Rise of Mankind v2.0 discussion

I think that a good category would be like in the CtP, where the military services had to be able according to occurred them. From Peace to war. Pôr supposed that would have effect in the economy.
 
great mod, one suggestion would be updating the naval units as some of the ships are just resized like the 2 different types of carriers and the aegis cruiser being a resized destroyer....again great mod thanks!!!
 
I think it would great to include Mastery for a victory condition.
I used it in ViSa, it added so much to the game. I like long games so I always choose Conquest so the game ends when I want it to or I die.

If this has already been mentioned please forgive me and consider this another vote for Mastery Victory.

Thank you
P
 
Hi,
I know this might not be an appropriate place but would like some input on things I myself want to create as custom assets for ROM, but am having difficulty downloading the Platform SDK. My Ideas are as follows:

New Resources

1. Shark + acts as Double fish resource
2. Dolphin + 2Culture/ Research
3. Seal + Fur + 1 happy/culture
4. Turtle + 1Culture/ Research + 2 health
5. Octopi+ 1Culture/ Research + 1 health
6. Squid+ 1Culture/ Research + 1 health
7. Coral +2 happy/culture + bonus to nearby city defences vs. naval assault
8. Lagoon converts sea square into lake
9. Natural Gas Alternate Power source needs Chemical Plant

New buildings
A. Surf Shack + 1 happy/culture
B. Leisure Park + 2 happy/culture
C. Wildlife Preserve + 1 happy/culture per Deer/fur/Ivory
D. Naval Research Institute + Research
E. Sea World / aquariums + 2 happy/culture
F. Oceanography institute + Research
G. Sports Stadium + 3 happy/culture
H. Harbour defences defensive bonus versus Amphibious assault
I. Race Track + 2 happiness
J. Chemical Plant Provides Power from Natural Gas

New improvements
I. Wind Farms for Sea sectors
II. Sea Defences defensive bonus versus Amphibious assault
III. Defence Platforms for sea Squares Stealth unit detection + sentry attack versus Naval units
IV. Ocean Fishing boats for all ocean resources
V. Yachts & Boats for + happy/culture to nearest city from lakes

New Units
 Dolphins – for Anti-sub or anti-naval attack unit
 Settlers that deploy a % of tech buildings researched dependant on era, with the Tech Prefab giving a bonus or all buildings in Modern era.
New Tech
 Deep Sea fishing allows Ocean fishing of resources
 Theme Parks allows all Ocean/sea resources to produce +1 Happy& +1 Culture per resource to nearest city
 Naval Research allows use of dolphins as Naval units
 Oceanography reveals Ocean fishing of resources
 Prefabrication Improves build speed and allows settlers to increase number of buildings when founding cities
 Canals Improves river Trade
 Sports Improves Culture and Happiness per Sports Stadium / Race Track
 Motor Sports Access to Race Track building

New Corporations
o Cruise Line + Trade ocean bonus
o National Airline + Trade Airport bonus

New Wonders
National
• Alton Towers
• Lloyds
• Champions Cup
• National Stadium
• Pleasure Cruise
• Budget Airlines
• Yacht racing
• National Racing

World
 Disney World
 World Cup
 Round the world Yacht race
 Formula One
 
I'd like to see:

Railway stations, passenger (wealth/culture/happiness?) and freight (production?) which are required to build a national rail network wonder

Similar wonders for Christianity, Islam, Judaism, etc, like the Bhuddist one - I forget the name.

'Language schools' leading to 'cultural exchange program' or some such building and wonder set that gives a relations bonus with all other civs and/or culture boost

East India Company related stuff

Nukes that really nuke like nukes really do

Longer lasting eras and less frequent unit obselesence - more techs or harder to research to progression tech.

Some ships between classical triremes and caravels (such as the cogs from medieval 2 total war)

An enourmous world map with 40 civs

Future era (maybe this is going a little to far) with all manner of Mechas, insane hover tanks and laser battleships, spaceports which lead to somekind of wonder, sea cities, a third type of road, a 'super farm' to make cities grow to stupidly large sizes and other wonderfully quasi-futuristic things...
 
