[MOD] Sevo's CivFanatics Fusion 2.0

Sevo...
Just a little thing, I haven't been able to complete the Cancer building, have changed the XML line in CIV4BuildingClassInfo..in the max globe instances from..-1 to 1...
<BuildingClassInfo>
<Type>BUILDINGCLASS_CANCER</Type>
<Description>TXT_KEY_BUILDING_CANCER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>1</iMaxPlayerInstances>
<iExtraPlayerInstances>0</iExtraPlayerInstances>
<bNoLimit>0</bNoLimit>
<DefaultBuilding>BUILDING_CANCER</DefaultBuilding>
<VictoryThresholds/>
</BuildingClassInfo>

Well done on a magnificent Mod.... :goodjob:
 
Dear Servo,

Please replace the annoying (So annoying it was changed in an offical Firaxis patch) sound of people screaming when an IMPROVEMENT was destroyed. (A thud sound replaced the annoying sound that indicated an improvement has been destroyed)
 
Hi Sevo

Have you considered adding some of the new model units that have been worked on these past two weeks? I think that you might be the best suited to add them to a balanced mod.
 
@pine

Just a little thing, I haven't been able to complete the Cancer building

Looks like you're right! I didn't notice because... I lost all my games until now. The AI is too strong for me when I try to play with the ARCHIPELAGO map. (When I find the oil, he already has the nukes)... :(
Then, I resign...
***
I did the correction too (-1 to 1).
Thank you.
Maybe it will help me one day!

:lol:
 
First of all, thanks to Sevo and all of the other contributors for a great mod. Fun fun! :D

Now then, are the cultural victory requirements for this mod the same as vanilla Civ? I am going to try that route on my next game, and I want to make sure I plan properly. Thank you in advance for your reply!

Dave
 
ACEofHeart said:
Just a follow-up on adding additional Civilizations..
Over in Graphic Mods there is a Static Leaderhead mod that makes all the original Civ Leaders non-animated..,, why not make a a Static Leaderhead pic for all the new Civs too,..
Combined ,,it would look like a polished finished product,, instead of a work in progress.. :)

I don't want to take away the animated leaderheads. :D I like 'em. The plan is to have ALL the leaderheads animated, but actually, the static ones don't bother me much. Ultimately they'll all be animated, though...even if I have to do it... :hammer2:


pine said:
Sevo...
Just a little thing, I haven't been able to complete the Cancer building, have changed the XML line in CIV4BuildingClassInfo..in the max globe instances from..-1 to 1...

Totally right. Nice catch.


Sarg said:
Hi Sevo

Have you considered adding some of the new model units that have been worked on these past two weeks? I think that you might be the best suited to add them to a balanced mod.

Yeah, actually. I'm currently revamping all the late game units. They seem to appear in strange order and have some balance issues that make some overpowered and some effectively useless. Just needed to play a few more games to see how they pan out. When I adjust them all I plan to work in the new models.


ditb said:
Now then, are the cultural victory requirements for this mod the same as vanilla Civ? I am going to try that route on my next game, and I want to make sure I plan properly. Thank you in advance for your reply!
Dave

They are indeed the same. It's a tough way to score a victory--definitely harder than Civ III was. Good luck!
 
Fujisan has created a version of Sevomod 2.3 that changes the initial units removing any extra units granted to AI on harder levels, adds all the new resources from greenmod, and makes multiple other modifications. Looking at the changes I believe the overall effect will be to make the harder difficultly levels a bit easier to play and add a lot of variety.

The detailed readme is here:

Spoiler :

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).


----------------------------------
The Details
----------------------------------

--- 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.


---------------------------------------
Known Bugs
---------------------------------------

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?


---------------------------------------
Installation
---------------------------------------

You have to install SevoMod Version 2.3 first. Then copy this archive to Sevomod folder overwriting existing files.


Download link:
Fair Start


Thanks to Fujisan for a great variation! :goodjob:
 
Hi Sevo.

1) Is it possible that you could implement the "Kill List Mod" by Roger Bacon, I think it is very cool to see the history of victories battles.

2) I played the "Total Experience Mod" by Gekko and TheLopez and I found it very cool that the xp for animals were increased to 10 xp aswell as the barbarian xp were increased to 50 xp. Can this be done in your MOD and would you do it?

3) I also noticed that there were more different promotions like "Avatar" and "Staalwart" in the "Total Experience Mod", how do I implement them unless you do?

4) Last question. I´ve downloaded your mod and put it in the mod folder but It seems impossible for me to get those hero promotions. I have played 3 entire games without gaining any of them, have I done something wrong?

Aragorn7
 
I think he is not using my latest version of my promotion mod so you cant get those promotions without worldbuilder.
 
Sevo said:
Fujisan has created a version of Sevomod 2.3 that changes the initial units removing any extra units granted to AI on harder levels, adds all the new resources from greenmod, and makes multiple other modifications. Looking at the changes I believe the overall effect will be to make the harder difficultly levels a bit easier to play and add a lot of variety.

The detailed readme is here:

Spoiler :

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).


----------------------------------
The Details
----------------------------------

--- 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.


---------------------------------------
Known Bugs
---------------------------------------

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?


---------------------------------------
Installation
---------------------------------------

You have to install SevoMod Version 2.3 first. Then copy this archive to Sevomod folder overwriting existing files.


Download link:
Fair Start


Thanks to Fujisan for a great variation! :goodjob:

Will try this out.

-=R=-
 
Nice list Fujisan. Will try it out now (though with my stack-aid too would be even better).
 
@Fujisan--

I tend to like the fact that no one has any techs from the start and it seems to work well.

I have been testing this on Noble, Small and Standard maps. First time I played I got: 1 Warrior, 2 Settlers, 2 Scouts, and 1 Worker. The 2nd-7th times I have started this (same settings, only changing sizes back and forth)... I get: 2 Settlers, 1 Scout, 1 Worker. Is there a reason that it changes he amount of units?

You might also want to start your own thread in the forum so that it does not interfere with Sevo's. This is big enough changes to carry itself.

-=R=-
 
@all

Has anyone noticed that, you can get access to some units without things that are usually needed.

Such as, I have been playing Celtic with the special UU axemen. I research bronze working, and without any access to copper (have not even seen one on the map) I can still build my new unit.

Same thing happened later with War Elephants. I researched Construction and was able to build them without any Elephant/Ivory bonus terrain in my nation.

any ideas?

-=R=-
 
I have a question about the SEAL unit. It seems that I can only have 3 at a time. Question:
1) Is this on purpose?
2) If so, what are the reasons for making these changes?
I enjoy your work sevo
 
excellent mod! t's got so much more added onto Civ that I don't know where to start! Congrats!
 
Just a little suggestion... if you alter the commerce define in the XML Global Alt doc from 10 down to 5 you end up with the top left research and culture sliders working in 5% increments, gives a lot more control than the standard 10%..
<Define>
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
 
Will try to post a screen shot of the sliders mentioned in above post :rolleyes:
 
pine said:
Just a little suggestion... if you alter the commerce define in the XML Global Alt doc from 10 down to 5 you end up with the top left research and culture sliders working in 5% increments, gives a lot more control than the standard 10%..
<Define>
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>

What file is that in? I've always been miffed by the 10% increments.
 
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