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		<title><![CDATA[Civilization Fanatics' Forums - Civ4 - Legends of Revolution]]></title>
		<link>http://forums.civfanatics.com/</link>
		<description>(Public) Development forum for Legends of Revolution for Civ4.</description>
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		<lastBuildDate>Tue, 09 Feb 2010 18:49:00 GMT</lastBuildDate>
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			<title><![CDATA[Civilization Fanatics' Forums - Civ4 - Legends of Revolution]]></title>
			<link>http://forums.civfanatics.com/</link>
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			<title>Modules I play with</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352994&amp;goto=newpost</link>
			<pubDate>Tue, 09 Feb 2010 10:20:38 GMT</pubDate>
			<description>Not enough modmodding going on with LoR. These are the modules I play with, written by me but inspired by others in a few cases. Extract the zip to LoR\Assets\Modules and overwrite...</description>
			<content:encoded><![CDATA[<div>Not enough modmodding going on with LoR. These are the modules I play with, written by me but inspired by others in a few cases. Extract the zip to LoR\Assets\Modules and overwrite MLF_CIV4ModularLoadingControls.xml when prompted. Don't enable modular loading in LoR.ini, it should be left at 0. ImprovementBuildings has some Python files too, see below.<br />
<br />
- BWFix: Slavery moved to Masonry, Copper revealed with Mining and enabled with Bronze Working. No change to chopping.<br />
<br />
- DisabledClouds: hides the cloud overlay in globe view.<br />
<br />
- FasterCamera: faster camera panning.<br />
<br />
- IdleCities: &quot;Idle&quot; build option available from the start of the game, 25% production to research. The 25% is just to make the AI use it, but it helps a little.<br />
<br />
- ImprovementBuildings: if a city is built on a resource tile, buildings providing the yield you'd get from the appropriate improvement are automatically placed in the city when tech and civic requirements are met. For example, if you have a riverside city on Rice and you're running Serfdom, that city would be given Farm (Rice), Farm (Irrigation), and Farm (Serfdom). In addition to installing the XML files, you need to place ImprovementBuildings.py in LoR\Assets\Python\Contrib and edit LoR\Assets\Config\init.xml like so:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">&lt;bug&gt;<br />
&nbsp; &nbsp; ...<br />
&nbsp; &nbsp; &lt;load mod=&quot;ImprovementBuildings&quot;/&gt;<br />
&lt;/bug&gt;</code><hr />
</div>- KnightRebalance: earlier Knights, see this <a href="http://forums.civfanatics.com/showpost.php?p=8813574&amp;postcount=396" target="_blank">this post</a>. Only the changes involving Archers, Composite Bowmen, and Knights are included. Composite Bowmen use the same artwork as Archers.<br />
<br />
- RoadsAndRivers: high-res rivers and improved ancient-era roads.<br />
<br />
- SpeedFix: vanilla game speeds are unplayably flawed, this rebalances Marathon speed for longer games and more action.<br />
<br />
- StartingSettler: extra movement speed and vision range for the initial settler. Subsequent settlers are not changed.<br />
<br />
- TerrainTextures: replaces LoR's grassland and plains textures with edited versions of the ones from Blue Marble Gold.<br />
<br />
- WorkboatSpeed: halved speed for Work Boats, makes Galleys relevant for exploration.</div>


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			<legend>Attached Files</legend>
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	<td><img class="inlineimg" src="http://forums.civfanatics.com/images/attach/zip.gif" alt="File Type: zip" width="16" height="16" border="0" style="vertical-align:baseline" /></td>
	<td><a href="http://forums.civfanatics.com/attachment.php?attachmentid=242434&amp;d=1265711117">Modules.zip</a> (1.82 MB)</td>
</tr>
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		</fieldset>
	

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>OnmyojiOmn</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352994</guid>
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			<title>Revolution concept change?</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352945&amp;goto=newpost</link>
			<pubDate>Tue, 09 Feb 2010 01:27:10 GMT</pubDate>
			<description><![CDATA[You don't have to like the idea.  I just can't mod for my life, and I am seeing if someone else would do it. (or even agree with the idea) :sad: 
 
