UnOfficial Expansion: Rise and Fall of Empires

Genghis.Khan

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Disclaimer: The Sid Meier's Civilization V: Gods and Kings 'UnOfficial Expansion: Rise and Fall of Empires' Modding Project is a WIP (Work in Progress) Customization of Sid Meier's Civilization V: Gods and Kings. However this Project, even if owning no completed project, includes several minor released Customizations, more commonly know as [GandK] ModMods. This thread has the purpose of providing a source of information about the Delevopment and Announcements rather than including discussion about this Moding Project.


About the Project

Our Purpose

UnOfficial Expansion: Rise and Fall of Empires has grown to be a large project. Altought including only a small team of people who, with non-commercial profits, dedicate themselves, in their free time, to delevop a customization of a game they greatly apreciate. Modding is as Game Delevopment, itself, an art, requiring imagination and time, but with some unfortunate limits due to programming issues. Programming in Game Delevopment is an Art as well, and also a Science, to convert ideas into code, to make those ideas actually happen. Computers rule the world, and are resposible for a lot of our confort and are a part of our lifes.
Gaming is a way to stimulate imanigation and as reading, to let people live new experiences, new world, alternative events, and to provide hapinness, a critical dimension of human beings. There are many people who's life goal is to reach the perfection of happiness, while others want to leave a mark, their own ideas, creations, to contrbute to this world, even if History nevers recognize them. The main purpose of this Customization of Sid Meier's Civilization V: Gods and Kings is to provide a source of happiness to every player and to the delevopers of this Mod.

Our Goals

UnOfficial Expansion: Rise and Fall of Empires' main goals in the Customization of Sid Meier's Civilization V: Gods and Kings are to enhance Gameplay Exprience, provide and polish Historical Accuracy, an important dimension of this game, as History is an important part of our lives, because we are not who we are just because who we are, we are who we are because of who we are and our culture, who 'we' were in the past, the past of our ancestors, provide a Challenge to all the players, stimulate their capacities to solve a situation, as there is not one option, but many, and also to increase Immersion, make the player actually being inside the game, provide a simulation with the highest possible level of realism

Delevopment Team

UnOfficial Expansion: Rise and Fall of Empires is delevoped by a team of three members of the Civilization Fanatics Centre. While most of the work is handled by the Lead Designer and Programmer, there are also large contributors to this project. As most of UnOfficial Expansion: Rise and Fall of Empire's work is compatibility between other existing Customizations of Sid Meier's Civilization V, there is no real author of this Mod, only of it's original content, which represents a smaller part of this Project. None of the delevopers have professional experience in Programming or Game Delevopment. Firaxis Games has made possible that customizations are easily implemented without any major knowdlege of Programming. Derek "Kael" Paxton has created the "Modder's Guide", in which consists most of the Modding experience of the developers. Even if you don't know anything about Modding, as long as you have time and want to learn and help, you have a place in this team.

Genghis.Khan - Lead Designer and Lead Programmer (eXtensive Markup Language; Structured Query Language)
Status: Active

mrc2022 - Designer and Programmer (eXtensive Markup Language)
Main Assignment: Building Designing and Programming
Status: Inactive

crawf0rd - Designer and Programmer (eXtensive Markup Language and Structured Query Language)
Main Assignment: Beliefs Designing and Programming
Status: Inactive

lp_04 - Designer, BoardGame Lead Designer
Main Assignement: Scenario Designing and BoardGame Designing and Development
Status: Active

Special Thanks

The UnOfficial Expansion: Rise and Fall of Empires Development Team would like to thank the following individual and entities for their contribuition to the Development of this Modding Project, If you think you should be referenced here and you are not, please, send a private message to Genghis.Khan at the Civilization Fanatics Forums.

