1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Chronicles of Mankind

Discussion in 'Modmods, add-ons and scenarios' started by Zeta Nexus, Feb 28, 2019.

  1. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    Chronicles of Mankind
    (modmod of Rise of Mankind: A New Dawn 2)
    Chronicler.jpg
     
    Last edited: Mar 10, 2019
  2. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    Last edited: Mar 9, 2020
  3. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...

    HOTFIX 1.0.4.2
    Spoiler :

    1.0.4.2 HOTFIX


    General
    =======

    Now really updating revision number (1086) both for python and ini files.
    Prime Timber event sign changed to Hardwood.
    Some minor wording and graphics changes.


    Wonders
    =======

    Venus of Willendorf:
    +1 culture changed to +2 obsolete safe culture
    removed +1 Population in All Cities
    City Requires 50% less Food to Grow (was 25%)



    1.0.4.1 HOTFIX


    General
    =======

    Updating revision number (1086)


    Units
    =====

    Worker (Barbarian UU)
    renamed to Barbarian Worker


    Patch 1.0.4

    Spoiler :


    General
    =======


    Updating to AND2 rev. 1086
    Adjusting city screen to display more resources and specialists
    New CitySoundscape for Trans-Human and Future eras
    New or fixed quote (with audio file) for many-many techs
    Android Worker (specialist) renamed to Synth


    Events
    ======


    'Healing plant' requires Herbalism
    'Champion' requires Warfare


    Buildings
    ========


    Slave Market:
    Slaves trained 100% faster


    Wonders
    =======


    World Trade Center:
    removed -20% Maintenance Cost in All Cities
    +1 Trade Routes
    +1 Trade Routes in All Cities
    +1 Trade Routes in the World

    New animated wonder movie for Kotoku-in


    Techs
    =====


    Conglomerates:
    +1 Trade Routes


    Terrain
    ======


    Gathering Food/Hammers/Commerce build time increased from 50 to 150
    Gathering Food/Hammers/Commerce upgrade time decreased from 5 to 2


    Units
    =====


    Worker and Indian Fast Worker:
    require Agrarian, Pastoral, Maritime, Guilds or Penal civic
    work rate down to 90 (was 100)

    (NEW) Worker:
    Barbarian UU (same as normal Worker but with some extras)
    no Civic requirement
    work rate 110
    ignore terrain cost

    Slave:
    fixed Improvement builds causing AI not improving it's tiles
    Slave Market requirement axed
    work rate down to 75 (was 100)
    upgrades to Worker, Constructor, Clones

    (NEW) Constructor:
    new upgrade for Gatherer, Slave and Worker units
    requires Urbanization civic
    cost 180
    work rate 125
    upgrades to Clone
    cost +1 gold per turn

    Clone:
    work rate increased to 150 (was 125)


    HOTFIX 1.0.3.2

    Spoiler :

    Units
    ====

    fixing fixing other typos commited in Hotfix 1.0.3.1


    HOTFIX 1.0.3.1

    Spoiler :

    Units
    ====

    fixing two typos affecting Bees and Slave units


    Patch 1.0.3

    Spoiler :

    General
    =======


    Fixing GameFont_75.tga incorrectly displaying Holy Site and Tourist Site.
    Fixing some minor text issues.
    Barbarians now should be able to build/upgrade better units in the early game too.
    Barbarian leader received Nomad trait, so it should be able to upgrade units anywhere.
    New culture level: "Eternal" requires 5 times more culture than Legendary.
    Trade Routes are back (see bellow)
    Connectedness reworked to represent Tourism
    Gathering mechanics somewhat reworked


    Civics
    =====


    Autocracy:
    axed -1 relations with all civs

    Oligarchy:
    extra unhappiness in all cities per 10% tax rate

    Democracy:
    moved to Democracy tech (late Renaissance)
    reduced maintenance to +100% (was +200%)
    following civics are no longer forbidden: Clans, Planned, Corporate, Conscription, Standing Army, Unmanned Warfare, Belligerence, Mobilization, Naval Supremacy, M.A.D., Shadow War
    -25% espionage

