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AND SVN Build Thread

Discussion in 'Rise of Mankind: A New Dawn' started by 45°38'N-13°47'E, Aug 7, 2012.

  1. Vokarya

    Vokarya Chieftain

    Mar 25, 2011
    Rev 1063
    Some changes to buildings and a few tweaks to events.

    New upgrade chain Bazaar -> Market
    • Market increased to +25% gold, gets +1 health from Incense and +1 health from Charity civic
    • Caravanserai/Railway Station/Transporter added 1 Merchant slot
    • Supermarket increased to 2 Merchant slots
    • Shopping District decreased to 2 Merchant slots
    • Convention Center loses Merchant slot
    • Silk Road requires Bazaar or Market

    New upgrade chain Forge -> Foundry -> Factory -> Manufacturing Plant
    • Iron Forge, Mint do not upgrade; get -15% production and -1 Engineer slot at Chemistry
    • Manor requires Granary or Grain Silo (was Granary and Forge)
    • Guild Hall has no building prerequisite
    • Townclock requires Forge or Foundry
    • Cannon Forge/Arsenal/Mech Assembly Plant, Skyscraper/Arcology/Arcology Shield added 1 Engineer slot
    • Foundry increased to -2 health
    • Factory increased to -4 health, base production increased to +50%
    • Manufacturing Plant added +50% production, bonus production with power increased to +75%
    • Nanofactory added +50% production, bonus production with power increased to +135%
    • Industrial Park requires Factory or Manufacturing Plant or Nanofactory or Omnifactory
    • Arsenal requires Factory or Manufacturing Plant
    • Willow Run requires Factory or Manufacturing Plant

    New upgrade chain Candlemaker -> Coal Plant -> Oil Plant -> Nuclear Plant -> Hydro Plant -> Solar Plant -> Power Receiver -> Matter Decompiler
    • Power Plants no longer require Factory

    • Grocer removed flat +1 food and commerce from resources, added +10% food
    • Supermarket, MallWart Store removed flat +2 food and commerce from resources, added +10% food and +10% food with power
    • Hypermarket removed flat +2 food, added +10% food and +15% food with power
    • Cannon Forge can be built with Copper OR Iron OR Steel
    • Cotton Gin obsolete with Synthetic Fibers
    • Movie Theatre renamed Cinema
    • Deleted Steel Mill
    • Ironworks is limit 3, <NoLimit> tag on, moved to Steel tech, requires Coal and Iron, provides 3 Steel, production bonus reduced to +25% and +10% with power, Engineer slots reduced to 1, no building requirement
    • Eiffel Tower requires Steel resource instead of Steel Mill

    • New Event: Careless Journeyman (pay gold or lose Foundry)
    • Farm Plows triggers with Forge or Foundry
    • Personal Computers triggers with Manufacturing Plant
    • Fashion triggers with Textile Mill
    • Girls Best Friend triggers with Jewellery only and with Mine OR Shaft Mine OR Modern Mine
    • Chain Shot triggers with Cannon Forge
  2. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

    Jun 7, 2008
    Just wonder...

    • Added bNoPower tag for Power Plants and Candlemaker (prevents buildings from being built when there's a free clean power source like Fusion Plant, Three Gorges Dam or Unlimited Power event)
    • Tweaked revolution scale for empire size
    Revolution is now properly scaled for empire size; previously, empires with more than approximately 10-12 cities on a Large map all had the same size-related revolution factor. Now it's properly scaled and increasing with empire size. Now it's also dependant on revolution difficulty (human offset in the code): the higher the revolution difficulty, the harder instability caused by empire size will hit you and AI.
  3. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

    Jun 7, 2008
    Just wonder...

    • Fixed TechYieldModifiers and TechYieldChanges code
  4. Vokarya

    Vokarya Chieftain

    Mar 25, 2011
    Rev 1066

    Some minor fixes.
    • Increase height of top panel in F3 Screen (show third row of icons without cutting off)
    • Remove Wooden Ships/Steam Ships access to Sentry II/III promotion
    • Fix Tannery upgrade path
    • Extraction Facility requires Superstrong Alloys (cannot upgrade early)
  5. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

    Jun 7, 2008
    Just wonder...
    Hi everyone, just a quick message to let you know I'm still around but at the moment away from home and my modding pc. I have dozens of message to read here on the forum but I will catch up and answer hopefully soon. Thanks.
  6. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

