Version 2.7 discussion

Just little update about the progress. The future era tech tree starts to take shape now as most of the techs have been added. I'd say it's now 90-95% done so I can probably upload the next test version in few days. I'm not sure if it will have RevDCM 2.0 or 2.1 merged as glider hasn't posted yet the 2.1 version. Note that the new techs are still empty and it will take whole June to add stuff and tweak them - adding new graphics for new buildings and units takes while. I'll post some tech tree screenies once I'm satisfied with the order of the techs.
 
i have been playing alot lately and i have been pretty annoyed at the fact that end game half of my cities have food issue like starving etc b/c there short 1 food unit

so i was trying to think up a fix and decide to alter the specialist merchants to give 1 food unit so i dont get starving cities all the time
its not as cool as trading food between cities but it fixes my issues with stalling pop growth or starving cities b/c its short 1 food

heres my suggestion
add in a new specialist called a "farmer" who adds +1 food +1 gold or +1 food +1 production
 
You will never ever have 20 tiles with potatoes resource in a normal game. Or any other food resource for that matter. So reaching 190+ pop city is just not gonna happen.

The food resource has been worked on since version 0.80 and has come a long way. I suggest more play time and maybe less what if time? :D

JosEPh ;)
 
You will never ever have 20 tiles with potatoes resource in a normal game. Or any other food resource for that matter. So reaching 190+ pop city is just not gonna happen.

The food resource has been worked on since version 0.80 and has come a long way. I suggest more play time and maybe less what if time? :D

JosEPh ;)

I'd say a fully farmed city with all food boosters (including Cereal and Sid's buildings and all farm boosting techs) and a cornered market on world seafood resources (with Sid's in the city) could get in the hundreds. Highest I've been is the seventies, but I don't build many farms.
 
I promised some pics about the new Transhuman era, so here you go:

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Now it's just a matter of adding content to those empty techs... ;)
 

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*Drools*

*Wipes mouth*

*Drools*

Looks like you've already populated several of the techs Zap. :) Will you have enough items to be able to put something into every one of them? Also, will there be any new units, buildings etc since 2.7 test1?

Any chance of an update log for 2.7 test2 to whet our appetites? *Drools... again*
 
Fantastic mod, grats to you all. Have been playing RoM a whiles now and just finished reading the 22 pages of 2.7's life and times. Some thoughts on resources & trade below. Possibly this is more of a thing for 2.8, or even 3.0?

Somehow I knew that point was going to be brought up and luckily I have already thought of a riposte :)

I was always under the assumption that a resource did not cover the whole landmass of the tile. But however I assumed that the tile represented the most notable feature of that area.... ie. there is coal here but also alot of other stuff, but they key factor being that there is coal there.

While your point makes perfect sense I would then suggest that using the same rationale there could be many different resources on any one plot. Say pigs, Iron, Oil, Trees...... while that is perfectly realistic it doesn't really make for a good gamplay situation.

I know i'm probably splitting hairs but as I said earlier, surely the resource marked on the tile is the most notable thing there and should be kept down to one per tile. But hey its a minor point and one that most people probably aren't all that bothered about ;)

Reality > food resources are everywhere, definitely multiple on a 400km^2 tile. With cows/pig/sheep represented, i don't think the cities without access to any of those meats are vegeterians.

Game-wise, I think we all want a balance in the visuals on the map - eg say <50% coverage with resource icons.

Perhaps is better to think of resources on map as the *excess* over some basic usage level in the city... ie the surplus available to develop an industry, or spike city growth, or for trade.

Eg in RL apparently New Zealand has >70% of the world's *tradeable* dairy product, ie over and above that consumed domestically. But by absolute volume it's clearly much less than other countries - just has far more available for trade.

Also, A gold mine in Australia produces 100% for trade - like the sheep stations surrounding it (in same 400km square). But there's nothing else there at all... no doubt growth is/was very inhibited growth/development by limited access to diversity of food/production/luxury resources as was readily available to european centres.

Applying RL to game infers recognising "local consumption by volume" - food as highest, luxury as lowest.

Not overly knowledgeable as to inner workings of civ but will tout this complex solution-idea thingy:
- limit distribution of resources, esp food, on map (to declutter)
- increase value of trade of resources, esp food eg 2+ food for every city receiving imported dairy
- decrease cost of trading food (or are whole numbers required for trades?)
- implement a growth multiplier in diplomatic trade eg +10% with refrigeration

Alternatively or additionally - apply the increased value/decreased cost idea to the in-city trade benefits. There's a good chance i've totally misread how civ does the trade thing but it seems when goods are exchanged on diplomacy screen, there's a flow-on benefit to the individual cities, but only distributes to gold/science/culture. Thus question arises as to viability of applying the above to food/production bonuses.

Finally - is it viable for the game to discern distance of trade route? Consider spoilage of shipping dairy in the 1800's vs. eg. shipping wool from Australia to London.

Thanks for listening!
 
*Drools*

*Wipes mouth*

*Drools*

Looks like you've already populated several of the techs Zap. :) Will you have enough items to be able to put something into every one of them? Also, will there be any new units, buildings etc since 2.7 test1?