Firaxis Games for providing Modding Tools necessary to the Delevopment of this Mod and for making Sid Meier's Civilization V highly customizable

Derek "Kael" Paxton for providing the "Modder's Guide", an excellent tutorial about Sid Meier's Civilization V Modding that made this Project possible

lemmy101 for providing the Indie Stone Visual Tech Tree Editor, making the process of Technology creation much easier

CaptainBinky for providing the Indie Stone Visual Tech Tree Editor, making the process of Technology creation much easier

Drawmaeus/Strabo for helping and directing this Team through DLL an Lua Modding

Thassalicus for helping and providing code in Lua Modding

whoward69 for helping and awnsering several questions allowing more extensive Modding

Sir Shivfngle for believing in this Modding Project right from the start and helping in Testing and Debugging and provide Suggestions to Improve this Project

SOT_Mohawak for believing in this Modding Project from the start and providing Suggestions to Improve this Project

PawelS for helping with the Colonies! [GandK] ModMod

General Tsao for helping with the Colonies! [GandK] ModMod

Gorhaaz for helping in Debuging this Modding Project

FramedArchitect for helping and believing in this Project from the beggining

Gedemon for helping and awnsering questions which allowed this Project to happen

Irkalla for helping and creating the pseudocode of the Exploding Volcanos concept

black123 for believing in this Modding Project from the beggining

Teutonic_Rush for believing in this Modding Project from the beggining

Craig_Sutter for helping in the pseudocode of the Dynamic History Scenario Project

NotSoGood for helping in the Dynamic History Scenario Project by awnsering Lua-related questions

Androrc the Orc for helping in Structured Query Language related questions

Liztiago for contribuiting to this Project's designning
 
Released [GandK] ModMods

The Delevopment Team of the Sid Meier's Civilization V: Gods and Kings Modding Project 'UnOfficial Expansion: Rise and Fall of Empires' has chosen to release separate Mods including fewer changes to Players willingly to play only a slightly customizated game, and to also act as a test and bug catching tool, allowing improvements and changes to the concepts in order to mantain Game Balance, Historical Accuracy, Gameplay Enhancement, Language Accuracy and Immersion. The enjoyment and acomplishment of a Modding Project is more than the delevopment the release of the customization, allowing people to see the game within a different perspective, your own.


Released ModMods

We have chosen to post the released ModMods both in the Civilization Fanatics Centre Database and in the Steam Workshop, to provide different sources and allow players to reach our Customizations through different ways, not requiring a service. The first released ModMod "[RFE] Gameplay Enhanced and Slightly Improved AI" focuses in Gameplay Enhancement and providing a Challange, by imrpoving the AI to play more competitively. The second released ModMod "[RFE] Colonies" adds a whole new different concept in the game and focuses on Immersion, Historical Accuracy, by displaying a relevant part of History ignored by Sid Meier's Civilization V and Gameplay Enhancement.

[RFE] Gameplay Enhanced and (Slightly) Improved AI

Steam Workshop Download Link
Civilization Fanatics Centre Download Link

Development Information: Version 1.1 Beta
Version 1.2 Beta in Development

Changelist
Spoiler :
Cities
Spoiler :
Cities have less defensive strength and gain slightly less new strength with new
Cities now only loss 10 per cent of the population when captured
Captured Cities now only lose 30 per cent of their styrength
Cities now heal more slowly

Happiness Mechanincs
Spoiler :
Reduced growth penalty when unhappy.
Reduced production penalty when very unhappy

Gold
Spoiler :
Updgrading units is now fifty per cent cheaper

Units
Spoiler :
Units are fifty per cent cheaper
Settler has now 3 moves
Atomic Bomb and Nuclear Missile Rnage increased (2)

Research Agreements
Spoiler :
Research Agreements have now effect in 15 turns

Puppets
Spoiler :
Puppets now generate more culture and science

Policies
Spoiler :
First Policy cost reduced to 20. Therefore every policy is now slightly cheaper

Starting Locations
Spoiler :
Players will now only start in locations with six or more land tiles
Starting locations will now include more production tiles

