[Mod-Devolpment] Rise of Empires - Where YOU chose WHAT is in IT!

Here's a list of the techs which i think should be in it:

THE TECH TREE IS HERE, IN POST #22 BELOW.

1--------------------------
Fishing | Raft, Work Sea Tiles
Hunting | Training Grounds, Scout, Spearman I, Camp, Guerrilla II
Agriculture | Granary, Farm
Mysticism | Burial Ground, Witch Doctor
Stone Working | Workshop, Road, Stone appears
Animal Husbandry | Pasture
Irrigation | +1 farm
Pottery | Granary
2--------------------------
Ship Building | Ferry, work Boat, fishing boats
Archery | Archer
The Wheel | Chariot
Forestry | Carpenter, Herbalist, Chop Forest, Cover, Woodsman II
Masonry | Obelisk, Walls, Mason, Quarry, City Garrison II, Marble appears
Mining | Mine
Stone Weaponry | Axeman, Shock
Textiles | Weaver, Silk & Dyes appear
Ritual | Temple, Festival Square, religion 1
Art | Statue
3--------------------------
Trade | Market, Fishmonger, +1 trade route
Writing | Library, Open Borders
Government | Barracks, Palace
Copper Working | Copper Smith, +25% chop yield, Workshop, Combat III, Copper appears
Sailing |
Horseback Riding | Horseman, Formation, Guerrilla III
Taxation | Tax Collector, Police Station, Wealth
Monarchy |
Polytheism | Monasteries, religion 2
Priesthood | religion 3
4--------------------------
Alphabet | Research, Trade Technologies
Elephant Riding | Elephants
Painting | Gallery
Architecture | Architect, Aqueduct, Great Engineer
Music | Culture, Conservatory, Concert Hall
Bronze Working | Bronze Smith, Jeweller, Chariot 2, Tin appears,
Monotheism | religion 4
5------------------------------------------
Advanced Sailing | Harbour, Lighthouse, Navigation I, +1 movement on water
Education | School
Stirrup | Stable, Horse Archers, Flanking II
Code of Laws | Courthouse, Jail
Currency | Great Merchant, +1 trade route
Mathematics | Catapult, +25% chop Yield, Great Scientist
Imperialism | Imperial Barracks, Settler, Spy, City Raider II
Polyphony | Great Artist, religion 5
Bronze Weaponry | Axeman 2, Spearman 2, Swordsman 1, Horseman 2, +1
Workshop | production, Combat IV
Armour | Armourer, Armour
Literature |
Military Tactics | Tactical Barracks, Archer 2, Horse Archer 2, Ambush
6------------------------------------------
Representation |
Naval Tactics | Admiralty, Drydock
Coinage | Grocer, +1 trade on cottage type, +1 trade route
Calender | Plantation, Winery, Centre World Map
Drama | Theatre, Stadium, Adjust Culture Rate
Iron Working | Ironsmith, Workshop & Mines +1 production, Iron appears
Iron Weaponry | Axeman 3, Spearman 3, Horseman 3, Swordsman 2, Combat V
Metal Casting | +50% chop yield, City Raider III, Armour II
Astronomy | Observatory,
7------------------------------------------
Compass | Commercial Dock, Explorer, Navigation II
Crop Rotation | +1 food from farms, pastures & fishing boats
Engineering | Catapult 2
City Planning | Sewer System, Castle, improved roads, City Garrison III
Theology | Great Prophet, religion 6
Philosophy | religion 7
Forging | Forge, Archer 3, Horse Archer 3
 
wow that looks good. what are you asking for?
 
It sounds promising, the early years are my favourite part of the game, i'll look forward to it.

Just curious , what does your new forum offer , that this one doesn't ?

cheers
 
wow, this looks great!!!
p.m. me if you need some new unitgraphics or buildings :)
 
that looks awsome
 
wow that looks good. what are you asking for?

What do you mean? I'm just wanting some help on what ideas people would want in a mod, and if tyis goes well i'll make it a mod for all the ages of civilzation and maybe evn behond.

wow, this looks great!!!
p.m. me if you need some new unitgraphics or buildings :)

Thanks for that.
 
you probably won't need me, but anything XML you need I'm willing to do. the mod idea looks so cool
 
you probably won't need me, but anything XML you need I'm willing to do. the mod idea looks so cool
Any help is appreciated. I'm getting a mod team together and i would like your help. PM me about what you've already done as a modder. And i'm planning to make this a all ages mod, which you CAN play random map or earth map.

This is a mod where YOU can choose what you want in it.
 
Just a thought I might put the stirrup after metal casting as in reality it wasn't developed until the early middle ages I believe but I could be wrong. Plus its logical that to make a stirrup you have to cast it from metal.
 
this is a new idea, its like this. Whenever yuo use a square it looses productivity, very slowly. If you don't use it, it improves to what it was, slowly. Nukes & Global Warming decreases a squares productivity. For more visit the mods home at Civilzationcenter.com/forums where all the info is (of will be when i have time). Please PM me if yoiu want to help the mod, and be a moderator for it.
 
Just a thought I might put the stirrup after metal casting as in reality it wasn't developed until the early middle ages I believe but I could be wrong. Plus its logical that to make a stirrup you have to cast it from metal.


Is it necessary to have Metal Casting? Or do you only need bronze working. In history they had metal casting, but in a different world it could be different.
The tech tree hasn't been put on so far, but i'll put it on soon.

Thats lame .

if more people want it in original, then i'll work on it. But as Warlords is the newest and best version then i'm sticking with it.

WARNING: Some arrows are in wrong places.
 
New features will include:
- food trading
- civic overhaul
- spread out tech tree for slower and more custormixing play
- 32 civs! But you can play with less
- More unquire buildings/units.
- Whatever you post here which is resonable WILL BE ADDED!

Apply for the mod team at this thread.
 
How about trading missions like sending a group of merchant units to distant cities for a resonable sum of money?
 
This is already done with the trading routes, but i can make a merchant unit which does get gold. One option is that you can use a bit of a resource (fertilty, above post) and sell it to another civ for gold. That civ gets nothing. You just use a bit of your resourse for gold. Good Idea.
 
I always liked the idea of a merchant and especially the food trading idea like you have. Merchants would really represent how civs sent their own trading missions like the silf road, or just in general. Plus You can use merchants if your civ isn't connected to another civ.
 
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