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Chronicles [modmod]

Discussion in 'Modmods, add-ons and scenarios' started by Zeta Nexus, Jan 5, 2017.

  1. Zeta Nexus

    Zeta Nexus Chieftain

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    Chronicles is a modular modmod for Rise of Mankind - A New Dawn 2.
    It aims on complexity and realism but tries not to be overly complicated.​

    -==Download==-
    Chronicles2


    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.
    5. Enjoy :c5happy:

    F.A.Q:
    None yet...


    Plans and todos:
    • balancing, balancing, balancing
    • religions
    • more ancient era stuff
    • more future era stuff
    • remember the other things I had in mind...

    Credits:
    • AND2 team for the great mod they created to further mod
    • literally each and every mod on Civfanatics, even if it was just an icon or a little idea I have taken from it
    • thegreekweegee, for his abundant feedback
    • (let me know if I forgot someone)
     
    Timekiller likes this.
  2. Zeta Nexus

    Zeta Nexus Chieftain

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    Content
    Chronicles (Main module)

    Spoiler 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
    Senate
    Bureaucracy
    President
    Single Party
    Technocracy
    Virtual

    Society
    Tribal
    Caste
    Proletariat removed/replaced
    Clans
    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
    Shadow War moved to Stance
    M.A.D. moved to Stance
    Unmanned Warfare
    Asymmetric Warfare

    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
    Subsidized
    Socialized
    Superhuman
    Paradise

    Foreign Policy
    Isolationism
    Appeasement
    Imperium
    Protectionism
    Interventionism
    Redevelopment
    Cosmopolitan removed/replaced

    *BLUE indicates new civics compared to the main mod.

    THE NEW CATEGORIES

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

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

    Immigration
    No Borders
    Controlled Borders
    Open Immigration
    Visa Program
    Closed Borders

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

    Stance
    Survival (moved from Welfare)
    Prosperity (formerly Pacifism, moved from Military)
    Exploration
    Manifest Destiny
    State of emergency
    Shadow War (moved from Military)
    Mobilization (moved from Military)
    M.A.D. (moved from Military)

    Spoiler In the Beginning :

    Expands the ancient era with more techs, buildings and units to give the stone-age feeling. I have imported most (if not all) of the content form C2C, so much thanks for their work.
    Spoiler Tech tree :
    ChroniclesTechTree.jpg


    Spoiler Jewels of the Land :

    New terrain features and slightly changes some rules to get a more beautiful and exciting world.
    Kelp, Islet and Rocky islet lets you build Fishing boat for a little more food and a slight chance to discover seafood.
    I have imported most of the content form C2C and RI, so much thanks for their work.




    Wonder/Full Cities (independent module)
    Spoiler Wonder/Full Cities :

    This module is something between Unlimited Wonders option ON and regular game.
    It changes the wonders/city limit by the following:
    upload_2017-1-5_13-47-4.png




    more is coming soon...
     
    Last edited: Jan 5, 2017
  3. Zeta Nexus

    Zeta Nexus Chieftain

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    Change log

    Spoiler 2.0 :

    == General ==

    Merging Civic Reforms, In the Beginning and Jewels of the Land completely and Wonder/Full Cities partly into one single module.
    Updating to rev.1047.


    == Technologies ==

    Rearranged ancient era tech tree.

    (NEW) Trapping:
    Enables Fur
    Can construct Furrier (Trade requirement axed)
    Can build a Camp


    Chaged handicap dependent free techs.
    Settler: Fire, Gathering and Storytelling
    Chieftain: Fire and Storytelling
    Warlord: Fire





    == Civics ==

    Taking more advantage of the new <ForbiddenCivics> tag. Your choice of government is the main factor in determining what other civics are allowed or forbidden but there are some other restricted combinations too.
    All gowernment civics' anarchy length set to 2, all others' reduced to 1.


    ____________
    -GOVERNMENT-

    Despotism:
    requires Slavery (tech)

    Republic:
    +500% maintenance for overseas cities
    military units production reduced to +25% (was +50%)

    Democracy:
    -25% unhappiness from population overcrowding (instead of +1 happines)


    ______
    -RULE-

    President:
    axed +15% military unit production, +15% hammers and -1 :)
    -20% maintenance for number of cities and distance to palace
    +1 diplomatic relations
    No unhappiness in capital

    Single Party:
    +1 espionage point from all specialists
    axed +25% hammers

    Junta:
    axed maintenance modifier
    axed -1 :) in all cities and largest cities
    +15% unhappiness from population overcrowding

    Theocracy:
    missionary units trained +200% faster


    _________
    -SOCIETY-

    Caste:
    gold from slaves increased to 1 (was 0.25)
    axed -1 :) in largest cities
    +10% unhappiness from population overcrowding