Any chance of an update log for 2.7 test2 to whet our appetites? *Drools... again*
I hope I got enough stuff for all new techs - some things swap places from old techs to new ones too. The v2.7test2 will not have new stuff yet - I'm just beginning to add the graphics for units/buildings. I'll upload v2.7test2 today - I was going to release it couple days ago but noticed serious issues with the new civic screen and had to spent two evenings in fixing it to show all RoM modifiers (it's bit bugged in RevDCM 2.0 and WoC lite as some modifiers aren't checked).

Here's the current change log for v2.7test2:

Spoiler :
Version 2.7WIPtest2
---------------------

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


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
 
Download Rise of Mankind v2.7test2

This version includes RevDCM 2.0 which has known problem of random events not working at all. This will be fixed once RevDCM 2.1 is released.

The other thing is that this version is very much work-in-progress shape ie. Transhuman era techs are pretty much empty and some new resources aren't in use yet. So no need to report about these things, they'll change eventually ;) There's also bunch of small bugs that have been reported in this thread and in other threads but I haven't gone through those lists yet. If you notice any new bugs, please report them to this thread. :)

Have a nice weekend testing this version!
 
Heh, seems like RevDCM 2.1 missed inclusion in this version by only hours.

By the way, can I install this directly on top of test1? Or do I need a clean 2.62 as base?
 
More importantly, can we install this on top of 2.63? :) Will the test be replaced with one including RevDCM 2.1, if it's now out?
 
Hey Zappara, are you planning on adding any more resources? I'm trying to decide if I should wait to update the maps in my map pack.
 
Zappara, with the new techs, can I add a few naming suggestions?

First, "Anti-Aging Medicine" is too complex, I would recommend "Longevity" (If its not already used somewhere else, I can't remember.) I release the purpose of "Mind Uploading," but is it a fancy way of saying "cloning" or do you have other ideas for it? Another thing, "Planetary Economics" should require a UN resolution for a universal currency ( <- hey look... a rare exception to the a, an rule...sorry I digress) and a resolution for all open borders. I realize that this means that it would limit to Diplo games, but is there a way to make the UN always on, just remove the Diplomatic Victory vote option? That would be nice. Also, are "Superconductors" a tech anymore?
 
I would suggest "Anti-Agathic" instead of "anti-ageing" (which has an 'e' in it, anyway). I've read the first term in a sci-fi novel or two.
 
Does more techs mean a longer game or the techs quicker to research ?
I hope the real strong bombs as "the planet buster" will come in the mod .........................after all it's a game.
 
I'd like to make the following suggestions for the next version:

-Why do the Genetic and Super Soldier look like monsters from horror action FPS videogames? With no guns to boot and just their hands/claws? It's just looks ugly and ruins the immersion. IMO supersoldiers would be genetically altered yes, but they'd still look more or less human and have weapons. (Powered Armours anyone?)
Any way to change the graphic into the ones for cyborgs instead of these wannabe headcrab zombies? Perhaps you were inspired by the Prototype game which I could understand, but wouldnt it better then to limit it to just one allowed? It would better (and more bearable for me) if they were limited to just one unit instead seeing the map littered with monsters which makes me feel like I'm playing a cheap sci-fi flick.

- Fusion or Nanite disintegration bomb. Fusion would be like a nuke except it would be clean so to speak and not leave any fallout, just the burning buildings and forests sending soot and smoke into the atmosphere. Nanite disintegration bombs would be even cleaner because they would just completely disintegrate everything into ash instead of you know, making it explode. Though you'd have to find a way to completely remove a city if it's bombed with it.

- Plasma Armor? What? On what principle does that work? Alpha Centauri stopped with Hovertanks. So should this.

- Orbital Fighters/Bombers look a bit spaceshipy. IE why do they have cockpits if we have UCAVs?

I know I sound like I'm complaining for completely frivolous reasons but I have a tendency to spot these kind of inconsistencies and then whine about it . -_-'
 
In REVDCM2.0 does the BarbCIV and Start as Minor Option work without CTDs?

JosEPh :)
 
Heh, seems like RevDCM 2.1 missed inclusion in this version by only hours.

By the way, can I install this directly on top of test1? Or do I need a clean 2.62 as base?
I can make small update for RevDCM 2.1.. just give me few days!

More importantly, can we install this on top of 2.63? :) Will the test be replaced with one including RevDCM 2.1, if it's now out?
This v2.7test2 is full mod installation ie. you don't need 2.62 or 2.63. I'd advise not to install this on top of previous RoM version, there might be some conflicts.

Hey Zappara, are you planning on adding any more resources? I'm trying to decide if I should wait to update the maps in my map pack.
Only one sea resource might be still added and it's kelp (SMAC) so you can start converting maps now - even if maps miss kelp resource it won't be a big loss.

Zappara, with the new techs, can I add a few naming suggestions?

