Chronicles of Mankind

Hello. Is it possible to add minimal city boundaries? because often after capturing a city he only has one square left. Because of this, all that remains is to fight the enemy to the end.
You need to use Fixed Borders option and an appropriate civic, then miliary units are capable of holding control over the tile they are on. Otherwise it would require compiling a new DLL.
 
I'm not sure what you mean. Could you post a screen shot, please?
The picture looks like when there is an uprising in the city. The city has only its own cell, surrounded by an enemy cell due to culture. In some modifications it is possible to set minimum boundaries (one square around the city).
 
You need to use Fixed Borders option and an appropriate civic, then miliary units are capable of holding control over the tile they are on. Otherwise it would require compiling a new DLL.
Yes, but this is only possible if the war continues. I'm talking about a situation where peace has been made, and the city is essentially of no use, because it cannot capture the cells.
 
Yes, but this is only possible if the war continues. I'm talking about a situation where peace has been made, and the city is essentially of no use, because it cannot capture the cells.
Well, it's part of the gameplay, you can't neglect Culture. Guaranteed 1st ring would be an unfair advantage, it's already hard for cultural pressure to be useful without K-mod.
 
Well, it's part of the gameplay, you can't neglect Culture. Guaranteed 1st ring would be an unfair advantage, it's already hard for cultural pressure to be useful without K-mod.
I agree. I'm happy with the way it works.
 
Karadoc's logarithm formula is much better, though. Really shines in History Rewritten with it's volatile dissent.
I'm not familiar with that though
 
I'm not familiar with that though
Naturally, it's in the DLL. I liked it a lot way before I got to know it originated in the K-mod.
// Experimental culture profile...
// Ae^(-bx). A = 10 (no effect), b = log(full_range_ratio)/range, x = distance from centre
//
// (iScale-1)(iDistance - iRange)^2/(iRange^2) + 1 // This approximates the exponential pretty well
// In our case, 10^(-x/R), where x is distance, and R is max range. So it's 10 times culture at the centre compared to the edge.
Culture output affects 3 tiles away from cultural border, edge is 1/10 and grows exponentially to 100% at the center + 4 culture is guaranteed, but not counted towards cultural level growth.
 
Thx for the explanation.

I wonder why it wasn't ever merged into AND2? 🤔
I'd like to say I'll try to merge it myself but
1) I'm too busy IRL and I'm so much behind of my scheduled modding (I wanted to upload a new version with the new corporations months ago)
2) I'm not sure it wouldn't conflict something else in the DLL (Afforres also added a culture "draining" thing).
 
VIP mod also uses something similar with culture. Same goes for C2C.
Vinz hasn't been active in awhile, but you could always pm T-Bird and company if you want to compare notes. He likes to lurk about and occasionally say boo just to shake up a thread or two :)
 
1725399326247.png

After a loooooooooooooong wait I'm finally here with a brand new update :woohoo:

Some highlights:
Several fixes, tweaks and polishing.
Players can choose again between a 50 and a 100 civs dll.
Now a total of 35 corporations each with their own founding movie*.
Late eras reworked a bit.
For more details read the changelog :)


DOWNLOAD



Spoiler Change log 1.3 :


Merged a lot of changes made by @schramm:
========================================

Fixed the GP bar to include Great Hunter properly
Fixed DynamicCivNames to work with CoM civics system
Added interest into gold rate display
Added hammers into city trade yield lists
Added espionage requirement to see enemy tech trees
Added buildings to upgraded settler cities
Tweaked events
Added a "professional butchering" outcome to butcher animal, with Butchery building in city
Added "burn/chop savannah" mission
Removed promotions for wild animals (no more super fast ambush elephants, etc.) added "native" promotions for certain capture animals (such as wolves that can be moved across tundra, etc.)

COM-Earth15CivsPresetStartingLocations
updated version of AND2-Earth15CivsPresetStartingLocations.CivBeyondSwordWBSave with CoM features

CoM_PerfectWorldS.py
updated map script, also layed out the code for start location biases (based on civilization), but this still sometimes fails and puts all players on the same square (unknown as to why), I commented that out and left the original code in place for now.

