Chronicles of Mankind

Just wondering, but have you ever tried to tinker with the dynamic names ? I wanted to add new names based on the civics but the code is too complicated for me, I dont know where exactly the names are stored in dynamiccivnames.py I've looked everywhere in the original AND forms but no one has figured it out.
 
Just wondering, but have you ever tried to tinker with the dynamic names ? I wanted to add new names based on the civics but the code is too complicated for me, I dont know where exactly the names are stored in dynamiccivnames.py I've looked everywhere in the original AND forms but no one has figured it out.
No, I never tried. It's on my "to do" list but very low in priority.
 
any idea why my game crash after end a turn?
https://www.sendspace.com/file/aw3q5l
I could easily continue your save and end the turn. I even ran it for a few turns with AI autoplay.
So the issue is on your end :dunno: You know, computer science is sometimes just arcane magic :hammer2:

Please take a look at the saves attached. I hope you can continue your game now :)
 

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upload_2022-6-4_23-7-24.png

...are actually good news this time, because here comes

Chronicles of Mankind patch 1.2.6.rar


It has some fixes and balance changes, adds 2 new buildings as upgrades for the Graveyard (hence the title for the patch) and some other changes too.



Change Log

Spoiler Patch 1.2.6 :


General
=======


Paper (resource)
enabled with Writing tech (so Scrollmaker now really gives Paper)
no longer obsoletes

Fixing Fort -> Bunker -> Command Center upgrade path

Media Regulation (civic) moved to Absolutism

Anarchy length halved for all game speeds.

Fixing Strategy Overlay turning back on every turn, when it should be off.

New diplo music for Hirohito

Fixing 'Harbor Master' event help text.

Added negative values to HumanIndexOffset for Revolutions Difficulty: Negative values make it easier, positive are harder. (BUG Options, RevDCM tab)

Increased camera scroll speed when mouse reaches edge of screen.


Buildings
========


Graveyard:
no longer obsoletes
-1 Culture with Education
upgrades to Crematorium

Mausoleum:
requires Ceremonial Burial
no longer obsoletes
-1 Culture with Education
upgrades to Crematorium

(NEW) Crematorium:
upgrades to Cryopreserve

(NEW) Cryopreserve

Granary:
cost down to 50 from 60

Docks:
cost down to 40 from 80

Post Office:
+1GPP/turn added
cost down to 140 (was 260)

Mind-Control Center:
No foreign culture spread to city


Civics
=====


Hive:
No foreign culture spread to cities



Units
=====


Cannon:
requires Gunpowder tech too




EDIT:
Thank you for the kind help of Keldath :hatsoff:
 

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I can build great temples of a particular religion, when at the same time i have atheism which forbids worshipping anything other than the leader of the country,money, knowledge or progress

i hope in next update some kind of "religion-remover" unit will be added for atheist civic

Swedes made similiar thing during the breakup of the kalmar union when they changed their religion to protestantism - they sold catholic cups and trinkets beliving it was sacrilegious to god
 
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I can build great temples of a particular religion, when at the same time i have atheism which forbids worshipping anything other than the leader of the country,money, knowledge or progress
Any religion or just one?
Unfortunately Atheist civic doesn't work as realistic as it should :undecide:
 
Any religion or just one?

the religion who i had before.

Unfortunately Atheist civic doesn't work as realistic as it should

the best would be separate chance for every religion in town (its easier to remove one religion from town then destroy temples of 5-6 religions)

like, you have 5 religions, you have 20% on removing any of them from town, if you have 2 religions you have 50% chance on remove for both of them

raw chance 30% on any sounds good too.

its quite easy learn about new religions where they is none in area, harder is when people are spiritual and you try remove their beliefs using a force or alien ideology on them


State atheism inherently stifles any religious movement and forces people to believe in the party/state. There are no major positives except that people believe more then others in their country/leader and are more resistant to foreign cultural influences.

  • raw small bonus to :culture: :gold::hammers::science: ( like +1% or +3%)
  • no state religion
  • impossibility to spread any religion in country
  • +2 to :mad: every religion in city, maybe even +3:mad: (these buildings may have been important to our ancestors, but for us they only occupy space)
  • +2 to local stability
  • +4 to national stability
  • full resistance to cultural takeover of the city (or longer duration to converse, i dont know do it is possible on civ4 engine)
  • -10% to war weariness
  • +1:science: to doctor, scientist, philosopher
  • +1:c5happy: to celebrity
  • -1 :commerce: -1:science: -3 :culture: +1:mad: to priest
  • -3:commerce: -1:science: -2:culture: +2:mad: to great prophet
  • +1:hammers: +2:science: +2:culture: to great scientist
special building: Atheist Temple (+1:c5happy: per 25% :science:) (usually give comfy +3 in town, a bit better then standard temple)
https://www.theweek.co.uk/93733/what-are-atheist-churches
Atheist churches aim to provide some features of a religious congregation - fellowship and collective enjoyment - while forgoing any belief in a deity or the supernatural.

special unit: Atheism Activist (remove religions from towns, cost 3x bigger then inquisitor, due bonus to hammers in modern and transhuman era)
These are individuals who visibly advocate atheism and fight religion, by word or deed.