There is some ideas:
- Event (After discovering one tech that allows you to build the spaceship): an OVNI falls near one of your cities. There is a 50% chance that the guys inside are alive, 50% that they are dead. If they are alive, they may build a base and start attacking you with Hi-Tech weapons or they may ally with you and provide you with technology. If they attack you, all empires in the world may ally against the aliens, who may drop troops in a random pattern around the globe. If they help you, you get a few techs and a boost on the spaceship construction.
- Few ideas I had before I read this, which I posted in other place:
http://forums.civfanatics.com/showpost.php?p=6362897&postcount=158
 
Rise of Mankind mod is slowly reaching v1.0 which I hope to be as stable and balanced as possible. It will not however have all the features I originally intended to add to this mod. That's why we need to start discussing what features to include to version 2.0.

If you want to help with this task, you could start by answering the following questions:

1. What mods or mod components should be combined?

2. How should unit/building/wonders/tech costs be changed?

3. How should unit/building/wonders/tech effects be changed?

4. What units/buildings/wonders/techs should be added?

5. What religions should be added?

6. How existing religions could be modified to be more unique?

7. What Corporations should be added?

8. How existing Corporations could be modified to be more unique?

9. What resources & improvements could be added?

10. Do you think existing resources & improvements should be modified? How?

11. What events could be added?

12. Other changes?


Hello Zappara:
First, let me tell you this: your mod is fantastic, excellent, heavenly work, really, it gave a new dimension to the game.
In another hand, allow me to say a had made a few changes, just to put the play more on my likes, that could be interesting for you.
I found the mod too quick,I mean lots of teach coming so fast without time to enjoy them, so I thought I would need a slower game.Normally I use carter´s mod, wich gives an extra speed calles odissey, slower than marathon, but I have no idea about merging mods soI changed the tech cost to 800 in GameSpeedInfo
I'll recomend you both things : use Carter's mod (itwill gives you the chance to use 32 ciilizations and a new extra -large map size called planetary) and increase the techs cost. Also I changed the start year to 10000 B.C. , and the wonders limitation per city from 4 to 50
Zappara , I really send to you all my grattitude for your mod , I'm really impressed ,but , please , I would really apreciate the possibility of a slower game with all the civilizations at play . If you dont mind to much , please add the chance to 2.0 version.Now i'lltry to help answering your questions

1. What mods or mod components should be combined?
- Again:Carter's mod or bigger , you know , all civilizations at time if possible
- PetraMod by Gir. Your Petra wonder is good , i like the idea of two priests on my side but, whatabout adding the benefits of Gir's one or put them on another wonder? Have alook at it , please
- UUWonder mod , by Gir. It's the Flavian amphiteathre andgives the chance to build anothers civilizations unique units
-MachuPicchu mod , from Gir too.This one must be included in 2.0 version , because gives you benefits from the otherway useless peaks.Amazing

2. How should unit/building/wonders/tech costs be changed?
I don't think wonders andunits costs mustbe changed ,but techs must : at least double

3. How should unit/building/wonders/tech effects be changed?
Ithink they are pretty good as now , but it would be great if we can build anothers civilizations's unique units and buildings

4. What units/buildings/wonders/techs should be added?
MachuPicchu wonder must be in

5. What religions should be added?
Maybe a few,but not many: Hellenism, Egyptian , Zoroastrianism , Viking and Mesoamerican sounds good

6. How existing religions could be modified to be more unique?
Making unique units and buildings for each religion.If you decide to do it I can help giving ideas about them and their efects

7. What Corporations should be added?
Well , any new one must be associatedto a resource or a group of them. Ihave a few ideas:
- Second Skin Manufacturers , using deer , fur , beavers ,buffalo and seals and giving 0.50 coins per resource
- Leather Works , using elephants , cows an crocodriles and giving1 coin per resource
-Internationalmeats , using sheep, pig , cow , deer , buffalo, chicken and seal and giving 0.5 food and 0.25 coins per ressource
-Shirts Factory , using cothon and silk and givin 0.5coins per resource
-World wide Spices , using salt , sugar , sugar beet , spice, cofee and tea and giving 0.5 food and 0.5 happines per resource

