Rise of Mankind v2.0 discussion

Great mod. I just downloaded it and love the changes. No complaints. (however, im a big fan of the old "wonder-rush" since civ2. i changed the 4 wonder limit to no limit, just because I love a ridiculous capital...industrious leader combined with 4 or more mines is a recipe for insanity)

Anyway, I had been thinking about something I wanted to see, but not being a coder/programmer I have no idea where to start. How about a new "prehistoric era?" Im sure its been thought of before, but it bears repeating and I cant be bothered reading posts checking on it. It wouldnt necessarily be long lasting era, just something to add a little more dimension to the early game, with simple techs that make historical sense as precursors to to the ancient techs.


Starting out with 4 "nomads" a generic unit capable of defending itself(like the settlers in civ2) which can be "promoted" when appropriate techs are discovered.

All start with the same 4 basic techs...Communication, Scavenging, Primitive Tools, and Spiritualism. You gain prehistoric "research points" by a different system, maybe through exploration or discovery, or killing wild animals.

A brief summary of the tech tree that I was thinking of. Some of the ancient techs would be changed.

Spoiler :
Communication
->Language
---->Chiefdom
-------->Labor(allows unit worker)
------------->Wheel(ancient tech, w/stone tools)
-------->Ornamentation(reveals gold, silver, gems)
-------------->Allows Mining(ancient tech, w/woodworking and stone tools)

Scavenging
->Hunting(reveals game, allows unit hunter)
---->Tracking(ancient tech, w/weaponcrafting and shelters)
---->Cooking(w/fire, reveals salt)
---->Hideworking
-------->Clothing(allows unit scout)
--------------->Weaving(ancient tech)
-------->Shelters(w/woodworking, allows settler)
->Foraging(reveals wheat, corn, rice, potato)
---->Agriculture(ancient tech)
---->Herbalism(w/shamanism)


Primitive Tools
->Stone Tools
----->Weaponcrafting(allows warrior)
--------->Toolcrafting(ancient tech)
->Woodworking
----->Shelters(w/Hideworking, allows settler)
----->Fishing(ancient tech)



Spiritualism
->Shamanism
----->Dreamwalking(reveals dye, hemp :smoke: )
---------->Ritualism(ancient tech w/fire)
---------->Herbalism(w/foraging, allows bldg herbalist)
->Animism
----->Fire
---------->Ritualism(ancient tech w/dreamwalking)
---------->Cooking (w/hunting, reveals salt, allows bldg firepit)


Hunting is now a prehistoric tech and ancient tech hunting replaced with "tracking"

Stone tools is now a prehistoric tech and ancient tech stone tools replaced with "toolcrafting."

Anyway, just a few thoughts
 
First of all: great job on your Mod, it is really fantastic!

Now, I don't really know much, that could enhance RoM, but since I have some problems integrating those very nice Civ-Modules from DWOLF (Nazi Germany - besides original Germany - Iran, Iraq, etc.) myself, I would be very happy, if you could add those to the next version of the mod. And maybe you could add those Features from DalesCombatMod (for more than 18 Players). The extra-stuff is for 18 players and as expected, I have no idea how to successfully integrate the changed dlls without geting one error after the other.

And one more thing i was wondering about was the civics. I am trying to keep an overview, but it is really irritating when you switch from one to another. Is it possible to somehow display what will be the actual consequences? The listing of 'intended' effects ist good, but I'm always a bit surprised about how it actually turns out. Maybe a box someplace where the consequences of the intended change are listed shortly?
 
First of all: great job on your Mod, it is really fantastic!

I totally agree with that!! :)

chips2150 said:
And maybe you could add those Features from DalesCombatMod (for more than 18 Players). The extra-stuff is for 18 players and as expected, I have no idea how to successfully integrate the changed dlls without geting one error after the other.

Would like to have more than 18 players, too. Probably with a second dll to download as an alternative to the original RoM-gamecoreDLL?
 
I would like to suggestthe additions of GIR 's wonders just a thought
 
1. What mods or mod components should be combined?
Dales Ranged Combat Mod

2. How should unit/building/wonders/tech costs be changed?
There should be more time inbetween units requiring copper and units requiring iron. I find in most of my games

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

Give each of them either a unique unit or a unique building

9. What resources & improvements could be added?

Different levels of farms. Like a basic farm would take 4 turns to construct and give +1 food while a more advanced one would take 7 turns and give +2 food.