    City-state:
    removed Connectedness
    +1 Trade Routes
    +50% Foreign Trade Route Yield
    +50% trade income from nations with the same civic

    Republic:
    removed Connectedness
    +25% Foreign Trade Route Yield

    Colonial:
    removed Connectedness
    -90% Foreign Trade Route Yield
    +100% Trade Route Yield

    Caste:
    +50% faster training of Slaves

    Feudal:
    removed Connectedness

    Communalism axed

    (BACK) Proletariat:
    unlimited Engineers
    +1 happiness from most agrarian and industrial improvement
    new civic building: Young Pioneers Camp
    -50% commerce from Trade Route

    Single Party:
    +1 :) per Military Unit Stationed in City

    Corporations:
    +1 Trade Routes

    Barter:
    removed Connectedness
    +10% food and production and -80% commerce from Trade Routes

    Palace Economy:
    removed Connectedness

    Coinage:
    removed Connectedness
    -50% Foreign Trade Route Yield
    +25% Trade Route Yield

    Mercantile:
    removed Connectedness
    +100% Foreign Trade Route Yield
    -100% Trade Income from Nations with the same civic

    Planned:
    removed Connectedness
    -1 Trade Routes
    +50% Trade Income from Nations with the same civic

    Corporate:
    +1 Trade Routes
    +25% Trade Route Yield

    Asymmetric Warfare:
    removed Xp/turn for units stationed in city

    Hegemony:
    removed Connectedness
    +50% Foreign Trade Route Yield

    Protectionism:
    removed Connectedness
    +1 Trade Routes
    +25% Trade Route Yield
    axed +10% production

    Interventionism:
    removed Connectedness
    +25% Trade Route Yield

    Redevelopment:
    removed Connectedness
    +25% Foreign Trade Route Yield

    No Borders:
    removed Connectedness
    -50% Trade Route Yield

    Open Immigration:
    upkeep changed to Medium (was Low)
    removed: cities require 30% less food to grow
    +15% food and hammers from Trade Routes

    Visa Program:
    1 :( per 10% foreign culture
    +10% hammers from Trade Routes

    Closed Borders:
    -25% Foreign Trade Route Yield
    -25% Commerce from Foreign City Connections (was -50%)

    Naval Supremacy:
    removed Connectedness
    +100% Faster Construction of Docks, Harbor, Port, Seaport and International Port



    Buildings
    ========


    All corporation stores are removed from the upgrade lines

    Most buildings with 2 or more upgrades obsolete with the tech unlocking the second upgrade (unique buildings are exceptions)

    Siege Weapons Workshop line no longer upgrades to Omnifactory

    Dock line separated from Caravanserai-Public Transportation line, all reworked for Trade Routes instead of Connectedness

    Lighthouse no longer upgrades to Great Lighthouse

    Toll House line reworked for Trade Routes instead of Connectedness

    Airfield line provides Trade Routes instead of flat commerce

    Free Port (Free Market civic)
    +1 Trade Routes
    +50% Foreign Trade Route Yield
    removed Connectedness

    Trading Company (Mercantile civic)
    +1 Trade Routes
    +25% Trade Route Yield
    +25% Foreign Trade Route Yield
    removed Connectedness

    Colonial Office (Colonial civic)
    +50% Foreign Trade Route Yield
    removed Connectedness

    Acropolis (City-state civic)
    +1 Trade Routes
    enables all Government civics

    Expedition (Deceiver trait)
    +50% Trade Route Yield
    removed Connectedness

    Refugee Camp:
    enabled for Open-Immigration (not just No Borders)

    Admiralty:
    requires Naval Supremacy civic (not Discoverer trait)

    Press Gang:
    military unit production increased to +50% (was +15%)

    Store House:
    food kept after city growth reduced to 10% (wass 20%)

    (NEW) Young Pioneer Camp (Proletariat)
    +2 Culture
    -10% War Weariness
    +1 local stability bonus per turn in city
    free Sentry I promotion

