Freakwave
Warlord
Could SDI intercept chance be reduced to 2/3?
Sea colonies, another settler rush
Tech leak!
Hoover tank coastal movement anyone?
Sea colonies, another settler rush

Tech leak!
Hoover tank coastal movement anyone?



Tech leak!
Tech leak is from VISA mod, i believe, where an advanced player leaks some percentage of his techs to other players with open borders and the more trade routes you have the more gets leaked each turn. Also depends on distance. This prevents you or other ai to be too far ahead which is realistic and far more challenging in terms of wonders, military etc. Mercantilism blocks it but your economy will suffer.


I haven't quite understood this concept???Well, an idea to balance it would be to add a reducing factor depending on espionage points generated by the city . The reducing range of tech leak will be between 0% and 50% with a formula like Le = 10*(SqRoot(Ecity)-1) [if Ecity = 16 ep then Le = 30% to extract from a tech leak of, say, 6 beakers for a net output of 4,2 rounded to 4]. This way espionnage poor cities will be a significant hole that drain your efforts towards challenging civs for free while espionnage rich cities will be less of a problem. This as no consequence on espionage point expense.
Please, feel free to use, modify or do whatever you want with this idea.

I'm adding more of those UU type units whenever I find info about those units that actually existed and when there's suitable unit graphics here in db for download.. providing this info for me of course make the process faster as I don't have to then go through each civilizations history books, I have most units on my harddrive alreadyAdding civs could be very convenient, really. Perhaps those included in the SevoMod at least? Would it be possible to add more UU-type units, like you already have done? (I mean just Civ-specific graphics and names, but similiar strength, like T-72 and stuff already added...)
I guess Snafusmith has done quite a lot of Civ-specific units already, so the graphics might be readily available?
And how about that technology tree relating religions? Isn't theology a bit early in that tree? Confucianism also tends to get founded around 1000 BC in my marathon, monarch-difficulty games. Are the religion prerequistices going to be modified in the version 2.0?
Thanks again for this great mod. I've been playing it all day and night long.![]()
For some reason, there seems to be a crash always during the industrial age when I play huge maps. Playing large maps negates this... Only a hardware issue?![]()
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More civs too but it's not high on my priority list as it's rather time consuming task to add them.. few that are going to be in 2.0 are Abyssinia, Assyria, Cherokee, Siam.. my preference is to add ancient civilizations, not modern day civs 





more ideas(oh no!)
could it be possible that recources would be useful only at local city/s? maybe a somesort of range of effect, its rather silly that in one turn resources can be transfered from other side of the world to other side..
Feb 27, 2008 07:30 PM

I'm going to release later extra Civ package for RoM 2.0. New sounds might be too much work and you won't be hearing my voice in the game (not native english)Maybe you could add a few more civs, like the Mexicans, Brazilians, or Australians...
Also, it would be really cool if there were new quotes for the technologies added, and maybe even .mp3s or .wavs to correspond, just like the Total Realism mod for Warlords. I wouldn't know how to do this, but I'd help in any way I can.
More quotes can be added and some players have posted some for me in the private messages.. so if you find good quotes for some techs, just post them and I'll add them 
Today downloaded future city art files, there was just the textures, so it will require lot of work to change whole future era city style to use those and there was files just for european style.. would have to change CityLSystem and PlotSystem files too and those aren't that easy to understand. Wont' give any promises of adding future style but it's something I might do some day (probably would take couple weekends ie. some 40 hours to add it).Maybe it would be worth to implement futuristic artstyles for cities and /or terrain features etc. taken from some other mod , into RoM ?
I think cities in the far future game when Nanite clouds or Dreadnoughts are available look a little too "normal" and 20th century-like.
Also i think merging a mod which allows terraforming in the far future would be a good idea (turning desert into plain etc), since it would provide the futuristic feel of technological control over nature in the later era, and allow the colonization of places like bare deserts or polar areas thus expanding the scope of the game.