Chronicles of Mankind

A question. Suddenly, when a city completes a unit or building, I no longer get the menu where I have at the right side a list of all possible builds, but the menu I get when I double click a city. Did I accidently change some option? Any idea how I can get back?

A screenshot?

Hey Zeta,
I'm experiencing the same issue as Pomphis - when production is completed, I'm taken to the City Screen for that city instead of the build option list. Nothing would be conspicuously present or absent in a screenshot, AFAIK. I've attached a shot of the "What would you like to build next?" panel that we're referring to; instead of it popping up to choose the next production, we're just taken directly to the City Screen (that you would access, for example, by hitting the "Examine City" button).

upload_2020-7-16_11-30-15.png


I could have sworn I've seen an option for this somewhere, at some point, in the last decade, but I've had no luck in finding it now that it's happening to me. His post here is the only reference I've seen to this problem on the entire internet! I've done a whole bunch of trial-and-error with different mods and have pretty conclusively narrowed it down to CoM.
Thanks for all the work you do on these mods, and thanks in advance for the assistance.
 
Well, as is expected, immediately after posting this I think I might have found the fix: In the BUG options, "A New Dawn" tab, center column, Empire management section, all the way at the bottom is the option for "No production popup". Not sure if this was getting enabled by default with CoM or what. I've not currently got CoM enabled, but I'll report back on this post when I turn it on to make sure that option still exists.
 
While I was reading your post I had that guess that it's either "No Production Popup" or "Minimize Popups" option in the game menu. IIRC using both can result in "evil" behavior.

Happy you found the fix and enjoy the mod.

Please send feedback.

And stay tuned, because a big update is coming in the next weeks with lots of new wonders and some other exciting things ;)
 
Chronicles of Mankind
ver 1.1

CoM 1.1.jpg


This is a full install of Chronicles of Mankind 1.1, so if you have any older version, it is best to delete that version first and than create a clean install.

The theme of this version is Wonders:
17 new wonders are added.
56 new movies are added for existing wonders and projects.
A new feature added: "Difficulty Scaling with Empire Size"
Some other tweaks and balance changes.




Spoiler Change Log :

General
======


Removed "Wonder/Full Cities" module

dll updated to rev.1091

(NEW FEATURE) "Difficulty Scaling with Empire Size"
A new dummy building (simply named 'City) provides stacking malus:
Great People Rate, Great General Rate, Golden Age Length, Culture are all decreased by 1% per City
Anarchy Length, War Weariness, Hurry Production Cost are all increased by 1% per City



Civics
=====


Tribal:
removed all yield bonus to Gathering improvements

Agrarian:
AIweight down to 0 (was +50)


Buildings
========


Trophy:
removed culture doubling over time

Elder Council:
upgrades to Village Hall line
50% faster production of Village Hall

Village Hall line reworked:
removed free specialist per improvements
each building has 50% faster production of the next one in line (was 15%)
maintenance modifiers changed
from +15/+25/+35/+75/+100 %
to -15/-25/-35/-50/-75 %
Wonder Capacity increment changed
from +0/+0/+1/+2/+3
to +0/+0/+0/+1/+2

Myth of the Hero:
requires a Culture Level of Fledgling or better
removed +5% Great General Emergence
free Brave promotion to Melee, Archer, Mounted and Recon units

Tailor:
Hemp added to list of resources

Public Transportation:
Maintenance changed from +10% to +25%
Health changed from +2 to -2
no bonus Health from Oil
requires Oil or Oil Products
+1 free specialist per Village, Town, Suburb

Personel Rapid Train:
Maintenance changed from +10% to +25%
Health changed from +2 to -2
Happiness bonus removed
no bonus Health from Oil
requires Access to Power
+1 free specialist per Village, Town, Suburb, Fishing Village, Fishing Town, Submegerd Town

Transporter:
Maintenance changed to +25%
Health bonus removed
Happiness bonus removed
+1 free specialist per Village, Town, Suburb, Fishing Village, Fishing Town, Submegerd Town

Skyscraper:
new model

Vacation Resort:
new graphics

(NEW) Ski Lodge:
same as Vacation Resort but for cold climate

Convention Center:
Ski Lodge added as OR requirement

Security Center:
+50% espionage


Wonders and Projets
=================


Hill of Tara:
free Elder Council in every city (was Village Hall)

Propaganda Net:
no longer requires Political Cenzorship civic
requires to be at war

Holy Office:
reworked fully
+2 Espionage Points from All State Religion Buildings
national limit changed to 1

Scotland Yard:
turned into a real World Wonder
+1 :) per 10% Espionage rate in all cities

