Chronicles of Mankind

<Nexus>

Traveler of the Multiverse
Joined
Jan 23, 2014
Messages
5,551
Location
In a constant brainstorm...
Chronicles of Mankind
(modmod of Rise of Mankind: A New Dawn 2)
Chronicler.jpg
 
Last edited:
The new update WILL break all saves made prior to the 1.2 crime update! So if you want to play a save made on 1.1.1 or older you will need to either stick with those versions or start a new save.

It's also recommended to perform a clean installation of the new Chronicles of Mankind update. So in other words, delete the old COM mod folder and then install 1.2.

 
Last edited:
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




Spoiler Patch 1.2.5 :

General
=======


Fixing city raze bug
Raze probability reset for all leaders


Spoiler Patch 1.2.4 :


General
=======


Raze probability set to 0 for all leaders (temporarily)
iConquestProb (chance to keep after conquest) is incresed/rebalanced for most buildings (75% or higher for regular and 33% for military buildings)
Fixing Great Engineer ability to turn land into coast if there is a route on the tile.
Priest gives +1 :) (was +0.5)
Fixing 'Dock Workers Strike' event (gold values were unbalanced).


Traits
=====


Creative: Muse (unit) is replaced with Muse (building).
Deciever: Bandit (unit) replaced with with Courtesan (unit), which is a new espionage unit that comes with a unique promotion line (Seduction I-III).
Industrious: Builder (unit) is replaced with Architect (building).


Buildings
========


Boatyard, Pen and Ploughland (Agrarian civic buildings) reworked, rebalanced and are no longer mutually exclusive.

Fisfarm:
+1C per seafood in city vicinity
upgrade replacement of Boatyard

Poultry upgrades to Pen, Pen upgrades to Cannery

Cannery:
+3C

Food Processing Plant:
+5C

Plughland:
+1C per resource in city vicinity added

Greenhouse:
+1F, +1C per grain resource added

Hydroponic Farm:
+1F, +1C per grain resource added

Farmscraper:
yield bonusese increased to +15F, +5C
health increased to +5

Walls and High Walls:
removed Culture bonus



Spoiler Patch 1.2.3 :


General
=======


Unit are trained faster.
Buildings are built faster.
All religions spreadfactor is decreased.
AI tweaked to declare war more often


Civics
=====


Isolationism:
Upkeep none (was Low)
-1 relaions with all civilizations

Belligerence:
-1 relaions with all civilizations (was -1 with less powerful civs only)




Spoiler Patch 1.2.2 :


General
=======


Barbarian cities are given some help.
Gathering feature improved.
Some bug fixes (blocked diplomacy screen, some error massages, missing "Let's see the big picture" option)


Buildings
========


Public Transportation:
health penalty removed

Personal Rapid Train:
health penalty removed

Fort Nox:
wonder movie fixed



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



Alphabet:
removed movement limit extension

Naval Warfare:
moved from 2nd to 4th coloumn in Classical era


Terrain
======


Marsh:
-25% defense


Units:
=====


(NEW) Truck:
modern era upgrade for trader units



Spoiler Patch 1.2.1 :

General
======


Now the ai is crime aware and will seek to build crime reduction buildings the worse crime gets.

New map script:
CoM_PerfectMongoose (converted from RI version)

Removed BtS map scripts from maps list

Fixing ranged unit's volley range (some were too high, others lacked the ability completelly)



Buildings
========


Parade Grounds:
requires Belligerence (was Standing Army)
removed production bonus with Stone



Civics
=====


Colonial:
Settling more than 12 cities will cause 2 unhappiness in every city for each one over that limit

Caste:
removed +1 Free Specialist per City

Clans:
Xp per turn in cities removed
+50% Maintenance Cost from Distance to Palace
-50% Maintenance Cost from Number of Cities
+2:) in Cities
-10% war weariness
+20% :mad: from Population

Citizenship:
-10% Maintenance Cost from Distance to Palace
-10% Maintenance Cost from Number of Cities
Cities Require 20% More Food to Grow

Warrior Caste:
Xp per turn in cities removed

Standing Army:
removed from list of civics

Mobilization:
removed -10% GPP
removed +20% espionage



Units
====


all naval unit's streangth increased rawly by a 10%

War Galley, Man'O'War, Battlecruiser and all their upgrades now have volley attack


Archers:
strength down to 2

Longbowman:
strength down to 7

Crossbowman:
strength down to 8

NLOS Cannon:
speed down to 2 (was 3)

Assault Mech:
volley attack removed

Anti-Tank:
no longer upgrades to Mechaized Infantry (only to EMP Infantry)



Spoiler Version 1.2 :


General
=======


LOTS OF BUGFIXES AND IMPROVEMENTS REGARDING THE AI, PERFORMANCE AND OTHER THINGS, THANKS TO INTHEGRAVE AND HIS TEAM.



New concept: CRIME
It just functions like sickness and anger, with buildings either increasing or decreasing crime and giving a penalty to commerce.


Removing mapscripts not working properly or creating crazy maps (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)

Synth:
+1 production, +1 gold, +1 Science, -0.5 :), +5GPP (Sentient Synth)

Increased diplomatic penalties for using nukes



Terrain
======


Holy Site and Tourist Site are placed more sread out.

6 new terrain features:
Reef (enables Fishing Boats)
Coral Reef (enables Fishing Boats)
Scrub (enables Camp an Cottages)
Savanah (enables Camp)
Hotsprings (enables Cottages)
Fog and Dust Storm (They make Tundra and Desert tiles even more dangerous)

Bamboo:
from terrain feature changed into a resource (works similar to Prime Timber)

Camp:
+1 food

Submerged Town:
has the same yield bonuses as Fishing Town

New/reworked water defence structures:
Sea Fort (built on Islets and Rocky Islets)
Naval Base (built on Islets and Rocky Islets OR on Coast)
Aquataic Forcefield (built on any water tile)



Buildings
========


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 :) in 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

Barbwire Fence:
maintenance penalty removed
replaces Palisade, Walls and High Walls

Arcology Shield:
replaces Palisade, Walls and High Walls too

Checkpoint:
-2 Crime

Iron Curtain:
removed -20% gold in all cities
free Checkpoint in all cities
-1 :) in all cities removed
obsoletes with Cyberwarfare

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 per population

Itinerant Court (Monarchy civic)
-5 crime
obsoletes with Absolutism

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

Factory:
can turn 1 citizen into Synth with Androids tech

Manufacturing Plant:
can turn 2 citizen into Synth with Androids tech

Industrial Robots:
can turn 2 citizen into Synth with Androids tech

Nanofactory:
can turn 5 citizen into Synth with Androids tech

Android Factory:
can turn 5 citizen into Synth with Androids tech
requires Android civic

