Changes for Civilization IV Mod: Realism
Current Release: 2.0
v.2.0
- Civ 1.61 compatible (Yay!)
- Added more than 50 new units. A lot more diversity to the game units. Asian soldiers look Asian and Africans look African etc…
- Goodie Huts do not give a free tech anymore!
- Added High Resolution Graphics for better looking Game (Made by NASA Blue Marble)
- Added Blue Marble general realistic object scale
- Expansionist trait (scout and settler got +1 movement via newly created special promotion)
- Creative Trait (Creative civs ge a free Great Person if city is 12 population)
- Military Academy to give 3xp and 25% production
- Montezuma's Leader head (skull has no more eyes)
- Uranium gives certain Tanks better ammunition
- Whippet MKA WW1 Tank can do better in stacks of 5 and more
- Any sort of improvement on a Jungle or Forest is now set to correct values. In 1.09 it is faster to chop a jungle/forest with even higher production outcome, if you build an improvement on the tile: Jungle takes 3 times longer to chop than a forest and 10 production outcome while forest has 15 production outcome.
- Mathematics, as of 1.61, provides a production bonus to forest/jungle chopping. We reduced it from vanilla 50% to 15%.
- More Portraits for Great Generals
- Tanks units can not capture a city anymore. Infantry gets a more vital role in late game.
- SAM Units and Marines can now be upgraded to Mechanized units.
- Marines get City defense AI
- Gunship act now as a proper aircraft (no terrain movement cost)
- Hills give now 25% defense instead of 30%
- Unit upgrades now 20% instead of 25% cost
- Some Color changes for Civ*Text Interface
- Research rate adjusted
- Realistic Ship Scale Mod + Sound Adjustment Mod included and extended to new types of ships in Realism Mod
- Submarines have now 100% vs Transporters and 50% vs Battleships and Aircraft Carriers
- Tech Tree readjusted:
- moved Philosophy up to after writing and gave it a requirement of Alphabet with a cost of 350.
- Changed the path from Philosophy to and the requirement of civil-service for Nationalism to a path from Civil Service with a requirement of Philosophy.
- Change the path from Monotheism to Mediation to Priesthood to Mediation.
- Changed the path from Theology to Paper to Guilds to Paper.
- Gave a Path from Monarchy to COL.
- Changed the Cost of Priesthood from 60 to 100 and of Theology to 500 from 550.
- Made rifling and military tradition Industrial Era techs and move infantry to industrialism and marine to plastics.
- Theology to 350 from 500.
- Gave assembly Line a requirement of steel.
- Chariots and War chariots now cause a little collateral damage as well.
- Zoroastrianism religion has now own picture by founding and real own prayer sound.
- Added Mod components from:
- Ancient Era Flute Music mod
- ActualQuotes diplomacy text 2.01
- PlotListEnhancements 2.03
- UnitXP Mod (Modified By Realism Team)
- Snaitf's Show Attitude Mod
- TechConquest 0.3 (Modified by Realism Team) (Large cities gave too much Technology knowledge)
- TechWindow 1b (Modified by Realism Team)
- IceBreaker Mod balanced (Ice disappears now 55% instead of 50% - to solve the problem of overgrowth of ice in the game)
- New exotic Animal Mod 0.1
- Modified Special Domestic Advisor - v1.8e added
- Mercenaries Mod added
- Enhanced Foreign advisor 2.0
- Enhanced Military advisor 1.2
- Assassin Mod 1.3 (However we have rewritten almost the entire code and made lots of improvements)
- CulturalDecay Mod 0.2 ( Readjusted by Realism Team)
- Added Great Person Mod 2.01 Final
- Promotions and Traits 0.81 added (Modified version by Realism Mod)
- Added Military Leader Mod (Almost completely rewritten by Realism Team for better performance and functionality)
- Added FreeSpec Mod (Free Specialist for Creative Trait's cities bigger than 12)
- Added updated OpenTech Mod
- Added Slave Mod
- Added updated Nationhood Mod (Combat bonus for units within own borders while having nationalist trait)
- Terraform Mod added
- Added StackAid Mod (Rewritten parts of the code)
Some major gameplay changes:
Different approach to Assassins:
- no more negative population (minimum after attack is half of previous (or 1))
- no more negative culture (minimum is half of previous) - need more complex algorithm based on culture level etc...)