National Anthem:
no longer requires Natoinalist civic
+4 Culture axed
+2 Culture in all cities

new wonders:
Grand Canal
Limes
Empire State Building
Rialto Bridge
Hundertwasses Hause
Great Harbor
Big Ben
Gate of the Sun
Nazca Lines
Fort Knox
Burj Al Arabs
AI Entity
Interpol
Sensorium
Sydney Opera House
Basilica Cistern
The Motherland Calls

new movies for:
Moai Statues
Olympic Games
Circus Maximus (edited)
Academy
Globe Theatre
Hermitage
Iron Works
Military Academy
National Epic
National Park
Rushmore
Wall Street
Apadana
National Mint
Petra (replacing previous one)
Sphinx (edited)
Gardens by the Bay (and new model)
Reichstag
Cheomseongdae
Blarney Castle
Bauhaus
BurningMan
Kotoku-in
Altamira
Lascaux
Venus of Willendorf
Apollo Program
Dino Park
Pleistocene Park
Independence Hall
Great Firewall
Orbital Hotel
Zurich Orbital
Deep Core Mine
East India Company (replacing German vesion with English)
Fusion Power Plant
Human Genome
Anti Ballistic Misiles
NaniteDefuser
NationalShield
The Agency (replacing German vesion with English)
Universal Translator
Communications Sattelites
Edison's Workshop
Heroic Epic
Las Vegas
Broadcast Network
World News Network
Oxford University
Red Cross
Refinery
Scotland Yard
West Point
Acropolis
Curia
World Trade Center



Promotions
=========


(New) Brave:
+1 First Strike Chance


Improvements
===========


Many later improvements yield less gold when pillaged

Gathering:
all 3 types of Gathering has a base +1 yield
-1 yield with Currency tech

Fort upgrades to Bunker

Bunker upgrades to Command Center

Aquatic Anti-Air Defence:
renamed to Aqua-Fort
requires Metamaterials
+50% tile defence
+20% air defence
acts as a city
upgrades to Aquatic Forcefield

Aquatic Forcefield:
+75% tile defence
+40% air defence
acts as a city

Submegerd Town:
+2 hammers axed

(NEW) Suburb:
Civil Engineering allows Town to upgrade to Suburb
Consumerism allows to build Suburb


Technologies
===========


Mining:
requires The Wheel

Plough:
requires The Wheel


Units
====


Great Spy:
can build Interpol (not Scotland Yard)
upgrades to Top Secret Agent

Top Secret Agent:
no longer a national unit
no longer requires Scotland Yard
cannot be trained, only upgraded from a Great Spy
Escape Artist II added to promotions

 
Last edited:
first to the one complaining about the agrarian civ dont know how to use it it,, slavery or guilds for the most part is an handicap for my play style, and i play on deity
 
been a awhile, over all good, like what you done with the great hunters, much more balance, no longer getting 20 before i can learn math
bandits are overpowered as there were with 3 as was in the passed but was able to have 7-9 in games even starting on deity i was over 8k gold while loosing 300g a turn early ad and with 5 ai they could not keep up with my bandits

the ai just stupid specially compared to rise of man ( in rise of man i would lose wars coming in with unites 2-3 ranks over the ai and greatly out numbered the ai)
the ai dont seem to know how to use there spies,, i would loose spies in there area but never bandits ,, which the only time i would is because they didnt take the path the computer said there going to take while there holding the butten down ,, aka nexk complaint which counts for all unites

the great people is bugged ,, im getting great people i never should get is bugged, i got no wonders and like 30 artist and nothing else and can take me like 5 reloads to get a great artist each time wtf
 
in rise of man they would build forts and use them,, but in this one they would just walk by my forts but my unites couldn't walk around theirs.. its one thing to give the ai a bonus its an other if they dont follow the same rules
 
its a wonderful world was a very small download are you sure to delete are old files??? its more like an update than anything else
 
oh what is with the bamboo other than making the map fudging ugly, use to be ably to cut it down or at least have some reason to be there
 
its a wonderful world was a very small download are you sure to delete are old files??? its more like an update than anything else
It's around 1.6GB.

oh what is with the bamboo other than making the map ******* ugly, use to be ably to cut it down or at least have some reason to be there
You can build an improvement on it but it's true that it needs to be improved. Any ideas?
 
just tried the its a wonderful world,, any way to play that with out its cave of man map style, i simply not try it,, its just garage its just horsehocky to look at ( who ever thought that was an upgrade to the standard civ 4 looks had to have some really good lsd, cause fudge its hard on the eyes)

and as i said before a few times the launcher that comes for these is for rise of man not for Chronicles of Mankind so you would think it would be deleted or fixed by now not like it was needed in the first place at least now when none of the options dont do a thing now in this new Chronicles
 
your right it is much bigger, my internet much of gotten much better with my knowing,, i remember spending a night to download your old mods and this new bigger mod that is almost 2 times the size
took like 5 minutes
 
bamboo can be looked at a resource, same with tin, i mean the bronze age never would have happen if it wasn't for the tin coming in from the asia side,, cant make bronze tools/weapons with out tin
 
And what is yur experience about the AI? In my latest test game it doesn't really seem to improve its land :confused:
Okay... After some thorough I see that AND2's AI is very stupid/lazy with improving it's area.
Right now I'm tinkering with workers and other assets to make it the best as I can.
 
Okay... After some thorough I see that AND2's AI is very stupid/lazy with improving it's area.
Right now I'm tinkering with workers and other assets to make it the best as I can.
i have notice the ai will protect some of their good resources with a unite but not so much with their workers and slow to replace them when they get taken out.

my thoughts are that the ai doesnt need the improvements as much so really could be on its low priority list . in one game i tired to starve out a civ with my bandits that had cities 35+ and was only able to starve out a few points to down to about 52 i think on his one big city in which the only way he could have had any kind of resource would be from trade and the couple happy resources he had cities built on
 
Top Bottom