RoM Latest Version

This "switch" in game can't be done without rewriting of the main aspects of the engine.
However you can do it yourself with a backup of critical files the patch changes, they are not too many.
 
Come on, Crows. It was "very thoughtful" of them to provide a patch in the first place! Don't start building castles in the air.
 
Version 2.7 Patch notes:

Spoiler :
Version 2.7
-----------

Mods
----
- Updated: RevolutionDCM 2.0->2.5
- Updated: Better BtS AI 0.70->0.78c
- Included: WoC_installer.jar which is a program to merge audio from modules. See WoC_Readme.txt in 'Rise of Mankind\Assets\Modules' -folder if you are going to use modules which add custom audio.

Units
-----
- Added: Android Worker, 200% work rate
- Added: Tesla Infantry
- Added: Anti-Personnel Mech
- Added: Fusion Submarine
- Added: Walker Droid
- Added: Thermobaric Tank
- Added: Stealth Armor
- Added: NLOS Cannon
- Added: Power Armored Infantry
- Changed: worker units can build Geothermal Factory
- Changed: Genetic Soldier has new graphics
- Changed: Super Soldier has new graphics
- Changed: Stealth Submarine upgrades to Fusion Submarine
- Changed: Mailed Knight str 16->14, defense bonus vs. archer removed, combat bonus vs. melee removed
- Changed: Light Swordsman units str 5->7 (Praetorian to 7->9), cost 40->60
- Changed: Swordsman str 9->10, cost 75->85
- Changed: Heavy Pikeman removed bonus vs. melee, removed defend 1st against mounted, moved to Education tech, requires Armor Crafting
- Changed: Maceman bonus vs. melee 60%->50%
- Changed: Pikeman moved to Siege Warfare
- Changed: Plasma armor moved to Dreadnought unit group
- Changed: Hover Tank moved to Dreadnought unit group
- Changed: Sentinel moved to Robot unit group, no longer require Cold Fusion
- Changed: Hi-Tech robot moved to Robot unit group, no longer require Cold Fusion, new button
- Changed: Rocket Artillery upgrades to NLOS cannon
- Changed: Missile Cruiser moved to Microprocessor, iPower 10->12
- Changed: T95 upgrades to Thermobaric Tank, no longer upgrade to other Armor units
- Changed: Modern Armor upgrades to Plasma Armor and to Stealth Armor
- Changed: Mechanized Infantry upgrades to Tesla Infantry
- Changed: Nanite Cloud belongs to Nanite Units group
- Changed: Fusion battleship no longer require Cold Fusion
- Changed: Stealth Destroyer no longer have UNITAI_ESCORT_SEA because the unit is invisible, iPower 10->12
- Changed: Musketman units no longer ignore building defense
- Changed: Rifleman no longer ignore building defense
- changed: Infantry no longer ignore building defense
- changed: Guerrilla no longer ignore building defense
- changed: Light Anti-air no longer ignore building defense
- changed: Flak 88 no longer ignore building defense
- changed: Marine no longer ignore building defense
- changed: Modern Marine no longer ignore building defense
- changed: Modern infantry no longer ignore building defense
- changed: Mercenary Infantry no longer ignore building defense
- changed: Armored Car no longer ignore building defense
- changed: Jeep no longer ignore building defense
- changed: BTR80 no longer ignore building defense
- changed: Mechanized Infantry no longer ignore building defense
- changed: Humvee no longer ignore building defense
- changed: Hitech APC no longer ignore building defense
- changed: Cuirassier no longer ignore building defense
- changed: Cavalry no longer ignore building defense
- changed: Machine gun no longer ignore building defense
- Changed: Police Squad no longer ignore building defense
- Changed: Automatons no longer ignore building defense
- changed: Cyborg no longer ignore building defense
- Changed: ACV no longer ignore building defense
- Changed: Scout mech has new graphics
- Changed: Nanite Cloud requires Nanobots
- Changed: Aegis Cruiser moved to Neural Networks


Python
------
- Fixed: Building upgrade lines
- Fixed: revoltIndex bug in CvGameUtils
- Added: Drydock -> Naval Yard upgrade line
- Added: Stable -> Knight's Stable upgrade line
- Changed: AI players are bit less likely to build Inquisitors
- Changed: AI player can build Inquisitors only when Intolerant civic is active (should cripple less AIs)
- Changed: Less gold gained from successful Inquisitions (20% of default setting)


