View Full Version : The Sumeria Project- Play as the Sumerians as Firaxis Intended!


monkspider
Nov 19, 2005, 01:26 PM
Welcome to the Sumeria Project. The aim of this mod is not just to provide a new civ to play as, but to try to re-create Firaxis' original vision for the game as close as possible. As I will discuss later, Sumeria was cut from the game for unknown reasons, most likely lack of time. Virtually all of the artwork featured in this mod was created by Firaxis, hardly anything is user-created. Before we get started, a little bit of history...

Flashback to the early 2005: all the previews coming out for Civ IV were saying that the game boasted 19 civs. We all speculated on who these lucky 19 would be, but after E3, the number was changed to 18! A civ had been dropped! No one knew for sure who it was at the time, but the front-runner was Babylon based on these screenshots that were released before E3 which showed the ancient Mesopotamian city of Agade (sometimes called Akkad) and a flag that seemed to depict an Aurochs, the primary beast of burden in the fertile crescent. Everyone lamented the loss of Babylon, but we soldiered on, older and wiser.
http://www.civfanatics.com/gallery/files/1/screen006.jpg

Now, when Civ IV was released, Soren Johnson held a chat at Apolyton.net. Still curious about the loss of the Babylonians,, the question I got to ask Soren was inquiring about what point in development were the Babylonians cut. Soren replied that the Babylonians were never in the game. Confused, I mentioned to Soren some of the early screenshots that seemed to show Babylonian cities, and specifically, the flag that seemed to depict an ancient Aurochs. Soren told me that the flag I saw was never for Babylon, but was for a different civ that we might see again in the future! The plot thickens!

A couple weeks after release, I discovered an abundance of unused artwork in the Civilization IV files. To my pleasent surprise, I found the same flag that was seen in those early screenshots. However, the greatest surprise of all was discovering concept leaderhead artwork for Gilgamesh, and an additional little button for Sargon! So it wasn't the Babylonians after all, it was the Sumerians! I created a thread about this unused artwork and was kindly frontpaged by the CFC folks. http://forums.civfanatics.com/showthread.php?t=139720

One other little curiosity I found was an unused button for a unit referred to only as "Vulture". I suspected this could have been for Sumeria, but I was completely confused as to what it could possibly be intended to depict. I got a strong clue when the very first google search result for "Sumerian Warfare" brings up what was called an ancient relief called the stele of vultures which was said to be "the first important pictorial of war in the Sumerian period".
http://joseph_berrigan.tripod.com/id46.html

So lets get to the mod, shall we?

This mod will allow you to play as the Sumerians, with your leader as Gilgamesh. Gilgamesh is Creative/Organized which is one of only two trait combos not used by any leader. The other, Industrious/Philosophical was determined to be too powerful by testers. I felt that Firaxis would certainly have wanted to use up all of the traits, and Gilgamesh is likely to have received these traits under such a scenario. Gilgamesh's leaderhead is the concept art created by Firaxis. You can see this style of placeholder artwork used as leaderheads in some previews, especially some of the video previews released by Gamespot.

The Sumerians do have their own flag, as mentioned earlier, which is a near-perfect facsimile of the flag that appeared in early versions of the game.

The Vulture, the Sumerians UU, replaces the spearman and drops the copper requirement of the normal spearman and adds one first strike.

I hope that everyone enjoys this mod, and anyone is welcome to use any or all of it in their own mod. If Firaxis sees this mod, I hope they find it to be an adequate interpretation of their vision. If you have any comments or suggestions, feel free to post them. My only request for those who enjoy this mod is to send feedback to Firaxis and let them know that you want Sumeria in the next Civ IV XP!
http://www.firaxis.com/company/gamefeedback.php

http://members.cox.net/monkspider/sumeria3.JPG

There are two different versions of this mod. Basically, if you want Sumeria to be just treated as a normal mod, download the normal version. If you want Sumeria to be always available when you start up the game without having to go through the load mod process, choose the super version. Please note that neither version will alter your core game files.

Normal Version Install Instructions
1. Download the file, extract to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods
2. Load Civ IV, click on advanced, click on load mod.
3. Voila!

