digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Firstly, a summary of the mods I use. Rise of Mankind is probably the third best mod out there. Although it is a little slow to run, it adds so much more immersion without being unbalanced. There is a mod-mod, A new Dawn (AND), which I also use, and find that to be the best mod out there. Sure, if you don't know what you are doing, then you will have an unbalanced game, but it adds even more depth and immersion to an already amazing mod, which in itself adds a huge amount of depth to an already impressive game!
So, if you want to play along, load Rise of Mankind 2.91, and then install on top of that A New Dawn version 1.72. Remember to install these components, and ONLY these components (Most of the others are unbalanced slightly, or have rather nasty bugs... but you can still play with them if you want!)
{Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} {No Storms} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Guilds {Modern Corporations} {Coal UI} {Improved Artwork} {Airbase Range} {Civic Diplomacy} {Better Air Interception} Research Wilderness {Trading Posts} {Spy Satellites}
The number of game options, and DCM options available is also absolutely overwhelming, but I prefer to play with all the DCM settings off (except for Super Spies). Finally, here are the game settings:
No Tech Brokering
No Vassal States
Rising Seas (Global Warming can cause some tiles to turn to coast. Regardless, GW is now more 'realistic' in that it is graduated (IE. Turns tundra into grassland, and plains into desert, for example). Unfortunatly, nuclear accidents and nuclear weapons still cause Global Warming, but meh.)
Revolution mod (Your people occasionally rise up against you)
Inquisitions (Adopting Intolerant will allow you to build Inquisitors to remove non-state religion, to purify your people!)
Barbarian Civ (Barbarian cities can form new civilisations!)
Tech Diffusion (Technology slowly spreads around, from the technologically superiour to the backward nations. Quite slowly!)
Dynamic Civ Names (Gives civs new names dependant on thier size and civics. The German Tribe, the Kingdom of Germany, the German Republic, or even the German Reich!)
Multiple Production/Research (Can build more than one building/unit / research more than one tech if you have the hammers or beakers)
Usable Mountains (Peaks give 3
, units can move onto them with the Mountaineering tech, and cities can be built on them with the Algebra tech! They give a 75% defence bonus)
Advanced Diplomacy (Civs forget very old war declarations etc. Also allows trading of units (unbalanced ATM, so I don't use it), and opening of Embassies!)
Assimilation (Captured cities build thier old civilisations UU and UB. They don't build your UU or UB)
Great Commanders (Great Generals can be used in battle. Instead of attaching them, or settling them, you can just leave them in a stack. Whenever a battle is fought in that stack, they gain xp, which can then be used to buy new promotions, which effect the ENTIRE stack. Quite powerful, but the AI knows how to use it)
And the civilisation the RNG gave me:


(PS. In this mod, citizens consume 3 food, not 2. To compensate, there are now many new food-based buildings that boost city size. As a result, RoM and AND cities are often LARGER than BtS cities, even though they consume 33% more food!
Finally, before we start this story, victory conditions:
Oh, and I am playing Noble Difficulty, but on a rather tough map (Earth2), as I keep on getting slaughtered by the aggressive AI in the early game at Prince. (Partly due to Better AI, partly due to a 'bug/feature' where the AI's response to imminent civilization collapse caused by Revolutions is to declare war on an easy target and try to gain some cities to placate the people)
The victory condition is the new Mastery Victory. In short, it overrides all the other victory conditions, and instead gives you mastery points for achieving certain victory conditions (as well as land area controlled, etc. etc.) In short, if you are doing well, you win. You don't win by having 1 warrior and 5 legendary cities, nor by abusing the AP, although those help ... victory needs to be EARNED) However, this being Noble, I plan to have two goals at the end:
Goal 1: Control the entire world. Yes... that is right. With revolutions on (In which your nation can be split apart due to cultural and religious differences, large empire sizes, distance from a palace, and war), I shall conquer the entire planet, incuring every single one of the ways my people can rise up against me!
Goal 2: Construct the Ascension Gate. I haven't done this before, but it seems interesting. Basically, it is a construction which is similar to the Space Ship, but is instant, always wins the game (if Scientific Victory is on, and Mastery Victory is OFF, in this case it won't do anything), comes REALLY late (even after the space ships, slightly), and, oh yes, reduces the population of EVERY CITY by 30. Population control ^.^
I have already played through a fair amount of the game, so sorry all those who would like to discuss initial city setup, but feel free to ask questions about the mod, or make suggestions about how I can do this to make it entertaining
So, if you want to play along, load Rise of Mankind 2.91, and then install on top of that A New Dawn version 1.72. Remember to install these components, and ONLY these components (Most of the others are unbalanced slightly, or have rather nasty bugs... but you can still play with them if you want!)
{Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} {No Storms} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Guilds {Modern Corporations} {Coal UI} {Improved Artwork} {Airbase Range} {Civic Diplomacy} {Better Air Interception} Research Wilderness {Trading Posts} {Spy Satellites}
The number of game options, and DCM options available is also absolutely overwhelming, but I prefer to play with all the DCM settings off (except for Super Spies). Finally, here are the game settings:
Spoiler Game Settings :
No Tech Brokering
No Vassal States
Rising Seas (Global Warming can cause some tiles to turn to coast. Regardless, GW is now more 'realistic' in that it is graduated (IE. Turns tundra into grassland, and plains into desert, for example). Unfortunatly, nuclear accidents and nuclear weapons still cause Global Warming, but meh.)
Revolution mod (Your people occasionally rise up against you)
Inquisitions (Adopting Intolerant will allow you to build Inquisitors to remove non-state religion, to purify your people!)
Barbarian Civ (Barbarian cities can form new civilisations!)
Tech Diffusion (Technology slowly spreads around, from the technologically superiour to the backward nations. Quite slowly!)
Dynamic Civ Names (Gives civs new names dependant on thier size and civics. The German Tribe, the Kingdom of Germany, the German Republic, or even the German Reich!)
Multiple Production/Research (Can build more than one building/unit / research more than one tech if you have the hammers or beakers)
Usable Mountains (Peaks give 3

Advanced Diplomacy (Civs forget very old war declarations etc. Also allows trading of units (unbalanced ATM, so I don't use it), and opening of Embassies!)
Assimilation (Captured cities build thier old civilisations UU and UB. They don't build your UU or UB)
Great Commanders (Great Generals can be used in battle. Instead of attaching them, or settling them, you can just leave them in a stack. Whenever a battle is fought in that stack, they gain xp, which can then be used to buy new promotions, which effect the ENTIRE stack. Quite powerful, but the AI knows how to use it)
And the civilisation the RNG gave me:


(PS. In this mod, citizens consume 3 food, not 2. To compensate, there are now many new food-based buildings that boost city size. As a result, RoM and AND cities are often LARGER than BtS cities, even though they consume 33% more food!
Finally, before we start this story, victory conditions:
Oh, and I am playing Noble Difficulty, but on a rather tough map (Earth2), as I keep on getting slaughtered by the aggressive AI in the early game at Prince. (Partly due to Better AI, partly due to a 'bug/feature' where the AI's response to imminent civilization collapse caused by Revolutions is to declare war on an easy target and try to gain some cities to placate the people)
The victory condition is the new Mastery Victory. In short, it overrides all the other victory conditions, and instead gives you mastery points for achieving certain victory conditions (as well as land area controlled, etc. etc.) In short, if you are doing well, you win. You don't win by having 1 warrior and 5 legendary cities, nor by abusing the AP, although those help ... victory needs to be EARNED) However, this being Noble, I plan to have two goals at the end:
Goal 1: Control the entire world. Yes... that is right. With revolutions on (In which your nation can be split apart due to cultural and religious differences, large empire sizes, distance from a palace, and war), I shall conquer the entire planet, incuring every single one of the ways my people can rise up against me!
Goal 2: Construct the Ascension Gate. I haven't done this before, but it seems interesting. Basically, it is a construction which is similar to the Space Ship, but is instant, always wins the game (if Scientific Victory is on, and Mastery Victory is OFF, in this case it won't do anything), comes REALLY late (even after the space ships, slightly), and, oh yes, reduces the population of EVERY CITY by 30. Population control ^.^
I have already played through a fair amount of the game, so sorry all those who would like to discuss initial city setup, but feel free to ask questions about the mod, or make suggestions about how I can do this to make it entertaining
