[BTS Total Mod] Thomas' War

tsentom1

Bubble Dragon
Joined
Jul 24, 2007
Messages
1,000
Location
New York
Thomas War v3.5a
Previous versions removed after 6954 downloads!

DOWNLOAD HERE


PLEASE READ BEFORE DOWNLOADING:
: Due to size constraints regarding the download, by default the mod includes static leader heads and wonder movies. Animated leader heads and wonder movies are available to download and are installed similar to a patch by either unzipping them into the Thomas' War directory or copying the Assets directory over. Note: if you are experiencing significant MAFS it is not recommended you switch to animated leader heads or wonder movies as the game runs better and is smaller in size with their static versions.

Thomas' War is a big mod and not really recommended for lower end systems. Also, ALL big mods do have problems with MAFS. It is generally not recommended to play with huge maps and max number of civs.

The Patch to go to 3.5a can be found HERE. (Note: if you are reading this, the above download already includes the patch).

Animated Leader Heads can be found HERE

Static Leader Heads can be found HERE

Animated Wonder Movies can be found HERE

Static Wonder Movies can be found HERE

JEELEN has updated his scenarios. The newest versions can be found in the following links: 18 Civs Huge Earth and 1066 AD for Thomas' War.

Thomas' War does not use its own DLL so you can incorporate any custom DLL you wish (such as better BTS AI or one that allows a greater number of civs).


Repeat, if you were experiencing significant MAFS with previous versions it is not recommended you switch to animated leader heads or wonder movies as the game runs better and is smaller in size with their static versions.

However, the animated and static versions do not break saves so it is possible to begin the game with animated versions and install and switch over to static later in the game.

For Multi-player, everyone must have the same files and version (so if one is using static everyone has to use static).

~~~

The aim of this mod is to try to simulate an expansion pack; to significantly add to the game without significantly changing the core game play. This doesn’t mean that new stuff wasn’t added, but instead when you first load up the mod you won’t have to relearn how to play or the tech-tree or which units to shoot for. When I did add something, I tried my best to not only make sure they had a unique role or function (to accomplish this many units and buildings have original python based abilities), but also attempt to keep things balanced, fun, in the style of civ 4, and with historical basis.

~~~

Hosted at Atomic Gamer, I know there's a download wait but it's more stable than File Front (which erased all my files for no reason a week ago), plus not everyone can download from File Front anyway. There is a mirror for File Front listed on the download page.

7zip and Installation

The file is compressed with 7zip which can be downloaded for free at:

http://www.7-zip.org/

However other programs can unzip it. Then simply unzip into your BTS mods directory:

(Default path usually something like firaxis games/sid civilization iv/beyond the sword/mods)

Some unzipping programs create an extra folder which can cause the mod to not load. If you check the file tree after you install it should go:

Beyond the Sword/Mods/Thomas' War/Assets...

With the Assets folder in the Thomas' War folder as above.

If it created an extra folder it would go something like:

Beyond the Sword/Mods/ThomasWar3.5a/Thomas' War/Assets...

Or some variant, with basically an extra folder saying Thomas' War. The second Thomas' War folder (containing Assets) is actually the mod, the first is just an extra folder holding the mod. You need to move the second Thomas' War folder (containing Assets) into the Mods directory.

Compatibility

Since Thomas’ War does not use a custom DLL it has some cross patch capability. I’ve tested and it works on 3.13 and 3.17. Make sure you are patched to at least 3.13 or you will have a missing interface.

See thread for GFC error: failed to initialize the primary control theme

Multiplayer

Yes. Currently I’d say it’s about 95% multiplayer compatible. I exclusively play it multiplayer – though with half humans, half AI players. I’ve played full games without 00S errors, I’ve played a few with 1 or 2. It becomes more stable with each version. Keep in minding having different versions or files in your mod than other people hinders multiplayer as does having opponents with drastically under-specced machines.

For Multi-player, everyone must have the same files and version (so if one is using static everyone has to use static).

Recommendations

Epic Game Speed (I tried to balance the game around epic)

Medium or higher graphics (Due to the nature of custom graphics, buttons and models sometimes don’t display correctly on low. Even my new title screen is blurry and pixilated on low)

English (I don’t have the time or ability to translate this mod and non-English settings will be missing entries. If you load up in a different language it will direct you to switch to English in my broken translation of the core languages)

Just a note, the bigger you make the game (#of players, graphics, etc) the more likely to cause a MAF later on. There is troubleshooting (including for MAFs) in post 1.

Show enemy and friendly moves turned off (this greatly decreases time between turns, as does quick combat options).

GFC error: failed to initialize the primary control theme


First, make sure the mod is installed in the right place.

It should be installed in the main BTS mods directory (default path usually something like program files/firaxis games/sid civilization iv/beyond the sword/mods) NOT the MODS directory found in My Games.

Second, the mod folder needs to be named Thomas' War as the game checks folder names. Please do not change the name.

If neither of the above work please post in the thread for additional assistance.

Missing Interface


This can occur for several reasons.

The game being played from the My Games MODS directory instead of the main BTS mods directory (default path usually something like program files/firaxis games/sid civilization iv/beyond the sword/mods)

Not being patched to at least BTS 3.13 or 3.17

Sometimes, just alt-tabbing and minimizing-maximizing the mod can correct the error.

Having a conflicting mod in your custom assets (such as BUG or BAT) please remove them from the custom assets and try.

Additionally, playing with Vista or Civ IV Complete can cause problems (please post in the thread for additional assistance if this is the case).

If you are still missing an interface after trying all the steps above you should check to see if you are also experiencing a missing interface with other big user-made mods from the forum (such as Extra, Next War Advanced, Fall From Heaven, Rise of Mankind, History in the Making, etc. etc.) If you are then the problem is most likely not caused by the Thomas' War files, but rather something with your installation or custom assets. If this is the case, you are probably better served posting a thread in the Technical Support forum.

If none of the above works, please enable python exceptions. (Open up the _Civ4Config file found in the Beyond the Sword folder. Search for:

; Set to 1 for no python exception popups
HidePythonExceptions = 1

Set to 0. Reload the game and post in the thread the error message that comes up for additional assistance.

v3.5a Changes:
Spoiler :
This patch mostly addressed balance issues raised in the thread as well as bugs pointed out to me. Hopefully, this constitutes the final release of 3.5 taking it out of it's beta phase. However, bugs are always easy to miss and I will address new bugs as they are pointed out to me.

Scenarios:
Scenarios now once again work with the mod, in response I have re-collected all the user made scenarios for Thomas' War on the forums and included them in the download.
Updated the 'Next War' scenario to work with Thomas War
Included a few blank Earth maps as per request.

UUs and UBs:
I re-examined every civ;'s UU and UB and re-balanced them accordingly. As a result, some civs have had their UU or UB changed. I feel the current settings are more balanced and unique than the previous arrangement.
Akkads' UB bonus is now +2 hammers
Timurids' UB bonus is now +33% trade route yield.
Chams' UB bonus is now +50% Research, +25% Culture during Golden Ages
Assyrias' UB now gives raw Great General GPP
Costs of many of the UU's have been changed
Brazil's UU now replaces the Musketman and has a chance of capturing defeated units
Hurrian's UU now increases raw flanking damage
Prussia's UU now increases raw collateral damage
A few others, I don't remember at the moment.

