Welcome to Rise of Mankind forum. Rise of Mankind is a mod project for Civilization IV: Beyond the Sword expansion. On this forum you can discuss about the mod, give feedback and suggestions and share your strategies of conquering the world in this mod. About the mod This mod is my attempt to enhance Civilization 4 to a whole new level. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt slightly disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some great new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod. This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. Some tech changes are still in consideration. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. Note that now you must consider more carefully what to build in city because the number of different buildings has increased so much and because you are now limited to 4 World Wonders per city. I used most of my freetime past eight months to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change - you'll have to check Civilopedia entries for all the changes. There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode. Near future techs also require some attention, that is the part of tech tree that I'm not 100% done yet as it's been bit difficult to do research on what might be really discovered during the next 100 years. In this part I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs. I recommend playing this mod on Marathon game speed and on huge map size. I prefer making custom game and use Smartmap (you need to download it) mapscript for making good continental maps. No other language support than English at the moment. If you try this mod on any other language than English, you will notice that most new object names have english text. Credits I'd like to thank fellow modders since they've worked hard for creating all those new graphics and python coding. If there wasn't these guys/girls this mod wouldn't have seen the daylight 0100010 - Feedback and tech adjustment recommendations anhu - water graphics asioasioasio - unit graphics, wide city bar, new buildings baal_isidro - unit graphics Bakuel - unit graphics bernie14 - unit graphics bhruic - unofficial patch bmarnz - Inquisition - Limited Religions Chamaedrys - building graphics Chugginator- unit graphics danrell - unit graphics Duke van Frost - building graphics Eusebius - for Eusubius World Religion mod FK2006 - button graphics GarretSidzaka - unit graphics GeneralMatt - unit graphics GeoModder - Ethnic Diverse Citystyles mod Gillmer J. Derge - Civ4lerts and configparser Grave - unit graphics Grave, Jeckel - Enhanced Tech Conquest mod hrochland - Longer techbar in techscreen JKP1187 - events mod johny smith, Jeckel - Religion and Corporation Screens Johny smith - Palace of Potala, python, terrain graphics Kal-El + others - RAR mod for CIV3 Kalimakhus - for helping with the font files & feedback+suggestions Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod LunarMongoose - civic buttons Lt. Bob - DLL that supports 34 civs (Bhruic's patch included) Master Lexx - for Greenmod Mentat99 - for Improved Leaders & Civics Nautil - for air units mod Rabbit, White - Sphinx Wonder Refar - unit, building graphics Rufus T. Firefly - for Civ3 icon graphics sakhr - unit graphics Sevo - building graphics Sevo, Vovan, Progor, Gaurav, Fitchn, LunarMongoose - for sevopedia mod Sharick - Future Tank model siam - unit graphics Snafusmith - for Modern Warfare Units Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics Splinter13 - building graphics TheLopez - Specialist Stacker Theo - Better espionage screen The_Coyote - unit graphics Thorn, Bad Ronald - BtSFlagMod TR Team - for Total Realism mod White Rabbit - for Ethnically Diverse Units woodelf, winddelay - Alhambra graphics Zerver - unit graphics Zebra 9 - zCivics Woodelf - building graphics -sr - custom maps Commander Bello, Maatissi, 0100010, RobO, Oatse, Lomion, Otto.Davila, baha, Dewion, ersner, d_beauch, cuteunit - feedback All the various authors who made the new fantastic graphics Plus all the other respective authors who have helped in mods mentioned above.