Rise of Mankind 3.0 (final version) design discussion

I heard that the Romans had some altered type of the fast food places that we have today. Instead of cooked meats, They got fruits, breads, and vegetables at those places. Mostly finger food.

JayW.

They probably had a scary-looking clown/mime and a creepy-looking plastic-suited king advertising these places for them, too. *Shudders.*
 
I heard that the Romans had some altered type of the fast food places that we have today. Instead of cooked meats, They got fruits, breads, and vegetables at those places. Mostly finger food.

You have to feel a little bad for them. The reason for it was because most people didn't want to cook over an open fire inside a wooden apartment. :lol:
 
I know it's not a historical game :|

As I said it's my first game using this mod and I wonder if "ancient religions" would always be the most widespread or not. Anyway forget my post.

I don't think your post should be forgotten! I agree with you. Religions should be more dynamic. They should not only spread, they should also shrink and even die out. Ancient religions (i.e. ones no longer followed in reality), in my opinion, should not have to die out (merely because they have in reality) but the ability to die out naturally (rather than through Inquisitors) should be a part of the game.

To make it even more complicated, it would also be nice if a percentage of a city adhere to different religions rather than religions merely being present.

I'm not sure what would cause religions to shrink in the game, other than have it be linked to random events. In reality, I don't understand why people voluntarily accept new religions and give up old ones....
 
I don't think your post should be forgotten! I agree with you. Religions should be more dynamic. They should not only spread, they should also shrink and even die out. Ancient religions (i.e. ones no longer followed in reality), in my opinion, should not have to die out (merely because they have in reality) but the ability to die out naturally (rather than through Inquisitors) should be a part of the game.

To make it even more complicated, it would also be nice if a percentage of a city adhere to different religions rather than religions merely being present.

I'm not sure what would cause religions to shrink in the game, other than have it be linked to random events. In reality, I don't understand why people voluntarily accept new religions and give up old ones....

Appeal.

Christianity grew in Rome because people watched Christians matryed in the brutal fights against lions. Also, there's a heaven and reward after death for being good as oppose to what Romans thought about the afterlife.
 
Appeal.

Christianity grew in Rome because people watched Christians matryed in the brutal fights against lions. Also, there's a heaven and reward after death for being good as oppose to what Romans thought about the afterlife.

Yep... ironically, Nero was probably one of the best things that ever happened to the Christians. He brought attention to the Christians, which were, prior to that, hardly known - or at least, known as just another of many cults.
 
I don't think your post should be forgotten! I agree with you. Religions should be more dynamic. They should not only spread, they should also shrink and even die out. Ancient religions (i.e. ones no longer followed in reality), in my opinion, should not have to die out (merely because they have in reality) but the ability to die out naturally (rather than through Inquisitors) should be a part of the game.

To make it even more complicated, it would also be nice if a percentage of a city adhere to different religions rather than religions merely being present.

I'm not sure what would cause religions to shrink in the game, other than have it be linked to random events. In reality, I don't understand why people voluntarily accept new religions and give up old ones....

I have just converted the Religion Decay mod to work with RoM see thread. It still needs some work and comments are welcome.
 
I don't know if this has been already mentioned but will a Mercenary Mod be included before the final 3.0 version.
 
I thought you added it to AND?

He did. The code was awful and he just didn't feel like fixing it yet so it is taken out of public play for now.
 
Has the Eithopian and Abyssinian civs been merged yet? If not, that needs to be done before RoM 3.0 since it makes the mod have to "Steles." Also, the UU Mailed Knights need to have unique names since it would mean the mod would have 3 "Mailed Knights." My suggestion is that the French Mailed Knight be renamed "Chevalier" and German Mailed Knight be renamed "Livonian Knight."
 
Not Teutonic Knight, Generalstaff?
 
Not Teutonic Knight, Generalstaff?

I believe that "Teutonic Knight" is added by the Holy Wars module, which zappara has set by default unloaded. I play with Holy Wars though, mainly because it equalizes Christianity with the other religions. Originally the two Mailed Knights were "Teutonic Knight" and "Knight Hospitaller," but where changed due to zappara included Holy Wars (during that change, Holy Wars was default).
 
I created an account here only to make a post about RoM.

I havnt logged in for more than a year, but when i saw this post i thought i would just like to say

THANK YOU:)

Its the best mod ive ever played.
 
I would def like to see More Leaders for the Civs we already have. I know we have a lot to chose from, but I feel that we need more Female leaders. I really enjoying a custom game with all females and thanks to a few new mods i have a nice selection to chose from, but i wish to see more, maybe not even female monarchs, or heads of states but other important females (like Catherine De Mici, Anne Boylyn, Queen Katherine (Isabella's Daughter), Anastasia and many more!)

Also a clean up of the Teach Tree, dont remove any, just make it more streamlined i suppose

More Choices for religions, I for one am really into learning about Pagean/Wiccan religions and would love one for the game!

Ummm and whatever everyone else wants as well
 
I would def like to see More Leaders for the Civs we already have. I know we have a lot to chose from, but I feel that we need more Female leaders. I really enjoying a custom game with all females and thanks to a few new mods i have a nice selection to chose from, but i wish to see more, maybe not even female monarchs, or heads of states but other important females (like Catherine De Mici, Anne Boylyn, Queen Katherine (Isabella's Daughter), Anastasia and many more!)

The issue there is that the leaderhead makers have to make the art for them. Thankfully, they added Cixi, Atotozli, and Maria Theresia; also, I used Bhutto for Indira Gandhi. I added all of those following leaders in a leaderhead pack a while ago (I am pretty sure it is still compatible with the current version of RoM). I also know that zappara added Dido, Wilhelmina, and a few others with some of his RoM modules; he also added Teuta, Margrete, and others for his Mega Civ pack, which needs to be updated (which reminds me, it would be nice if someone would make Golda Meir for the Israel civ).

EDIT: Also, a suggestion I forgot to mention.
I would like to see Geothermal and Methane Ice resources have some influences and use or be removed. Also, Wool is not being used at all, it should just be removed. With the unmoddable resource limit, resources really need to serve a purpose.
 
Summer vacation over and so little time before Civ 5 is released (7 weeks or so) so I got to set full throttle on modding RoM and get the 3.0 ready asap. Luckily my job changes a bit so that I don't have to travel to another town anymore ie. I get to work in same town where I live... this leaves some extra free time for me...though teaching teachers might be a new stress source, they'll ask too many questions :D Anyway, I'll have some more time for modding next month :)

Yesterday I also bought Civ 5 deluxe edition (pre-order) so I'm good to go with Civ 5 when it's released. :)

So let's see if I can churn out v2.95 in about 3 weeks and then v3.0 around the time Civ 5 is released... :)
 
When you are updating units for the next version Zappara, please remove the ability for elephants to build roads, and remove the UNITAI_WORKER from them. It's one primary cause of the Waiting For bug.
 
When you are updating units for the next version Zappara, please remove the ability for elephants to build roads, and remove the UNITAI_WORKER from them. It's one primary cause of the Waiting For bug.

@Afforess, Do other non worker units cause the same problems? I think the Roman Legion unit used to build roads and forts also, for example. I will need to change my SubdueAnimals mod also, since I let both horses and elephant units build roads.
 
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