More music

(I updated MCP the same way. Thanks for pointing that out Noyyau)
 
@Sogroon: I have played 3 hours yesterday with More Music and i really like it! It addS diversity to the game! Really good choice.
 
@Sogroon: I have played 3 hours yesterday with More Music and i really like it! It addS diversity to the game! Really good choice.

Thank you! :)

...but I still gonna polish it. Found 3 more good tracks for the Ancient era to add (and maybe one other to remove) and I think I will remove the GTA tracks from the Modern era as well (they just don't fit to the atmosphere of the rest).
 
Thank you! :)

...but I still gonna polish it. Found 3 more good tracks for the Ancient era to add (and maybe one other to remove) and I think I will remove the GTA tracks from the Modern era as well (they just don't fit to the atmosphere of the rest).

Yeah I am liking most of your choices as well!
Except the GTA tracks, those really don't fit ;)

Also thanks for having provided the extra "empty" files to allow custom tracks as well!
 
Well, my goal was with the GTA tracks is to "interrupt" players with some radio broadcasting and making a modernish feeling, but I don't like it. Will remove those.

What do you guys think about the Renessaince are? I love the Anno tracks very much, but still a bit sceptical (and hopefully not septic :p) about the Cossaks. Isn't that too war themed?
 
I'd agree with 45*. Strategy involves using a plan to achieve some sort of end goal. War is a means to an end, not an end in itself.

So for Conquest only victory, my main element of strategy is warring to take over the lands quickly. However, I had been known to Work Great Work to seize a city by culture if I wasn't ready for war. Plus, last night, I discovered for a first time (I know I know it had been there forever) that I can buy a city :eek:! So my strategy to take over the world does have war as a main element, but not only that ;).
 
You can title the game anything as long as the players can follow different play styles. For me it's an empire simulator. I don't play for winning a particular victory, but to build up a global civilization from from a few cavemen to space coloniser trans-humans. I would even consider not to check any victory conditions, but I fear that it would have a bad affect on the Al.
 
You can title the game anything as long as the players can follow different play styles. For me it's an empire simulator. I don't play for winning a particular victory, but to build up a global civilization from from a few cavemen to space coloniser trans-humans. I would even consider not to check any victory conditions, but I fear that it would have a bad affect on the Al.
This is more or less mastery victory purpose [emoji6]
 
@Sogroon: You should update the installation instructions for MoreMusic:
Installation:

Extract the file
Copy the Assets folder to your Rise of Mankind - A new Dawn folder
Say 'Yes' to overwrite files
YOU MUST RUN WOCINSTALLER.EXE TO MAKE IT WORK (it's in Assets/Modules) -> Start the launcher and check the mod is installed in "Community -> Modules". It should list More Music.
Enjoy
 
@Sogroon: You should update the installation instructions for MoreMusic:
Installation:

Extract the file
Copy the Assets folder to your Rise of Mankind - A new Dawn folder
Say 'Yes' to overwrite files
YOU MUST RUN WOCINSTALLER.EXE TO MAKE IT WORK (it's in Assets/Modules) -> Start the launcher and check the mod is installed in "Community -> Modules". It should list More Music.
Enjoy

THX for the advise, I did it finally :)
 
Chronicles
-->Download<--

This a module compilation for Rise of Mankind: A New Dawn.
Recently it contains only two 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.

Details:

Wonder/Full Cities
This module is something between Unlimited Wonders option on and regular game.
It changes the wonders/city limit by the following:
Culture Level WW NW
None 0 0
Poor 1 1
Fledgling 2 1
Developing 3 1
Prominent 3 2
Refined 3 3
Elegant 4 3
Influental 4 4
Impressive 5 5
Legendary 6 6
The Village Hall line is also increasing the World Wonder/city by 1 for each level:
building WW
Village Hall +1
Town Hall +2
City Council +3
Metropolitan Administration +4
Capital Administration +5



Civic Reforms

This module adds 5 new civic categories, adds many new civics and modifies several old ones, also new civic buildings and units are added.

This is how the civics look like:

Government
Chiefdom
Despotism
Monarchy
Republic
Democracy
Federal moved to Territory Governance

Rule
Patriarchy (new starting civic)
Junta
Theocracy
Patrician
Senate
Bureaucracy
President
Single Party
Technocracy
Virtual

Society
Tribal
Caste
Proletariat
Feudal
Liberal
Nationalist
Communalism
Hive


Economy
Barter
Palace Economy
Slavery moved to Labor
Coinage
Guilds moved to Labor
Mercantile
Free Market
Planned
Corporatist
Regulated
Green
Post-Scarcity moved to Labor

Military
Banditry
Warrior Caste (icon change)
Conscription
Mercenaries (icon change)
Pacifism moved to Stance
Vassalage
Standing Army
Volunteer Army
Mobilization moved to Stance
M.A.D. moved to Stance
Unmanned Warfare
Terrorism

Religion
Folklore
Prophets
Divine Cult
Intolerant
State Church
Free Church
Secular
Atheist
Personality Cult moved to Media

Welfare
Survival moved to Stance
Charity (new starting civic)
Church
Public Works
Private
Corporate
Subsidized
Socialized
Superhuman
Paradise

Foreign Policy
Isolationism
Appeasement
Imperium
Protectionism
Interventionism
Redevelopment

*RED indicates if the civic was changed compared to original.
BLUE indicates new civics.

THE NEW CATEGORIES

Labor
Subsistence
Slavery (moved from Economy)*
Serfdom
Guilds (moved from Economy)
Emancipation
Android (formerly, Post-Scarcity, moved from Economy)

*Note that it is now possible to have Slave specialists without running Slavery. The new Slave Camp building allows 10 citizens to turn into slaves. It requires the new Slaves resource, which is produced by Slave Market. So if you can import slaves from foreign civs...
This whole thing goes obsolete at Labor Union tech, that allows Emancipation.

Media
Oral Tradition
Chronicles
Religious Censorship
Political Censorship
Mainstream Media
Media Regulation
Personality Cult (moved from Religion)

Immigration
No Borders
Controlled Borders
Open Immigration
Visa Program
Closed Borders

Territory Governance
Tribes
City-States
Provincial
Fiefdom
Centralization
Federal (moved from Government)

Stance
Survival (moved from Welfare)
Prosperity (formerly Pacifism, moved from Military)
Exploration
Manifest Destiny
State of emergency
Mobilization (moved from Military)
M.A.D. (moved from Military)
 
Looks cool but I wonder how AI is evaluating these civics. Also I'll check which effects new civics allow.
Be warned that I added a new tag in civicinfo, i.e. bFreeReligion, see Rev997 description.

Edit: I don't understand why more WW are allowed in some case compared to NW. If any, it should be the opposite. You're not supposed to build every WW but in theory you should be able to build all NW.
 
45°38'N-13°47'E;14065424 said:
Looks cool but I wonder how AI is evaluating these civics. Also I'll check which effects new civics allow.
THX :)
I ran some autoplay tests, and it looked mostly fine.
Be warned that I added a new tag in civicinfo, i.e. bFreeReligion, see Rev997 description.
Thanks, will update that.
Edit: I don't understand why more WW are allowed in some case compared to NW. If any, it should be the opposite. You're not supposed to build every WW but in theory you should be able to build all NW.
The idea was that you should be able to build new wonders in your cities through out the whole game.
Basically yes, you can build (almost) all WW... but only if you are doing it cleverly. With proper planning, expansion and city building.

But it's all only a playable alpha, so ANYTHING can change. All feedback is welcome :)
 
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