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Rise of Mankind mod expands your Civ4: Beyond the Sword game with new techs, units, buildings, wonders and with many other gameplay changes. Includes Better BtS AI 0.81M, RevolutionDCM 2.6 and BUG 4.1 mods.

This mod requires Civ4: Beyond the Sword v3.19 and the mod supports only English language.


Features

* 288 Techs in tech tree
* 300+ Units
* 199 Buildings
* 84 Wonders
* 53 National wonders
* 54 Civic options
* 33 Unit categories, modern units are superior to ancient units
* 34 New resources
* 26 Pre made maps included: 7xEarth, 2xMars map, 2xMediterranean, Europe, Demographica (Europe), New Zealand, 2xEurasia, North&South America maps, Australia, Antarctica, Orion and Sirius fictional planet maps, Colonization (1500AD America) scenario, 2xTamriel (Elderscrolls), Earthsea, Japan+Korea map
* 52 Improvements for terrain/resources
* 6 New route types
* 5 New Civilizations (55 with extra civ addon pack)
* 7 New Projects
* 4 New Citizen types
* 4 New Religions
* 2 New Civic categories
* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
* 2 New Gamespeed: Blitz 215 turns, Snail 3000 turns
* 1 New terrain type: Marsh
* Abandon city / Demolish building
* AI Autoplay
* Better BTS AI 0.81M
* Corporation specific buildings
* Civic specific buildings
* Dynamic Civ Names
* Enhanced Interface (BUG 4.1 mod)
* Ethnically Diverse Units
* Ethnic Diverse Citystyles
* Examine City at Conquest
* Faster expansion in late game: Colonists and Pioneers build cities with preset buildings
* Fight in the future era with futuristic units
* Global Warming mod
* Influence Driven War
* Inquisition, destroy religions
* Modified Civics
* Modified Religions (each religion is more unique)
* More events (about 60)
* More game alerts, extra information about cities and diplomacy options
* New promotions (for air units too)
* New unit flags for Civilizations
* RevolutionDCM 2.5
* Advanced Combat Odds 1.0
* Ranged Bombardment
* Sevopedia
* Super Spies (promotions for spies)
* Supports maximum of 50 players
* Tech conquest, conquering enemy cities boosts your research
* Tech diffusion, civs can't fall too far behind in tech race
* Unit order enhancements, icons show each units current task
* Unofficial Patch 1.3
* Upgradeable buildings
* User configurable options (see: BUG options, Rise of Mankind Config.ini and Revolution.ini)
* + much more, see RoM Concepts pedia pages in-game




Installation instructions

1. Locate your Civilization 4 installation folder from your hard drive.
2. There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
3. IF YOU HAVE VERSION Rise of Mankind 1.x or 2.x INSTALLED, PLEASE RENAME OLD VERSION'S "Rise of Mankind" FOLDER TO SOMETHING ELSE (in case you want to continue playing that version too) OR DELETE IT BEFORE CONTINUING
4. Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
5. Start your Civ 4: Beyond the Sword normally and from start menu click "Load a mod". Choose Rise of Mankind mod from list and click ok.
6. When game has reloaded itself with the mod, you can start playing.


Mods
----
- Updated: RevDCM 2.6 -> 2.61
- Updated: BUG 4.1 -> 4.2
- Updated: Better BtS AI 0.81M -> 0.82J
- Updated: Unofficial Patch 1.3 -> 1.31
- Updated: BULL 1.00 official