Super Version Install Instructions
(Note, this will allow you to use the Sumerians without having to always load the mod. They will be part of your main game, and you won't have to alter any of your original files!)
1. Go to my documents, then my games, then Sid Meier's Civilization IV.
2. Copy the custom assets folder, and paste it in the same directory, so you should have "copy of custom assets folder" now. (Note: This is purely for backup purposes.)
3. Extract your zip file to the custom assets folder, and if prompted, tell it to replace any existing files/folders.
4. You're done! You can now load up Civ IV, and the Sumerians will be selectable. No need to go through the load mod process. And your original gamefiles are untouched!
5. If you ever want to uninstall, go back to the folder where you had the copy of custom assets. Delete your old customer assets folder, and rename copy of custom assets to simply custom assets.

Updates
Version 1.01: Corrects a few minor text errors.
Version 1.10: Changes color of flag to match early screenshots.
Version 1.15: Includes new, easy-to use install and instructions for super install. Includes correct city names, corrected a few other text errors,tweaked vulture's settings, and included unused dialogue that was intended for Menes or Augustus in early versions of the game.
Version 1.20: Added Civlopedia information, added button created by Jecrell, tweaked city list, corrected Gilgamesh's favorite civic (hereditary rule).
Version 2.0 Changed color to unused Dark Red, changed stats on Vulture, fixed bug where Vulture would appear as exclamation mark in city build preview area, changed Gilgamesh's character to be more aggressive, Vulture artwork changed to appear much more Sumerian (Thanks Rabbit, White).


FAQ:
================================================== =======================
Q: Why add Sumeria to the game out of all the other Civilizations that are misssing?
A. My primary reason is to try bring attention to Firaxis' original vision for the game and show what might have been if they had more time. I approached this mod asking "What would Firaxis do?" regarding every design decision that I made. So this mod is just all about love and respect for Firaxis and trying to show off some of their work that most people have never seen.

Q:Why Gilgamesh as the leader, and why did you choose the traits Creative/Organized?
A: The reason for Gilgamesh is simple. There are several unused art files depicting him, so it is clear that Gilgamesh was in the game until fairly late. It is also clear that he would have been Firaxis' choice as the Sumerian leader. When assigning traits, I had tried to look at what Firaxis would have done. Since there are two trait combinations that were left unused, and the other one (industrious/philosophical) was determined to be too strong by testers for the ridiculous amount of great person points you would generate, there was luckily only one real choice. I think Firaxis would have surely wanted to use up all of the remaining trait combintions for sure. Plus, Gilgamesh is something of a blank slate since we know very little of the historical figure, so almost any traits could have applied to him.

Q:Why Dark Red for the color?
A: Rhye, a beta-tester, indicated that dark red was the one remaining unused color scheme and if Sumeria had remained in the game, they would have almost surely been assigned that color.

Q:Is all of the artwork REALLY created by Firaxis?
A: Yep, the flag, the leaderhead portrait, the Vulture icon, all are the work of the talented folks at Firaxis. The only thing that isn't is the unit animations for the Vulture which are created by talented modder Rabbit, White and the brilliant Aurochs button created by Jecrell.

Q:How did you choose the stats for the Vulture?
A: This is an excellent question. When trying to assign stats to the Vulture that would be close to what Firaxis had intended for it, I really had to rack my brain looking for clues elsewhere in the game that might create some kind of a precedent for what direction Firaxis woud likely have taken. I decided to approach the Vulture in the same way as the Jaguar and Camel Archer. It seemed to me that whenever a unique unit is actually based on more primitive technology than the standard unit that it replaces, Firaxis typically made that unit resource free.

Also, the lack of a resource free UU until Iron Working in the standard version of the game created a gap of sorts that may have proved irresistable to Firaxis. So after deciding to go resource free, I also added a free first strike so that the unit would have a modest boost over the standard unit if copper is available.

I honestly feel that the resource free unit available at that point in the game is very strategically interesting and makes the Vulture a more unique and distinct UU than most.

Q: So what is next for Sumeria on Firaxis' end?
A: It is difficult to say. Firaxis will almost surely release another XP after Warlords. Soren hinted that night that we would likely see the Sumerians again in an XP. Will they finish the same Sumeria they started for Vanilla Civ IV including the same flag and UU? I don't know, but I hope so. I would like to see how close my mod was to the real thing. :goodjob: If you would like to see Sumeria in the next XP, be sure to contact Firaxis!
http://www.firaxis.com/company/gamefeedback.php

monkspider
Nov 19, 2005, 01:31 PM
Just a note of thanks to Jecrell for the great button he contributed!

higgins534
Nov 19, 2005, 09:13 PM
Very good idea resurrecting 'lost' files in the game. It's odd the amount of games that have these files that don't belong anywhere isn't it? (One such example would be The Sims 2). I don't have Civ 4 yet but when I do I will most definately download this wonderful civilization.