- reduced occupation timer (was too high for experienced assassins)
- Halved success and survival chance when targeted civ has "Police state" civic
Different Time line
You won't see the years but a general era. e.g. Ancient Era etc. The problems with what is when founded are over.
Slavery civic good or bad?
If you accept Slavery during warfare you might capture the enemy units and turn them into your slaves. Slaves work for you as workers or can be sacrified to rush a production. However be aware, that having the slavery civic could come to uprisings in your empire, where you would never expect it...Spartacus is calling
Mercenaries at your service
It is now possible to hire mercenaries in times of desperation. Press Alt-M and get to their Menu and be aware the more experienced a mercenary gets the more expensive he will be.
Religion Mod:
So far not published anywhere else is our Religion Mod that makes Religions more realistic.
Since Judaism, one of the oldest religions, was a tribal religion (PC we call it in this mod dominant religion) it acts a bit differently in this mod.
Once a player founded Judaism and converts to Judaism, he becomes the protector of this faith. Judaism can ONLY spread inside the own countries borders. And it doesn’t allow any other religion being spread in the Jewish cities. Only exception is the Jewish holy city which can have, like Jerusalem, other religions. The AI knows how it works and won’t waste one missionary outside the border. Since this puts the player into a tougher situation and probably more pressure from outside, Jewish temples provide +15% more trade routes.
The other improvement is that only cities in general can disappear if the Player doesn’t convert into that religion. Let say you found Zoroastrianism and you get the holy city. If you don’t convert your state religion to that religion, you would loose the holy city in 10 turns. After 15 turns the holy city might appear again in a random city that A) has that religion and B) has the biggest population among those cities. Independent from civilization the holy city might even spawn in your neighbors borders who do more appreciate that religion. The respawn of a holy city also happens if the city had been razed. There is only one exception to the dominant religions like Judaism. Their holy city is the only holy city they like to have. The civic free religions plays also a big part. It tolerates other holy cities and acts as it had the state religion of all those religions.
This mod makes it harder to collect all religions and holy cities for yourself. Diversity and distribution of the religions among all civs will be the result.
Raze a city shorter than razing a cottage?
Not anymore. From now if you or AI try to raze a city it happens like in real. The Population and buildings get decimated each turn until the city is no more. Only small cities of 3 get instantly destroyed. This way you get some time sending troops to rescue your fallen cities.
Unit Changes:
- New Nuclear Submarine Model
- American Minuteman is now type of Musketman. Withdrawl 50%, Combat 10, 1 Firststrike, 80 costs (same bonuses as Musketman)
- English Redcoat is now type of Musketman. Combat 11, 25% Mounted, 90 cost + (bonuses as Musketman)
- Machinegun 10% Defense Bonus vs. Early Tanks (WW1) + 50% vs Mounted
- Grenadier % Defense Bonus vs. Early Tanks (WW1)
v.1.09
- Map improvement incl. the forgotten Gameoption: NO_CITY_RAZING
- Zoroastrian TXT_... popup message now fixed.
- Catapult/Trebuchet/Artillery Game Crash fixed
- Scouts got their Dog back
- Religion spread rate now :
- Judaism 33% | 1 Missionary
- Christianity 12% | 6 Missionaries
- Islam 37% | 4 Missionaries
- Hinduism 50% | 2 Missionaries
- Buddhism 50% | 3 Missionaries
- Zoroastrianism 45% | 1 Missionary
- Taoism 45% | 2 Missionaries
- Religion costs now:
- Polytheism cost increased to 160
- Dualism cost increased to 130
- Monotheism cost increased to 120
- Unit changes:
- Immortal is now replacing Archer and not Hyapist anymore and cost now 30
- Hyapist costs decreased to 35 from 40.