Wonders:
A few of the Wonders have been given addition python based abilites to make them more unique.
Ishtar Gate now also puts you in contact with all civs on the map (espionage bonus down to 2 (from 3) for each religious building.
KGB now places rival civs in anarchy (a reverse Taj Mahal of sorts). No longer grants the free promotion, espionage bonus down to 15% (from 20%) in all cities.
Cure for Cancer now acts similar to the Longevity wonder from Civ 3, i.e. cities now grow by 2 population. No longer gives the happiness bonus.
Art of War made cheaper, gives Artist points instead of General points

Traits:
A few of the traits have been re-balanced.
Agricultural now gives a 10% food stored bonus on city growth instead of the strict numbers it was giving before (this was done to correct a bug) Additionally, gives double production speed for the Haramut-Yusef national wonder (the game doesn't show double speed for wonders).
Scientific Trait now gives a free scientist at Classical era, free golden age at Renaissance era, free tech at Modern era. Also, double speed of Oxford University national wonder.
Mercantile now only gives +10% for food and hammers with trade, additionally, Barter Economy now only gives +5%. Great Lighthouse made more desirable to the AI.
Expansive Worker production bonus lowered to 25%, no longer applies to the Work Boat, still applies to Clonejacks.

Victory Conditions:
Added Commercial Victory (the gold amount needs feedback and probably future balancing.
Religious Victory threshold lowered to 80% from 85%.

Misc:
Future, 'Next War' units have been re-balanced, particularly the Clones. Added more interaction between the future unit classes, as well as actually made the Biological Warfare Unit and Promotion usefull.
Added many, many in-game notifications for previous promotions/wonders/events. So now they will inform you if you stole gold, or healed after battle, which bonus the Golden Dawn gave that turn, if a crusader was born, etc. etc. etc.

Those are just the 'highlights' off the top of my head. There's also a ton more balance and bug changes.

v3.5 Changes:
Spoiler :
1 Additional Trait

Scientific

13 Additional Civs


Apache
Argentina
Australia
Elam
Hanseatic League
Hawai'i
Iroquois
Ordensstaat
Philippines
Scotland
Scythia
Sioux (formely Native America)
Tu'i Tonga (formely Polynesia)

18 Additional Leaders


Franz Josef (Ekmek)
Wu (Ekmek)
Ataturk (Ekmek)
Felipe II (Colonization)
Kamehameha (Methyl Orange)
Jose de San Martin (Colonization)
Shutruk-Nakhkhunte (The Capo & Methyl Orange)
Ferdinand Marcos (Ekmek)
Atotoztli (Ekmek)
Heinrich Sudermann
Curtin (Ekmek)
Abu Bakr (Ekmek)
Mary Stuart (NikNaks)
Albert (Colonization)
Theodora (Ekmek)
Jingu (Ekmek)
Ateas (Ekmek)
Sejong (Darkstyx)

4 Additional Wonders


Malleus Maleficarum Wonder
King Richard's Crusade Wonder
Topkapi Palace Wonder
HERC Factory

1 Additional Project

The Spanish Inquisition

4 Additional Promotions

Survival
First Aid
Skirmisher
Looter

Misc


2 additional events added
Python abilities added to many of the civics
Cleaned up the code and added AI for many of the previous python units/wonders/civs/etc
Improved Lawyers and Inquisitors
Ability to plant forests in the future era
Ability to captyre units
Many balance issues addressed with all aspects of the mod
Numerous bug fixes
Militia Defense and Militia unit added

v3.0 Changes (Complete Change List in Thread):
Spoiler :

Civlopedia:
Spoiler :

The dreaded civlopedia bug plaguing past versions has been completely fixed, click away!

With the civlopedia now working everything has been given complete and accurate civlopedia entries

Thomas’ War Concept section added to the civlopedia to help people identify additions to the game

Enhanced unit/building background graphics thanks to Chuggi

2 New Traits:
Spoiler :

Agricultural

New cities start with 2 population
Extra food on city growth

Nationalistic

-25% War Weariness
No upkeep costs for government
Double production speed of jail

New Base Terrain:
Spoiler :

Wetlands

+1 Food, +1 Commerce
2 Movement
Improvements take +25% time to build
Defending units get +10%
Cities require coast or fresh water

In order to build improvements on wetland tiles you need to have researched the Civil Service tech. You can’t build improvements on wetlands when under Environmentalism

Snow and Desert tiles now also require coast or fresh water in order to found a city

Python Map Script Code by Johnny Smith

10 New Civs:
Spoiler :

People have asked why my civs aren’t modular. The reason being is that for many of them I use python to give their units/buildings unique abilities. Also, while I think many modular civs are well done I more or less make mine from scratch (occasionally borrowing ideas or Civlopedia XML) to make sure they fit my mod and the abilities I’ve given my other civs.

Akkad
Matnu (Archer); +10% City Defense, Immune to Collateral from Siege
Mishikhtu (Market); Decreases Worker Build Time
(Models adapted from BTS assets)

Austria
Jager (Rifleman); Immune to First Strikes, Increased Defense vs. Grenadiers
Opera House (Observatory); Culture Bonus when Hurrying Production with Gold
(Jager model by seZereth, Opera House model by Refar)

Canada
Mountie (Cavalry); +50% Forest Attack, +50% Hills Attack
Microwave Station (Broadcast Tower); +1% Research +1% Espionage in ALL cities
(Mountie model by Jecrell, Microwave Station model by AsioAsioasio)

Gran Colombia
Libertadores (Cuirassier); +10% City Attack, Garrisoned Cities Significantly Less Likely to Revolt
Cucuta Congress (Jail); Decreases Civic Change and Anarchy Time
(Libertadores model by C.Roland, Cucuta model by Refar)

The Kingdom of Kongo
Congo-Bowman (Longbowman); +50% vs. Archery Units, Ignores Building Defense
Slave Market (Customs House); Gold Bonus When Sacrificing Population
(Congo-Bowman adapted from Varietas Delectat, Slave Market model adapted from Colonization assets)

Ancient Libya / Berber Nomads
Plumbed Nomad (Scout); Flat Movement, Can Explore Rival Territory
Foggaras (Aqueduct); Turns the City Plot into a Source of Fresh Water
(Nomad model adapted from CivGold, Foggaras model adapted from Colonization)

Poland
Heavy Hussar (Cuirassier); +10% Withdrawal Chance, Doesn’t Require Gunpowder
Fabryka (Factory); +3 Culture, +1 Free Citizen
(Hussar model by Danrell, Factory model by AsioAsioAsio)

Sweden
Livgarde (Rifleman); Built with +3 Experience
Riksbank (Bank); Increases Gold Reserves by 10%
(Models adapted from Colonization)

Tupi
Yurupari (Scout); Can Attack, Provides Military Support
Cannibalistic Altar (Granary); Food Bonus When Sacrificing Population
(Models adapted from Fall from Heaven)

Vietnam
Viet Cong (Infantry); Can Move over Impassable Terrain, +50% Jungle Defense
Floating Market (Levee); +1 Commerce on River Tiles
(Viet Cong model adapted from CivGold, Market model by C.Roland)

29 New Leaders:
Spoiler :

Since I like to follow the rule in BTS where no two leaders have the same leader combos, when I add more leaders I add additional traits (which is why so-and-so isn’t Aggressive). All the trait combos are used.