    Social Justice Organization
    moved to Liberal (from Proletariat)

    Exhibition (Liberal)
    axed (at least temporarily)



    Wonders
    =======


    Silk Road:
    +1 Trade Routes
    +100% Foreign Trade Route Yield
    removed Connectedness

    Adam Smith's Trading Company:
    +1 Trade Routes in all cities
    +100% Foreign Trade Route Yield
    removed Connectedness

    Temple of Artemis:
    generates +2% interest on gold reserves (maximum +100)
    removed Connectedness

    Petra:
    +50% Trade Route Yield
    +50% Foreign Trade Route Yield
    removed Connectedness

    Global Stock Exchange:
    +1000% Foreign Trade Route Yield
    removed Connectedness

    Via Apia:
    -10% maintenance for all cities on same continent
    removed Connectedness

    Chichen Itza:
    -33% Anarchy length
    removed Connectedness

    East India Company:
    +1 Trade Routes in Coastal Cities
    removed Connectedness

    UN Mission:
    cost set to -1 (can only be built by a Great Diplomat)
    no longer a world wonder (any civ can build 1 copy)


    Units
    =====


    Great Hunter:
    can (now really) build Hunting Grounds (and not World Wonders)
    changed unit AIs
    can bulb techs

    Slave:
    no longer trainable with Caste (only Slavery)
    requires Slave Market
    cost doubled
    causes temporary unhappiness when trained


    Promotions
    ==========


    Guerilla III available to Recon units too
    Woodsman II available to Archer units too
    Woodsman III available to Archer and Recon units too
    Pharaoh's Propaganda renamed to Ankh
    Synchronized Defences available to Recon, Siege, Gunpowder, Helicopter, Tracked, Hi-Tech and Mecha units, Submarines, Steam, Diesel and Nuclear Ships


    Terrain
    ======


    Bamboo makes Orchard a valid improvement (instead of Plantation)



    Hotfix 1.0.2.3
    Spoiler :

    Buildings
    =======

    Poultry
    obsoletes with Manufacturing

    all Guild Halls
    obsoletes with Manufacturing


    Civics
    =====

    Caste:
    upkeep changed to medium (from none)


    Techs
    =====

    fixing MAD breaking AI logic


    1.0.2.3b (Hotfix)


    fixing MAD - this time really :)
    MAD (tech) requires [Rocketry AND Nuclear Pover] OR [First Nuclear Test]




    Hotfix 1.0.2.2

    Spoiler :

    Civics
    ======

    Caste:
    axed +1 commerce from specialists (again, to prevent a rare bug inherited from AND2)
    +1 free specialist per city


    Hotfix 1.0.2.1

    Spoiler :

    Hunting
    =======

    Chances of herding animals increased to 25%


    Civics
    ======

    Caste:
    +1 food and +1 hammer from Citizen changed to +1 commerce (to prevent a rare bug)


    Patch 1.0.2
    Spoiler :

    General
    =======
    Civs now start with a free worker in the Ancient era
    Fixing some missing or incorrect texts
    Fixing bug when capturing Bees results in Cassowary instead of Captured Bees
    A new, simple event based mechanics for Gathering. It adds some micro-manegament for the early game.
    Rock-paper-scissor rule applied to earliest unit: Hunter beats animals; Warrior beats Hunter; Slinger beats Warrior.
    Role Playing Elements: Now many leaders have a flavour for autocratic, oligarchic or democratic civics. This is meant to give some diversity to the game.


