Afforess's Modmods

I agree that the spoiler tag is, um..., abused a bit. :) I like the bold/italics approach. Maybe you could spoiler each section separately: FAQ then Features then Version Log, etc.
 
I moved the main post into 3 separate posts, and redid the FAQ, without any spoilers. I will probably leave spoilers on all features though, as some of the descriptions are very lengthy.
 
More good news. I have finally identified the problem with the Resource Refinement Modmod, and it will be coming back in 1.4!
 
More good news. I have finally identified the problem with the Resource Refinement Modmod, and it will be coming back in 1.4!

ASTONISHING NEWS!

I'm glad it is coming back :D.

Was the process to solve it detailed in SDK forum? Hadn't been there for a long time... If so, I will go there and read through. One never knows :) whether I may or may not learn something new.
 
Better, but may I humbly suggest the following:

Afforess's ModmodPack
The Essential RoM Modmod

Afforess's ModmodPack is the largest conglomeration of Modmods for Rise of Mankind and includes Castle Improvement Mod, Military Civics, Ideology Civics, The Multiple Production Mod, Larger Cities, Terraforming, and much more! I always have new features, bug fixes, and lots and lots of content, creating an entirely new game, with rich, interesting, and cutting-edge features.

I also frequently have public beta tests of my next version. They are not as stable as my final releases, but if you must have the newest features and be on the cutting edge, they are always available.

  • Current 1.351 Features:
    Spoiler :

    (Clicking on the link will take you to the original post [if there was one].)

    Realistic Diplomacy alters the length of time the AI remembers past diplomatic events. In normal BTS behavior, the AI will never forget things like nuclear strikes, or declaration of wars. Now, after a few hundred years, the AI "forgets" events that happened previously, and no longer counts it against you diplomatically; better simulating real world diplomacy.

    The Castle Improvement mod adds several new buildings "additions" for when you have built a castle. It makes castles the way they were in the Dark Ages, with Siege Towers, Dungeons, Defensive Keeps, Moats, Secret Passageways, and more. Cities can now become the lumbering fortresses they were meant to be, making sieges much more drawn out battles, lasting 5-6 turns instead of 2. Also Castles obsolete later, making them a better investment.

    The Civic Flavor mod forces leaders to behave more like their real world counterparts did. Never again will Abraham Lincoln choose Slavery, or Gandhi support Mutually Assured Destruction. The AI still makes decisions on what civics to choose, but also keeps a sense of realism to the game.

    Military Civics brings back the old Military Civic class from RoM 2.5, with some fresh twists. The actual breakdown of the new civics is here:
    Spoiler :
    1. Banditry (available at start)
      • +10% Maintenance costs
    2. Conscription
      • +15% Maintenance costs
      • Military units produced with food
      • Can draft
      • +25% war weariness
      • +10 free military units
      • + 1 Unhappiness in largest cities
    3. Vassalage
      • Unlimited Nobles
      • +25% Great General Appearance
      • +30% Distance costs
      • +15% Maintenance Costs
      • +3xp to new units
      • -15% Military production
      • +1 Happy per military unit stationed in each city
    4. Standing Army
      • +25% Great General Appearance
      • +25% Distance costs
      • +1xp to new units
      • +15% Military production
      • +15 free military units
      • + 1 Unhappiness in largest cities
      • Can Draft
    5. Volunteer Army
      • +25% Great General Appearance
      • +5xp to new units
      • +10% science
      • +1 Happiness in largest cities
      • +1 military support costs
      • -10% Military Production
    6. Pacifism
      • Unlimited Artist
      • +100% Great People birth rate
      • -50% Military production
      • +2 Unhappiness per military unit stationed in each city
      • +100% War Weariness
      • +100% Culture
      • +2 happiness in largest cities
      • +1 Unhappiness from Barracks, Garrison, Military Airbase, Intelligence Agency
      • +1 military support costs
    7. Mutually Assured Destruction (M.A.D)
      • +50% Great General Appearance
      • +100% Military Production
      • No Foreign Trade
      • Unhappiness penalty for civilizations without M.A.D
      • -50% Culture
      • +1 Unhappiness in largest cities
    8. Unmanned Warfare
      • -50% War Weariness
      • +15% Science
      • +2 happiness in largest cities
      • +1 military support costs
    Ideology Civics adds a new civic class, allowing governments to adopt either conservative or more socialist world-views, and garner the advantages and disadvantages that come with those choices. For the politically inactive or moderates, Centrist policies bring a flat happiness boost. For the actual breakdown:
    Spoiler :
    • Objectivism (No Upkeep)
      +2 unhealthiness
      +2 Unhappiness in largest cities
      -30% city maintenance
      -30% corporation costs
      +10 free military units
      Corporation Buildings give +2 happy each
      +2 Trade routes
      Requires Communism
    • Individualism (Low Upkeep)
      +1 Unhealthiness
      +1 Unhappiness in largest cities
      -20% city maintenance
      +5 free military units
      -20% corporation costs
      Corporation Buildings give +1 happy each
      +1 Trade route
      Requires Constitution
    • Free Enterprise (Low Upkeep)
      -10% city maintenance
      -10% corporation costs
      Requires Currency
    • Centrism (Medium Upkeep)
      +3 happiness in largest cities
      Requires Political Philosophy
    • Egalitarianism (Medium Upkeep)
      +10% culture
      +10% city maintenance
      +10% corporation maintenance
      +1 Happiness in largest cities
      +1 Free Specialist
      Requires Currency
    • Progressivism (High Upkeep)
      +1 Healthiness
      +2 Happiness in largest cities
      +20% Culture
      +1 gold military unit support cost
      +20% city maintenance
      +20% corporation maintenance
      Broadcast Tower give +1 happiness
      +2 Free Specialist
      Requires Constitution
    • Socialism (Astronomical* Upkeep)
      +30% culture
      +1 Happiness in largest cities
      +1 military unit support cost
      +30% city maintenance
      +30% corporation maintenance
      +2 healthiness
      Hospitals provide extra 1 unhappiness, extra 2 healthiness
      Broadcast Tower give +2 happiness
      Corporation Buildings give +1 unhappy each
      +3 Free Specialist
      Specialists generate one extra culture
      Can Draft
      Requires Communism
    * I added Astronomical upkeep to balance Socialism; it's a step up from high.