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

Resources like horse and deer will relocate occasionaly and if you overfarm things like corn they will run out (but if you don't they can become domesticated and produce a bigger bonus or spread around to nearby irrigated tiles. If you're not sure what I'm talking about google wild banana. Huge difference, it was breeded to yeild more food)

11. What events could be added?

If you're city is really unhealthy a plague could start and spread around to other cities forcing you to spend money on better healthcare and channel research to a cure or watch your people die

12. Other changes?

Change around resources. Make like an axeman require 5 copper and lets say mines give out 3 copper a turn (though this varies, you'd have to research better mining techniques and upgrade your mines to get more, plus luck would be a factor since different hills will have different amounts of copper and it will eventually deplete forcing you to build mines on tiles you dont use searching for copper). Allow people to trade lets say 30 pieces of copper for 10 pieces of gold with the computer or 3 pieces of copper a turn in return for 1 piece of gold. Having access to gold would let you build stuff which makes your citizens happier/produce culture and the like (jewlers and like gold monuments for example)

I'm lazy so I'm going to copy+paste what I said in another thread :p

Oh, I have a question about religion. The religions in this game seems kind of unbalanced. The temple of Solomon (which is the Jewish shrine, the 2nd oldest religion) gives +2 research and +1 gold per Jewish city while something like the shrine for Christianity only gives +1 gold or the Confucian shrine gives morale or the Tao Monastery gives martial arts. I tweaked around the values so that religions founded later on give more bonuses and spread easier (Islam has 90 as it's spread value and cities with it give +2 gold and +2 culture while Hinduism has 70 as it's spread value and gives +1 gold, +1 culture)

And 2 of your civics conflict, you can have capitalism and state property which are opposites. In a capitalist society the means of production are privately owned while in a society with state property everything, including the means of production are owned by the states

Also I think you tweak the traits, like make spiritual leaders build monasteries/missionaries faster, expansive leaders build settlers slightly faster and make protective leaders build archers/longbow men faster/get happiness from castles and walls and other stuff. And adding a third trait would make things more interesting (like productive, where tiles with 3 hammers get an extra one or seafaring, where naval units get like +10% strenght and +1 movement)

And if you change around the religious bonuses then you should find a way to increase the amount of gold needed (with like 1 or 2 religions you can easily be at 100% research bringing in like 100 gold a turn. Maybe increase matenence/inflation/civic upkeep)

Last thing, I'm not sure if you've changed this but you should make sacrifical alters require paginism or obsolete with like monotheism as in previous games I'd build them at like 1600 AD which doesn't make too much sense

Last last thing, maybe stop the AI from badgering you and asking for technologies after a certain point and stop them from asking you to declare war on your allies or stop trading with people as at harder difficulties it's quite a nuisence since diplomacy can be a major part of the game but there's no chance of like winning an election for the apostic palace if everyones either '-4 you refused to stop trading with our worse enemy' or '-4 you stopped trading with us'. So if someone asks you to stop trading with someone and you refuse there should only be a small hit to your relationship (like -2 but it's shortlived) and you accept there should be a bonus like '+2 you stopped trading with our enemies'

__________________
 
Do you know how you can build 7 units of the same kind in a city and it still takes the same amount of turns to build them all 7 times?
It would make since if cities could construct units 20-30% faster if they have been building them repeatedly, after all they should have become more efficent at training those units if they have built so many within the last 30 or so turns.

I also have an idea about a national wonder, you could call it say "National Engineering Systems". And this wonder would make it to where all cities in that nation can construct any city improvement 20-30% faster if it has already been built 5 times since the wonder was built. Think of it has a government controlled engineering company. (Or, on second thought, perhaps instead of being a national wonder this feature could be added to a Civic, one of the Communist/Socialist types)

It may be too much trouble to program it, but I just wanted to throw out the idea.;)
 
I think some new Civilzations would be a cool additon; like the swedish empire or australia :O

apart from that; amazing mod and I am looking forward to the next version;

A question though; does civilisation allow for the whole call of power style sea worker? I loved call of power's ablity to make underwater cities and roads; added a whole new branch to the game. I gather the whole space city idea wouldnt work (the other city type in CTP1) but underwater cities would be really cool if they were possible in civ 4.
 
