Version 2.8 discussion

As long as you're aware that the joke's on you, too, and me as well, likely as not, then we're getting somewhere.
On the other hand, technological chauvinism and fundamentalist Christianity are not particularly highly correlated, hence my pointing out the (possible?) bigotry inherent in the connection you suggested, as it is fashionable among those most attuned to the uncouthness of such chauvinism to imagine that fundies are the root of most, if not all, evil; replacing the old nefarious Jew stereotype, or the shiftless Negro, as those have rightfully fallen out of favor. In the (boring) event, fundies are just folks too, and probably more likely to employ windmills and the like than your average enlightened thinker.

[offtopic]


Nature is the biggest bigot of all, it's why globalism is NOT and never will be unachievable! It's why western civilization is in a state of decay! :)

And now that I got that out of me, I've got a realistic upgrade suggestion for modern day armored vehicles. URANIUM DEPLETED MUNITIONS! Which requires uranium and would probably give +75% strength but major drawback is the unit will lose -10% energy per turn? An upgrade for an armored unit specifically designed to break through enemy defenses but eventually becomes useless over time. Just like in real life!
 
I always thought that it was weird that nuclear power plants in Civ4 never gave off any harmful side-effects like they do in the real world. Nuclear waste should be a negative resource they produce.
 
I always thought that it was weird that nuclear power plants in Civ4 never gave off any harmful side-effects like they do in the real world. Nuclear waste should be a negative resource they produce.

Yeah, that's a good idea. One could also have a "Reprocessing Plant" building that can, as the name implies, reprocess the waste into more fuel (and/or munitions). Or, alternatively, a "Long-Term Waste Storage" facility that stores the waste until it becomes inert. Both buildings would deal with the waste problem ("Removes access to Nuclear Waste from the city"), but be very expensive to construct (large +maintenance penalties, lots of required hammers, etc.) And, of course, if a player didn't deal with the waste, there would be major health penalties.
 
maybe zappara you could consider changing a modern windmill to producing electricity (power)?

and i would like to suggest a terrain improvement (not so much a city building imho) called Solar Farm. this would function similar to a windmill, at least in my modern concept of power production only? Sid Meier's classic Alpha Centauri had these solar terraformed lands..

speaking of your quest for modern sci-fi age events, that good old Sid Meier game Alpha Centauri has one of the best tech trees i have ever seen in any game... check it out at http://strategywiki.org/wiki/Sid_Meier's_Alpha_Centauri/Technology_tree. {edit -- now that i think about it another old old school sci-fi game with great tech and is out at abandonia is Master of Orion http://www.abandonia.com/en/games/101/Master+of+Orion.html}

:spear:
Improvements can't provide power to cities, just food, hammers, gold and happiness.

I do have SMAC still installed (I've had it installed ever since it was released) and it was just yesterday when I was looking it's pedias - v2.8 will use bit more SMAC ideas than previous RoM versions already have.

There's a bunch of other games I've looked for ideas like GalCiv I-II, Total War, Civ Test of Time games and if you look RoM pedias you should see similiraties with those games.

I don't know if anyone noticed, I think it was the planetfall mod that had a greenhouse improvement. That could be useful.
Yes and it has some other nice things too... ;)

And now that I got that out of me, I've got a realistic upgrade suggestion for modern day armored vehicles. URANIUM DEPLETED MUNITIONS! Which requires uranium and would probably give +75% strength but major drawback is the unit will lose -10% energy per turn? An upgrade for an armored unit specifically designed to break through enemy defenses but eventually becomes useless over time. Just like in real life!
Uranium Depleted Ammo was one random event idea I had for promotion events but it hasn't found it's way to RoM - making events is rather time consuming task when testing all the choices.

I always thought that it was weird that nuclear power plants in Civ4 never gave off any harmful side-effects like they do in the real world. Nuclear waste should be a negative resource they produce.
I wish there was a different system for waste than unhealthiness - it could have opened room for various ideas like landfills, waste to energy plants, radioactive waste etc.


Edit: I was going to answer to few more things but headache is winning this evening so I'll get back to you some time next week...
 
Improvements can't provide power to cities, just food, hammers, gold and happiness.

damn them, damn them all..

I do have SMAC still installed (I've had it installed ever since it was released) and it was just yesterday when I was looking it's pedias - v2.8 will use bit more SMAC ideas than previous RoM versions already have.

There's a bunch of other games I've looked for ideas like GalCiv I-II, Total War, Civ Test of Time games and if you look RoM pedias you should see similiraties with those games.

