From Fujisan's Readme:
I have implemented several ideas in this mod. The two main ones are Fair Start and Blank Terrain.
Fair Start means that both AI and human at ANY handicap level start game with the same number of units (However, levels below Noble are untouched). Moreover the number of starting units is increased (two settlers, two warriors, worker and scout). It is supposed that you will be playing at a higher handicap level than you usually do. The purpose of this is to make start easier, but have more struggling gameplay. In other words, I tried to eliminate quite usual situation when you are at the edge of survival at the beginning, but far superior in later times.
Blank Terrain means no resources visible at the beginning (only Ancient Temples and Fish are the exceptions). I wanted also Fish to be invisible, but encountered with the problem of normalization (i.e. making starting positions equal). <bNormalize> parameter does not seem to work, unless a resource is visible from the beginning. Also to help them who starts in jungles or tundra, I added two new improvements, which can be build on a Jungle or Tundra/Forest square. However these improvements become obsolete very fast.
In addition, there are a lot of other changes.
Added all resources from GreenMod.
With a lot of resources you have an excess of health and happiness, and are able to maintain more populated cities. Therefore I added food yield to harbor and grocer, and increased yields of all improvements and Great Peoples.
Some of SS components moved in later techs (and one new added). Now you have to research all technologies to build the spaceship.
All strong units require additional gold support (gunpowder based: +1 gpt, mechanical and modern: +2 gpt). I wonder why nobody didn't make such a mod so far.
Settlers are available with Pottery. So if you are aiming for religion, forget about early expansion and vice versa.
...And many other changes (see the details).
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The Details
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--- Gameplay ---
All civilizations have two settlers, two warriors, worker and scout from start. Also no free technology for both AI and human. So all civs start in absolutely equal situation. (However, levels below Noble are untouched)
No free techs from goody huts. Only gold, maps etc.
New handicap level Semigod: between Immortal and Deity (really there is a huge gap between Immortal and Deity)
New game speed ExpTech: speed the same as Epic, but with more expensive techs, with medium growth/construction, and with cheaper train percent. Great People Percent is set to 100 (as Normal) to have more Great Peoples. All these parameters are tuned well by many test games.
Prerequisites for techs are changed so that you cannot build newer units without researching old ones. For example, before researching Guilds (that gives Trebuchet), you have to research Construction (that gives Catapult). Another example: no Cannons with Mechanical Infantry (you have to research Artillery before building modern units). And so on.
Tech trading available with Literature.
--- Resources and Improvements ---
Added all resources from GreenMod: Cotton, Cannabis, Coffee, Lemon, Potato, Salt, Pearls
Only Ancient Temples and Fish are available from the beginning.
Banana, Deer, Ship: reveals with The Wheel
Stone: reveals with Mysticism
Salt: reveals with Mining
Clam, Crab: reveals with Sailing
Fur: reveals with Archery
Spices: reveals with Meditation
Marble: reveals with Masonry
Cow, Wheat: reveals with Food Processing
Incense: reveals with Priesthood
Ivory: reveals with Horseback Riding
Silver: reveals with Metal Casting
Cotton: reveals with Mathematics
Gems, Coffee, Pearls: reveals with Monarchy
Whale: reveals with Compass
Wine: reveals with Literature
Silk: reveals with Calendar
Gold: reveals with Currency
Corn: reveals with Machinery
Cannabis: reveals with Drama
Pig: reveals with Feudalism
Dye: reveals with Music
Sugar, Lemon: reveals with Education
Explore Temple: moved in Masonry (getting an explored temple at the beginning gives too high superiority).
Yield of most improvements increased (by ~50%). Yield of improvements on Iron, Copper, Oil, Aluminium, Gold is drastically increased. Just possessing of these resources makes your cities significantly stronger.
Jungle Camp (new improvement): can be build on Jungle
Yield 2/ 1/ 1
With Agriculture -1/ 0/ 0
With Food Processing -1/ 0/ 0
With Iron Working 0/-1/ 0
Lodge (new improvement): can be build on Forest/Tundra
Yield 1/ 0/ 1
With Food Processing -1/ 0/ 0
Hut (new improvement): can be build on Plains, Grass, Tundra (cannot be on Floodplains etc.). Available with Pottery
Yield 0/ 0/ 1
Cottage: moved in Mathematics
Fishing Boats:
With Sailing 0/ 0/+1
With Food Processing +1/ 0/ 0
With Education +1/ 0/ 0
With Refrigeration +1/ 0/ 0
--- Units ---
New unit Ancient Catapult: available with Writing
Cataphract: withdrawal chance increased to 45%
No prerequisite tech for Scout (also Scout is cheaper now)
Brave: four units in group now
Settler: available with Pottery.
Flanking promotions changed to +20%, +30%, +40% of withdrawal chance. Now you can make some of your units to be immortal (with 100% chance of withdraw).
Corrected bug with Attack and Defense promotions (see my post here:
http://forums.civfanatics.com/showpost.php?p=3775795&postcount=183)
--- Buildings, Wonders ---
Harbor and Grocer: now Food +10%
Barracks: requires Hunting
Mausoleum: +3 happy in this city instead of +1 happy in all cities
Leonardo's Workshop: removed +1 science per specialist. Now gives only free specialist per city on this continent. It is cool enough!
Statue of Liberty: added +1 commerce per specialist
Theory of Evolution: removed free specialist per city, added +1 science per specialist
Some of SS components moved in later techs. Now you have to research all technologies to build the spaceship.
Future Fuel SS component added (naturally it is in Future Tech). Because you cannot get staff from the looped tech (which Future Tech originally is), looped Far Future Tech is added. Future Tech now can be researched as a usual tech.
--- Civics ---
Hereditary Rule: requires Monotheism. If you had bad luck in catching the early religions, you still can make some happiness with your military.
Organized Religion: moved from Monotheism to Monarchy (instead of Hereditary Rule)
Representation: requires Philosophy (because it was available too late - almost together with Universal Suffrage)
--- Others ---
Yield of Great Specialists in cities increased a little.
Great Priest: 0/5/0/3/2 (Food/Gold/Science/Hammers/Culture)
Great Artist: 0/3/1/0/12
Great Scientist: 0/0/8/1/2
Great Merchant: 2/8/0/0/0
Great Engineer: 0/0/3/5/0
Max XP from animals 10
Max XP from barbarians 50
Max XP after upgrade 50
XP from withdraw 2
Settler Religion is removed, because it causes early religions to spread too fast.
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Known Bugs
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When you start the game from Custom Game menu, you have access to all five game speeds, but if you proceed through Play Game menus, you will see only three of them. Any idea how to correct it?
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Installation
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You have to install SevoMod Version 2.3 first. Then copy this archive to Sevomod folder overwriting existing files.