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Rise of Mankind 2.9 discussion

As for civics, Free Church is way too powerful compared to the alternatives, and if you're having trouble with relations, make sure to trade techs as soon as you meet a new civ (+4 bonus), start shipping them a spare resource (over time this will improve relations) - preferably for one in return - and hop into any wars that do not threaten you to get the mutual mil boost.

In general, if you make sure to have enough military hanging around, the stronger AI will go after the lower hanging fruit, at which point you can dogpile for the relations boost/easy pickings. It goes without saying that you choose the religion of the strongest civ in the game, which is why I don't bother founding an early religion (get those worker techs).

As for Mercantilism, I've yet to test it with the (relatively) nerfed trade routes, but every food boost you can get is now crucial with the slower growth, and the free hammers can really help new cities later in the game. I was very happy running it over Free Market in 2.7, as there are already a bazillion ways to get extra trade routes in the mid-game.
 
As for civics, Free Church is way too powerful compared to the alternatives, and if you're having trouble with relations, make sure to trade techs as soon as you meet a new civ (+4 bonus), start shipping them a spare resource (over time this will improve relations) - preferably for one in return - and hop into any wars that do not threaten you to get the mutual mil boost.

I agree with most of this, but on crowded maps keep in mind that jumping into wars for that mutual military bonus can get you negatives with 4 or 5 other civs for declaring war on their friends.

As for Mercantilism, I've yet to test it with the (relatively) nerfed trade routes, but every food boost you can get is now crucial with the slower growth, and the free hammers can really help new cities later in the game. I was very happy running it over Free Market in 2.7, as there are already a bazillion ways to get extra trade routes in the mid-game.

Mercantilism seems a bit bugged (which may be why it's comparing much better than before versus Free Market) in that it says you shouldn't get foreign trade routes, but I'm sure I was running it and trading with other continents just fine...
 
Mercantilism seems a bit bugged (which may be why it's comparing much better than before versus Free Market) in that it says you shouldn't get foreign trade routes, but I'm sure I was running it and trading with other continents just fine...

You can still trade with Vassals, if you have some. Or other teammates...
 
Quite a small change, but please rename "Superstring Theorty" tech to "Grand Unification Theory".
Superstring Theorty is just one from rivaling theroies which are made to create the GUT.

Theory of Everything WW is replaced by many WWs, which are named form the current theories.
WWs special abilities :
+ 1 free Scientist
+ 1 Scientist slot
+ X %chance to (start a golden age) and ( +10% all Cities) and ( +10% all Cities) and (+1 in all Cities) (+1 free specialist in all Cities)

X is based on the number of WWs, maybe 100/WWs*2 (this means that statisticy 2 GUT models proven to be truth on average)


http://en.wikipedia.org/wiki/Grand_unification_theory
 
I love Cristo Rodentor. Allows me to flip every couple turns between 100% science on Free Church or Atheists and 100% money on Intolerance. Thats in addition to the obvious benefit of going from Democracy and fascists depending on wars.

If theres a weak civ that is going to die its good to look what impact on relations declaring war will have. If a civ dies the benefit of a mutual struggle stays just like the attacked a friend does. Early on it will rarely be worth it as you'll get a significant net loss in relations points and you wouldn't know who the dominant civs will be. Later in the game you'll be able to identify who are the power players and try to make them happy with you.

Weak and medium strength civs opinion of you don't matter nearly as much, if they attack you its just a nuisance. If a strong civ does it can kill you. Early in the game it is common for an average strength civs to conquer a civ or 2 and become the strongest, so trying to make the strongest civ early happy at any expense isn't such a good idea.
 
I finally moved a worker onto a jungle tile (I'm playing a snail game with revolutions on for the first time on Monarch and am quite pleasantly surprised by the pace) once I got Iron working and found a command to build a jungle camp available, and I must say I like the option. Is there any chance we could get something similar for forests early with that same chance of generating resources appropriate to orchards or plantations?

I still find I'm short on either salt or stone. If we could build quarries (maybe shift 1 point of the production from the resources that normally allow them) on deserts at least with a chance of discovering either (or marble, I guess), I think that would be helpful.
 
Guys, I have a concern regarding gameplay experience w/ all the latest changes

I've just gotten at the end of Medieval age for my first Emperor game on RoM and there are some things that may require some balacing in light of Zappara's reworking of medieval techs

- the Spiral Minaret, there should be only one gold per religious building not two
- at most 3 culture points from priests instead of 5, for the Sistine Chapel
- Inquisitors should be more expensive, like extra 25%-33% hammers
- Bourgeois should give a little bit more instability
- Heavy pikemen and heavy swordsmen are too cheap

As medieval techs feel ok on Normal speed, when moving onto Renaissance the game suddenly becomes way too easy for Emperor... ideas?
 