... and the Alien Crossfire expansion to SMAC? Personally it may be the best strategy game ever written for the PC. I cannot find another game, CIV is a maybe, that deploys such devious wondrous AI from the computer... playing next to Sanitago or Miriam just tests your abilities... talking about it now makes me want to play a game! :) and now you have me off thinking about using it with gameranger.com... :goodjob:
 
My apologies if this has been suggested, but 17 pages is a lot to read. :)

I'd love to see a "Build Canal" improvement for workers to create. I really hate having to build a city in a bad place just to enable my naval units to cross an isthmus, instead of traveling around a continent. Ideally, the canal should be limited in range (5 squares?) and start and end next to an ocean (Panama Canal or Suez Canal) or inland lake (Great Lakes Canals)
 
My apologies if this has been suggested, but 17 pages is a lot to read. :)

I'd love to see a "Build Canal" improvement for workers to create. I really hate having to build a city in a bad place just to enable my naval units to cross an isthmus, instead of traveling around a continent. Ideally, the canal should be limited in range (5 squares?) and start and end next to an ocean (Panama Canal or Suez Canal) or inland lake (Great Lakes Canals)

Forts can be used as a canal. Forts work up to two spaces at at time, and ships can move through them. Strategically placing a city on the third spot, then two more forts would allow for a large 5 tile canal.
 
Not sure yet. I'm trying to find any historical referencies to actual holy wars that were caused by other religions than christianity - like how Islam spread to India etc. The progress with such research is slow and in most cases very little is told about the actual troops, what kind of equipment they had, what they were called, what holy sites were involved that could be used as national/great wonders etc? I'm not expert with religion history so I'll appreciate any help with this. For eaxmple take a look at List of Wars in Muslim world - the amount of information that needs checking/reading is massive and this is just about one religion and RoM has 11!


I'm also trying to find out what future might bring to our cities ie. what new buildings/wonders are there under construction?
Here's few I've found:
5 amazing buildings of the futurel
wind-powered skyscraper
Floating building for water rising refugees

I haven't gotten through the whole thread yet. Still on page 12. However, I am a scholar of Eastern religions, so I could help out if you have any questions or need help with ideas and so forth. While I am not very familiar with Asian military history aside from the basics, I am much more versed in cultural phenomena. Let me know, I'd be happy to contribute to such a great mod.
 
Improvements can't provide power to cities, just food, hammers, gold and happiness.

I do have SMAC still installed (I've had it installed ever since it was released) and it was just yesterday when I was looking it's pedias - v2.8 will use bit more SMAC ideas than previous RoM versions already have.

There's a bunch of other games I've looked for ideas like GalCiv I-II, Total War, Civ Test of Time games and if you look RoM pedias you should see similiraties with those games.

Yes and it has some other nice things too... ;)

This might be of interest as well. Best tech tree ever.
 
Forts can be used as a canal. Forts work up to two spaces at at time, and ships can move through them. Strategically placing a city on the third spot, then two more forts would allow for a large 5 tile canal.

The AI recently taught me how this can be tactically abused as well. He parked a Trireme in a choke-point fort, which neither my land nor sea units could attack!
 
Zap,

Love, love, love, love, love your mod. You are a god amongst men :-)

Three questions (one easy, the others a bit harder):
1) Can you post a beta 2.8 version when you get something stable for us to try out and provide feedback on?

2) One of my pet peeves about Civ is the limit of only being able to build 1 thing in the queue irrespective of how hammers you have. For instance, if I am producing 150 hammers, and something costs 30 hammers, I should be able to produce 5 in 1 turn. I suspect this is hard-coded -- but any thoughts on if this could actually be fixed? It always seemed really silly to me that I could have some huge city with all these resources, but only able to build 1 warrior.

3) The other pet peeve is the time it takes for the AI to actually move all it's units, one at a time, and it's overall impact on turn-time. Is there any way -- maybe something better AI could work on at your recommendation, to get the AI to plot out all it's "domestic" moves and move all it's pieces simultaneously? This would be a HUGE improvement in AI turn time.

Just my $0.02. Like I said, I love your mod and have been playing it since 1.X. Keep up the AWESOME job!!
 
2) One of my pet peeves about Civ is the limit of only being able to build 1 thing in the queue irrespective of how hammers you have. For instance, if I am producing 150 hammers, and something costs 30 hammers, I should be able to produce 5 in 1 turn. I suspect this is hard-coded -- but any thoughts on if this could actually be fixed? It always seemed really silly to me that I could have some huge city with all these resources, but only able to build 1 warrior.

Shameless self-promotion time:

Se my RoM modmod, it has exactly what you want in it, called the "Multiple Production Mod."
 
Is there a beta for 2.8 yet that us impatient people can start to play with/help test? :D
Yes there will be beta soon - after I've included most of the Transhuman era changes. glider recently posted that next RevDCM version is couple weeks away from the release so I got now couple weeks before I can merge it to RoM (which will improve AI etc.). Now the RoM 2.8 version I'm working on is already in pretty good shape (see current patch notes below) so I guess I could make beta any day now... though I need to finish up the changes to manufactured resources first... ;)

... and the Alien Crossfire expansion to SMAC? Personally it may be the best strategy game ever written for the PC. I cannot find another game, CIV is a maybe, that deploys such devious wondrous AI from the computer... playing next to Sanitago or Miriam just tests your abilities... talking about it now makes me want to play a game! :) and now you have me off thinking about using it with gameranger.com... :goodjob:
Yes, Alien Crossfire too :) I wish they added SMAC's terrain system to Civ 5 - truely 3d terrain would enhance the game a lot.

