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So I just opened up my RoM after months away from it, and did the full upgrade to the latest version, as well as the Mega Civ Pack. I also tracked down the latest Chronicles and updated that. But now, when I launch the mod, I get several XML errors, mainly Aquaculture, Labor Union and a couple other ones that I don't even know how to fix. SOmething about a Tag error in Info Class...

When the mod DOES launch, and I check Civilopedia to see what's up, I see several icons and texts missing mainly under the Civics. (For instance, all the Immigration-related civics are pink and have NO TEXT and such all over them, when before they were all just fine).

Help?
 
So I just opened up my RoM after months away from it, and did the full upgrade to the latest version, as well as the Mega Civ Pack. I also tracked down the latest Chronicles and updated that. But now, when I launch the mod, I get several XML errors, mainly Aquaculture, Labor Union and a couple other ones that I don't even know how to fix. SOmething about a Tag error in Info Class...
Some of the recent changes of Vokarya has broke something but IIRC those errors can be mostly ignored (though annoying).
When the mod DOES launch, and I check Civilopedia to see what's up, I see several icons and texts missing mainly under the Civics. (For instance, all the Immigration-related civics are pink and have NO TEXT and such all over them, when before they were all just fine).

Help?

Are you sure you have installed everything? For example: do you have Chronicles.FPK in the assets folder? Chronicles_Civic_Reforms_GameText.xml in assets/xml/text folder?

I'm working on a new version that will include those fixes but I have little time right now. I cannot promise it will be out this week but I will try.
 
I was thinking what new civics could be added for the late game. A few ideas:

Supreme AI (Government)
The government is controlled by a supreme AI that combines - or at least tries to combine - the values of all the earlier government types.
A ruler that never becomes corrupt, gready or illoyal to its people.
  • High Upkeep
  • +25% :hammers: in all cities
  • -33% maintenance from Distance to Palace and Number of Cities
  • +50% :mad: from population overcrowding
  • +1 :) per military units
  • -10% :gp: and :culture:
  • +2:health:
  • cities grow 50% slower
  • 50% faster training of Mech units
  • reduced rev stability
  • Allows construction of Mind-Control Center


Global Defense Initiative (Foreign Policy)
An attempt to form a world government and a global peacekeeping force.
  • High Upkeep
  • +100% war :mad:
  • +5 diplomacy bonus with every other civ running GDI
  • +1 diplomacy bonus with every other civ
  • +1 diplomacy bonus with the weakest civs
  • Donate 5% of :commerce: to assist the weakest civilisations
  • Allows construction of GDI Outpost
GDI Outpost free City defender I and II promotions​


Ascension (Stance)
The greatest goal of your society is to complete great achievements.
  • High Upkeep
  • +10% :culture:
  • +20% :science: and :gp:
  • Civic building(?) helps building Space Ship parts and Ascension gate 33% faster

What do you think?
 
So, why would you not adopt the Ascension stance as soon as possible?
 
So, why would you not adopt the Ascension stance as soon as possible?

Good point! It needs some polishing...

+100% war:mad:?
-50% military unit production?
What else?
 
I could see the war exhaustion or reduced military production, but I think you'd need to be careful about just slapping war exhaustion on all the high-end civics, in case the AI gets ruined by them.
 
I could see the war exhaustion or reduced military production, but I think you'd need to be careful about just slapping war exhaustion on all the high-end civics, in case the AI gets ruined by them.
I agree. And anyways: those seem like boring penalties...

Still open for suggestions...
 
Commercial Agency:
commerceial_agency.jpg
Government Office:
government_office.jpg
Grange:
grange.jpg
Unity Link:
unity_link.jpg
Global Awareness Group Mind:
global_awareness.jpg
Gymnopaedia:
gymnopaedia.jpg
 
Okay, finally I decided to upload a new version of Chronicles. I wanted to wait for Vokarya's new changes and update my modules accordingly but that will still take some time I guess.

________________________

Chronicles

-->Download<--

This is a module compilation for Rise of Mankind: A New Dawn.
Recently it contains only three modules but I am planning more (if I will have enough time and the right mood).

Installation:
  1. Download
  2. Extract to your Rise of Mankind: A New Dawn folder (It is wise to remove ver 1.0 before)
  3. Start the launcher and check the modules you want to play with.
  4. Run the game.

What's new in 1.4?

Civic Reforms module change log:

Spoiler :


== Civics ==

____________
-GOVERNMENT-

Despotism:
Added +50% production bonus to Military Base,

Monarchy:
Removed infinite noble bonus
Nobles get +1 culture

Republic:
Axed the +25% gold from Capital

Democracy:
+20% research and +5% culture in all cities changed to +15% research and culture in all cities
Axed the +25% gold and culture from capital


* Foreigner Unhappiness *
Standardizing <iForeignerUnhappyPercent> at 1 unhappiness per 10% foreign culture for Chiefdom, Despotism, Monarchy and Republic. Only Democrocy is at 0.