Most revolutions don't completely change the...]]></description>
			<content:encoded><![CDATA[<div>You don't have to like the idea.  I just can't mod for my life, and I am seeing if someone else would do it. (or even agree with the idea) :sad:<br />
<br />
Most revolutions don't completely change the civilization, but just imply I different stance.  I propose a modmod were a revolution would just have rebels (Confederate America, Imperial Rome, Maratha India) against the older counterpart (Union America, Republican Rome, Mughal India)  Also, if it was in a conquered land, it would rebel back to it's ownnationality (If Mongols invaded China and the old capital rebeled, China would reform.)<br />
<br />
I'm just suggesting as I found it strange that Ethiopia was split from the original Japan.</div>

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>LastLegionare</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352945</guid>
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			<title>Civilization Leaders Changing mid game?</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352917&amp;goto=newpost</link>
			<pubDate>Mon, 08 Feb 2010 20:48:58 GMT</pubDate>
			<description>In my last few games, I have had a few civilizations change leaders in the middle of the game without having revolutions etc. For example, I was next to the English and their leader was Churchill....</description>
			<content:encoded><![CDATA[<div>In my last few games, I have had a few civilizations change leaders in the middle of the game without having revolutions etc. For example, I was next to the English and their leader was Churchill. There were no revolutions in his lands (that I'm aware of it is possible I missed the message) and then all of a sudden the English were led by Elizabeth. <br />
<br />
I didn't realize that this could happen. How does it happen and what are the reasons for it? Thanks!</div>

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>zarakand</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352917</guid>
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			<title>Civilization Colors</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352713&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 16:05:28 GMT</pubDate>
			<description>As much as I enjoy this MOD, I hate the fact that the default Civ colors have changed. While there might be a valid argument to be made regarding accuracy, aesthetic, etc. as to why the colors have...</description>
			<content:encoded><![CDATA[<div>As much as I enjoy this MOD, I hate the fact that the default Civ colors have changed. While there might be a valid argument to be made regarding accuracy, aesthetic, etc. as to why the colors have changed it simply is annoying.<br />
<br />
I hate the extra effort it takes to reorient myself and not be able to glance at the mini-map to make snap decisions based upon the color scheme I've been used to for years. <br />
<br />
Now I know I'm being picky :D and that this really is a minor complaint but is there a way to revert back to the original colors for civilizations?</div>

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>zarakand</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352713</guid>
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			<title>Religion in LoR</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352475&amp;goto=newpost</link>
			<pubDate>Thu, 04 Feb 2010 09:04:20 GMT</pubDate>
			<description><![CDATA[I've pondered a while about the religions and their spawning dates in LoR. 
 
There are (in my games mostly in this order): Religion - Technology - approximate spawning date - spread rate 
 
