Since it's inevitable that people start soon asking what I'm up to with the next RoM version, I'll give you a short list of changes that I could do. Lots of things has been suggested past months and I'm happy that some have started making their own mods and addons for RoM - I know it's "easy" as when I started making Civ 4 mods I didn't have a clue about xml or python files and now look how far I have gone with RoM 2.6...
5th June: Download v2.7test version 2
Compatible only with BtS v3.17 - does not work in BtS 3.19. Do not use with Megapack.
The font files in the zip are bit buggy so if you want fixed, better quality fonts, download them from this post's attachment. Unzip them to 'Rise of Mankind\Assets\res\Fonts'
Feel free to post feedback about this test version.
The list of things to-do:
1) Finish the Unit strength overhaul
- adjust some unit bonuses
- balancing units based on feedback from v2.6
2) New Medieval techs DONE (tweaking left)
- it has been mentioned few times that the medieval era is short and that you can't get ot use those units long enough so I thought I might take a look at those techs, more precisely what techs we are missing? I got such examples as Siege Warfare, Castle Building, Algebra, Mapmaking... Note that we need also stuff that can be added to those techs - empty techs is not good to have
- this is very annoying task as that would require editing the whole tech tree
3) Re-design Future Era and make it longer
- I got some 50+ future era techs that didn't make it to RoM when I was making the tech tree 1.5 years ago. Of course these would need stuff, new buildings, new units...
- designing the order/progress of new techs is very time consuming (thinking process) so this change could take months
- this would be easier to make than the medieval era changes as the changes are in the end of tech tree
- I'm still not happy with current Future Era in RoM 2.6 (I want to get rid of few Next War techs and replace them with my own)
4) Route changes DONE
- This has been made already and included in v2.61! See the attached pic
5) Any requests?
- I'm still not adding new resources or religions. However new Corporations could finally surface but it's probably as difficult task as adding religions so I might not go with this route... I've also had this idea of converting most of the production buildings into small corporations but the gamefont files might not have enough corporation slots for this idea (this is part of bigger idea of redesigned resource system
). Perhaps this will be something to consider in versions after v2.7...
6) The usual bug fixes of course... though I'll probably make v2.61 patch that has just fixes for v2.6
Edit:
7. Cultural victory and culture level changes
- this didn't make it into v2.6 but is something to consider for v2.7.
8. Religious changes
- first founded religions often seem to be the most powerful religions in-game. Need to find ways to make religions spread more realistically and more equally.
9. Check all units polygon counts
- by replacing high poly count (>2000) to low poly versions, some of the late game MAF problems can be prevented. This task is huge as RoM has lots of new unit graphics. Edit: Seems that there is only handful models with 2500-6000 polygon counts.
Below the new route system pic:
5th June: Download v2.7test version 2
Compatible only with BtS v3.17 - does not work in BtS 3.19. Do not use with Megapack.
The font files in the zip are bit buggy so if you want fixed, better quality fonts, download them from this post's attachment. Unzip them to 'Rise of Mankind\Assets\res\Fonts'
Feel free to post feedback about this test version.
The list of things to-do:
1) Finish the Unit strength overhaul
- adjust some unit bonuses
- balancing units based on feedback from v2.6
2) New Medieval techs DONE (tweaking left)
- it has been mentioned few times that the medieval era is short and that you can't get ot use those units long enough so I thought I might take a look at those techs, more precisely what techs we are missing? I got such examples as Siege Warfare, Castle Building, Algebra, Mapmaking... Note that we need also stuff that can be added to those techs - empty techs is not good to have

- this is very annoying task as that would require editing the whole tech tree

3) Re-design Future Era and make it longer
- I got some 50+ future era techs that didn't make it to RoM when I was making the tech tree 1.5 years ago. Of course these would need stuff, new buildings, new units...
- designing the order/progress of new techs is very time consuming (thinking process) so this change could take months
- this would be easier to make than the medieval era changes as the changes are in the end of tech tree
- I'm still not happy with current Future Era in RoM 2.6 (I want to get rid of few Next War techs and replace them with my own)
4) Route changes DONE
- This has been made already and included in v2.61! See the attached pic

5) Any requests?
- I'm still not adding new resources or religions. However new Corporations could finally surface but it's probably as difficult task as adding religions so I might not go with this route... I've also had this idea of converting most of the production buildings into small corporations but the gamefont files might not have enough corporation slots for this idea (this is part of bigger idea of redesigned resource system

6) The usual bug fixes of course... though I'll probably make v2.61 patch that has just fixes for v2.6
Edit:
7. Cultural victory and culture level changes
- this didn't make it into v2.6 but is something to consider for v2.7.
8. Religious changes
- first founded religions often seem to be the most powerful religions in-game. Need to find ways to make religions spread more realistically and more equally.
9. Check all units polygon counts
- by replacing high poly count (>2000) to low poly versions, some of the late game MAF problems can be prevented. This task is huge as RoM has lots of new unit graphics. Edit: Seems that there is only handful models with 2500-6000 polygon counts.
Below the new route system pic: