Chronicles of Mankind

Can we build religious buildings with Atheist civic or non-state religious buildings with Intolerant? IIRC we can't.
Use the "Allows construction of" tag (can't remember what it's called) on every civic you only want to have access to the buildings.
So all religious civics except Atheist and you will get the intended effect you want.

Do that as well to resolve your corporation thing.
 
Use the "Allows construction of" tag (can't remember what it's called) on every civic you only want to have access to the buildings.
So all religious civics except Atheist and you will get the intended effect you want.

Do that as well to resolve your corporation thing.
No way! That would mean a big wall of info per civics. Dozens of civics would say "Allows construction of [dozens of buildings]"
That would make the civic screen ugly and unreadable. I rather leave things this way than do that.
 
Interestingly though, units use a similar tag with civics but they aren't displayed as buildings are. I had to use the <HELP> tag to list civic units on the F3 screen.
So if buildings weren't displayed either on the F3 screen this idea could work - even though I had to use a lot <HELP> tags.
I mean that's probably a simple switch in the dll.
 
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After a longer break from Civ4 i came back to this modmod and i really like the changes that were made in the meantime.
And with the improvements to the dll the game runs now faster and smoother.:thumbsup:
It still crashes sometimes to desktop without any error message, usually when ending a turn, but not so often as it used too.
But since i changed the AutoSaveInterval to 1 turn in the ini i can't loose too much progress...

I only hope the city razing issue will be resolved in the near future, but until then here is an workaround which wasn't mentioned here so far:
In the CivilizationIV.ini change CheatCode = 0 to CheatCode = chipotle
Now you can use CTRL + A in the city screen which lets you demolish buildings or Abandon City.
No need to use the WorldBuilder or other hacks and works like a charm...
;)
 
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I have a question to you guys: How do you feel about Traits?
I'm especially thinking about the 3 trait units: Muse, Constructor Builder and Bandit.
I don't know about Muse but I think that the other two are both useless and unused by the AI - this second thing is certainly true about Muse too.
I feel that they should be reworked/replaced.
Opinions?
 
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The leader traits are mostly fine as they are, but the three trait units are in fact more or less useless.
I never seen the AI use one of the units and i only build some Muse units with a creative leader. I always choose a random civ/leader when starting a new game and so far i never had a leader with the deceiver trait and therefore never was able to build a Bandit, although i like the idea of the unit.

Personally i would remove the three units completely and replace them with similar bonuses or promotions.

Muse could be replaced with one or more free Great Artists at specific techs (if possible) or a higher likelihood for generating one. And maybe a free culture building like with the other traits. You could use an already existing building for that like Menagerie or Trophy which are hard to construct in later eras and i can't remember seeing one of these buildings in an AI City.

Bandit is a little tricky. The Deceiver trait gives already free Loyal promotion for Spy. Maybe make this promotion or a copy of it available for for more unit types if your leader has the deceiver trait. There is also the similar piracy promotion for ships. It would be a bad idea to give to all your ships, but maybe the deceiver could use the promotion from the start, without any prerequisites.
And some units could maybe get a free poison or commando promotion.

And the Builder (or do you really mean the Constructor?)...i don´t know, maybe a free Trader/Treasure at a certain tech? Free Speed promotion for Workers like organized trait?
A free carpenter in every city? I noticed that the AI builds carpenters rarely or maybe even never. After capturing an AI city i almost always see a Forge/Townclock, but i can't remember ever seeing a carpenter...

Apropos Carpenter...i never understood why it has a hidden -20 MilitaryProductionModifier. Maybe thats the reason why the ai never builds it? Why would a carpenter influence military production in such a big way?
 
Personally i would remove the three units completely and replace them with similar bonuses or promotions.
I have something like that in mind.

Muse could be replaced with one or more free Great Artists at specific techs (if possible)
Possible but not easy - I can't do it. Or maybe I could but don't want to bother with it.
I like them name Muse very much so I will turn it back into a building but this time it be different:
  • National Wonder limited to 1, but like Palace, you can move it into a new city
  • +10:culture:
  • +100% :culture:
So you can really culture boost a city, whether it is a new found one that needs to reach the second ring or an advanced one and you are reaching for cultural victory, it will be useful.
I don't think that the AI will properly understand it but will be better with it.

Bandit is a little tricky. The Deceiver trait gives already free Loyal promotion for Spy. Maybe make this promotion or a copy of it available for for more unit types if your leader has the deceiver trait. There is also the similar piracy promotion for ships. It would be a bad idea to give to all your ships, but maybe the deceiver could use the promotion from the start, without any prerequisites.
And some units could maybe get a free poison or commando promotion.
I want to give 2 Promotions:

Hit'n Run:

  • free for Deciever leaders
  • +1 First Strike
  • +10% Withdrawal Chance

Bandit:
  • requires Hit'n Run (so it's exclusive for Decievers but not granted automatically to all units
  • +1 First Strike
  • +10% Withdrawal Chance
  • Hidden Nationality (like Piracy)

And the Builder (or do you really mean the Constructor?)...i don´t know, maybe a free Trader/Treasure at a certain tech? Free Speed promotion for Workers like organized trait?
No, I meant Builder :crazyeye:
(Name needed) would be similar to the new Muse:
  • National Wonder limited to 1, but like Palace, you can move it into a new city
  • +25% Building Construction
  • +1 Wonder Slot
Any ideas for a good name? All I can think of is Architect but I'm not very happy with that :undecide:

A free carpenter in every city? I noticed that the AI builds carpenters rarely or maybe even never. After capturing an AI city i almost always see a Forge/Townclock, but i can't remember ever seeing a carpenter...
Actually Carpenters had a 0% chance to be captured in siege. That's one of the many things I will fix in the next patch.

Apropos Carpenter...i never understood why it has a hidden -20 MilitaryProductionModifier. Maybe thats the reason why the ai never builds it? Why would a carpenter influence military production in such a big way?
That's how the game translates it. There is no separate " +X% Building Construction" tag but +X% :hammers: AND -X% Unit Production is displayed as +X% Building Construction.
 
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Is it possible to get simple instructions on how to install the mod at the top of the thread, for those of us who are new to using mods? I download the rar, and then have no idea what to do with it. Do I extract the files? If so, to where? Does it matter that I'm using Steam?

At the moment, I have no idea how to play the mod.
 
Is it possible to get simple instructions on how to install the mod at the top of the thread, for those of us who are new to using mods? I download the rar, and then have no idea what to do with it. Do I extract the files? If so, to where? Does it matter that I'm using Steam?

At the moment, I have no idea how to play the mod.

  1. Download Archive and Patch from HERE
  2. Go to your Civilization 4\Beyond the Sword\Mods folder
  3. Extract the archive first, than the patch and say 'Yes' to overwrite.
  4. If you have a Steam version change it to 'Beta version' - which is the original Civ4 BtS CD version.
  5. And... Run the game :king:

(I will have to put this to the 1st page)
 
  1. Download Archive and Patch from HERE
  2. Go to your Civilization 4\Beyond the Sword\Mods folder
  3. Extract the archive first, than the patch and say 'Yes' to overwrite.
  4. If you have a Steam version change it to 'Beta version' - which is the original Civ4 BtS CD version.
  5. And... Run the game :king:
(I will have to put this to the 1st page)

Okay. I did all of that. Then I click Play for BtS. I go to Advanced, then Load a Mod, and Chronicles of Mankind isn't there.
 
I put it in Program Files (x86)/Steam/steamapps/common/Sid Meier's Civilization Beyond the Sword/Mods
That's weird :twitch:
You seem to do everything properly.
I have no idea at the moment :dunno:
 
That's weird :twitch:
You seem to do everything properly.
I have no idea at the moment :dunno:
Of note, I did not have Civ IV itself installed, just BtS. On Steam, you can play BtS without the base game installed. I also was not able to install Realism: Invictus, but installing Civ IV as well as BtS solved that problem. It did not help with CoM.
 
Of note, I did not have Civ IV itself installed, just BtS. On Steam, you can play BtS without the base game installed. I also was not able to install Realism: Invictus, but installing Civ IV as well as BtS solved that problem. It did not help with CoM.
It's getting stranger and stranger. I know that some other steam players could install CoM without any issues :confused:
 
Okay. I've figured it out. I needed to extract it to Program Files (x86)/Steam/steamapps/common/Sid Meier's Civilization Beyond the Sword/Beyond the Sword/Mods rather than Program Files (x86)/Steam/steamapps/common/Sid Meier's Civilization Beyond the Sword/Mods.

The whole process is something less than intuitive.
 
The whole process is something less than intuitive.
I blame Steam for that, the CD version is much more simple IMO.

But I'm happy you succeeded :goodjob:
Please, let me know what you think of the mod. A patch is also coming soon.
 
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