View Full Version : Alternate XML


dagriggstar
May 16, 2007, 04:57 AM
ALTERNATE MOD

This Mods changes are all XML changes and should be compatible with jdog5000's revoulotion mod. Can be played separate from

the revoulution mod. As it is difficult to extensively playtest a mod when only one person is making it the mod quality may

not be very good. You are ultimately the judge of this. Being an isolated member of the civ community means that alot of the

modding may have been already done in other sources.

Changes civ by civ
America - UU is now a revoulutionary - replaces rifleman, starts with guerilla1+2 (ie the kind of unit Washington would have

used, I think this unit defines America better than the navy seal), Roosevelt is now Org,Chm (Because he lead his people out

of the depression, people generally liked him so +1 happyness suits)
Arabia - UU starts with speed promotion (So camel archers can move quickly to maintain a large Arab state)
Aztec - Jaguar strength increased to 6 (5 when attacking cities I think was too much of a disadvantage), starts with

woods1,2. Montezuma is now Spi,Exp (Exp for extra food yield and +2 health, Aztec empire was agricultural after all)
Carthage - Numidan Cavalry starts with flanking1,2
Celts - Gallic warrior starts with guerilla 1,2 (So guerilla3 is available sooner) Brennus now Spi,Nom (Celts were nomads)
China - Mao Zedong is now Org,Pro (How has he kept China healthy? Org because of the size of China)
Egypt - No changes
England - UU now a Kings Longbowman (Replaces longbowman, starts with shock, formation, cover. Redcoats aren't a very good

UU idea in my opinion)
France - Musketeer starts with pinch. Napoleon now Agg,Chm (Agg suits better than Org I think)
Germany - Frederick now Cre,Phi (culture bonus suits), Bismarck now Agg,Ind (Agg because he used warred well)
Greece - Phanlanx starts with cover, +25% Vs. melee units bonus (To make it a more attacking unit)
Inca - Quechua replaces axeman, starts with combat1 and guerilla1 (During the Incan revolts, the inca would wait unit the

spainish got caught in a difficult piece of terrain than attacked, so guerilla1) doesn't require resources. Huayna Capac now

Exp,Fin (He was concerned with the health of his people)
Inda - UU now a Mauryan elephant (Starts with combat1) because an economic UU is too much of an advantage in my opinion
Japan - No changes
Korea - Wang Kon now Spi,Chm (Spi because he promoted Buddhism and Chm because of the -25%XP and +1 happyness)
Mali - UU now replaces Longbowman - one extra first strike starts with combat1 (Attempt at making it a more attacking unit)
Mongolia - Kublai now Org,Nom. Genghis now Imp,Nom. (Mongols were nomads) UU now replaces knight, starts with combat1 (They

established there empire in the medieval age, not in the classical era. potentially can have +40% strength without combat)
Ottoman - Mehmed now Agg,Org. (Agg suits alot more than Exp, how did he make any attempt at keeping his people healthy? Agg

because of all his wars)
Persia - No changes
Rome - No changes
Russia - Peter now Agg,Cre (Agg because of his interest in military, cre for culture bonus)
Spain - Isabella now Spi,Imp (Pizarro and Cortes both lived soon after her reign, she didn't do anything to increase her

people health
Vikings - No changes
Zulu - Shaka now Agg,Nom (Zulu were nomads) Impi needs no resources, moves 3 spaces (Speed promotion and +1 movement from XML

change) Ikhanda cost reduced to level of barracks. Impi now replaces Axeman not spearman (No horses in Southern Africa

***New trait - Nomadic - Melee and Mounted units start with speed promotion + mobility. double production speed off stable,

+25 production speed of Horse Archers, Swordsman. Trait will show up as TXT_KEY whatever because with this file the mod

becomes too big.

Trait mods
Agg now +25% production of some units
Chm now +50% production of some wonders
Phi now +2 science per city +50% production of Great Libray, Uni of Sankore
Spi now +50% production of 8 (I think) wonders (All religious in nature)
Fin now +50% of Bank, market, grocer, Great Lighthouse, Colussus
Pro now +25% production of some units, +50% production of Great Wall
Cre now +2 science per city +25% production of some wonders
Ind now +1 Production on tiles with 4, 50% production of all wonders removed, +25% production of some wonders
Exp now +1 food on tiles with 3
Org +25% production of some wonders (Not many, Pentagon and I cant remember the rest)
Imp now +1 gold from each city (To help expansion)

Civic changes
Organised religon now can't build missionariess

Unit changes
Musketman strength increase to 10 (Same strength as knights)
Missionarys need Education (Ensure more even spread of religons)

Religions
Buddhism founded with Monarchy spreads at 40
Hinduism spreads at 20
Judaism spreads at 25 (Monothiesm available with Mysticism only)
Confucianism spreads at 45
Christianity spreads at 55, start with missionary
Taoism spreads at 60, start with missionary
Islam spreads at 100, start with missionary

To install with Jdog5000's revoulution mod put my XML files (Not the folders) into a new mod folder. Replace any files with

my files. Do this folder by folder, eg put the buildinfos.xml directly into Assets/XML/buildings.

Have Fun!