Omnifactory:
can turn 10 citizen into Synth with Androids tech
no longer requires Android civic

Aluminum Factory:
can turn 2 citizen into Synth with Androids tech

Biofuel Factory:
can turn 2 citizen into Synth with Androids tech

Cement Mill:
can turn 2 citizen into Synth with Androids tech

Chemical Plant:
can turn 2 citizen into Synth with Androids tech

Deep Core Mine:
can turn 2 citizen into Synth with Androids tech

Durasteel Plant:
can turn 2 citizen into Synth with Androids tech

Fertilizer Plant:
can turn 2 citizen into Synth with Androids tech

Ironworks:
can turn 2 citizen into Synth with Androids tech

Nanite Lab:
can turn 1 citizen into Synth with Androids tech

Nano Research Department:
can turn 1 citizen into Synth with Androids tech

Oil Refinery:
can turn 2 citizen into Synth with Androids tech

Replicator Plant:
can turn 1 citizen into Synth with Androids tech

Rubber Factory:
can turn 2 citizen into Synth with Androids tech

Semiconductor Fab:
takes over the role of Silicon Valley
can turn 2 citizen into Synth with Androids tech
requires Research Lab and Manufacoring Plant

Silicon Valley:
now a World Wonder

Wall Street
generates +5% interest on gold reserves (max +250)
now a World Wonder

Stock Exchage
generates +2% interest on gold reserves (max +100)
now a National Wonder



Civics
======


Chiefdom:
blocked by Democracy

Coinage:
blocked by all later Economy civics (save for Mercantile)

Mercantile:
blocked by all later Economy civics
Foreign Trade modifier down to +50% from +100%

Empire:
Settling more than 12 cities will cause 1 unhappiness in every city for each one over that limit

Colonial:
removed +100% commerce from Trade Routes modifiers
-25% Maintenance Cost from Distance to Palace (was -40%)
-25% Maintenance Cost from Number of Cities
-50% Maintenance Cost for Overseas Cities (was -40%)
Settling more than 12 cities will cause 1 unhappiness in every city for each one over that limit

Slavery:
Low Upkeep (was Medium)
removed cities requireing 50% more food
removed +1 :( in every city
removed yield bonuses from improvements
-50% war weariness (was -25%)
25% chance to create a Slave from combat

Guilds:
blocked by Free Market, Planned, Corporate, Regulated and Green
all Guildhalls obsolete with Industrialism tech

Android:
unlimited Synth removed
+1 free Synth in every city
+25% production removed
+1 production, +0.5 gold and science from Synth

Prophets:
blocked by Religious Censorship, Political Censorship, Mainstream Media, Media Regulation and Mind Control

Chronicles:
blocked by Political Censorship, Mainstream Media, Media Regulation and Mind Control





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


Calendar:
extends movement limit

Charters:
removed movement limit extension

Optics:
extends movement limit

Cartography:
extends movement limit

Compass:
extends movement limit

Astronomy:
extends movement limit

Logistics:
removes movement limit



Units
=====


Great Engineer:
can create a body of water with Islets (requires Canals tech)
can change some water tiles to land (desert) tile (requires Seismology)

Great Prophet:
fixing building of Sermon

Construction Ship:
can change some water tiles to land (desert) tile (requires Ecological Engineering and cost 5000 gold)

(NEW) Sentient Synth (Great Person)
can build Financial Matrix, Manufacturing Matrix and Research Matrix

Android:
new graphics
first to discover Androids recieves one for free




Spoiler Earlier versions :

Spoiler , Patch 1.1.1 :



General
=======

Tech-tree (F6) Screen selection and era colors changed, tech icon and panel enlarged (thanks ProjectMaximus)

Chances of herding animals increased to 20% (was 10%)

National Wonders producing resources now produce only 1 copy each

"Difficulty Increasing With Empire Size"
Number of cities now also increase Maintenance Cost in All Cities, Maintenance Cost from Distance to Palace and Maintenance Cost from Number of Cities by 1% each

Fixed Foreign Advisor (F4) Info tab civic categories order


Religions
========

Religions are devided into Prophetic and Traditional religions.
Prophetic religions are: Buddhism, Christianity, Confucionism, Islam, Judaism, Taoism and Zoroastrianism
Traditional religions are: Asatru, Hellenism, Hinduism, Kemetism, Naghualism and Shinto


Religions are now founded not as civilizatons progress on the tech tree. Instead, Prophetic religions can be founded by Great Prophets, while Traditional ones with certain geographical properties (e.g. Kemetism requires river access and desert in city vicinity = Nile)

Al religions' spreadrate readjusted.

Cathedrals and Pantheons re-thought:

Cathedrals are for Prophetic religions and are unchanged.
Moved to Music.

Pantheons are for Traditional religions. They are little cheaper and provide less culture, happiness, etc. but can be "upgraded" in different ways by building a Sanctuary on top of them.
Moved to Sculpture

Sanctuary:
new special building type
acts as an add-on for the religions with Pantheon type building
requires Aestethics

New and reworked wonders for religions (see bellow)

Renamed Religious Buildings:
Jewish Temple --> Synagoge
Jewish Synagoge --> Great Synagoge
Jewish Monastery --> Yeshiva
Islamic Temple --> Minaret
Islamic Mosque --> Mosque
Zoroastrian Fire Temple --> Atash Dadgah
Zoroastrian Pantheon --> Atash Adaran
Zoroastrian Shrine --> Zoroastrian Monastery

Holy Warriors:
most religions can now train Holy Warriors.
they require Holy Order

Christendom:
founder receives 2 Preachers

Islam:
founder receives 1 Imam and 1 Ansar

Hellenism:
new buttons for Temple, Gymnasia and Pantheon

Zoroastrianism:
new graphics for buildings


Civics
=====

Democracy:
Monarchy is forbidden

Senate:
removed/turned into a civic building for Republic

Barter:
TradeYieldModifiers axed

Palace Economy:
YieldModifiers axed
upkeep set to High
iDistanceMaintenanceModifier and iNumCitiesMaintenanceModifier set to +50%

Slavery:
chance to create Slaves from defeated enemy units is increased to 100%

Prophets:
Low Upkeep (was None)
+1 Priest replaced with Unlimited Priest

Reformation:
removed/replaced by Syncretic

Atheist:
+2 :) from Monument of the Dictator
+2 :) from Think Tank
+1 Science and Culture from Philosopher
removed +0.5 Science from Scientist
removed +20% gold



