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[Religion and Revolution]: Overview, Project Organization

Discussion in 'Civ4Col - Religion and Revolution' started by raystuttgart, Sep 17, 2011.

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  1. raystuttgart

    raystuttgart Civ4Col Modder

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    Hi everybody,

    this thread is supposed to give an overview of our plans.
    But mainly we will use it to organize ourselves and do some task management.

    I kindly ask to not start discussions about concepts, features or ideas in this thread. :)
     
  2. raystuttgart

    raystuttgart Civ4Col Modder

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    List of Features

    We are based on TAC and thus include all the cool features from that mod.

    Included from TAC:
    Spoiler :

    Fixing of many Vanilla Bugs
    Many new geographically correct Maps
    Adaption and improvement of new Mapscripts
    Leaderheads with very differentiated Characters
    Massive amounts of AI improvements
    Massively improved Screens (EuropeScreen, CityScreen, ...) and UserInterface
    Possibility to send ships to specific Cities from Europe Screen
    Enhanced / Improved version of Event System with many many Events and Quests
    Enhanced / Improved version of Achievement System with many Achievments
    Many new Buildings, Units, Promotions, Founding Fathers, Traits, Resources, ...
    Many improvements to Graphics and Texts for better authenticity and atmosphere
    UnitArtStyles and Nationspecific CitySets
    Enhanced / Improved version of Whaling
    Native Mercenaries
    European Wars
    Revolutionary Support from other Europeans at Declaration of Independence
    New Trade Route System
    New / improved System for Prices in Europe
    New European Nation Portugal
    New Native Nations
    New Yield Cocoa (with Resource, Profession, Specialist, ...)
    Custom House that allows direct selling to Europe at 80% of price
    Learning-By-Doing (Specialisation, Becoming Free and Fleeing)
    Go-To-Command with choice of City
    Capturing of Units on Land
    Capturing of Ships
    Natives steal and equip Weapons and Horses
    Nationspecific Names for Generals
    Nationspecific Names for Ships
    Adaption of many features from Dales "Unofficial Patch 1.03"
    Adaption of many features from NetBandit's Balance Mod (Ref, Education, Taxsystem, ...)
    Improvements to Education System (Schools and Natives)
    Improvements to Tax System and introduction of MaxTaxRate / MinTaxRate, which are influenced by your actions
    Improvements to Calculation of Army of King (Size and distribution of Troops to Ships)
    Improvements to Immigration System
    Improvements to Missioning System
    Massive amounts of other Balancing Changes (Gamespeeds, Handicaps, Founding Fathers, Units, Professions, Terrains, Resources, Traits, Leaderheads, Mapsizes, Buildings ...)
    European AI players can be extinct under certain conditions
    King will give Fregate if too many ships caught by Privateers
    Many new Game Options
    New Options at Declaration of Independence
    Improved Cheat Menu
    Immigration of several Immigrants at once possible
    Replaced Leaders San Martin and William Penn by Hernan Cortes and John Adams
    New Victory "Industrialization"
    Vulcanos and Tornados
    Many new Messages and Warnings considering Economy and certain Events
    Boycotts can be lifted by paying gold
    Geographically correct placement of Natives
    ...

    Comments:

    This is only a summary, probably not complete and groups certain topics.
    (To list every single bug fix, improvement to AI, improvement to texts or improvement to graphics would be way to much.)

    Before Religion and Revolution, TAC was the largest CivCol mod ever created.

    No other mod for CivCol has ever put comparable efforts into AI, balancing and atmosphere.
    This is the reason, why we chose TAC as base for Religion and Revolution.

    In Religion and Revolution we intend to continue this tradition of quality and atmosphere.


    These are the changes, improvements and Features we implement on top.

    Release 1.0:
    Spoiler :

    New Features:

    Base Feature: Multiple Professions Per Building
    Base Feature: Multiple Yields Produced / Consumed
    Base Feature: Livestock Breeding
    Geographically correct Placement of Natives (already became part of TAC)
    Storms and Winds
    No More Hidden Variables (Game Option)
    Domestic Markets
    Abandoning Cities
    Bargaining with Natives like in Original CivCol
    Native Raids like in Original CivCol
    Cannons in Citadel bombarding Enemies outside City
    Musketmen firing from Stockades
    Stirring Up of Natives by Missionaries
    Smuggling
    Rangers
    Conquistadors
    DLL-Diplo-Event "European Peace"
    European Prisons Crowded
    Revolutionary Noble
    Bishop
    Many new Events
    Ability to Randomize Goodies in Maps
    Native Slaves
    African Slaves
    Custom House Screen
    Little Roundwise Income of Native Villages
    Founding Fathers become available again when Nation is eliminated
    Improved Scorelist with Gold of Nations
    New Native Advisor Screen (Preview)
    Plastered Roads


