Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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10x Pop Cap + 100x Armageddon
   
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May 1, 2020 @ 10:26am
May 1, 2020 @ 10:42am
2 Change Notes ( view )

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10x Pop Cap + 100x Armageddon

In 1 collection by MHLoppy
MHLoppy's Rise of Nations Mods
23 items
Description
About:
Increases population cap by 10x, with further modifications to Bantu and the Colossus to accommodate this. Also increases Armageddon limit values by 100x.

Note: The Armageddon timer clock graphic may not display the correct number during gameplay, however as long as the "Armageddon text" is the right number, the mod will be working. The Armageddon clock shown in the mod thumbnail is an illustration only.

How to use:
1) Subscribe to the mod.
2) Ensure that the mod is loaded and enabled in the Rise of Nations mod manager (accessible via Tools & Extras -> Steam Workshop).
3) In a game lobby select "10x Pop Cap + 100x Armageddon" in the Game Mods dropdown menu (see image).

This mod is NOT compatible with any other mod that modifies rules.xml, even if they don't modify the population limits or Armageddon limits. This includes other mods made by me.

CBP users:
If you're using the Community Patch (CBP), use the bundled Rules.xml Editor plugin instead.

Mod changes:
  • Default population limits increased from 25 / 50 / 75 / 100 / 125 / 150 / 175 / 200 to 250 / 500 / 750 / 1000 / 1250 / 1500 / 1750 / 2000.
  • Maximum population limit has been increased from 300 to 3000.
  • Colossus bonus population limit increased from 50 to 200.
  • Bantu population limit bonus decreased from 100% to 20% (with the mod enabled, the new value is still a higher number despite the lower percentage).
  • Bantu maximum population limit bonus decreased from 25% to 10% (with the mod enabled, the new value is still a higher number despite the lower percentage).
  • Default Armageddon limit increased from 4 to 400.
  • Additional Armageddon limit per nation increased from 1 to 100.
  • Additional Armageddon limit per team increased from 2 to 200.

FAQ:
Is this mod just the 10x Pop Cap and the 100x Armageddon mod running at the same time?
    Yes.

How is this mod different from <other similar mod>?
  • This mod documents exactly what has been changed and by how much.
  • In this mod there are changes to Bantu and the Colossus, which are less commonly done in other mods.
  • This mod has a cool thumbnail which had to be lovingly remade to accommodate twice as much information.
  • This mod makes no other balance changes / regressions (some other pop cap / Armageddon mods are using a previous balance patch e.g. Americans are absurdly strong - this mod uses the latest official balance patch from 2004/2005 (the same as what EE uses)).
  • This mod is partly a learning experience for me! So even if partly a duplicate effort I can still use it to learn.

Does this mod work in multiplayer?
    Dropdown mods are not very stable in EE v1.20 (the current version). It might be okay for games with 2 human players, but for larger multiplayer games you should expect out of sync issues. I've heard that EE v1.10 might be more stable for dropdown mods.

Does the AI use the extra pop cap?
    I'm not sure as I haven't tested it. I've seen conflicting reports about whether the AI does or doesn't make use of modded pop caps.

Does the AI use the extra Armageddon limit?
    I'm not 100% sure as I haven't tested this, but if I had to guess: it will try to.

Support:
If you like this mod, please consider rating it. If you notice any issues, please let me know so I can fix them!

To support my modding:
[patreon.com][ko-fi.com]
12 Comments
MHLoppy  [author] Jul 13, 2021 @ 1:25pm 
Same problem. Give me a salary, a few months, and source code access and I'll happily try to fix it but until then my hands are tied.
Iceman Jul 13, 2021 @ 1:22pm 
And same thing with Age tech
MHLoppy  [author] Jul 13, 2021 @ 1:17pm 
@Iceman a bug with how RoN itself handles mods, there's not much I can do about that unfortunately.
Iceman Jul 13, 2021 @ 1:15pm 
After loading a saved game, if you research a Military Tech, the pop limit decrease to non-mod standard.
MHLoppy  [author] Jul 2, 2021 @ 10:27pm 
@GAVAUDAN If you produced a lot of units in a long game it's possible the game is bugging out (I know Rise of Legends had some problems with something similar). Without doing extremely technical game patching, there's not much I can do about it other than to suggest trying to reduce the total number of units produced (ever) in a single game. So a shorter game would be less likely to have issues, or a game with less players, or a game where you simply don't use the absolute max pop cap.

Sorry I can't help you more there, it's a 20 year old game engine that I have no access to the source code of. You could try changing the limit manually to, say, 2-5x the normal to help but without knowing the root cause they're only suggestions, not fixes.
Supreme Tux Jul 2, 2021 @ 12:21pm 
I razed the city and the limit continues 400. Idk what happened.
Supreme Tux Jul 2, 2021 @ 12:20pm 
I conquered an enemy city and the limit dropped to 400. I am stuck I cannot recruit any unit
MHLoppy  [author] Jun 9, 2021 @ 9:31am 
¯\_(ツ)_/¯
ohexra Jun 9, 2021 @ 9:24am 
nope,i have no other mod and i activated it before starting, but the game ended after 20 nukes
MHLoppy  [author] Jun 9, 2021 @ 9:00am 
@ohexra

1) The mod must be selected as per the instructions and screenshot. It's possible you forgot to load the mod in the lobby.
2) It is not compatible with *any* other mod that modifies rules.xml, as stated very clearly in the description. Perhaps you have another mod which conflicts with that file.

The mod works, as *also* shown by the screenshot, and I just spent some of my time once again verifying that the nuke limit is extended exactly as stated . Please check things on your end before waltzing in here and telling me that the mod doesn't work.