First, "Anti-Aging Medicine" is too complex, I would recommend "Longevity" (If its not already used somewhere else, I can't remember.) I release the purpose of "Mind Uploading," but is it a fancy way of saying "cloning" or do you have other ideas for it? Another thing, "Planetary Economics" should require a UN resolution for a universal currency ( <- hey look... a rare exception to the a, an rule...sorry I digress) and a resolution for all open borders. I realize that this means that it would limit to Diplo games, but is there a way to make the UN always on, just remove the Diplomatic Victory vote option? That would be nice. Also, are "Superconductors" a tech anymore?
Longevity is used by wonder already so I had to use alternative naming for this tech. Civ 4 gets bit confused if multiple objects have exactly the same name (links do not work correctly).

About cloning - I was thinking to rename it to Mammal Cloning (or Animal Cloning) and then later there could be Human Cloning tech. Mind Uploading is different kind of "cloning", there whole human mind is transferred to digital form and people would live inside computer system without physical body (there's lots of scifi novels about this).

The UN suggestion would require some modifications to the mod ie. diplomatic victory would have to be removed from U.N. resolutions and then new voting system would have to be added which allows diplomatic victory type. I don't know if this would be possible to make... I hope there isn't any hardcoded system for diplomatic victory.

Superconductors is still in the tech tree - before Magnetic Levitation tech just like before.

Does more techs mean a longer game or the techs quicker to research ?
I hope the real strong bombs as "the planet buster" will come in the mod .........................after all it's a game.
The game length has been adjusted by extending it from 2050AD to 2100AD but that doesn't mean huge amount of extra turns. Tech research times have been kept same.

I'd like to make the following suggestions for the next version:

-Why do the Genetic and Super Soldier look like monsters from horror action FPS videogames? With no guns to boot and just their hands/claws? It's just looks ugly and ruins the immersion. IMO supersoldiers would be genetically altered yes, but they'd still look more or less human and have weapons. (Powered Armours anyone?)
Any way to change the graphic into the ones for cyborgs instead of these wannabe headcrab zombies? Perhaps you were inspired by the Prototype game which I could understand, but wouldnt it better then to limit it to just one allowed? It would better (and more bearable for me) if they were limited to just one unit instead seeing the map littered with monsters which makes me feel like I'm playing a cheap sci-fi flick.

- Fusion or Nanite disintegration bomb. Fusion would be like a nuke except it would be clean so to speak and not leave any fallout, just the burning buildings and forests sending soot and smoke into the atmosphere. Nanite disintegration bombs would be even cleaner because they would just completely disintegrate everything into ash instead of you know, making it explode. Though you'd have to find a way to completely remove a city if it's bombed with it.

- Plasma Armor? What? On what principle does that work? Alpha Centauri stopped with Hovertanks. So should this.

- Orbital Fighters/Bombers look a bit spaceshipy. IE why do they have cockpits if we have UCAVs?

I know I sound like I'm complaining for completely frivolous reasons but I have a tendency to spot these kind of inconsistencies and then whine about it . -_-'
Genetic and Super soldier use the graphics that were available at that time when I added them to the mod. I got now some other cyborg models that I could use to replace those Afterworld mod models. The same thing applies to many units in RoM - I've had to use what has been available. There's not many unit model makers and they rarely make scifi unit models.

Nanite bomd could be fun toy... :lol: Talking about bombs reminds me about one news article where russia tested the biggest non-nuclear bomb (http://news.bbc.co.uk/2/hi/europe/6990815.stm). I've been trying to figure out how such unit type could be added to the mod...

Plasma armor - use your imagination :lol: But yeah, I agree it's bit unrealistic unit type but hey, we're allowed to use imagination when talking about future. ;)

In REVDCM2.0 does the BarbCIV and Start as Minor Option work without CTDs?

JosEPh :)
I haven't tested Start as Minor option but BarbCiv component has been on in my tests and I haven't noticed problems with it yet.
 
Genetic and Super soldier use the graphics that were available at that time when I added them to the mod. I got now some other cyborg models that I could use to replace those Afterworld mod models. The same thing applies to many units in RoM - I've had to use what has been available. There's not many unit model makers and they rarely make scifi unit models.

Nanite bomd could be fun toy... Talking about bombs reminds me about one news article where russia tested the biggest non-nuclear bomb (http://news.bbc.co.uk/2/hi/europe/6990815.stm). I've been trying to figure out how such unit type could be added to the mod...

Plasma armor - use your imagination But yeah, I agree it's bit unrealistic unit type but hey, we're allowed to use imagination when talking about future.

- I understand I guess, but reusing the Cyborg model would have been better with leaving the monster as prototype units of great strength but of limited build limit.

- Well that's a bit different then what I had in mind. That bomb just uses nanotech to boosts it's explosive power. I've imagined it something more like this terrorist guy uses http://www.youtube.com/watch?v=Ay3TwmchxWA ;)

- I was just browsing the sevopedia and liked the Hovertank then skipped to see the upgrade and saw a gray-red threaded squarish block of steel and it was just so ugly in comparison that I had to balk at it's name and purpose. Plus the image of the hovertank in this video is branded in my brain as what a future tank should be http://www.youtube.com/watch?v=aKcEwUcVBHs :D
 
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