[Mod-Devolpment] Rise of Empires - Where YOU chose WHAT is in IT!

The Tech tree is here. Not all of the ARROWS are in the correct place. If you could help me with this on how to fix it please post. if there is a gap in the things you get from a tech, it means there is a promotion there.

It sounds promising, the early years are my favourite part of the game, i'll look forward to it.

Just curious , what does your new forum offer , that this one doesn't ?

cheers

Its got its own forum where i'm a admin and can change stuff to suit me and the mod.
 

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Here is a list of the buildings for the early ages, the full list is at our website.

Granary | Same as Civ4: Warlords*
Burial Ground | +1 culture
Workshop | +1 production, +5% science
Carpenter | +1 production, +5% gold
Herbalist | +1 health
Obelisk | +1 culture
Walls | Same as Civ4: Warlords*
Mason | +10% production, +1 culture, +5% gold
Training Grounds | +2 xp to all units except sea units
Market | +15% gold, +1 happiness from fur, ivory & silk
Library | +15% science, +2 culture
Barracks | +3 xp to all units except sea units
Palace | +1 happiness, +2 culture, +8 trade
Temple | +1 happiness, +1 culture
Coppersmith | +10% production, +1 happiness from copper
Tax Collector | +10% gold
Police Station | -25% corruption, -25% war weariness
Monasteries | build missionaries, +2 culture, +5% science
Architect | +10% production, +3 culture

Same as in Civ4:Warlords, not Vanilla (if there is any difference).
 
Here is a list of the buildings for the early ages, the full list is at our website.

Granary | Same as Civ4: Warlords*
Burial Ground | +1 culture
Workshop | +1 production, +5% science
Carpenter | +1 production, +5% gold
Herbalist | +1 health
Obelisk | +1 culture
Walls | Same as Civ4: Warlords*
Mason | +10% production, +1 culture, +5% gold
Training Grounds | +2 xp to all units except sea units
Market | +15% gold, +1 happiness from fur, ivory & silk
Library | +15% science, +2 culture
Barracks | +3 xp to all units except sea units
Palace | +1 happiness, +2 culture, +8 trade
Temple | +1 happiness, +1 culture
Coppersmith | +10% production, +1 happiness from copper
Tax Collector | +10% gold
Police Station | -25% corruption, -25% war weariness
Monasteries | build missionaries, +2 culture, +5% science
Architect | +10% production, +3 culture

This is just my thought, my opinion, and suggestions:
I may be wrong but monasteries at least christian ones didn't appear till the middle ages and only existed in ancient times in india and possibly china.

Police station doesn't make much sense. It may make total sense if you could rename it, off the top of my head I don't have any.

Things like architect, herbalist, etc should be specialist or be renamed into an actual building, ie- herbalist could be an apothecary or herbalist shop, architect could be worker housing or something.

Question, whats your ideas on ub's?
 
This is just my thought, my opinion, and suggestions:
I may be wrong but monasteries at least christian ones didn't appear till the middle ages and only existed in ancient times in india and possibly china.
As you said, Monasteries did exist in ancient china and india. They could have been built in Europe and Central America, but they were not becuase they did not have the techs or they just didn't build it. There will be different names for these buildings.

Police station doesn't make much sense. It may make total sense if you could rename it, off the top of my head I don't have any.

I agree, it could be called something like a militia or something.

Things like architect, herbalist, etc should be specialist or be renamed into an actual building, ie- herbalist could be an apothecary or herbalist shop, architect could be worker housing or something.

herbalist is a genaric name is fine to use, a apothecary is a civ specific building which was used by the North West Europe countries, so they can build it. Having a architect is fine as it is realistic.

Question, whats your ideas on ub's?

? (What do you mean?)
 
This is another feature of the RoE. This is the basic outline so far:

There's a colinist unit which produces a colinist 'base'. This is connected to all rivers/sea. And it can be build anywhere. It is a one square place, but can get culture by a worker building a culture building on it, or you can spread your religion to it. Once it has 100 culture it becames a city which is the normal city. It still has all the buildings you build but it starts of with 0 culture.

Look in for more Releases about RoE.
 
I don't know if you've mentioned this but anyways are you adding more resources and if you are what are they?
 
I don't know if you've mentioned this but anyways are you adding more resources and if you are what are they?

I will be adding more recourses and you are welcome to contribute, some which i've thought about are: (i'll add more as you ask)
Honey
Tin
Barley
Olives
Saly
Tea
 
Ok I've got some: olives. Oh wait thats just one. I'll post some more when I got some. They already have an olives graphic so that would be great.
 
Hey Ball Lightning and everybody.

BL, would you be interested in going along what have been suggested in the following Stone Age mod? http://forums.civfanatics.com/showthread.php?t=187657

I've got fascinated by this age. I think everything is more "real". Plus the ages i prefer to play in Civ4 are the early ones.

I don't think you could take everything from this mod though, becaues it would be too difficult to assume for a more classical game of Civ. (I'm thinking to the way money is translated into food)
 
You start off as a single tribe with access to one of the basic food technologies (gathering, hunting, or fishing). Terrain provides almost no net resources unless improved so you want to settle near improved territory and improve resources right away. Gatherers can improve plant food resources, Hunters can improve animal resources, and Fisher can improve river and lakesides, all for +1 food. Other food path techs are available but they're well down the tech tree.

I can do almost all of it as i'll make it that at the first tech for the ancient age you get all the squares improved back to normal. And your camps/farms would be in stage 1 (why not have stages?) already.
 
I've got fascinated by this age. I think everything is more "real". Plus the ages i prefer to play in Civ4 are the early ones.

And thats why i'm making this, i will add the later ages but i'm making it a early age mod.
 
Great. You may want to have a look at those ages Wikipedia entries.

Yeah, i'm planning to get many different sources for it. I've got some historical books at home which is where the stuff above came from. I'll also use wikipedia & britannica.

If you want to find out about everything to do with the mod go HERE. (you must join up)
 
History books are very interesting when it comes to Civ. :D Myself I'm reading one from Arnold Toynbee about the "great adventure of the humankind", which covers the story of the main civilizations, Sumer included. You can learn about some technologies there. (but mainly how form and develop civilizations)
 
Got another resource: salt, and what about tea?

Thanks for that.

History books are very interesting when it comes to Civ. Myself I'm reading one from Arnold Toynbee about the "great adventure of the humankind", which covers the story of the main civilizations, Sumer included. You can learn about some technologies there. (but mainly how form and develop civilizations)

Yeah, the one i have does have some techs, but you are right, its mainly about the civs.
 
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