Adriaen von der Donck; Org / Dip (Colonization)
Afonso I; Dip / Agr (Adapted from CivGold)
Aho’eitu; Pro / Str (Colonization)
Amenhotep III; Agr / Cre (NikNaks)
Casimir; Phi / Ind (CivGold Team)
Charles V; Nat / Spi (Colonization)
Cochise; Nat / Str (Colonization)
Cortes; Cha / Str (Colonization)
Cunhambebe; Pro / Org (Colonization)
David; Cre / Nat (Ekmek)
Franz II; Ind / Nat (Ekmek, Wolfshanze)
Gustavus Adolphus; Phi / Str (Colonization; background lionheart)
Henry de Aviz; Exp / Nat (Ekmek)
Ibn Saud; Agg / Mer (Ekmek)
Johan de Witt; Mer / Nat (Colonization; background lionheart)
Lenin; Phi / Nat (Refar, Dutchking)
Logan; Pro / Agr (Colonization)
MacDonald; Dip / Nat (Colonization)
Makeda; Fin / Mer (Ekmek)
Maria Theresia; Nat / Fin (CivGold Team)
Meiji; Agr / Ind (Ekmek)
Meshken; Cha / Agr (esnaz)
Pol Pot; Agr / Nat (Refar)
Samuel de Champlain; Fin / Agr (Colonization)
Sargon; Agr / Mer (Ekmek)
Selassie; Cha / Nat (bernie14)
Simon Bolivar; Pro / Nat (Colonization)
Taizong; Imp / Agr (Firaxis)
Vercingetorix; Str / Agr (Aranor)

Additionally, Ho Chi Minh; Phi / Agr (Refar, Ekmek, Kao’chai) has been re-added to the game. Patton and Ptolemy have been removed. Leader traits of previous leaders slightly moved around.

Str = Strategic
Dip = Diplomatic
Mer = Mercantile
Agr = Agricultural
Nat = Nationalistic

Colonization Assets:
Spoiler :

Leaderheads, City Sets, Units, Marsh Terrain, Buildings, Sounds and a bunch of other assets from Colonization have been added to Thomas’ War. Since other people have done the same to their mods it is assumed to be allowable, but no one has done it as extensively as I have so if I’m told to take it done I will and replace the assets.

New Events:
Spoiler :

Added Headlock’s BTS events

Made and added:
Ecoterrorists Event; (Chance to lose an improvement built on wetlands if you are running Environmentalism.)

The Way of the Dodo Event; (Scientists discover the Dodo has gone extinct. Temporary unhappiness in all cities. Can only happen once, small chance of occurring.)

Fixed Temple Prostitution Quest python trigger data.

New Promotions:
Spoiler :

Swamp Fox 1,2,3
Wetlands ‘Woodsman’-type Promotions

Winter Warfare 1,2,3
Snow/Tundra ‘Woodsman’-type Promotions

Nomad 1,2,3
Desert ‘Woodsman’-type Promotions

Lookout
+25% vs. Recon Units

MANPADS
+25% vs. Helicopter Units

Misc:
Spoiler :

The terrain is a mix of new textures made by SeZereth and default terrain
Added Nomad-esque early city set for Libu, Mongols, Timurids, Huns, Tupi, etc
Added colonial city set for Colonial Empires
Added Middle East Future city set by AsioAsioAsio
Added base Future City Set by Zerver
Changed the Native city sets to those used in Colonization
Added a base colonial unit set
Split/Added a Native North American unit set
Added Chuggi’s Diplomat and Geisha model (as well as a few others)
Spaceship Parts Reorganized
Changed the Interface
Via Appia now lets workers build Roman Roads in addition to providing them
Crusaders now need a state religion to be built
Missionaries now disabled under Atheism; now No Upkeep
Lawyers now disabled under Socialism
Future Era Research Costs Increased
Dreadnought and Andromeda no longer require the Apocalypse
Improvement Construction on wetlands disabled under Environmentalism
Added more accurate buttons and python descriptions
Made Civ 4 style buttons for Colonization assets and new civs
Adapted the Continents and Islands script to spawn Marsh/Wetlands
Idle Cities by OnmyojiOmn
Movement in cities more efficient
Egyptian Religious Shrine changed to the Temple at Karnak
Voodoo Religious Shrine change to the Tomb of Marie Leveau
Strategic back to giving its promotion discount ability
Mapster changed back to this v1.1 form
All monastery buildings renamed monastery for game play reasons. Temples still can have unique names.
Added unit description to the previously invisible gunpowder based trait to land units.
Fixed Plague being permanent if you saved a game with a city still plagued and then loaded it later
Bubonic Plague made weaker
Added some of Chuggi’s resource graphics
Fixed Fierabras’s Mongol Camp code so it still generates units after you load a game
Fixed Bmarnz’s Inquisition Code so that the AI actually builds inquisitors (pPlayer was never defined)
Cleaned up a lot of the code
A bunch of balance changes
Marduk Temple model by Prestidigitator
A more complete list of credits is to be found in the other changes sections...

Thanks:
Spoiler :

Special thanks to JEELEN for his scenarios and helping out with the forums, Arian for many many wonder movies, Chuggi for amazing unit graphics, Ekmek for fantastic leaderheads, HROCHland and AsioAsioAsio for many building graphics, LunarMongoose for many ideas and icons, and Dresden for python help.


Preview Pictures:
Spoiler :



























Please See the Thread (post 1) for troubleshooting. Also please refrain from posting questions or comments in the comment section. I would like to keep that area open for announcements concerning the download. Plus, if you ask a question in the comments section I will probably miss it. Posting in the thread or PM me is the best way to get an answer for troubleshooting.

Please rate if you enjoy the mod.

Thank you and Enjoy!
-Thomas

File Size: 371 MB Zipped, 720 MB Unzipped

As stated above, due to size constraints with the download by default the mod includes static leader heads and wonder movies. Animated versions can be downloaded and installed. It is not recommended to do so if you were experiencing multiple MAFS with previous versions as the default 'static' download is smaller in size and will run better.

The animated leader heads adds an additional 755 MB
The animated wonder movies (thanks to Arian) adds an additional 263 MB
 
Preview Pictures:
Spoiler :



























v2.85 Changes:
Spoiler :

Added the Hunnic Empire

Added the Songhai Empire

Added the Cham Empire

Apocalypse Project
Spoiler :



New Wonders
Spoiler :
Added all the python based wonders I’ve been releasing separately:

The School of Confucius Wonder (XML+Python)
Sphinx Wonder (XML+Python)
Tesla's 'Peace' Ray Wonder (XML+Python)
The Great Mosque of Djenne Wonder (XML+Python)
Eden Project (XML+Python)
Jukkasjärvi Ice Hotel National Wonder (XML+Python)
Public Works National Wonder (XML+Python)

Plus a few others I haven’t released yet:

ITER
Golden Gate Bridge
Tsukiji Fish Market
etc.

Civics
Spoiler :
Redid my civics. In addition to changing a few of the old ones, added a new one to each category:




Buttons and Python Descriptions
Spoiler :
The unit section of the civlopedia is still broken, but to help alleviate this I added button descriptions for all the python based units and wonders:



Also, added unique buttons for every unit, leader, building, civic that didn’t already have it. No more five leaders with Julius Ceaser’s button.