I haven't gotten through the whole thread yet. Still on page 12. However, I am a scholar of Eastern religions, so I could help out if you have any questions or need help with ideas and so forth. While I am not very familiar with Asian military history aside from the basics, I am much more versed in cultural phenomena. Let me know, I'd be happy to contribute to such a great mod.
See 2.6 Discussion - Religion -thread. There was some great ideas already posted like in this post. While that post gives a good list of things that could used in RoM, the hard part is to decide what effects each building/wonder/unit should have and also historical background is needed (pedia). Though pedia is missing still from many objects in RoM but it's continueing process to add them.

This might be of interest as well. Best tech tree ever.
I think I remember seeing that game but never played it myself. Can't remember what its tech tree was like.


and the latest patch notes:

Spoiler :
Version 2.8
-----------

Mods
----
- Updated: BUG 3.6 to 4.0

Victory types
-------------
- Added: Scientific victory


Promotions
----------
- Added: Combat AI 1.0 - 4.0
- Added: Self-Destruct
- Added: Land Warrior I-III
- Added: Stealth I-III
- Added: Super Cavitation
- Added: Electro-Magnetic Armor MK I-III
- Added: Rapid Deployment
- Added: Shielding I-III
- Added: Fusion Power Source
- Added: Defensive Protocols 1.0-3.0
- Added: Power Source Upgrade MK I-III
- Added: Jump Sets
- Added: Armor Upgrade I-III
- Added: Reinforced Structure
- Added: Automatic Repairs MK I-III
- Added: Weapon Upgrade MK I-III
- Added: Fuzzy Logic
- Added: Quantum Algorithms
- Added: Global Awareness
- Added: Heat Seeking
- Added: Laser Guidance
- Added: Global Positioning System
- Added: Small Diameter Bomb
- Added: Offensive Protocols 1.0-3.0
- Added: Guardian 1.0-3.0
- Added: Terrain Analysis 1.0-3.0
- Changed: Combat I-VI no longer available for Robot units
- Changed: March no longer available for Robot and Assault Mech units
- Changed: Trench I-III no longer available for Robot units
- Changed: Sensors I OR requirement Combat AI Mk 3.0 added
- Changed: Sentry I-III no longer available for Robot, Hi-Tech and Assault Mech units (they can use Sensors I-III)
- Changed: Pinch I-III no longer available for Robot units
- Changed: Cover I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. archers)
- Changed: Shock I no longer available for Robot and Hi-Tech units (they already strong vs. melee)
- Changed: Formation I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. mounted)
- Changed: Woodsman I-III no longer available for Robot units
- Changed: Flanking I-III no longer available for Robot units
- Changed: Nanoids OR requirement Combat AI MK 4.0 added
- Changed: Arctic Combat no longer available for Robot units
- Changed: Desert Combat no longer available for Robot units
- Changed: Fieldsman I-III no longer available for Robot units
- Changed: City Garrison I-III no longer available for Robot and Assault Mech units
- Changed: City Raider I-IV no longer available for Robot and Assault Mech units
- Changed: Heal no longer available for Robot units (Nanoids replaces this promotion)
- Changed: Medic I-III no longer available for Robot units
- Changed: Blitz no longer available for Assault Mech units
- Changed: Fanatic no longer available for Robot and Assault Mech units
- Changed: Kamikaze no longer available for Robot and Assault Mech units
- Changed: Drill I-IV no longer available for Robot and Assault Mech units
- Changed: Guerilla I-III no longer available for Robot units

Sounds
------
- Added: Construct sounds for 90 building types
- Fixed: Weapon sounds for some Transhuman era units

