Discussion in 'Modmods, add-ons and scenarios' started by Zeta Nexus, Feb 28, 2019.
Chronicles of Mankind
(modmod of Rise of Mankind: A New Dawn 2)
replacing this README file with an accurate one
fixing some tech quotes
fixing Holy Site and Tourist Site GameFont.tga (but changing language via the Launcher terminates it with an error massage)
greatly increased animal spawn rates
fixing starting civics for AND2-Earth15CivsPresetStartingLocations and AND2-GEM-26CivsPreset scenario maps
added option to rebuild Fishing Community on existing Ferry route
Autocracy: removed production penalty
Democracy: removed happiness penalty for stationed military units
City-State: city limit changed to max 2 cities (on normal)
Caste: population anger penalty increased to 25%
Agrarian moved to Agriculture; AI weight increased
Pastoral: -10% food
Maritime: -10% food
(NEW) Devout: alternative requirement (along Lead by Warlord) for Crusader, Kanai, Mujahid, Flower War, Pharaoh's Propaganda, Zen, Order of Ormazd, Gentleman, Waidan, Holy Trinity, Berserk and Purity promotions
available only through Spiritual trait
(NEW) Famous: alternative requirement (along Lead by Warlord) for Heroic, Leadership, Loyalty, Morale, Tactics, Siege Master, Fury I and Mountaineer promotions
1 extra first strike chance
25% less gold to upgrade
Mountaineer now requires Famous OR Lead by Warlord
Fixing Hunter I, II and III buttons
Great Hunter: Famous added to starting promotions
Animals: some minor fixes
Bandit: removed Hidden Nationality, so now it can enter boats; also removed Sabotage and Steal Plans
Spritual: free Devout promotion for Melee, Archery, Mounted and Recon units
Creative: all cities start at second cultural level
axed: "all cities start at second cultural level"
added: free Loyalty promotion for Mounted, Melee, Gunpowder, Tracked, Hi-Tech and Mecha units
fixing Victory Monument (Imperialistic trait)
Hoard (Aggressive trait) maintenance down to +10%, +2 axed, added +0.1 per citizen
Eureaka (Scientific trait) axed +1 science per specialists in all cities
Lyceum (Philosophical) Golden Age length reduced to +20%
Myth of the Sea: added Fishing Community line as OR requirements
Boatyard: added Fishing Community line as OR requirements, also +1 free specialist from Fishing Community line
movie added for Time Tunnel
Adventure Tours: added Holy Site and Tourist Site, removed Whale and Clam
MileHigh Travel: added Holy Site and Tourist Site, removed Gold and Silk
Mapster: added Holy Site and Tourist Site, gold down to 1 per consumed resource
Red Curtains: added Holy Site and Tourist Site, culture down to 2 per consumed resource
extend movement limits moved back to Alphabet from Stargazing
Petroglyphs deleted, it's content moved to Ritualism
FeaturesNew or changed features compared to Rise of Mankind: A New Dawn:
Completely reworked civic system
It will act sort of like a tree, the higher categories limiting the lower ones:
Government (Anarchy, Autocracy, Oligarchy and Democracy)
State (Chiefdom, City-State, Monarchy, Empire, Republic, Colonial and Federation)
Rule (Patriarchy, Despotism, Theocracy, Warlords, etc)
Of course there are some other incompatibilities (like Liberal vs Intolerant, Theocracy vs Atheist, etc).
The main idea is, that that your government choice limits your other choices.
Civics are designed to "do a certain thing".
You will also see new, beautiful round civic buttons (mostly from Civ5) that are easy to recognize in the tech tree too.
...greatly expanded by adding many animals from C2C (but not all!).
A new Hunter unit replacing Scout (all recon units are pushed later in the tech tree).
A new Great Hunter great person that you can gain by hunting animals.
Now they work more like religions. You no longer build Myths but they appear in the fitting areas when requirements are met. There are also new Myths (Dessert and Winter). They also provide special bonuses.
I tried to balance Traits and make all of them interesting. Now each Trait will have it's own building (or unit).
Prime Timber: worked by Woodcutter, Lumber mill and so on
Papyrus: worked by Plantation. Requirement for Scroll Maker building that provides an early access to Paper resource.
Holy Site: provides bonus with Cathedrals when in city vicinity. Worked by Cottage line.