Dynamic and New Events
Spoiler :
Added the Volcano and Tornado mod by hrochland, GarretSidzaka, Fierabras

Took their example and added a few of my own for flooding, dust storms, blizzard, monsoon, disease, forest fire

Added new events and/or quests, many of which are tied to the new religions or civics:

Lost Civilization
Tribal Religions
Rabbits!
Shrimp
Sea Monster
Blessing of Varuna
Revolutionary Engineering
The Road to Valhalla (Quest)

Fixed:
Temple Prostitution (Quest)
Her Majesty’s Secret Service (Quest)

Religion
Spoiler :
Added the Just Another Religion Mod [BtS / Modular] v 1.1 by Refar, JustATourist, JohnnySmith

It’s slightly modified than their version to fit into my mod. I already had Hellinism, however I still believe having more than 8 religions in the game will unbalance it so in order to play with the new religions select the ‘Choose Religion’ option

Graphics
Spoiler :
Added a bunch of new unit/building/movie/terrain etc graphics by Chuggi, AsioAsioAsio, Arian and others

Thomas' War Base Change List:
Spoiler :


New Units:
Spoiler :

General:
Andromeda Strain (Doomsday Device)
• An ICBM strength biological warfare weapon

Caravan (Diplomat), 2 Movement
• Can perform a minor trade mission

Crusader (Siege) 9 Strength, 1 Movement
• Doesn’t Receive Defensive Bonuses
• Causes Collateral Damage
• Immune to Collateral Damage from Siege Units
• Maximum 75% Damage on attack
• Can Bombard -14% a turn
• Starts with the March promotion

Envoy (Diplomat), 2 Movement
• Requires Open Borders
• Can Bribe government officials (Vanilla Steal Plans Mission)
• Can investigate cities it’s stationary in

Foreign Mercenary (Gunpowder) 5 Strength, 1 Movement
• National Units, 2 allowed
• Hidden Nationality

Great Citizen (Graphic Model taken from ‘Road to War’)
• Citizen Specialists now give +1 GPP (Great Citizen)
• Can join a city as any (non-super) specialist
• Can discover any technology at half the rate of the specialized great people
• Can start a golden age

Great Doctor (Graphic Model by Polycrates)
• Can spread the Bubonic Plague (‘Gods of Old’ plague effect)
• Can construct the Red Cross (at Medicine; no longer a national wonder)
• Can join a city as a Great Doctor specialist
• Can discover a growth related technology
• Can start a golden age
• Starts with the ‘Field Medic’ promotion

Great Statesman
• Can embark on a diplomatic mission (+4 attitude with an opposing civilization)
• Can pass legislation to improve the quality of life of your citizens (+2 population in targeted city, and 1 level upgrade of surrounding cottage/hamlet/village improvements)
• Can join a city as a Great Statesman Specialist
• Can discover a government related technology
• Can start a golden age
• Protects against rival Spies

Hellenistic Missionary (Diplomat) 2 Movement
• National Units, 3 allowed
• Spreads Hellinism

Inquisitor (Diplomat) 2 Movement
• Can remove non State Religions from a city
• Also destroys non State Religious buildings

Lawyer (Diplomat) 2 Movement
• Can remove corporations from a city

Mapster Executive (Diplomat) 2 Movement
• National Units, 5 allowed
• Spreads Mapster

Medic (Recon) 5 Strength, 2 Movement (Unit graphic by asioasioasio)
• National Units, 2 allowed
• Can only defend
• Starts with the Medic I and Medic II promotions

Military Motorcycle (Recon) 15 Strength, 1 Movement (Unit graphic by Refar, Asioasioasio, Chugginator)
• Can only defend
• Can not capture enemy units or cities
• Doesn’t receive terrain defense
• Starts with the Sentry and Commando promotions

Orbital Defense Ship (Air) 25 Strength, 13 range
• National Unit, 2 Allowed
• Can Intercept Air, 50%
• Can Evade Interception, 50%
• Causes Collateral Damage
• -50% vs. Naval Units
• Can Bombard, -20% a turn
• Can destroy Tile Improvements
• Starts with the Ace promotion

Riot Police (Recon) 10 Strength, 2 Movement
• National Unit, 3 allowed
• Can only defend
• +100% City Defense
• -50% Chance to Revolt in Garrisoned Cities (Crowd Control)

Scavenger (Recon) 7 Strength, 2 Movement
• National Unit, 3 allowed
• Causes Collateral Damage
• Maximum 50% Damage on attack
• Hidden Nationality
• Starts with the Marauder I and Marauder II promotions

Siege Quinquereme (Naval) 1 Strength, 1 Movement
• Can bombard -4% a turn

Transport Helicopter (Helicopter) 20 Strength, 4 Movement
• Can only defend
• Ignores Terrain Movement Costs
• Can enter Coast
• Can carry 2 Archer, Melee, Gunpowder, or Clone Units

Civ-Specific:
Battering Ram (Catapult) (Unit graphic by esnaz)
• Defends first against Archery Units
• +25% vs. Archery Units

Brireme (Galley)
• +1 Movement
• Can explore rival territory

Camp (Settler)
• Generates new units

Condottieri (Knight)
• Doesn’t require resources
• Builds +25% faster with Horses

Huluganni (Chariot)
• Can carry 1 Archer, Melee, Gunpowder or Clone Unit

Huskarl (Catapult)
• No direct damage cap
• Cheaper to build

Hussar (Cuirassier) (Unit graphic by danrell)
• +1 First Strike Chance
• +10% Withdrawal Chance
• Starts with Sentry
• Doesn’t require the Gunpowder Tech

Kikkuli (Horse Archer)
• Flanking strike against Warriors, Axemen and Swordsmen

Kurdiji Initiate (Settler)
• 1 Strength
• Can only defend
• +150% vs. Animals

Maccabee (Swordsman)
• -1 Strength
• Starts with the Flanking I promotion (can receive Flanking II)
• Flanking strike against Archer and Longbowmen

Medjay Militia (Archer)
• +1 Movement
• +10% Withdrawal Chance

Minoan Trireme (Trireme) (Unit graphic by GeneralMatt)
• Starts with the Cargo Promotion

Pracinha (SAM Infantry)
• Immune to First Strikes
• Immune to collateral damage from Air Units
• +10% City Defense

Pythia (Envoy)
• Invisible
• Can explore rival territory
• Can destroy Production for Gold

Siege Elephant
• Can bombard city defenses -10% per turn

Swiss Guard (Pikeman)
• Starts with the Garrison I promotion (can receive Garrison II and Garrison III)

Upaajut Worker (Worker)
• Can build the Igloo Improvement on Snow and Tundra Tiles

Viet Cong (Infantry)
• +1 First Strike
• +25% vs. Siege Units

Villista (Cavalry) (Unit graphic by C.Roland)
• Starts with the Marauder I promotion
• Flanking strike against Grenadiers

Wakka (Fishing Boat) (Unit graphic by Rabbit, White, Wyz_sub10)
• Cheaper to build
• +1 Strength
• Can only defend
• +100% Coast Defense
• Can Pillage / Blockade

New Technologies:
Spoiler :

Ancient:
Mystery Cult
• First to discover founds Hellenism
• Can construct Brothel

Medieval:
Cartography
• Can train Envoy
• Can train Foreign Mercenary
• Can construct The Silk Road world wonder

Future:
Eschatology
• First to discover receives a Great Prophet
• Can train Scavengers
• Can construct Monolith
• Can construct The Apocalypse world project

