<Nexus>
Traveler of the Multiverse
Chronicles of Mankind
(modmod of Rise of Mankind: A New Dawn 2)
(modmod of Rise of Mankind: A New Dawn 2)
Last edited:
removed
instead of +1 health (same as Glassware)
from Cannabis, Opium
from Cannabis, Opium
from Dye removed
from Dye removed
from Hit Sport Event
from trait removed and added to Barn
removed
, health, gold and science bonus
(was +0.5)
in Cities
from Population
, +5GPP (Sentient Synth)
removed
per population
in all cities removed
removed
removed
with Power removed
in all cities removed
in every city
from Monument of the Dictator
from Think Tank
with Political Censorship
from Hindu Temple/Mandir/Monastery (was +1
in all Cities on this Continent)
per 10% Espionage rate in all cities
per Military Unit Stationed in City
per 10% foreign culture
in every city for each one over that limit" (on Standard)
from Palace
axed, added +0.1
per citizen
bonus with Cathedrals when in city vicinity. Worked by Cottage line.
bonus with Tavern/Hotel/Vacation Resort when in city vicinity. Worked by Cottage line.
on the tile
based on the number of connected domestic and foreign cities. Each level requires 1 level higher culture level and 1 more trade routes than the previous level. Now it is worth increasing the culture level of not only border cities but even core cities deep inside your empire.
You're right. For some reason I have tagged that building out, though it is in CIV4BuildingInfos. See BUILDINGCLASS_TRIUMPHAL_ARCH if you want to add it back manually.As I was looking through the Civilopedia I noticed that Imperialistic's building, Victory Monument, didn't seem to be in the game.
Seafaring is completely reworked/replaced. I believe that free Speed and Sentry for recon and naval units offer more than the previous solution. Seafaring was really useless, especially when the civ is in land. But land and sea exploration is always useful.And the Explorer trait looks really lacking, shouldn't it have Seafaring's perks as well?

for +25% maintenance seems like a bad deal.I tried removing the lines but after doing so launching the game causes XML errors.You're right. For some reason I have tagged that building out, though it is in CIV4BuildingInfos. See BUILDINGCLASS_TRIUMPHAL_ARCH if you want to add it back manually.
I never cared for scenarios therefor have not encountered this bug but will fix it. THXEdit: I now know that this is only present on the Earth scenarios. Could you update the initial civics for those in your next update?
Maybe I should decrease their bonus?I do believe you should stick on the old bonuses of Seafaring onto Explorer and it would be fine then, although even then not as powerful as the new Philosophical and Scientific. Their buildings are really sexy, too sexy.
Than something else is missing...I tried removing the lines but after doing so launching the game causes XML errors.
I wanted it to be a trade-off: Either you are at war and gain the extraAnd wouldn't it make more sense for Aggressive's building to reduce maintenance, not increase it? 2for +25% maintenance seems like a bad deal.
but lose money so you have to pillage and plunder more; or at peace and lose the extra
But I think I can decrease it to +10% maintenance and maybe tweak som other things too.Yes, that's the plan. I will keep this modmod updated to AND via pathces.Are future AND2 changes also will be implemented in this modmod?
I'm coding only XML. Python and dll changes will be copied from tha main mod.Or now it's completely independent work, so Chronicles and AND2 go their own ways?