______
-RULE-

Patriarchy:
Reduced upkeep cost to None
Axed the military production bonus
Reduced overpopulation happiness penalty to +25%
Added: Cities need 25% more food to grow

Junta:
Removed the free military units bonus
Garrison and Military base provide happiness too

Theocracy:
Axed GP birth rate bonus with state religion
+1 gold from Priest replaced with +0.5 science
Holy Office gets +1 happy

Patrician:
Increased capital gold bonus to +20%
Added +20% production in capital
Added +20% distance to palace and number of cities maintenance

Senate:
+1 :) in all cities replaced -25% unhappiness for overpopulation

Bureaucracy:
Added 25% unhappiness for overpopulation
Added +25% mainenance for overseas cities

_________
-SOCIETY-

Liberal:
Increased unhappy from Labor Camp to +3
Added +3 unhappy from Slave Market

Hive:
Increased Anarchy length from 1 to 2

_________
-ECONOMY-

Barter:
Removed -20% research penalty
Added -90% commerce from domestic connections

_______
-LABOR-

Substinence:
Removed the -15% penalty to food and production
Removed the +50% production bonus to recon units
Added +100% more food for cities to grow

Serfdom
Removing happines and population overcrowding penalties

Emancipation:
Increased unhappy from labor camp to +3

__________
-MILITARY-

Vassalage:
No more free nobles
Nobles get +1 Espioange now

Mercenaries
Gives -10Xp but new civic building gives free Combat I and II

________
-STANCE-

Many changes for balancing reasons

_______
-OTHER-

Cutting Virtual (Rule) and State of Emergency (Stance) civics




== Buildings ==

Re-enabling Guild Hall to be built with Guild civic and setting it as a requirement as all the guild specific guild halls
Voting Link is moved to Democracy, with the following changes:
+3% Anarchy lenght per building
+50% war weariness
Mount Rushmore is now a world wonder, also add +1 culture for Magisters
Expedition
No tech requirement (only the civic)
UnitClassProductionModifiers for certain ships moved from Exploration civic to this building
Monument of the Dictator: +1 wonder capacity
Irrigation Canal: can turn 1 citizen into Peasant

New civic buildings: Rally Flag, Merenary Camp, Pen, Sage, Emperor's Altar, Caesareum, Prelacy, Grange, Unity Link, Group Mind, Gymnopaedia, Commercial Agency, Government Office



== Other ==

Lots of civics and buildings changed to "reactivate" War weariness as a feature.
Greatly incresing iDistanceMaintenancePercent and iNumCitiesMaintenancePercent for Prince and harder difficulties to prevent humen controlled civs grow too large, or at least to make it a bigger chalange :)

== Credit ==

Thanks for thegreekweegee for his feedback, I have added many of his ideas.



Jewels of the Land module change log:

Spoiler :
Adding Chronicles_SmartMap, a slightly modified mapscript that is updated to work with the module.
Storm can appear on land too and increased its overall appearance.
 
@45

Maybe I could also ask for some dll changes? If it's not a big deal?
If I could use <PrereqOrCivics> on civics too that would be a great help for balancing. My idea is to limit many (but not all) civics to certain Government types. Your Government choice would define all your other possible choices.

I'm making an excel sheet to show what I'd like to accomplish...
 
So here's what I'd be doing with a <PrereqOrCivics> or <PrereqNotCivics> tag on civics.
(Grayed out civics are not available with certain government choices)
Spoiler :

As you may see Despotism would have the least restrictions, while Chiefdom and Democracy would have the most.
This would allow more synergy bonuses and balance options.
 

Attachments

  • Government options.png
    Government options.png
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Ayyy, I see you added a lot of the changes I made. Makes me feel warm and fuzzy on the inside.

I'll test it soon, and insert my input after that.

Also, I'm curious about the civic restrictions with certain gov't civics. This could end either well or bad, depending on how you go with it.
 
Ayyy, I see you added a lot of the changes I made. Makes me feel warm and fuzzy on the inside.
Ohh, silly me... I wanted to mention you in the credits, but forgot it first. Sorry.
...but now it's done.
I'll test it soon, and insert my input after that.
:popcorn:
Also, I'm curious about the civic restrictions with certain gov't civics. This could end either well or bad, depending on how you go with it.
I know.

I would like to reduce the number of tricks of civics to make it easier to understand - just as Vokarya does but obviously I have to take a different road because of the different set of civics.

I would really like to emphasize the differences of the different governments:

Chiefdom: Government of one. The strongest one.
Despotism: Government of one... and of his friends.
Monarchy: Government of the few.
Republic: Government of the many.
Democracy: Government of all.
 
@45

Maybe I could also ask for some dll changes? If it's not a big deal?
If I could use <PrereqOrCivics> on civics too that would be a great help for balancing. My idea is to limit many (but not all) civics to certain Government types. Your Government choice would define all your other possible choices.

I'm making an excel sheet to show what I'd like to accomplish...
I'll see what I can do, I have Vokarya's request in queue.
 
By the way, does that work mechanically, or does 45* need to implement it in the DLL?
My request is to have an extra xml tag so any one can cope with it easily.

45°38'N-13°47'E;14438728 said:
I'll see what I can do, I have Vokarya's request in queue.
Of course. I'm already happy if you at least consider it. Thank you :hatsoff:
I can accept if you say no if it would cause stability issues or its a work too big.
 
45°38'N-13°47'E;14438728 said:
I'll see what I can do, I have Vokarya's request in queue.

I like having mutually incompatible civics too. For example, in the base game, Liberal and Intolerant could be mutually incompatible. I'd only use it with a few combinations, but I think the idea is good and not too difficult to understand.
 
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