Buildings
---------
- Added: Virtual Reality Theater
- Added: Barbwire Fence
- Added: Quantum Lab
- Added: Brewery
- Added: Cement Mill
- Added: Mind Storage
- Added: Incubation Center
- Added: Security Center
- Added: Farmscraper II
- Added: Farmscraper III
- Added: Hypermarket
- Fixed: Bomb Shelters can be built again (bug in RevDCM mod as well)
- Changed: Bazaar gives +1 health from Incense, obsolete at Applied Economics
- Changed: Bank commerce bonus 50%->30%
- Changed: English Stock Exchange commerce bonus 65%->45%
- Changed: Hotel commerce bonus 25%->5%, trade route modifier 0 -> 5%, +1 happiness per 25% culture rate
- Changed: Shopping district gold bonus 10->5
- Changed: Mind Control Center moved to Thought Scanning, hammer bonus -25% -> -10%, gold bonus 0 -> -10%, science bonus 0 -> -25%
- Changed: Broadcast Tower culture bonus 50%->30%
- Changed: Arena obsolete at Realism tech (same as Colosseum)
- Changed: Theater obsolete at Wearable Electronics
- Changed: Agora requires now Republic civic instead of Democracy (with democracy it would be obsolete before you can build it)
- Changed: Computer Network requires Telephone Network
- Changed: Info Net science bonus 50%->25%, requires Computer Network at least in 3 cities
- Changed: Academy obsolete at Computers
- Changed: Arcology shielding no longer add +1 trade routes
- Changed: Advanced Shielding no longer add +1 trade routes
- changed: Aluminum Factory is now National building, 5 allowed by player.
- Changed: Artist Guild obsolete at Mass media
- Changed: Bath house great people rate 25%->10%
- Changed: Casino commerce bonus 25% -> 10%, hammer bonus 0 -> -15%, no longer give happiness from tax rate
- Changed: Cloning laboratory science bonus 25% -> 0, great people modifier 25% -> 0
- Changed: Commercial Airport trade routes +2 -> +1
- Changed: Jewellery obsolete at Motion Pictures (tech enables Civilized Jewelers Inc)
- Changed: Laboratory space ship production 50% -> 20%
- Changed: Movie Theatre +1 happiness per culture rate 20%
- Changed: Nano factory hammer bonus 25% -> 0
- Changed: Rubber factory is now National building, 5 allowed by player
- Changed: Filling factory is now National building, 5 allowed by player
- changed: Steel Mill is now National building, 5 allowed by player
- Changed: Chemical Plant is now National building, 5 allowed by player
- Changed: River port +1 happiness from Alcohol
- changed: Harbor +1 happiness from Alcohol
- changed: Port +1 happiness from Alcohol
- changed: Commercial Port +1 happiness from Alcohol
- changed: International Port +1 happiness from Alcohol
- Changed: Bunker requires Cement AND (Iron OR Steel)
- Changed: Bomb Shelters requires Cement AND (Iron OR Steel)
- changed: Skyscraper requires Cement AND (Iron OR Steel)
- Changed: Hydro Plant requires Cement AND (Iron OR Steel)
- Changed: Nanofactory requires Nanobots

Gametext
--------
- Added: Pedia for some Transhuman techs
- Changed: Building defense info says now 'Defense (except vs. units with high explosives)' instead of 'defense (except vs. Gunpowder units)' due to change to most infantry units which no longer ignore building defense (this allows new defense building types to be used in later eras).

Unit artstyles
--------------
- Changed: African musketman graphics moved for African Arquebusier


Unitcombat groups
-----------------
- Added: Robot units group
- Added: Nanite units group


Fonts
-----
- Fixed: Font alpha channels (windows 7 Paint messed it up???)
- Added: New corporation icons to support Aaranda's and Vincentz's corporation modules
- Added: New religion icons to support AAranda's religion modules

Civics
------
- Changed: Communism +1 hammer from Plantation and Pasture (communal work)
- Changed: Planned +1 food from Plantation and Pasture

Projects
--------
- Changed: Encyclopedia gives techs from 2 known civs instead of 3

National Wonders
----------------
- Added: Nanite Lab
- Added: Orbital Hotel
- Added: Medical Clinic (does not yet produce Cognitive Enhancers...)
- Changed: Wall Street commerce bonus 100%->50%
- Changed: Centers for Disease Control requires 3 Hospitals
- Changed: Deep Space Research Institute science bonus 40% -> 30%, gold from power modifier removed
- Changed: Radio Telescope science bonus 50%->30%, space production bonus 10% -> 20%
- Changed: Space Laboratory 20% spaceship production in all cities, +10% science bonus, no longer give +1 science per specialist
- Changed: Manhattan Project science bonus 25% -> 10%

Great Wonders
-------------
- changed: Petra obsolete at Economics
- Changed: Adam Smith's Trading Company obsolete at Microprocessor
- Changed: Circus Maximus obsolete at Humanism
- Changed: Silicon Valley +10% science in all cities
- Changed: Technological Capital global great people modifier removed, +20% great people in this city, no longer give +2 experience in all cities
- Changed: Space Elevator space production 50% -> 25% in all cities
- Changed: Theory of Everything global great people modifier 100% -> 20%, no longer start Golde Age, +1 free specialist per city instead of +2, science bonus 50% -> 25% in this city, science bonus in all cities 25% -> 10%
- Changed: Three Gorges Dam requires Cement AND (Iron OR Steel)


Techs
-----
- Changed: Currency no longer give +1 trade routes
- Changed: Writing enables tech trading instead of Alphabet
- Changed: Homo Superior requires Biomimetics instead of Nanobotics
- Changed: Space Stations requires Microprocessor instead of Globalization
- Changed: Superstrong Alloys no longer require Nanobotics
- Changed: Bionics requires Cognitive Robotics
- Changed: Mesh Networks requires Neural Networks
- Changed: Sentient Earth requires Artificial Life and Quantum Computing
- Changed: Weather Control requires Quantum Computing
- Changed: Nanobotics requires Cognitive Robotics instead of Robotics, new button


