NOTE : I have started my own mod and will update my mods from there in the future :
http://forums.civfanatics.com/showthread.php?t=398499
************************************
********** Welcome to VIP **********
************************************
VIP (Vincentz Infinite Projects) consists of multible modmods for Rise of Mankind which is a mod for the strategy game Civilization 4 with the Beyond the Sword expansion pack.
Current versions are VIP 1.7, RoM 2.91, Civ4 BtS 3.19
With me so far? Good, then you'd come to the right place.
***********************************
************** About **************
***********************************
These modmods are all modular, which means they can be added or removed without changing any original files. F.ex. if you don't like the Guilds or the Thor Project Satellite, you can delete the folders, and the NEXT game will be without those. You can however NOT add or remove any of the mods in the middle of a game. This will corrupt the savegame. (Hopefully Civ5 will fix this.)
************************************
*********** Installation ***********
************************************
The mods should be placed in the Program folder of the game, NOT the Documents folder.
Default install path for Civ4 Bts RoM :
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
Note for Vista and Win7 users: If Civ4 is installed in Program Files you'll need to disable UAC or log in with an Administrator Permission. (But then again, you'd propably already knew this when installing RoM)
***********************************
*********** Description ***********
***********************************
The mods inside the modules folder :
Custom Units/Agent
= Agent unit, upgrade of the spy. Starts with Commando and Security I.
Custom Units/Special Agent
= Special Agent unit, better than agent, max 5/civ. Starts with Commando, Security I, Escape Artist I and Improvise I.
Custom Units/007
= Top Secret Agent unit, super agent, max 1/civ. Starts with tons of gadgets and special training. Shaken, not stirred.
Custom Units/Warlord
= Warlords II adds one powerfull warlord unit with army for each era, that can roam the contryside bringing death and disaster or stand ground in his selfbuilt fort preventing friendly forces entering your land throu chokepoints. Uses the Great General promotions and can be captured in which case he'll become a lesser Great General that can be attached to other units. Note : As the warlord is a hostile unconventional son of a b.... with only the scull and bone swaying in the wind, he is open target for friendly armies to attack (unless he gets them first ofcourse).
Builds/Industry
= Adds an upgradeable industrial improvement in 5 levels: Light, Sparse, Medium, Dense and Heavy. If pillaged it will become an Industry Ruin which can be worked up to light industry in 5 turns. If used together with AND (A New Dawn modmodpack) it will spit out tons of CO2. "Pollution! I'll give you pollution...."
Builds/Junglecamp
= Adds the Jungle Camp improvement. After staying 3 years in a jungle I was surprised how little value the Civ4 Devteam had given it. So I spiced it up with an improvement that can bring in the tons of fruit and vegetables that can be harvested almost all year around. It also have a small chance of finding resources like banana, spice, gems etc etc.
Projects/Vincentz/Corporations
= Adds 6 new corporations : East Western Trade Company, Emperors Clothing, Big McDowells, Moonbean Coffeeshop, Mall Wart and Mile High Tours.
Projects/Vincentz/Guilds
= Adds 15 medieval corporations based on the London Guilds. The Guilds are catagorized into 3 parts : The Craftsmens (Blacksmiths, Goldsmiths, Glassblowers, Carpenters and Masons), The Servants (Scribes, Drapers, Equestrians, Apothecaries and Artists) and the Victuallers (Butchers, Fishmongers, Bakers, Mercers and Grocers). Each category has a Master Guild Hall (National Wonder), that works as a government center and is required for the respectively guilds to be founded. This limits the Guilds to max 3/civ and only 1 from each category. Each of the Master Guild Halls adds a Guild Charter that can be used together with the Guild Masters to spread the Guilds to other cities, but only 1/city. So choose wisely. The Crafts and Servants Guilds have Guild Halls that can be built in cities giving different bonuses while the Victuallers Guilds will add their required buildings to all cities. (Example: You build Victuallers Master Guild in a city. You then built (or found with a Great Person) the Butchers Guild in that city. The Butcher building will then be added to all of your cities including new built ones.)
