snafusmith
Unit Maker
Blood and Iron
Introduction:
Blood and Iron is a comprehensive modification to Civilization 4: Beyond the Sword that focuses on recreating World War I. Using a completely new technology tree, civics, buildings, units, religions, promotions and core code, it heavily modifies the existing Civilization 4 experience to place the player at the beginning of the 20th century.
New Gameplay:
Several changes have been made to customize gameplay specific to WWI:
-Restricted Routes: In Blood and Iron, certain units have restricted movement. Railway guns are restricted to tiles with railroads; armored cars can only drive on tiles with roads or railroads. Though these units can only move and attack on certain tiles, they are very effective in their given roles.
-Ranged Bombardment: This new feature allows artillery units and large naval vessels to attack distant tiles (sometimes up to two away) without exposing themselves to danger. Your artillery can now be based behind your front lines, able to thwart and stall enemy attacks.
-Bombing missions: Though crude by today’s standards, bombers from WW1 were able to cause damage deep behind the front in ways not imagined before WWI. In Blood and Iron, your bombers (depending on type), will be able to attack a cities overall defense, infrastructure, buildings, port facilities, and production. Though at its infancy, strategic bombing is very much alive in B&I.
-War Prizes: During WWI it was not uncommon for nations to capture various tanks, armored cars, artillery, and aircraft from their opponents in the course of battle. The same holds true in Blood and Iron. Though rare, it is possible now for attacking units to capture war prizes. Though all units can capture, only certain units can be captured. Early tanks, armored cars, and artillery units can be captured during attack. However, they will be severely damaged and not combat effective until repaired.
-Varied Invisibility: The invisibility system in BTS has been modified so that invisible units are detected at random. Your destroyers can still see submarines, but sometimes those subs will be able to slip by undetected.
-Designs: Blood and Iron introduces the concept of designs to BTS. Designs function as a special recourse that is provided by a nation’s National Defense Industry. Each set of designs allows the construction of every one of that nations unique units. For example, if you posses German Designs, you can build Fokker Triplane fighters for your air force.
Designs do not guarantee that a country can build every unit just because they possess the designs. A hidden form of trade barrier exists between nations that cannot be broken. For example, German designs never provide the ability for Belgium, France, or Britain to construct German aircraft, armored cars, and tanks. This also holds true for non-Entente powers as well. For clarification, the Civilopedia entries for each unit breakout which countries can build what. A player can also look at the technology tree in-game to see what units are available to them. This will tell them what designs they should try to acquire.
Units:
Blood and Iron focuses on providing a balanced approach to unit development. To keep the game enjoyable and easy to play, there are only a limited number of units available, and a limited number of unit types given the scope of the mod:
Air Units:
Ground Forces:
Support Units:
Naval Units:
Warships:
Capitol Ships:
Special Units:
Nations:
Every European nation that took part in WWI is represented in Blood and Iron. However, unlike other mods, not all civs are equal. Just as in WWI, each civ is only so powerful. In Blood and Iron, there are specific ‘Classes’ of nation. 1st Class nations are the most powerful (Britain, Germany), and have the capability to build every class of unit, every type of building, and have very strong economies. 2nd Class nations (Italy, Russia, Austria-Hungary) are also powerful, however they lack the ability to build certain units and do not have as robust an economy. 3rd Class nations (Serbia, Bulgaria, etc) are far more limited than other nations – their infrastructure is less developed and they cannot produce as many types of technologically advanced or heavy weapons. However, this does not mean that their supporting ‘Great Powers’ cannot give them this equipment.
Religions:
Religions have been limited in Blood and Iron and can no longer be spread. Catholicism and Orthodoxy have been added while Hinduism and Taoism have been removed. Religions provide limited happiness bonuses, and each has a special building to provide an additional happiness boost.
There are no scenarios currently available for Blood and Iron. If anyone makes one (or several), I'll post the links to them below.
Thanks to all those who helped make B&I a possibility:
Asioasioasio
Dale
Maciej Kowalczyk
seZereth
...And many others!
Blood & Iron Includes the following:
Improved Graphics for CIV v2.0
Dale's Combat Mod
Route Restrictions
Varied Invisibility
DOWNLOAD HERE!
ENJOY!