    Proletariat:
    axed, replaced with Clans

    (NEW) Clans:
    Requires Mythology
    +25% maintenance for number of cities and distance to palace
    +10% city deffense
    +50% Xp inside borders
    +1 national instability
    +50% city distance instability
    military units recieve 0.02Xp per turn in cities (on Normal speed)
    cities need 10 more food to grow

    Feudal:
    gold from peasants increased to 1 (was 0.25)
    +1 fodd and hammer from peasants

    Nationalist:
    axed maintenance modifiers

    Hive:
    axed -50% maintenance on Home Continent and for Overseas Cities


    _________
    -ECONOMY-

    Mercantile:
    axed maintenance modifiers


    __________
    -MILITARY-

    Warrior Caste:
    military units recieve 0.02Xp per turn in cities (on Normal speed)

    Shadow War:
    moved to Stance category

    Terrorim:
    complately reworked --> Asymmetric Warfare

    (NEW) Asymmetric Warfare:
    +100% Great General inside borders
    +100 maintenance for number of cities and distance to palace
    military units recieve 0.2Xp per turn in cities (on Normal speed)
    lower unit support cost
    can draft 3 units perr turn
    +100% Xp inside borders
    +1 local stability
    -1 national stability
    +50% city distance instability
    -50% war weariness
    +25% defense
    can build Terrorist Compound
    can train Terrorist and Suicide Bomber


    _________
    -WELFARE-

    Church:
    axed +1 health


    ________________
    -FOREIGN POLICY-

    Cosmopolitan axed


    _______
    -LABOR-

    Pastoral:
    +1 food on Ice, Tundra and Desert tiles

    Android:
    axed connectedness modifiers

    (NEW) Penal:
    -10% GPP
    +1 local instability
    +50 one-time instability for adopting civic
    -25% war weariness
    +1 fodd and hammer from slaves
    +10% hammers
    -10% culture
    2% chance to capture a slave from combat
    civic building: Labor Camp


    _______
    -MEDIA-

    Religious Censorship
    axed -5% science and -5% culture
    -1 science from Scientists
    -1 culture from Artists
    -1 :) in all cities replaced with -1 :) per non-state religions

    Media Regulation
    axed +10% GPP, culture and science

    Mainstream Media
    gold from Broadcast Tower, Communication Tower, Network Node and Advertising Agency reduced to +2 (from +5)

    (NEW) Mind Control:
    +50% maintenance for number of cities and distance to palace
    workers build 20% faster
    +5 local stability
    +2 national stability
    +50 one-time instability for adopting civic
    -20% war wearieness
    +20% food and hammers
    -20% science and culture
    civic building: Mind-Control Center



    _____________
    -IMMIGRATION-

    Controlled Borders:
    moved to Sedentary Lifestyle
    all modifiers axed, except for fixed borders

    Open Immigration:
    +20% GPP axed

    Visa Program:
    axed +10% science
    upkeep raised to high


    ______________________
    -TERRITORY GOVERNANCE-

    Provincial:
    -50% maintenance from distance axed
    -10% hammers replaced with +10%
    workers build improvements 25% faster axed
    +25% growth for improvements

    Fiefdom:
    +10% hammers and gold replaced with -10%
    added -20% maintenance for distance and number of cities
    removed Manor as apossible civic building
    axed +33% food needed to grow city
    axed +33% population overceowding

    (NEW) Colonial:
    +20% maintenance on Home Continent
    -50% maintenance for Overseas Cities
    +1 local stability
    +1 national instability
    +50% city distance stability
    settling more than 5 cities will cause 1 unhappiness in every cite for each one over that limit
    Workers and Settlers trained 50% faster
    50% faster construction of Meeting Hall, Butchery, Bakery, Doctor's Office, Forge, Police Station, Stonemason and Mill
    civic building:

    Centralization:
    added +50% maintenance for distance


    ________
    -STANCE-

    Prosperity:
    axed all revolution modifiers

    Belligerence:
    axed all revolution modifiers

    Exploration:
    +10% science, -20% gold
    -50% military unit production
    +50% war weariness

    Manifest Destiny axed






    == Buildings ==


    ___________________
    -Village Hall line-


    Cities now recieve a free specialist per improvement according their state of develepment. No more free specialists by default.

