Rise of Mankind -mod for Civ 5
As you may know I originally spent 7-8 months in designing the tech tree for Civ 4: Rise of Mankind and when redesigned it 1 year later it took another 2 months to make. Now for Civ 5 this task will be much simpler since we can use the stuff from RoM's BtS version but there's many techs that I discarded because I didn't have stuff to fill them but since there's so many RoM modmods we could get some ideas for new techs...
It will take time to play Civ 5 first and learn all the new features in it. For this reason, nothing is set in stone yet and we shall discuss all kinds of new ideas that might be possible to implement in Civ 5.
Rise of Mankind -team
Designers:
Zappara
Afforess
Coders:
Afforess
Arrorn
Dancing Hoskuld
Civ Fuehrer
XML:
Hydromancerx
Dancing Hoskuld
Zappara
Civ Fuehrer
2D Artists:
Tekener
poncratias
Antmanbrooks
Civ Fuehrer
3D Artists:
Civ Fuehrer
Testers:
Dancing Hoskuld
Phase 1: Designing new tech tree
Some things to think about:
If I'll make the Civ 5: Rise of Mankind, then I'll reserve the veto right to include/exclude whatever techs I want but I'll heavily base the techs on discussions here.
Phase 2: Add new content to tech tree that doesn't require new 3d models
Phase 3: Re-design / adjust existing Civ 5 content
Phase 4: Add new content to tech tree that requires new 3d models
It takes time from 3D modellers to release new graphics for Civ 5 - unless they somehow can convert all Civ 4 models... So I think the re-designed unit system will be one of the last tasks but new unit classes can be added every now and then when models get released.
Phase 5: Secret new stuff that we don't know about yet...
During each phase mod parts can be released as "modules" for which other modmodders can add content as they see fit (since Civ 5 has better support for this kind of system, I think we should maximize the use of it). For this purpose, I think we should name all released components with text "Rise of Mankind - module name here" as that way people will know what modules belong to this modpack. Modules can be small ones or bigger ones, depending on what kind of stuff it holds inside. Once all the modules are done for the initial modpack release, we can pack them all together and release RoM 1.0.
As you may know I originally spent 7-8 months in designing the tech tree for Civ 4: Rise of Mankind and when redesigned it 1 year later it took another 2 months to make. Now for Civ 5 this task will be much simpler since we can use the stuff from RoM's BtS version but there's many techs that I discarded because I didn't have stuff to fill them but since there's so many RoM modmods we could get some ideas for new techs...
It will take time to play Civ 5 first and learn all the new features in it. For this reason, nothing is set in stone yet and we shall discuss all kinds of new ideas that might be possible to implement in Civ 5.
Rise of Mankind -team
Designers:
Zappara
Afforess
Coders:
Afforess
Arrorn
Dancing Hoskuld
Civ Fuehrer
XML:
Hydromancerx
Dancing Hoskuld
Zappara
Civ Fuehrer
2D Artists:
Tekener
poncratias
Antmanbrooks
Civ Fuehrer
3D Artists:
Civ Fuehrer
Testers:
Dancing Hoskuld
Phase 1: Designing new tech tree
Some things to think about:
- What techs should be included?
- Tech amounts for all eras should be in balance
- Unique Civ specific techs?
- Hidden techs (found through wonders or random events)?
- If you suggest techs, think about what objects those would hold, units, buildings, wonders, etc. We don't want to include empty techs (first draft will probably hold some techs that will be deleted before mod release).
- How important was this tech for humankind's progress?
- Multiple tech trees vs. One tech tree?
- Transhuman era should be like in RoM - not too much scifi / unreal stuff, rather stuff that has prototypes in our world and what most likely will be discovered in next 30 years
If I'll make the Civ 5: Rise of Mankind, then I'll reserve the veto right to include/exclude whatever techs I want but I'll heavily base the techs on discussions here.
Phase 2: Add new content to tech tree that doesn't require new 3d models
- Buildings
- Promotions (we need tree view for these)
- Social Policies
- Re-designed improvements (we need to overhaul them anyway so might as well get started at this point)
- Civ 4 static leaders (like in one mod already done)
Phase 3: Re-design / adjust existing Civ 5 content
- Game defines
- Game speeds
- Game world sizes
- Route system
- Misc stuff
- New xml modifiers?
Phase 4: Add new content to tech tree that requires new 3d models
- Units
- Building/city/improvement graphics
It takes time from 3D modellers to release new graphics for Civ 5 - unless they somehow can convert all Civ 4 models... So I think the re-designed unit system will be one of the last tasks but new unit classes can be added every now and then when models get released.
Phase 5: Secret new stuff that we don't know about yet...
During each phase mod parts can be released as "modules" for which other modmodders can add content as they see fit (since Civ 5 has better support for this kind of system, I think we should maximize the use of it). For this purpose, I think we should name all released components with text "Rise of Mankind - module name here" as that way people will know what modules belong to this modpack. Modules can be small ones or bigger ones, depending on what kind of stuff it holds inside. Once all the modules are done for the initial modpack release, we can pack them all together and release RoM 1.0.