Gamedefines
-----------
- Changed: Standard gamespeed set to Marathon (when mod is load, gamespeed defaults to this setting)
- Changed: Barbarian civs should get now 50% less units than before when they grow from minor to full civ (Revolution.ini)
- Changed: Revolution odds civs accept rebel offers 0%->10% (Revolution.ini)
- Changed: BaseReinforcementTurns 3->5 turns
- Changed: Most Infantry (Gunpowder units) no longer ignore building defense, some units like Paratrooper do ignore it still.
- Changed: National wonders per city increased from 3 to 4
- Changed: New World policy set to 1 (was 2, in Revolution.ini), new world can have both full and minor civs
- changed: Close Radius 8 -> 10 (Revolution.ini)
- Changed: Indexmodifier 1.0 -> 0.8 (Revolution.ini), AIs have bit less revolts than human player (AIs do not cope that well with civics which affect revolts)
- changed: Turns between revolts 8->12 (Revolution.ini)
- Changed: Deniedrevs 5->9 (revolution.ini)
- changed: Acceptedturns 10->14 (revolution.ini)
- changed: Acquiredturns 10->14 (revolution.ini)
- changed: Buyoffturns 10->14 (revolution.ini)
- Changed: Mintechsbehind 5->4 (revolution.ini)
- changed: FullEffectTechsBehind 8->6 (revolution.ini)
- changed: BonusTechsBehind 12->10 (revolution.ini)


Promotions
----------
- Changed: All promotions which are available for Hi-Tech units have been enabled for Robot Units
- Changed: Urban Tactics III +20% against Robot units
- Changed: Leader upgrade discount 100% -> 50% (bug in promotion system allows player to gain gold if upgrade discount is over 100% with certain promotions)

Gamespeed
---------
- changed: Normal game speed has now 700 turns (about 4 new turns per new techs, +170 turns total), end year remains at 2100AD
- Changed: Epic game speed has now 1050 turns (was 795)

Gamefonts
---------
- Fixed: couple alpha channel issues

Improvements
------------
- Changed: Fishing boats +1 food with Artificial Evolution
- Changed: Workshop +2 gold with DNA Computing and +1 hammer with Wireless Electricity
- Changed: Soylent Green Facility +1 food with Artificial Life
- Changed: Pasture +2 food with Artificial Evolution
- Changed: Camp +2 food with Artificial Evolution
- Changed: Windery +1 food with Artificial Evolution
- Changed: Cottage +2 hammer with Personal Robots, +1 food with Vertical Farming, +1 food with Organic Cities
- Changed: Hamlet +2 hammer with Personal Robots, +1 food with Vertical Farming, +1 food with Organic Cities
- Changed: Village +2 hammer with Personal Robots, +1 food with Vertical Farming, +1 food with Organic Cities
- Changed: Town +2 hammer with Personal Robots, +1 food with Vertical Farming, +1 food with Organic Cities
- Changed: Silk farm +1 gold with Plastic Electronics
- Changed: Windmill +2 gold with Wireless Electricity
- Changed: Watermill +1 gold with Wireless Electricity
- Changed: Plantation +1 gold with Vertical Farming and +1 food with Artificial Evolution
- Changed: Quarry +2 hammer with Androids
- Changed: Desert Windmill +1 hammer and +1 gold with Wireless Electricity
- Changed: Waste Refinement Factory +3 hammer with Teleportation
- Changed: Submerged Town +1 gold with DNA Computing, +1 hammer and +1 gold with Teleportation
- Changed: Extraction Facility +1 hammer with Teleportation
- Changed: Geothermal Factory +2 gold with Planetary Economics and +1 hammer with Teleportation


RevDCM changes
--------------
- Updated to BTS 3.19
- Updated Better BTS AI and docs to 0.78c
- Revolutions mod bug fixes - see Revolution docs
- Bug fix to barbarian civ component - see Revolution docs
- Fixed rare potential crash in IDW
- Revolutions new city distance calculations
- Changed financial/tax calculations that determine rev index and civ stability
- Inquisitor unit limited to XML limit in more cases.
- Ranged bombard help text updated and tested
- The "overwhelm doctrine" disabled .
- Python code in-place already since 1.110 to accept the WoC Lite interface module
- Fixed an asserts error to naval bombardment reported by Phungus420 (thanks Jdog5000)
- Fixed the loss of random events which occured in the SDK at release 2.00 (thanks Johny Smith).
- Rearranged the main interface buttons to fit the Revolution info button in-line.
- Merged in Thomas SG's scoreboard scroller (thanks!)
- Addition of /assets/modules/woc_installer.jar utility application
- German spy text translations (thanks to Chips2150)



=========================================================================================================


Version 2.7test2
---------------------

Mods
----
- Updated: RevolutionDCM 1.00->2.00, new DLL (includes WoC Lite) -> saved games from RoM v2.6x no longer compatible
- Updated: Advanced Combat Odds 0.4->1.00
- updated: Better BtS AI 0.60N->0.70F
- Added: Examine City at Conquest
- Added: OOSLogger