I think some new Civilzations would be a cool additon; like the swedish empire or australia :O

apart from that; amazing mod and I am looking forward to the next version;

A question though; does civilisation allow for the whole call of power style sea worker? I loved call of power's ablity to make underwater cities and roads; added a whole new branch to the game. I gather the whole space city idea wouldnt work (the other city type in CTP1) but underwater cities would be really cool if they were possible in civ 4.

underwater cities are possible in Civ4. Actually Visa mod for warlords has them.
 
Visa mod ey? Ill have to check it out if this one doesnt add them soon :O Thanks ^_^

Edit: maybe he could see if he could combine with the Civilisation 4 Gold mod for the new countries?
 
Visa mod ey? Ill have to check it out if this one doesnt add them soon :O Thanks ^_^

Edit: maybe he could see if he could combine with the Civilisation 4 Gold mod for the new countries?

You can add civs from Civ Gold to RoM yourself. It is relatively an easy process. In RoM folder find the assets folder and create a new folder there named modules in this one create another name it custom civilizations. Copy any civs you like from civ gold into this folder.

Note: for modular civs to work you have also to change one value in Rise of Mankind.ini. Open this file in notepad and there you will find the folowing

Code:
; Modular XML Loading
ModularLoading = 0

change it to
Code:
; Modular XML Loading
ModularLoading = 1
 
Note: for modular civs to work you have also to change one value in Rise of Mankind.ini. Open this file in notepad and there you will find the folowing
You should also edit little bit that modular civ and add new default civic options for it because RoM has 2 new civic categories and those modular civs don't have any default settings for them.. if not added, it will unbalance the game in the beginning because modular civ will have 3x Despotism. Also some starting techs might be incorrect for modular civs (they were changed from BtS defaults).
 
Good catch Zappara. It totally slipped my mind. However, it is natural that you know better :lol:

@SirCabbage and others

If you have a specific number of civs in mind (ones from the civ gold pack). I would prepare them for RoM compatibility and post them in one little pack.
 
Just wondering ... is it possible within the game to make it so cities can work tiles outside the fat cross? Like within all of its cultural borders? Just curious.
 
I'll answer each question as I get to them.

Sorry its so long, but I hope you like detail.

First my standard playing style:
Gigantic Map, Snail, 18 civs, Raging Barbs, Aggresive AI, Diety.


1. What mods or mod components should be combined?

Forts with cultural border and zones of control
http://forums.civfanatics.com/showthread.php?t=243427&page=2

More than 18 Civs
http://forums.civfanatics.com/showthread.php?t=192620

Enhanced Spies
http://forums.civfanatics.com/showthread.php?t=259221

Allow Cities to Produce Espionage (likw wealth/research/culture)
http://forums.civfanatics.com/showthread.php?t=249720

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


Buildings:
More upgradeable buildings. Some of the buildings you have listed in the 2.0 spoliers
seem to duplicate effects and concepts.

Increase the cost of the Accelerator
Rename Artist's guild to "Academy of the Arts" and make it only buildable by a Great Artist.
Make Advanced Quality Control only buildable by a Great Engineer
Increase the cost of Advanced shielding and Arcology Shielding
Double the cost of the Biological Warfare Lab
Make Ceremonial Alter cost the same as standard Temples
Increase the cost of the Cloning Factory
Increase the cost of the Info net
Rename Lab to "Alchemist's Lab", make it obsolete with Scientific Method instead of Chemistry

Make the Colossus require Bronze Working instead of Metal Casting
Make the Heroic Epic require Military Training in addition to Literature.
Make the SS Cockpit require Advanced Computers instead of AI.
Make the SS Stasis Chamber also require Hydroponics
Make Palace of Potala require Buddhism as the active State Religion
Make Alhambra require Islam as the active State Religion
Make Statue of Liberty require Rep. Democracy & Steel instead of Biology

Techs:
In general, a tech should cost more than it's most expensive pre-requisite tech.
You don't always follow that everywhere.