8. How existing Corporations could be modified to be more unique?
Unique buildings multiplaying the corporatins effcts , maybe

9. What resources & improvements could be added?
-Seals ,to improve thundra and artic tiles , providing 3 foods 1 hammer 2coins
-Beavers , to use in rivers providing as fur
-Croodriles , for rivers too , working as ivory
-Chicken , working as pigs

10. Do you think existing resources & improvements should be modified?
No

11. What events could be added?
A paladdin ,emerging from an unit if it wins 5 combats in 20 turns and giving leadership , tactics and morale promotions

12. Other changes?
One more time :I think is imprescindiblea slower play mode and the possibility tohave all the civilizations playing at the same time. Both things will make a new kind of game , enabling great combats and wars since stone age

Again , Zappara , thanks very much for your mod , it's a wonder by itself.
If you dont mind to much , i'll appreciate your answer about the ideas i gave.I'm a messmerging andprogamming , but for any other thing you need I'll be glad to help.
Thanks again
 
I think there is a couple of great mod components from Rhye and Fall of civilisations you should integrate with ROM.

The Congress is a fantastisk mod, and especially when its combined with, i dont know what it is Rhye did but somehow the AI is just better to do diplomacy. It is much more willing to negotiate, and it gives diplomacy a much more important role in the game.

Rise of new civilisations. I dont think it would be nice to have civ spawning in specific round like in Rhye and Fall, but it could be barb cities who spawn into a real civ (i think that mod is already out there some place) and i remember in some of the old Civ game that civs could split into two or more civs if you took there capital, something like that could be done too - maybe inspired by the stability thing in Rhye and Fall...
 
I liked what was added to some of the wonders in the ViSA expansion to warlords. That they spawn units when they are built. In ViSA Roman Roads spawned two fast workers, and built road on all tiles inside your cultural border. Flavian spawned 4 Legions with some very powerful upgrades. And i think Leonardos workshop upgraded units for free, like in some of the old civ games.

There are plenty of possibilities i think it would make a great addition to the wonders
 
I think that if you combined the parts of Rhye's and Fall of Civilization mod, this mod would be better. Adding stability could add a line civics to keep your civ from callappsing into civil war. What you could also do with this is add buildings that increase stability and have some buildings that you already have in the mod to decrease stabilty.
Instead of barbarian cities, you should put independent civs. using them the same way Rhye does.

Another thought I had was combined the Final Frontier mod with this mod. When you research a tech (Faster than light travel etc.) it goes into something like the final frontier mod. If you do this, what you could put is the unity of the planet. Example: You're the american civ and research the Faster than light travel tech and you go into the final frontier mod. Yet, the japanese and the russians have researched faster than light travel too. You would than get a third of that planet's production, assuming that there is only three civs on the planet. The amount of production, food, and commerce for each planet would have to be much higher for this to work.
 
I've always found espionage to be a rather superfluous aspect as I can never generate enough point without loosing huge amount of money or sacrificing science.

Inn/Tavern - like a hotel, only starting from an earlier time period. Gives Espionage based on proximity to foreign territory/open borders/percentage of foreign influence. This way you can make use of border cities that are getting considerable foreign influence. A further bonus to espionage with Wine (ply them with drink to loosen their lips kinda thing).

Could also generate happiness, wealth.

Also, maybe some civics concerning immigration, border control, and international relations. Start off with something like 'Suspicion' ("We don't take kindly to foreign folk round these parts" *brandishes pitchfork*). Other ones later like:

National Purity - increases unhappiness in cities with considerable foreign populace, but pushes it down in favour of your own faster - loose relationship points with other civs (except maybe other purists?) subsequently
Limited Entry - Free specialists (to represent picking and choosing which immigrants you want in your society), high maintainence to keep such a tight control
 
Woah, i just played one game, and noticed, barracks and harbor gives both 49 happines, if you built them both you got 99 happines your town. Why they give so much happines? :confused:

And when i reseached that technoly what obsolets barrack, most of my town go to unhappiness. I think its very unbalaced.
 
Zap

Serious man congrates on such an awesome mod, thank you so much for the hours and hours of entertainment you have given me.

