[Civ 5] Rise of Mankind design discussion

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@ Hydromancerx
The Caveman 2 Cosmos project is a good idea, but Civ IV just can't handle the content. Its inability to multithread has my computer on its knees with the current ANDv1.75b at low settings when my comp was a high-end machine at the time of RoM 2.8. Truth is, Civ IV has had its run, we pushed it with RoM+AND and danced menacingly on the brink. I think it really is time to stop the large Civ IV projects since anymore added on will simply freeze just about any high-end computer. This doesn't mean you can't add units/buildings/etc, but any more will really just slow the game to a halt.

Sorry to hear you think/feel that way Civ Fuehrer. I just have not experienced what you are describing yet. I think it's more the OS than the computer that is the hurdle. My Win XP Pro x64 with 8Gb of ram handles Prehistoric quite well. and my Vid card only has 512 Mb of DDR2 ram.

@Hydro,
I hope you continue cause I'd like to give it a try.

JosEPh :)
 
One thing that is rather irritating about the Civ V tech tree is that it only has OR prereqs while AND prereqs from Civ IV seems to have vanished.

@JosEPh_II
My computer is a Win7 Pro x64 with 4Gb RAM and a 2.3GHz dual processor. Since I have the WinVista version of CivIV/BTS, the OS shouldn't be that big of a hurdle for me. The only difference between Vista and 7 are how many features were optimized and innovated so from the programs PoV there isn't a single difference between the two OS's. Problem is when computers in general switched from single core to dual core, computer companies lowered the GHz on processors since they no longer had to overwork and overheat working on one core. This leads to problems with programs that can't multithread so computers are forced to juggle between which core is used to run the program. When one overheats, the other takes its place constantly loading, running, heating, transferring, dumping, cooling, loading, running, etc. This lowers the program's functionality drastically and disables it from running at full speed. I noticed you said your XP is a 64 bit which means your computer is a dual core also, the loophole here is that back when Microsoft was selling XP, people were aware of the idea of multi-core computers but didn't know how to take full advantage of it until Vista. This means that an XP 64 bit computer would be more prepared to handle single-core programs since they themselves run like a single-core machine but happen to have two of them.
 
Well as messed up as all my modding options are for me, I will continue looking forward. My mission: to create strange new worlds, to add new life and new civilizations, to boldly mod where no man has modded before. (The reference just popped in my mind, I had to use it.:D Esp. with your Star Trek avatar, JosEPh_II)
 
Well as messed up as all my modding options are for me, I will continue looking forward. My mission: to create strange new worlds, to add new life and new civilizations, to boldly mod where no man has modded before. (The reference just popped in my mind, I had to use it.:D Esp. with your Star Trek avatar, JosEPh_II)

The quote is now "... where no one has ..." so as to not offend other species, other genders or others which are not biological etc.. :)
 
Not that I'm one for thread necroing, but I had an idea for tech management that touches down on Zap's and Hydro's thoughts about the Civ 5 tech tree, and from the mods already made from Lua it does seem possible.

You have your basic tech tree with a very limited, minimal and a virtual maze of dead-ends and unkown requirements.

Each base tech that is researched will unlock a window of techs that will further the civ's understanding of that specific area of research and specific techs within those windowed groups will be requirements for the main tech tree techs. Of course if there are two tech paths that are able to be taken to advance, the civs will favor one line over another. Even though both paths may contain the requirements for a future base tech, the civ will suffer in the field they have neglected. Both paths may be researched, but doing so would severely put the civ technologically behind.

The more of a general area a civ researches, the faster they research that area and the more special promotions are given in favor of that specialization.

More weight per base tech would be taken into consideration, as a civ is to trade a BASE tech, that window (as far as the giving civ knows) will be revealed to the receiver. However if a sub-tech were to be traded, that would simply be traded without the need for the base tech, as said, give a man a fish and you feed him for a day. Teach a man to fish, and you feed him for a lifetime. This is the same principle, you trade a sub-tech, they know only that tech and accept how to do that specific thing. While if you give them the base tech, then you give that civ all you know about that window. Of course to do this, any techs in a window that has not been discovered by the civ must be unable to be researched to bypass a potential glitch in hijacking a window mid-way.