Python
------
- Fixed: RevInqUtilities.py isInquisitionConditions now uses RoM settings
- Fixed: RevInquisition.py AI players no longer start training more Inquisitors when they have maxed out this unitclass already
- Fixed: RevDCMReligionControl.py isReligionExist call works now correctly, this should fix Choose Religion and Limited Religion game options
- Fixed: RoMGameUtils.py Artesian Well no longer can be built after city has built Cannery
- Fixed: ReligionUtil.py now identifies correctly RoM's religious building types (fixes Religion screen's building marks)
- Fixed: RevEvents.py PyPopup bug
- Fixed: CvMainInterface.py disabled Inquisitor code block that was referring to non-existing game feature (OC_FOREIGN_INQUISITIONS)
- Fixed: RoMGameUtils.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: RoMEventManager.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: Revolution.py bug in processRevolution function (line 5507)
- Changed: cPickle optimization to all python files that had only import pickle line (cPickle can be 1000 times faster)
- Changed: RoMEventManager.py crusader check is now made only if the civ has the tech that allows the wonder which trains crusaders (speed improvement for early game)
- Changed: RevInquisition.py disabled CanTrain codeblock (CannotTrain function does the same thing for Inquisitor so this was duplicate check)


City screen
-----------
- Changed: Shows only present religions and corporations (BUG options)

Buildings
---------
- Fixed: Paradise Garden button when hovering mouse over city
- Fixed: Armourer button when hovering mouse over city
- Fixed: Vacation Resort shows now info that it requires coastal city
- Fixed: Fisherman's Hut shows now info that it requires coastal city
- Fixed: Lighthouse shows now info that it requires coastal city
- Fixed: Harbor shows now info that it requires coastal city
- Fixed: Port shows now info that it requires coastal city
- Fixed: Commercial Port shows now info that it requires coastal city
- Fixed: International Port shows now info that it requires coastal city
- Fixed: Toll House shows now info that it requires coastal city
- Fixed: Customs House shows now info that it requires coastal city
- Fixed: Shipyard shows now info that it requires coastal city
- Fixed: Naval Academy shows now info that it requires coastal city
- Fixed: Drydock shows now info that it requires coastal city
- Fixed: Naval Yard shows now info that it requires coastal city



National Wonders
----------------
- Fixed: Secret Army's Base button when hovering mouse over city
- Fixed: Moia Statues shows now info that it requires coastal city


Great Wonders
-------------
- Fixed: Petra button when hovering mouse over city
- Fixed: Universal Translator button when hovering mouse over city
- Fixed: Sun Tzu's Arts of War button when hovering mouse over city
- Fixed: Colossus shows now info that it requires coastal city
- Fixed: The Great Lighthouse shows now info that it requires coastal city
- Fixed: Magellan's Voyage shows now info that it requires coastal city


Modules
-------
- Fixed: UN Mission button when hovering mouse over city

Terrain
-------
- Changed: Storm growth 500->400, defense +25% -> -25% (so that AIs no longer end turns on storms)

Resources
---------
- Changed: Ancient Relics can be traded
- Fixed: Manufactured resources no longer cause CTD when placing them to plots in Worldbuilder

Improvements
------------
- Changed: Oil Well requires now Refining instead of Combustion


Pythoncallbacks
---------------
- Disabled: CanTrain callback, no longer used in the mod (performance increase)
- Disabled: CannotTrain callback, no longer used in the mod (performance increase)

Traits
------
- Changed: made visible to xml all the new RevDCM modifiers to all traits (unused modifiers, can these be used?)
- Changed: Seafaring double production speed for Fisherman's Hut

Config
------
- changed: Advanced Scoreboard no longer shows dead civs by default because RevDCM can regenerate same civs again during the game

Promotions
----------
- Changed: Transport I-III enabled again (CTD problem with them has been fixed)

Gametext
--------
- Fixed: Space Tourism strategy entry
- Fixed: Algebra strategy entry
- Fixed: Applied Economics strategy entry
- Fixed: Orbital Flight strategy entry
- Fixed: Lead german translation
- Fixed: Weaving german translation

Units
-----
- Changed: Entertainer trader multiplier 10->1 (Trade Caravan is now better choice)
- Changed: Praetorian str 9->8
- Changed: Berzerker (Viking UU) gets now Mobility promotion instead of Amphibious (because Seafaring trait already gives Amphibious)
- Fixed: Inquisitor now shows info that it requires Intolerant Civic and State Religion

