General A New Dawn discussion

Guys don't you think that worker trading is a little (very) overpowered?

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I checked the code and there is a divisor in effect for unhappiness/unhealth caused by espionage missions. So while any unhappy or unhealthy city has an increased revolution index, the missions won't do much. Spreading your culture through espionage might be more effective, but I can't say how much more.

Cool thanks worked like I thought.
 
Trying to organize my file collection to reduce space.

Is there any reason to keep original Rise of Mankind mod on my hard drive over A New Dawn?
Does A New Dawn contain everything there is in the previous mod or are they unique and you can play both of them and get different experience?

Sorry for my ignorance, never played these mods due to lack of time, but I keep them for future playthrough.
 
It is advised not to have Rise of Mankind mod installed along with Rise of Mankind - A New Dawn because it causes some issues. I don't know what, I never tried, but this is the advice.
On the other hand you can have several copies RoM-AND in your mod folder. I made made my own modmod and both mods are running without any issues.
 
Does anyone know if Patrol promotion stacks? Cause I currently have 3-6 units in each captured city all with Patrol II promotion and none of the cities are revolting for many turns now even though they are at max danger.
 
Does anyone know if Patrol promotion stacks? Cause I currently have 3-6 units in each captured city all with Patrol II promotion and none of the cities are revolting for many turns now even though they are at max danger.

As far as I can tell, Patrol only increases the stabilizing effect of a garrison that is below the limit on stability from garrison in the Revolution code. A strong enough garrison will have an effect on the chance of revolution in any city, but you can get that from either Patrol promotions or just piling in units in general.
 
Oh boi. I feel sudden urge to share my emotions.

Long story short: After ~6 years of playing this mod, countless evenings and night, cycles of forgetting-deleting-reinstalling, and innumerous events IRL finally did it. I spawned American rebels as England in new world, and switched for them mid-game, thus recreating famous events lol.

I spawned as England (Queen Elizabeth ftw), gigantic map, with ~20 civ, Snail speed. Also BarbCiv ON, with New World Policy set to 5 (BarbCiv in New World settling only after Old World civ build a city on a landmass). I also tweaked BarbCiv to became Minor Civ with slightly less chanse than default (bigger city), and to keep being a minor slightly longer. Nonetheless, there are around ~35 civ's in the world now, with ~5 or so dead.

Well, it wasn't particularly easy game, there was some challenge, but still I managed to create a large state and became first in score, with huge economy and few "core cities" with enourmous production (typical stuff), and few vassal states. I created religion (Christianity, because King's Richard Crusade is OP) and spread it far and wide, up until 25% total world influence when I finished Guttenberg's Bible (but then it dropped to ~20% for now, as religion decay is always on for me, and there are two other major religions that follow my footsteps). Still, AI is usually leading in tech, at least in certain branches, especially that one state (Arabia, lol) - at one point I sent in spies like mad, preventing them from developing Liberalism before me. I'm not sure why I did this, probably because of free tech, or maybe just mad lol. I failed eventually because of distance, they are literally on the other half of Old World, fastest ships took around ~25 turns to reach there, plus movement on shore and mission preparations. But I managed to hault their progress for like ~40 turns.

But, eventually, I nearly caught up with them, and I felt as game became less challenging. I played a few up until late Modern/Transhuman era before, I knew where it will go - I usually start steamrolling everything with little-to-no effort from late Renaissance (usually with countless Crusaders and Royal Knights upgraded with state-of-the-art flintlock rifles). Untill there is no opposition, and I lead up in every way possible, have a train of vassals and economy beyond reach of mortals.

BUT!

Its turn 1940/3600, year 1760 (so, slightly earlier than IRL). Revolution is in the air, I pressed the button to play as rebels, and I have to do it all over again. On a barren landmass outside from the rest of the world, with like, 7 small and empty-ish cities, surrounded by colonies of former myself and other powerful civs. And probably I have to build Statue of Liberty, can't be MURICA without it. Granted, now I have Noble difficulty (instead of Immortal, on which the system kept me for, like, forever). Hope FlexDiff will not bug after civ switch or something :/

Either way, thank you people for developing/supporting this mod for so long. Even after Civ 6 this mod could provide something truly unique.

Few notes/questions.

1) For some reason I'm not in a war with metropoly? Well, I can press ALT+lmb by myself, but still...
2) It seems that min/max FlexDifficulty settings do nothing. Both for AI and for myself. I've set it between Monarch and Deity, but early in the game there was a moment when FlexDiff changed it as Prince for me. And AI just don't give a damn - there are plenty of loosers with 1-2 cities, with Settler difficulties.
 