Should more than one window specialization be manually researched to the same ending, then not only would the civ retain a penalty in getting behind on techs, but the civ will not be able to take advantage of the specialization and the two (or more) paths will balance out and void any special benefits of the specializations.

Specializing in a tech field would require (A) the civ to have manually teched the base tech and over 50% of the windowed techs. Or (B) the civ to have had a history of teching in that specialization area, manually researching it or not. Specializing in the way of A would encourage civs to specialize and not take both paths even though the other path may be traded, it will not be their specialization. Specializing in the way of B would allow struggling civs to specialize when they are entirely incapable of researching something on their own. Should the struggling civ finally discover a tech tree without the help of another civ, then that tech tree will automatically cut off any future benefits and specializations of the gifted techs in a particular field and will then shift all benefits toward A, making the first self-researched tech that civ's specialization.

The further into each window the civ gets, the more intense the benefits are. Even though the requirement techs to continue on the base tech tree are only half-way through most windows, the very end of said windows would gift extreme benefits in that specialization and allow the civ to become a power in that field.


I was thinking of that tech window mod and the D.U.C.K.S. mod when writing down ideas for AtoM when this came to mind and I thought it would be a better mod mechanic for base RoM than anything else.
 
No offense, BUT is anyone even playing Civ V anymore/yet?:rolleyes:

The way the XML is put together is absolutely crazy, they have parts of it in the first paragraph, then four paragraphs down some more about the same area, then move down more and you find some more, then move down even further and then there is still more about the same subject matter, why couldn't they just put everything that pertains to the same subject matter like CivIV all together rather than separating it, just doesn't make sense:crazyeye:, IMHO.

Infact i NO longer even play Civ V, i guess i will have to wait till the BUG team get their stuff together there.:p
 
No offense, BUT is anyone even playing Civ V anymore/yet?:rolleyes:

The way the XML is put together is absolutely crazy, they have parts of it in the first paragraph, then four paragraphs down some more about the same area, then move down more and you find some more, then move down even further and then there is still more about the same subject matter, why couldn't they just put everything that pertains to the same subject matter like CivIV all together rather than separating it, just doesn't make sense:crazyeye:, IMHO.

Infact i NO longer even play Civ V, i guess i will have to wait till the BUG team get their stuff together there.:p

Well I just came back from a long WoW/x-mas games break to see how things were coming along. One thing that could make Civ 5 playable is the D.U.C.K.S. mod. As for the XML, Firaxis/2K Games just simply wanted to organize their code a little more as opposed to just jamming it all together. I myself, like you Strategyonly, dislike this change as it can become cumbersome to fill out all the different fields, however I can live with it. What might be better if someone made a program to handle all the different entries like how Civ4 XML Editor (a Python program made to handle and display XML data) displayed the info. As it turns out there are tags that will allow you to just jam it all together, however you have to find out how to handle those tags differently.
 
Well I just came back from a long WoW/x-mas games break to see how things were coming along. One thing that could make Civ 5 playable is the D.U.C.K.S. mod. As for the XML, Firaxis/2K Games just simply wanted to organize their code a little more as opposed to just jamming it all together. I myself, like you Strategyonly, dislike this change as it can become cumbersome to fill out all the different fields, however I can live with it. What might be better if someone made a program to handle all the different entries like how Civ4 XML Editor (a Python program made to handle and display XML data) displayed the info. As it turns out there are tags that will allow you to just jam it all together, however you have to find out how to handle those tags differently.

I started doing something like this. It is very easy; other than the fact that the XML schema they use is huge. I have basically stopped work on my project due to life and not wanting to dump my every waking moment into this.

If anyone is interested in the xml schema file I started I will give it to you. If you know how to program an xml schema file it would be real easy to finish it, import to excel 2007+, fill out the tables, export xml. A little VBA and it works great. I say 2007+ because I don't know how to do the dynamic tables prior; but understand they were still there as old school list objects in vba.

Anyway; it is very easy; just time consuming.

As for playing? No not really.
 