Resources
Spoiler :
Strategic Resources are now likely to spread in quantityy of 6

3UPT

AI Changes

Spoiler :
AI is less likely to hate warmongers
AI is more likely to rushbuy units and buildings
AI now is more likely to defend their land with more units
AI should now have more units in their capital city
AI now has less chance to form permanent wars
AI now values much more the policies you chose (Autocracy, Freedom and Order)
AI now values less gold per turn
AI is now more likely to build cities on resource tiles
AI now values hills more
AI is more likely to accept Peace Deals
AI is more likely to accept cooperation in War


Specialists
Spoiler :
Specialists have extra yield

City States
Spoiler :
Enchanced Influence Gained by Trade Missions (50)

Promotions
Spoiler :
Instant Heal now grants you more health

Barbarians
Spoiler :
Increased Max XP Gained from Barbarians (30)

Culture
Spoiler :
Faster Culture Growth
New Cities now increase less cost of acquiring future policies

Diplomatic VC
Spoiler :
Owning the UN grants you now 2 extra votes

Religion
Spoiler :
Great Prophets spam since you acquire 150 faith and have greater chance of spamming once you get 150 faith
Pantheons now only increase costs by 3 faith

Score Calculation
Spoiler :
Technologies Score Value Increased (6)


[RFE] Colonies!

Steam Workshop Download
Civilization Fantics Centre Download

Development Information: Version 1.4 Beta

Description

Creates the Colony Improvement which can be created by the Colonist unit, avaible at Navigation. Colonies can only be build outside your borders and cause all the adjacent tiles to be yours. Altought causing 1 :c5unhappy: Unhappiness and being slow to build, the Colony Improvement grants you 2 :c5production: Production and 3 :c5gold: Gold, and connects any resource placed on the centre tile.


Downloading Issues and Bugfix

Downloading Issue - [RFE] Gameplay Enhanced and (Slightly) Improved AI

Reported by: Gorhaax
Causes: Unknown
Consequences: After Downloading An Empty Folder was Created
Fix: Issue fixed by Downloading a zipped version of the [GandK] ModMod, which can be found here
 
Concepts Index (in progress)

1. Civilizations
1.1. Unique Abilities
1.2. Unique Components

2. Buildings
2.1 National Wonders
2.2 World Wonders
2.3 Regular Buildings

3. Units
3.1 Melee Units
3.2 Ranged Units
3.3 Naval Units
3.4 Special Units

4. Technologies
4.1 Technology Tree

5. Colonialism
5.1 Colonists
5.2 Benefits
5.3 Revolts

6. Balance Changes
6.1 Gameplay Changes
6.2 Building Changes
6.3 Units Changes
6.4 Civilization Changes
6.5 Miscelanneous Changes

7. Emmigration

8. Global Warming

9. Taxes
9.1 Benefits

10. Technology Diffusion

11. Cultural Diffusion

12. Slavery
 
Technologies NOT UPDATED See posts #29 and #30 for Updated Versions
17 New :c5science: Technologies in 7 New Eras


Technology Tree Preview

Ancient and Classical Era
Spoiler :


Medieval and Renainscence
Spoiler :


Industrial
Spoiler :


Modern/Atomic
Spoiler :


Information
Spoiler :


Technologies Changes

Ancient Era
Spoiler :
Fishing - Allows to Build Galleys, Fishing Boats.
Trade - Allows to Build Palisades and Caravans. Allows Trade Routes. Allows to Build Town Hall.


Classical Era
Spoiler :
History- Monuments and Castles Now Provide +1 :c5culture:.
Alphabet - Trade Routes Yield 2 :c5science:. Tech Diffusion Starts.
Chariotieng - Allows to Build Chariots and Chariot Archers.
Copper Working - Allows to Build the Axeman
Cartography - Allows to Build the Explorer. Allows to Build the Cartography School of Sagres Wonder. [IT IS NOT POSSIBLE BUT IF...] Allows Map Trading.
Code of Laws - Allows to Build Corthouses. Cities Social Policy Modifier Decreased by 50 per cent. Allows to build the Maceman and Corthouse.
Surgery - Allows to build the Hostel. Cities grow 10 per cent faster.