    The Beautification project adds three new buildings, one for different era's. They are all park or nature related, and give bonuses accordingly. The building by building breakdown is here:
    Spoiler :

    Grove
    +1 :health:
    +1 :culture:
    5% maintenance
    Requires Meditation, Obsolete at Perspective

    Castle Garden
    +2 :health:
    +2 :culture:
    10% Maintenance
    Requires Perspective, Obsolete at Flintlock

    City Park
    +3 :health:
    +1 :)
    +3 :culture:
    15% Maintenance
    Requires Civil Engineering, Never Obsolete

    Meteorology adds several new meteorology related technologies, a new national wonder, and a new building, along with a new promotion class. A more detailed breakdown:
    Spoiler :
    Techs:
    • Cloud Patterns
    • Weather Lore
    • Weather Forecasting
    • Meteorology
    • Long-Range Forecasting
    • Climate Modeling

    They all give bonuses, from extra ship movement to extra production from improvements.

    Meteorology unlocks the National Wonder, the "National Weather Service" which provides 2 free scientists and a free Weather Station in each city.

    Long-Range Forecasting unlocks the "Weather Station", which gives +5% science output, costs 25% more city maintenance, but gives all units the free promotion "Weather Forecasts"

    "Weather Forecasts" is a promotion only given by the "Weather Station" that adds +1 movement, +10 defense, +2 range for aircraft.

    Mountains, Back to Service started as a simple modmod, that grew into arguably, my largest modmod yet. It adds a plethora of new features, including a new gameoption, new promotion, new features for buildings, and usefulness for peaks.

    Spoiler :
    In depth changes:

    This feature is toggleable option in a custom game. If enabled,
    • It allows units to climb peaks after researching a new tech in the Medieval Era, Mountaineering.
    • At allows for Great Generals to receive a special promotion called "Mountaineering" which allows the general to pass peaks before researching Mountaineering.
    • Players can found cities on peaks after researching Algebra
    • Resources are placed randomly on peaks, like all other tiles
    • Peaks give 3 hammers by default, and can always be worked
    • Peaks receive a huge defense bonus, +75%
    • Several buildings in other modmods can only be built on Peaks, like the Ski Resort.
    Capitulation is a simple, always enabled* modmod that allows humans to surrender to the AI, and become a vassal of the AI.

    *It's always enabled because it is always the player's choice to capitulate or not, if you don't like it, don't surrender.

    The Seafaring Minimod simply sets seafaring back to the way it was in earlier versions of RoM, where ships can not cross into the ocean until astronomy.

    The Ice breaker mod allows workboats, and constructor ships to break through ice in the polar caps, after combustion has been researched. Useful for creating short paths to the other side of the world.

    The CAR mod uses cache's to speed up Civ4. Simply put, it increases game speed by about 15%, and is always on. It doesn't change actual gameplay at all.

    The Multiple production Mod allows for cities to produce more than one unit or building at a time, if they have enough hammers to do so. This makes extremely productive cities very useful, as they can often churn out two infantry a turn instead of one. It is a game option during the custom game setup screen.