*...]]></description>
			<content:encoded><![CDATA[<div>I've pondered a while about the religions and their spawning dates in LoR.<br />
<br />
There are (in my games mostly in this order): Religion - Technology - approximate spawning date - spread rate<br />
<ul><li>Hinduism - Polytheism - right at the start 3000 BC - slow</li>
<li>Buddhism - Meditation - right at the start 3000 BC - slow</li>
<li>Judaism - Monotheism - third religion, about 1000 BC - middle</li>
<li>Christianity - Theology - in my emperor games about 600 AD - faster</li>
<li>Confucianism - Code of Law - about 600 AD - faster</li>
<li>Taoism - Philosophy - about 1000 AD - faster</li>
<li>Islam - Divine Right - about 1200 AD - fastest</li>
</ul><br />
Now, if we look at the approximate dates and places of inception/development into a religious system, some problems occur:<br />
<ul><li>Hinduism - about 1300 BC, with Judaism the oldest religion in the game, India</li>
<li>Buddhism - about 400 BC, developed out of Hinduism, India</li>
<li>Judaism - about 1300 BC (lets take Moses as the beginning), Middle East</li>
<li>Christianity - about 30 AD, developed out of Judaism, Middle East</li>
<li>Confucianism - about 400 BC, China</li>
<li>Taoism - about 400 BC, China</li>
<li>Islam - about 600 AD, Middle East</li>
</ul><br />
What are the civs most capable of founding a religion early on? <br />
<ul><li>Arabia (both leaders have the spiritual trait)</li>
<li>India ((both leaders have the spiritual trait)</li>
<li>Spain(both leaders have the spiritual trait)</li>
<li>Byzantines</li>
</ul><br />
Findings:<ul><li>Now, speaking within gameplay, Buddhism and Hinduism are founded at the same time necessarily by different civs. Buddhism and Hinduism can never be founded in the same civ, although they historically grew out of each other.</li>
<li>Arabia as representative of the Middle East (if in the game) often gets Hinduism or Buddhism, or later on Judaism.</li>
<li>China (or one of the East Asian civs like Khmer, Japan, Mongolia, Korea) almost never gets a religion, even though two of the 7 religions present in the game and among the oldest ones (400 BC both) were founded here.</li>
<li>Spain often gets a religion early on, although none of the religions were founded there historically.</li>
<li>Islam seldom has the chance to be a big player in the game except a human player plans to spread it deliberately.</li>
</ul><br />
What are my proposals?<br />
<ul><li>Move Buddhism to a later tech or exchange it with Judaism, so that Judaism and Hinduism may incept at the same time in different civs/regions (of course, starting techs have to be modified). That way the same civ can research Hinduism and later Buddhism.</li>
<li>Or: Exchange Buddhism with Confucianism.</li>
<li>Give at least one of the Chinese leaders the religious trait and remove it from the Spanish leaders. Maybe give also the Babylonians or Sumerians a religious trait (from the two Spanish), to better represent Judaism's chance to be founded in the Middle East.</li>
<li>I see nothing wrong with Christianity or Islam, maybe they are founded a bit late, buts thats okay with me.</li>
<li>Since all religions are the same with respect to gameplay maybe it can be coded that if a civ already has a early religion (one of the first three) and founds a second, the second religion is from the same cultural origin. For instance, Arabia has founded Judaism and now discovers Code of Law, it doesnt found Confucianism but instead Christianity (of course, both religions, Christianity and Confucianism) have to be available with both techs then).</li>
</ul><br />
Now, what are your thoughts? Are the changes plausible? Are they okay with respect to gameplay? I am eager to hear your criticism and comments, especially phungus' opinion. :)</div>

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>Ambassador</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352475</guid>
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			<title>Where can I download the scenarios for LoR?</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352441&amp;goto=newpost</link>
			<pubDate>Wed, 03 Feb 2010 23:38:22 GMT</pubDate>
			<description>I downloaded the lite version to optimize performance but have obviously missed out on the scenarios. Thanks.</description>
			<content:encoded><![CDATA[<div>I downloaded the lite version to optimize performance but have obviously missed out on the scenarios. Thanks.</div>

]]></content:encoded>
			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>johnsonag</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352441</guid>
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			<title>Instability getting on my nerves</title>
			<link>http://forums.civfanatics.com/showthread.php?t=352030&amp;goto=newpost</link>
			<pubDate>Sun, 31 Jan 2010 15:15:23 GMT</pubDate>
			<description><![CDATA[First of all, I love the mod. So many great things that should be in Civ proper. 
 
But I'm really getting fed up with revolutions and instability. I don't want to disable the feature, since I feel...]]></description>
			<content:encoded><![CDATA[<div>First of all, I love the mod. So many great things that should be in Civ proper.<br />
<br />
But I'm really getting fed up with revolutions and instability. I don't want to disable the feature, since I feel that it adds to the gameplay value (having more small civs around for potential allies and more complex diplomacy), but I found it rather annoying to have a fricken civil war with an undefeatable enemy. I mean, I crushed his armies, and what happens? He makes an ultimatum - &quot;Give us independence or we'll get more troops!&quot;. It wouldn't matter as much if it was purely because of my own bad management, but I had a 20% culture rate, 10+ troops in garrison, free religion, universal suffrage and free speech! None of that mattered really, because the city was receiving a massive (~40/turn) distance penalty. It would be fun if it was possible to cope with that.<br />
<br />
Also, this was a largish empire (~30% of land area) so I don't know how it's possible to win domination with the feature turned on. I must be doing something wrong - please tell me how to prevent stability from eroding!</div>

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			<category domain="http://forums.civfanatics.com/forumdisplay.php?f=359">Civ4 - Legends of Revolution</category>
			<dc:creator>EsaKo</dc:creator>
			<guid isPermaLink="true">http://forums.civfanatics.com/showthread.php?t=352030</guid>
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