Rise of Mankind v2.0 discussion

For people interested in RevolutionDCM Add-On for RoM, you can get the updated version for RoM 2.0 now from here: http://forums.civfanatics.com/downloads.php?do=file&id=9087

For discussion and bug reporting follow the link in my signature.

The Add-On currently has Revolution 1.4 and DCM 1.5. For any sub-components that were already added in RoM2.0 like Civ4lert and Commerce break-down, I kept the implementation that Zappara used.

More components will be added to the Add-On. On top of my list is IDW. I had just a little time for modding so Weekends are when new updates can be expected. As Zappara said "patience is a virtue".

Hope you all enjoy RoM2.0 and the Add-On.
 
Kalimakhus,

Is/can the DCM stand alone or combined with Revolution?

I like DCM but have a real problem understanding Revolutions.

Suppose I should read more about it.

Edit: in the right thread of course! :p ;)

JosEPh
 
could u Zap think about changing industrious trait that it would give more hammers and remove that 50% wonder bonus? :P

or explain how to change that? :D

it could be something like every plot that gives 5 or more hammers gives one extra.

i think no-one should be given WW bonus, and creatives could have somekind of NW bonus.

@Joseph
theres nothing wrong about Revolutions mod, i think its rather cool.. ;)
 
The research booster wonders ( platos academy, copernicus observatory, einsteins laboratory, edisons workshop, leonardo's worskhop, etc) are all INSANELY OVERPOWERED AND BALANCE CRUSHING.

Why?

Because you can put them all in one town. I had a friend who, on Epic/standard, had something like 27,000 research PER TURN.


Basically once he got Einsteins lab ( after having built the other stuff earlier in the game, so he was still in one of those lightsabers vs muskets scenarios before that, just not as obscenely) it was all over. Computer Center etc just made it worse.

Is it possible to maybe.. NERF THE HELL out of the insanely overpowered wonders in this mod?

I want to love this, but you might as well call it Rise of the IND trait. Wonders are too epic in power in this. Way too much so.
 
The research booster wonders ( platos academy, copernicus observatory, einsteins laboratory, edisons workshop, leonardo's worskhop, etc) are all INSANELY OVERPOWERED AND BALANCE CRUSHING.

Why?

Because you can put them all in one town. I had a friend who, on Epic/standard, had something like 27,000 research PER TURN.


Basically once he got Einsteins lab ( after having built the other stuff earlier in the game, so he was still in one of those lightsabers vs muskets scenarios before that, just not as obscenely) it was all over. Computer Center etc just made it worse.

Is it possible to maybe.. NERF THE HELL out of the insanely overpowered wonders in this mod?

I want to love this, but you might as well call it Rise of the IND trait. Wonders are too epic in power in this. Way too much so.

THE THOUSAND NATIONS OF THE INDUSTRIOUS EMPIRE DESCEND UPON YOUR PRIMITIVE CIVILIZATION :scan:
 
Can someone explain to me why a Light Take requires Mechanized Warfare, Radio and Oil Products while a Tank and Heavy Tank only require Mechanized Warfare and Oil?
 
u are mistaking?
light tank requires Mechanized Warfare, Radio and Oil Products,
tank requires Oil Products and higher techs than radio, example radar, which needs radio etc.

are u sure ur running latest version?
 
@Joseph
theres nothing wrong about Revolutions mod, i think its rather cool..

I didn't say it had anything wrong, just that I have a hard time undrstanding how to handle it. :)

JosEPh
 
New version of the RevolutionDCM Add-On is available for download here: http://forums.civfanatics.com/downloads.php?do=file&id=9087.

Thanks to Glider1's hard work the Influence Driven War component is now integrated into the Add-On. Also Revolution is updated to 1.42.

I haven't got enough time to test this thing beyond playing a number of turns and conducting an early rush (a victorious one if this should matter :) ). Your feedback is needed and much appreciated.

Remember to apply Zappara's patch if you have his extra civs pack add-on. If you don't have it, well you don't need the patch but you also miss the fun of having a great number of civs. It is especially nice to have a great variety of civs with Revolution as new Barbarian civs and Rebels can have a wider pool to be drawn from.
 
Hi. I really love the RevolutionDCM mod , especially now with the IDW added and i thought that maybe the Immigration Mod would complement the package nicely - in interaction with Revolutions and IDW it would really make the things much more complex and realistic (with all those ethinicities mixing etc. ).Also, Immigration was always one aspect which i really missed from Civilization-like games.