    War Prizes allows for ships to have a 15% chance of being captured after naval combat, simulating instances where the other crew surrendered, or were all killed, leaving an empty ship for the victor to bring back, as a prize of war.
    Zoological Buildings adds three new buildings, all pertaining to Zoo's and Animal life, and it's interaction with modern society. I felt that these buildings were missing, and shouldn't be left out. The breakdown of the effects is as follows:

    Spoiler :
    Zoo
    Cost: 235:hammers:

    Requires: Biology

    Special Abilities:

    • +10%:science:, +10%:culture:
    • +5%:commerce: with Elephant, Deer, Fur
    • Can turn 1 Citizen into Scientist
    • +1:) from Elephant, Deer, Fur
    • +25% Maintenance

    Aquarium
    Cost: 235:hammers:

    Requires: Biology

    Special Abilities

    • +10%:science:, +10%:culture:
    • +3%:commerce: with Whale, Fish, Clam, Shrimp, Crab
    • Can turn 1 Citizen into Scientist
    • +1:) from Whale, Fish, Clam, Shrimp, Crab
    • +25% Maintenance


    Petting Zoo
    Cost: 150:hammers:

    Requires: Biology, and Zoo

    Special Abilities

    • +3%:commerce: with Horse, Cow, Sheep, Pig
    • Can turn 1 Citizen into Scientist
    • +1:) from Horse, Cow, Sheep, Pig
    • +15% Maintenance

    Firestorm tries to simulate the advances in Fire Prevention technologies and buildings, through the ages, adding three new techs and two buildings. The actual effects are:
    Spoiler :

    Fire Brigades
    Type: Tech
    Req: Sanitation
    Benefit: Can Build Fire Brigade Building

    Fire Brigade

    Type: Building
    Req: Fire Brigades
    Benefit: +1:health: +1:)
    +15% Maintenance
    Obsolete at Firefighting

    Firefighting
    Type: Tech
    Req: Modern Sanitation, Fire Brigades
    Benefit: Can build Fire Station Building

    Fire Station
    Type: Building
    Req: Modern Firefighting
    Benefit: +2:health +2:)
    +20% Maintenance

    Fire Suppression
    Type: Tech
    Req: Firefighting, Applied Economics
    Benefit: +1:health: +1:) in all cities.

    • Terraforming
    Terraforming adds new abilities to workers in the future and transhuman era. Workers, after researching the appropriate techs, will be able to terraform the landscape, changing previously unusable land into grasslands and plains.

    • Reforestation
    Reforestation allows workers to plant forests and jungles, after ecology has been researched.

    • Civic Attitudes
    Civic Attitudes gives positive and negative diplomatic ramifications for civilizations who adopt exactly the same government civic as you, similar to the way "favorite" civics work; better simulating real world politics.

    • Espionage Process
    Espionage process is a simple modmod that allows players to "build" espionage, like they can already build wealth and science, after researching paper.

    • Sea Tunnels
    Sea tunnels allows units to move over the water after Jump-planes and Gravtubes have been built on them, like they were meant to, allowing the fast reinforcement of island cities.

    • Larger Cities
    Larger cities allow cities, once they have reached an "influential" level of culture, to expand it's working tile radius out one more level, allowing for 37 tiles to work, above the previous 21. (Warning: This may make city management harder, as cities will grow to much larger sizes than before)

    Frequently asked Questions:
    Spoiler :

    1. What is a modmod?

      • Modmods are Modifications to existing Mod's. Basically, a mod of a mod.

    2. Why should I play with modmods?

      • Because they increase the content and often the depth of the game-play, creating a more enriching experience than you would otherwise have.

    3. What if I don't like some of your features, can I play without them?

      • Absolutely! I will never force users to play with a specific features. Every feature can be turned off or disabled.

    4. RoM plays slow on my computer, won't all this new content slow the game down even more?

      • No! In fact, if you install my modmods with none of the features enabled except for the required* one's, you will still experience a 10-15% speed boost thanks to optimizations in my codebase.

        *Required is a misnomer here. It just means my CvGameCoreDLL.dll. This file doesn't alter gameplay one bit.

    5. Your modmods have a new CvGameCoreDLL.dll, won't that break compatibility with other modmods that use one too, like Jooyo's modmods?

      • No! I've included all of his changes in my codebase as well, ensuring that my modmods are compatible with virtually every other modmod! In fact, some of my modmods have extra features that only appear if you play with other modmods as well, like the Advanced Nuke Mod.

    6. You keep mentioning a file called "CvGameCoreDLL.dll." What exactly is this?

      • This file is the real engine to Civilization 4, which only modders with a grasp of C++ can edit. It allows for larger, more in-depth game changes, and can add more functionality to the core game. Mine doesn't alter standard RoM game-play, but does have some minor functionality added, enabling the Mountains Modmod, and speed optimizations, amongst other things.