Buildings
========

Divine Tomb renamed to Royal Tomb
+50% culture replaced with flat +10 culture

(NEW) Sermon:
inherits Abu Simbel's effect spreding State Religion
can be built only by Great Prophet and some religious units

Siege Weapons Workshop:
removed in city vicinity requirement

Land Tenure:
requires 2 Cities

(NEW) LMA (Leage of Militant Atheists)
requires Atheist civic
replaces temples

Community Center:
axed

Herbalist:
moved to Guilds

Shrine:
changed model

TV Station:
+2 :) with Political Censorship
+0.01 Gold from Celebrity in every city

Railway Station:
dropped regular resource requirements
requires more than 2 of the following in city vicinity: Railroad, Electric Railroad or Maglev

Agora:
removed

Curia:
removed

(NEW) Senate:
new civic building for Republic

Sage:
-1 Science, +1 Culture with Theology

(NEW) Diocese:
limited building for Christianity



Wonders
=======

Venus of Willendorf:
obsoletes at Theology

Abu Simbel:
now a Kemetic wonder
new effect

Chichen Itza:
now a Nagual wonder

Shwedagon Paya:
no longer enables all Religion civics
now a Buddhist wonder
+1 gold and +2 culture per owned Buddhist
+1 gold from Buddhist Temple and Monastery

Spiral Minaret:
now an Islam wonder
+2 gold from Islamic Temple, Mosque and Monastry (instead of state religion buildings)

Alhambra:
!!! +1 gold, research, culture and espoinage from Islamic Temple, Mosque and Monastry (instead of state religion buildings)
+20% defense in all cities

Temple of Artemis:
now a Hellenic wonder
requires Currency
no longer obsoletes

Theatre of Dionysos:
now a Hellenic wonder

Statue of Zeus:
+1 culture per city with Hellenism (was +1 science)
culture lowered to +4 (was +10)

Brihadeeswarar:
+1 :) from Hindu Temple/Mandir/Monastery (was +1 :) in all Cities on this Continent)
Kashi Vishwanath removed from commerce bonus list

Global Stock Exchange:
+1000% Foreign Trade Route Yield reduced to +100%

The Sagas:
(temporarily) removed

Uppsala Temple:
+2 Culture per city with Astru (was +1 gold)

Kink Richard's Crusade:
removed gold bonus for other Christian buildings
can train Knights Templars

Teotihuacan:
axed +1 Free Specialist per Quary

Karnak Temple Complex:
+1 Culture per Specialist in all Cities changed to +1 Culture from Priest

Apadana Palace:
+2 Great Prophet points (was Great Artist)


New Wonders
===========

Tower of Babel
Golden Temple (takes over the role of Shwedagon Paya)
Borobudur (Buddhism)
Nalanda (Buddhism)
Jetavanaramaya (Buddhism)
Golden Buddha (Buddhism, National Wonder)
Mount Athos (Christianity)
Mont St. Michel (Christianity)
Duomo (Christianity)
Cluny Abbey (Christianity)
Munmyo (Confucianism)
Laxminarayan Temple (Hinduism)
Vijay Stambha (Hinduism)
Hassan Tower (Islam)
Imam Reza Shrine (Islam)
Al-Masjid al-Nabawi (Islam)
Sanhedrin (Judaism)
Tomb of the Patriarchs (Judaism)
Ohel (Judaism, National Wonder)
Fushimi Inari (Shinto)
Izumo Shrine (Shinto)
Wudang (Taoism)
Baku Ateshgah (Zoroastriamism)


Units
=====

Bandit:
national limit 3 (was 5)
no longer invisible
can not investigate cities anymore
movement increased to 2
strength increased to 4
+2 strenth from Smithing
+2 strenth from Armor Crafting
+2 strenth from Matchlock
+2 strenth from Flintlock
+4 strenth from Rifling
+6 strenth from Automatic Weapons
+10 strenth from Syanthetic Fibers
can withdraw from combat (50%)
+100% vs animal units
combat type changed to recon

Worker units:
lots of balance tweaks

Magi (Zoroastrian missionary)
renamed to Mobad

Shaolin Monk:
moved to Meditation
requires Buddhism as state religion
requires Shaolin Monastery OR Fortified Temple OR Holy Order
added Zen as starting promotion
upgrades to Musketman (was Rifleman)

Crusader:
renamed to Knights Templar
several other changes

Gentleman (Confucian missionary)
renamed to Junzi

Alchemist (Taoist missionary)
renamed to Daoshi

Oracle (Hellenic missionary)
renamed to Heirophant

Scribe (Kemetist missionary)
renamed to Hem-netjer

Gothi (Asatru missionary)



New Units
=========

Hersir (Asatru)
Nuncio (Christianity)
Disciple of Confucius (Confucianism)
Myrmidon (Hellenism)
Rathi (Hinduism)
Ansar Warrior (Islam)
Radhanite (Judaism)
Maccabee (Judaism)
Khopesh (Kemetism)
Couatl (Naghualism)
Kensei (Shinto)
Wudang Monk (Taoism)
Dastur (Zoroastrianism)




Promotions
=========

several new promotions for religions



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

Ancient era:
tech costs modified
some AIWeight changed
some techs moved around

Slavery:
requires Community and Trade
leads to Warfare




...and some other tweaks and changes :)






version 1.1

Spoiler :

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





HOTFIX 1.0.6.2

Spoiler :

Civics
=====

Pastoral and Maritime axed/merged into Agrarian


Buildings
========

Pen:
moved to Agrarian
cannot be built in same city as Plughland or Boatyard
free specialists only from Pasture but not from Camp

Boatyard:
moved to Agrarian
cannot be built in same city as Pen or Plughland

Plughland:
cannot be built in same city as Pen or Boatyard

HOTFIX 1.0.6.1

Spoiler :

Civics
=====


Anarchy:
City-state is also forbidden

Oligarchy:
moved to Code of Laws

Republic:
moved to Philosophy

Direct:
moved to Ethics

Empire:
moved to Politics


Buildings
========


Agora:
removed tech requirement (simply requires Republic civic)


Patch1.0.6


Spoiler :


General
=======

Updating to AND2 rev. 1088
Two new resources added: Bison and Camel


Units
=====

(NEW) Unit line based on Camels (similar to light cavalry unit line)
+25% vs mounted units
free Desert Combat I
free Arctic Combat I
flanking attack against Horse units