Extraterrestrial Biology
• Can train Andromeda Strain

Terraforming
• Can clear Fallout Fast (Clone Workers)
• Can clear Swamp
• Can clear Scrub
• Can build Desert Windmill Improvement
• Can build Permafrost Extractor Improvement
• Can construct Worldhouse Concept team project

Astrometrics (Re-named from Astrogation)
• Can train Orbital Defense Ship
• Can construct Jump Highway
• Can build SS Warp Drive

New Victory Condition:
Spoiler :
Religious Victory
• Must own state Holy City
• 70% Influence with State Religion
• Destroy all rival Holy Cities
 
Thomas' War Base Change List Cont:
Spoiler :

Misc:
Spoiler :

Updated for BTS 3.17

Several New Unit Categories
• Diplomat Units
• Espionage Units
• Missile Units
• Settler Units
• Worker Units
• Animal Units
• Doomsday Devices

Added More Unique Unit and City Set Graphics and Properly Adjusted Building Size and City L System (Ethnic Citystyles by GeoModder)

Most Victory Conditions Made More Difficult

Changes to Icons and Names - Additionally some aesthetic remodeling of the tech tree

Balance Adjustments to Existing Units, Civs, Buildings, Traits, etc



New Traits:
Spoiler :

Strategic (Str)
• -50% Cost to Upgrade Units
• +25% Production of Advanced Recon and Conventional Missile Units

(Note: I had originally accomplished this through SDK – with code done by Frizzimod – but I’ve been having trouble doing a new complete DLL with all my changes since the patch. So, for the time being I accomplish this trait by giving a Cheap Upgrades promotion to all units. It’s functionally the same, only the interface looks slightly clumsy and crowded. It is a straight bonus across the board, so please no complaints in the thread saying this trait is overpowered because it looks like it gives a hundred promotions to a hundred different units. In a future version I’ll reincorporate it into the SDK).

Diplomatic (Dip)
• +10% Espionage Points in all cities
• Free Mobility (+1 Movement) Promotion for Diplomat and Espionage Units
• Double Production Speed of Brothel, Tavern

Mercantile (Mer)
• +25% Food from Trade Routes
• +25% Production from Trade Routes
• Double Production Speed of Customs House

Expanded Espionage System:
Spoiler :

(Note: Originally I had a modified version of the Super Spies mod by Trojan Sheep. Since the patch I have been having trouble compiling a new DLL from all the various mods I incorporated, specifically in regards to keeping it multiplayer compatible. In a future version Trojan Sheeps’ excellent Super Spies mod will be put back in. The remaining espionage system remains expanded, however less than my original intentions.)

Spy Promotions & Experience

New Espionage Missions
• Assassinate Unit

New Espionage Buildings
• Brothel - Acts as a barracks for espionage units.
• Tavern – +2 Espionage; +25% Espionage points; Allows 1 spy specialist
• KGB – World Wonder, +20% Espionage in all cities; New spies built in host city start with Security I
• Mapster – Espionage related corporation

Espionage Related Corporation
• Mapster (Computers)
• Uses Oil, Tobacco, Opium; Generates Uranium
• Grants 2 Espionage and 0.5 Research per resource consumed
• Founded by Great Spy

Flavor: Espionage
• The Production/Tech/Leader flavor of espionage previously in the game has now been properly incorporated into the tech tree, units, buildings, and given to specific leaders

Modified Great Spy
• Can discover an espionage related technology.
• Can found Mapster

Additional Espionage Related Civic
• Economy Civic - Socialism (Low Upkeep)
• Available at Assembly Line
• -50% Maintenance Cost from Number of Cities
• +2 Espionage Points per Specialist

Production Converted Into Espionage
• Production can now be converted into Espionage points at a rate of 50% (similar to Culture, Gold, and Research) once Computers is researched.


Expanded Great People:
Spoiler :

Incorporated my Expanded Great People Mod

New Specialists
• Great Citizen - +2 Culture, +2 Gold, +2 Research, +2 Espionage
• Drill Sergeant - +1 Experience
• Doctor - +1 Food, +1 Gold, +3 GPP (Great Doctor)
• Great Doctor - +2 Food, +3 Research
• Lawyer - +2 Commerce, +1 Espionage, +3 GPP (Great Statesman)
• Great Statesman - +4 Commerce, +4 Espionage

New Great People

Great Citizen (Graphic Model taken from ‘Road to War’)
• Citizen Specialists now give +1 GPP (Great Citizen)
• Can join a city as any (non-super) specialist
• Can discover any technology at half the rate of the specialized great people
• Can start a golden age

Great Doctor (Graphic Model by Polycrates)
• Can spread the Bubonic Plague (‘Gods of Old’ plague effect)
• Can construct the Red Cross (at Medicine; no longer a national wonder)
• Can join a city as a Great Doctor specialist
• Can discover a growth related technology
• Can start a golden age
• Starts with the ‘Field Medic’ promotion

Great Statesman (Inspired by TheLopez, though functionality is different and contains original python; Graphic Model taken from ‘Road to War’)
• Can embark on a diplomatic mission (+4 attitude with an opposing civilization)
• Can pass legislation to improve the quality of life of your citizens (+2 population in targeted city, and 1 level upgrade of surrounding cottage/hamlet/village improvements)
• Can join a city as a Great Statesman Specialist
• Can discover a government related technology
• Can start a golden age
• Protects against rival Spies

New flavor; government (fully incorporated into the tech/leader/production aspects of the game; mostly related to new civic technologies and centers of government)

Great Spy can now discover an espionage related technology and found Mapster

Great General can now discover a military related technology and start a golden age

Various GPP have been shifted to incorporate the new great people and specialists




Expanded Future Era:
Spoiler :

Incorporates all of Next War 3.17
New era music
New city set graphics (Graphics by GarretSidzaka)
New Road Type; Jump Highway
Satellites

New Technologies:

Eschatology
• First to discover receives a Great Prophet
• Can train Scavengers
• Can construct Monolith
• Can construct The Apocalypse world project

Extraterrestrial Biology
• Can train Andromeda Strain

Terraforming
• Can clear Fallout Fast (Clone Workers)
• Can clear Swamp
• Can clear Scrub
• Can build Desert Windmill Improvement
• Can build Permafrost Extractor Improvement
• Can construct Worldhouse Concept team project

Astrometrics (renamed Astrogation)
• Can train Orbital Defense Ship
• Can construct Jump Highway

New Buildings

Commercial Satellites
• +1% Gold, Research, Commerce, Espionage in all cities

Monolith
• +2 Happy
• +5 Culture points
• +1 Trade Route

Soylent Processing Plant
• +15% Food
• -1 population in all cities

New Wonders

e-Bank
• +1 Trade Routes in all cities

Force Shielding
• Acts as an upgraded Deflector Shield with additional benefits to War Weariness, Maintenance, and Trade Route Income
• Overwrites other Arcology Buildings

The Perfect Man
• Grants 1 Free Specialist of every type

New Projects
• Worldhouse Concept
• SS Warp Drive

New Units

Andromeda Strain (Doomsday Device)
• An ICBM strength biological warfare weapon

Orbital Defense Ship (Air) 25 Strength, 13 range
• National Unit, 2 Allowed
• Can Intercept Air, 50%
• Can Evade Interception, 50%
• Causes Collateral Damage
• -50% vs. Naval Units
• Can Bombard, -20% a turn
• Can destroy Tile Improvements
• Starts with the Ace promotion