    7. I think I found a bug in your modmod's, what do I do?

      • Report it! A screenshot and/or a save, along with a list of any and all modmod's you are using would also be helpful.

    8. Will you add feature X to your modmods?

      • I do take feature requests, as long as they are feasible. However, please place all requests in the Modmod's request thread.

    9. What features will be in your next version?


    10. I'm still using Rise of Mankind 2.6 or older, will your modmod's work?

      • No. You need to update to 2.71 or 2.8beta.

    11. Where do I download this modmod?

      • The download link can be accessed by clicking "Afforess's ModmodPack" at the top of the page, by clicking on the link on my signature, or by clicking right here!

    12. Is this modmod available in any other languages than English?

      • No, but if you can translate the text for me, I will gladly add it in the next version.

  • Change Log Updated: 2009-09-19
    Spoiler :

    • 1.30 to 1.351:
      Spoiler :

      Updated for RoM 2.8 Beta. Added Zoological Buildings modmod and Firestorm! Also fixed many bugs and added a tech requirement to cross mountains.
  • The Modder's guide to Afforess's ModmodPack

    I highly encourage either using my code or if you lack SDK experience, building off my SDK.

    My source code adds a plethora of new features in the XML alone, many of which have yet to be fully exploited. I encourage all modmoder's and modders to look at them, and make more modmod's that utilize them. Some of the new features in my SDK, I haven't even used myself.

    If you want to include your own modmod's in my installer, send me a PM. I will certainly do so, and credit you on the component screen, as well on my credits list below.
    Spoiler :

    New XML fields:

    In CIV4TechInfos.xml, I've added
    • bCanPassPeaks
      • If true, allows all units to pass through peaks
    • bMoveFastPeaks
      • If true, it removes the movement penalty for moving over peaks
    • bCanFoundOnPeaks
      • If true, cities can be founded on peaks

    In CIV4PromotionInfos.xml, I've added:

    • bCanMovePeaks
    • If true, the promotion allows this unit to cross peaks, regardless of whether the required tech has been researched.

    In CIV4UnitInfos.xml, I've added:
    • PrereqVicinityBonus
      • This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the unit to be trained. This is an AND bonus requirement.
    • PrereqOrVicinityBonuses
      • This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the unit to be trained. This is an OR bonus requirement.
    • bPassableRouteNeeded
      • This is a list. It allows modders to set a route type that the unit has to travel on. This is an OR list.
    • PrereqBuildingClass
      • This is a list. It acts in a similar fashion as PrereqBuilding, except it must be a building class, not building type, and is a list, so an unlimited of buildings can be set. It is an AND list.

    In CIV4CivicInfo.xml, I've added:
    • iPopulationgrowthratepercentage
      • This allows modders to have civics change the base food threshold cities need to grow. It works in a slightly unusual way. A cities normal food, if this is set to 0, is considered to be 100% of it's base food. If this is set to 100% as well, it double the food that is needed for all cities to grow under this civic. However, setting the value to -50% is the same as cutting it in half. Make sure that these values can never add up to a -100%, or cities will only require 1 food to grow.
    • iCivicHappiness
      • Allows modders to set how much happiness the civic adds or takes, in ALL cities.
    • iFlavorValue
      • This is a list. Modders may give civics flavors, just like buildings.

    In CIV4BuildingInfo.xml, I've added:
    • FreePromotion_2
      • Allows a building to give a second free promotion. It works exactly like "FreePromotion.
    • FreePromotion_3
      • Allows a building to give a second third promotion. It works exactly like "FreePromotion.
    • iPrereqVicinityBonus
      • This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an AND bonus requirement.
    • iGlobalPopulationgrowthratepercentage
      • This building affects all cities within a nation's base food threshold, in a similar way as civics.
    • iPopulationgrowthratepercentage
      • This building affects the individual city that it is built in base food threshold, in a similar was as civics
    • bBuildOnlyOnPeaks
      • If true, the building can be only constructed at cities located on peaks.
    • bApplyFreePromotionOnMove
      • If true, and a free promotion(s)'s are specified, any units that move into the city with the building that gives the promotion will automatically receive it.
    • piPrereqOrVicinityBonuses
      • This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an OR bonus requirement.
    • UnitClassProductionModifier
      • Allows a building to directly affect the rate at which the city builds a specific unit class
    • TechCommerceChange
      • This is a list. It Allows buildings base commerce to be changed as different tech's are researched
    • TechYieldChange
      • This is a list. It Allows buildings base yields to be changed as different tech's are researched
    • TechSpecialistChange,
      • This is a list. It Allows specialists base commerce to be changed as different tech's are researched
    • TechCommerceModifier
      • This is a list. It Allows buildings commerce modifiers to be changed as different tech's are researched
    • TechYieldModifier
      • This is a list. It Allows buildings yield modifiers to be changed as different tech's are researched
    • TechHappinessChanges
      • This is a list. It Allows buildings Happiness to be changed as different tech's are researched
    • TechHealthChanges
      • This is a list. It Allows buildings Healthiness to be changed as different tech's are researched

    In CIV4ImprovementInfo.xml, I've added:

    • iHealth
      • This improvement alters the cities health nearest to which it is situated.
    • bPeakMakesValid
      • This improvement can be built on peaks

    in CIV4BonusInfo.xml, I've added:
    • bPeaks
      • If true, This resource can be spawned on peaks, while generating maps.