Camel Archer (Arabian UU)
replaces War Camel
strenght 9
also starts with Desert Combat II



HOTFIX 1.0.5.2

Spoiler :

Buildings
=========

fixing Summer Palace civic requiremnt


HOTFIX 1.0.5.1b


Spoiler :

General
=======

Some text clearance
decreased iRevolutionIndexPercent in lower difficulties (it is meant to help the AI with revolutions with "AI Use Flexible Difficulty" option)
modified Chronicles_PerfectWorld2f map to avoid Forests on Desert tiles


Resources
=========

Apple, Banana, Lemon, Olives, Spice and Sugar enabled with Herbalism
Obsidian and Stone enabled with Stone Tools
Salt enabled with Preservation
Hemp and Tobacco enabled with Mysticism
Cotton, Dye, Incense enabled with Weaving

Units
=====

Muse (Creative trait)
requires Aesthetics
iAIWeight increased

Hunter
iAIWeight decreased


Patch 1.0.5

Spoiler :


General
=======

Updating to AND2 rev. 1087
Added CoM / MegaPack compatibility module (needs to be acivated in the Launcher)
Gathering Food/Hammers/Production enables some resources
(NEW MAPSCRIPT) Chronicles_PerfectWorld2f (adapted from C2C)


Promotions
==========

Poisoned Arrows renamed to Poison

Arctic Combat I
removed Combat I requirement
'Double Moveent in Tundra and Ice' moved to Arctic Combat II

Arctic Combat II
Can Safely Traverse Ice without recieving damage

Desert Combat I
removed Combat I requirement
'Double Moveent in Desert' moved to Desert Combat II

Hunting I and II
bonus vs. Animals is reduced to +50% (was +100%)

Bonus vs. Animals is removed from all other promotions (except Poison)

(NEW) Beduin
Double Moveent in Desert for Settler, Worker, Espionage, Executive, Religious and Trader units

(NEW) Eskimo
Double Moveent in Tundra and Ice for Settler, Worker, Espionage, Executive, Religious and Trader units



Specialists
=========

(NEW) Philosopher:
+1 Commerce
+6 GPP (unassigned)

Synth:
new button



Buildings
========

Cave Paintings:
removed +1 culture
requires Oral Tradition civic

Myth of the Desert:
free Beduin promotion

Myth of Winter:
free Eskimo promotion

Emporium (Financial trait)
no longer National Wonder
removed interest bonus and hurry modifier
+1 Trade Routes
cost halved

Lyceum (Philosophical trait)
no longer National Wonder
cost down to 100 (was 300)
removed specialist modifiers and golden age modifier
can turn 1 citizen into Philosopher
can turn 1 citizen into Philosopher with Patronage
can turn 1 citizen into Philosopher with Humanism
can turn 1 citizen into Philosopher with Relativity
can turn 1 citizen into Philosopher with Knowlwdge Management
can turn 1 citizen into Philosopher with Mind Uploading

Settlement (Expansive trait)
removed +1 Free Specialist
+10% Building production

Muse (Creative trait)
removed / converted into a unit (see bellow)

Foundling Hospital (Humanitarian trait)
removed "Cities require 20% less Food to grow"

Eureka (Scienticic trait)
removed specialist modifiers
+10% science
can build one copy per era (from Classical to Trans-Human)

Clerks Guild Hall
requires Courthouse
other building requirements removed


Wonders
=======

Cave of Altamira:
removed free Cave Paintings and +1 culture from Cave Paintings
increased Great Hunter points to 8 (was 4)

Moai Statue:
World Wonder from National Wonder
+2GPP (was 1)
axed Myth of the Sea requirements

Plato's Academy:
+1 free Scientist (was +2)
+2 Philosopher slots


Units
=====

Animals:
captured animals have only 10% chance to spawn resource (was 25%)
wild animals have +50% attack, +50% defense and double movement on their native terrains and features
some wild animals (flying birds) have a "Flat Movement Cost" and "Can Move through Impassable"

Hunter:
bonus vs. Animals is reduced to +50% (was +100%)

(NEW) Muse (Cretive trait)
cost 50
Can Create a Great Work: +200 culture




HOTFIX 1.0.4.2
Spoiler :

1.0.4.2 HOTFIX


General
=======

Now really updating revision number (1086) both for python and ini files.
Prime Timber event sign changed to Hardwood.
Some minor wording and graphics changes.


Wonders
=======

Venus of Willendorf:
+1 culture changed to +2 obsolete safe culture
removed +1 Population in All Cities
City Requires 50% less Food to Grow (was 25%)



1.0.4.1 HOTFIX


General
=======

Updating revision number (1086)


Units
=====

Worker (Barbarian UU)
renamed to Barbarian Worker


Patch 1.0.4

Spoiler :


General
=======

Updating to AND2 rev. 1086
Adjusting city screen to display more resources and specialists
New CitySoundscape for Trans-Human and Future eras
New or fixed quote (with audio file) for many-many techs
Android Worker (specialist) renamed to Synth


Events
======

'Healing plant' requires Herbalism
'Champion' requires Warfare


Buildings
========

Slave Market:
Slaves trained 100% faster


Wonders
=======

World Trade Center:
removed -20% Maintenance Cost in All Cities
+1 Trade Routes
+1 Trade Routes in All Cities
+1 Trade Routes in the World

New animated wonder movie for Kotoku-in


Techs
=====

Conglomerates:
+1 Trade Routes


Terrain
======

Gathering Food/Hammers/Commerce build time increased from 50 to 150
Gathering Food/Hammers/Commerce upgrade time decreased from 5 to 2


Units
=====

Worker and Indian Fast Worker:
require Agrarian, Pastoral, Maritime, Guilds or Penal civic
work rate down to 90 (was 100)

(NEW) Worker:
Barbarian UU (same as normal Worker but with some extras)
no Civic requirement
work rate 110
ignore terrain cost

Slave:
fixed Improvement builds causing AI not improving it's tiles
Slave Market requirement axed
work rate down to 75 (was 100)
upgrades to Worker, Constructor, Clones

(NEW) Constructor:
new upgrade for Gatherer, Slave and Worker units
requires Urbanization civic
cost 180
work rate 125
upgrades to Clone
cost +1 gold per turn

Clone:
work rate increased to 150 (was 125)


HOTFIX 1.0.3.2

Spoiler :

Units
====

fixing fixing other typos commited in Hotfix 1.0.3.1


HOTFIX 1.0.3.1

Spoiler :