Gilgamesh4043
Nov 22, 2005, 01:04 AM
Hey the Sumerian resurection sounds great! They were obviously one of my favorite civilizations (if my name hadn't tipped you off) I don't mean to sound nitpicky, but based off the picture of the world map....Gilgamesh was actually the king of the city of Ur. Sumer was the region Ur was in. Ur, Kish, Lagash, Eridu etc. were all located in Sumer.

LeninsTomb
Nov 28, 2005, 09:44 AM
This is a great mod thanks! You should include these guys in the Superciv pack too

ozza000
Nov 30, 2005, 03:00 PM
ah nice mod. Thanks, has anyone got a picture of what Gilgamesh looks like either?

monkspider
Nov 30, 2005, 04:13 PM
Thanks for the kind words! Version 1.01 will be uploaded, this version fixes a few minor text errors. I hope to release a more substantive update soon.

monkspider
Nov 30, 2005, 09:41 PM
Great news! Another update is available. Using a bit of trickery, I was able to get the Sumerians flag to look like a spitting image of the original! In version 1.1, the Sumerians original flag has been restored to a near-perfect recreation. Download the newest version above. Check out a comparison shot below:

Cafegio
Dec 01, 2005, 10:55 PM
Could you make a button for the civolpedia ? For some reason I cant pickup and edit the flag. It is invisible as far as my computer is concerned.

monkspider
Dec 02, 2005, 10:41 AM
Hey Cafe,
They actually do have a button for the civlopedia, it just looks the same as the Mongol button right now. I am working on correcting this in a future update.

Cafegio
Dec 02, 2005, 11:29 AM
Thanks I would appreciate that. What I did right now is erase the info for the mongol button and copied the sumerian flag info into that button. What I get is the sumerian flag transparent in the civolpedia entries. It doesnt look that bad except the cow is white. Im sort of a perfectionist.

monkspider
Dec 03, 2005, 02:18 PM
Check out the original post for a new update. Version 1.15 includes the following:
-Comes in new, easy to use .EXE file!
-Correcting the City List for Ur to be the capitol instead of Sumer
-Tweaked the settings of the Vulture to a strength 4 unit with 2 first strikes that doesn't require copper. I feel this makes the unit an interesting option for an early rush, or for early defense.
-Included some of the unusued dialogue that was originally going to be included for Menes and Augustus where I could.

Check out the initial post for instructions on how to make using the Sumerians even easier than ever!

Robo Magic Man
Dec 03, 2005, 07:30 PM
Great job bringing the Sumerians back from the lost files. You may know already, but the Hypaspist unit has actually already been used in the Lost Units Mod.

Enkidu_Warrior
Dec 03, 2005, 08:51 PM
cool, i missed this first time around - i'm a big sumerian fan, if you cant tell!

instead of the exe file, could you just have a zip with paths, that way I can choose whether to install it as a mod or permant custom asset, rather than having to go through both?

thanks
ew

edit: only just got around to loading this up. the exe ran and appeared to work, but there is no C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Sumeria directory created. just a sumeria ini. not sure where it installed the rest of the data... okay, found it, it created an "assets" directory under mods, not Sumeria... i created the Sumeria directory and moved assets into it and it worked fine. should i move the ini into the sumeria directory too? ...didnt have to, it created one in there for me. deleted the one in the root of mods. copied the contents of my new sumeria/assets folder into custom assets and it's now installed permanently. many thanks!

Enkidu_Warrior
Dec 04, 2005, 12:18 AM
sorry to double-post, but the previous edits didnt bump this...

is it just me, or does installing this mod into custom assets prevent you from loading old saved games? i'm trying to finish my last game before starting as sumeria but i'm getting a fatal error

ew

ozza000
Dec 05, 2005, 10:35 AM
How is Gilgamesh playing for everyone, I mean in my games he is yet to declare war. Is he supposed to be aggressive or what?

monkspider
Dec 05, 2005, 04:06 PM
I have seen him declare war, but he is not an overly aggressive AI.

Jecrell
Dec 05, 2005, 05:29 PM
http://img236.imageshack.us/img236/5452/sumeria2fa.jpg

There's a button.

I wish it could have been more amazing and monumental, but there it is.

