Chronicles of Mankind

Yes, that's the plan. I will keep this modmod updated to AND via pathces.
I'm coding only XML. Python and dll changes will be copied from tha main mod.
Same for me, only xml coding, which is easy if you know where to find what you need.
Your plan sounds good, I just afraid that my Russian translation will not work anymore with your changes. And I'm lazy to read English :), but mod deserve this, so I should.
 
Same for me, only xml coding, which is easy if you know where to find what you need.
Your plan sounds good, I just afraid that my Russian translation will not work anymore with your changes. And I'm lazy to read English :), but mod deserve this, so I should.
I doubt that Russain translation is complete in the mod. My modmod does not add so much new pedia detailed texts. And because I am also lazy ( :) ) I've been using only short explanations.
 
Oh man I have to try this :) Last time I played it was over a year ago or so :crazyeye: (enjoyed it incredibly)

Does standalone mean that you can download it independently from AND and it runs, or 1) download AND 2) download this 3) play ? :D
 
Does standalone mean that you can download it independently from AND and it runs, or 1) download AND 2) download this 3) play ? :D

Well... I think standalone means that it's a... errr... standalone :crazyeye:
So, no you don't need AND2. You install it separately. You can have both mods installed or only either this or that.
 
Plans for 1st patch:


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


Units
=====
  • Great Hunter: Famous added to starting promotions



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%

...and probably more.


Opinions?
 
I was thinking of renaming Bandit (trait unit) to something like Rouge or Thief to avoid connfusion with Bantits civic. What do you think?
I also found the reason why Bandits could not enter boats: It waas because of the hidden nationality. That will be removed too in the upcomming patch.
 
ZN, thank you for your mod. I tried it, but -500% penalty from distance of the palace killed my economy in few turns. Strikes, units disbands and total annihilation. :crazyeye:
I will reduce this value, and also will check other civics, then it will be possible to play.
 
Are you reffering to City-State? That civic is designed for small civs. If you want to expand you have to beeline for Monarchy.
But I have plans to change it: change :mad: per cities above city limit to a solid limit of cities.
Maybe I will also move Monarchy down the tech tree into the ancient era so it's available earlier.
 
BTW: What are your experiences with other AI civic choices? My autoplay tests showed me that the AI favored Maritme and Pastoral civics above Slavery and Agrarian too much. And IIRC Caste was liked too much too.
 
I decided to create my own version of this game, with adjustments that I like. But of course a lot of content will be moved from your modmod. So, thank you!
 
Spoiler :

Change log:
=========


1.0.1

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
 
Nice work. What I would add is early caravan unit (model from colonization) and more early buildings from animals. In my version I have Legends from all animals, Milk farm to early health bonus, Working animals for caravan units production until diesel fraight.
Also I do not like that water units make on the knee without any yard. I added prerequisite for all water units corresponding boatyards or shipyards, etc.
 
Nice work.
THX.
Had some work with it though my time is rather limited these days.

What I would add is early caravan unit (model from colonization) and more early buildings from animals.
I'm rather thinking of some "Gathering" mechanism.

In my version I have Legends from all animals, Milk farm to early health bonus, Working animals for caravan units production until diesel fraight.
That's too C2C to my taste.
 
I didn't add your early technologies, so gathering is not properly fit to my version, but it will be interesting to look. However with more animals and more buildings from them game became more dinamic and diverse.
 
Gathering not because of a tech, not even because of a civic with the same name but because it fits to the early game: Hunting and gathering.
I want the early game to be longer but not by adding so many techs that it takes longer to research through it. Instead by having more things to do, more micro manegament.
 
Ok, nice idea. I do not have so many time to play, so I'm fine with current tech number. Now I am working on adding size requirements to buildings, to avoid situation when space center could be build in just founded city. More massive and sophisticated buildings should be allowed only in correspondingly big cities.
 
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