Chronicles of Mankind

Love this mod and glad to see continued development! Thank you.

Kind of a weird question, but does BarbarianCiv work on Hot Seat? Sometimes I play with 3-4 different civs in one game for a different flavor and it appears that barb civs are not emerging. Possibly a legacy issue (I've tinkered with the RevConfig settings and city size to emerge, etc..), curious to see if there's a way to re-enable or if I am just crazy and BarbCiv should work by default in MP.
 
Love this mod and glad to see continued development! Thank you.
:hatsoff:

I never tried barbarian civs with hot seat... Actually I never tried hot seat at all.
Time is possible that you have changed something so it is broken.
I suggest restoring RevConfig. In BUG menu there is an option that sets the size requirement of barb civs. It's population 5 IIRC so you may try lowering it.
 
Great Work with the new update! I like all the changes that you made.

Unfortunately i came across a minor bug that doesn't affect the game (so far).
When i open the Domestic Advisor (F1) or the Revolution Watch i get these Errors:
or.jpg
nl.jpg

Each followed after clicking OK by this rather funny Error:
er.jpg


These Errors occur only once after each gameload.
I can use the Advisors without any problems if i click the errors away.

I checked the CIV4ArtDefines_Movie.xml for errors and found this:
<Type>ART_DEF_MOVIE_OIL_REFINERY </Type>
<Type>ART_DEF_BUILDING_NAZCA</Type>

and as an extra an incomplete duplicate entry of the SydneyOperaHouse
<Type>ART_DEF_MOVIE_</Type>
<Path>Art/Movies/Wonders/SydneyOperaHouse.bik</Path>

After removing the empty spaces at the end of the first entry this error was solved.

But changing the second entry to <Type>ART_DEF_MOVIE_NAZCA</Type> or <Type>ART_DEF_MOVIE_NAZCALINES</Type> had no effect.
Changing it to <Type>ART_DEF_MOVIE_NAZCA_LINES</Type> finally solved this error.

Was this the right solution?
 
Was this the right solution?
Yes, that's it. I myself have encountered these errors today and are already part of my yet not released patch. Since this error doesn't break the game I don't hurry with the patch. I will publish it when I have more things done. But thanks for the feedback :thumbsup:

BTW what is your opinion on the new "Difficulty scaling with empire size" feature?
 
BTW what is your opinion on the new "Difficulty scaling with empire size" feature?
The dummy "City" building?
Well, i currently have 8 cities and i don´t think i can feel the effects right now.
But i like the idea, it could make the game a little harder in the long run.
Is the AI also affected by this building? And is the effect unique per each city or are they somehow stacked?
 
The dummy "City" building?
Well, i currently have 8 cities and i don´t think i can feel the effects right now.
Yes, that's it.
Well... See when you have 40 cities ;)

Yes, it happens with the AI too.
The effects are commutative, so with 40 cities you will have -40% :culture:, great person birth, etc, golden ages last 40% shorter, anarchies 40% longer and gaining great generals is 40% harder.
 
god i hate how the myths work,,just giving,, i literally can spend a day starting new games just to not have a myth my civ wouldn't normally have ,,course this is really just a rp factor course not even close to my real pet pive of the lack of multiplayer advancements
 
Although I haven't posted here anything for a long time this mod is far from being dead. It's true that I had quite some brake from modding but I'm getting back to it with great plans an enthusiasm :)
There are many changes already implemented in the upcoming patch and even more are planned:
  • greatly reworking religions (I'll discuss it later)
  • new wonders added, old ones changed
  • National Wonders producing resources now produce only 1 copy each
  • many other balance changes
  • some cosmetic changes

What I want to discuss / announce now is the axing of Senate civic. I have two reasons to do so: gameplay and lore.

Gameplay: Rule category already has 13 civics and that's a lot. Too much when there are too many choices people tend to chose the ones that they are most accustomed to instead of really considering their decisions. And it is neither a strong or interesting civic in my opinion.
Lore: Actually what is a senate? A form of rule? Sort of. But What does the category "Rule" represent? A ruling class. But most of the classes present in the category can form a senate to send representatives to. Conclave of high-priests (Theocracy), Council of Warriors (Warlords), Assembly of Nobles (Nobility), Senate or Parliament in a Presidential system, Inner Circle (Single Party) or Council (Technocracy or Corporations).