    Hunting
    =======
    many animals are set to defend only (Stag, Bull, Stallion, etc.)
    herding animals has only 10% chance of placing resource and 90% chance of butchering it (as in friendly territory)

    getting Great Hunters is changed:
    killing animals generates Great Hunter points in nearest city, so it's getting harder and harder to gain new Great Hunters
    some buildings also produce Great Hunter points per turn (see bellow)


    Technologies
    ============
    cost of earliest techs slightly increased

    Gathering:
    axed (content moved to Agriculture)

    Weaving:
    no tech requirements


    Improvements, features
    ======================
    Bamboo makes Plantation and Dome Farm valid
    Building Fishing Community/Village/Town improvements WITHOUT Ferry route now cost 1 gold, to encouraging the AI building these improvements WITH Ferry route, not without
    Kelp: +1 food removed
    (New) Gathering Camp:
    it's bonuses come from different starting civics, so it slowly obsoletes by switching to newer civics
    when built events provide additional bonuses to choose from (food, production, gold, culture or research boost)


    Units
    =====
    Gatherer:
    no tech requirements
    requires Gathering (civic)

    Hunter:
    -50% vs. Melee units

    Great Hunter:
    set to UNITCOMBAT_RECON (now it gets free promotions from Discoverer trait)
    can build Hunting Grounds

    Slinger:
    cost down to 10 (was 20)
    strength down to 1 (was 2)
    +100% vs. Melee units
    +1 strength with Warfare tech
    upgrades to Longbowman and Crossbowman (instead of Archer)


    (NEW) Pile:
    added to provide optional production bonus for Gathering event


    Buildings
    =========
    fixed crash caused by Free City button

    Myth of the Beast:
    +2 Great Hunter points per turn

    Cave Painting:
    +2 Great Hunter points per turn

    (NEW) Trophy:
    +2 culture
    +1 Great Hunter points per turn
    can only be built by captured animals (ones that can also build Menagerie)
    upgrades to Museum

    (BACK) Hunting Instruction:
    autobuild
    req. Hunting (tech), Hunters (civic) and 2nd level unit
    +1Xp for Recon units
    +1 Great Hunter points per turn

    Elder Council redesigned, from 'early science building' turned into 'early administration building'
    -10% maintenance
    1 magister slot
    upgrades to Courthouse


    Wonders
    =======
    Cave of Altamira:
    cost reduced to 45 (from 90); +4 Great Hunter points per turn

    Lascaux Caves:
    +4 Great Hunter points per turn (was +2 Great Artist points)

    (NEW) Hunting Grounds:
    National Wonder (1/civ)
    can be built only by Great Hunter
    +2 Great Hunter points per turn
    +1 free specialist per Camp


    Civics
    ======
    Chiefdom:
    "Cannot settle more than 1 city." changed to "Settling more than 2 cities will cause 1 :( in every city for each one over that limit" (on Standard)
    is no longer blocked by newer civics
    added +100% maintenance form distance and number of cities

    City-state:
    axed +3 :) from Palace

    Patriarchy:
    +1 science from Elder Council

    Despotism:
    production in Capital reduced to +25% (from +50%)

    Tribal:
    +1 hammer from Gathering Camp

    Gatherers:
    +1 food from Gathering Camp
    -15% food and hammers

    Pastoral:
    +1 hammer and commerce from Camp and Pasture
    -10% hammers

    Maritime:
    +1 hammer from Fishing Boats, Whaling Boats, Fishing Community/Village/Town
    -10% hammers

    Agrarian:
    moved to Plough

    Barter:
    +1 commerce from Gathering Camp

    Folklore:
    +2 commerce from Blood Dance and Fertility Dance

    Charity:
    +1 health from Gathering Camp

    Public Works:
    +1 hammer from citizen
    axed +25% hammers

    Oral Tradition:
    +1 culture from Elder Council

    Survival:
    +1 happiness from Gathering Camp

    Imperium:
    renamed to Hegemony to avoid confusion with Empire (civic) and Imperialism (tech).