Units
====

fixing two typos affecting Bees and Slave units


Patch 1.0.3

Spoiler :

General
=======


Fixing GameFont_75.tga incorrectly displaying Holy Site and Tourist Site.
Fixing some minor text issues.
Barbarians now should be able to build/upgrade better units in the early game too.
Barbarian leader received Nomad trait, so it should be able to upgrade units anywhere.
New culture level: "Eternal" requires 5 times more culture than Legendary.
Trade Routes are back (see bellow)
Connectedness reworked to represent Tourism
Gathering mechanics somewhat reworked


Civics
=====


Autocracy:
axed -1 relations with all civs

Oligarchy:
extra unhappiness in all cities per 10% tax rate

Democracy:
moved to Democracy tech (late Renaissance)
reduced maintenance to +100% (was +200%)
following civics are no longer forbidden: Clans, Planned, Corporate, Conscription, Standing Army, Unmanned Warfare, Belligerence, Mobilization, Naval Supremacy, M.A.D., Shadow War
-25% espionage

City-state:
removed Connectedness
+1 Trade Routes
+50% Foreign Trade Route Yield
+50% trade income from nations with the same civic

Republic:
removed Connectedness
+25% Foreign Trade Route Yield

Colonial:
removed Connectedness
-90% Foreign Trade Route Yield
+100% Trade Route Yield

Caste:
+50% faster training of Slaves

Feudal:
removed Connectedness

Communalism axed

(BACK) Proletariat:
unlimited Engineers
+1 happiness from most agrarian and industrial improvement
new civic building: Young Pioneers Camp
-50% commerce from Trade Route

Single Party:
+1 :) per Military Unit Stationed in City

Corporations:
+1 Trade Routes

Barter:
removed Connectedness
+10% food and production and -80% commerce from Trade Routes

Palace Economy:
removed Connectedness

Coinage:
removed Connectedness
-50% Foreign Trade Route Yield
+25% Trade Route Yield

Mercantile:
removed Connectedness
+100% Foreign Trade Route Yield
-100% Trade Income from Nations with the same civic

Planned:
removed Connectedness
-1 Trade Routes
+50% Trade Income from Nations with the same civic

Corporate:
+1 Trade Routes
+25% Trade Route Yield

Asymmetric Warfare:
removed Xp/turn for units stationed in city

Hegemony:
removed Connectedness
+50% Foreign Trade Route Yield

Protectionism:
removed Connectedness
+1 Trade Routes
+25% Trade Route Yield
axed +10% production

Interventionism:
removed Connectedness
+25% Trade Route Yield

Redevelopment:
removed Connectedness
+25% Foreign Trade Route Yield

No Borders:
removed Connectedness
-50% Trade Route Yield

Open Immigration:
upkeep changed to Medium (was Low)
removed: cities require 30% less food to grow
+15% food and hammers from Trade Routes

Visa Program:
1 :( per 10% foreign culture
+10% hammers from Trade Routes

Closed Borders:
-25% Foreign Trade Route Yield
-25% Commerce from Foreign City Connections (was -50%)

Naval Supremacy:
removed Connectedness
+100% Faster Construction of Docks, Harbor, Port, Seaport and International Port



Buildings
========


All corporation stores are removed from the upgrade lines

Most buildings with 2 or more upgrades obsolete with the tech unlocking the second upgrade (unique buildings are exceptions)

Siege Weapons Workshop line no longer upgrades to Omnifactory

Dock line separated from Caravanserai-Public Transportation line, all reworked for Trade Routes instead of Connectedness

Lighthouse no longer upgrades to Great Lighthouse

Toll House line reworked for Trade Routes instead of Connectedness

Airfield line provides Trade Routes instead of flat commerce

Free Port (Free Market civic)
+1 Trade Routes
+50% Foreign Trade Route Yield
removed Connectedness

Trading Company (Mercantile civic)
+1 Trade Routes
+25% Trade Route Yield
+25% Foreign Trade Route Yield
removed Connectedness

Colonial Office (Colonial civic)
+50% Foreign Trade Route Yield
removed Connectedness

Acropolis (City-state civic)
+1 Trade Routes
enables all Government civics

Expedition (Deceiver trait)
+50% Trade Route Yield
removed Connectedness

Refugee Camp:
enabled for Open-Immigration (not just No Borders)

Admiralty:
requires Naval Supremacy civic (not Discoverer trait)

Press Gang:
military unit production increased to +50% (was +15%)

Store House:
food kept after city growth reduced to 10% (wass 20%)

(NEW) Young Pioneer Camp (Proletariat)
+2 Culture
-10% War Weariness
+1 local stability bonus per turn in city
free Sentry I promotion

Social Justice Organization
moved to Liberal (from Proletariat)

Exhibition (Liberal)
axed (at least temporarily)



Wonders
=======


Silk Road:
+1 Trade Routes
+100% Foreign Trade Route Yield
removed Connectedness

Adam Smith's Trading Company:
+1 Trade Routes in all cities
+100% Foreign Trade Route Yield
removed Connectedness

Temple of Artemis:
generates +2% interest on gold reserves (maximum +100)
removed Connectedness

Petra:
+50% Trade Route Yield
+50% Foreign Trade Route Yield
removed Connectedness

Global Stock Exchange:
+1000% Foreign Trade Route Yield
removed Connectedness

Via Apia:
-10% maintenance for all cities on same continent
removed Connectedness

Chichen Itza:
-33% Anarchy length
removed Connectedness

East India Company:
+1 Trade Routes in Coastal Cities
removed Connectedness

UN Mission:
cost set to -1 (can only be built by a Great Diplomat)
no longer a world wonder (any civ can build 1 copy)


Units
=====


Great Hunter:
can (now really) build Hunting Grounds (and not World Wonders)
changed unit AIs
can bulb techs

Slave:
no longer trainable with Caste (only Slavery)
requires Slave Market
cost doubled
causes temporary unhappiness when trained


Promotions
==========


Guerilla III available to Recon units too
Woodsman II available to Archer units too
Woodsman III available to Archer and Recon units too
Pharaoh's Propaganda renamed to Ankh
Synchronized Defences available to Recon, Siege, Gunpowder, Helicopter, Tracked, Hi-Tech and Mecha units, Submarines, Steam, Diesel and Nuclear Ships


Terrain
======


Bamboo makes Orchard a valid improvement (instead of Plantation)



Hotfix 1.0.2.3
Spoiler :