Projects/Vincentz/Improve
= Adds an upgradeable Trade improvement in 3 levels: Trade Post, Trade Market and Trade Center buildable by workers or caravans, plus a lot of balancing on existing improvements: adding defense and air defense to existing improvements, changing the cottage->town to a more overall improvement while the Tradepost->Trade Center takes over the commerce, scaling down the watermill by removing 2 food with electricity and adding 1 food for farms with road, paved and modern road (but not railroad). It also adds the option of building a Village with Social Contract. This will consume the worker.
Projects/Vincentz/Promo
= Adds 2 new promotions plus extra DCM Bombard Range starting from Cannons and Early Destroyers range 2 to future units at range 5. The Elite promotion require either CityRaider III or Drill III and besides Blitz it gives some nice features with the cost of 100% added upgrade price. The Supplies promotion adds +1 movement and is granted to units built in a city with granary. Together with the Tactics promotion given with Barracks, a hole new strategy element is added to Civ4 with hit and runs, strategic offenses and defenses and surprise attacks. "Let the war....begin...."
Projects/Vincentz/Silent Hunter
= Adds [attack transport types first] for subs and [defend against subs first] for destroyer types simulating the strategic role submarines had during first and second world war and creating the need for more diverse convoys. It also adds a little surprise if the Kremlin happens to have a seaside view. Hint : NOT Blue September
Projects/Vincentz/SpySat
= Adds a Recon Spy Satellite for spotting what's going on in your neighbourghs backyard even though its on the other side of the world.
Projects/Vincentz/Thor
= Adds the Project Thor Satellite. Ever wanted to bombard your enemy from outer space with high velocity projectiles. Now your dream can come true. In the real world the project was cancelled in the 50's (or was it??????)
Projects/Vincentz/VCivics
= My personal balancing of the Civics. Some of the Civics need a little bit of tweaking IMO. This is my view on the subject. The Republic has changed to add unhappiness for armies in cities and the 3 civics (Slavery, Despotism, State Church) that gives minus to research has been downscaled to -10% each. Despotism has been moved to Slavery tech and Free Church has been downscaled to +10% Buildingbuild.
http://forums.civfanatics.com/showthread.php?t=398499
Spoiler :
************************************
********** Welcome to VIP **********
************************************
VIP (Vincentz Infinite Projects) consists of multible modmods for Rise of Mankind which is a mod for the strategy game Civilization 4 with the Beyond the Sword expansion pack.
Current versions are VIP 1.7, RoM 2.91, Civ4 BtS 3.19
With me so far? Good, then you'd come to the right place.
***********************************
************** About **************
***********************************
These modmods are all modular, which means they can be added or removed without changing any original files. F.ex. if you don't like the Guilds or the Thor Project Satellite, you can delete the folders, and the NEXT game will be without those. You can however NOT add or remove any of the mods in the middle of a game. This will corrupt the savegame. (Hopefully Civ5 will fix this.)
************************************
*********** Installation ***********
************************************
The mods should be placed in the Program folder of the game, NOT the Documents folder.
Default install path for Civ4 Bts RoM :
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
Note for Vista and Win7 users: If Civ4 is installed in Program Files you'll need to disable UAC or log in with an Administrator Permission. (But then again, you'd propably already knew this when installing RoM)
***********************************
*********** Description ***********
***********************************
The mods inside the modules folder :
Custom Units/Agent
= Agent unit, upgrade of the spy. Starts with Commando and Security I.
Custom Units/Special Agent
= Special Agent unit, better than agent, max 5/civ. Starts with Commando, Security I, Escape Artist I and Improvise I.
Custom Units/007
= Top Secret Agent unit, super agent, max 1/civ. Starts with tons of gadgets and special training. Shaken, not stirred.
Custom Units/Warlord
= Warlords II adds one powerfull warlord unit with army for each era, that can roam the contryside bringing death and disaster or stand ground in his selfbuilt fort preventing friendly forces entering your land throu chokepoints. Uses the Great General promotions and can be captured in which case he'll become a lesser Great General that can be attached to other units. Note : As the warlord is a hostile unconventional son of a b.... with only the scull and bone swaying in the wind, he is open target for friendly armies to attack (unless he gets them first ofcourse).