    Rebuilds:

    Increased absolut max. number of players in a CivCol game
    Rebuild Traits
    Rebuild of Breeding Horses
    Rebuild of Missioning Natives
    Rebuild of City Storage Capacity using Sum of all Goods stored
    Changes at Entering Peaks
    Changes to Custom House
    Revised Tax Mechanism
    Treasures cannot reveal Map or enter Plots with Goody-Huts anymore
    Bonus-Ressources on Peaks configurable in CIV4BonusInfos.xml
    Changes to Profession Missionary
    Criminals, African Slaves and Native Slaves cannot found cities anymore
    Specific Actions not possible if Natives furious


    Improvements and Fixes:

    Many many small improvements and fixes considering texts, graphics, gamefonts and existing features
    Included selected part of melcher's Iso Mod
    Fixing of Achievement System considering Buildings
    Fixing of Random Seed (already became part of TAC)
    New and atmospheric Soundtrack
    New and atmospheric Screens
    Improved and adjusted Maps and Mapscripts (will work only for RaR)
    Improved Balancing for Leaderheads / Diplomacy
    Improved Balancing for Immigration
    Improved Balancing for Missioning
    Improved Balancing for Training at Native Villages
    AI buys and uses Native Mercenaries
    Lowered Chances of AI destroying enemy cities instead of conquering
    Improvement of all existing DLL-Diplo-Events
    Improvements to Learning-By-Doing
    Improved AI to better produce Horses
    Improved AI for building Improvements
    Improved AI to better defend Cities
    Natives and Treasures
    Corrected needed Berth Sizes of Transports on Land
    Chances for Python Events slightly increased


    Additions:

    Mapsize "Gigantic"
    Savannah like in Original CivCol
    Improvements Trapper's Hut and Cocoa Plantation
    Improvements Quarry, Vineyard and Collector's Post
    New Maps
    New Achievements
    New Native Nation Inuit
    New Native Nation Hurons
    New Native Nation Zapotec
    New Native Nation Guarani
    New Native Nation Algonquian
    New Native Nation Carib
    New Native Nation Navajo
    New Native Nation Machiparo
    New Native Nation Mixtec
    New Native Nation Muisca
    New Native Nation Commanche
    New Native Nation Shoshone
    New Native Nation Toromona
    New European Nation Denmark
    Totem Pole and Sacrifcial Altar
    New Food Bonus Ressources: Coconut, Pumpkins, Turkeys and Melons
    new ships: Sloop, Brigantine, West Indiaman, Caravela Redonda and Corvette
    New Terrain Feature "Taiga" (on Thundra)
    New UnitArtStlye for Treasures of Natives
    Gold and Gems
    Productionlines Coffee and Cocoa
    Productionline Premium Fur to Premium Coats and changes to Fur
    Productionlines for Rope and Sailcloth from Hemp
    Productionline Coloured Cloth with Indigo
    Productionlines based on Livestock Yields Sheep and Cattle
    Productionlines for Beer and Wine from Grapes and Barley
    Productionlines for Salt and Spices from Stone Salt and Red Pepper
    Productionline for Furniture from Valuable Wood
    Stone as strategic Yield for Buildings
    Cannons as strategic Yield for Ships and Cannons
    Luxury Goods that are supposed to be sold to own citizens
    Chapel and Grand Cathedral
    Market and Tavern


    Release 1.1:
    Spoiler :

    Improvements and Fixes:

    Fixed a major bug considering AI.
    Several other small improvements.

    Additions:

    A few new Founding Fathers.


    Release 1.2:
    Spoiler :

    New Features:

    Natives proactively trading with Europeans
    Fishing Boats similar to Whaling
    Growing Improvements

    Improvements and Fixes:

    Huge performance improvements (DLL, XML, Graphics, ...)
    Huge clean up (incl. fixing) of graphics of the mod
    Many small bugfixes that lead to much more stability
    Many small balancing improvements
    Many fixes and improvements for Screens
    Improvements of features (Native Raids, ...) according to feedback
    Improvement / unification of city graphics (buildings)
    Improvement of the bridge graphics for Plastered Roads
    Removed "Treasures cannot reveal map"
    Improved AI considering removing terrain features
    Several other small AI improvements considering our new features
    New Starting Screen
    New Icon for Shortcut (in the Download)

    Additions:

    A few new Founding Fathers.
    Mounted Conquistadores


    Release 1.3:
    Spoiler :

    New Features:

    Included Price Correction from Androrc
    Domestic Market Overview in Domestic Advisor Screen

    Improvements and Fixes:

    2 Issues that could cause CTDs.
    Improved PlotSystem (Farms, Plantations, Large Farms, Large Plantations)
    UnitArtStyles for Caravela Redonda
    Improved Mapgeneration and AI Found Values (considering Forests)
    General Code Improvements
    New Sounds for Winds and Storms
    New Sounds for Jungle
    Fixed some minor problems with Graphics
    Several minor balancing corrections
    Fixed problems with graphics of Kings
    Improved Features "Conquistadores" and "Rangers"
    Plastered Roads working as Upgrade of Road

    Additions:

    New European Nation Sweden
    New European Nation Russia
    New Native Nation Crow
    New Native Nation Blackfoot
    New Native Nation Guaymi
    New Native Nation Tarascans
    New Native Nation Omagua
    New Native Nation Mapuche
    Devout Priests
    Bonus Resource Giant Trees
    Increased the number of Founding Fathers to 85 !
    Buildings Windmills and Watermill


    Release 1.4:
    Spoiler :

    New Features:

    Rebuild of Culture/Area of Influence
    Full 2-Plot-City-Radius
    Railroads, Trains and Trainstations
    New Goodies spawning Units
    Goody Huts in Water
    Wild Animals on Land and in Water
    Possibility to create National Wonders
    Further Enhancement of Goody Functionality and further Goodies (e.g. Fountain of Youth)
    Monasteries and Forts (also see here)
    Drying Swamps and Planting Forests
    Runaway / Fleeing Criminals, Indentured Servants, African Slaves and Native Slaves
    Pirates
    Entertainment (generates gold from Culture)
    Continental Guard
    Mortar
    Building chain to Market that increases domestic demand

    Improvements and Fixes:

    German translation completed
    Many many small balancing changes and improvements
    Improved / Enhanced Goody Hut System with new functions
    Negative Effects of Bells on King's Attitude are now limited
    Lumber and Stone are not sold by Custome House or lost to Overflow anymore
    Production of Native Units from Hammers slowed down
    Many adjustments to Founding Fathers for new Features, Units and Buildings
    Improved UnitArtStyles
    Further improvements of graphics (especially ships)

    Additions:

    Oxcarts
    Added some new Promotions and small changes from Willi Tell
    Added a new Level of Storage Building and rebalanced Storage Capacity
    Corn Chamber and Granary
    Many National Wonders: Colonial Congress, Cathedral of the Archbishop, ...
    Improved Pedia Screens from Roamty
    Improved Pedia Screens from Nightinggale
    Map "The New World" (Gigantic, geographically correct)


    Release 1.5:
    Spoiler :

    A polished version of Release 1.4.
    Several small bugifxes, some balancing corrections and a few other improvements.


    Release 1.6:
    Spoiler :

    One major bugfix to a bug that occassionally caused game freezes
    Many small bug fixes, balancing improvements, graphical improvements, AI improvements, ...
    Performance and speed improvements (most noteable optimizations from Nightinggale.)
    New Advisor Screen from Nightinggale


    Release 1.7:
    Spoiler :

    Many new Achievments
    Merged several small improvments from modmodders
    A few new promotions from agnat86
    Import Feeder Service from Nightinggale
    Overflow algorithm improved
    Added two new buildings for Natives
    New Feature Unrest and Militia
    New Faction Church (with several Diplomacy Events and possibility to request favours)
    Fixed some Vanilla issues with Permanent Alliance and activated it as default
    Trait Trader (of Natives) now gives bonus for Bargaining
    Abandoning Cities is now also possible during War


    Release 1.8:
    Spoiler :

    Africa and Port Royal (Harbours similar to Europe) with great backgrounds from Willi_Tell
    Several graphic improvments from Schmiddie
    Bugfixes to Trade Route System and Import Feeder Service from Nightinggale
    A few other small improvments and fixes
    New map from Tre59


    Release 1.9:
    Spoiler :

    Polished version of Release 1.8. (A fewbugfixes, balancing improvments, graphic improvments, translations, ...)