Hey all. My 2 fave things about the RoM for Civ IV were first off the resources. Mabye you can add corn, rice, chickens, potatoes, buffalo, nuts, citrus, (and a personal request the African casava) etc. for natural resources and ammunition, synthetic rubber, etc. for man-made resources from the Civ IV version.

Second I LOVED the revolution mod where your civilization could go into a civil war.

For new things I think you should add new natural wonders, such as Mt. Everest, Mt. Kiliminjaro, The Giant's Causeway in the UK, Lake Titicaca in Peru, Niagra Falls in New York/Canada, The Guilin Mountains (or just Guilin) in China, and Uluru (Ayers Rock) in Australia.

Also I was thinking a slave resource you get from war victories. Hope this isn't to complicated. ;)
 
@ malcolm01234

Glad ya liked RoM, for the Civ 4 version, we passed the allowed number of resources/icons quite a few times so we had to settle with less, which is how much is currently in the game. As for revolutions, that was a completely different mod that was integrated with RoM for a more realistic feeling toward cities.

Currently for Civ 5, there are a lot of limits that not only need to be discovered and scoped out, but to continue with the next RoM installment for Civ 5, the Civ 5 DLL needs to be released otherwise we'd be playing with RoM 1 all over again which there are a growing number of mods that already do what RoM 1 did. Additionally for the slave resource, a PoW scenario type of thing has been contemplated for RoM 2, and I think there is a mod that does that not included with RoM for Civ 4.
 
I'd love to help with RoM for Civ5, but I feel like it has a lot more elements that are hard coded than did Civ4. Especially once you got to BtS, you had a lot of room (in terms of functionality) to explore new ideas - without having to write tons of new DLLs to support it.

What's frustrating about Civ5 is how linear everything is, and frankly, also considerably dumbed down. Simplicity has its place, but there are ways to have content but still keep things simple. Many wonders are missing (both natural and built), civs, resources, etc. The current Civ5 has loads of promise, but feels incomplete.

With that critique, I think it makes sense to highlight its more appealing elements, e.g. the strategy view. My first thought was "hell yes!" For one thing, I've been a huge fan of Settlers of Catan since I was a kid, and so the strategy view is familiar and intuitive for me, especially when planning out where to plop a new city. Another nice thing is that it speeds up gameplay - even with a fast computer, some of these turns can get a little long. And you just know that as soon as you start adding things, especially LOTS of things like RoM would have, your load times are gonna sink. So having that alternative to the pretty graphics for some planning and all is great, something Civ4 could've used.

Here's a short list of what could be done in RoM(civ5), in my humble opinion:

-More resources, esp. strategic (overabundance of Luxury resources, but strategic are few). Historically, which resources have had the biggest impact on civilizations/regions? Which ones have had wars waged over them, or at least have been a large factor in warmongering? These questions need to be asked. I know all you guys did when making RoM, but when you're dealing with a restrictive framework like Civ5, it becomes all the more important to plan your extra resources.

-Better social systems. I've taken years of political science from the best professors in the field, and let me just say that civ5's idea of society is...well, a joke. Civ4's civics had their flaws, offset by improvements that mods like Revolutions and others made to them, but at least you had options, and those options were fairly accurate in their actual effects on a society. The generic policies system is great if you're a 12 year old newb, but when you're a graduate student who likes history and political science, the latest Civ release fails utterly. The RoM team, I feel, could make vast improvements to this, just as they did with Civ4. I would of course be happy to provide consultation on actual effects of various civic options - it's not like I haven't been graded on my understanding of that some, oh, thousand times.

-Better Great People system In Civ4 (and again, esp. w/mods), farming Great People and having them build wonders, discover new techs, etc. was actually a viable strategy. You didn't have to have some 36 cities like Ashurbanipal as long as your citizens just kicked ass. I've won RoM on fairly hard difficulty settings with just 5 cities and a reallly kickass social system that popped out Great People every other Tuesday. Spawn some powerful navy units and nukes, f**k up EVERYBODY. The point is, in Civ5 you don't have this option. The Great People can't really do much, and so it's silly to even devote any effort to producing them. And the Great Generals? Don't even get me started...