Tourist Site: provides bonus with Tavern/Hotel/Vacation Resort when in city vicinity. Worked by Cottage line.
New improvements, terrain features and route:
Kelp (Coast) : You can build Fishing Boats on it just like on seafood tiles.
Rocky Islets (Coast) and Islets (Ocean): You can build a new improvement line on these
Fishing Community, Fishing Village and Fishing Town: they work like the Cottage line, only on water. When building one of these by a Workboat you also get a new route on the tile:
Ferry: works the same way as Tunnels but earlier and is more limited
Bamboo (Grass, Plain, Marsh): +1 on the tile
Storms are also changed: Now they can appear on land tiles and provide fresh water. So be quick and build a Farm next to it
130+ new tech quotes with audio files. Now it's only around 30 techs that has no audio quotes.
Most quotes are from PAE (thank you Pie), Civ5, SMAC and some are from movies or audiobooks.
Scientific victory reworked:
It's mainly a cosmetic change. The esoteric Ascension Gate is replaced by Time Tunnel. Its requirements are: Computer Center and Fusion Plant in any of your cities and a Quantum Lab in the building city.
They no longer work like corporations but require Guilds civic (it makes sense, isn't it?). Each guild building employs 1 citizen and provides yield, commerce or other bonus.
Q: Do I need Rise of Mankind: A New Dawn too?
A: No, now it's a stand-alone version. You can have both mods installed separatelly.
Q: Does the AND Mega Pack work as intended with Chronicles of Mankind?
A: Yes, it does. More music is also compatible.
Q: Will future AND2 changes also be implemented in this modmod?
A: Yes, that's the plan. I will keep this modmod updated to AND via pathces. Bugs will also be fixed in patches and new features will be added too.
Does the Mega Pack work as intended with Chronicles of Mankind?
Yes, I had that in mind for both.
4th post (Features) updated.
As I was looking through the Civilopedia I noticed that Imperialistic's building, Victory Monument, didn't seem to be in the game.
And the Explorer trait looks really lacking, shouldn't it have Seafaring's perks as well?
You're right. For some reason I have tagged that building out, though it is in CIV4BuildingInfos. See BUILDINGCLASS_TRIUMPHAL_ARCH if you want to add it back manually.
Seafaring is completely reworked/replaced. I believe that free Speed and Sentry for recon and naval units offer more than the previous solution. Seafaring was really useless, especially when the civ is in land. But land and sea exploration is always useful.
...but I admit that I was in a haste with the upload. It is obvious that beta testing and patches will be needed. So please, continue reporting bugs and other issues you find. Thank you
I do believe you should stick on the old bonuses of Seafaring onto Explorer and it would be fine then, although even then not as powerful as the new Philosophical and Scientific. Their buildings are really sexy, too sexy.
And wouldn't it make more sense for Aggressive's building to reduce maintenance, not increase it? 2 for +25% maintenance seems like a bad deal.
You should make a thread about the release of this mod on the main forum in order to gain more attention. AND's development has really stagnated lately so I'm sure the exposure would be appreciated.
I tried removing the lines but after doing so launching the game causes XML errors.
More bugs, regarding starting civics: Government is Chiefdom (State's starting civic); Anarchy is supposed to be starting civic but it's not chosen nor is it possible to use because of Oligarchy, Rule is on Oligarchy (supposed to be Patriarchy) and Welfare's is Survival (Stance's starting civic), supposed to be Charity.
Edit: I now know that this is only present on the Earth scenarios. Could you update the initial civics for those in your next update?
I never cared for scenarios therefor have not encountered this bug but will fix it. THX
Maybe I should decrease their bonus?
Than something else is missing...
I wanted it to be a trade-off: Either you are at war and gain the extra but lose money so you have to pillage and plunder more; or at peace and lose the extra But I think I can decrease it to +10% maintenance and maybe tweak som other things too.
Thank you for your efforts. Its a nice mod. Are future AND2 changes also will be implemented in this modmod? Or now it's completely independent work, so Chronicles and AND2 go their own ways?
Yes, that's the plan. I will keep this modmod updated to AND via pathces.
Bugs will also be fixed in patches and new features will be added too. Right now I'm rather busy IRL but want to fix serious bugs ASAP.
I'm coding only XML. Python and dll changes will be copied from tha main mod.
Separate names with a comma.