    Release 2.0
    Spoiler :

    New Features:

    Stealing Immigrants
    City Health, incl. Buildings, Profession and Specialist
    More possibilities to rotate map (Credits to BlueMod)
    Great geographically correct maps from Marla_Singer

    Improvments:

    new / improved graphics (Schmiddie did awesome work again)
    improved balancing
    improved performance
    improved Colopedia
    improved texts

    Bugfixes:

    Bugfix for a rare CTD during WOI (Credits for analysis to Ramkamhaeng)
    Bugfix for a rare CTD when Natives offered to Trade goods and the corresponding home City to transfer the goods was destroyed in same round (Credits to Nightinggale)
    Bugfix for a very rare situation that would not allow AI to recover after loosing last city (Credits for analysis to Don Senglar)
    Bugfix for a small bug related to overflows with Custom House


    Release 2.1
    Spoiler :

    Bugfixes:

    Fix for a bug in a DLL-Diplo-Event with Church
    Fix for Ships being trapped in Port Royal when grouped strangely
    Fix for a small bug in Map RaR America Huge
    Fix for Bargaining causing OOS in MP (Thanks to Nightinggale for analyzing and fixing)
    Fix for King asking to declare War against dead player (Thanks to Nightinggale for analyzing)
    Fix for a bug with broken Yield Icons in City Screen on old and weak machines (Thanks to Nightinggale for analyzing)

    New Features / Additions:

    about 60 new (Python-)Events
    Removal of completely binary Combat System (Credits to Commander Bello for some of the Code taken from his modmod)
    Free Settlers can become Veterans through Combat Experience
    Indentured Servants and Petty Criminals can become Free Settlers through Combat Experience
    Great Admirals with nationspecific Names (Thanks to AbsintheRed for his help with searching for names)
    New Yield Coca, incl. Profession, Specialist, Resource, ... (with great graphics by Schmiddie)
    New Yield Blades incl. Profession, Spezialist, adjusted Balancing ... (with great graphics by Schmiddie)
    New Military Profession Town Guard (with great Graphics by Schmiddie)
    1 new Founding Father (with great graphic by Schmiddie)
    2 new Promotions for Ships (with great Buttons by Schmiddie)
    New Achievments (by Schmiddie, also Thanks to Willi_Tell for providing a graphic for one of the Achievments)
    New Water Goody Event

    Improvments:

    Massive Enhancement and Improvment of Colopedia (Thanks to agnat86 for all the effort)
    Massive Improvment of French Translations (Thanks to Marla_Singer for all the effort)
    Improvment of German Translations
    Lots of graphical Improvments for Specialists, Ships, Natives, Buttons, ... (by Schmiddie)
    Several small Improvments to Balancing
    Improvment to Map Script Faire Weather (Thanks to agnat86)
    Improvments to Promotions
    Small AI Improvments considering Military
    Cleanup of Folders and XML Files related to graphics (by Schmiddie)


    Originally Planned:
    Spoiler :

    Native Knowledge and Inventions
    War of Independence will further be improved
    Splitting up Swamp into Swamp and Marsh
    Changes to Victory Condition Independence
    Religions: Protestants and Catholics
    Improving Game Options
    Changing Cannons from Units to Professions
    Some more Diplomacy Trade Options
    Loyalty to the King
    Changing Names and Flags of Colonies after declaring Independence
     
  3. raystuttgart

    raystuttgart Civ4Col Modder

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    What is this mod ?

    Well, it is currently by far the largest existing CivCol mod.
    It is our attempt to unite many of the best ideas and concepts created by the CivCol modding community into one single gigantic mod.

    But we did not simply throw everything together. Almost everything we included was heavily adjusted and improved.
    We considered very carefully which features to add and how to implement them.

    We want to create a mod that offers more diversity, more possibilites and more challenge.
    Step by step we try to improve every single aspect the game offers. (Economy, Exploration, Diplomacy, Trade, Events, Wars, ...)
    Some aspects of the mod already have and will continue to move a little bit more towards complex simulation, others a little bit more towards action.

    But while doing so, we always try to think about usability, AI, performance, historical authenticity ...

    We are not done yet, of course. :)


    This mod is based on TAC ?

    Yes, it is originally based on TAC and almost completely includes everything that is in TAC 2.03.
    With its amazing size, love for the detail and outstanding quality TAC was a great base for this project.

    However, we have heavily changed, improved or added to that base.
    (In many cases adjusted / improved versions of features from other mods / modcomps but also often created by ourselves.)

    We really have to thank all the modders out there for their great work.
    Special thanks of course to the TAC team.
    Without all their hard work, this mod would not exist. :thumbsup:
     
  4. raystuttgart

    raystuttgart Civ4Col Modder

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    Known Bugs and Problems

    This mod requires official patch 1.01f.
    Not installing that patch may cause serious problems.

    Due to its extreme size (considering graphics and logic) the mod is known to not run very well on older systems.
    Try to play on smaller maps, deactivate virus scanner while playing, turn down graphical settings, ...
    When roundtimes get to long, save, exit to desktop and reload the save.

    Tutorial was not adjusted to the mod.
    Leave it turned off.