Medieval
Spoiler :
Music - Allows to Build the Chapel. Allows to Build the Gregorian Music Wonder.
Alchemy - Allows to Build the Alchemist Lab.


Renainssance
Spoiler :
Scientific Method - Allows to Build the Experiments Laboratory. +2 :c5science: per Libraries. Specialists produce +2 :c5science:.
Humanism - Allows to Build the Prision. Each specialist produces now +1 :c5culture:. Social Policies are 25 per cent cheaper.


Industrial
Spoiler :
Explosives - Allows to Build the Granadier and the Mine Field Improvement.
Medicine - Allows to Build the Hospital. 20 per cent faster :c5citizen: growth


Modern
Spoiler :
Criptography - Recieves 1 extra Spy. Allows to Build the Counter Intelligence Facility Building.


Information
Spoiler :
Genetics - Allows to Build the Genetic Engineered Soldier. Allows to Build the Genetic Research Facility Building.
 
Units

Melee Units


Spoiler :
Axeman. Avaible at Copper Working. +20% against melee. -2 strength than Swordman. No Resource Cost. Upgrades into Maceman.
Maceman. Avaible at Code of Laws. Extra 10% against melee. 11 :c5strength:. No Resource Cost. Upgrades into Granadier.
Light Cavalary. +1 :c5moves: than the Original Cavalary. -2 :c5strength:. Costs less 40 :c5production:
Heavy Cavalary. +3 :c5strength: than the Original Cavalary.
Light Tank. +2 :c5moves: than the Original Tank. -3 :c5strength:. Costs less 60 :c5production:. Does Not Ignore Building Defense
Heavy Tank. +7 :c5strength: than the Original Tank. Has Cover I and Cover II Promotion. Has -1 :c5moves:. Requires 2 Oil
Chariots. Avaible at Chariotieing. -2 :c5strength: than Horseman. Has 3 :c5moves:. No Defensive Terrain Bonuses. Upgrades into Horseman.
Explorer. Avaible at Cartography. Has 10 :c5strength: and 3 :c5moves:. Starts with Scouting 1 Promotion. Upgrades into Pioneer.
Pioneer. Avaible at Navigation. Has 14 :c5strength: and 4 :c5moves:. Starts with Survivalism 1 and 2 Promotions. Upgrades into Expeditioneer.
Expeditioneer. Avaible at Radio. Has 18 :c5strength: and 6 :c5moves:. Starts with Scouting 2 Promotion.


Naval

Spoiler :
Galleys. Avaible at Fishing. Has -2 :c5strength: than a Trirreme. Costs only 50 :c5production:. Has 2 :c5moves: and Starts with Melee Only Promotion



Ranged

Spoiler :

Mounted Archer. Avaible at Chivarly. (Mounted Ranged Uniques Included.). Has -2 :c5rangedstrength: than a Keshik. Has 3 :c5moves:. Cost 110 :c5production:. Upgrades into Light Cavalry.
Mortar. Avaible at Explosives. Has -4 :c5rangedstrength: than Artillery. Has 2 range. Upgrades into Rocket Artilerry. Costs 260 :c5production:
Granadier. Avaible at Explosives. Has 30 :c5rangedstrength::. Costs 270 :c5production:.



Special

Spoiler :
Spy Sattelite. Avaible at Sattelites. Has Invisible Promotion. Has 0 :c5strength: and has 2 :c5moves:. Has 15 sight
 
Announcement

A New Version of the Sid Meier's Civilization V UnOfficial Expansion: Rise and Fall of Empires [GandK] ModMod: 'Gameplay Enhanced and (Slightly) Improved AI' has been released'!