    In CIV4SpecialistInfo.xml, I've added

    • iHealth
      • The health that this specialist adds to the city
    • iHappiness
      • The happiness that this specialist adds to the city


    I think that's everything, if there is something you think I forgot, ask me.

    If you need further clarification on what exactly a new XML tag does, either PM me or ask in this thread.

    Latest Source code (For SDK Modders) (----) :
    Currently Unavailable.


    Credits:
    Grave, Shqype, NeverMind, Jooyo, Stmartin, Os79, denev, mechaerik, hrochland, Wikipedia, Hydromancerx, Emperor Fool, XienWolf, God-Emperor, The_J, LunarMongoose, glider1, jdog5000, the Better AI team, the UP team, The HoTK team, Walter Hawkwood, Theladiesorge, Civ Fuerher, Kael.

    If you think I used your work, and didn't properly credit you, PM me.


    If you find any bugs, please report them and I'll do my best to fix them.
 
ASTONISHING NEWS!

I'm glad it is coming back :D.

Was the process to solve it detailed in SDK forum? Hadn't been there for a long time... If so, I will go there and read through. One never knows :) whether I may or may not learn something new.

No. I solved it by myself. The problem lied with CvInfos, and the way WoC changed loading Arrays of Arrays.

Better, but may I humbly suggest the following:

Afforess's ModmodPack
The Essential RoM Modmod

Afforess's ModmodPack is the largest conglomeration of Modmods for Rise of Mankind and includes Castle Improvement Mod, Military Civics, Ideology Civics, The Multiple Production Mod, Larger Cities, Terraforming, and much more! I always have new features, bug fixes, and lots and lots of content, creating an entirely new game, with rich, interesting, and cutting-edge features.

I also frequently have public beta tests of my next version. They are not as stable as my final releases, but if you must have the newest features and be on the cutting edge, they are always available.

Current 1.351 Features:
Spoiler :

(Clicking on the link will take you to the original post [if there was one].)

Realistic Diplomacy alters the length of time the AI remembers past diplomatic events. In normal BTS behavior, the AI will never forget things like nuclear strikes, or declaration of wars. Now, after a few hundred years, the AI "forgets" events that happened previously, and no longer counts it against you diplomatically; better simulating real world diplomacy.

The Castle Improvement mod adds several new buildings "additions" for when you have built a castle. It makes castles the way they were in the Dark Ages, with Siege Towers, Dungeons, Defensive Keeps, Moats, Secret Passageways, and more. Cities can now become the lumbering fortresses they were meant to be, making sieges much more drawn out battles, lasting 5-6 turns instead of 2. Also Castles obsolete later, making them a better investment.

The Civic Flavor mod forces leaders to behave more like their real world counterparts did. Never again will Abraham Lincoln choose Slavery, or Gandhi support Mutually Assured Destruction. The AI still makes decisions on what civics to choose, but also keeps a sense of realism to the game.

Military Civics brings back the old Military Civic class from RoM 2.5, with some fresh twists. The actual breakdown of the new civics is here:
Spoiler :

  1. Banditry (available at start)
    • +10% Maintenance costs
  2. Conscription
    • +15% Maintenance costs
    • Military units produced with food
    • Can draft
    • +25% war weariness
    • +10 free military units
    • + 1 Unhappiness in largest cities
  3. Vassalage
    • Unlimited Nobles
    • +25% Great General Appearance
    • +30% Distance costs
    • +15% Maintenance Costs
    • +3xp to new units
    • -15% Military production
    • +1 Happy per military unit stationed in each city
  4. Standing Army
    • +25% Great General Appearance
    • +25% Distance costs
    • +1xp to new units
    • +15% Military production
    • +15 free military units
    • + 1 Unhappiness in largest cities
    • Can Draft
  5. Volunteer Army
    • +25% Great General Appearance
    • +5xp to new units
    • +10% science
    • +1 Happiness in largest cities
    • +1 military support costs
    • -10% Military Production
  6. Pacifism
    • Unlimited Artist
    • +100% Great People birth rate
    • -50% Military production
    • +2 Unhappiness per military unit stationed in each city
    • +100% War Weariness
    • +100% Culture
    • +2 happiness in largest cities
    • +1 Unhappiness from Barracks, Garrison, Military Airbase, Intelligence Agency
    • +1 military support costs
  7. Mutually Assured Destruction (M.A.D)
    • +50% Great General Appearance
    • +100% Military Production
    • No Foreign Trade
    • Unhappiness penalty for civilizations without M.A.D
    • -50% Culture
    • +1 Unhappiness in largest cities
  8. Unmanned Warfare
    • -50% War Weariness
    • +15% Science
    • +2 happiness in largest cities
    • +1 military support costs

