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:
v3.5 Changes:
v3.0 Changes (Complete Change List in Thread):
Civlopedia:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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
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.
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
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