Buildings
=======

Poultry
obsoletes with Manufacturing

all Guild Halls
obsoletes with Manufacturing


Civics
=====

Caste:
upkeep changed to medium (from none)


Techs
=====

fixing MAD breaking AI logic


1.0.2.3b (Hotfix)


fixing MAD - this time really :)
MAD (tech) requires [Rocketry AND Nuclear Pover] OR [First Nuclear Test]




Hotfix 1.0.2.2

Spoiler :

Civics
======

Caste:
axed +1 commerce from specialists (again, to prevent a rare bug inherited from AND2)
+1 free specialist per city


Hotfix 1.0.2.1

Spoiler :

Hunting
=======

Chances of herding animals increased to 25%


Civics
======

Caste:
+1 food and +1 hammer from Citizen changed to +1 commerce (to prevent a rare bug)


Patch 1.0.2
Spoiler :

General
=======
Civs now start with a free worker in the Ancient era
Fixing some missing or incorrect texts
Fixing bug when capturing Bees results in Cassowary instead of Captured Bees
A new, simple event based mechanics for Gathering. It adds some micro-manegament for the early game.
Rock-paper-scissor rule applied to earliest unit: Hunter beats animals; Warrior beats Hunter; Slinger beats Warrior.
Role Playing Elements: Now many leaders have a flavour for autocratic, oligarchic or democratic civics. This is meant to give some diversity to the game.


Hunting
=======
many animals are set to defend only (Stag, Bull, Stallion, etc.)
herding animals has only 10% chance of placing resource and 90% chance of butchering it (as in friendly territory)

getting Great Hunters is changed:
killing animals generates Great Hunter points in nearest city, so it's getting harder and harder to gain new Great Hunters
some buildings also produce Great Hunter points per turn (see bellow)


Technologies
============
cost of earliest techs slightly increased

Gathering:
axed (content moved to Agriculture)

Weaving:
no tech requirements


Improvements, features
======================
Bamboo makes Plantation and Dome Farm valid
Building Fishing Community/Village/Town improvements WITHOUT Ferry route now cost 1 gold, to encouraging the AI building these improvements WITH Ferry route, not without
Kelp: +1 food removed
(New) Gathering Camp:
it's bonuses come from different starting civics, so it slowly obsoletes by switching to newer civics
when built events provide additional bonuses to choose from (food, production, gold, culture or research boost)


Units
=====
Gatherer:
no tech requirements
requires Gathering (civic)

Hunter:
-50% vs. Melee units

Great Hunter:
set to UNITCOMBAT_RECON (now it gets free promotions from Discoverer trait)
can build Hunting Grounds

Slinger:
cost down to 10 (was 20)
strength down to 1 (was 2)
+100% vs. Melee units
+1 strength with Warfare tech
upgrades to Longbowman and Crossbowman (instead of Archer)


(NEW) Pile:
added to provide optional production bonus for Gathering event


Buildings
=========
fixed crash caused by Free City button

Myth of the Beast:
+2 Great Hunter points per turn

Cave Painting:
+2 Great Hunter points per turn

(NEW) Trophy:
+2 culture
+1 Great Hunter points per turn
can only be built by captured animals (ones that can also build Menagerie)
upgrades to Museum

(BACK) Hunting Instruction:
autobuild
req. Hunting (tech), Hunters (civic) and 2nd level unit
+1Xp for Recon units
+1 Great Hunter points per turn

Elder Council redesigned, from 'early science building' turned into 'early administration building'
-10% maintenance
1 magister slot
upgrades to Courthouse


Wonders
=======
Cave of Altamira:
cost reduced to 45 (from 90); +4 Great Hunter points per turn

Lascaux Caves:
+4 Great Hunter points per turn (was +2 Great Artist points)

(NEW) Hunting Grounds:
National Wonder (1/civ)
can be built only by Great Hunter
+2 Great Hunter points per turn
+1 free specialist per Camp


Civics
======
Chiefdom:
"Cannot settle more than 1 city." changed to "Settling more than 2 cities will cause 1 :( in every city for each one over that limit" (on Standard)
is no longer blocked by newer civics
added +100% maintenance form distance and number of cities

City-state:
axed +3 :) from Palace

Patriarchy:
+1 science from Elder Council

Despotism:
production in Capital reduced to +25% (from +50%)

Tribal:
+1 hammer from Gathering Camp

Gatherers:
+1 food from Gathering Camp
-15% food and hammers

Pastoral:
+1 hammer and commerce from Camp and Pasture
-10% hammers

Maritime:
+1 hammer from Fishing Boats, Whaling Boats, Fishing Community/Village/Town
-10% hammers

Agrarian:
moved to Plough

Barter:
+1 commerce from Gathering Camp

Folklore:
+2 commerce from Blood Dance and Fertility Dance

Charity:
+1 health from Gathering Camp

Public Works:
+1 hammer from citizen
axed +25% hammers

Oral Tradition:
+1 culture from Elder Council

Survival:
+1 happiness from Gathering Camp

Imperium:
renamed to Hegemony to avoid confusion with Empire (civic) and Imperialism (tech).


Patch 1.0.1
Spoiler :

General
=======
replacing this README file with an accurate one
fixing some tech quotes
fixing Holy Site and Tourist Site GameFont.tga (but changing language via the Launcher terminates it with an error massage)
greatly increased animal spawn rates
fixing starting civics for AND2-Earth15CivsPresetStartingLocations and AND2-GEM-26CivsPreset scenario maps


Improvements
============
added option to rebuild Fishing Community on existing Ferry route


Civics:
=======

Autocracy: removed production penalty
Democracy: removed happiness penalty for stationed military units
City-State: city limit changed to max 2 cities (on normal)
Caste: population anger penalty increased to 25%
Agrarian moved to Agriculture; AI weight increased
Pastoral: -10% food
Maritime: -10% food


Promotions
==========
(NEW) Devout: alternative requirement (along Lead by Warlord) for Crusader, Kanai, Mujahid, Flower War, Pharaoh's Propaganda, Zen, Order of Ormazd, Gentleman, Waidan, Holy Trinity, Berserk and Purity promotions
available only through Spiritual trait
(NEW) Famous: alternative requirement (along Lead by Warlord) for Heroic, Leadership, Loyalty, Morale, Tactics, Siege Master, Fury I and Mountaineer promotions
1 extra first strike chance
25% less gold to upgrade
requires CombatV
Mountaineer now requires Famous OR Lead by Warlord
Fixing Hunter I, II and III buttons