I cannot play vanilla BTS anymore, its just dull compared to this.

So some feedback. Well i'll keep it short for now and post more detail later.

Main concern, yes the dreaded CTD. Only solution I have found, which is a temporary one is to do a full reinstall of all of Civ. After doing that 5 times, i am planning on giving the Civ a rest whilst I eagerly await V2. I can happily provide the error messages generated if it help you. I have several saved games just before the CTD. Wish i could help more than that but I am no coder. I have tried going back saves, doing different stuff, to nail down a game aspect that may cause the issue but nothing particular seems to trigger it. I never get the issue with vanilla so I guess something is up.

Second issue. Religion. I find it very easy to get 4-5 religions plus the money building for each. This can get extremly lucrative if you plan to get 3 or 4 of those religions into one commerce city. 100% science in thge early ADs and still generate 100s gold each turn. Couple this withe widers that give you money for religion and well SE and CE seem almost redundant :) This also seems a little unrealistic. Suggest limiting holy cities to one or two max religions only and if possible make some changes to the tech tree to stop easily getting hindu/jud/conf/christianity/islam. Bud and Toa for some reason seem more difficult to get as well, maybe thats just me but seems consitant over many games.

Later tech. Yep it is simply to get 1 tech per turn. Bear in mind i guess i play Prince but i reckon there are a few too many money and sci boosters. Doesnt make sense to build some wonders that give 50% boost when a ebank will do the same thing for example

Speaking of wonders. The middle ages wow there are so many cool ones to build! Yeah i love wonders regardless the experts tell you to plan ahead and avoid the wonder love. i cant help it :) Other ages they seem more spaced out. Would be good as well to make them more different. So many give +100% sci or free techs, even if you miss one you get the other, more induvidualism would be good. Difficult i know with only a limited number or variables to fiddle with

The wonder limit, personally i like the idea, encourages more ballanced and therefore more realistic cities. It is frustrating though that building the early ones basically means you best cities dont get to build the later ones, so i end up building the three gorges in some crappy 10 pop city with 3 hammers buy just paying the 40k (as by this stage money is so easy to come by). Any way of making old/phased out wonders not count to this limit?

Culture - good skills on the 22500 target, very balanced imho

Navy - seems a bit of a lag between galleons -> destroyers. Ironclad are useless if historical and iron frigates seem so much better than SOtL or MoW so i never build those.

Nanite Clouds - funny but stupidly hard. Conquest is easy once you have them (especially vs riflemen :) )


As mentioned before by other - forge needs to be phased out by steel mill and grocer/market by shopping malls etc etc

Settlers that build cities with buildings is not the solution, the problem mainly comes when conquering cities and having to build everything from stratch again. Is there a way of limiting the cities capbailies in another way for a set number of turns? Licke revolting by not stopping anythign happneing just reducing output by a staggered ammountover time or something? like a slowly reduced penalty to ham/beakers/culture -80%, -60% etc?

Diplomacy - need to reduce vassalage, makes sense in the middle ages not the modern world - can it be voided once Emacipation discovered or Free Speech or something?

Coffee/Cotton, yeah you know about this one

Hopefully Civ 5 will seriously revamp this. Gets very frustrating after 2000 years of peace with Shaka and nothing but yellow faces and +10 opion and he still declares war on you


Anyhow gotta go sleep its 1am and work tomorrow

Look forward to v2, even if its just balancing and bug fixes and no extra content
 
I have been looking forward to an update for quite some time, one of my all time fav MODs, lost of choices for leaders and new wonders/buildings etc. 1 thing I notice missing from several MODs is technology leaking with trade routes, I really enjoyed that, any plans on incorporating this?

Keep up the good work, can't wait for v2.0!
 
I have been looking forward to an update for quite some time, one of my all time fav MODs, lost of choices for leaders and new wonders/buildings etc. 1 thing I notice missing from several MODs is technology leaking with trade routes, I really enjoyed that, any plans on incorporating this?

Keep up the good work, can't wait for v2.0!
At the moment Enhanced Tech Conquest is included which means that you get certain % for one tech when you conquer enemy cities but Tech Leak mod component isn't merged since it has not been updated to BtS version yet.
 
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