Chronicles of Mankind

but I think the human player should get at least 1 turn to choose what to do with the animal (butcher on spot if deep in tundra, move 1 tile to a safe terrain, etc.).
I'll be sure to add some sort of grace period to spawned units or units that just come under player control (The unit hasn't even traveled yet).

Not sure when the change will be made but rest assured it will be added to the list.
 
Sorry if I've missed something and also if I'm in the wrong topic (talking about this mod though), but for some reason I have no fish spots or pretty much anything related to water tiles....
Everything else seems ok. When starting a game and going into world builder I can rarely find clams or whales, but no fish. What could be the problem? Have reinstalled everything.
RoM_PerfectWorld2 is okay:
Spoiler :

upload_2021-9-12_23-20-38.png



Lot's of fish on RoM_Custom_Continents too.
Spoiler :

upload_2021-9-12_23-23-14.png

So I don't see any issues :dunno:

Maybe a save game you could post?
 
Just a few more pics about the new terrain features:

Fog (and Storms) in the cold region:
upload_2021-9-13_13-28-31.png


Large area of Savannah and some Scrub:
upload_2021-9-13_13-29-52.png


Beautiful Coral Reef and the new Bamboo resource:
upload_2021-9-13_13-31-4.png


Dust storm:
upload_2021-9-13_13-45-36.png


The dangerous Reef:
upload_2021-9-13_13-46-19.png


...and a Hot Spring to keep you warm :)
upload_2021-9-13_13-47-44.png
 
Looking good! Are the storm-like additions like fog still connected to the "No storms" option in the BUG panel in game?
 
Looking good! Are the storm-like additions like fog still connected to the "No storms" option in the BUG panel in game?
No, as I don't know how to. Haven't checked yet, it maybe easy or hard to do. Will see...

EDIT: I had a quick look into the python code and I feel that the No Storms option is at least partially dll coded.
However Fog and Sand Storm are very rare compared to Storms. They appear only on Snow/Tundra and Desert tiles.
 
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RoM_PerfectWorld2 is okay:


Lot's of fish on RoM_Custom_Continents too.

So I don't see any issues :dunno:

Maybe a save game you could post?

Ok, don't know what happened, but I completely removed the game and reinstalled it. Now everything seems to work ok. Are there less same type of resources appearing on map compared to ROM:AND2? Or maybe it was just a random luck for me?

Also, I know its OT, but as I understand you were in front of the development for AND2? For some reason if I try it, with some civilizations my game crashes after first turn while with others it works just fine. I do use MegaCiv pack with both (not together) AND2 and CoM though.

Btw, really looking forward for the updates of this mod. Really like playing with your mod! Keep up the good work! :)
 
Ok, don't know what happened, but I completely removed the game and reinstalled it. Now everything seems to work ok.
Happy to hear that :)
Are there less same type of resources appearing on map compared to ROM:AND2? Or maybe it was just a random luck for me?
No, it's just your misfortune - don't buy any lottery tickets ;)
Also, I know its OT, but as I understand you were in front of the development for AND2?
I was a big fan of AND2 since around 2010 but was never a member of the dev team. I was offered to join them but I didn't ( they had their own vision of the mod, which I wanted to respect and rather enjoy my independent freedom).
For some reason if I try it, with some civilizations my game crashes after first turn while with others it works just fine. I do use MegaCiv pack with both (not together) AND2 and CoM though.
Which civs? Does it crash only with CoM or with AND2 also? MP was designed for AND2 and CoM is diverging more and more from it. I use some civs from MP too but those are okay. Actually I'm no longer maintaining MP and don't even plan to - rather I will integrate some (many?) civs from it to CoM.
Btw, really looking forward for the updates of this mod. Really like playing with your mod! Keep up the good work! :)
Thank you :hatsoff:
Just another hint of what is coming in the next version (thanks to @Inthegrave )
:backstab: CRIME :run:
 
Hi,
I've recently started playing Chronicles of Mankind. Good work Zeta Nexus:thumbsup:. What about the new positioning of specialists in the city screen? Is that intended? Is it about making space for the resources?
 

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Is there any way to revert to the default style?
I think the only file I edited was CvMainInterface.py.
Changes are marked with: #Chronicles
Some of those are about bringing back Trade Routes but if you are a bit familiar with python codes - or coding at all and have the patience, than you can easily change it back.
 
Right now I'm checking the mapscripts and delete the ones that are not placing the new terrain features and/or resources.
I'm wondering if I should also delete the "crazy" maps? The ones that are generating very stupid looking maps. :think:
What do you think?
 
I always thought that there were way too many maps and I only ever used one or two.
 
Okay, so I went through ALL the mapscripts to check them and reduced the list to 23. Though Civ4's vanilla mapscripts still show up in the list :rolleyes:

Here's the list of the ones removed, in case anyone interested:
RoM_Arboria, RoM_Balanced, RoM_Boreal, RoM_Donut, RoM_Erebus, RoM_ErebusContinent, RoM_Fantasy_Realm,RoM_FullofResources, RoM_Great_Plains, RoM_Highlands, RoM_Hub, RoM_Inland_Sea, RoM_Lakes, RoM_Maze, RoM_Mirror, RoM_Oasis, RoM_PerfectMongoose_v310, RoM_PerfectWorld, RoM_PerfectWorld2, RoM_Rainforest, RoM_Ring, RoM_Ringworld3_100_mst, RoM_Sea_Highlands_120_mst, RoM_SmartMap, RoM_Team_Battleground, RoM_Totestra, RoM_Wheel

They aren't deleted from PrivateMaps folder though but are renamed to Something.py.del, so if you want to use any of them again just need to delete the .del part.
 
