Chronicles [modmod]

<Nexus>

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No longer supported.
Try Chronicles of Mankind instead.



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__

-==Patch==-
:badcomp: HOTFIX 2.0.4b:badcomp:
Patch must be applied to work properly!!!
:bounce:


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)
 
Last edited:

<Nexus>

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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:

<Nexus>

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Change log
Spoiler Patches :

2.0.3 and 2.0.3b
Compatibility fix with rev1079.

2.0.3
Should fix bugs caused by techtree changes in rev1075

2.0.2
Fixing commerce sliders issue.

2.0.1
A compatibility hotfix for Chronicles to make it work with rev1068.
Just install to your ROM-AND folder and say yes to file over write.

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:

Arakhor

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

Ulixes

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Interesting modifications, I want to try your modmod.

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

<Nexus>

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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?
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.
 
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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.

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.
 

<Nexus>

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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.
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.
 

walkerjonny

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There are two Chronicles Modules now in the AND Launcher, right?
And they can be both activated together, also right?
 
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There are two Chronicles Modules now in the AND Launcher, right?
And they can be both activated together, also right?

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

walkerjonny

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.
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.
 
Joined
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Just wonder...
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.

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.
 

<Nexus>

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

Rado

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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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