Could someone tell me how to limit the amount of techs AI trades for a city to be 1 tech only? because in my games the AI will trade all their techs for a city, getting 3-4 current era techs for some crappy city you were going to raze anyway is really broken.
 
Could someone tell me how to limit the amount of techs AI trades for a city to be 1 tech only? because in my games the AI will trade all their techs for a city, getting 3-4 current era techs for some crappy city you were going to raze anyway is really broken.
A related point is how much they will give for workers.
 
disabled tech trading would disable it for everything else too including trading techs for gold and peace treaties and even my own techs, that's just overkill.

and tech brokering disabled isn't too interesting since it probably doesn't matter which AI researched a tech first, so it becomes RNG of weather your AI neighbour researched a tech first or not.

I will just manually select only one tech from the AI to trade for a captured city since that's what I think cities are worth.
 
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Hello, does anybody know what causes the "Financial Trouble" under revolutions? even when I have a lot of gold I get this all through out the game.
 

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Hello, does anybody know what causes the "Financial Trouble" under revolutions? even when I have a lot of gold I get this all through out the game.

It's a complicated calculation based on your current income and research settings and amount of gold in your treasury. I think that shows up more often than it should and I would like to know why myself.

Would you mind posting a save game that shows you are having Financial Trouble despite having a high gold income?
 
It's a complicated calculation based on your current income and research settings and amount of gold in your treasury. I think that shows up more often than it should and I would like to know why myself.

Would you mind posting a save game that shows you are having Financial Trouble despite having a high gold income?

In the replay below try turning down tech to 0% for high gold income and skip several turns the financial problems remains. Thanks for the help.
 

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So I've returned to this mod after a hiatus of not playing it and I would like to share some thoughts:
I wish there were more vassal management options. Alot of times I've declared wars and wanted to give the cities I captured to my vassals so they could manage them for me but couldn't, and I've had to do that using world builder. Coincidentally sometimes powerful vassals I don't want getting more powerful capture cities and I want to tell them to give those cities to someone else.

Another issue is borders. I'm way more technologically advanced then anyone else so the cities i develop naturally produce a ton of culture and force my vassal cities on the border into starvation and eventually into my control, but I don't really want that. If I wanted the micromanagement I'd have taken those cities when I went to war against the vassal to vassalize them in the first place.
None of my cities can use that land, I'm just denying it from my vassal there's no point to that. I wish I could just like draw a line and say this is where our borders are. And cultural borders could be separate from control of land so you can still have rev problems if you have wrong culture and there could still be referendums but having cultural pressure doesn't mean cities starve necessarily.

On a more positive note, I love the ability to trade units for resources, makes me feel like an actual imperialist overlord. I like to trade my excess production of units for corporate resources to boost my corporations

Anyways my current game has been really fun. I stretch over 2 continents, and after like 40 cities i couldn't be bothered with the micro so i vassalized civs. My Iroquois vassals internal stability went to ****, so they spawned french and portugese rebels. I guess we call this reverse imperialism? As a good overlord I sent 40 tanks to intervene, er I mean "uphold the rule of law of the legitimate government and ensure violent actors don't get to throw a fit and throw countries into chaos rather than engage in peaceful dialogue to ensure their grievances are met". I was before this trying to prop up the Iroquois by selling units to them. They had like a dozen machine gun units i gave to them, but before the rebels broke out they went broke and had to disband those units. So I had to put the rebels down myself. I captured one of the cities the french rebels managed to take and briefly considered burning it to the ground so it doesn't add to Iroquois stability problems in the future, but then decided I had already committed enough war crimes this game. lol, the war I had with the Iroquois to vassalize them was so bad lol. They wouldn't surrender even after I captured their capital and their capital was surrounded by the culture zones of other cities so it couldn't work enough food tiles to maintain its population. The city's population shrank by 1/3 by the time the war ended. Now some might be quick to call this a war crime. Does my empire acknowledge maybe it could've more to alleviate suffering? perhaps, but i like to think my glorious empire looks forwards not back.

I'd like to thank the modders for all the work they put into this
 
Vokarya, may I ask your estimated time of the next and nearby the last package of this game's update? I recall you saying you are still waiting on a new computer. Is that still a factor?

I love how your mind shaped the modpack and am really looking forward to it in its final shape. Thank you for your hard work for this mod!
Cheers!
 
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