Units
-----
- Added: Modern Workboat, upgrades to Constructor Ship
- Added: Constructor Ship
- Added: Hybrid Gunship, upgrades to Dropship
- Added: Precision Attack Missile
- Added: Littoral Combat Ship
- Added: Seaplane Tender
- Added: Early Carrier
- Added: Global Hawk (Drone)
- Added: Nanite Swarm
- Added: Assault Droid
- Added: Siege Droid
- Added: Anti-Air Halftrack
- Added: Javelineer
- changed: Anti-Tank Infantry str 65->50, bonus vs. wheeled/tracked 75%->50% (has Ambush I so total bonus is 75%), unit is now about 30% better than Bazooka vs. those unitcombat groups
- changed: Mercenary Infantry str 34->40 (with bonus vs. gun the str is 60 against other infantry units), extra cost 50->20 per turn
- Changed: Carrier -50% str on coast
- Changed: Nuclear Carrier -50% str on coast
- Changed: Fusion carrier -50% str on coast
- Changed: Workboat upgrades to Modern Workboat
- Changed: Caravan has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Freight has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Dropship moved to Warmachines, can enter ocean, str 125->150, paradrop range 10->20
- Changed: AH64 Gunship upgrades to Hybrid Gunship instead of Dropship
- Changed: Extraction Facility requires Nanotubes instead of Steel
- Changed: Submerged Town Platform requires Nanotubes
- Changed: Adventurer no longer have flat movement cost
- changed: Motorcycle no longer have flat movement cost
- Changed: Aegis Cruiser upgrades to Littoral Combat Ship instead of Fusion Cruiser
- Changed: Fusion Cruiser gets 25% attack bonus vs. Stealth Submarine
- Changed: Trireme can use now ASSAULT_SEA AI in case Transport Promotions are given to it
- Changed: Viking Longboat can use ASSAULT_SEA AI
- Changed: Sloop can use ASSAULT_SEA AI
- Changed: Privateer can use ASSAULT_SEA AI
- Changed: Torpedoboat can use ASSAULT_SEA AI
- Changed: Stealth Torpedoboat can use ASSAULT_SEA AI
- Changed: Early Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Modern destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Pre-Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
- changed: Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
- changed: Battlecruiser can use ASSAULT_SEA AI, upgrades to Seaplane Tender, carries Seaplanes if given Transport promotions
- Changed: Battleship can use MISSILE_CARRIER AI
- Changed: Modern Battleship can use MISSILE_CARRIER AI
- Changed: Submarine no longer has MISSILE_CARRIER AI, can use now SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Nuclear Submarine can use MISSILE_CARRIER AI, no longer has SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Fusion Cruiser can use MISSILE_CARRIER AI
- Changed: BTR80 is now experimental unit - DOMAIN_SEA, uses ASSAULT_SEA AI, can move all terrain, can not enter ocean, coast
and storm ie. the unit is like sea transport but works on land plots. Need to test if AI now actually uses it to carry troops and if there is any other side-effects???
- Changed: Seaplane str 25->30, +50% against Sea units, bombard 5%->10%
- Changed: Cruiser can carry only 1 Seaplane
- Changed: Heavy Cruiser can carry only 1 Seaplane
- Changed: Nuclear Carrier renamed to Modern Carrier, moved to Modern Warfare, carries 7 fighters
- Changed: Carrier moved to Jet Propulsion, requires Radar, str 35->40, carries 5 fighters, cost 525->650
- Changed: Remote Controlled Bombers button
- Changed: Anti-Personnel Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Scout Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Assault Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Dropship requires Nanotubes
- Changed: Walker Droid requires Semiconductors and (aluminum or nanotubes), no longer start with Blitz
- Changed: Power Armored Infantry requires aluminum or nanotubes, requires Mech Assembly Plant
- Changed: Hi-Tech Robot requires Semiconductors and Nanotubes
- Changed: Sentinel requires Semiconductors and Nanotubes
- Changed: V1 no defensive bonuses, can be captured
- Changed: Guided Missile no defensive bonuses, can be captured
- Changed: Biological Warfare Missile no defensive bonuses, can be captured
- Changed: Catapult can be captured (note that it will defend itself before this)
- Changed: Trebuchet can be captured (note that it will defend itself before this)
- Changed: Bombard can be captured (note that it will defend itself before this)
- Changed: Cannon can be captured (note that it will defend itself before this)
- Changed: Light Artillery can be captured (note that it will defend itself before this)
- Changed: Artillery can be captured (note that it will defend itself before this)
- Changed: Flak88 can be captured (note that it will defend itself before this)
- Changed: Light Anti-Air Gun can be captured (note that it will defend itself before this), upgrades to Halftrack AA instead of Mobile SAM
- Changed: Sentinel str 200->220, cost 1700->2000
- Changed: All Early Fighters and Fighters have 50% bonus vs. Early Bombers
- Changed: All Jet Fighters have 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Stealth Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Modern Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Scramjet has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Orbital Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Spearman units moved to Metal Casting, bonus vs. mounted 100%->50%, no longer gain production bonus from Stone or Obsidian
- Changed: Pikeman bonus vs. mounted 100%->50% (str 9 vs. mounted archer's 8 str)
- Changed: Heavy Pikeman bonus vs. mounted 100%->50% (13.5str vs. mailed knight's 14 str before promotions), moved to Armor Crafting
- Fixed: Stealth Bomber can now carry out all DCM air bomb missions
- Fixed: Remote Controlled Bombers can now carry out all DCM air bomb missions


Unit Art Styles
---------------
- Added: Russian unit art style, uses European style as base
- Added: Mailed Knight for Asian style
- Added: Mailed Knight for Chinese style
- Added: Swordsman for Asian style
- Added: Infantry for Asian style
- Added: Infantry for Chinese style
- Added: Infantry for Middle East style
- Added: Infantry for Arabian style
- Added: Infantry for Babylon style
- Added: Heavy Swordsman for African Style
- Added: Heavy Cavalry for African Style
- Added: Cuirassier for African Style
- Added: Carrier (US) for South American Style
- Added: Carrier (US) for Native American Style
- Added: Carrier (US) for Meso American Style
- Added: Carrier (US) for American Style
- Added: Carrier (German) for Viking style
- Added: Carrier (Soviet) for Russian style
- Added: Modern Carrier for Russian style
- Added: Javelineer (Assyria) for Middle East style
- Added: Javelineer for Babylon style
- Added: Javelineer (Assyria) for Arabia style
- Added: Javelineer (Nubia) for African style
- Added: Javelineer for Roman style
- Added: Javelineer (Rome) for Holy Roman style
- Added: Javelineer (Phoenicia) for Asian style
- Added: Javelineer (Phoenicia) for China style
- Changed: All Barbarian style schema files updated