    Village Hall:
    +1 free specialist per Hamlets
    +1 Local stabolity bonus (was +3)
    Town Hall:
    +1 free specialist per Hamlets and Villages
    +2 Local stabolity bonus (was +3)
    City Counsil:
    +1 free specialist per Hamlets, Villages and Towns
    +3 Local stabolity bonus (was +3)
    Wonder Limit +1
    Metropolitan Administration
    +1 free specialist per Villages and Submerged Towns and +2 per Towns
    +4 Local stabolity bonus (was +3)
    Wonder Limit +2
    Capital Administration:
    +1 free specialist per Villages and Submerged Towns and +2 per Towns
    +1 free specialist
    +5 Local stabolity bonus (was +3)
    Wonder Limit +3


    _________________
    -Civic Buildings-

    Re-Education Program axed

    Rally Flag:
    can only be built and operated during wartime
    +0.2 :) per citizen

    Homestead:
    upgrades to Townhall

    Terrorist Compound:
    axed Xp bonuses
    axed unhealth and unhappiness penalties
    nearby battles will not affect culture
    citizens will rebell against enemy captors 200% longer
    15% damage to adjecent enemy units per turn

    Voting Link:
    no longer a government center
    -50% maintenance
    +3 :)

    (NEW) Duchy:
    req. Fiefdom
    req. 3 Castles
    +1 culture
    -10% commerce
    -20% maintenance
    1 Noble slot

    (NEW) Totem:
    req. Clans
    +1 culture
    +1 :)
    -10% war weariness

    Mind-Control Center:
    moved to Mind Control (Media) from Despotism
    removed building requirements
    removed GPP penalty and science penalty

    Labour Camp:
    moved to Penal (Labor) from Despotism


    _______
    -Other-

    Town Hall:
    moved to Sedentary Lifestyle

    Festival:
    no longer a civic building
    hammer penalty axed
    happiness, gold and culture bonuses axed
    added +1 :) per 20% culture
    cost reduced to 25 (from 75)

    Hab Complex:
    no longer a civic building
    requires Megastructure Engineering
    requires Replicators and (Steel or Durasteel) and power
    cost raised from 600 to 1600
    +3 free specialists
    +10 hammers and commerce
    +1 magister slot

    Skyscrapper:
    upgrades to Hab Complex instead of Arcology and Arcology Shielding

    Independence Hall:
    enables all Territory civics (instead of Rule civics)
     
    Last edited: Jan 5, 2017
    Brett Caton likes this.
  4. Zeta Nexus

    Zeta Nexus Chieftain

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    reserved
     
  5. Zeta Nexus

    Zeta Nexus Chieftain

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    reserved
     
  6. thegreekweegee

    thegreekweegee Big Guy 4U

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    Changes look nifty so far. I'll take a bite out of it soon.
     
  7. Arakhor

    Arakhor Dremora Courtier Moderator

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    When I next play Civ IV, I really should get around to playing this. :)
     
  8. Zeta Nexus

    Zeta Nexus Chieftain

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    I'll be honored :hatsoff:
     
  9. Ulixes

    Ulixes Chieftain

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    Interesting modifications, I want to try your modmod.

    Quick question though: is it compatible with rev.1050 ?
     
  10. Zeta Nexus

    Zeta Nexus Chieftain

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    Yes, it is.
     
  11. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

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    @Zeta Nexus : I'm planning to remove the link to "More dinosaurs" from the launcher, also because it points to the same thread as "More Music", but I would like to add the link to Chronicles. Is that ok for you?
     
  12. Zeta Nexus

    Zeta Nexus Chieftain

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    More than okay :) Thank you!

    Maybe I should create a new thread dedicated solely for More Music too so you could change that link too.
    I'll do it later today.
     
  13. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

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    I don't think it's really necessary. If we leave like this, people can still find More Dinosaurs if they like it, even if it's not mentioned in the launcher.
     
  14. Zeta Nexus

    Zeta Nexus Chieftain

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    Oh, I meant to create a new and clean thread for MM only and Dinos need none. I will merge them into Chronicles as a separate module but in the same archive to make things easier.
     
  15. walkerjonny

    walkerjonny Chieftain

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    There are two Chronicles Modules now in the AND Launcher, right?
    And they can be both activated together, also right?
     
  16. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

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    There should be only MegaCivPack, More Music, and Chronicles (pointing to this thread). I can't check now, I'll do it tonight.
     
  17. walkerjonny

    walkerjonny Chieftain

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    Well, after I downloaded and installed Chronicles2 (for the first time ever) into the AND folder there are two options for Chronicles:
    1. Chronicles: Wonder/full Cities, v1.0
    2. Chronicles, v2.0
    I just want to make sure that I can use them together.
     
  18. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

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    I see, then it depends on Chronicles, we need to wait for ZN to check. I've checked the main mod and there's no double choice.
     
  19. Zeta Nexus

    Zeta Nexus Chieftain

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    Yes, you can use either or both. In the second post (titled Content) you can read more about them.
     
  20. Rado

    Rado Chieftain

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    reworked policies seem more logical, will miss proletarial, though. can i use the mod with rev 1054?
     

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