Cafegio
Dec 05, 2005, 07:09 PM
Thank you !! :p

monkspider
Dec 05, 2005, 09:06 PM
Thank you so much Jecrell! That is pretty amazing and monumental in my book. :D

GeoModder
Dec 06, 2005, 07:45 AM
Has this new button been included in the .exe installer already, Monkspider?

monkspider
Dec 06, 2005, 07:21 PM
It has now. ;)

Version 1.20 is now available, it includes the following new features
-Civlopedia information added for Sumeria, Gilgamesh, and the Vulture.
-Added Jecrell's button, which now appears in the Civlopedia
-Slightly tweaked the city list
-Corrected Gilgamesh' favorite civic to what it should be, Hereditary rule.

I have added two install packages. A normal package, which includes a .exe file that installs the files to your mods directory, and a super package that you can extract to the custom assets folder to make Sumeria a normal part of the game.

Enkidu_Warrior
Dec 09, 2005, 03:28 PM
thanks for the update! worked like a charm.

my first game as sumeria I wound up on my own continent, so didnt really get a chance to evaluate the unique unit. however, the cultural/organised combination is definitely different - I managed to sprawl over the entire continent before I even met my first neighbor with the help of cheap courthouses and the cultural bonus.

ew

Rhye
Dec 12, 2005, 02:57 PM
Sumeria used to be grey, but it was dropped in the same time as a colour swap (grey to Germans, orange to Russia), leaving dark red as unused colour. I suggest you to make their flag background dark red

monkspider
Dec 12, 2005, 11:21 PM
Sumeria used to be grey, but it was dropped in the same time as a colour swap (grey to Germans, orange to Russia), leaving dark red as unused colour. I suggest you to make their flag background dark red

Wow, I am extremely honored and humbled that you commented on this little mod Rhye. Thank you for the very interesting information.
You can be sure that Dark Red will be seen in the next version, it looks great and very distinct. Just to give everyone a little preview, check out the screenshot below.

Are there any other little tweaks that you would recemend Rhye? :D

Aeon221
Dec 14, 2005, 09:13 AM
Rhye is now a god...? I mean, we worshipped him for the mod... but... :P

Anyway, nice civ! Only one I plan to download until the pros figure out how to make/add new units.

SirBruce
Jan 31, 2006, 12:23 AM
Is this mod compatible with 1.52? It hasn't been updated since before the patch.

Bruce

SirBruce
Feb 01, 2006, 12:32 AM
Okay, I was going to post something snarky and sarcastic, but seriously, someone here must be playing Sumeria under 1.52 (or tried to and found problems), so please speak up.

Bruce

GeoModder
Feb 01, 2006, 07:10 AM
It plays in 1.52, but after a few reinstalls the Vulture button is still pink on me, whatever the sort of installment I do. Also, the civ color is still gray while that pic shows it in red. And this is after a deinstall and reinstall of the downloaded files AFTER that comment of Rhye.

SirBruce
Feb 01, 2006, 07:18 AM
Actually, I got frustrated enough to actually download and install diffutils on this machine, and it turns out that no, the Sumeria files do not reflect all the changes to the 1.52 patch, so it's not "compatible" in that sense. Someone will have to go through and spin a new patch that combines the Sumeria changes into the 1.52 version of the various files.

Whether or not Sumeria would sitll WORK anyway without such changes, I don't know, but game behaviour will be different.

Bruce

ozza000
Feb 04, 2006, 08:56 AM
Does Gilgamesh favour cottages over farms under AI control or what? Because I normally pick the best AI for my games, and those are normally the ones that prefer cottages over farms. Then you have idiots like Tokugawa. Thanks, and I'm looking forward to the next version and red flag background.

Thanks, Ozza.

BadReligion343
Mar 29, 2006, 07:27 PM
I downloaded this earlier today and followed your "super" instructions, but when I play as Sumeria, neither the Vulture nor the Spearman is there. Also, I get error messages during loading screens:
Tag:LEADER_GILGAMESH in Info class was incorrect. Current XML file is: GameInfo/CIV4DiplomacyInfos.xml
Tag:UNIT_SUMER_VULTURE in Info class was incorrect. Current XML file is Civilizations/CIV4CivilizationInfos.xml
Should I be getting these? Have I done something wrong? If so, what, and how can I correct it?
Please help; having a UU helps sometimes.