Scavenger (Recon) 7 Strength, 3 Movement
• National Unit, 3 allowed
• Causes Collateral Damage
• Maximum 50% Damage on attack
• Hidden Nationality
• Starts with the Marauder I and Marauder II promotions




Lawyer & Inquisitor:
Spoiler :

New Lawyer Unit can remove corporations from a city

Inquisitor Unit (by Bmarnz and Chugginator) can remove religions from a city


Resources & Terrain:
Spoiler :

New Terrain Graphics by SeZereth

3 New Terrain Features
• Volcano
• Marsh
• Scrub

2 New Resources
• Opium
• Tobacco

4 New Improvements
• Igloo
• Dessert Windmill
• Permafrost Extractor
• SEALAP

2 New Road Types
• Roman Roads (with Via Appia wonder)
• Jump Highway (Future Era road type)

Terraforming - new Future Era technology

New Civics:
Spoiler :

Government – Parliamentary (Low Upkeep)
• Available at Printing Press
• +2 Health in All Cities
• +10% Production, +10% Commerce, +10% Food from Trade Routes

Legal – Martial Law (High Upkeep)
• Available at Military Science
• Military Units produced with Food
• +100% Domestic Great General Emergence

Labor – Independent Farmers (No Upkeep)
• Available at Liberalism
• -33% Military Unit Production
• Farms +1 Food

Economy – Socialism (Low Upkeep)
• Available at Assembly Line
• -50% Maintenance Cost from Number of Cities
• +2 Espionage Points per Specialist

Religion – Atheism (Low Upkeep)
• Available at Scientific Method
• +25% Experience Gained from Combat Within Cultural Borders
• No State Religion
• +2 Free Military Units & Reduced Military Unit Maintenance

New Religion & Corporation:
Spoiler :

Hellenism (Mystery Cult) (Religion movie by Refar)

Mapster (Computers)
• Uses Oil, Tobacco, Opium; Generates Uranium
• Grants 2 Espionage and 0.5 Research per resource consumed
• Founded by Great Spy

New Events:
Spoiler :

Incorporated all of JKP1187's Random Events

Incorporates all of Next War’s Future Events

New Original Quests
• Temple Prostitution
• Her Majesty’s Secret Service

New Civilizations:
Spoiler :

Aborigine:
Leaders:
Yagan – Agg / Str
Uniques:

Kurdiji Initiate (Settler)
• 1 Strength
• Can only defend
• +150% vs. Animals
Bora Ring (Barracks)
• Grants the Sentry promotion to units that can receive the promotion

Assyrian:
Leaders:

Ashurbanipal – Cre / Str
Uniques:

Battering Ram (Catapult)
• Defends first against Archery Units
• +50% vs. Archery Units
Royal Library (Library)
• +4% Global Great General Emergence

Brazil:
Leaders:
Dom Pedro – Exp / Mer
Uniques:
Pracinha (SAM Infantry)
• Immune to First Strikes
• Immune to collateral damage from Air Units
• +10% City Defense
Football Stadium (Broadcast Tower)
• +1 Happiness per 10% Gold Slider

Champa: (Will be eventually split into Champa & Vietnam)
Leaders:

Che Bong Nga – Exp / Str
Ho Chi Minh – Phi / Str
Uniques:

Viet Cong (Infantry)
• +1 First Strike
• +25% vs. Siege Units
Cheomseongdae (Observatory)
• Available at Paper
• +3% Golden Age Length (Every 4 built = 1 more turn)
• Can add one Priest Specialist

Goth:
Leaders:
Alaric – Dip / Str
Uniques:
Huskarl (Catapult)
• No damage cap
• Cheaper to build
Baptistery (Castle)
• Doesn’t obsolete at Economics
• +1 Culture

Hittite:
Leaders:
Suppiluliuma I – Dip / Mer
Uniques:
Huluganni (Chariot)
• Can carry 1 Archer, Melee, Gunpowder of Clone Unit
Iron Forge (Forge)
• +5% Production, +5% Commerce with Iron
• +1 Happiness with Iron

Hurrian:
Leaders:
Shuttarna II – Str / Mer
Uniques:
Kikkuli (Horse Archer)
• Flanking strike against Warriors, Axemen and Swordsmen
Kiln (Forge)
• Available at Pottery
• Cheaper to build
• No Unhealthy

Inuit:
Leaders:
Nanuq – Pro / Mer
Uniques:
Upaajut Worker (Worker)
• Can build the Igloo Improvement on Snow and Tundra Tiles
Inuksuk (Monument)
• +50% Trade Route yield

Israel:
Leaders:
Ben-Gurion – Pro / Dip
Solomon – Ind / Dip
Uniques:
Maccabee (Swordsman)
• -1 Strength
• Starts with the Flanking I promotion (can receive Flanking II)
• Flanking strike against Archer and Longbowmen
Kotel (Wall)
• -25% War Weariness

Italy:
Leaders:
Lorenzo de Medici – Fin / Dip
Mussolini – Agg / Mer
Uniques:
Condottieri (Knight)
• Doesn’t require resources
• Builds +25% faster with Horses
Guild House (Grocer)
• +25% Espionage Defense
• Can add +1 Spy Specialist

Lydia:
Leaders:
Gyges – Fin / Str
Uniques:
Pythia (Envoy)
• Invisible
• Can explore rival territory
• Can destroy Production for Gold
Treasury (Market)
• +4 raw Commerce

Magyar:
Leaders:
Lajos Kossuth – Phi / Dip
Uniques:
Hussar (Cuirassier)
• +1 First Strike Chance
• +10% Withdrawal Chance
• Starts with Sentry
• Doesn’t require the Gunpowder Tech
Jurta (Stable)
• +10% Land Unit production

Mexico
Leaders:
Cardenas – Org / Mer
Uniques:
Villista (Cavalry)
• Starts with the Marauder I promotion
• Flanking strike against Grenadiers
Charreada (Broadcast Tower)
• +1 free specialist per Pasture Improvement
• +1 Happiness from Horses

Minoan:
Leadres:
Satur – Cre / Dip
Uniques:
Minoan Trireme (Trireme)
• Starts with the Cargo Promotion
Palace Centre (Courthouse)
• +1 free specialist

Nubia:
Leaders:
Tahraqa – Ind / Str
Uniques:
Medjay Militia (Archer)
• +1 Movement
• +10% Withdrawal Chance
Nubian Vault (Granary)
• +10% Food Stored
• Can add 1 Engineer Specialist

Phoenician:
Leaders:
Hiram – Ind / Mer
Uniques:
Brireme (Galley)
• +1 Movement
• Can explore rival territory
Seaport (Shipyard)
• +10 Water Unit production

Papal States:
Leaders:
Pope Leo III – Spi / Dip
Uniques:
Swiss Guard (Pikeman)
• Starts with the Garrison I promotion (can receive Garrison II and Garrison III)
Vatican Library (Library)
• +10% Espionage Points
• Can add +1 Spy Specialist

Polynesia:
Leaders:
Heke – Agg / Dip
Uniques:
Wakka (Fishing Boat)
• Cheaper to build
• +1 Strength
• Can only defend
• +100% Coast Defense
• Can Pillage / Blockade
Fishery (Harbor)
• +1 Happiness with Fish, Clam, Crab