- Cataphtracts need now Iron working (despite the need for Copper or Iron as Bonus)
- Mongolian Horse Archer and Keshik's cost both increased by 25%.
- USCavalry doesn't need any Horse bonus anymore (since they have virtually to import it from Europe) Cost increased by 10%
- Nubian Archer (Egyptian UU) gets an additional first strike change + 10% vs Melee
- DownScale patch (without Regiment) provided
- Due more health bonuses from new resources:
- All unhealth producing buildings now output twice as much unhealth as before (*1 to *2 | *2 to *4).
- Jungle, Floodplain and Fallout now output 33% unhealth instead of 25%.
v1.00
- Assassin Mod implemented
- Adding ActualQuotes_v1.21 Mod
- ReinitInterceptorMission*v1.1 Mod added
- SEVOPEDIA Mod upgrade from 1.9 to 1.93
- Added Leaderhead Mod 1.0
- Added GreatPeople Mod 1.6
- added TechWindow Mod
- Added U.N. Mod (Votesystem + Charta)
- Added Snaitf's Show Attitude Mod
- Added Disableintro Mod
- Added Snaitf's Unit Allegiance Mod
- Added TrainingBarracks Mod 1.1
- CIVIC: Universal Suffrage changed to * requires industrialism, +50% great people rate in all cities, No War wariness, instead 25% War Weariness that came originally from Universal Suff. will be given on top of Free Speech.
- StackAid (and other Aid promotions) have been fixed for Naval units. Units inside a ship cannot fight on water anymore!
- All Promotions have been rebalanced. The 3*tier promotions are now 15%, 20%, 25%. 5*tier promotions are 4 times same value, only the last promotion will add a bit more.
- Aid promotions have been nerfed to very little to balance the game.
- Promotion Collateral damage is now possible for all mounted units. Most mounted units with heavy armor can cause col.damage. Not as much as an elephant and to less units as well.
- Arabia has now the two UU.
- More Unit balancing for Persian Immortal, Arabian Camel Archer, Knights, Cataphtracts, Spanish Inquisitor, Persian Knight, Indian War Elephant, Arabian Ansar Warrior, Mali Cavalry, Rome and Greek Cataphtract, Mujahid, Crusader
- Persian Immortal moved from Archer to Hyapist
- Hyapists no longer needs copper or iron
- Ship and Submarine movements adjusted
- Caravel moved to Optics and changed to explorer (special unit cargo)
- Galley now updates to galleon or Frigate
- Private moved to Gun powder
- Minor tweaks in AI for all units
- Financial Trait and Industreous Trait changed. Both give now an additional gold or Hammer to a yield with 3 or more gold/hammer output
- Add leader Ali Ibn Talib for the Arabs.
- removed Exotic Foreign Advisor
- removed Special Domestic Advisor
- Added Plotlist 2.0
- Added Enhanced Foreign Advisor
- Added Classic Domestic Advisor (HomeGrown + Rabbits patch)
- Forest Chopping: Change forest production from 30 to 15 and jungle production for 0 to 10.
- Forest chopping now takes twice as long and Jungle now takes 3 times longer than chopping a forest
- Lumbermill moved to Machinery
- Lower the bonus from Free Speech to 1 commerce to Towns instead of 2 commerce (nerfing Cottage spamming)
- Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics.
- Increased interception rates of Fighters
- Aggressive Trait renamed to Militaristic
- Militaristic Trait now gives a Combat I to all units.
- OpenTech Mod 0.81 implemented
- AI set to aggressive
- State Property CIVIC doesn't improve food output for Workshop and Watermill. Intead Railroad on those improvements will raise the food output.