I have altered the tech tree to follow this reasoning, I believe I got all of them even if I forgot to mention some in the spoiler section (I put it in spoilers tags because it is so long)

I have also altered the pre-requisite tech requirement of a few techs, and eliminated some pre-req AND requirements which were redundant. (unneeded because a existing AND/OR requirement already had it as a prior pre-req in its chain)

Overall the general cost of the late era techs went up though considering the excessive and unbalancing amount of building bonuses to science we already get by then I think this is a good thing. (The late game building bonus quantities are still unbalanced by that can be addressed with building adjustments)

My Tech-Tree Re-balancing changes:
Spoiler :
Ancient Techs (currently 33 techs)
Make Metal Castings cost more than Pottery
Increase the cost of Chariotry Slightly (to make it more than Animal Husbandry)
Increase the cost of Trade (more than Animal Husbandry)
Make Seafaring cost More than Trade.
Make Writing cost more than Trade
Make Monotheism cost more than Writing
Increase the cost of Sculpture
Make Meditation cost more than Monarchy
Make Military Training, Meditation and Sculpture Classical Techs.

Classical Techs (currently 22 techs)
Make Usury cost more than Civil Service
Make Banking cost more than Usury
Make Literature cost more than Alphabet.
Make Drama cost slightly more than Aesthetics.
Make Machinery require Iron Working and Mathematics
Make Machinery, Canal Systems, Philosophy & Usury a Medieval Tech


Medieval Techs (currently 16)
Make Optics cost more than Machinery
Make Heraldry cost more than Feudalism
Make Sanitation cost slightly more than Canal Systems
Make Clockworks cost mre than Machinery
Make Banking cost more than Guilds
Make Paper cost more than Civil Service
Make Architecture cost more than Engineering
Make Invention cost more than Engineering
Make Gunpowder cost more than Invention
Make Matchlock cost more than Gunpowder
Make Perspective cost slightly more than Architecture
Make Political Philosophy Require Paper & Philosophy instead of Education.
Make Constitution Require Political Philosophy
Make Constitution cost more than Political Philosophy
Make Constitution, Invention, Architecture, & Perspective Renaissance Era Techs

Renaissance Techs: (currently 32)
Make Photography, Realism, Rifling, Nationalism, Explosives, Corporation,
Replaceable Parts & Military Tradition Industrial Era Techs.
Make Realism cost slightly more than Photography
Make Gunpowder cost slightly more than Education.
Make Matchlock cost slightly more than Gunpowder
Make Metallurgy cost slightly more than Gunpowder
Make Humanism cost slightly more than Printing Press
Make Divine Right cost more than Matchlock
Make Leadership cost more than Divine Right
Make Free Artistry cost slight more than Humanism
Make Juris Prudence also require Political Philosophy
Make Juris Prudence cost more than Divine Right
Make Liberalism cost more than Divine right
Make Mercantilsm cost more than Navigation
Make Economics cost more than Mercantilism
Make Social Contract cost more then Humanism
Make Flintlock cost slightly more than Leadership
Make Naval Tactics cost more than Navigation
Make Grand War cost more than Naval Tactics
Make Corporation cost more than Economics
Make Explosives require Flintlock in addition to Chemistry

Industrial Techs (currently 53)
Make Legalized Gambling, Modern Seismology, Radar, Logisitics, Mechanized Warfare,
Aviation, Amphibious Warfare, Machine Tools, Sonar, Modern Physics, Mass Media,
Armored Vehicles, Guerrilla Warfare, Electronics, Organic Chemistry,
Submarine Warfare and Plastics Modern Era Techs
Make Steam Power cost slightly more than Thermodynamics
Make Refining cost more than Scientific Method
Make Military Science cost more than Scientific Method
Make Marxism require Rep. Democracy instead of Biology
Make Marxism cost more than Rep. Democracy
Make Labor Union cost slightly more than Marxism
Make Agricultural Engineering cost more than Medicine
Make Screw Propeller cost slightly more than Steam Power
Make Semi-Automatic weapons cost more than Steam Power
Make Artillery cost more than Semi-Automatic Weapons
Make Combustion cost more than Railroad
Make Psychology require Medicine instead of Assembly Line
Make Psychology cost slightly more than Medicine
Make Refrigeration cost more than Electricity
Make Fission cost more than Electricity
Make Modern Sanitation cost more than Medicine
Make Flight cost more than Combustion
Make Motorized Transportation cost more than Combustion
Make Fascism cost slightly more than Psychology
Make Civil Engineering cost more than Modern Sanitation
Make Communism cost slightly more than Labor Union
Make Mass Transit cost more than Motorized Transportation
Make Automatic Weapons cost more than Industrialization
Make Submarine Warfare cost more than Industrialization
Make Fission require Industrialism
Make Compulsory Education cost more than Psychology
Make Organic Chemistry cost more than Compulsory Education
Make Electronics cost more than Plastics
Make Guerrilla Warfare cost more than Radio
Make Armored Vehicles cost more than Automatic Weapons
Make Mass Media cost slightly more than Electronics
Make Modern Physics cost more than Electronics
Make Sonar cost more than Electronics
Make Machine Tools also require Refining
Make Machine Tools cost more than Industrialization
Make Amphibious Warfare cost more than Armored Vehicles
Make Aviation cost more than Machine Tools
Make Mechanized Warfare cost more than Electronics
Make Radar cost more than Sonar
Make Modern Seismology cost more than Sonar
Make Legalized Gambling cost more than Mass Media

