)

Lastly, I said this earlier but have put more thought into it, is combining the Final Frontier mod into this one. When you research a technology like Faster Than Light Travel, you go into the normal Final Frontier mod. All other civs in the game would be eliminated. This would be because you would have control of skies and could easily subdue the other civs. This is why you would have a large amount of unhappyness initial after the change to Final Frontier. Then you can have a Rise of Mankind in space. Adding the MOO2 mod could help beef up Final Frontier because I think it is a bit weak.

These are just some thoughts I had and hope they help.
(I'd help if I could but I'm not a modder)

Maatissi
Apr 16, 2008, 10:19 AM
You are a visionaire!

Yet still, I'd prompt everyone to make the effort to improve the game about mankind living on planet Earth, before jumping out to the space. After all, Civilization is, and will always be, far from the perfect experience, even if it is such a magnificent game anyways. ;)

zappara
Apr 16, 2008, 10:26 AM
Current version 2.0 changes list:
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam

Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted

infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry

- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier

- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman

- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman,

pikeman, heavy pikeman, heavy cavalry, infantry

- Added: Carthage flavor units Chariot

- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War

Elephant, cavalry (asian)

- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman,

maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy

- Added: Hellenic Wiseman (missionary)

- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy

swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman

- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units

- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior

- Added: South american flavor units: light cavalry (same as native)

- Added: Asian flavor units: Cavalry

- Added: Colonist, builds city of size 3 with several buildings

- Added: Pioneer, builds city of size 4 with many buildings

- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- 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
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Fixed: Mig15 filename bug
- 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: Jeep size
- 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
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- 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
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Fixed: Zulu Ikhanda obsolete at Leadership

Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city

where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working

Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)

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%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200, requires Philosophy
- Changed: Education cost decreased from 1584 to 1250
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon



National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)

Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)

Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie

Sound
-----
- Added: Abyssinian music
- Added: Iroquois music

Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from

Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)


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

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

Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing

Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine

Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities,

instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion

cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health

from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category

Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- 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

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- 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


Mods
-------------
- Combined: JKP1187's Events mod

Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8

Just few things missing still.. like making new gamefont files (hate those :mad:) and add couple units/wonders. Plenty of flavor units also waiting on my harddisk, it's just so time consuming to add them and when I'm modding like on 1 or 2 evenings per week, I've decided to concentrate on other things than flavor units (for the moment). You might notice that there isn't really huge SDK changes, I tried to combine some mods at one point but had to discard those efforts - combining python between 2 huge mods is hard for person who doesn't really understand python.. so I ran into constant CTDs and had to go back to older RoM build and continue again from there without SDK changes. I'll give it another try once I have basic version properly working. :)

Current RoM 2.0 zipped size is around 96megs and unzipped at around 230megs. First beta version shouldn't be too far away now.. :)

Empiremaker
Apr 16, 2008, 08:17 PM
Amazing. Can't wait to try 2.0. :wow: :thumbsup:

Maatissi
Apr 17, 2008, 03:14 AM
Ummm... Isn't Abyssinia actually just another name for Ethiopia?

I still think that Theology tech appears too early in the tech tree (compared to Philosophy, for example). Christ