But Senate is a concept too good to just through out of the window like that, so I will recycle it as a new civic building for Republic by merging and reworking Curia and Agora:
  • requires Palace
  • +25% :gp:
  • +1:commerce: rep connected domestic cities (unlimited)
This will make a nice civic building for Republic. It will increase your income in the capital with every city. However the more cities you have the higher their maintenance gets, especially under Republic. You'll need to find a good balance.



Let me know what you think :)
 
Sounds interesting, I haven't spent much time playing Chronicles of Mankind but I look forward to checking out the new patch!
 
i love your mod, mate, ty for great work! I have a suggestion, what do you think about removing Great Hunter from spawning after like middle age or renaissance? Feels kinda stupid getting great hunter at 1950th
 
That's weird. How did you get Great Hunters that late? :eek:
You get GH points for hunting but after the Classical there shouldn't be much to hunt. The few buildings still generating GH points should be over rules by other :gp: sources (specialists and other buildings).
But I will take a look at them and see when they should obsolete.
 
That's weird. How did you get Great Hunters that late? :eek:
You get GH points for hunting but after the Classical there shouldn't be much to hunt. The few buildings still generating GH points should be over rules by other :gp: sources (specialists and other buildings).
But I will take a look at them and see when they should obsolete.
I guess mostly by just getting unlucky, with 5% chance or so. And once i got GH by killing a lot of animals on the other continent and they counted for my capital city, because it was the closest one to that continent. But anyway, i feel like this whole feature should have some turning off switch or something like this, at least in BUG menu
 
I decided to post what is already in the changelog of the next upcoming patch:
Spoiler :

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



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)

Cathedrals and Pantheons re-thought:

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

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

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

New and reworked wonders for religions (see bellow)

Renamed Religious Buildings:
Jewish Temple --> Synagoge
Jewish Synagoge --> Great Synagoge
Jewish Monastery --> Yeshiva



Civics
======

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%

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

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

Herbalis:
moved to Guilds



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)

Temple of Artemis:
now a Hellenic wonder
requires Currency

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


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

Tower of Babel
Fushimi Inari (Shinto)
Golden Temple (takes over the role of Shwedagon Paya)
Hassan Tower (Islam)
Sanhedrin (Judaism)
Borobudur (Buddhism)
Nalanda (Buddhism)
Jetavanaramaya (Buddhism)
Golden Buddha (Buddhism, National Wonder)
Mount Athos (Christianity)
Mont St. Michel (Christianity)
Diocese (Christianity, National Wonder)
Tomb of the Patriarchs (Judaism)
Ohel (Judaism, National Wonder)
Imam Reza Shrine (Islam)
Duomo (Christianity)
Cluny Abbey (Christianity)
Al-Masjid al-Nabawi (Islam)






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




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

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

Slavery:
requires Community and Trade
leads to Warfare

It's not yet complete but gives an expression of what is to come.
 
Hey,

It seem for now that Vokarya is AWOL. I had been looking forward to his final fine-tuning of techs and building upgrades. So while waiting for his work, whenever it is, I'll like to test your mod. Question: do it also have smoothly upgrading of buildings throughout the game, like in regular RAND (ex: Carpenter --> Stonemason --> Construction Firm) etc? Otherwise, your features seem very interesting! And I know from your latest post that you are processing a next version so your recommendation whether I grab this current version or wait a bit for the next?
Thanks for your work for the forums community here!

Edit: PS: is the MegaPack you made compatible with this modmod? Just checking for the future when I am ready for that many extra civs, lol.
 
Question: do it also have smoothly upgrading of buildings throughout the game, like in regular RAND (ex: Carpenter --> Stonemason --> Construction Firm) etc?
Yes, and I have even added some more upgrades.
Basically: CoM has everything that AND has (with very few exceptions) and even more. CoM is a little more than AND but much less than C2C. I am trying to keep the high quality standard set by Vokarya.

And I know from your latest post that you are processing a next version so your recommendation whether I grab this current version or wait a bit for the next?
Grab the current one because I am progressing very slowly with my update - sometimes I lack motivation or just being lazy.
So giving some feedback could help regain some of my zeal :D

Edit: PS: is the MegaPack you made compatible with this modmod? Just checking for the future when I am ready for that many extra civs, lol.
Yes, though some fine tuning may be needed I was designing MP and CoM both to be compatible with each other.
 
Grab the current one because I am progressing very slowly with my update - sometimes I lack motivation or just being lazy.
So giving some feedback could help regain some of my zeal :D

Great. Thanks for your answers. Def I'll give feedback when I have anything to report. I focus much more on anything that might stop a game from proceeding or anything too obviously overpowered. So I'm a very gentle tester :). Cheers!
 
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