Modern Techs (currently 39)
Make Artificial Intelligence, Nanotechnology, Gene Manipulation, and Superstring Theory
Future Era Techs
Make Aerodynamics cost more than Radar
Make Vertical Flight cost more than Aerodynamics
Make Naval Aviation cost more than Radar
Make Laser cost more than Modern Physics
Make Biological Warfare cost much more than Electronics
Make Rocketry cost more than Aviation
Make Vertical flight cost more than Electronics
Make Tourism cost slightly more than Aerodynamics
Make Nuclear Power cost more than Computers
Make Guided Weapons cost more than Microchip
Make Jet Propulsion cost more than Manufacturing
Make Satellites cost more than Manufacturing
Make Computer Networks require Microchip instead of Computers
Make Computer Networks Cost more than Microchip
Make Space Flight cost more than Satellites
Make 3D Modeling cost slightly more than Computer Networks
Make Stealth cost more than Composites
Make Modern Warfare cost more than Robotics
Make Space Stations cost more than Robotics
Make Communication Networks cost slightly more than Globalization
Make Virtual Reality cost more than Globalization
Make Recycling cost slightly more than Globalization
Make Magnetic Levitation cost more than Superconductors
Make Unmanned Air Vehicles cost slightly more than Modern Warfare
Make Knowledge Management cost more than Virtual Reality
Make Artificial Intelligence cost more than Communication Networks
Make Nanotechnology cost much more than Superconductors
Make Gene Manipulation cost more than Genetics
Make Superstring theory cost more than Magnetic Levitation

Future Techs (currently 36)
Make Automated Traffic more than Communications Networks
Make Space Colonies cost more than Space Stations
Make Smart Dust cost more than Nanoelectronics
Make Nanobotics cost more than Nanoelectronics
Make Weather Control cost more than Nanobotics
Make Regenerative Medicine cost more than Anti-Aging Medicine
Make Aquaculture cost more then Ecological Engineering
Make Environmental Economics cost more than Ecological Engineering
Make Hydroponics cost more than Ecological Engineering
Make Homo Superior cost more than Bionics
Make Cryogenics cost more than Homo Superior
Make Sentient Earth cost more than Terra Computer
Make Shielding require Advanced Computers instead of Computers
Make Future Tech cost more than Cryogenics


I've attached the modified CivTechInfo.xml so you don't have to do all the work if you decide to use these suggestions.
 

Attachments

I hope that in the next release "bombard range" will be into the package, because it doesn't work for me :(
If someone has any idea for to work it, please say me

Thanks a lot ZAPPARA
 
I hope that in the next release "bombard range" will be into the package, because it doesn't work for me :(
If someone has any idea for to work it, please say me

Thanks a lot ZAPPARA

Assuming that you mean "ranged bombardment" (being part of Dale's combat mod), I did have the same problem.
I did a complete reinstall of Civ4/WL/BtS/RoM 1.02 (with Kalimakhus's stuff) to get it back again.

Takes around 1 hour or so, if you have everything prepared (meaning that you have all the patches/updates somewhere on your HD, so that you just have to run them in the right moment).
 
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