    Special Characters in user directories of your system may cause problems with Icons, City Names, ...
    Simply install the mod directly into the /mod directory of the main installation path of the colonization itself.

    On some systems, games crash when trying to exit a game to Main Menu.
    Simply exit to Desktop instead to avoid this.

    DLL-Diplo Events are calculated at the previous round.
    So sometimes it may happen that you get to Europe Screen before the event.
    Any money you may have acquired there is not considered in the answering choices of the DLL-Diplo Event.
    However, no serious consequences other than answer not fitting may arise from that.

    Eliminating a player by killing his last unit sometimes results in the game not returning to normal view.
    Simply click on Mini-Map when this happens.
     
  5. raystuttgart

    raystuttgart Civ4Col Modder

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  6. raystuttgart

    raystuttgart Civ4Col Modder

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    Hi Robert,

    I have taken a look over our current feature-list and have the following suggestion for our first release:

    Release 1:

    Storms, Wind and other features on Ocean (implemented)
    No More Hidden Variables (Game Option) (partially implemented)
    Rebuild of Missioning Natives (implemented)
    Abandoning Cities (implemented)
    Changes at Entering Peaks (implemented)
    Little Roundwise Income of Native Villages (implemented)
    Bargaining with Natives like in Original CivCol (implemented)
    Native Raids like in Original CivCol (more info) (basic implementaion exists)
    Many new DLL-Diplo Events with King (partially implemented)
    Totem Pole and Sacrifcial Altar (partially implemented)
    Include Livestock Breeding from Andorc ?

    In the first release I would like to bring out the features that are

    1) Not critical concerning game balance
    2) Almost completely already implemented

    After we have finished Release 1, we will discuss and decide what we will do next in Release 2.
    (If we will have other "small" features, we could of course also consider releasing them in first release.)

    Do you agree ?
     
  7. Robert Surcouf

    Robert Surcouf Civ4Col Modder

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    Yes I do. And of course, we should add Livestock breeding ! (It's actually very easy to add!)
     
  8. raystuttgart

    raystuttgart Civ4Col Modder

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    The Religion and Revolution team is happy to announce that colonialfan has joined our forces ! :woohoo:

    He will mainly take responsibility for historical researches of background information and conceptional work.

    Welcome to the team and let us have fun together ! :rockon:
     
  9. Robert Surcouf

    Robert Surcouf Civ4Col Modder

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    Yes, welcome to the teem ColonialFan :trophy:
     
  10. colonialfan

    colonialfan Warlord

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    Thanks Robert,

    Glad to help, and to be part of the exciting developments Ray and yourself have begun.
     
  11. raystuttgart

    raystuttgart Civ4Col Modder

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    We thank a thousand times René Osmanczyk for giving us permissions to use his fantastic music in this mod. :bowdown:

    Important Note:

    Permission was granted to this mod only.
    If you want to use his work yourself, you need to ask him yourself.
     
  12. raystuttgart

    raystuttgart Civ4Col Modder

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    The Religion and Revolution proudly announces that KJ Jansson has become our newest teammate ! :woohoo:

    He is a very capable modder already very known in the scene for releasing various great mods and modpackages. :thumbsup:

    Once more:
    Welcome to the team and let us have fun together ! :rockon:

    @KJ:
    I am really happy to work with you again. :)
     
  13. KJ Jansson

    KJ Jansson Prince

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    Hi Ray!

    Thank you very much. I hope I could help in the "Religion and Revolution" mod development in same aspects.
     
  14. colonialfan

    colonialfan Warlord

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    Hi KJ,

    Welcome to the team!
     
  15. Deon

    Deon Lt. of Mordor

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    If the buildings are pretty much in the same format as in Civ IV (which I guess is true), then I can make you building models.
     
  16. raystuttgart

    raystuttgart Civ4Col Modder

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    Yes, they are. :)

    Very interesting offer. :thumbsup:
    We will come back to you, if we need help with buildings. :)
     
  17. raystuttgart

    raystuttgart Civ4Col Modder

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    The Religion and Revolution team is happy to announce that Gomer_Pyle has joined us ! :)

    Gomer was one of the first people to discuss features with us and has shown true interest in this project. :thumbsup:

    Welcome to the team ! :high5:
     
  18. Gomer_Pyle

    Gomer_Pyle Prince

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    Thank you Ray.

    Really looking forward to be a part of this amazing project.
     
  19. colonialfan

    colonialfan Warlord

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    Welcome to the team Gomer. Good to have you aboard. :)
     
  20. Robert Surcouf

    Robert Surcouf Civ4Col Modder

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    Yes ! Welcome Gomer Pyle! :goodjob:
     
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