Ideology Civics adds a new civic class, allowing governments to adopt either conservative or more socialist world-views, and garner the advantages and disadvantages that come with those choices. For the politically inactive or moderates, Centrist policies bring a flat happiness boost. For the actual breakdown:
Spoiler :

  • Objectivism (No Upkeep)
    +2 unhealthiness
    +2 Unhappiness in largest cities
    -30% city maintenance
    -30% corporation costs
    +10 free military units
    Corporation Buildings give +2 happy each
    +2 Trade routes
    Requires Communism
  • Individualism (Low Upkeep)
    +1 Unhealthiness
    +1 Unhappiness in largest cities
    -20% city maintenance
    +5 free military units
    -20% corporation costs
    Corporation Buildings give +1 happy each
    +1 Trade route
    Requires Constitution
  • Free Enterprise (Low Upkeep)
    -10% city maintenance
    -10% corporation costs
    Requires Currency
  • Centrism (Medium Upkeep)
    +3 happiness in largest cities
    Requires Political Philosophy
  • Egalitarianism (Medium Upkeep)
    +10% culture
    +10% city maintenance
    +10% corporation maintenance
    +1 Happiness in largest cities
    +1 Free Specialist
    Requires Currency
  • Progressivism (High Upkeep)
    +1 Healthiness
    +2 Happiness in largest cities
    +20% Culture
    +1 gold military unit support cost
    +20% city maintenance
    +20% corporation maintenance
    Broadcast Tower give +1 happiness
    +2 Free Specialist
    Requires Constitution
  • Socialism (Astronomical* Upkeep)
    +30% culture
    +1 Happiness in largest cities
    +1 military unit support cost
    +30% city maintenance
    +30% corporation maintenance
    +2 healthiness
    Hospitals provide extra 1 unhappiness, extra 2 healthiness
    Broadcast Tower give +2 happiness
    Corporation Buildings give +1 unhappy each
    +3 Free Specialist
    Specialists generate one extra culture
    Can Draft
    Requires Communism
* I added Astronomical upkeep to balance Socialism; it's a step up from high.

The Beautification project adds three new buildings, one for different era's. They are all park or nature related, and give bonuses accordingly. The building by building breakdown is here:
Spoiler :

Grove
+1 :health:
+1 :culture:
5% maintenance
Requires Meditation, Obsolete at Perspective

Castle Garden
+2 :health:
+2 :culture:
10% Maintenance
Requires Perspective, Obsolete at Flintlock

City Park
+3 :health:
+1 :)
+3 :culture:
15% Maintenance
Requires Civil Engineering, Never Obsolete

Meteorology adds several new meteorology related technologies, a new national wonder, and a new building, along with a new promotion class. A more detailed breakdown:
Spoiler :
Techs:
  • Cloud Patterns
  • Weather Lore
  • Weather Forecasting
  • Meteorology
  • Long-Range Forecasting
  • Climate Modeling

They all give bonuses, from extra ship movement to extra production from improvements.

Meteorology unlocks the National Wonder, the "National Weather Service" which provides 2 free scientists and a free Weather Station in each city.

Long-Range Forecasting unlocks the "Weather Station", which gives +5% science output, costs 25% more city maintenance, but gives all units the free promotion "Weather Forecasts"

"Weather Forecasts" is a promotion only given by the "Weather Station" that adds +1 movement, +10 defense, +2 range for aircraft.

Mountains, Back to Service started as a simple modmod, that grew into arguably, my largest modmod yet. It adds a plethora of new features, including a new gameoption, new promotion, new features for buildings, and usefulness for peaks.

Spoiler :
In depth changes:

This feature is toggleable option in a custom game. If enabled,
  • It allows units to climb peaks after researching a new tech in the Medieval Era, Mountaineering.
  • At allows for Great Generals to receive a special promotion called "Mountaineering" which allows the general to pass peaks before researching Mountaineering.
  • Players can found cities on peaks after researching Algebra
  • Resources are placed randomly on peaks, like all other tiles
  • Peaks give 3 hammers by default, and can always be worked
  • Peaks receive a huge defense bonus, +75%
  • Several buildings in other modmods can only be built on Peaks, like the Ski Resort.