Would it be possible to add Immigration mod into the package ?
 
hi i have an issue i always used village/helmet/town on flatland once i research the railroad i can't build road anymore (in real life road and railroad can be in the same town) after that when the railroad is over the town i will lost 1 hammer on that plot

is this a mistake or zappara did it on porpose

thank you
 
Playing as New Zealand, who should be the first one to threaten me?



LOL.
 
Nordfeldt, have patience. (Zappa has said this himself before)
I'm sure Zappara will have the patch out in a couple weeks.
 
Something I wanted to bring up, there appears to be a descrepancy in bonuses that certain religions bring over others, that i think RoM should address. The newer religions appear to be pretty balanced in and of themselves, seeing as they have no monastaries their temples provide acceptable bonuses across the board. But, for example, Judaism's holy city shrine gives +2 gold & +1 science per city with Judaism (which I think is a tad bit over powered), and Buddhist & Tao temples provide health in addition to the regular culture + happiness benefits. This makes certain religions the "go-to" religions, that we strive hardest for, and others not so desireable. I think all religions should be tweaked to provide benefits beyond just the standard happiness + culture to make them all equally desireable, or desireable dependent on your gaming strategy and preset victory conditions ;) The newer religions appear to be pretty balanced in and of themselves, seeing as they have no monastaries their temples provide acceptable bonuses across the board.

For example (and these are just rough ideas):

1)Judaism. The Holy City Shrine produces 2 Gold per city instead of just 1, as well as 1 science. I think this is pretty overpowered imho. Maybe we could adjust this to have the shrine produce the standard 1 gold and no science, but make the Jewish synagogue (which is naturally limited depending on number of jewish temples at a 4:1 ration) produce 2 or 3 gold. That way we still have the benefit of extra gold, but it requires the construction of synagogues.

2)Buddhism. Temples provide extra health. Looks fine to me. :)

3)Taoism. Temples provide extra health. Monastaries provide a vs.melee promotion to units from that city. Looks fine to me. :) Although, i do have some quick questions in regards to that one.. It only seems to apply to Melee units, not Archers or Siege, and i haven't played far enough ahead to see if it'll apply to Gunpowder units. Is this as intended? If so, thats fine, you might just want to edit the text for the monastery to state its only applicable to melee ;) And on another note, will the promotion still apply after the monastery goes obsolete? Thanks :)

3)Hellenism. Monastaries provide a bonus to military production. Looks fine to me. :) But again, will bonus still apply after monastaries are obsolete? And moreover, why does Hellenism have a monastary while not being able to make missionaries? :P

4) Christianity & Islam. And to a lesser extent Confucianism. Here is where I see the problem. I hardly ever strive for these religions, #1 they don't have any appriciable bonuses over, say, judaism or buddhism, and #2 (for Islam and Christianity) they are pretty far up the tech tree. The Cathedrals for each are decently balanced, but nothing special (islam & christianity get 50% culture, and confucianism 30% culter and 20% science). But again, between the 3, theres nothing special that makes me strive towards those religions. Is there something we can add to these to make them more desireable? Additional science at the holy city shrine for each city with religion? Or +science at the monastery or temple? +1 experience added to units with that religions temple or monastery? Maybe even a happiness, construction (regular or military unit), culture, or other commerce bonus to a religion building. Something, though, to make them more desireable to have and proliferate.

And discuss :D
 
1) Judaism will be changed. :)
3) Martial Arts promotion is set to be available only for melee units. I'm not exactly sure if units are able to get that promotion once the building has gone obsolete, but then again you can't really build melee units on industrial/modern times (except police squad).
4) Hellenic Wiseman = Hellenic Missionary so they have this unit type. The building has been named differently also as it is Hellenic Gymnasia, basically athletic school where people also learn religious values while training. I don't think they actually had any kind of monasteries for Hellenism so we have to have alternative. ;) I had few other choices for Hellenism, like Vestal Virgins which was religious group in Roman empire that served some Greek/Roman gods. Could have also added national Hellenistic wonders instead of monastery building type.
5) Christianity & Islam & Confucianism have not been changed much from original BtS versions. Christianity does get some bonus happiness, Islam & Confucianism holy cities have big bonuses. There was probably some other little changes here and there.. Oh, Islam does have new Great Wonder that works as government center ie. it reduces maintenance costs in nearby cities. For Christianity I've been toying with couple choices, allow them build more missionaries than other religions or give them 4th religious building type (church/chapel).
 
Is there a giant earth map adapted to RoM (i.e., resources and stuff).
 
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