[MOD] Religion and Revolution

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,672
Location
Stuttgart, Germany
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Welcome to Religion and Revolution !

Religion and Revolution is a huge mod for "Sid Meier's Civilization IV: Colonization" developed by an international team of passionate modders. :)
It is based on TAC (The Authentic Colonization) 2.03_final but more about that later.

>>Release 2.4<< (provided by HermanHeydt)

Source Code and Readme are included.

The mod itself and our forum have both become pretty big.
Thus I will try to summarize / link the most important threads and informations here.

------------------

Team members:

  • Robert Surcouf
  • raystuttgart
  • colonialfan
  • KJ Jansson
  • Androrc the Orc
  • Schmiddie
  • orlanth

+ many partners that give valuable support. :thumbsup:

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Credits:

Of course the TAC-team.

Otherwise basically almost every modder out there. :lol:
Please tell us, if we use parts of your work and forgot your name. :thumbsup:

  • Isabelxxx
  • Willi_Tell
  • Writing Bull
  • Dale
  • Kailric
  • Aymerick
  • Jeckel
  • TC01
  • NeseryozniyVET
  • Trachmyr
  • Dazio
  • M07
  • bernie14
  • ekmek
  • SaibotLieh
  • The Capo
  • Sanotra
  • Aeterna
  • Kathy
  • Roamty
  • Nightinggale
    ...

Please also read the ingame-credits at the Encyclopedia to get detailed credits-informations.
Also please read Some Remarks about Distribuiton and Rights of Usage in the post below.

Special Thanks for Hosting the Dowload of our Mod:

Infracta

Special Credits for Music:

René Osmanczyk (Composer of most of our Soundtrack)

Special Credits and Thanks also to the creators / publishers of the original game:

Firaxis and 2Kgames

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Important Posts:

Overview of Implemented and Planned Features
FAQ
Known Bugs and Problems
 
Well, I am not really surprised, that the team members like their own mod. :lol:

It was a lot of hard work but also a lot of fun so far. :)
Hopefully a lot more releases will come. :thumbsup:
 
Fantastic news :goodjob:

First of all I really like that RaR is based on TAC (this mod is just great). I was just shocked when I saw TAC for the first time :)
And I just love new gameplay in RaR - there is so much to do now. Native raids, events, huge number of yields and much, much more.

Great job :)
 
First of all I really like that RaR is based on TAC (this mod is just great). I was just shocked when I saw TAC for the first time :)

Absolutely agree. :)
TAC was a perfect base for this mod.

And I just love new gameplay in RaR - there is so much to do now. Native raids, events, huge number of yields and much, much more.

Just as you say "... much, much more." :)

There are lots of new things to discover in our mod.
(Winds and Storms, Domestic Markets, Bargaining with Natives, Stirring Up Natives, New Custom House, ...)

And we have only started with Release 1. ;)

Many more improvements and new features are on our list.
(Inventions, Wild Animals, Religions, Africa, ...)

We will simply need a little time to do good implementations ...
 
Wonderful! :goodjob: I discovered TAC last month, and I'll look forward to trying out this mod... after I play a few more TAC games, after school dies down :lol:. Pumpkins and turkey and furniture seems... a bit excessive, but I'll have to try it out first. The addition of wild animals would be a great idea - I've always thought that the exploration/movement/transport system was too uninhibited. You shouldn't be able to move treasures by themselves, let alone unescorted! And skirmishes should happen all the time without a declaration of war! Perhaps you could add a ransom/demands/threats system. And what about the costs of actually exploring land and sea? And the use of rivers as transport systems? And the claiming/negotiating of territory and borders?

Ack! :( I'm not making demands here. Y'all've done a great job rolling v1 out in under a year! I'll be following the developments around these here TAC modmods. Speaking of which, any others you'd recommend?
 
Some friendly criticism the amount of storms is heavy. The amount and frequency should be reduced for more accurate navigation.

Just my opinion Im sure thats already being addressed
 
Some friendly criticism the amount of storms is heavy. The amount and frequency should be reduced for more accurate navigation.

Just my opinion Im sure thats already being addressed

We had been thinking for a while about the amount of Storms and Winds.
We came to the current balancing and the team seems to like it.

Please use our discussion forum for further suggestions. :thumbsup:
 
Problems loading R&R saved games in multiplayer

Hi R+R whilst playing Direct IP connect multiplayer R&R, the saved games cannot be joined by the 2nd player. It says "connection attempt timed out" everytime.

Games may be started mulitplayer, but not loaded.
Do you know the reason for this and better yet... the solution?

Thankyou
 
Release 1.1 (Download at hotfile.com) available. :)

Basically this contains mostly bugfixes and improvements.
(You should really get it. One major bug is fixed.)

It also does contain some new Founding Fathers but the Founding Fathers are still in work.
(Some of them do not have Bios yet. Also the complete order will change in the next Release.)

New games need to be started.
 
This mod could bring lots of new life to the game. Never would have thought Civ4Col could surpass the original in fun factor... just takes several modding crews, hehe.

The only thing I find annoying is that warehouse capacity seems low with all the new goods introduced, and I don't know how to prevent my vital tools and guns from disappearing when resources overflow, so I have to do a lot more to juggle colony inventory. I think storage capacity on colonies could be increased by 50% to alleviate this somewhat.

Other than that I look forward to new releases.
 
This mod could bring lots of new life to the game. Never would have thought Civ4Col could surpass the original in fun factor... just takes several modding crews, hehe.

Thanks. :)

The only thing I find annoying is that warehouse capacity seems low with all the new goods introduced, and I don't know how to prevent my vital tools and guns from disappearing when resources overflow, so I have to do a lot more to juggle colony inventory. I think storage capacity on colonies could be increased by 50% to alleviate this somewhat.

We have had lots of discussions about that. :)

It always comes down to these points.

1. Try to specialize your cities
2. Build storage buildings
3. Create good trade routes (it is much easier in TAC and our mod, than with Vanilla)
4. Use the Custom House Screen !

Summary:

Handling storage is supposed to be a little bit challenging.

In most cases people had problems with storage, because they did not use or understand our features.

I have been playing myself and found that everything worked just as intended,
when I did stick to the 4 advices above. :dunno:

Everybody has a different taste and the mod was designed to fit the taste of the team members.

This is simply not Civ4Col Vanilla or Original Colonization. ;)
You need to learn how to use our features and play slightly different strategies.

Other than that I look forward to new releases.

We are working on it. :)
 
The only thing that's annoying is losing vital resources like guns/tools/stone, that I can't easily replace early on. Maybe there is something I'm missing that would prioritize what gets dumped in the event of overflow.
 
The only thing that's annoying is losing vital resources like guns/tools/stone, that I can't easily replace early on. Maybe there is something I'm missing that would prioritize what gets dumped in the event of overflow.

Please post questions or feedback like that in the according threads of our forum. :thumbsup:
 
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