- Inquisition Building will now remove every turn all religions other than the state religion and not only when it was once built.
- Unitbalancing (Archers, Catapults and Trebuchets can't fight Tanks anymore.)
- Samurai, Jaguar II, Teuton and Praetorians rebalanced
- Changed Winery to Pottery and Cottages to Monarchy
- Gold Rush rate now 7 gold for 1 production instead of 3 gold for 1 production
- Moved Theology before Feudalism
- Added New Opening Music
- All Tech Costs from Middleage to futuristic raised by 10%.
- Only living resources are revealed straight away, all the rest will be revealed after the related technology has been discovered.
- Further Promotion balacing
- Moved Trebuchet to Engineering
- Moved Castles to Construction
- Serfdom added +1 bonus commerce from farms
- Pacifism upkeep increased to low
- Slavery upkeep increased to low
- Mercantalism * no longer gives +1 free specialists. Now gives +10% gold to all cities.
- Free Speech * now allows unlimited artists.
- Free Market * now allows unlimited merchants.
- Free Religion * now allows unlimited scientists.
- Caste system * no longer allows unlimited specialists. Only the +1 free specialists to all cities as it was before.
- Improved environmentalist civic (more happiness for recycling and clean energy * less happiness for pollution generating buildings, dangerous buildings like Nuclear Plants and noise pollution like Airports)
- Informant unit (Ancient Spy) added
- Nationalist Promotion will apply to all units within the friendly borders if Player has the Nationalist Civic.
- Zoroastrianism spread rate reduced to 90 and reduced number of missionaries to 2. (Make it a bit harder to spread)
- Make Zoroastrianism dependent on Dualism Tech.
- All Cathedrals need a temple to be built in the same city as the Cathedral since the effects of religions upon the daily life are bound to the temples. In this case the city that builds a Cathedral behaves also as it should (e.g. Muslims don't eat pork)
- All Cathedrals now have a second happiness or Health goody depending on a resource. (Wine for Christians, Cannabis/herbs for Taoist)
- Temples (33%) and Cathedrals (66%) can now be conquered if the city falls to Enemy hands. In history the religious buildings were not always razed if a city had fallen. Jewish and Muslim temples (40%) and Cathedrals (80%) are harder to raze if the city is conquered. People do not forget their former religion so fast.
- Taoist completely reworked: Each temple now gives +1 health and +1 happiness. However all material luxury goods cause unhappiness.
- Zoroastrianism is as one of the oldest Monotheistic religious quite brake able: its temples (25%) and Cathedrals (50%) are more expensive to build, much easier to conquer (people forget faster their former religion) but they produce 15% more culture than other religions.
- Nuclear Silos (ICBM) problem fixed!
- removed Polytheism pre req. from Literature.
- Monotheism set to 100, Dualism at 120 and Polytheism at 130
- Monarchy costs now 125 and increased it for Meditation about 100, so that Buddhism gets younger. Iron working has also been increased about 100.
- Iron working costs increased by 100
- Theology requires now Monotheism
- Divine Right requires Theology but doesn't require Monarchy anymore, since Monarchy is prereq for Theology
- changed the Grid of some techs to make it visually more visible.
- Spread rate of Religions and their Missionaries rebalanced
- Capture a city base loot reduced from 100 to 30
- Global warming chance increased from 0 to 20
- Resource bonuses scaled down about 10% smaller
- More TechTree rebalancing (Library moved to Alphabet, Techtrading moved down to Writing.