Thank you so much for your contribution, @schramm:)
And now the rest of the changes...​


General
=======

No more chosing of (blocked) civic via popup when required tech is researched.
Normalizing AI war declaration weights.
Fix Screw Propeller tech quote audio.
Added 2 more values to HumanIndexOffset for Revolutions Difficulty: -7.5 and +7.5
Fixing FortKnox wonder movie
When loosing its capital, the civ will fall into a short anarchy. A new capital is selected from the best cities: larger cities are prefered, especially ones with a political center (Summer Palace, Versailles, etc) thanks to @keldath
New AI generated audio files for some tech quotes, thanks to @shockeroo

50 or 100 civs limit DLLs are back! You can find the two different DLLs in 'Assets/50 or 100 civs DLL'. Just Copy-Paste the dll you prefer into Assets folder and say yes to overwrite. The default one is the 50 civs dll.


Events
======

Removed Darwin's Voyage event (there is Theory of Evolution project).
Blizzard event spawns Snowstorm feture on the plot.
Prime timber event now spawns a resource instead of +1H.
Dustbowl and Sandstorm events spawn Desertstorm feature.
More Fiat Money removed (no inflation in the game)
Miracle spawns a Holy Site
Tea: Tea resource added as a requirement
The Goths, The Huns, The Vandals, The Philistines, The Vedic Aryans and The Mahdi Army words removed from english text of events.
War Memorial: adds Victory Monument to city or +1 culture to the (regular) Monument of the city.
Volcano: added back to the game
Penicilin: removed, there's a Project with the same name


Terrain
=======

Fog replaced with Snowstorm



Buildings
=========

Watchtower, Police Station, Security Bureau and Security Center:
removed maintenance modifiers



Projects
========

Theory of Evolution:
fixed missing movie tag
removed :), health, gold and science bonus
all biology techs ("ADVISOR_GROWTH") cost only half as much science

Also fixed missing movie tags for Cure for Cancer, Longevity and Theory of Everything


Corporations
============

18 NEW CORPORATIONS
all 35 corporations (both new and old) have a funding movie



Eras
====

Last 4 eras redesigned:
Modern-Transhuman-Future renamed to Atomic-Information-Quantum
Techs from Industrial-Modern-Transhuman are spread out evenly throughout Industrial-Atomic-Information-Quantum eras.
New music for Atomic era
The new eras stand for:
Atomic: world war two and the cold war period
Information: the contemporary era
Quantum: the not so far future era (sci-fi content)
(These changes are mostly aesthetic. It bothered me that Future era had only one tech and I also wanted to have music for the Atomic era. )




* The founding movies for the corporations were and are really "heavy". It took a lot of time to find something for all 35 corporations. Some are just "Oh well, that's good enough and I wont find anything better." The most of them are cute and/or funny. And some... some are outright hilarious. Some were so funny that I just couldn't make myself cut them shorter. Some are more than 2 minutes long 🫢and this made a mod also more "megabyte heavy".

I hope you guys will enjoy the new version of the mod just as much as I enjoyed making it... errrrr... no... I hope you will enjoy it much more :D
 
OK, now I'm impressed. Time to get my Civ itch scratched. Really enjoyed going through your change log notes.
And an updated pre-set map from AND2? Please Sir, May I have some more?
 
Well, the maps are not my work (honestly I haven't even tried them :blush: but now it's time to do so)

And of course I have more ideas on my mind:

1) I'm looking forward to hear feedback about the corporations.
2) I want to add some more resources from other mods (e.g. Barley, Flax, Muryx, some fruits, etc, but not too much) and some health resources I haven't seen anywhere before (Ginseng, Camilla, Aloe Vera, etc)
3) I want to add at least one more corporation: a medicine themed on that will compete with Gaia BioCo and Ultimate Soldiers for the new health resources. Maybe an IT corporation too...
4) After those above are done I want to finally realize my Legacies module idea.
5) Maybe even before all the above I want to update the MegaCivPack, so that 100 give dll really makes sense.
6) I also want to expand the near future with some sci-fi units: low-orbit flying ships.
7) Addig some "primitive" religions is also planned (Shamanism, Dryidism, Tengeri, Woodoo, etc). These are easy to access but give little benefit to the civ (no holy city, monasteries, cathedrals and missionaries. You can't control their spreading)