    Jun 7, 2008
    Just wonder...
    Still around but I will probably need some weeks before I can get back to my modding pc. Unfortunately, I had some problems with the renovation of my apartment so I am temporarily living with my family at my mother-in-law's place. As soon as I get back home, I already have a list of bugs to work on.
  7. evmcmunn

    evmcmunn Chieftain

    Dec 14, 2015
    I think this is the right place to post a suggestion for the mod, if not Im sorry, but with regard to the "larger cities" option, I think you might want to consider, if its somehow possible to increase the minimum distance between city settlement, or maybe put an additional option in there to increase it by one tile, cause the AI loves spamming cities and I have had to constantly eradicate their cities in order to utilize the larger cities effect...just a thought. Oh, since Im here, I tried making a mod of my own that added a bunch of repeatable techs to the game(it sortof worked, but Im not that skilled at modding), so that would be a special request of mine, I know alot of people would probably see it as game breaking but I personally like the idea, at least at the end of the game.
  8. Zeta Nexus

    Zeta Nexus Chieftain

    Jan 23, 2014
    In a constant brainstorm...
    Here's the place to post your modmod ideas:
  9. Vokarya

    Vokarya Chieftain

    Mar 25, 2011
    Rev 1067

    Lots of changes. Tax/science/espionage sliders are LOCKED in the early game (until Writing). Many new civics and civic buildings, lots of civic adjustments.

    • Tax and science sliders are fixed at 50% until discovery of Writing; no gold is accumulated
    • Espionage slider unlocked at Politics
    Tech Tree:
    • Deleted techs: Aristocracy, Cavalry Tactics
    • Fixed icons for Build Culture and Build Espionage
    • New icons for Grand War, Cyberwarfare
    • Caste System required for Monarchy
    • Great General moved to Stirrup
    • Iron Working required for Vassalage
    • Flintlock requires Chemistry + Leadership
    • Military Tradition requires Flintlock + Nationalism
    • New building: Greenhouse
    • New civic buildings: Admiralty [Naval Supremacy], Cabinet [President], Community Center [Atheist], Corporate Enclave [Corporations], Fighting Pit [Warlords], Funeral Pyre [Warrior Caste], Hoard [Raiders/Tribute], Holy Order [Theocracy], Mercenary Camp [Mercenaries], Propaganda Office [Personality Cult], Stock Exchange [Corporate/Free Market], Throne Room [Autocracy], Trading Company [Mercantile]
    • Deleted buildings: Chamber of Commerce, Free Port, Presidential Monument, Royal Monument
    • Airport requires Power
    • Apiary upgrades to Greenhouse; Greenhouse upgrades to Hydroponic Farm
    • Bunker fixed sign error in bombard defense
    • Civil Servants School renamed Prefecture, provides 1 free Magistrate instead of maintenance bonus
    • Data Center requires Digital civic
    • Farmscraper base yield increased to +10 food
    • Foundry removed flat production, removed employed citizen, increased production bonus to +30%
    • Graveyard upgrades to Funeral Pyre
    • Hydroponic Farm yield increased to +9 food
    • International Port requires Oil or Oil Products
    • Laboratory moved to Scientific Method
    • Manor requires Fealty or Nobility civic
    • Museum moved to Archeology
    • Parade Grounds XP reduced to +1, can be built with Junta or Standing Army
    • Recruitment Office no longer works with Mercenaries
    • Villa moved to Monarchy, requires Monarchy or Bourgeois civic, reduced to +2 commerce and +3 commerce with capital connection, 2 Noble slots
    • Assembly Plant health increased to -4, yield increased to +50%
    • Feitoria requires Seaport or International Port
    • Hippodrome deleted free XP
    • Ikhanda is not replaced by Garrison/Military Base
    • Madrassa science reduced to +15%
    • Mint cost reduced to 60
    • Odeon deleted happiness from Hit Singles
    • Shale Plant cost increased to 195, added -2 health
    • Stock Exchange renamed Royal Exchange
    • Ziggurat now a Ceremonial Altar replacement
    • Aluminum Factory requires Power
    • House of Parliament requires Parliament civic
    • Ironworks provides base +25% production, not +25 hammers
    • National Mint only buildable with Coinage civic