- Raze city cost now 15 gold per population
- Taking city gives 15 gold loot per population
- Added the Regiment Mod (If you wish not to downscale the Units but still have the Regiments then do not Copy the CIV4ArtDefines_Unit.xml from the Regiment_Patch into the Assets/XML/Art Folder)
- Soldier Specialist now available also with Barracks
- Soldier specialist now gives culture and production instead of gold and production (otherwise he does the same as a priest, culture means border expansion and make sense)
- Great General now gives 1 gold less but 1 research instead. (Military has always pushed science)
v0.72.08
- Cavalry and USCavalry will move 3 instead of 2
- Fixed Wonder Movies
- Fixed Inquisition
- Immortal Unit will only be buildable for Persians as intended
- Immortal Unit won't need Copper or Iron anymore
- Renamed Egyption Archers to Pharao's Guardian
- Rebalanced Pharao's Guardian, Persian Immortal and Mali Skirmisher
- Fixed Cold Fusion Wonder
- Fixed a bug with the Manhatten project and Nuclear Silos / ICBM
- Manhatten Project and/or Nuclear Silos need now 2 Nuclear Plants in total
- Nuclear Silos got a nice button grafics
- Fixed the Inquisition Strategy text
- Defense Promotion will now deduct the Combat rate
- Improved World Map, even better Barbarian AI
v0.72
- Implemented Realism Religious MOD (Abbamouse)
- Updated Promotion&Traits MOD v0.5 to 0.8
- Intense and realistic Unit Balancing + realistic Unit Resources
- Modified Map Generator modified to produce better worlds
- Exotic foreign advisor
- Enhanced Military Advisor
- Religious specific Inquisitor Units
- Inquisition units depending on your religion. In the realism Mod your lead priest is not always a Christian, your inquisition unit will have e.g. an Islamic Imam or Hindu priest depending on your state religion.
- Including more parts from GreenMod 2.1 (second UU, Demotroops, Razing and inquisition)
- Realistic World Map with a total new barbarian experience (Modified version)
- Implemented Enhanced*Nuclear*Mod
- ICBMs were totally underrated until now. After so much time and discussion with Vladimir, We have succesfully implemented the ENhanced Nuclear Mod. ICBM are a truth fearsome weapon now. Be careful with them!!!
- 8 New resources from Greenmod + Realism World Map 1.4.1
- Replacing some Skins for some Units and reskinning some UU
- The Native Americans have their Indian looking Scout back + Native Warrior, Native Archer and Native Longbowman.
- Japanese Samurai has a new skin.
- Sipahi Persian Knight and German Teutonic Knight have removed their religious symbol to make them more generic.
- Sulphur renamed to Saltpeter
- Muskets & Muskets_Factory Removed
- Caraval carries now 2 Cargo.
- Cities distance reduced to 2 instead of 3.
- Razing cities possible * 50 Gold per Pop
- Razing Wonders and Catheral possible against gold
- Tomb of Mousolus Wonder has been completely reskinned!
- Temple and Monastry of Zoroastrians have been reskinned (red brick)
- New Shrine building for Zoroastrians (reskinned)
v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
- Added the IceBreakerMod, v1.0
- Added new ressources from GreenMod 2.10
v0.63
- Added the Sevopedia v1.9
- Add TechConquest v0.3
- Fixed a CTD bug when discovering any Industrial+ tech.
v0.62
- Update Lost Units to v1.2.
- Added Snaitf's Unit Allegiance mod, not tested.
- Added in some missing art.
- Fixed a bad call to a CulturalDecay function.
v0.61
- Desert drastically reduced
- Increased barbarian (and animal) frequencies, allowed the barbs to build whatever they want, increased MAX_XP from barbs and animals
- Emancipation upkeep is now NONE (was LOW)
- Free Speech upkeep is now NONE (was LOW)
- Slavery upkeep is now LOW (was NONE)
- No City Razing defaulted to false.
- Reset reveal of uranium to physics
- Cottage now buildable with Pottery, as it is in vanilla Civ4.