Changelist
Spoiler :

AI Changes
Spoiler :
AI is now more liekly to accept Peace Deals
AI is more likely to accept cooperation in War
 
Announcement: A Larger Team

lp_04 has joined the Sid Meier's Civilization V UnOfficial Expansion: Rise and Fall of Empires Development Team. He is going to design the Neolithic Era and he's going to create a boardgame based on the Rise and Fall of Empires Project. He is acting as a Designer and Boardgame Lead Designer
 
Rise and Fall of Empires: The Boardgame

lp_04 has began the Development and Designing of a Boardgame based on the Sid Meier's Civilization V UnOfficial Expansion: Rise and Fall of Empires Project. The Boardgame will be Free Print&Play and the Open Development Thread is avaible here
 
Rise and Fall of Empires: The Boardgame Release Soon

lp_04 has posted the beggining of the Final Design of the Rise and Fall of Empires Boardgame. Excepct it to be out soon and Avaible to Download, Print&Play for Free. Just an example of the designning of this Boardgame can be found here

Civilization Cards Preview:
Spoiler :


Wonder Cards Preview:
Spoiler :
 
The Last [GandK] ModMod before Final Release

The Development of the the Sid Meier's Civilization V: UnOfficial Expansion: Rise and Fall of Empires Modding Project is reaching it's final stages before the first Alpha Release. Sure, there is a lot of work to do, to Polish, to make Compatibility, to Design, to Code... Still, we want to release as soon as Possible and as much Polished as possible too. Soon, the last [GandK] ModMod 'More Uniques' will be released allowing an extra Unique Component per Civilization. We hope that, in the before April you can enjoy the first Alpha Version of Sid Meier's Civilization V: UnOfficial Expansion: Rise and Fall of Empires
 
Brave New World and Rise and Fall of Empires

After the Announcement of the New Sid Meier's Civilization V Expansion: Brave New World, we Decided to Change Several Points in the Design of this Game. There isn't a lot of information about the Brave New World Expansion, but based on the ones we have we have Chosen to Change Several Points in the Modding Project's Design. There will be, of course, Modifications to the New Rules of the Brave New World Expansion according to the Goals of the Sid Meier's Civiliozation V's Customization: UnOfficial Expansion, Rise and Fall of Empires.
The main points that have Changed Due to the Announcement of Brave New World are the following:

1. Cultural Victory will not be reworked at least before the release of Brave New World
2. Social Policy System will not be reworked untill the release of Brave New World.
3. Less Focus and Effort will be spent on New Civilizations.
4. New Concepts can be Reworked in a Similiar Manner and Philosophy as the '[RFE] Gameplay Enhanced and (Slightly) Improved AI' ModMod
5. Several Wonders, Units, Technologies and Buildings will be deleted or will not be released in Rise and Fall of Empires if released in the Brave New World Expansion Pack
 
Brave New World and Rise and Fall of Empires II

After the Recent Developments concerning the Announcement of the Brave New World Expansion Pack, there was a necessity of, at least for the First Releases of this Sid Meier's Civilization V's Customization. Due to the New Informations provided by Firaxis Games at the PAX East Conference, the following changes have been decided to this Modding Project's Designing:

Caused by the uncertainity of the Informations concerning the New Civilizations included in the Brave New World Expansion, the decision has been made to, before any clear announcements made by Firaxis Games, only Civilizations whose Existence in the Expansion Pack has been refuted, or that are highly unlikely, due to Political or other Reasons, to be included in the Expansion Pack. The planned Civilizations that match those requirements are the following:
. Sumeria
. Israel


Caused by the uncertainity of the Informations concerning the New Wonders included in the Brave New World Expansion, as several Wonders Announced match those planned, in a similiar manner as the process used in the creation of New Civilizations for this Modding Project's First Releases, only Wonders whose Existence in the Expansion Pack is highly unlikely will be included in the Project:
. Cartography School of Sagres
 
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