Techs
-----
- Changed: Nationalism AND req. Divine Right removed (already included in Leadership req.)
- Changed: Representative Democracy AND req. Liberalism removed (already included in Social Contract req.)
- Changed: Assembly Line AND req. Replaceable parts removed (already in tech path)
- Changed: Electricity AND req. Replaceable parts and Scientific Method removed (already in tech path)
- Changed: Screw Properller AND req. Replaceable parts removed (already in tech path)
- Changed: Railroad AND req. Replaceable parts removed (already in tech path)
- Changed: Theory of Relativity AND req. Physics removed (already in tech path)
- Changed: Refining AND req. Scientific Method removed (already in tech path)
- Changed: Combustion AND req. Explosives removed (already in tech path)
- Changed: Compulsory Eduction AND req. Physics removed (already included in Thermodynamics req.)
- Changed: Nuclear Power AND req. Modern Physics removed (already included in tech path)
- Changed: Space Tourism AND req. Globalization removed (Already included in Communication Networks req.)
- Changed: Psychology AND req. Scientific Method removed (already included in tech path)
- Changed: Fission AND req. Refining removed (already included in tech path)
- Changed: Flintlock AND req. Divine Right removed (already included in tech path)
- Changed: Fusion AND req. Superconductors removed (already included in tech path)
- Changed: Ecological Engineering AND reqs. Recycling and Genemanipulation removed (already included in tech path)


Game defines
------------
- Changed: Max amount of trade routes increased from 12 to 16 (now possible to make use of all trade route increases)

Events
------
- Fixed: Elite swords quest now correctly says that you need to build Light Swordsman
- Fixed: Noble Knights quest tech requirements

Leaders
-------
- Changed: Alexander weights Soylent Green facility for desert plots
- Changed: all leaders who weight farms now weights Vertical Farms more than Farms
- Changed: all leaders who weight Windmills now weight Windtrap more than Windmill

Sevopedia
---------
- Changed: Techs now show their strategy info (infos will be updated in v2.9)

Traits
------
- Changed: Seafaring gives now Amphibious promotion to various unit combat groups instead of Navigation I (trait more useful now)


Civics
------
- Changed: Vassalage +10% production and +10% gold in capital, can draft


RevDCM
--------
- Updated to Better BTS AI 0.82J and Unofficial Patch 1.31
- Fixed issue with combat odds display
- Barbarian Civ settling now scales better with game speed
- Fixed a couple bugs in RevInquisition
- Fixed a couple issues with BUG and RevDCM
- Updated to BUG 4.2
- Updated to BULL 1.00 official
- Fixed project interdependency bug
- Fix to choose religion option
- Fixed plot combat help issue, now shows modifiers correctly
- Added Rom's extra inquisitor checking code
- Fix to allow the sevopedia to show leaders of multiple civs
- Fix bug in the RevDCM info screen where RevDCM was returning -1 for a playerID
- Formatting changes for code comments
- modified makefile for BULL compiler options
- New organization of GlobalAltDefines.xml for BBAI 0.82 options
- integer division issues in Revolutions calculations fixed
- Python and XML changes from UP and BBAI
- Remove duplicate xml tag, to fix "give up their independence" bug
- "Financial stability" text displayed when revolution watch finances are positive


BUG 4.2
---------
CHANGES

New Features:

- SevoPedia
Technology page shows Civilizations that start with it

Improvements:

- Great Person Progress Bar
Added hover text displaying full details
- Info Screen [F9]
Made colors optional on WONDERS list
Added hover help text to WONDERS tab buttons
- Option Shortcut Reminder
Message turns itself off the first time you open the Options screen
If you turn it back on in the System tab, it will remain on as before

Bug Fixes:

- City Screen
Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
Fixed options on Advisors tab
Fixed Zoom to City Button Details option title
- AutoLog
Pillaging entries work and show correct gold amount
Peace offer entries work
- AutoSave
Fixed invalid save file names when starting from a scenario
- Civ4lerts
Growth, happiness, and health alerts correctly detect when a city will grow next turn
- General
Added missing 3.19 change with liberating cities during war-time
- Mac
Fixed reverse list sorting in GPUtil
Fixed random crash when using Strategy Layer


MODDING

New Features:

- Events
playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

Improvements:

- Options
Shortcut Reminder message uses CvModName.modName instead of "BUG Mod"

Bug Fixes:

- GameUtils
Fixed problem when using element to define new callbacks
New s no longer require a default value (omit both "type" and "default")


Better BtS AI 0.82J
-------------------
Merged in UP 1.3
Added files BetterBTSAI.h and BetterBTSAI.cpp
Small change (in many places) to code comment format to prepare for Doxygen documentation
Reorganized GlobalDefinesAlt.xml

Bugfix
- Fixed bug in AI valuation of techs which enable their favorite religion

City AI
- AI now will not build workers in pop 1 capital at start of game
- Higher production/population cities will fill more of worker need
- Inland cities will now produce settlers to support colonization of other continents/islands
- AI now considers value of mine/lumbermill + railroad when picking tile improvements whether railroad is in place or not

Diplomacy AI
- AI less likely to vote for/propose votes for peace if it's in an early/evenly matched war
- AI vote for/proposing votes for city exchange now based on teams, not players
- Added AI logic so that it will more correctly consider whether to accept human players as vassals in mods that allow that

War Strategy AI
- AI will now consider starting additional wars if it has huge power advantage over current target
- AI will now end wars which have been going on for a while but there has been no fighting and it has no plans
- AI now considers current would-be-enemy power when switching WARPLAN from PREPARING_TOTAL to TOTAL
- When outgunned in an area, AI more readily adopts defensive strategy
- Fixed issue where AI would not declare war on capital area enemy because it didn't have large enough attack force in shared colony areas

War Tactics AI
- Exposed several magic numbers for when the AI decides to attack/bombard cities in GlobalDefinesAlt.xml
- Fixed issue where attack city stacks would sometimes waste time by moving together to a staging city before merging

Espionage AI
- Unified decisions on what missions AI spies will run based on attitude and warplans
- On Aggressive AI, AI spies will now go after rivals civ is pleased towards
- Spies now move before other units (so revolt city can have an effect)
- Spies positioned in enemy cities will now cause revolts to lower defenses when attackers are in position
- Greatly reduced AI spies pillaging random improvements
- AI spies will now go after bonus tiles, very rarely target non-bonus improvements
- Spies now will move to and wait in cities which AI is targetting for conquest
- Added consideration to have spies pick different target cities/plots
- AI now will more likely steal enemy treasury if itself or enemy is in financial trouble
- AI will now consider using unhappiness mission in cities close to happy cap, not only those already over it
- Spies will now steal techs more often when AI is behind in tech, including stealing techs from friends when necessary
- Fixed issue blocking AI from using the steal treasury spy mission
- Poison city mission now valued based on producing food shortages, not just producing unhealthiness

Missionary AI
- AI will now build missionaries to push holy city religions when in free religion
- AI now gives higher weight to building non-state religion missionaries for any holy city religions is has, especially with a shrine
- Improved AI decisions on when to build missionaries

Tech AI
- Added new function AI_techValue, moved existing tech valuation code there

General AI
- AI now values gifted units much more highly, in line with other gifts
- Gifted obsolete or non-combat units are not valued as highly as current combat units

AI Logging
- Added logging system for easily tracking AI decision making (requires Release or Debug build)

CIV4GameInfoSchema
- New era tech cost modifier field no longer required, will be set to 0 for all era for mods that don't specify them instead of failing to load XML

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