Units
=====
Great Hunter: Famous added to starting promotions
Animals: some minor fixes
Bandit: removed Hidden Nationality, so now it can enter boats; also removed Sabotage and Steal Plans


Traits
======
Spritual: free Devout promotion for Melee, Archery, Mounted and Recon units
Creative: all cities start at second cultural level
Imperialistic:
axed: "all cities start at second cultural level"
added: free Loyalty promotion for Mounted, Melee, Gunpowder, Tracked, Hi-Tech and Mecha units


Buildings
========
fixing Victory Monument (Imperialistic trait)
Hoard (Aggressive trait) maintenance down to +10%, +2 :) axed, added +0.1 :) per citizen
Eureaka (Scientific trait) axed +1 science per specialists in all cities
Lyceum (Philosophical) Golden Age length reduced to +20%
Myth of the Sea: added Fishing Community line as OR requirements
Boatyard: added Fishing Community line as OR requirements, also +1 free specialist from Fishing Community line


Wonders
=======
movie added for Time Tunnel


Corporations
===========
Adventure Tours: added Holy Site and Tourist Site, removed Whale and Clam
MileHigh Travel: added Holy Site and Tourist Site, removed Gold and Silk
Mapster: added Holy Site and Tourist Site, gold down to 1 per consumed resource
Red Curtains: added Holy Site and Tourist Site, culture down to 2 per consumed resource


Technologies
============
extend movement limits moved back to Alphabet from Stargazing
Petroglyphs deleted, it's content moved to Ritualism


 
Last edited:
Features
New or changed features compared to Rise of Mankind: A New Dawn:

Completely reworked civic system
It will act sort of like a tree, the higher categories limiting the lower ones:
  • Government (Anarchy, Autocracy, Oligarchy and Democracy)
    • State (Chiefdom, City-State, Monarchy, Empire, Republic, Colonial and Federation)
      • Rule (Patriarchy, Despotism, Theocracy, Warlords, etc)
        • Society
        • Labor
        • Economy
        • Military
        • Religion
        • Welfare
        • Media
        • Foreign Policy
        • Immigration
        • Stance
Of course there are some other incompatibilities (like Liberal vs Intolerant, Theocracy vs Atheist, etc).
The main idea is, that that your government choice limits your other choices.
Civics are designed to "do a certain thing".

You will also see new, beautiful round civic buttons (mostly from Civ5) that are easy to recognize in the tech tree too.


Hunting
...greatly expanded by adding many animals from C2C (but not all!).
A new Hunter unit replacing Scout (all recon units are pushed later in the tech tree).
A new Great Hunter great person that you can gain by hunting animals.

Myths
Now they work more like religions. You no longer build Myths but they appear in the fitting areas when requirements are met. There are also new Myths (Dessert and Winter). They also provide special bonuses.

Traits
I tried to balance Traits and make all of them interesting. Now each Trait will have it's own building (or unit).

New resources:
  • Prime Timber: worked by Woodcutter, Lumber mill and so on
  • Papyrus: worked by Plantation. Requirement for Scroll Maker building that provides an early access to Paper resource.
  • Holy Site: provides :commerce: bonus with Cathedrals when in city vicinity. Worked by Cottage line.
  • Tourist Site: provides :commerce: bonus with Tavern/Hotel/Vacation Resort when in city vicinity. Worked by Cottage line.
  • and more...
New improvements, terrain features and route:
  • Kelp (Coast) : You can build Fishing Boats on it just like on seafood tiles.
  • Rocky Islets (Coast) and Islets (Ocean): You can build a new improvement line on these
    • Fishing Community, Fishing Village and Fishing Town: they work like the Cottage line, only on water. When building one of these by a Workboat you also get a new route on the tile:
    • Ferry: works the same way as Tunnels but earlier and is more limited
  • Bamboo (Grass, Plain, Marsh): +1:hammers: on the tile
Storms are also changed: Now they can appear on land tiles and provide fresh water. So be quick and build a Farm next to it ;)

Tech quotes:
130+ new tech quotes with audio files. Now it's only around 30 techs that has no audio quotes.
Most quotes are from PAE (thank you Pie), Civ5, SMAC and some are from movies or audiobooks.

Scientific victory reworked:
It's mainly a cosmetic change. The esoteric Ascension Gate is replaced by Time Tunnel. Its requirements are: Computer Center and Fusion Plant in any of your cities and a Quantum Lab in the building city.

Guilds reworked:
They no longer work like corporations but require Guilds civic (it makes sense, isn't it?). Each guild building employs 1 citizen and provides yield, commerce or other bonus.

Tourism:
Tourism is a new feature in CoM 1.0.3.
There are 10 levels of tourism represented by auto-built buildings. Each level is capable of generating more :commerce: 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.

Difficulty Increasing with Empire Size:
New feature in version 1.1.
The bigger your empire gets, the harder it is to manage. Now not only maintenance costs increase but other aspects also change to prevent snowballing over smaller civs and keep the game challenging. Great People Rate, Great General Rate, Golden Age Length and Culture all decrease by 1% per Cities.
Maintenance Cost in All Cities, Maintenance Cost from Distance to Palace, Maintenance Cost from Number of Cities, Anarchy Length, War Weariness and Hurry Production Cost all increase by 1% per City.

Religions Reborn
New feature in Patch 1.1.1
Religions are divided into Prophetic and Traditional religions.
Prophetic religions are: Buddhism, Christianity, Confucionism, Islam, Judaism, Taoism and Zoroastrianism
Traditional religions are: Asatru, Hellenism, Hinduism, Kemetism, Naghualism and Shinto
Religions are now founded not as civilizations progress on the tech tree. Instead, Prophetic religions can be founded by Great Prophets, while Traditional ones with certain geographical properties (e.g. Kemetism requires river access and desert in city vicinity = Nile)
Many new buildings, wonders and units for religions.
Also, Atheist civic can close temples.
 
Last edited:
Known issues
  • You CANNOT change terrain settings using the Launcher. You can change terrain manually:
    • go to Assets folder
    • delete terrain_textures_XXX.fpk
    • open terrain_textures_YYY.tar.xz with an archiver (WinRAR for example) and copy the terrain_textures_YYY.fpk to Assets folder
  • Closing the Launcher results in an error massage in many cases (it is safe to ignore, though annoying)
  • Aggressive and Ruthless AI options are known to hurt the AI more than helping it.
  • There some other options (Great Commanders, Surround and Destroy) that the AI doesn't understand and should be avoided for a better experience.
 