    Patch 1.0.1
    Spoiler :

    General
    =======
    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


    Improvements
    ============
    added option to rebuild Fishing Community on existing Ferry route


    Civics:
    =======

    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


    Promotions
    ==========
    (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
    requires CombatV
    Mountaineer now requires Famous OR Lead by Warlord
    Fixing Hunter I, II and III buttons


    Units
    =====
    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


    Traits
    ======
    Spritual: free Devout promotion for Melee, Archery, Mounted and Recon units
    Creative: all cities start at second cultural level
    Imperialistic:
    axed: "all cities start at second cultural level"
    added: free Loyalty promotion for Mounted, Melee, Gunpowder, Tracked, Hi-Tech and Mecha units


    Buildings
    ========
    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


    Wonders
    =======
    movie added for Time Tunnel


    Corporations
    ===========
    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


    Technologies
    ============
    extend movement limits moved back to Alphabet from Stargazing
    Petroglyphs deleted, it's content moved to Ritualism
     
    Last edited: Mar 9, 2020
  4. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    Features
    New 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)
          • Society
          • Labor
          • Economy
          • Military
          • Religion
          • Welfare
          • Media
          • Foreign Policy
          • Immigration
          • Stance
    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.


    Hunting
    ...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.

    Myths
    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.

    Traits
    I tried to balance Traits and make all of them interesting. Now each Trait will have it's own building (or unit).

    New resources:
    • 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 :commerce: bonus with Cathedrals when in city vicinity. Worked by Cottage line.
    • Tourist Site: provides :commerce: 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:hammers: 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 ;)

    Tech quotes:
    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.

    Guilds reworked:
    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.

    Tourism:
    Tourism is a new feature in CoM 1.0.3.
    There are 10 levels of tourism represented by auto-built buildings. Each level is capable of generating more :commerce: based on the number of connected domestic and foreign cities. Each level requires 1 level higher culture level and 1 more trade routes than the previous level. Now it is worth increasing the culture level of not only border cities but even core cities deep inside your empire.
     
    Last edited: Jan 13, 2020
  5. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    Known issues
    • You CANNOT change terrain settings using the Launcher. You can change terrain manually:
      • go to Assets folder
      • delete terrain_textures_XXX.fpk
      • open terrain_textures_YYY.tar.xz with an archiver (WinRAR for example) and copy the terrain_textures_YYY.fpk to Assets folder
    • Closing the Launcher results in an error massage in many cases (it is safe to ignore, though annoying)
     
    Last edited: Jan 6, 2020
  6. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    F.A.Q.
    • 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.
    • Q: Movement Limit option doesn't seem to work.
    • A: It's buggy and reported. It's a feature in the dll introduced by 45. It does work but not always. The workaround is to save the game, exit and reload it. Sometimes more then once. But according to my experience, this bug disappears completely by the middle ancient era.
     
    Last edited: Mar 25, 2020 at 12:33 PM
  7. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    reserved
     
  8. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    reserved
     
  9. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    reserved
     
  10. black213

    black213 Emperor

    Joined:
    Mar 12, 2010
    Messages:
    1,442
    Downloading :)
    Does the Mega Pack work as intended with Chronicles of Mankind?
     
    Last edited: Feb 28, 2019
  11. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    Yes, I had that in mind for both.
     
  12. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    4th post (Features) updated.
     
  13. black213

    black213 Emperor

    Joined:
    Mar 12, 2010
    Messages:
    1,442
    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?
     
  14. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    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 :)
     
  15. black213

    black213 Emperor

    Joined:
    Mar 12, 2010
    Messages:
    1,442
    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.
     
  16. black213

    black213 Emperor

    Joined:
    Mar 12, 2010
    Messages:
    1,442
    I tried removing the lines but after doing so launching the game causes XML errors.
     
  17. black213

    black213 Emperor

    Joined:
    Mar 12, 2010
    Messages:
    1,442
    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?
     
    Last edited: Feb 28, 2019
  18. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    I never cared for scenarios therefor have not encountered this bug but will fix it. THX
    May
    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.
     
  19. Alpaya

    Alpaya Chieftain

    Joined:
    Oct 25, 2010
    Messages:
    88
    Location:
    Seattle, WA
    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?
     
  20. Zeta Nexus

    Zeta Nexus Deity

    Joined:
    Jan 23, 2014
    Messages:
    3,592
    Gender:
    Male
    Location:
    In a constant brainstorm...
    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.
     

Share This Page