Techs
-----
- Added: Siege Warfare
- Added: Ceremonial Burial
- Added: Fermentation
- Added: Mounted Archery
- Added: Cartography
- Added: Caste System
- Added: Vassalage
- Added: Aristocracy
- Added: Crop Rotation
- Added: Armored Cavalry
- Added: Anatomy
- Added: Algebra
- Added: Armor Crafting
- Added: Smithing
- Added: Telegraph
- Added: Microprocessor
- Added: Applied Economics
- Added: Neural Networks
- Added: Space Tourism
- Added: Controlled Plasma
- Added: Biofuels
- Added: Cognitive Robotics
- Added: Rapid Prototyping
- Added: Quantum Teleportation
- Added: Metamaterials
- Added: Railgun
- Added: Micromechanics
- Added: Powered Exoskeleton
- Added: Wearable Electronics
- Added: Vertical Farming
- Added: Thought Scanning
- Added: Mind Uploading
- Added: Wireless Electricity
- Added: Artificial Evolution
- Added: Plastic Electronics
- Added: Biomimetics
- Added: Personal Robots
- Added: Smart Drugs
- Added: Quantum Computing
- Added: Teleportation
- Added: Artificial Life
- Added: DNA Computing
- Added: Warmachines
- Added: Advanced Warmachines
- Added: Organic Cities
- Changed: All new techs added by this mod use now generic sound when tech is founded
- Changed: Paper no longer allow Map trading, requires Guilds and education
- Changed: Navigation requires Map Making
- Changed: Monarchy requires Bronze Working instead of Military Training
- Changed: Monotheism req Priesthood moved from OR category to AND category
- Changed: Sacrifice Cult requires Mysticism
- Changed: Democracy requires Alphabet
- Changed: Sanitation classical tech
- Changed: Alphabet cost 300 -> 240, no longer enable tech trading
- Changed: Glass Blowing requires Bronze Working (2000BC in Egypt)
- Changed: Currency requires Writing and Metal Casting
- Changed: Civil Service requires Code of Laws
- Changed: Philosophy requires Literature
- Changed: Agricultural Tools button
- Changed: Political Philosophy requires Banking
- Changed: Compass requires Education or Clockworks, now Medieval era tech, cost 400->1400
- Changed: Optics requires now Invention, cost 750->1100
- Changed: Education is now Medieval era tech
- Changed: Music is now Classical era tech
- Changed: Chivalry requires Armored Cavalry
- Changed: Printing Press requires Invention instead of Machinery
- Changed: Divine Right requires Gunpowder
- Changed: Humanism requires Drama and Music
- Changed: Metallurgy requires Armor Crafting
- Changed: Grand War requires Nationalism
- Changed: Scientific Method now Renaissance tech
- Changed: Steam Power alternative requirement Scientific Method instead of Thermodynamics
- Changed: Thermodynamics alternative requirement Scientific method
- Changed: Steel requires Steam Power
- Changed: Semi-Automatic Weapons alternative requirement Steel
- Changed: Screw Propeller requires Steel instead of Steam Power
- Changed: Railroad requires Steel instead of Steam Power, no longer require Refining
- Changed: Refining requires Railroad
- Changed: Combustion requires Refining instead of Railroad
- Changed: Explosives requires Scientific Method
- Changed: Battlefield Medicine requires Anatomy
- Changed: Radio requires Telegraph
- Changed: Armored Vehicles requires now Motorized Transportation
- Changed: Amphibious Warfare requires Automatic Weapons, no longer require Armored Vehicles
- Changed: Sonar no longer has Electronics OR requirement
- Changed: Radar has Electronics as OR requirement, now Modern era tech
- Changed: Automatic Weapons requires Combustion instead of Industrialism
- Changed: Submarine Warfare requires Automatic Weapons
- Changed: Mechanized Warfare no longer require Modern Physics, requires Automatic Weapons
- Changed: Modern Physics no longer require Electronics, requires Flight
- Changed: Microchip renamed to Semiconductors
- Changed: Computer Networks requires Semiconductors
- Changed: Legalized Gambling is now Modern era tech
- Changed: Mass media is now Modern era tech
- Changed: Seismology is now Modern era tech
- Changed: Computers requires Modern Physics
- changed: Representative Democracy is now Renaissance Era tech
- Changed: Automated traffic requires Neural Networks
- Changed: Future era techs are now Transhuman era techs
- Changed: Artificial Intelligence requires Cognitive Robotics
- Changed: Genetics +1 health in all cities instead of +3
- Changed: Gene Manipulation +1 health in all cities instead of +3
- Changed: 3D Modeling requires Microprocessor
- Changed: Magnetic Levitation requires Space Stations instead of Space Flight
- Changed: Fusion requires Controlled Plasma
- Changed: Military Robots requires Communication Networks
- Changed: Stealth requires Globalization
- Changed: Nanoelectronics requires Plastic Electronics
- Changed: Anti-Aging Medicine requires Replacement Organs
- Changed: Human/Machine Interface renamed to Brain Machine Interface (term used by DARPA)
- Changed: Conglomerates requires Mesh Networks
- Changed: Superstrong Alloys requires Biomimetics OR Invisibility (Metamaterials path), Nanobotics now as AND requirement
- Changed: cold Fusion removed
- Changed: Writing has now AI weight 100 (AIs should go for this tech faster)
- Changed: Space Colonies button
- Changed: Terra Computer button