Capitulation is a simple, always enabled* modmod that allows humans to surrender to the AI, and become a vassal of the AI.

*It's always enabled because it is always the player's choice to capitulate or not, if you don't like it, don't surrender.

The Seafaring Minimod simply sets seafaring back to the way it was in earlier versions of RoM, where ships can not cross into the ocean until astronomy.

The Ice breaker mod allows workboats, and constructor ships to break through ice in the polar caps, after combustion has been researched. Useful for creating short paths to the other side of the world.

The CAR mod uses cache's to speed up Civ4. Simply put, it increases game speed by about 15%, and is always on. It doesn't change actual gameplay at all.

The Multiple production Mod allows for cities to produce more than one unit or building at a time, if they have enough hammers to do so. This makes extremely productive cities very useful, as they can often churn out two infantry a turn instead of one. It is a game option during the custom game setup screen.

War Prizes allows for ships to have a 15% chance of being captured after naval combat, simulating instances where the other crew surrendered, or were all killed, leaving an empty ship for the victor to bring back, as a prize of war.
Zoological Buildings adds three new buildings, all pertaining to Zoo's and Animal life, and it's interaction with modern society. I felt that these buildings were missing, and shouldn't be left out. The breakdown of the effects is as follows:

Spoiler :
Zoo
Cost: 235:hammers:

Requires: Biology

Special Abilities:

  • +10%:science:, +10%:culture:
  • +5%:commerce: with Elephant, Deer, Fur
  • Can turn 1 Citizen into Scientist
  • +1:) from Elephant, Deer, Fur
  • +25% Maintenance

Aquarium
Cost: 235:hammers:

Requires: Biology

Special Abilities

  • +10%:science:, +10%:culture:
  • +3%:commerce: with Whale, Fish, Clam, Shrimp, Crab
  • Can turn 1 Citizen into Scientist
  • +1:) from Whale, Fish, Clam, Shrimp, Crab
  • +25% Maintenance


Petting Zoo
Cost: 150:hammers:

Requires: Biology, and Zoo

Special Abilities

  • +3%:commerce: with Horse, Cow, Sheep, Pig
  • Can turn 1 Citizen into Scientist
  • +1:) from Horse, Cow, Sheep, Pig
  • +15% Maintenance

Firestorm tries to simulate the advances in Fire Prevention technologies and buildings, through the ages, adding three new techs and two buildings. The actual effects are:
Spoiler :

Fire Brigades
Type: Tech
Req: Sanitation
Benefit: Can Build Fire Brigade Building

Fire Brigade

Type: Building
Req: Fire Brigades
Benefit: +1:health: +1:)
+15% Maintenance
Obsolete at Firefighting

Firefighting
Type: Tech
Req: Modern Sanitation, Fire Brigades
Benefit: Can build Fire Station Building

Fire Station
Type: Building
Req: Modern Firefighting
Benefit: +2:health +2:)
+20% Maintenance

Fire Suppression
Type: Tech
Req: Firefighting, Applied Economics
Benefit: +1:health: +1:) in all cities.

  • Terraforming
Terraforming adds new abilities to workers in the future and transhuman era. Workers, after researching the appropriate techs, will be able to terraform the landscape, changing previously unusable land into grasslands and plains.

  • Reforestation
Reforestation allows workers to plant forests and jungles, after ecology has been researched.

  • Civic Attitudes
Civic Attitudes gives positive and negative diplomatic ramifications for civilizations who adopt exactly the same government civic as you, similar to the way "favorite" civics work; better simulating real world politics.

  • Espionage Process
Espionage process is a simple modmod that allows players to "build" espionage, like they can already build wealth and science, after researching paper.

  • Sea Tunnels
Sea tunnels allows units to move over the water after Jump-planes and Gravtubes have been built on them, like they were meant to, allowing the fast reinforcement of island cities.

  • Larger Cities
Larger cities allow cities, once they have reached an "influential" level of culture, to expand it's working tile radius out one more level, allowing for 37 tiles to work, above the previous 21. (Warning: This may make city management harder, as cities will grow to much larger sizes than before)

Frequently asked Questions:
Spoiler :

  1. What is a modmod?
    • Modmods are Modifications to existing Mod's. Basically, a mod of a mod.
  2. Why should I play with modmods?
    • Because they increase the content and often the depth of the game-play, creating a more enriching experience than you would otherwise have.
  3. What if I don't like some of your features, can I play without them?
    • Absolutely! I will never force users to play with a specific features. Every feature can be turned off or disabled.
  4. RoM plays slow on my computer, won't all this new content slow the game down even more?
    • No! In fact, if you install my modmods with none of the features enabled except for the required* one's, you will still experience a 10-15% speed boost thanks to optimizations in my codebase.