- Winery now buildable with Priesthood
- Castle is buildable with Monarchy now, not Engineering
- +2 health with recycling center
- supermarket now costs + 1/3
- supermarket +25% food
- added Lost Units v1.x
- added Lost Wonders v1.00
- added SD*UnitXP v1.00
- added SD*CultureConquest v1.30
- added Terraform
- added Special Domestic Advisor v0.92
- added Cultural Decay v0.2
- added homegrown's clock mod
- added Proper Score Graph v1.7
- added Real Fort v0.4
v0.6
- Thanks dearmad for some more changes
- Universal Suffrage now gives +25% War Weariness
- pacifism now gives +125% great person rate
- organized realigion now gives +20% culture
- Theocracy now gives +10% Unit speed build.
- Caste system now gives +1 free specialist
- Cannon now requires gunpowder (not steel)
- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted
- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)
- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)
- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.
v0.5
- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'
- Lag issue fixed
v0.4
- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod
- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay
- Musketman now uses 'Muskets' built at a 'Musket Factory'
- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!
- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre*reqs were broken. THey are now fixed. Yipee.
- Navy Seals can now board Submarines and Nuclear Submarines
- 'Nuclear Carrier' Added
- Requires 'Nuclear Reactor' Tech now in addition to Flight
- Requires Uranium
- Costs 200
- Has Carriers standard of 5 moves
- Has 17 Combat instead of 16
- Has a Cargo Space of 8
- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'
- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english
- Free Speech now gives 25% War Weariness
v0.3
- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds
- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative
- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism
- Submarines can now upgrade to 'Nuclear Submarine'
- ICBM Triple requirement didnt work, removed it
- 'Nuclear Submarine' Added
- Same tech requirements as Submarine
- Requires Uranium *only*
- Costs 190 (Instead of 150 of a regular sub)
- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
- Receives 9 power (INstead of 8 of Submarine)
- Now has a Capacity of 3 Cargo (Instead of 1)
- Now has a 70% chance of withdrawl (Instead of 50%)
- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines
- Added Technology 'Nuclear Reactor'
- Requires Computers, Fission, and Refrigeration
- Required by NUclear units, and Nuclear reactor
- Costs 3500 points
- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
- GRID LOCATIONS NOT SET
- Uses Fission Presets
- NOTE: Does not show up in civolopedia
v0.2
- Settler cost Raised another 25% (Total raise of 75% from vanilla)
- Lowered Inflation to 10% and offset to *220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more
- Removed Uranium requirement from the following units to add realism of oil requirements
- Transport
- Destroyer
- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil
- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine *1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador, Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement
v0.1
- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100
- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%
- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
- Axemen cost 5 hammers less (30)
- Macemen cost 20 hammers less (50)
- Frigate enabled at gunpowder
- Machine Gunner enabled at Assembly Line
- Crossbowman reduced by 10 hammers (50)
- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed
Mods included
- Barbarian Hordes
- CulturalDecay v0.2
- CultureConquest v1.3
- Lost Units v1.2
- Lost Wonders v1.0
- Promotions and Traits v0.5
- Proper Score Graph v1.8
- RealFort v0.4
- Sevopedia v1.9
- Simple Game Clock
- Special Domestic Advisor v0.92
- TechConquest v0.3
- Terraform v1.11
- Unit Allegiance
- UnitUpgrades
- UnitXP v1.0
- IceBreakerMod v1.0
- GreenMod v2.1 (Only new Ressources)
Original Credits
This mod would not have been possible without the wonderful work of the following people:
- Exavier - Support and advice
- Frontbrecher - Lost Wonders and Lost Units
- Bhruic - TechConquest, RealFort and CulturalDecay
- Sevo - Sevopedia
- Vovan - UnitUpgrades (included in the Sevopedia)
- Tywiggins - Terraform
- Stone*D - UnitXP and CultureConquest
- Ulfn - Proper Score Graph
- Snaitf - Unit Allegiance, Great General
- Requies - Special Domestic Advisor
- Homegrown - Simple Game Clock
- Kattana - Barbarian Hordes
- Dbkblk - French translations of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith
- Zuul - Promotions and Traits