Gamedefines
-----------
- Changed: BASE_SPY_STEAL_PLANS_COST 100 -> 1000
- Changed: BASE_CITY_GROWTH_THRESHOLD 25 -> 30
- changed: CITY_GROWTH_MULTIPLIER 2 -> 10 (cities grow slower)
- Changed: ROUTE_FEATURE_GROWTH_MODIFIER -50% to -25% (forests have higher chance to spread even when plots have routes)
- Changed: OVERSEAS_TRADE_MODIFIER 100 -> 50
- Changed: FOREIGN_TRADE_MODIFIER 150 -> 100
- Changed: TECH_COST_KNOWN_PREREQ_MODIFIER 20 -> 8 ( define * OR tech preregs), example if tech has 3 OR prereqs, knowing all those three before researching this tech gives 3*8% = 24% bonus to research speed. At maximum this is now 5*8% = 40% (Monarchy) instead of 100% as it was with default BtS value
- Changed: TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER 30 -> 50 ( (define * how many met alive rivals know this tech) / the amount of all alive civs = added to research modifier), example: (50*5 known civs) / 10 alive civs = 25% bonus to reseach speed. What this means is that techs already known by others can be now researched faster making it harder to get ahead of other civs in tech race (effect is about twice as much as with default BtS value)



Improvements
------------
- Added: Vertical Farm
- Added: Command Center (Future Bunker), 100% defense bonus
- Added: Windtrap
- Fixed: Modern Mine hills make valid set to 1 (can be built now on all hills)
- Changed: Lumbermill moved to Machinery tech
- Changed: Lumbermill gives +10 production to city when improvement is built (one time bonus) to help AI players build them more (improvements do not have AIWeights)
- Changed: Fort increases defense by 50% (was 25%) ie. now as much as Forest
- Changed: Bunker increases defense by 75% (was 50%) ie. now as much as Forest+Hill
- Changed: Windmill no longer gain bonuses from Environmental Economics and Wireless Electricity (Windtrap is its future replacement)


Buildings
-------------
- Added: Communication Satellites
- Added: Military Satellites
- Added: Mech Assembly Plant
- Added: Nanite Population
- Added: Zero G Sports Arena
- Added: Aerospace Complex, upgrades Military Airbase
- Added: Matter Decompiler
- Added: Body Exchange Clinic
- Changed: Nanite Lab requires Nanotubes
- Changed: Fisherman's Hut AIWeight 10 -> 100
- Changed: Butchery AIWeight 0 -> 100
- Changed: All religious Temples give happiness only from State religion
- Changed: Meeting Hall 1 unhealthiness from Alcohol
- Changed: Armourer has new graphics
- Changed: Tannery obsolete with Assembly Line instead of Plastics
- Changed: Military Airbase gives +3 experience for Helicopter units (since they belong to DOMAIN_LAND group and not DOMAIN_AIR)
- Fixed: Supermarket build sound define typo
- Fixed: Sid's Sushi Restaurant build sound define typo
- Fixed: American Mall build sound define typo
- Fixed: Hypermarket build sound define typo
- Fixed: Shopping District build sound define typo
- Fixed: Convention center build sound define typo


Great Wonders
-------------
- Added: Carhenge
- Added: Ascension Gate, required for Scientific Victory
- Changed: The Space Elevator double production speed with Nanotubes instead of Aluminum
- Changed: Silicon Valley produces x amount of Semiconductors
- Changed: Royal Tournament requires Knight's Stable instead of Stable


National Wonders
----------------
- Added: Rubber Plant, produces Synthetic Rubber
- Added: Fertilizer Plant, produces Fertilizers
- Added: Research Hospital, produces Smart Medicine
- Changed: Brewery can built only once and it will produce more than 1 alcohol resource
- Changed: Treasury graphics
- Changed: Medical Clinic moved to Replacement Organs tech
- Changed: Nano Research Department requires Coal
- Changed: Chemical Plant produces Chemicals instead of Synthetic Rubber, moved to Refining tech, requires River (oil+sulphuric acid+water = chemicals)


Resources
---------
- Added: Nanotubes
- Added: Semiconductors
- Added: Artificial Molecules (needs better name?)
- Added: Smart Medicine
- Added: Biofuel
- Added: Chemicals
- Added: Fertilizers
- Changed: Ivory from group Rush to Luxury (placed more now?)
- Changed: Stone can appear now on Grass, Plains, Desert, Tundra and Snow terrains
- Changed: Alcohol no longer cause unhealthiness (this modifier is moved to buildings)


