More music

45°38'N-13°47'E;14091023 said:
Ok, I've changed python code in Foreign Advisor to make it work with your modmod, but you'll need to add in Chronicles_Civic_Reforms_GameText.xml following text

Code:
    <TEXT>
        <Tag>TXT_KEY_CIVICOPTION_ABBR_IMMIGRATION</Tag>
        <English>Immigr</English>		
    </TEXT>		
    <TEXT>
        <Tag>TXT_KEY_CIVICOPTION_ABBR_LABOR</Tag>
        <English>Labor</English>		
    </TEXT>		
    <TEXT>
        <Tag>TXT_KEY_CIVICOPTION_ABBR_MEDIA</Tag>
        <English>Media</English>		
    </TEXT>	
    <TEXT>
        <Tag>TXT_KEY_CIVICOPTION_ABBR_STANCE</Tag>
        <English>Stance</English>
    </TEXT>		
    <TEXT>
        <Tag>TXT_KEY_CIVICOPTION_ABBR_TERRITORY</Tag>
        <English>Territory</English>		
    </TEXT>

For now, it will only display TXT_KEY_CIVICOPTION_ABBR_XXX until you put the above text into your mod.
THX! I'll try to do it ASAP :)
45°38'N-13°47'E;14084307 said:
OK, I'll try the building enabled civic solution and I'll let you know. It's a more elegant solution and you never know if it can be used for something else.

One thing I noticed when testing my modmod: If you set up a non-researchable dummy-tech as the civic pre-requirement the civic will not show up in the civic list, not even after enabling it with FNT :eek: For this reason I chose future tech as a requirement.
 
One thing I noticed when testing my modmod: If you set up a non-researchable dummy-tech as the civic pre-requirement the civic will not show up in the civic list, not even after enabling it with FNT :eek: For this reason I chose future tech as a requirement.

I know, I've tried it myself. I see what I can do for a building enabled civic solution. :)
 
Sogroon, on your next update of the civics mod, remember to remove
<BuildType>BUILD_SAFARI</BuildType>
from UnitInfos or you'll get a (non fatal) error at start because Safari was removed in latest Vokarya's update. :)
 
45°38'N-13°47'E;14102591 said:
Sogroon, on your next update of the civics mod, remember to remove
<BuildType>BUILD_SAFARI</BuildType>
from UnitInfos or you'll get a (non fatal) error at start because Safari was removed in latest Vokarya's update. :)

Yepp, I did it already. Will upload a new version with a new module later today: In The Begining an expanded ancient era :)
 
Chronicles
Chronicles.jpg
-->Download<--

This is a module compilation for Rise of Mankind: A New Dawn.
Recently it contains only three modules but I am planning more (if I will have enough time and the right mood).

Installation:
  1. Download
  2. Extract to your Rise of Mankind: A New Dawn folder
  3. Start the launcher and check the modules you want to play with.
  4. Run the game.

What's new?
  • New module: In The Beginning expands the ancient era with more techs, buildings and units to give the stone-age feeling. I have imported most (if all of the content form C2C, so much thanks for their work)
  • Also fixed/updated some other things.
 
Sogroon,

tanks for updating the add-on.
The last game on prince i was 4 times as strong as the number 2 in the game.

About the civics : It slows the number of city's in the starting areas, which i think is positive.
About the nukes : you need uranium , for the use of the civic mad in the modern age.

there are also non-uranium biological nukes available in the modern area, so i prefer MAD available with adv rocketry. I will change it bij myself.

The next game i play with adv ancient area mod. monarch level.
 
So, Chronicles is an exe file. Why's that? What changes are in the In the Beginning module?
 
Sogroon,

tanks for updating the add-on.
The last game on prince i was 4 times as strong as the number 2 in the game.

About the civics : It slows the number of city's in the starting areas, which i think is positive.
About the nukes : you need uranium , for the use of the civic mad in the modern age.

there are also non-uranium biological nukes available in the modern area, so i prefer MAD available with adv rocketry. I will change it bij myself.

The next game i play with adv ancient area mod. monarch level.
THX for the feedback :king:
What you say about MAD makes sense. I may consider changing it back to original.

So, Chronicles is an exe file. Why's that? What changes are in the In the Beginning module?

It's a self-extracting RAR. I thought it is cool to back it that way, but maybe next version will be just a simple rar.
In the beginning expands the ancient era by adding more techs, buildings, a few more units (raft and canoe) and wonders (Venus of Willendorf and Caves of Altamira).
It's not fully balanced but playable so every feedback is welcome :)
I'm also planing to make the ancient era more busy by giving you more micro-management, but that's a bit bigger job to do.

My new update will contain an other module: Jewels of the Land will contain more terrain features (islets, reef, savanna, hot springs and scrub from RI, and kelp and bamboo from C2C) mainly for decoration but with some new things too: One can build fishing boats on islets, reef and kelp, and will have chance to find sea-food on it (like crops on farms, metals in mines, etc).
 
