db0
Bane of Misoids
A mod to increase the scale of Civ to a more realistic and Epic level inspired in part by this post. I found that while the 1UPT is a very nice idea, by sticking to the scale of Civ4 along with the increased road and maintenance costs, things get too cramped and you end up playing skirmish battles with a couple of units on each side at the early ages and a couple dozen ones at best in the late ages. That, along with the limited maneuverability of the terrain does not allow the 1UPT combat to really shine.
The goal of this mod will be to make civ more enjoyable as a tactical experience on larger maps with fewer players, by allowing players to
Have and manage more units
Have and manage larger empires
Hopefully in the end we'll have a mod where in the larger maps, wars with a frontline of dozens of units per side will be possible, reinforcements over a period of time will happen, wars of attrition, guerilla wars and so on might be viable tactics. A tall order, but hopefully possible.
This mod is meant to be played on a huge map (or larger) but with 2-4 less AI opponents and city-states, so you have more space to expand - and optimally on the marathon or epic setting. This is selected by default for you in the size of the maps when this mod is active.
This is the changelog over the basic game
== Version 9 ==
After some requests, I'm moving the cities-per-hex down to 4 (from 6)
== Version 6 & 7 ==
No change. Gamespy b0rk and I can't reupload without incrementing the version
== Version 5 - Beta ==
Planned Changes (Please provide some help if you know how to implement any of these)
At the moment, I'm trying to keep the mod modular and I'm not changing a lot of other values other than the core gameplay I'm trying to achieve. This will allow players to use other balancing mods to tweak the settings to their liking. Mods I think deserve to be used along with this one are the Active City Defense Mod, R.E.D. modpack and Thalassicus' balance mods and I also like the changed done in Balance-Playable, especially for the maritime CS and the Strategic Resources.
If you like what I'm trying to accomplish, please do suggest improvements as I'm very new to modding Civ
UPDATE: Gamespy is b0rked and won't approve my new version which fixed the pop-unhappiness problem. You can get it from here until it then
The goal of this mod will be to make civ more enjoyable as a tactical experience on larger maps with fewer players, by allowing players to
Have and manage more units
- By reducing maintenance costs and thus allowing larger armies to be produced and clash in battles
- By increasing movements all over the table, so that waging warfare on larger maps is not a logistical nightmare and more maneuvering tactics can be employed
Have and manage larger empires
- By decreasing the hapiness and culture penalties on cities, so that a "small" empire on a large map is not 4 cities but rather a dozen. This will allow for greater production and thus larger armies.
- By increasing distances between cities, so that attacking an empire through military is not as simple as bringing down and razing a city every few turns. It will require maneuvering over a large front, allow a chance for reinforcements from the defender and provide many opportunities for tactics (pincer attacks, flanking etc).
- By increasing city defences, so that more units will be required to bring them down.
- By reducing maintenance costs for railroads and roads so that maneuvering over the large scale of your empire is actually feasible, but not low enough so that roads on every tile can be spammed.
Hopefully in the end we'll have a mod where in the larger maps, wars with a frontline of dozens of units per side will be possible, reinforcements over a period of time will happen, wars of attrition, guerilla wars and so on might be viable tactics. A tall order, but hopefully possible.
This mod is meant to be played on a huge map (or larger) but with 2-4 less AI opponents and city-states, so you have more space to expand - and optimally on the marathon or epic setting. This is selected by default for you in the size of the maps when this mod is active.
This is the changelog over the basic game
Spoiler :
== Version 9 ==
- Fixed description
- Reduced the tiles cities can work back to 3 to balance the closer distance cities have to each other compared to before.
After some requests, I'm moving the cities-per-hex down to 4 (from 6)
== Version 6 & 7 ==
No change. Gamespy b0rk and I can't reupload without incrementing the version
== Version 5 - Beta ==
- Increased Golden Age threshold by 50% since the decreased hapiness allows them easier.
- Fixed the broken population unhappiness by using traits. Now all Civs should get -50% Unhappiness from Pop and Gandhi gets 75% less.
- Scaled technology costs to be easier to get (compared to the overall increase) at the Ancient and Classical eras (so that the initial game is not very slow)
- Increased visibility for all units by 1 to make up for the faster movement
- Increased visibility of all owned plots by one as well (so your cities can see further now)
- Changed tooltip for the settlers being unable to found a city to point out that you need to be 6 tiles away.
- Changes that were supposed to work in Version 2, now finally active.
- City strength more dependent on population and less on tech level. This makes large cities very formidable in defence and makes /sieging/ the city for a few turns to cause starvation a more valid choice.
- Modified all worlds to have by default less civs and CS
and added a larger world size over Huge, Gargantuan, which is 1.5 times the Huge. - Modified all worlds to provide less culture penalties per city (roughly halved)
- Increased movement of all units (including embarked ones) except settler by 1.
- Reduced maintenance to 1/3 (maintenance costs are very opaque so I don't know exactly how they work - See http://forums.2kgames.com/forums/showthread.php?p=1187495)
- Unhappiness penalties from Cities and Population halved
- Extra Luxuries now give a bit of happiness (So now they help a bit if you cannot trade them)
- Civilizations start further away from each other to give them room to expand
- Increased Tech costs by 50% and Decreased Unit Production Costs by 30% similar to the Economy Mod to allow some more warfare. I actually increased building costs by 10% to sustain city specialization given how the slower tech allows you to build practically everything before you get new options from higher tech. No other tweaks from that used so they should be compatible if used together but I'm not sure which one will take precedence.
- Cities more forbidable to balance out the larger amount of attackers. They've got 50% more starting health as normal and their damage increases quicker based on population and tech level. They also now attack 3 spaces away to counter the move 3 of most units.
- Hill cities now also especially more powerful.
Planned Changes (Please provide some help if you know how to implement any of these)
Spoiler :
- Reduce the maintenance of roads and railroads by 1/3
- Reduce the amount of goodie-huts
- See how AI can handle the changes and tweak as appropriate
- (Optional) Dependency on Active City Defense Mod (Can't figure out how to use this function at the moment)
Also see this question on the mod buddy
At the moment, I'm trying to keep the mod modular and I'm not changing a lot of other values other than the core gameplay I'm trying to achieve. This will allow players to use other balancing mods to tweak the settings to their liking. Mods I think deserve to be used along with this one are the Active City Defense Mod, R.E.D. modpack and Thalassicus' balance mods and I also like the changed done in Balance-Playable, especially for the maritime CS and the Strategic Resources.
If you like what I'm trying to accomplish, please do suggest improvements as I'm very new to modding Civ
UPDATE: Gamespy is b0rked and won't approve my new version which fixed the pop-unhappiness problem. You can get it from here until it then