Builds/Industry
= Adds an upgradeable industrial improvement in 5 levels: Light, Sparse, Medium, Dense and Heavy. If pillaged it will become an Industry Ruin which can be worked up to light industry in 5 turns. If used together with AND (A New Dawn modmodpack) it will spit out tons of CO2. "Pollution! I'll give you pollution...."
Builds/Junglecamp
= Adds the Jungle Camp improvement. After staying 3 years in a jungle I was surprised how little value the Civ4 Devteam had given it. So I spiced it up with an improvement that can bring in the tons of fruit and vegetables that can be harvested almost all year around. It also have a small chance of finding resources like banana, spice, gems etc etc.
Projects/Vincentz/Corporations
= Adds 6 new corporations : East Western Trade Company, Emperors Clothing, Big McDowells, Moonbean Coffeeshop, Mall Wart and Mile High Tours.
Projects/Vincentz/Guilds
= Adds 15 medieval corporations based on the London Guilds. The Guilds are catagorized into 3 parts : The Craftsmens (Blacksmiths, Goldsmiths, Glassblowers, Carpenters and Masons), The Servants (Scribes, Drapers, Equestrians, Apothecaries and Artists) and the Victuallers (Butchers, Fishmongers, Bakers, Mercers and Grocers). Each category has a Master Guild Hall (National Wonder), that works as a government center and is required for the respectively guilds to be founded. This limits the Guilds to max 3/civ and only 1 from each category. Each of the Master Guild Halls adds a Guild Charter that can be used together with the Guild Masters to spread the Guilds to other cities, but only 1/city. So choose wisely. The Crafts and Servants Guilds have Guild Halls that can be built in cities giving different bonuses while the Victuallers Guilds will add their required buildings to all cities. (Example: You build Victuallers Master Guild in a city. You then built (or found with a Great Person) the Butchers Guild in that city. The Butcher building will then be added to all of your cities including new built ones.)
Projects/Vincentz/Improve
= Adds an upgradeable Trade improvement in 3 levels: Trade Post, Trade Market and Trade Center buildable by workers or caravans, plus a lot of balancing on existing improvements: adding defense and air defense to existing improvements, changing the cottage->town to a more overall improvement while the Tradepost->Trade Center takes over the commerce, scaling down the watermill by removing 2 food with electricity and adding 1 food for farms with road, paved and modern road (but not railroad). It also adds the option of building a Village with Social Contract. This will consume the worker.
Projects/Vincentz/Promo
= Adds 2 new promotions plus extra DCM Bombard Range starting from Cannons and Early Destroyers range 2 to future units at range 5. The Elite promotion require either CityRaider III or Drill III and besides Blitz it gives some nice features with the cost of 100% added upgrade price. The Supplies promotion adds +1 movement and is granted to units built in a city with granary. Together with the Tactics promotion given with Barracks, a hole new strategy element is added to Civ4 with hit and runs, strategic offenses and defenses and surprise attacks. "Let the war....begin...."
Projects/Vincentz/Silent Hunter
= Adds [attack transport types first] for subs and [defend against subs first] for destroyer types simulating the strategic role submarines had during first and second world war and creating the need for more diverse convoys. It also adds a little surprise if the Kremlin happens to have a seaside view. Hint : NOT Blue September

Projects/Vincentz/SpySat
= Adds a Recon Spy Satellite for spotting what's going on in your neighbourghs backyard even though its on the other side of the world.
Projects/Vincentz/Thor
= Adds the Project Thor Satellite. Ever wanted to bombard your enemy from outer space with high velocity projectiles. Now your dream can come true. In the real world the project was cancelled in the 50's (or was it??????)
Projects/Vincentz/VCivics
= My personal balancing of the Civics. Some of the Civics need a little bit of tweaking IMO. This is my view on the subject. The Republic has changed to add unhappiness for armies in cities and the 3 civics (Slavery, Despotism, State Church) that gives minus to research has been downscaled to -10% each. Despotism has been moved to Slavery tech and Free Church has been downscaled to +10% Buildingbuild.
Spoiler :