So all the non-vanilla ones left are expected to place all the new resources etc.?
 
So all the non-vanilla ones left are expected to place all the new resources etc.?
Yes, though it is possible that some of them has settings where not everything appears. But basically yes.
I also removed the "stupid" maps, the ones creating very unnatural looking maps or all-land maps.
 
Thank you :hatsoff:
Just another hint of what is coming in the next version (thanks to @Inthegrave )
:backstab: CRIME :run:

i have bad memories about that (from caveman2cosmos)
or another stupid idea like "diseases" from common flu to black plague
usually it looked that to reduce "crime" you build "guards" who protect the city and can only defend
and when game progress you end when you have 50 guards to control and maintain, my poor ram memory ;_;
also most iconic in caveman2cosmos when "anarchy" allow you settle unlimited cities when tyranny or monarchy have limited numbers of city so AI in rennesaince and later era just swap to anarchy because they were too big and of course anarchy give big boost to unrest and crimes so AI build gigantic numbers of guard to protect and maintain city

and you end in world where 80% civilizations have anarchy as main state system and multum guard units to not revolt and broke.
also enjoy 10 minutes of one turn because game due to big number of units get laggy as hell.
so please dear autor be careful with that. maybe crime just increase the level of revindex and :mad: or something

or i remember building "mafia den" or something called that what give you little unhappines and multum of gold (mafia den give +50:gold: per city)
so build it everywhere and build banks, and i had nice boost to gold in C2C
crime-related building should be allowed but as "spy mission" and instead give gold to you, reduce enemy when build.
ofc when enemy civ use the same on us we too get minus to gold on few turns and information about "organised crime has thrive in city of X"
i think it will be interesing when you using your spies to reduce potential of enemy civ using organised crime. Of course these buildings should time-limited (like 20 turns?) because in other case when you switch economy it can make bugs and glitches

personally i wish these "CRIME" should be in indrustal and later eras, from now only in these you have too much gold and you dont know on what to spend..
in others case it will be a mistake, these same as was in C2C or "diseases", like :yuck: effect wasnt implemented in original pure game
 
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usually it looked that to reduce "crime" you build "guards" who protect the city and can only defend
and when game progress you end when you have 50 guards to control and maintain, my poor ram memory ;_;
Well, this crime system for AND is nothing like C2Cs implementation. It just functions like sickness and anger, with buildings either increasing or decreasing crime and giving a penalty to commerce.

personally i wish these "CRIME" should be in indrustal and later eras, from now only in these you have too much gold and you dont know on what to spend..
in others case it will be a mistake

I'm not sure how Zeta will implement it exactly, but how severe an issue crime is in earlier eras can be adjusted to be far less severe. Either way, it doesn't make much sense to have crime only function in modern eras. Crime has always been a problem throughout history.
 
That's right. The Crime system we get is very nice and simple - maybe bit too simple but I think we can say that it's sort of still in alpha state.
A few screenshots:
upload_2021-9-28_11-46-37.png


upload_2021-9-28_11-47-26.png


upload_2021-9-28_11-47-52.png


Spoiler An (incomplete) list of building changes :


Each level of Tourism increases Crime ( +1/level)

Courthouse:
-2 crime

District Courthouse:
-3 crime

Watchtower
-1 crime

Police Station:
-3 crime
moved to Absolutism

Security Bureau
-8 crime

Security Centre
-15 crime

Scotland Yard
-5 crime in all cities

Castle
-1 crime
upgrades to Police Station too

Surveillance Network
-6 crime

AI Surveillance
-10 crime
-2 :) removed
-0.25 :) per population

AI Entity
Moved to Technocracy (was Autocracy) -5 :) n all cities removed
-25% Maintenance removed
Free AI Surveillance in every city

Jail
-4 crime

Cryoprison
-8 crime

Gambling Hall
+3 crime
happiness penalty removed

Casino
+5 crime
+1 :) removed
-15% :hammers: removed
+15% :commerce: with Power removed

Brothel
+5 crime

Hoard (Aggressive trait)
+2 crime

Governor (Organized trait)
-1/4 crime per population

Outpost (Protective trait)
-2 crime

Unity Link (Hive civic)
-1/4 crime pee population

Itinerant Court (Monarchy civic)
-5 crime

Supreme Court:
-5 crime

Proconsul (Empire civic)
-2 crime

Elder Council:
-1 crime

Holy Order (Theocracy civic)
-2 crime

Shantytown
+1/4 crime pee population

Social Justice Organization
-2 crime

Young Pioneer Camp
-1 crime

Siege Workshop:
requires Prime Timber OR Bamboo

Wheelwright:
requires Prime Timber OR Bamboo
removed +1P, +1C with Prime Timber

Carpenter:
requires Prime Timber OR Bamboo

Carpenter's Guild:
requires Prime Timber OR Bamboo
removed +1 free Prime Timber
 
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