Darkhour
Warlord
DARKHOURS REALITY
There were early brutal wars in ancient history.. something CiV or many mods do not replicate. This mod goes to put more fun back into the early game by giving the player more to do, more to fight and more to build without changing too much from the original vanilla game. Wage war and exact tribute or sit back and build your wonders, but remember to defend yourself and keep a gold cache handy.
Darkhours Reality Mod!
http://forums.civfanatics.com/showthread.php?t=442785
Version History
v.5:
- added and modified Arbogli's Random Events mod (incorporating Bhuric's Treegrowth mod)
- increased forest cutting time and decreased production output
v.4:
- decreased culture spread cost
- unit experience costs increased
- increased palace science bonus
- fixed dlc compatibility for starting terrain/bonus general
v.3:
- changed raging barbarian % up
- added mysticism and code of laws techs and moved currency, engineering and compass into classical era (thanks to Alzara and Whoward)
- moved defensive pacts from chivalry to Code of Laws
- moved research agreements from philosophy to archaeology
- integrated cobalt_blue's Strategic Availability mod
- moved pyramids to pottery
v.2
- Fixed a major crash on reload of saved game
- Modified a few existing variables
v.1
- Lots of tweaks with AI to affect reduction of military units, peace, war, grand/military/economic strategies with early emphasis on war in close proximity.
- Warmonger fix: swapped the leader numbers around so that instead of warmongers angering peaceful civs, warmongers should now anger other warmonger civs and vice versa.
- Population now consumes 3 food each.
- Food yields for resources have increased across the board to compensate for population consumption usually by +1.
- City food yield increased to 3 and City production increased to 2
- Cities have lower initial defence but they scale more rapidly with population growth and garrisoned units.
- Barbarians are more aggressive.
- Policies are unlocked from the start game which gives a better early game.
- Gold production is now unlocked at Mining Tech.
- Civs now start in locations better suited to their historical region.
- Healing has been downgraded and healing promotion removed.
- Scouts have moved to Archery Tech.
- Civs now start with a Great General.
- Palace now gives +1 food and palace science bonus removed.
- Changed and increased speed of border growth to show 'kingdom territory' in early game, not just late game.
- Changed happiness to affect population more and number of cities less (occupied also).
- New Town Hall building that is free with each new city which gives +1 culture.
- Using cephalos Perfectworld map script and modified it slightly with the aim to replicate the more historically accurate forest coverage of earth thousands of years ago and modified rainfall amount which affects mainly the creation of rivers.
- Decrease time to cut forests and build roads.
- Increased production bonus of cutting forests and AI doing so.
- Decreased experience earned in combat.
- Cities now have a range of 3 hexes and power of ranged attack decreased.
Install:
The same way automatically through the modbrowser or by unzipping mod into Mod directory. Then load mod in your modbrowser list and start a new game using the Darkhour Perfectworld mapscript (dont get confused with the normal perfectworld map if loaded also). I tend to play large map with 15 civs and 10 citystates also by default, but obviously this is a personal choice.
Credit:
Thanks to all the awesome Civ modders out there who have directly and indirectly helped - cephalo, cobalt_blue, whoward, alzara, spatz, sambc.
Download:
Is available on the online CiV modbrowser.