Hermes
May 24, 2006, 12:48 PM
Hmm I wonder if Firaxis really intended this to be Sumeria, has it been confirmed? The reason I ask is because the city Akkad (Aggade) and the ruler Sargon is actually post-sumerian period (which was characterized by independent city-states). Sargon came from the northern part of mesopotamia (which is called Akkad, the southern is called Sumer) - And he united both north and south in the Akkadian empire. Gilgamesh is a mythological personae, our earliest sources of the gilgamesh epic is from the akkadian period - but they are quite clearly based on older versions going into the sumerian period. The vulture-stelae is depicting the king Eannatum - the king of Lagash - so it is from the sumerian period.
All in all I think Firaxis probably intended it to be Sumeria (as they did have it in civ3). What I'm trying to point out is that I think the akkadian empire is oft ignored in civ-contexts, as they were the first to unite mesopotamia (there is a source that says that Sargon washed his sword in the east and the west - problably referring to the mediterranean and the indian ocean - allthough theories of a empire that large is unsubstatiated archaeologically). Furthermore I think Sargon would be a better leader for any sumerian/akkadian civilizations - he is an actual historical person. Having Gilgamesh is a bit like having Rom or Remus instead of Caesar leading the Romans....

onedreamer
May 31, 2006, 08:41 AM
well, Julius Caesar never led the Romans. He led the roman legions.
He shouldn't be a leader in the same way Gilgamesh shouldn't be for mesopotamian civs.

Kristian95
Jun 01, 2006, 01:57 AM
eeeerrrr, Julius Ceasar actually did end up taking over power in Rome

onedreamer
Jun 01, 2006, 02:11 AM
a completely unimportant period of a bunch of years over the history of Rome, power taken with a "golpe" and never really approved by Rome. Shall we remember how did he end up ? There are plenty of better rulers that we can choose from for Rome.

Kristian95
Jun 02, 2006, 05:35 AM
sometimes it's also a matter of the fame they have... though of course then tut-ankh amon might have ended up as leader for the Egyptians :P

PW90
Jun 06, 2006, 10:15 AM
Hello,

I really like this MOD, it's amazing. :goodjob:
A question: I would make a MOD like Lankous Superciv-MOD and publish it in a german forum. I would translate the civnames, leadernames and civilopedia-entrys into german. I need your permission to include your sumerians, then I could do it.

monkspider
Jun 07, 2006, 08:55 AM
Hey PW90, you are free to include the Sumerians in any mod you see fit, making any changes you see fit. Let it be known that anyone can include this mod in any of their mods without asking for my permission.

Sorry I haven't updated in a while, i am still alive, I have just been a bit occupied on the personal front, having your first child will do that unfortunately. I plan on releasing a version of this mod that is fully compatible with version 1.61 with a few new tweaks here and there. I thank everyone for their continued interest.

I was a little disappointed that Firaxis didn't finish their Sumerians for Warlords, but let's make sure that we pressure them into including them in the next XP!

monkspider
Jun 07, 2006, 09:18 PM
Just to update everyone, i have XML files completed and fully compatible with 1.61. I will have a new version ready in a few days, i just want to do a bit of play testng. I made some interesting changes to the Vulture unit that should make it more unique and more in line with the direction I believe Firaxis was taking the unit. Also, finally, Sumeria will make use of the game's unused dark red color. It should be an exciting mod overall.

monkspider
Jun 09, 2006, 06:38 PM
GREAT news folks. i am extremely pleased to announce that the Greek looking Vulture unit will be replaced by one that looks much cooler and much more "Sumerian". It is a great unit that Rabbit, White has been so kind to contribute to our mod. While this technically violates my "Firaxis art only" rule, Rabbit, White is the most talented artist out there for creating new units. So I am very excited to say his work will be part of the next version of the mod.

http://img515.imageshack.us/my.php?image=realpersianimmortalpic6zs.jpg

Pretty badass, eh?

I have so many other changes planned, i am going to call this next update Sumeria Project 2.0. Here is a short list of the things I remember.
-Gilgamesh is going to be more aggressive as an AI in this version.
-Sumeria's color will be the unused Dark Red
-I fixed a bug where the Vulture would appear as an exclamation mark rather than displaying it's true icon in the city build area.
-I have some big changes for the Vulture unit that I hope will capture Firaxis' true vision for the unit. The exact changes will remain under wraps at the moment. But rest assured, the unit will be far more interesting strategically and unique.

Keep posted for an update. I hope to have version 2.0 up for download by Monday.

monkspider
Jun 11, 2006, 10:24 PM
Version 2.0 is released!

Check out the initial post for download links, and the new FAQ section for information for changes to the Vulture.

Wyz_sub10
Jun 12, 2006, 08:26 AM
Cool!

We'll update to this version for CIV Gold 2.0, if that's okay by you.

monkspider
Jun 12, 2006, 05:38 PM
Cool!