Honestly, the lack of religions doesn't bother me a whole lot. The variability/flexibility it granted in modded Civ4 was nice, but it could get a little hectic. I like some micromanagement, but I think we all have a point at which we just want to focus on some other things besides what our dweeby little Rabbi or Imam is up to. So a generic religious system could still work, unless there was a way to incorporate the vast system of RoM's religions without throwing off the "flow" of gameplay.

The lack of espionage is upsetting at first, but I'm indecisive concerning its inclusion into a Civ5 mod, so whatever: let people who really care about it decide how they want it to be done if included.

RoM is your guys' baby. I'm not trying to tell you how to do the next version, just offering up some ideas and observations. There are lots of opportunities to make Civ5 the best TBS ever, but it will take some extra work considering its highly condensed structuring.
 
After reading the whole thread, I see that there are many great ideas that could make CiV into a game as good as Civ IV RoM. I love many of the new features and ideas, but as many have pointed out, it doesn't look done. We need more resources, units, technologies etc.

I really like Hydromancerx' tech plan in post #126 with golden and dark ages. I just want to point out that the dark ages should have their own unique technologies or some othe unique possibilities. I'm sure there are many examples of historical important stuff that happened in "dark times", that would not have happened if everyone was fine. There are also many examples of nations stagnating, it should be possible to go directly from golden age to next eras dark age.

I like the 1UPT system, but units tend to be all over the place. Especially workers without work, standby settlers, great people. There should be possibilities to temporary store them in cities. This should also go for military units, and I believe someone already pointed out that Barracks/Castle/Military camp should increase the capacity. One should be careful to not overpower the cities, but a city with artillery pointing in all directions should be harder to besiege than one without!

Someone proposed emigrants from unhappy empires. I think this sounds good, but emigrants should be able to form city states/minor civs (same way barbarians could form civilization before) if there are no happy empires nearby, or the route to a nearby happy empire is deemed unsafe.

As I read this post, and realize how much time it will be until RoM for CiV is ready to download, I'm sorry I don't know how to program, do graphics or mod. If you need testers though.. I'm there:rolleyes:
 
Any update on how things are going with this mod? Rise of Mankind is probably my favorite mod of all time all categories.
 
Yea... I've pretty much slunk into the background for this one. I've stopped modding for the time being and gunna ride it out until the DLL is released or a promising expansion/patch comes out or something.
 
I got so sad from reading the end of this thread... I think RoM is the greatest thing that ever happened to civ 4; which before was kind of dull and flat to me. And I think that you could make wondrous things with civ 5. Since I started playing civ 5 with it's stunning graphics I have been unable to go back, partially since I hardly see what's going on.

Anyways, I have two ideas that you might wanna do something with somehow somewhere...
1. Culture influences nearby nations and make your people angry if you go to war with them and make revolutions more likely (I want revolutions). Maybe people could migrate between these countries also when there is a war, revolution or other nasty stuff. I think there's a lot of other potential to that idea too...

2. Being able to automate certain parts of your empire. For example if you just want to control the army or the research and social policies/civics. I think that it would be great if anyone did this.
 
@ basmannen
Eh, once Firaxis/2K clean up their act, people will come back to Civ 5.

The culture fights with revolutions was another mod entirely called RevDCM that was merged with RoM. For Civ 5 that's probably not going to be for a while, after all, RevDCM didn't mature fully until BtS was released. There is however an immigration mod that deals with people leaving your boundaries.

For automation, the game is at a rather young age and so the AI is no where near perfect and neither was the Civ 4 AI either. In general I'd have to say just try to steer your Civ in that direction so there wouldn't be that part of your Civ you'd have to control. There are a few Civ 5 mods already out that help a little.

As for RoM for Civ 5, I think that may be a while until anyone begins work on it seeing how Zappara moved on, Afforess moved on and Hydro, Strategy and DH are still working on C2C, I think I might be the only person with the slightest chance of making it and even I'm busy most of the time. Besides there is a mod called Procylon's Call to Power Project that's already shaping up pretty well to be the 'RoM for Civ 5'. Although the premise is not realism but to mimic Call to Power, it does add a nice amount of content.
 
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