Python
------
- Added: RomGameUtils (previous CvGameUtils) overrides the default CvGameUtils functions which BUG uses. Init in RoMSettings.xml (load mod in init.xml)
- Fixed: Buccaneers random event help function
- Fixed: Civic screen no longer try to show help info for Democracy civic
- Fixed: Air Defense modifier is shown now in Improvements if they affect it (bug in BtS prevented it from showing)
- Changed: Scoreboard shows now Dynamic Civ names
- Changed: CvUtil has now some functions that were before in CvGameUtils
- Changed: CvEventManager allows now National Wonders to play movies
- Changed: SevoPediaBuilding shows resource requirements now the same way as unit pages do ie. with AND and OR messages
- Changed: Demolishing obsolete buildings from city gives only half the gold amount


Civics
------
- Changed: Slavery AIWeight -10 to -50 (AIs should abandon this civic more likely as the game advances)
- Changed: Communist gold bonus -25% to -60% in all cities
- Changed: Caste has now -50% improvement upgrade rate, AIWeight 0 -> -20, no longer give hammer bonus for Modern Mine
- Changed: Vassalage +1 gold from Forts
- Changed: Proletariat +1 hammer from Lumbermill
- Changed: Public Works +1 happiness in largest cities
- Changed: Church building production bonus in cities with state religion 10% -> 25%, GP rate with state religion 0 -> 20%
- Changed: Subsidized health in all cities 4 -> 6
- Changed: President great general 10% -> 20%, free experience 1->3, +1 happiness from Broadcast Tower, National TV Station, Info Net, decreases local rebelliousness
- Changed: Green adds +1 hammer/gold from Lumbermills (think of it as for each cut down tree you'll plant a new one to keep forests renewing = used in Finland), -2 hammer from Workshop
- Changed: Feudal gives +1 gold from farm instead of +2


Events
------
- Changed: Sea Storm 3 and Sea Storm 4 ships no longer sink if they are inside player's cultural borders and there's small random chance that they survive on unowned ocean plots

Techs
-----
- Changed: Androids requires Rapid Prototyping
- Changed: Cybernetics requires Rapid Prototyping
- Changed: Steam Power req. Scientific Method is now AND requirement instead of OR (prevents players from advancing to Industrial era without certain key Renaissance techs), requires Physics (AND req.)
- Changed: Marxism has now AND reqs. Corporation and Steam Power
- Changed: Artillery requires Steel instead of Physics
- Changed: Wearable electronics renamed to Wearable Computers
- Changed: Chivalry requires Armor Crafting
- Fixed: Fermentation can be traded
- Fixed: Horse Breeding can be traded
- Fixed: Mounted Archery can be traded
- Fixed: Cold Fusion is now entirely disabled (cost -1 and advanced start cost -1)

Gametext
--------
- Added: Artificial Life pedia
- Added: Teleportation pedia
- Added: Artificial Evolution pedia
- Added: Wearable Computer pedia
- Added: Smithing pedia and quote
- Added: Telegraph pedia and quote
- Added: Crop Rotation pedia and quote
- Added: Algebra pedia and quote
- Added: Quantum Computing quote
- Added: Modern Health Care pedia
- Added: Armor Crafting pedia and quote
- Added: Microprocessor pedia and quote
- Added: Biofuels pedia and quote
- Added: Fermentation pedia and quote
- Added: Vassalage pedia and quote
- Added: Quantum Teleportation pedia and quote
- Added: Caste System pedia and quote
- Fixed: ranged bombard typo

BUG options
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- Changed: Scoreboard shows maximum of 30 civs at a time, if number of civs exceeds this amount the scroll slider for scoreboard will be shown


Modules
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- Added: Abu Bakr leader for Arabia
- Added: Vincentz's Jungle Camp (Modules\Builds), fixed to work with Clone worker
- Added: Vincentz's Warlords (Modules\Custom Units)
- Added: Vincentz's Spy units (Modules\Custom Units)
- Added: Vincentz's Industry (Modules\Builds), fixed to work with Clone worker
- Updated: Afforess' Realistic Diplomacy to latest version
- Changed: MLF control file in Modules directory contains now info from Universal MLF control forum thread

Languages
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- Added: Mod supports now French, Germany, Spain and Italian but the translations are incomplete (new object texts shown in English). Bug: Python exception at start about ascii characters (BugUtil, UnitUtil and DynamicCivNames) - what's the cause???



Movies
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- Added: Amusement Park
- Added: Center for Disease Control
- Added: Central Bank
- Added: Hubble Space Telescope
- Added: Labor Union
- Added: Supercollider
- Added: Theory of Everything
- Added: Secret Army Base
- Added: Silkroad
- Added: Theatre of Dionysus
- Added: Treasury
- Added: Circus Maximus
- Added: Adam Smith
- Added: Marco Polo
- Added: Newton's College
- Added: SDI
- Added: Edinburgh Castle
- Added: Einstein's Lab
- Added: Encyclopedie
- Added: Forbidden Palace
- Added: National Sports League
- Added: International Space Station

Gamefonts
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- Updated: Vincentz's latest gamefonts which include more corporation and guilds icons

PlotLSystem
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- Added: Vertical Farm defines
- Added: Windtrap defines
- Added: Desert Windmill defines


Projects
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- Added: Eden Project
At this point all promotion and unit changes/additions should be ready - just some minor tweaking might be needed. Building/wonder/national wonder changes are still pretty much work in progress as there's still some transhuman era techs that need bit more stuff... feel free to suggest transhuman era wonders (with the effects) ;)

In above changes you might notice the spearman change and the new Javelineer unit type which upgrades to spearman. I hope this change finally settles the issues with spearman unit.