Events
------
- Added: Silver Rain event (deadly Nanite Cloud event ;))
- Fixed: Interstate event uses Highways instead of Roads (thought I had this fixed in previous patch...)
- Changed: Forty thieves Marsh terrain check added (uses all terrain types)
- Changed: Impact crater Marsh terrain check added (uses all terrain types)
- changed: Holy ritual Marsh terrain check added (uses all terrain types)


Buildings
---------
- Added: Naval Yard (building upgrade path not finished yet for this building)
- Added: Siege Workshop
- Added: Knight's Stable
- Added: Cannon Forge
- Added: Foundry
- Added: Pharmacy
- Added: Telephone Network
- Changed: High Walls moved to Siege Warfare
- Changed: Bath House constructed 25% faster with the help of Lead (pipes)
- Changed: Sewer System constructed 25% faster with the help of Lead (pipes)
- Changed: Nuclear Plant requires Lead
- Changed: Hospital +1 health from Lead (used in X-ray machine, negates 1 unhealthiness from Lead)
- Changed: Supermarket +1 happiness from Tea
- Changed: Bazaar +1 happiness from Tea
- Changed: Fisherman's Hut +5% food with Shrimp
- Changed: Harbor +1 health with Shrimp
- Changed: Port +1 health with Shrimp, no longer require Harbor in city (allows player to skip Harbor building if already has access to Port, building upgrade line still works like before)
- Changed: Commercial Port +1 health with Shrimp, no longer require Port, trade route modifier 45%->50%, foreign trade route modifier 45%->25%
- Changed: International Port +1 health with Shrimp, no longer require Commercial Port, trade route modifier 100%->50%
- Changed: Sid's Sushi Restaurant +1 health with Shrimp, +4% food with Shrimp
- Changed: Manhattan Project graphics scaled down
- Changed: Armourer moved to Smithing
- Changed: Doctor's Office moved to Anatomy
- Changed: Custom House no longer require Toll House
- Changed: Drydock no longer require Shipyard
- Changed: Steel Mill no longer require Forge
- Changed: Mining Inc. Survey bonus production from Lead
- Changed: Rubber factory Lead OR-requirement added
- Changed: Coal Plant moved to Thermodynamics, requires also Assembly Line and Electricity
- Changed: Oil Plant requires Assembly line and Electricity
- changed: E-Bank has new graphics
- Changed: Alchemist's Lab has new graphics
- Changed: Forge production bonus 25%->15%
- Changed: Guildhall production bonus 20%->15%
- Changed: Airport has new graphics
- Changed: Agora has new graphics
- changed: Museum gives +1 happiness from Ancient Relics, +5% gold from Ancient Relics
- Changed: Fisherman's Hut AIWeight 0->10, Growth flavor 10->15
- Changed: Movie Theater requires Movies
- Changed: Glassmith no longer give gold bonus
- Changed: Paradise garden uses different graphics
- Changed: Filling Factory +10% production bonus removed, +10% power yield bonus removed, military production bonus 20%->10%
- Changed: Tannery military production modifier 15%->0, domain land production modifier 0->15% (no longer affect ship building)
- Changed: Armourer military production modifier 20%->0, domain land production modifier 0->20% (no longer affect ship building)
- Changed: Garrison military production modifier 20%->0, domain land production modifier 0->20% (no longer affect ship building)
- Changed: Commercial Airport +25% gold bonus removed, power gold yield modifier 25%->10%



Projects
--------
- Added: International Monetary Fund (IMF), enables World Bank national wonder for all players
- Changed: ITER moved to Controlled Plasma tech

Great Wonders
-------------
- Added: Djenne
- Changed: Pyramids moved to Ceremonial Burial (requires also Masonry)
- Changed: Apostolic Palace requires Papacy
- Changed: Statue of Liberty description shows civic requirement and that it requires coastal city


National Wonders
----------------
- Added: World Bank, earn interest from your gold reserve
- Added: National TV-Station
- changed: Space Laboratory +50% science bonus removed (+1 science per specialist in all cities is huge bonus already)
- Changed: Ironworks coal yield bonus reduced from 50% to 25%, iron yield bonus reduced from 50% to 25%
- Changed: Computer Center science bonus 100%->50%