Timurids: (Will be eventually split into the Timurids and the Mughals)
Leader:
Timur – Org / Str
Uniques:
Zamindar (Courthouse)
• -1% global Hurry Production cost
• Can add 2 Lawyer Specialists
Siege Elephant
• Can bombard city defenses -10% per turn

New Leaders:
Spoiler :

All trait combinations used with no repeat combinations among the leaders
All have unique leaderheadinfos (not just copy & paste) and unique diplomatic texts
All have 3D animated leader heads
Many have custom music

Aborigine:
Yagan – Agg / Str (Leaderhead by Wyz sub10, Amra )

America:
Patton – Chr / Str (Leaderhead by dutchking, Gaius, Octavius)

Assyria:
Ashurbanipal – Cre / Str (Leaderhead taken from Amra’s Mod)

Aztec: (Will be eventually split into the Aztecs and Toltecs)
Topiltzin – Pro / Str (Leaderhead by Amra)

Brazil:
Dom Pedro – Exp / Mer (Leaderhead taken from Civ Gold)

Carthage:
Dido – Phi / Mer (Leaderhead by C.Roland)

Cham: (Will be eventually split into Cham & Vietnam)
Che Bong Nga – Exp / Str (Leaderhead taken from Civ Gold)
Ho Chi Minh – Phi / Str (Leaderhead taken from Civ Gold)

Egypt:
Cleopatra – Dip / Chr (Leaderhead by Ekmek, ambrox62, PW90, avain)
Ptolemy – Phi / Ind (Leaderhead by esnaz)

England:
George III – Imp / Mer (Leaderhead by Ekmek)

Ethiopia:
Zoskales – Fin / Mer (Leaderhead by bernie14)

France:
Joan of Arc – Spi / Str (Leaderhead by Iloveplayciv)

Germany:
Hitler – Cre / Chr (Leaderhead by Hadrean, kodzi, Elhoim)

Goths:
Alaric – Dip / Str (Leaderhead by kodzi?)

Hittite:
Muwatalli II – Dip / Mer (Leaderhead by Amra)

Hurrian:
Shuttarna II – Str / Mer (Leaderhead by Aranor)

Indian: (Will be eventually split into the India and the Mughals)
Akbar – Cre / Mer (Leaderhead by Ekmek, Amra)

Inuit:
Nanuq – Pro / Mer (Leaderhead taken from Amra’s Mod)

Israel:
Ben-Gurion – Pro / Dip (Leaderhead by Ekmek, Lokolus, PW90)
Solomon – Ind / Dip (Leaderhead taken from Civ Gold)

Italy:
Lorenzo de’ Medici - Fin / Dip (Leaderhead by esnaz)
Mussolini – Agg / Mer (Leaderhead by Ekmek)

Japan:
Hirohito – Imp / Dip (Leaderhead by Wyz sub10)

Lydia:
Gyges – Fin / Str (Leaderhead by Amra)

Magyar:
Lajos Kossuth – Phi / Dip (Leaderhead by Ekmek. aranor)

Mali: (Will be eventually split into Mali and the Senegal)
Askia – Spi / Mer (Leaderhead taken from Civ Gold)

Mexico
Cardenas – Org / Mer (Leaderhead bye bernie14)

Minoa:
Satur – Dip / Cre (Leaderhead by Amra)

Native American:
Deganawida – Org / Dip (Leaderhead by Wyz dub10, Amra)

Nubia:
Taharqa – Ind / Str (Leaderhead taken from Civ Gold)

Papal States:
Pope Leo III – Spi / Dip (Leaderhead by Ekmek)

Persia:
Abbas I – Dip / Exp (Leaderhead by dutchking)
Shapur II – Imp / Str (Leaderhead by esnaz)

Phoenician:
Hiram – Ind / Mer (Leaderhead taken from Civ Gold)

Polynesia:
Heke – Agg / Dip (Leaderhead taken from Civ Gold)

Rome:
Caligula – Chr / Mer (Leaderhead by Ekmek)

Spain:
Franco – Org / Pro (Leaderhead bye bernie14)

Timurid:
Timur – Org / Str (Leaderhead by Amra)

New Buildings:
Spoiler :

General:
Brothel
• +3 experience to Espionage Units built in the city
• Can add 2 Doctor Specialists

Commercial Satellites
• +1% Gold, Research, Commerce, Espionage in all cities

Hellenic Temple
Hellenic Monastery (Graphic by Chamaedrys)
Hellenic Cathedral

Missile Silo (Graphic by asioasioasio)
• +1 range to missile units built in the city

Monolith
• +1 Happy
• +5 Culture points
• +1 Trade Route

Shipyard
• +4 experience points for Naval units

Soylent Processing Plant
• +10% Food
• -1 population in all cities

Civ-Specific:
Baptistery (Castle)
• Doesn’t obsolete at Economics
• +1 Culture

Bora Ring (Barracks)
• Grants the Sentry promotion to units that can receive the promotion

Charreada (Broadcast Tower)
• +1 free specialist per Pasture Improvement
• +1 Happiness from Horses

Cheomseongdae (Observatory)
• Available at Paper
• +3% Golden Age Length (Every 4 built = 1 more turn)
• Can add one Priest Specialist

Fishery (Harbor)
• +1 Happiness with Fish, Clam, Crab

Football Stadium (Broadcast Tower)
• +1 Happiness per 10% Gold Slider

Guild House (Grocer)
• +25% Espionage Defense
• Can add +1 Spy Specialist

Inuksuk (Monument)
• +50% Trade Route yield

Iron Forge (Forge)
• +5% Production, +5% Commerce with Iron
• +1 Happiness with Iron

Jurta (Stable)
• +10% Land Unit production

Kiln (Forge)
• Available at Pottery
• Cheaper to build
• No Unhealthy

Kotel (Wall)
• -25% War Weariness

Nubian Vault (Granary)
• +10% Food Stored
• Can add 1 Engineer Specialist

Palace Centre (Courthouse)
• +1 free specialist

Royal Library (Library)
• +4% Global Great General Emergence

Seaport (Shipyard)
• +10 Water Unit production

Treasury (Market)
• +4 raw Commerce

Tribal Council (Barracks)
• Slightly cheaper to build

Vatican Library (Library)
• +10% Espionage Points
• Can add +1 Spy Specialist

Zamindar (Courthouse)
• -1% global Hurry Production cost
• Can add 2 Lawyer Specialists

New Wonders and Projects:
Spoiler :




All national wonders, world wonders, and projects now have movies, though most of the national wonders merely have still shots for their movies

I trade very hard to make the wonders balanced AND unique, so that there are not just 3 new wonders that grant a golden age, etc.