OK, be kind folks. I would love to play on those nice big juicy maps (Gigantic) w/o the crashes. I would also like to see the map more clearly (alot of clutter/lack of contrast with map & units)

Is it possible to have an option for alternative NATA unit counters instead of the figures? Also, is it possible to have a simpler map/terrain instead of 3-D? It would be a lot simpler to see, but it may actually be easier on my computer and reduce crashes? Maybe even be able to play the largest of Maps?

I know this goes against what many like, but game function (playability) is just as, if not more important than visual candy. Let the egg tossing begin:eek:.
 
OK, be kind folks. I would love to play on those nice big juicy maps (Gigantic) w/o the crashes. I would also like to see the map more clearly (alot of clutter/lack of contrast with map & units)

Is it possible to have an option for alternative NATA unit counters instead of the figures? Also, is it possible to have a simpler map/terrain instead of 3-D? It would be a lot simpler to see, but it may actually be easier on my computer and reduce crashes? Maybe even be able to play the largest of Maps?

I know this goes against what many like, but game function (playability) is just as, if not more important than visual candy. Let the egg tossing begin:eek:.

I too prefer game play to eye candy. You can set the graphics options on the units to just display one unit rather than the formations Ctl-O. I use "single unit graphics" and "no battle zoom".
 
It would be nice if there were a way to freeze all the animations. Mines, fish, trees, etc. Civ was fine with sprite graphics, and never should have gone 3D. This is one of the rare games that wins on gameplay alone.
 
It would be nice if there were a way to freeze all the animations. Mines, fish, trees, etc. Civ was fine with sprite graphics, and never should have gone 3D. This is one of the rare games that wins on gameplay alone.

Just turn annimations off. This has been known to cause some units to look like other units on the odd ocassion.
 
A few things about RoM. I just started playing it and like it a lot!

- How about early farm and cottages. farm gives +1 food and cottage +1 food and +1 commerce (growing further). Cottage looks innitially so much better than farm. Does farm gets benefits quickly enough, so that a player does not build only cottages in early turns?

- Maybe a new terrain type? Something between hills and a peak. some mountain type, different than a hill but accessible and cities could or could not be built, but definitely roads and improvements like mines could be built there. If you think about, there are no real mountains in civ4, just hills and then peaks, like K2 or Everest? Maybe peaks should be accessible to scouts and some mountain-upgraded troops, etc. (don't know if they already are) Like Alps in Europe, you can go there, some well trained military can go there, but I would not call them hills.
 
Are Storms out of control?

The 3 screenies would seem to indicate they are.

JosEPh
 
Would it be possible to mod in an improvement or terrain to make a tile less defensible? Call it barbed wire, or tank traps, or fire pits, or whatever, but something to make the occupier of the tile more susceptible to attack.

At this point my border/chokepoint strategy has pretty much been to clearcut all surrounding foliage from a fort (hopefully positioned on a hill and/or forest/jungle for better protection) then lay roads everywhere (to make it easier to strike trespassing units and withdraw back to the fort to avoid any counterattack the next turn) and attack any units coming near the firebase. It would be great to be able to have my workers build/modify the terrain to make it easier to attack intruding units, as opposed to trying to promote units to a level where they get a bonus attacking that particular terrain (usually plains or grassland by this point).

Adding to this, for the earliest ages can we have a predecessor to the fort?

- For the earliest ages I'm after something that doesn't necessarily get any defensive bonuses, but is just a watchtower that your workers can place on the outskirts of your borders (or out of your borders) in order to break up map fog in an attempt to prevent barbarians spawning.
 
Adding to this, for the earliest ages can we have a predecessor to the fort?

- For the earliest ages I'm after something that doesn't necessarily get any defensive bonuses, but is just a watchtower that your workers can place on the outskirts of your borders (or out of your borders) in order to break up map fog in an attempt to prevent barbarians spawning.

Like in Civ 3 :)
 
A few things about RoM. I just started playing it and like it a lot!

- How about early farm and cottages. farm gives +1 food and cottage +1 food and +1 commerce (growing further). Cottage looks innitially so much better than farm. Does farm gets benefits quickly enough, so that a player does not build only cottages in early turns?

Once cottages grow a little they lose that additional food.
Farms get +1 food on slavery. A couple civics also give +2 commerce for farms.
 
Feudalism=+1 food on farms as well.
 
How difficult would it be to add a way to gift troops to a civ without needing to have open borders? Would it be possible to add it to the options that come up when attempting to move troops into another civs borders, so in addition to "Yes, Declare War" and "No, let's reconsider.." there would be an option to gift the unit(s) to that civ?
 
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