Units
-----
- Changed: Catapult units moved to Siege Warfare, require Siege Workshop in city
- Changed: Horse Archer units moved to Mounted Archery, upgrades only to Cuirassier
- Changed: Elephant rider str 8->5 (still effective against Mounted units with its 50% vs. mounted bonus)
- Changed: War Elephant units str 11->8
- Changed: Trade Caravan is now national unit, max 5 at a time
- Changed: Freight is now national unit, max 5 at a time
- Changed: Flak88 has now 1 move (though it's Immobile unit)
- Changed: Knight units require Armored Cavalry, no longer require Guilds
- Changed: Swordsman units requires Smithing
- Changed: Heavy Swordsman units require Armor Crafting
- Changed: Transport only defensive
- Changed: Landing Ship Tank only defensive
- changed: Traineddog disabled, no longer have Attack_city AI
- changed: Wardog no longer have Attack_city AI
- Changed: Spearman units have Attack_city AI
- Changed: Axeman units have Attack_city AI
- Changed: Aegis Cruiser moved to Globalization
- Changed: Modern Battleship moved to Semiconductors
- Changed: Trebuchet requires Siege Workshop in city, city attack bonus 100%->75%, has now attack and collateral UnitAIs
- Changed: Bombard requires Cannon Forge, str 17->11, attack bonus vs. city 0->50% (16.5 str attack against city)
- Changed: Cannon requires Cannon Forge, str 23->16, attack bonus vs. city 0->50% (24 str attack against city)
- Changed: Explorer moved to Writing, str 6->3
- Changed: Adventurer moved to Compass, str 17->7
- Changed: Guarddog str 11->7
- Changed: Sloop domain cargo land (people?)
- Changed: Torpedoboat domain cargo land (people?)
- Changed: Early Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Modern destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Pre-dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Battlecruiser domain cargo land (troops, seaplanes or missiles?)
- Changed: Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Modern Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Cuirassier str 22->21
- Changed: Cavalry units str 32->27
- Changed: Mechanized Infantry +25% city defense bonus (since it doesn't get City Garrison promotions)
- Changed: Artillery DCM bomb range 2->1
- Changed: Machine gun receives full XP from defense because this unit works only for defense
- Changed: Light artillery str 29->20, attack bonus vs. city 0->50%
- Changed: Artillery str 36->24, attack bonus vs. city 0->50%
- Changed: Plasma Armor moved to Railgun, requires also Controlled Plasma
- Changed: Special Infantry moved to Invisibility
- Changed: Fusion Destroyer moved to Invisibility
- Changed: Fusion Transport moved to Invisibility
- Changed: Dreadnought moved to Advanced Shielding
- Changed: Fusion Cruiser moved to Warmachines
- Changed: Fusion Battleship moved to Advanced Warmachines
- Changed: Scout Mech moved to Warmachines
- Changed: Assault Mech moved to Advanced Warmachines
- Changed: Hospitaller Sergeant str 10
- Changed: Marshall Hospitaller str 17
- Changed: Hospitaller Knight str 13
- Changed: Templar Knight str 13
- Changed: Marshall Templar str 17
- Changed: Templar Sergeant str 10
- Changed: Teutonic Knight str 13
- Changed: Marshall Teutonic str 17
- Changed: Teutonic Sergeant str 10

Resources
---------
- Added: Lead
- Added: Tea
- Added: Shrimp
- Added: Methane Ice (ocean resource)
- Added: Geothermal energy (needs button+icon), increases output of Geothermal Factory (geothermal energy is available everywhere, just volcanic areas have it in abundance and it's easier to extract there)
- Added: Nanobots
- Added: Alcohol
- Added: Cement
- Added: Wool
- Changed: Salt unique range 5->3, placement order 5 -> 2
- Changed: Gold placement order 5->2, can appear on jungle/forest hill plot
- Changed: Silver placement order 5->2
- Changed: Ivory placement order 5->3, appearance 40->100
- Changed: Coal revealed with Steam Power
- Changed: Whales can be placed on Ocean plots which has Storm
- changed: Vulcanized/Synthetic Rubber button
- Changed: Ancient Temple renamed to Ancient Relics
- Changed: Steel new button and icon
- Changed: Sulphur should appear more often


Continued in next post.
 
Version 2.7 patch notes continued:

Spoiler :
Improvements
------------
- Added: Geothermal Factory (like SMAC's Thermal Borehole)
- Added: Aquatic Forcefield, +50% defense on coast and ocean (needs better name?)
- Added: Aquatic Anti-Air Defense, +50% Anti-Air defense on coast and ocean (info not shown for some unknown reason, help text tag is not working either?) (needs better name?)
- Changed: Mine can extract Lead
- Changed: Shaft mine can extract Lead
- Changed: Apple Orchard moved to Fermentation
- Changed: Olive Orchard moved to Fermentation
- Changed: Plantation works on Tea
- Changed: Fishing Boats works on Shrimp
- Changed: Farm initial food bonus +1 food (was +2), gains +1 food from Crop Rotation tech
- Changed: Extraction facility can extract Methane from deep sea areas
- Changed: Ancient temple renamed to Archeological Site, new button

Resource classes
----------------
- Added: Future resource group


Religions
---------
- Changed: Hellenism founded with Aesthetics, spread factory 50->30
- Changed: Kemetism founded with Ceremonial Burial, spread factory 50->20
- Changed: Zoroastrianism spread factor 50->20
- Changed: Hinduism spread factor 50->30 (default BtS factor is 200)


