Chronicles of Mankind

I did not realize that you had this AND2 Derivative Mod up and running! Now I will have to download and see what wonders you have done for old AND2 with your view of what It can be! :D
 
Weirdly every time I generate a map with the Chronicles of Mankind PerfectWorld version, the game crashes. The PythonDbg finishes with:

Code:
Distributing rainfall

Finished generating plot types.

Adding Terrain

Finished generating terrain types.

SmartMaps on the other side works correctly.
 
I'll check it again but it worked fine for me the last time I checked.
One thing though: What settings did you choose? I remember something that some "extreme" settings CTD the game.
 
Weirdly every time I generate a map with the Chronicles of Mankind PerfectWorld version, the game crashes. The PythonDbg finishes with:

Code:
Distributing rainfall

Finished generating plot types.

Adding Terrain

Finished generating terrain types.

SmartMaps on the other side works correctly.
Well works perfectly for me, even with these extreme settings:
upload_2021-7-21_10-36-12.png

upload_2021-7-21_10-36-20.png
 
Hmm, that's weird. I just made a clean installation of the game with deleted settings and everything and it still crashes.
 
Unfortunately, it crashes again. Is there a log file that I can check for the error?
 
Hmm, that's weird. I just made a clean installation of the game with deleted settings and everything and it still crashes.
What do you mean by "clean installation of the game"?

This causes many questions to arise. Are you using Civ IV BtS? or Civ4Complete? Civ IV BtS from steam? (which requires you to use the beta version (the original Civilization IV BtS files) as the Steam one has changed some of those files) BtS from Steam is not Mod friendly in most cases.

Did you mean the Mod installation instead of game installation?

The answer is in the details. The more given the better chance of finding the answer. :)
 
Mythology tech has bad Civilopedia parsed text.

I downloaded the Mega link. Is it a latest version? How soon is the next version?

Nice swelling up of early game.
 
Mythology tech has bad Civilopedia parsed text.
You mean when clicking? It's because the name starts with :culture:
I downloaded the Mega link. Is it a latest version? How soon is the next version?
Yes, the download on the 1st page is the most recent one.
I hope to have the new version next week.
Nice swelling up of early game.
Thanks :hatsoff:
 
I'm liking the mod in general, but I'm having some major problems with it.

1) Crashes-to-desktop are frequent, though this is a problem with AND, too. They usually, but not always, come when I end a turn. It is usually possible to restart the game and continue with a CTD at the same point.

2) Specific to COM, trying to open some of the advisers causes everything to lockup, and I have to force restart the computer. I haven't tried all of them, but the Domestic Adviser and the Revolutions Adviser are both unusable.

3) I'm playing a game in which I started as the only civ. In AND, other civs formed along the way. But I'm past 0 AD in the COM game, and it doesn't seem that any new civs have spawned.

I've attached a saved game. I'm using Windows 10 and a Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz 1.99 GHz processor.
 

Attachments

1) Crashes-to-desktop are frequent, though this is a problem with AND, too. They usually, but not always, come when I end a turn. It is usually possible to restart the game and continue with a CTD at the same point.
I never had this problem, neither in CoM nor in AND.
Nor did other players report such. Maybe it's something on your end? Do you have the same problem with other mods or BtS too? :confused:

2) Specific to COM, trying to open some of the advisers causes everything to lockup, and I have to force restart the computer. I haven't tried all of them, but the Domestic Adviser and the Revolutions Adviser are both unusable.
Another thing I have never encountered or heard of before :undecide:
But both work for me:
upload_2021-8-16_9-49-16.png


Did you try reinstalling Civ4 and the mod?
I have no better idea at the moment.
3) I'm playing a game in which I started as the only civ. In AND, other civs formed along the way. But I'm past 0 AD in the COM game, and it doesn't seem that any new civs have spawned.

You find the settings under Bug / RevDCM:
upload_2021-8-16_9-50-57.png

These control new civs spawning.

Try changing "Min City Pop" to 2 or 3.
 
For CoM you plan to move on? I hope to continue seeing their contributions plus the additions of the C2C
 
religious-symbols.jpg


R e l i g i o n s R e b o r n

Download:
Chronicles of Mankind patch 1.1.1




Spoiler Change Log, 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 :)



 
National Wonders producing resources now produce only 1 copy each
sounds ok

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)
GREAT IDEA, I LIKE IT.
PLEASE ADD A LINE THAT IF TEMPLE OF ANY PROPHETIC RELIGION WAS BUILD, AFTER 10/ 20/ 50 TURNS ALL "TRADITIONAL RELIGIONS" GONE, ONLY CITIES WITH WONDERS ARE NOT AFFECT

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

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

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
aww, i liked idea about all religion civics

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

Uppsala Temple:
+2 Culture per city with Astru (was +1 gold)
in this temple they sacrfice slaves who they take in combat
just saying.. +1:) on 5 turns per every killed slave?

Slavery:
requires Community and Trade
leads to Warfare

i would say it warfare leads to slavery (instead kill prisoners, force them to work)
generally slavery was common in specialised, big classical empires.
also "warfare" was more primodal, earlier then slavery , because people fight about survive since they go down from trees


Slavery:
chance to create Slaves from defeated enemy units is increased to 100%
very stupid idea, these "slaves" was strongest man from tribes or villages. most of them and us, modern human would not survive whippping, poor food and hard work beyond their strenght.thats for why you use slaves, instead workers right?
also AI like to build big armies so you will be have 40-60 slave units from one civ, a bit too big numbers for me. 100% on workers, right but not on axemans, horse/elephant riders, knights etc
chance to create slaves i think should be 10%, maybe 15% but you also should have option to sell them for 20/30/40:gold: in towns where slave market exist.
also unit who was lead by warlord should have 40% chance to become slave (special unit - class "slave" name "Captured Warlord" and he could be sold on slave market for 20/30/40:gold: and +10:gold: per every level of unit)
the only problem with this idea is how to code game to release him after sold in capital of enemy civ, especially after war end...
or maybe just put 30-40% on chance to capture if warlord unit lead this unit and dont change anything other (sigh)
 
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