      *Required is a misnomer here. It just means my CvGameCoreDLL.dll. This file doesn't alter gameplay one bit.
  5. Your modmods have a new CvGameCoreDLL.dll, won't that break compatibility with other modmods that use one too, like Jooyo's modmods?
    • No! I've included all of his changes in my codebase as well, ensuring that my modmods are compatible with virtually every other modmod! In fact, some of my modmods have extra features that only appear if you play with other modmods as well, like the Advanced Nuke Mod.
  6. You keep mentioning a file called "CvGameCoreDLL.dll." What exactly is this?
    • This file is the real engine to Civilization 4, which only modders with a grasp of C++ can edit. It allows for larger, more in-depth game changes, and can add more functionality to the core game. Mine doesn't alter standard RoM game-play, but does have some minor functionality added, enabling the Mountains Modmod, and speed optimizations, amongst other things.
  7. I think I found a bug in your modmod's, what do I do?
    • Report it! A screenshot and/or a save, along with a list of any and all modmod's you are using would also be helpful.
  8. Will you add feature X to your modmods?
    • I do take feature requests, as long as they are feasible. However, please place all requests in the Modmod's request thread.
  9. What features will be in your next version?
  10. I'm still using Rise of Mankind 2.6 or older, will your modmod's work?
    • No. You need to update to 2.71 or 2.8beta.
  11. Where do I download this modmod?
    • The download link can be accessed by clicking "Afforess's ModmodPack" at the top of the page, by clicking on the link on my signature, or by clicking right here!
  12. Is this modmod available in any other languages than English?
    • No, but if you can translate the text for me, I will gladly add it in the next version.


Version 1.351 Release : (9/19/09)

Changes from 1.30:
Spoiler :

Updated for RoM 2.8 Beta. Added Zoological Buildings modmod and Firestorm! Also fixed many bugs and added a tech requirement to cross mountains.

Interesting. I like the page layout as it is now though.

However, I just added a new section, "The modders Guide to Afforess's Modmods" detailing all the XML additions I've made, and what they do.
 
Now updated with even more goody goodness! ;)
 
Did I mention that whales go obsolete but are a resource "used" by your aquarium building? Vincentz suggested awhile back that they should not go obsolete but instead of whaling ships it become eco-tourism "whale spotting" giving fewer hammers and food and more commerce. Don't know if he implemented it anywhere.

Is the code for sea animals still in your dll? I am working on two additional animal packs, one fantacy (unicorns, dragons etc) and the other natural. This is a background task and so far it has only involved finding all the graphics out there and getting the game text from the WoC animals for the RoM animals. I will then finish updating the Subdue Animals mod for RoM.
 
Did I mention that whales go obsolete but are a resource "used" by your aquarium building? Vincentz suggested awhile back that they should not go obsolete but instead of whaling ships it become eco-tourism "whale spotting" giving fewer hammers and food and more commerce. Don't know if he implemented it anywhere.

He never did that I know if. I'll leave it though, since it might change in the future, and it doesn't hurt anything.
Is the code for sea animals still in your dll? I am working on two additional animal packs, one fantacy (unicorns, dragons etc) and the other natural. This is a background task and so far it has only involved finding all the graphics out there and getting the game text from the WoC animals for the RoM animals. I will then finish updating the Subdue Animals mod for RoM.

I didn't have any reason to remove it. It's still there.
 
I added a Features Status page and finished adding the Fire Dock to the Firestorm! modmod.
 
What are Department Civics and Power Mod?

I have plans to completely do away with Civics, and rename them as Departments of your government (Or ministries, for you Europeans) I have everything laid out, and I will start as soon as I get my Civic Attitude Modifiers to work. (:lol:)

The Power mod was an idea thought up by many members on the RoM forums to rewrite the way power works in Civ4, since as of right now, it's pretty lame. I could never do it, I don't know C++ or python nearly well enough, and we could never recruit any help...
 
The Power mod is really a big project... interesting but a bit too big for me to join in.

I don't agree with some things in your departments mod, mostly the Religion = Less Science, but that's just me. Otherwise, it looks interesting. A bit unbalanced in number of options (like 7-8 for the first, 4 for the second).
 
I don't agree with some things in your departments mod, mostly the Religion = Less Science, but that's just me. Otherwise, it looks interesting. A bit unbalanced in number of options (like 7-8 for the first, 4 for the second).

You aren't the first to complain about that too. It isn't that I favor religion over science. What needs to be compared it the net change. If you are using Written Tradition, and switch to Religious training, there is a net loss of 5% science. Also, religion isn't really is against new ideas which challenge old beliefs. But I figure that large religiously-run schools are going to be more effective at teaching people science than just reading books or getting to be an apprentice.
 
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