Corporations
------------
- Changed: Mining Inc. accepts Lead resource


Python
------
- Added: OOSLogger (for logging Out of Sync errors in multiplayer games)
- Added: CvDiplomacy.py human player can now refuse to talk to other civs with "Cease bothering us!" comment, Player can ask the AI to cease contacting them. If the AI wants to contact the human player but has been told not to, the AI will behave as if the human player had rejected whatever request the AI was intending to make. This may either be no change in attitude, a change in attitude or perhaps an unexpected war declaration as well! All war declaration diplomacy contact and first contact meetings are not affected by this option. The AI behaviour is 100% BTS behaviour equivalent and so there is no change in the AI behaviour. The change is actually only an interface enhancement useful to the human player when there are a lot of insignificant AI's about that the human player does not want to communicate with. The do not bother status is not saved in the game state, so reloading or restarting will reset all do not bother status to back to vanilla contact behaviour. This is good, because there is a high likelihood that players will forget that they have told the AI to shut up between gaming sessions, and thus are wide open to unexpected surprises in diplomacy.
- Added: CvEventManager World Bank changes
- Changed: Tech screen can display more techs vertically, each era's techs shown with different colors (colors may need adjusting)
- Changed: Abandon city code no longer allow player to sell free buildings (those gained from wonders), checks text elements from xml (helps if translations made later), checks for unique worker/settler unit types, checks for civ's unique buildings, game define Building Cost percent included in calculations, check for Holy Shrines (these are not wonders in RoM), adjusts revolution index when religious buildings demolished (if revolution component is on), getNumBuildingClassInfos function does not seem to find modular buildings..
- Changed: Cityscreen now shows how many National and Great Wonders city has already built
- Changed: Civic screen scrolls now vertically
- Changed: Changing player only allowed when cheat mode enabled
- Changed: Barbarian civ component checks units' city attack modifiers when deciding what units to give for city attacking (does not seem to have any effect in early game)
- Changed: CvGameUtils Inquisitor checks optimized bit
- Changed: CvGameUtils getUnitCostMod optimized
- Changed: CvGameUtils getBuildingCostMod optimized
- Changed: CvEventManager Building Upgrade lines optimized -> turns should be faster
- Fixed: Colonist and Pioneer should not cause OOS error anymore
- Fixed: Inquisition works correctly when Revolution component is disabled (CvGameUtils.py)
- Fixed: Revolutions no longer give national or team units to new civs
- Fixed: Barbarian civ component sets city attack unit to iAttackCity instead of iAttack
- Fixed: CvGameUtils UNIT_AUTOMATON -> UNIT_AUTOMATONS
- Fixed: Random event python canTriggerImmigrant was missing?!?! Could have been cause for some CTDs...


Civics
------
- Changed: Caste enabled with Caste System tech
- Changed: Vassalage enabled with Vassalage tech
- Changed: Nobility enabled with Aristocracy tech
- Changed: Church civic gives +1 health from Naghualism Monastery (Calmacec)
- Changed: Regulated moved to Applied Economics
- Changed: Slavery -1 happiness in largest cities, AI Weight -10 (means that the more cities AI has less likely it is to use Slavery)
- Changed: Barter allows foreign trade routes now (think about Silk Road), does not allow Corporations, +25% gold in capital city, AI Weight 2
- Changed: Democracy moved to Representative Democracy tech
- Changed: Republic moved to Democracy tech
- Changed: Bourgeois moved to Aristocracy
- Changed: Charity moved to Trade
- Changed: Divine Cult moved to Ceremonial Burial
- Changed: Senated moved to Code of Laws
- Changed: Free Church moved to Papacy
- Changed: Federal moved to Social Contract
- Changed: Subsidized moved to Representative Democracy
- Changed: Free Market moved to Economics, AI Weight 12
- Changed: Public Works worker bonus 20%->25%
- Changed: Monarchy culture bonus 25%->0 (Noble specialists add culture), no longer give happiness from military units in city, instead gives +1 happiness from Barracks and Garrison
- Changed: Supremacy +1 happiness from military units in city
- changed: Mercantilism Ai Weight 5
- Changed: Nationalism AI Weight 20



PlotLSystem
-----------
- Added: Tea plantation defines
- Added: Geothermal Factory defines
- Added: Transhuman era defines (same as with Future era)
- Changed: Workshop graphics swap to new building models when advancing to Future era, Modern/industrial eras uses now previous Modern/Future era graphics

CityLSystem
-----------
- Added: Transhuman era defines (same as with Future era)

Routes
------
- Changed: Cart Path does not give extra moves, only connects to resources
- Changed: Road 2 moves (3 after tech bonus)
- Changed: Paved Road 3 moves
- Changed: Highway 4 moves (6 after tech bonuses)
- Changed: Jumplane moved to Teleportation tech


Promotions
----------
- Changed: Medic II requires Anatomy


Worldpicker
-----------
- Fixed: worldpicker now chooses suitable graphics for RoM_ mapscripts


Audio
-----
- Fixed: New religions use now correct movie sound files when religions are founded


Domestic advisor screen
-----------------------
- Added: Resources 2 page
- Added: Strategic resources 2 page
- Added: Military & Espionage buildings 2 page