National Wonders:
Adam Smith’s Trading Company (Economics)
• +2 Trade Routes

Area 51 (Super Conductors)
• +100% Espionage points in the city
• Can add 3 Spy Specialists
• +50% Espionage Defense

Fallout Shelter (Electricity)
• Removes Access to Uranium
• -75% Air Damage
• -75% Nuke Damage
• +1 Free Specialist

Haramat-Yusuf (Priesthood)
• Stores +25% Food
• +2 Food

NASA (Rocketry)
• +1 Air Lift
• +2 Air Capacity
• +2 Air Experience
• +25% Air Production

Petra (Masonry)
• Can add one of each specialist type

Royal Tomb (Calendar)
• -100% War Weariness
• +2 Happiness from Palace, Forbidden Palace, or Versailles

World Wonders:
Arc de Triomphe (Military Science)
• +100% Global Great General Emergence

Big Ben (Industrialism)
• Provides 1 Coal Resource
• +1 Food per Citizen Specialists in all cities
• +2 Free Citizens

e-Bank (Fiber Optics) (Graphic taken from Fall from Heaven)
• +1 Trade Route in all cities

Force Shielding (Shielding)
• Acts as an upgraded Deflector Shield with additional benefits to War Weariness, Maintenance, and Trade Routes
• Overwrites other Arcology Buildings

KGB (Communism)
• +25% Espionage in all cities
• Free Security I promotion to Espionage Units built in the city

Machu Pichu (Civil Service) [Modified version of the python wonder originally made by Gir]
• +10% Commerce with Stone
• Allows cities to work Mountain Tiles
• +1 Happiness from Bureaucracy

Mapster Headquarters (Computers)
• Founded by Great Spy

Sun Tzu’s The Art of War (Literature)
• Free The Nine Situations promotion for units built in the city
• Grants a chance that the city will produce a Great General

Templo Mayor (Code of Laws) [Modified version of the python wonder originally made by Gir] (Graphic by HROCHland)
• -50% Slavery Hurry Production anger length in all cities

The Asklepieion of Kos (Polytheism)
• No Unhealthiness from Buildings
• +1 Free Doctor

The Cure for Cancer (Genetics)
• +2 Happy in all cities
• +2 Health in all cities
• +2 Population in all cities

The Ishtar Gate (Masonry)
• +3 Espionage points per State religion Building

The Perfect Man (Cybernetics)
• Grants 1 Free Specialist of Every Type

The Silk Road (Cartography)
• Enables all Mercantile Civics

The Theatre of Dionysius (Mystery Cult)
• Constructed by Great Prophet

Via Appia (Construction) [Modified version of the python wonder originally made by Gir]
• Grants Roman Roads on all city owned tiles
• +1 Trade Route
• Grants 2 free workers

Projects:
HAL SS Computer Core (Team Project)
• Required for Space Victory

HAL SS Warp Drive (Team Project)
• Required for Space Victory

The Apocalypse (World Project)
• Enables many of the future era units and buildings

Worldhouse Concept (Team Project)
• Required for Space Victory

Additional Credits:
Spoiler :
Specialist Stacker by bmarnz
Thanks to Ekmek for many of the leaderheads
Thanks to asioasioasio for many of the buildings
Thanks to seZereth for unit, terrain, wonder graphics
Thanks to Chugginator for unit graphics
Thanks to Rabbit, White, Chamaedrys, Bakuel, Polycrates for ethnic unit styles
Thanks to fk2006 for button graphics
Thanks to bmarnz for python code
Thanks to Gir for wonder python code
Thanks to Arian for some wonder movies

As very little of the new art was done by me, I know I’ve missed a lot of people. With the archives crashing in the past it’s become harder to go back and see who made what. If I left you out of the credits - or did not mention you above - it wasn’t intentional, please tell me and I’ll include you next time I update the version. Everyone I did list probably did a lot more than I put their name next to.

Just a general thanks to everyone who has contributed their hard work to civfanatics.

Please feel free to use whatever is of my own design in whatever mod you’d like
 
first post :) Wow , this looks good. Defeinitely gonna patch the game now.. BTW who's Thomas ?

Fantastic to see the religious victory aswell as the new future features. I like to go for a futuristic religious theocracy. The terraforming and new terrain features look epsecially promising.
 
plz, im dieing to try this awesome mod.

...and it is awesome. I've ben playing for a couple of hours.

I'm going a 'health route' building the early wonder that takes out all unhealth from buildings. This will be powerful later on, and going for Hanging gardens. I hope to make huge cities, with the aid of doctors.

Does the mod play OK with "no espionage" ? There are some big culture bonuses from all that converted espionage. Actually a 'culture domination' game could be on with this option.

In my game Sitting bull was way behind in tech when I destroyed him, but Pacal is a good way ahead. Just a note ; it seems the AI is playing OK.
 
Mister Giggles,

wow , thanks alot man, great to see that there are some good guys here, (theres alot i must say).
really thanks alot really appriciate it,
if you need anything, give me a buzz.

mice
im sure you are having fun,
acctually i got so excited from this mod, i think im gonna build on it the next overlord version, offcourse with tsentom1 approval.

tsentom1 ,
i think currently with all the new stuff you added its the best mod for 3.17 right now.

keep up the good work !

*****
edit
Civlopedia bug - i had the same thing in my mod !
if i can recall, its happaning because one of the lines in the unitclasses.xml file is wrong !
 
Great mod, I've played up to 350AD and everything works fine so far :)
 
Hey everyone, sorry to just post this then disappear for a week or so. I was about to go on vacation and wanted to get at least some version of this mod out before I went. Then, when I got back I was just swamped with stuff.

Anyway, just to let you know, I'm still working on this. Originally I had compiled a new DLL that included a bunch of changes (among them Super Spies, Frizzimod, wateranimals, one of the ones that increases the number of max civilizations playable, etc.) The patch messed this up and I'm still compiling one (it's taking longer than usual cause namely I have to find all the various mods I had included originally, not to mention re-install civ so I can have a clean version of the SDK). In order to get at least some version of this mod out - cause it was already delayed so much - I did some last minute fixes to include some SDK features through XML, hence the untidy Strategic trait being done with promotions. This will be fixed.

So this will be done in the near future. If there are any specific mods you'd like me to include in a future version please let me know. (FYI, though the more mods, specifically DLL changes you add the more out of synch problems in multiplayer so I may release it as a separate single player future version).

Now, as for multiplayer, I've played 5 games. 4 had no problems, one has one out of synch error. So there is still something that crops up. Please let me know.

Besides that I'm always adding new graphics, compiling a more complete changelog/credit list etc. I released a small update for this already (it's at v2.1, so try the latest version - in the future i'll release these as patches instead of complete re-downloads).

Anyway, I hope you're all enjoying it. I'll try to get to all the PM's and questions in this thread soon. Let me know any issues and I'll explain my reasoning for any change you don't agree with.

Just wanted to give everyone a heads up on what I'm working on.
Thanks!!! :)
 
tsentom1 , or anyone .. I wonder if there is a way to disable blue marble. I'm not so keen on it. Also teh Via appia graphics on the map. I like the wonder's bonus,but not so keen on the roads. (I'm fussy about visuals). Any clues would be appreciated.
 
I'm having a problem with starting the mod. I have it downloaded and when I start it up I see the background, but do not see the menu. Anyone have any ideas how to correct this?

I have BTS 3.17 installed. I would like to fix this. I was looking forward to trying this out. Any help would be appreciated.
 
if you are ever doing any more patches for this game, can you add Wicca and Scientology into the game? Those are two modern new religions in the world and you can set it to the modern era. Neo-Paganism Tech to get Wicca, and Modern Literature for Scientology (you can add a wonder in there too).
 
I know but they still exist and new to this world, Scientology is about 56 years old, and Wicca is 54 years old. This new religions can be added since they do exist and They can be added to the game to add a little favor.

I am also kinda surprise that there is hardly any events occurred when I was playing this game. Be nice if you can increase the event occurrence rate up so we can get some events. Add in some new events as well that includes the new great people, like a doctor found a cure of a <insert disease here> event, or a modern event of a lawyer suing something that will be removed.
 
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