We'll update to this version for CIV Gold 2.0, if that's okay by you.

Of course. :goodjob:

janissary782
Jun 13, 2006, 04:36 PM
i cant get the thing to work. i got the super but the sumerians wont show up on my civ list. can u explain all the steps again plz? ty

monkspider
Jun 13, 2006, 08:36 PM
Hmm, you might want to make sure you are extracting the file to custom assets. If you are, then Sumeria will show up. The only thing that might complicate this is you have multiple users on Windows XP, they each might have their own my documents folder. But if you systematically tell winzip to go to my documents, my games, civiilization IV, and then custom assets, it will work.

monkspider
Jun 19, 2006, 05:53 PM
Wow, exciting news folks! I have been in a correspondence with Soren Johnson and other notable Firaxis folk and I am proud to say that I have learned the exact stats of the Vulture unit at the time it was removed from the game. Are you sitting down folks? This is big!

Here it is: The Vulture unit replaced the spearman with a bonus of being immune to first strikes.

Of course, this sounds rather underwhelming in this day and age, but the Vulture is a remnant of a different time. Apparently in earlier versions of the game first strikes particularly from archer units were far more frequent. But there you have it, another mystery of Civ IV solved.

I am somewhat on the fence on giving the Vulture these stats in my mod. My main goal is to try to recreate Firaxis' original vision, which is the entire point of this mod. On the other hand, it seems clear that this unit would have had different stats if it existed in the game today. So, I ask for feedback from you folks!

Which do you prefer? Firaxis' original unit? Or my interpretation of the unit based of several precedents set by Firaxis in the current version of the game?

Wyz_sub10
Jun 19, 2006, 08:21 PM
I would go with the original implemention, mainly because it fits what you are trying to accomplish (and one assumes it was tested to be balanced).

Qlx
Jun 20, 2006, 07:26 AM
I picked the super option and Sumeria is not there. I extracted the zip file as told and sumeria.ini is there, but no sumeria in the game. I don't know what is wrong. Too bad :/

Minoan
Jun 20, 2006, 06:47 PM
This is really out of charecter for me; considering the fact that I'm unable to download mods for Civ IV; but, it seems that Firaxis intended for the Vulture to have an upper hand on archers; maybe you could give it a (10%?) bonus against them?

Lars_Domus
Jun 29, 2006, 06:28 PM
First of all, great work! :hatsoff:

I'm not usually one for user created civs, but this is kind of different, with the whole "how would Firaxis have done it?"-theme. I've had my eye on this thread since you started it, but I didn't really try the mod untill recently. Your Sumerians fit right into the game alongside the civs that did make it, and they work well as an AI opponent too.

As for the Vulture, maybe you could give it a free Cover promotion instead of the first strike? This would give it a nice upper hand against archers. In that case you might want to reinstate the copper requirement, to balance things out.

ice2k4
Jun 29, 2006, 07:48 PM
Just want to stop by and say kudos to you for figuring this all out, and best of all, acting upon it.

Prestidigitator
Jul 22, 2006, 07:19 AM
Just wanted to thank you for compiling the assets of what essentially was supposed to be the Sumerian Civilization.

With the release of Warlords I can say how insulting Firaxis was by not including Mesopotamia in either the vanilla or the first expansion.

Shame on you Firaxis, I can't believe how a game about civilization left out the cradel of Civilization...

Enkidu_Warrior
Aug 15, 2006, 08:26 PM
I loved this for Vanilla.

Does anyone know if it can be used directly in warlords? (I'm guessing not as so many other mods won't.)

Assuming not, are there any plans to update it for the expansion?

cheers
EW

Vietcong
Aug 19, 2006, 01:53 AM
dosent work in warlords.

GeoModder
Aug 19, 2006, 05:11 AM
Of course not, it was meant for Civ4 vanilla. :p

Edgecrusher
Aug 29, 2006, 08:17 AM
Of course not, it was meant for Civ4 vanilla.

Now the question is... If Sumeria was in Vanilla civ originally, and then subsequently brought to warlords.... what would be the unique building?

Enkidu_Warrior
Sep 04, 2006, 04:15 PM
Amra's modpack for Warlords includes Sumeria. The unique building is a modified castle.

EW

Drtad
Sep 25, 2006, 08:12 AM
My new mod, Drtad's First Peoples includes Sumeria as well as others like Babylon Assyria, and the Olmecs. The UB is the Ziggurat.