I would also change the culture bonuses from liberalism and secularism - separately they would give a smaller bonus but usually they occur together (+15% :culture: liberalism +15%:culture: secularism)
add pacifism +20%:culture: to culture and you have a very big +50%:culture: bonus for civilization who adapt these civic. add +25%:culture: bonus to culture for creative leaders and you target in cultural victory with +75%:culture: additional culture points in your towns.
 
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SCIENTIFIC VICTORY

Doctor, do you know what sets us apart from other nations something in which we are above everyone else?

Our military strength? Our culture?


Close, but they're just shadows of what makes us different.

...our genetic dominance?

A view worthy of the 20th century. Please, focus, Doctor.

..The amount of our resources and the efficiency in processing them?

SCIENCE. Everything you've mentioned we owe to science. In the beginning there were shamans who believed that singing could heal wounds, then there were sages who saw relationships in nature, and after them came those who learned how the human body works.

After the Middle Ages our nation finally had people with whom we could identify - scientists who studied how the laws of mathematics and physics work. And we and this nation are their heirs.

For who rules the world? Those who have armies that can be destroyed with atomic warheads? Nations with a long history and rich culture that sooner or later will be lost in the sea of empires like them? How about a hivemind that behaves like one person and has the computing power of one big person.Or StateCorps ® ™ that think only about money?

Us. We are the future. If our analytical skills continue to grow at this rate, we will soon be able to terraform even the icy wastelands of the far north. Weather control is within our nation's reach in our lifetime.And do you know what our main goal is?

...mind control? To make the whole world think as we do?

...No, (sigh) wrong again. Simple machines that can influence consciousness are taught to students in our universities.

TIME MACHINE.
Theoretically the matter is simple - find the location of our planet in space about 8000-10 000 years ago to the every centimeter and using quantum entanglement send the most important knowledge due night mindwaves called in past "dreams" to our ancestors, about whom we know that they were in the vicinity of this and that cave.With the simplest knowledge of physics, medicine and chemistry will quickly overtake other nations. when the rest of the world fought wars over hunting grounds our ancestors will forge swords of iron and learn the basics of foundry.And then it will go downhill.

It sounds simple - only in theory.

Don't worry my friend, it's just a matter of time. Unlike us, androids and powerful artificial intelligence are able to work 24 hours a day. At the moment it is not feasible, but who knows? At this rate, maybe in 20 years we'll have the first prototype.
 
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City specialists' increase/decrease button does not work when the city automation is on. Must turn it off to manually adjust the specialists...(v1.26 )
 
City specialists' increase/decrease button does not work when the city automation is on. Must turn it off to manually adjust the specialists...(v1.26 )
Thx, I'll check it. I don't think I can do anything about it though, but I'll see...
 
Thanks for your work :thumbsup:, it's a great modmod and a successor to RoM/AND2, music pack is also quite nice. On the other note, SmartMap's own feature methods (which I prefer) are really lacking because they don't use new types outside of starting balancer. At least remove/mark them so that new players aren't confused. Also clumping somehow isn't completely disabled by picked option.

And a bug report - after selecting additional unit focus is lost and you have to reselect stack each time.

:bowdown:Also you really gotta add a cap or something for slave hurrying, it gets ridiculous with high population, way outshining Industrious trait and making Architect useless there. Allowing food-to-hammer convertion is enough for hammer-lacking cities. Or just shift penalty from unhappiness (which is ignored by Monarchy capital or cities with Globe (btw, why not just call it National like in other mods?)/Dyonisus Theatre/etc.).
 
Thanks for your work :thumbsup:, it's a great modmod and a successor to RoM/AND2, music pack is also quite nice. On the other note, SmartMap's own feature methods (which I prefer) are really lacking because they don't use new types outside of starting balancer. At least remove/mark them so that new players aren't confused. Also clumping somehow isn't completely disabled by picked option.
Thank you! I am happy that you enjoy the mod :hatsoff:

And a bug report - after selecting additional unit focus is lost and you have to reselect stack each time.
Sorry but I don't really understand what you mean. Can you explain it?

:bowdown:Also you really gotta add a cap or something for slave hurrying, it gets ridiculous with high population, way outshining Industrious trait and making Architect useless there. Allowing food-to-hammer convertion is enough for hammer-lacking cities. Or just shift penalty from unhappiness
Yeah, I'm aware of Slavery having some "issues"...
Or just shift penalty from unhappiness (which is ignored by Monarchy capital or cities with Globe
Now that you mention it, I think I can make Slaves non-trainable in such cities.
(btw, why not just call it National like in other mods?)/Dyonisus Theatre/etc.).
I wanted the Globe Theater (and some other wonders too) to be real world wonders. My rule is this: If it has a unique name and was unique in history, than it should be a world wonder. Others, like Iron Works and National Whatevers can be national wonders.
 
Sorry but I don't really understand what you mean. Can you explain it?
Literally pushing down Shift and clicking an additional unit, new selection for the stack is remembered, but units drop being selected until you click on them again.
Now that you mention it, I think I can make Slaves non-trainable in such cities.
Good enough as a stopgap, but not very realistic. Maybe just providing a set amount/population scaling of happiness would be better. Not sure if no unhappiness mechanic is even necessary, at least for such early sources.
My rule is this: If it has a unique name and was unique in history, than it should be a world wonder.
Then make it? It's currently a national wonder. It could make artists (or maybe Great Artists only?) provide happiness and maybe extra yield. Honestly, it would not be as crazy an imbalance as no unhappiness is, even without slaves considered. You could cut raw GP points from Globe if needed.
 
pros and cons of slavery civic

PROS
  • production and economy bonus (free labor, +1 to :c5happy: per slave "slaves do toughest jobs")
  • lower maintamence for units (fight for us and maybe some day we grant you a freedom)
  • +1 to trade routes in all cities (or after building "slave market" building
slavery civic can turn 2 citizens into "slave"
CONS
  • penalties for local stability
  • penalties for national stability
  • additional cost of :science: tech (Slavery disincentives technological progress, when you have unlimited cheap labor with minimal maintenance needed you can build anything)
I remind that criminals and debtors were sold into slavery
slave: +1:hammers: +1:gold: +1:culture: (bonus to culture due to the fact that slaves can be from distant lands and bring their culture to the city, city also can be well-know from being a biggest slave market in local area)
 
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Every time I Ctrl+Shift+T food increases by 1 out of thin air. It's likely trait bonus isn't discarded and gets added again, since doesn't happen without it. By default Agricultural doesn't count after loading.

Also a suggestion - since you can get Calendar way ahead of time, how about making The Mausoleum and The Silk Road require an additional contemporary tech?
 

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pros and cons of oligarchy (because the current ones seem too shallow to me)

PROS:
  • It reduces societal pressures.
    Within an oligarchy, the general population is free to do whatever they wish, as long as it is a legal action being taken.
  • It encourages a conservative approach.
    The primary goal of an oligarchy is to maintain the status quo.
  • Oligarchy can help to ensure that the country's resources are used efficiently
    They fight with crime, as long as it is profitable for them
CONS:
  • Harder to keep bigger population in check
    Although the ruling class doesn’t need to be reach for an oligarchy to exist, wealth does tend to go more toward the rulers than the workers.That means there are fewer opportunities for others because oligarchs recognize that they can take the first opportunity that comes their way every time.
  • An Oligarchy Is Prone To Violence And Protests.
    If an oligarchy is to have control or rather remain in power, then the average citizens or the oppressed must adhere to the set rules or demonstrate a particular level of obedience. If the citizens or the society bends the laws then frustration is seen among the ruling class and they will try to restore the order. Restoring order comes in hand with limiting the interests of the society and this makes it frustrated. What will happen when both groups show their frustrations? The end result is that both groups will end up crushing each other and this in turn leads to violence, protests and if it deteriorates, even riots and civil war can begin.
  • Disrupt The Economy.
    The aim of an oligarchy is to retain power other than progressing forward or building wealth. The only assurance that will make the oligarchs build wealth is if their power will not go away at any given time. If an oligarchy identifies a threat be it real or perceived, then it tends to disrupt the economy so as to prevent the loss of power. Ideally, if the economy of a state is in a crisis, every citizen will be focusing on earning their basic needs instead of a change of leadership.
Conclusion
In conclusion, according to the pros of an oligarchy, it is clear that if it is structured in the proper manner, then there are numerous advantages that the average citizen can get. However, if an oligarchy is not well organized, they tend to oppress the citizens more by ruining the economy and inflating the prices so as to keep power for themselves.

sources:
https://www.ablison.com/pros-and-cons-of-oligarchy/
https://elawtalk.com/oligarchy-pros-cons/
https://vittana.org/10-oligarchy-pros-and-cons-list
 
@Mr Smith and @PKSRoman
Thank you for your feedback. I'll reflect them ASAP but now days I am super busy IRL.
Just wanted to let you that you posts are not ignored ;)
Sure, no pressure. Civ4 is already quite old, so people who still stick to it can afford to be patient. I'd also like to add that you've done a great job implementing some aspects of Caveman2Cosmos while keeping the mod relatively lightweight.

Btw, how slave revolt is supposed to happen? Is it an event or just revolution points/lowered threshold/changed consequences of a normal revolt?
 
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