Another unit addition is the AA Halftrack which was requested few times - I finally found graphics for such unit. ;)
 
My thoughts

1. Another civic for society that represents a slave society as seen in the Roman Empire and Antebellum Southern United States.

2. A wonder could be first man on Mars which gives plus %10 beakers and +1 in diplomatic relations to all other civilizations because of advancing humanity.

3. A new technology, smokeless gunpowder which was a boon for the militaries at the time. It three times more powerful than gunpowder and did not make any of the smoke that gunpowder made.
 
Well... as per the discussion up thread about other religions crusades, I could give a few preliminary thoughts. I'll go take a look at the religions thread when I get a moment.

I am assuming we want crusades around the middle ages period. But perhaps some of the earlier religions could get involved.

Hellinism - In game it seems a mix of Greco/Roman. As such, a historically more accurate generalization about greco/roman religion should note that the Roman understanding of religion was different than our own. Our own contemporary definition of religion relates to the Christian reinterpretation of the latin religio. Before this reinterpretation, religio was related to traditio... that is, religion was tradition. It didn't matter what one believed. What mattered was that one kept up the socially sanctified organizational and ritual structures of the traditions. As such, the Roman empire was very skilled at bringing in new traditions. They just had to port them into their own cultural structures that made sense of these traditions. The closest thing to a crusade was the few hundred years of internal purges of Christian understandings. Early Christians, who challenged this structure, were deemed atheists by the Romans. The Christians were anti-religious to the Romans because they didn't want to play by the structures that defined religiosity for hundreds of years. But, as we know, eventually the popularity of Christianity as well as its usefulness in restructuring Roman norms became a focal point for internal reform. So, Hellenic crusade would be more internal than anything. The Romans were a very tolerant religious society, if one accepted playing by their rules.

Daoism - In the later part of the Han dynasty (2nd c. CE) and then throughout the periods leading up to and including the Tang dynasty (7-10th c. CE) Daoist understandings of the relationship between Heaven and Earth engendered large mass movements that evoked whole political-ideological regions to rise up to bring forth Heaven's order on Earth. Indeed, repressing one of these in the Han dynasty was so draining on the dynasty that it never recovered and it dissolved. Translating this into game terms, I would say that it would be a crusade of political, cultural and military conquest (as opposed to material and ideological like the Christian crusades), where there is an attempt to bring the whole world under one cosmological political order. Thinking about it, I think it would be the case that the Daoist crusaders would have boons to science and culture if a city was taken, or for each unit served. There were no real special military units. Perhaps high-ranking Daoist ritual specialists could be units. I could try and detail some of hte major buildings and individuals and create archetypes for a Daoist crusade based on this. Perhaps buildings that give special promotions to any units made: a kind of "Heavenly Masters" promotion that decreases rebellion in a city or adds science from pillage/city conquest instead of gold.

NOTE: One of the biggest problems I think in coming to terms with this question is that the category of religion itself is problematic for understanding non-European religions. India and China had their own ways of understanding what we now call religion. So, porting Western ideas of crusades would require some reinterpretation or even violence to history. On the other hand... while Christianity and Islam might have crusades, perhaps we can add some equivalent but quite different movements.

For Buddhism, Jainism and Hinduism, for example, a major factor in medieval india was the shift towards tantra for political rulers. The non-dualism of tantra was appealing to rulers because it allowed for an ethic beyond the orthodox and contributed to a kind of military adventurism. This was a great spur to political and economic transformation in the subcontinent. We might combine this with Hinduism for a mandala or concentric circle approach to religious justifications for increasing one's political boundaries through military means. Perhaps a tantric practitioner unit that can give a bonus to other units, either in a stack or once per turn give a promotion/bonus. These specialists were usually advisors to rulers and their rituals in court settings were an impetus for confidence and political certainty. So perhaps another unit that gives bonuses to production in cities?

As for Buddhism... there are so many instances of its combination with various regions that it is difficult for me to generalize. The mongols became Buddhists and are in fact the ones who set up the Dalai lama as the political head of Tibet. In China, we hear about the Shaolin monks. In Japan, monasteries had standing armies. In India, the situation was pretty much the same as I describe in the previous paragraph. In South east asia, Buddhism was part and parcel of the most expansive empires of the region. So, perhaps we should take that as our guide. A Buddhist "crusade" would be to help pacify an empire, by providing it structure (indeed, this is why it was chosen in Tibet to become a state religion). So maybe Buddhist 'crusade' buildings that give -war weariness, +to happiness and lower mainenance costs or something. Buddhism might be handy for empire-builders to have larger empires.