    • New civics: Warlords [Rule], Theocracy [Rule], Parliament [Rule], Autocracy [Rule], Junta [Rule], Corporations [Rule], Tribute [Economy], Digital [Economy], Raiders [Military], Naval Supremacy [Military]
    • Despotism increased unhappiness from population reduced to +34%, incompatible with Parliament
    • Monarchy removed attitude change with other Monarchy leaders, incompatible with President
    • Republic removed military production bonus, science bonus, culture bonus, capital gold bonus; added +25% commerce all cities
    • Democracy removed capital commerce bonuses; added 1 free Specialist all cities; incompatible with Autocracy
    • Federation incompatible with Autocracy
    • Senate deleted happiness bonus, production penalty; increased capital commerce to +20%
    • Nobility moved to Feudalism
    • President removed production bonuses; added no capital unhappiness, +2 culture per specialist, and +1 relations with all civilizations
    • Technocracy removed yield bonuses and culture penalty; added +2 hammers from Engineer and +2 beakers from Scientist
    • Virtual incompatible with Despotism, Monarchy
    • Slavery moved to Society category; new effects +1 food from Farm, +1 hammer from Mine and Shaft Mine, +3 commerce from Plantation
    • Feudal gives +50% worker speed and improvement growth, -10% commerce, +25% food for cities to grow; removed unhappiness, building bonus
    • Coinage removed minting mechanic, added +50% production of Market and Bank
    • Mercantile removed maintenance penalty and domestic commerce bonus, added 1 free Specialist, -50% foreign commerce
    • Free Market removed corporation maintenance bonus, production penalty, commerce bonus; added +50% commerce from connections
    • Prophets added +50% religion spread, reduced Missionary production to +50%
    • Divine Cult, State Church removed direct revolution changes
    • Intolerant removed free XP
    • Free Church renamed Reformation. removed culture bonus from Priest
    • Secular removed culture bonus
    • Personality Cult changed to flat +5 happiness (instead of happiness from buildings)
    • Warrior Caste removed happiness from Graveyard
    • Mercenaries removed Great General bonus
    • Feudal renamed Fealty; Great General reduced to +25%, no free XP, no production modifier, no unhappiness, added +25% city defense
    • Standing Army removed Great General bonus, city maintenance increase, largest city unhappiness; changed distant unit supply to +25%
    • Volunteer Army removed Great General bonus, reduced war Weariness reduction to -25%
    • MAD removed Great General bonus, largest city unhappiness, culture penalty
    • Many early events have minimum treasury values required to fire
    • Fix double-counting of Hydro Plants in Alternative Energy event
    • Fix error in Farm Bandits recurrence
    • Alternative Energy boosts Manufacturing Plant and Nanofactory yield
    • Billions and Billions provides +4 science from TV Station or Cinemas
    • Industry, Industrial Complex made valid by Fresh Water
    • Orchard can be built on any Forest and provides +1 food/-1 production; resources give +1 production; no bonus at Crop Rotation, +1 production at Invention, +1 commerce at Genetics
    • Slaves changed to -1 food/+3 production/no unhappy/no unhealthy
    • New unit combat type: Executive (covers all Guildmasters and Corporate Executives)
    • Patrol promotions changed: Patrol I requires no tech and gives 25% revolt protection; Patrol II requires Heraldry tech and gives 25% revolt protection; Patrol III requires Fascism and gives 50% revolt protection; opened to Mounted, Armored, and Helicopter units
    • Workers can build Industrial Complexes
    • Archer cost increased to 40
    • Spearman/Pikeman/Heavy Pikeman get +100% vs. Mounted units
    • Crossbowman requires Iron
    • Arquebusier strength reduced to 13
    • Heavy Horseman removed Obsidian option
    • Rider added Copper option
    • Dragoon strength reduced to 15; moved to Matchlock tech
    • Cuirassier moved to Flintlock; strength increased to 22
    • Mobile SAM strength lowered to 65, no penalty in Forests or Jungles
    • ACV SAM strength lowered to 85; removed penalties vs. most units, increased strength vs. Helicopters to +125%
    • Fusion Sub gained carry 1 "People" unit
    • Inquisitors available at Theology and require Theocracy or Intolerant
    • Chariot UU's deleted Warfare requirement
    • Landsknecht now a Heavy Pikeman replacement
    • Conquistador now a Dragoon replacement with Ignores Terrain Movement Cost and no penalty vs. cities
    • Fix Palace prerequisites not showing in buildings screen
    • Widen panel for Unique Buildings in civilization screen
    • New section: Routes (works from main screen, not in-game)
    Tolina, 45°38'N-13°47'E and Arakhor like this.
  10. Vokarya

    Vokarya Chieftain

    Mar 25, 2011

    Fix civics icons
    Add some missing updated Python screens
    Naval unit changes: Galleass strength increased to 10, Man'O'War bombard decreased to 12%, Ship of the Line bombard increased to 15% and speed reduced to 4

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