Last edited:
F.A.Q.
  • Q: Do I need Rise of Mankind: A New Dawn too?
  • A: No, now it's a stand-alone version. You can have both mods installed separatelly.
  • Q: Does the AND Mega Pack work as intended with Chronicles of Mankind?
  • A: Well, sort of. More recent changes of the mod make it more and more different from AND2. E.g. with CoM1.2 MegaPack will throw many harmless but annoying error massages.
    • More music on the other hand is fully compatible.
  • Q: Will future AND2 changes also be implemented in this modmod?
  • A: Yes, that's the plan. I will keep this modmod updated to AND via pathces. Bugs will also be fixed in patches and new features will be added too. No, at least not likely, for two reasons: 1) AND2's development has essentially stopped. 2) Since version 1.2 we are using a new dll, thanks to @Inthegrave.
  • Q: Movement Limit option doesn't seem to work.
  • A: It's buggy and reported. It's a feature in the dll introduced by 45. There is a workaround for it: Just delete the .ini file in your \Documents\My Games\Beyond the Sword folder.
  • Q: Some tiles are pink. Graphics seem to be missing.
  • A: Try this fix: CoM Fix Purple terrain and bug init error.7z
  • Q: Is and2_checker.exe fully functional?
  • A: No, some features are not working. E.g. "Fix Installation - Check files again" and "Fix Installation - Reset mod to default state" were designed to work with AND2 SVN (unfortunately I cannot remove these options). It is safe to use the launcher to turn modules ON/OFF easily and to start the mod.
 

Attachments

  • upload_2021-10-17_23-5-13.png
    upload_2021-10-17_23-5-13.png
    262.9 KB · Views: 3,690
Last edited:
Instalation
  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:
 
Last edited:
Todos, plans, goals and dreams

Legacies
Read more about it here: [CoM Module] Legacies
Its planning phase is mostly done, though I decided to use civics to represent Legacies rather than dummy buildings.
It needs the actual xml coding. That's easy. Some python coding would be also good, to have separate windows for Civics and Legacies. And some dll work would be useful also, to prevent some bad choices for the AI. E.g. one cannot choose sea related legacies, if he has no coastal cities.
Super Civs
I want to add 3 more unique components to each civ. Two of them would be UU and/or UB but the 3rd one would be a Unique Ability in the form of unique civics modcomp. The UA won't replace any existing civic in any category but would be a separate thing. Would be a game option.

Reintroduce the 100 civs dll
Now that I have learned the very basics of dll compiling I can maintain 2 dll-s that the players can choose from.

More civs from MegaPack
For the sake of variety. Also, no point of a 100 civs dll without 100 civs.

Expand the future:
  • Grav-Ships: I want to add more sci-fi units to the trans-human era, including floating ships in the sky. They would be an alternate upgrade line to the present naval units (the other option is the fusion ships staying on water).​
  • Aliens: I want to add a civ that appears in the late part of the game. Adding the units and so on are not a big thing but have to make sure that aliens won't appear due to revolutions, colonies or evolve from barbarian cities. Would be optional.​
  • Killer planet: If you know the Tiberian universe then you can guess it. A meteorite crashes to the ground and a strange cristal starts spreading across the globe. It has great economic potential but is also very deadly. Late game. Optional.​

More resources and corporations:
I want to add more resources as a means of driving force of trade and expansion. It is quite common that by the renaissance era you have access to each (or most) possible resources and no longer need to trade them with others or start wars for them.
Why more corporations? They are fun. Vanilla BtS has 34 civs and 7 corporations and that was fine but CoM is much bigger (more civs in play at a time and bigger maps).

Events: I have started updating the event images with nicer, more artistic ones. I also update some of the events in the meanwhile. About 50% complete.

Art Styles update: @Sword_Of_Geddon has kindly offered to help with that (=he offered to do it).

Update LH graphics: Some of the leaders could use some better graphics.


This is not an order of importance, just the order things came to my mind :)
I will keep updating this post as I remember more ideas, complete some or change my mind.
 
Last edited:
Downloading :)
Does the Mega Pack work as intended with Chronicles of Mankind?
 
Last edited:
As I was looking through the Civilopedia I noticed that Imperialistic's building, Victory Monument, didn't seem to be in the game.
And the Explorer trait looks really lacking, shouldn't it have Seafaring's perks as well?
 
As I was looking through the Civilopedia I noticed that Imperialistic's building, Victory Monument, didn't seem to be in the game.
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.

And the Explorer trait looks really lacking, shouldn't it have Seafaring's perks as well?
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.


...but I admit that I was in a haste with the upload. It is obvious that beta testing and patches will be needed. So please, continue reporting bugs and other issues you find. Thank you :)
 
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.
And wouldn't it make more sense for Aggressive's building to reduce maintenance, not increase it? 2 :) for +25% maintenance seems like a bad deal.

You should make a thread about the release of this mod on the main forum in order to gain more attention. AND's development has really stagnated lately so I'm sure the exposure would be appreciated.
 
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 tried removing the lines but after doing so launching the game causes XML errors.
 
More bugs, regarding starting civics: Government is Chiefdom (State's starting civic); Anarchy is supposed to be starting civic but it's not chosen nor is it possible to use because of Oligarchy, Rule is on Oligarchy (supposed to be Patriarchy) and Welfare's is Survival (Stance's starting civic), supposed to be Charity.
Edit: I now know that this is only present on the Earth scenarios. Could you update the initial civics for those in your next update?
 
Last edited:
Edit: I now know that this is only present on the Earth scenarios. Could you update the initial civics for those in your next update?
I never cared for scenarios therefor have not encountered this bug but will fix it. THX
May
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.
Maybe I should decrease their bonus?
I tried removing the lines but after doing so launching the game causes XML errors.
Than something else is missing...

And wouldn't it make more sense for Aggressive's building to reduce maintenance, not increase it? 2 :) for +25% maintenance seems like a bad deal.
I wanted it to be a trade-off: Either you are at war and gain the extra :) 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.
 
Thank you for your efforts. Its a nice mod. Are future AND2 changes also will be implemented in this modmod? Or now it's completely independent work, so Chronicles and AND2 go their own ways?
 
Are future AND2 changes also will be implemented in this modmod?
Yes, that's the plan. I will keep this modmod updated to AND via pathces.
Bugs will also be fixed in patches and new features will be added too. Right now I'm rather busy IRL but want to fix serious bugs ASAP.

Or now it's completely independent work, so Chronicles and AND2 go their own ways?
I'm coding only XML. Python and dll changes will be copied from tha main mod.
 
Top Bottom