Leading up to WWII, and oversimplifying, Shinto was aligned with nativism and nationalism in Japan and was quite successful in unifying Japan's purpose and providing ideological certainty to reform. Less anarchy time for civic changes perhaps? Purging of other religions and a bonus when Shinto is the only religion and must be state religion.

Confucianism as the state religion was good at taking what it saw as the best of other religions and making that its own. Neoconfucian orthodoxy was for 800 years or so the defining ideology of China. Very good defensively actually. The mongols conquered China, began the Yuan dynasty, and within a couple generations were quickly sinified, and became domesticated under the Chinese status quo. Does it make sense to think of a defensive crusade?

Anyway, these are thoughts off the top of my head. I'd love to get some feedback on these historical observations, because then I could think more concretely about how it would work in-game. I like the idea of flavored crusades.

M
 
Oh, and I wrote this up last night. Hopefully you can parse the sleepy/shorthand brainstorming:

Transhuman random events:

Alien invasion negative: powerful aliens land in the cultural borders of the top 1-3 civs ready to fight!

Alien invasion positive: powerful aliens boost one non-vassal lowest 1-3 civ. Auto golden age.

Alien diplomacy: A choice. Alien civilization makes long distance contact with you. 1. Tell them to hit the road, I'm too busy. No effect. Small chance of event reoccuring for another civ. 2. Establish basic communication. Expend gold, a significant amount. Gain +1 relations with all civs. Gain +3% or so research for 10 turns. 3. Expend all our available manpower to develop deep communication. -5% production for 10 turns. +10% science for 20 turns.

District 9. Aliens crashland! 1. Pillage their stuff! Gain some research and prod, increase local rebeliousness for that city, increase unhapiness. 2. Help somewhat. Take what they give. small research bonus. 3. Rescue! Spend gold and gain 1 technology. +1 happyness for 10 turns.

Grey goo! Negative: nanotech run amock! starts in random square in a civ that can do nanotech... spreads unless paid off. recurring until paid in full. Destroys tiles into desert or buildings in cities.

Grey goo! Positive: nanotech AI collaboration gives production bonus in one city.

Mutation! Negative: Super-mutated abominations land in civ borders and attack.

Mutation! Positive: A supermutation is found! 1. Awesome, spend money and test on animals. food/health bonus. 2. Awesome, spend money to test on soldiers. permanent/temporary -1 happiness in all cities. All units get +X xp? 3. I'm broke. Put it out of its misery.

AI brainstorming!: AI finds new economic techniques. +1 trade routes in city. OR AI revolutionizes socio-polticial theory. +1 diplomatic relations.
 
This might be of interest as well. Best tech tree ever.

wasn't that the tech tree that you could spin on an axis? best visual tech tree from any game. ascendancy had something that just didnt pass mustard to the other sci-fi games, i bought it and played it for a while but it didnt keep me riveted like the other ones. i think i will dig it up because for me a lot of modern games just are not nearly as good as past ones. since i dont give a major hoot about graphics, i prefer AI and game stability, i go dosbox and retro a lot...
 
My apologies if this has been suggested, but 17 pages is a lot to read. :)

I'd love to see a "Build Canal" improvement for workers to create. I really hate having to build a city in a bad place just to enable my naval units to cross an isthmus, instead of traveling around a continent. Ideally, the canal should be limited in range (5 squares?) and start and end next to an ocean (Panama Canal or Suez Canal) or inland lake (Great Lakes Canals)

from memory, :confused:, but i think in the thread for suggestion for 2.7 we went into great detail about canals. i would like to see a sticky post on this the same way forts has one.

for one, the notion of forts being used as a canal for a modern day aircraft carrier is probably the most fantasy b.s. concept in all of CIV. a fort built in 2500 b.c. can also land a Stealth Fighter? and how does two forts next to each other make a canal? why do we tolerate this notion, of "oh yeah, and it can carry ships too!" since when does a stockade work as a fortified harbor?

this excuse of absurdity should be corrected for those looking to put historical reality into CIV imho. in all reality there are only two main canals i can think of that can take large modern day ships (panama and suez) but historically there are thousands of other canals that worked prior to the industrial age.

i will dig up that post thread about canals and link here... Ok found it, at http://forums.civfanatics.com/showthread.php?p=8041720#post8041720. at #274... :crazyeye:
 
wasn't that the tech tree that you could spin on an axis? best visual tech tree from any game. ascendancy had something that just didnt pass mustard to the other sci-fi games, i bought it and played it for a while but it didnt keep me riveted like the other ones. i think i will dig it up because for me a lot of modern games just are not nearly as good as past ones. since i dont give a major hoot about graphics, i prefer AI and game stability, i go dosbox and retro a lot...

Well, the Ascendancy AI makes RoM AI look like Sid himself, which kinda undermines the whole thing. The wiki mentions some efforts to take that really unrivaled tech tree and to better explore the design space it opened up. What better place to do that than RoM? Now if we could only get our own AI to join along...

If you're able to get a copy running on Dosbox, I'd be curious for some tips on how you managed it.
 
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