Have you considered adding an Industrial/Modern-era version of Despotism to the Government civics?
I ask because sometimes I like to change up my gameplay from my usual "benevolent ruler" of democratic rule and go fascist or communist dictatorship and while Despotism still fits, it almost seems obsolete by that point in the game because it's such an early governing type.
Call it "Dictatorship" or "Authoritarianism" maybe? I don't know.
Just wondering.
Thanks, though, love these add-ons to the game!
 
Have you considered adding an Industrial/Modern-era version of Despotism to the Government civics?
I ask because sometimes I like to change up my gameplay from my usual "benevolent ruler" of democratic rule and go fascist or communist dictatorship and while Despotism still fits, it almost seems obsolete by that point in the game because it's such an early governing type.
Call it "Dictatorship" or "Authoritarianism" maybe? I don't know.
Just wondering.
Thanks, though, love these add-ons to the game!

Maybe...
But I'd rather like to make Despotism a worthy choice regardless of era.
Any ideas and proposals are welcome.
 
Haw about later techs unlocking some civic building(s) for despotism?

Secret Police
  • 0.3:mad:/population
  • +3 local rev. stability
  • -33% war:mad:
  • +1free spy
  • a free promotion for espionage units

I think a maintenance lowering building would be useful also compete with Monarchy's supremacy in this area. Any idea?
 
I have 2 more building ideas that could make despotism more attractive (for you, not your citizens :D)

Labor Camp
  • 1 free slave
  • 5 slave slots
  • 0.25:mad:/population
  • city need 15% more :food: to grow
  • 2:mad: with Liberal or Emancipation

Auschwitz (national wonder)
  • 3 free slaves
  • 10 slave slots
  • +3:hammers: for slaves
  • -1 population in all cities
EDIT: Okay, that was bad idea.
 
Referencing concentration camps is a little bit too far, wouldn't you say?
 
I disapprove it IRL.
The same as nukes, biological warfare, terrorism, slavery and war altogether.

However it is part of history just as much as any other feature in Civ. Stalin for example was a real blood-handed dictator, yet he is part of the game.

While I don't insist adding those, I also don't like hypocrisy. (I am not talking about you just in general) But you may be right that it is such a taboo that would hurt the feelings of many.

I'm just still brainstorming and waiting for feedback.
 
I think the Labor Camp building might work to give the ancient Despotism civic the upgrade it needs in the modern times.
 
I have little problem with Slaves in the Industrial era (and later)
I think +3:hammers: along with the 1:mad: and 0.5:yuck: is not very "attractive"
Other specialist yield far more bonuses by that time and slaves don't do that much of help as they did in the early game. So I'd want to increase their :hammers: bonus in the later game but I know of only 2 ways: Wonders or Civics.
My earlier idea about a wonder, Auschwitz is such a taboo that I don't want to go for.
The only other solutions I can think of is the civics:
Planned and Nationalism both giving +1 or +1.5:hammers:
 
Chronicles

-->Download<--

This is a module compilation for Rise of Mankind: A New Dawn.
Recently it contains only three modules but I am planning more (if I will have enough time and the right mood).

Installation:
  1. Download
  2. Extract to your Rise of Mankind: A New Dawn folder (It is wise to remove ver 1.0 before)
  3. Start the launcher and check the modules you want to play with.
  4. Run the game.

What's new?
  • New module: Jewels of the Land adds new terrain features and slightly changes some rules to get a more beautiful and exciting world. I have imported most of the content form C2C and RI, so much thanks for their work.
  • Also fixed/updated some other things in the other modules.
 

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=======================
Changelog
=======================
v1.8
-Renassaince era: removed Cossaks 2 tracks, added 5 tracsk from Europa Universalis IV
-Industrial era: removed all previously added tracks (from Fallout3, The sims and other swing style music) and replaced them with ones that are more related to the industrial era. These are from Victoria 2 and some TV shows like Road to Avonlee and Downton Abbey and some others.
-Modern era: 7 new tracks mostly from city building games.
-Trans-Human: 2 new tracks from Worldshift.
 

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Been playing with your civic reforms module for a while, and I gotta say, I loved it enough to consider it a core part of the game. Great job, mate. It's real fun when you're actually able to reduce corporation maintenance to -113% through certain civic choices; makes corp spamming a real joyride.

So far, my only complaint is that early game civics are too weak or punishing compared to later-game civics; I've always been a person who likes all his civics to be useful in all circumstances (except the starting ones; they're meant to suck, and I'm fine with that). Junta, in particular, is incredibly punishing, and Theocracy in comparison is downright divine in the ancient era. And to be honest, I think Theocracy is more applicable in the government civic group, rather than the rule group...

(despotism needs a more straightforward buff too tbh; despotism confirmed for needing more love)

Would you be open to make an expanded corps module? Currently, all the new corps are food/entertainment companies, with no industrial/tech magnates and only 1 PMC. I'd love to see something like RobCo, Nippon Steel, or General Atomics...

(I can even help with the fluff and the crunch, if you're willing to do so btw)
 
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