Gamespeeds
----------
- Changed: Snail research percent increased from 500% to 700%, changed turn amount to 3000 so that the game ends at year AD2100
- changed: Marathon added 10 turns to Medieval timeline (60months*10=50years)
- Changed: Epic added 5 turns to Medieval timeline (120months*5=50years)
- Changed: Normal added 5 turns to Renaissance timeline (120months*5=50years)
- changed: quick added 1 turn to Medieval timeline and 1 turn to renaissance timeline (50years total)
- Changed: re-ordered speeds so that Snail is shown in Single Player -> Start Now menus (quick and blitz are way too fast anyway for this mod)

Game options
------------
- Changed: Advanced Combat Odds is ON by default (setting 1)
- Changed: Super Spy promotions are ON by default (Deceiver trait requires it to be on)
- Changed: Inquisitions are ON by default
- Changed: Battle effects are OFF by default

Game Defines
------------
- Changed: Max corporation prereq bonuses 5->6
- Changed: Initial city route type set to Cart Path
- Changed: USE_CAN_TRAIN_CALLBACK set to 1 (CvGameUtils.py requires it for Inquisitor checks)


Sevopedia
---------
- Changed: Corporation pedia pages can now show corporation specific buildings and units
- Changed: Civ customiser info disabled from pedia (feature used for debugging only)
- Changed: Civics page's effects section double size, more effects shown now in the box


Movies
------
- Added: video for Global Stock Exchange wonder

Eras
----
- Added: Transhuman era between Modern era and Future era
- Changed: Barbarian units can appear on Renaissance era
- Changed: Future era values adjusted because Transhuman era has taken its previous values

Gametext
--------
- Fixed: Paradise Garden strategy entry
- Fixed: Athletics quote
- Fixed: Biological Warfare quote was defined twice
- Fixed: Screw Propeller strategy entry
- Added: Quotes for many techs
- Added: pedia for future era civics

Leaderheads
-----------
- Added: Transhuman era diplo music defines for all leaders

Terrain
-------
- Changed: Desert can't find cities unless it's coastal or has fresh water source nearby, defense bonus -25%, movement cost 2->3
 
Weird, I have downloaded 2.7 two times now and both times it has failed to extract properly. Am I doing something wrong? I'm using 7-zip, but I also tried once with Windows' in-built .zip extractor. :confused:
 
It extracts for me with winrar. but I'm getting the following warnings. I installed it though and it seems to be working just fine.

! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\Sounds\Diplomacy\Menelik_ancient.mp3. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\XML\Text\RoM_GameText_Civilopedia_CivicsReligion.xml. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\XML\Text\RoM_GameText_Civilopedia_Techs.xml. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\art\Interface\Buttons\Buildings\meso_shrine.dds. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: The archive is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\art\Interface\Buttons\Civics\Globalisation.dds. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: The archive is corrupt
 
Weird, I have downloaded 2.7 two times now and both times it has failed to extract properly. Am I doing something wrong? I'm using 7-zip, but I also tried once with Windows' in-built .zip extractor. :confused:

It extracts for me with winrar. but I'm getting the following warnings. Havn't tried playing yet to check it out.

! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\Sounds\Diplomacy\Menelik_ancient.mp3. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\XML\Text\RoM_GameText_Civilopedia_CivicsReligion.xml. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\XML\Text\RoM_GameText_Civilopedia_Techs.xml. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\art\Interface\Buttons\Buildings\meso_shrine.dds. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: The archive is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: CRC failed in Rise of Mankind\Assets\art\Interface\Buttons\Civics\Globalisation.dds. The file is corrupt
! C:\Documents and Settings\Administrator\Desktop\RiseOfMankind2.7Full.zip: The archive is corrupt


same here :(
 
Those files can be copied from v2.7test2 as they should be the same there. I'm just downloading the zip myself but can't test it tonight (just heading out) so if there is problem, I'll have to upload it again tomorrow, around the same time as today.
 
;)here are the missing files . . .
 

Attachments

  • Rise of Mankind-missing files-.rar
    2 MB · Views: 300
someone knows how to start ROM direct without to load the mod in BTS?
I read it somewhere but can't find it back
 
someone knows how to start ROM direct without to load the mod in BTS?
I read it somewhere but can't find it back


"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Rise of Mankind




And btw. I was able to do as Zap told and used 2.7test2 as a replacement of the corrupt archives missing files and now 2.7 works just fine:D

Next thing is to install all the minimods and then a real epic(snail)journey shall begin ;)
 
Oh man, I'd love to try this version of the mod, but I'm in the middle of a 2.53 game with my buds and don't want to mess with changing BTW from 3.17 to 3.19 and back (we are on hiatus with our game for a week or so atm, friends out of town). Maybe I'll work on getting it to run in Ubuntu on my extra computer.... there goes my whole week! lol

BTW, anyone familiar with setting up CIV 4 BTS and ROM in Ubuntu and willing to help me, I would be so thankful!! (Send me a pm?) I just installed 9.04 on our extra computer and haven't even gotten Ubuntu set up yet (total Noob!).

Thanks!
 
Superb, thank you Zap for this release! Can't wait to play... *rubs hands together* :D

So, when is 2.8 out? ;) Joke, joke!
 
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