These are my main plans for the mod. Let me know what you think about these, the latest update or anything related 🙂
 
Last edited:
50 or 100 civs limit DLLs are back! You can find the two different DLLs in 'Assets/50 or 100 civs DLL'. Just Copy-Paste the dll you prefer into Assets folder and say yes to overwrite. The default one is the 50 civs dll.
You really should keep the default max civs DLL available, since memory is reserved for each potential slot even if it's not used.
Also, no fixes for most blatant of bugs like vicinity boni resetting or guaranteed slaves? Not even temporary?
 
You really should keep the default max civs DLL available, since memory is reserved for each potential slot even if it's not used.
50 civ dll is still the default but you have a choice now.

Also, no fixes for most blatant of bugs like vicinity boni resetting or guaranteed slaves? Not even temporary?
No, unfortunately 😞
Since I'm no programmer I have no chance of tracking down those bugs :sad:
 
Also, no fixes for most blatant of bugs like vicinity boni resetting or guaranteed slaves? Not even temporary?
About Slavery I have an idea:
I remember a Python based modcomp doing the same thing. So I can try turning off the dll based feature and adding the other. The downside is that Python is always slower and unknown for the AI. I don't know how big issue would this cause but may worth a try.

City vicinity boni:
Let's talk more about this bug.
Iirc it isn't always present, right? It works with some buildings and not with others. I specifically think of Storehouse civic building that has a huge list of in city vicinity resources. Cathedrals on the other hand seem to work with a Holy Site in vicinity. What are your experiences?
 
City vicinity boni:
Let's talk more about this bug.
Iirc it isn't always present, right? It works with some buildings and not with others. I specifically think of Storehouse civic building that has a huge list of in city vicinity resources. Cathedrals on the other hand seem to work with a Holy Site in vicinity. What are your experiences?
It happens either on the next turn after building is constructed or when you recalc and it doesn't come back on reload. If it's the same tag as on Grange, it's disappears.
There's also food from Agrarian trait that disappears on recalc and other bugs like locked slider not producing any gold.
You really should either get rid of buildable slaves scaling from population or of early no unhappiness sources and regulate happiness more strictly. Move it to merchant caravans and give it a production multiplier from a slave market.
Since I'm no programmer I have no chance of tracking down those bugs :sad:
You could bother 45 Degrees or Firpo; or ask C2C devs, at least about recalc and vicinity - they probably fixed those already.
Or you could implement some of my fixes, like splitting Grange into capital one that adds yields from general access and an extra granary for everywhere else if it's even a design you'd like to see around, since it clearly ignors growing returns.
50 civ dll is still the default but you have a choice now.
And I'm telling you that every civ slot there lowers the ceiling of MAF happening. If it's the AND default, then you have an opportunity to amend it since you figured out how it's done.
 
You could bother 45 Degrees or Firpo; or ask C2C devs, at least about recalc and vicinity - they probably fixed those already.
I already tried 45 but he stopped modding altogether. Maybe F1rpo will can help...

Or you could implement some of my fixes, like splitting Grange into capital one that adds yields from general access and an extra granary for everywhere else if it's even a design you'd like to see around, since it clearly ignors growing returns.
I really need to take a look at your changes finally. I still haven't done so :blush:

And I'm telling you that every civ slot there lowers the ceiling of MAF happening. If it's the AND default, then you have an opportunity to amend it since you figured out how it's done.
Now I have two dll-s, just as it is in AND2. In both cases the limits are 50 and 100. The difference is that MegaCivPack is for AND2 and not yet updated to CoM.
I hear what you are saying but I never experienced any difference between the 50 and 100 civs dll-s, despite playing Gigantic size Snail speed maps.
 
Okay, @keldath has kindly offered his help with fixing enslavement and city vicinity bonus bugs.
But for testing I need a savegame enslavement bug is already present. It's not that simple to reproduce, since it takes time for the to show up in my experience. Unfortunately all my saves were lost when I updated to win10 :sad:
So @Mr Smith can you (or anyone else) send a savegame file for testing porpoises? Thx
 
Back
Top Bottom