-Smitty
Introduction:
Blood and Iron is a comprehensive modification to Civilization 4: Beyond the Sword that focuses on recreating World War I. Using a completely new technology tree, civics, buildings, units, religions, promotions and core code, it heavily modifies the existing Civilization 4 experience to place the player at the beginning of the 20th century.
New Gameplay:
Several changes have been made to customize gameplay specific to WWI:
-Restricted Routes: In Blood and Iron, certain units have restricted movement. Railway guns are restricted to tiles with railroads; armored cars can only drive on tiles with roads or railroads. Though these units can only move and attack on certain tiles, they are very effective in their given roles.
-Ranged Bombardment: This new feature allows artillery units and large naval vessels to attack distant tiles (sometimes up to two away) without exposing themselves to danger. Your artillery can now be based behind your front lines, able to thwart and stall enemy attacks.
-Bombing missions: Though crude by today’s standards, bombers from WW1 were able to cause damage deep behind the front in ways not imagined before WWI. In Blood and Iron, your bombers (depending on type), will be able to attack a cities overall defense, infrastructure, buildings, port facilities, and production. Though at its infancy, strategic bombing is very much alive in B&I.
-War Prizes: During WWI it was not uncommon for nations to capture various tanks, armored cars, artillery, and aircraft from their opponents in the course of battle. The same holds true in Blood and Iron. Though rare, it is possible now for attacking units to capture war prizes. Though all units can capture, only certain units can be captured. Early tanks, armored cars, and artillery units can be captured during attack. However, they will be severely damaged and not combat effective until repaired.
-Varied Invisibility: The invisibility system in BTS has been modified so that invisible units are detected at random. Your destroyers can still see submarines, but sometimes those subs will be able to slip by undetected.
-Designs: Blood and Iron introduces the concept of designs to BTS. Designs function as a special recourse that is provided by a nation’s National Defense Industry. Each set of designs allows the construction of every one of that nations unique units. For example, if you posses German Designs, you can build Fokker Triplane fighters for your air force.
Designs do not guarantee that a country can build every unit just because they possess the designs. A hidden form of trade barrier exists between nations that cannot be broken. For example, German designs never provide the ability for Belgium, France, or Britain to construct German aircraft, armored cars, and tanks. This also holds true for non-Entente powers as well. For clarification, the Civilopedia entries for each unit breakout which countries can build what. A player can also look at the technology tree in-game to see what units are available to them. This will tell them what designs they should try to acquire.
Units:
Blood and Iron focuses on providing a balanced approach to unit development. To keep the game enjoyable and easy to play, there are only a limited number of units available, and a limited number of unit types given the scope of the mod:
Air Units:
Spoiler :
-Early Recon
Good visibility, short range, low defense, limited bombard
-Late Recon/Light Bomber
Good visibility, average range, low defense, low bombard
-Early Seaplane
Good visibility, short range, low defense, limited bombard, can be based on seaplane tenders
-Late Seaplane
Good visibility, average range, low defense, low bombard, can be based on seaplane tenders
-Early Fighter
Short range, average defense, limited bombard
-Intermediate Fighter
Average range, better than average defense, low bombard
-Late Fighter
Average range, high defense, low bombard
-Medium Bomber
Better than average range, average defense, medium bombard
-Heavy Bomber
Long range, average defense, heavy bombard
-Airship
Long range, low defense, medium bombard, available at start of war
Good visibility, short range, low defense, limited bombard
-Late Recon/Light Bomber
Good visibility, average range, low defense, low bombard
-Early Seaplane
Good visibility, short range, low defense, limited bombard, can be based on seaplane tenders
-Late Seaplane
Good visibility, average range, low defense, low bombard, can be based on seaplane tenders
-Early Fighter
Short range, average defense, limited bombard
-Intermediate Fighter
Average range, better than average defense, low bombard
-Late Fighter
Average range, high defense, low bombard
-Medium Bomber
Better than average range, average defense, medium bombard
-Heavy Bomber
Long range, average defense, heavy bombard
-Airship
Long range, low defense, medium bombard, available at start of war
Ground Forces:
Spoiler :
-Infantry
General ground unit
-Assault Infantry
Strong offensive ground unit
-Heavy Machinegunner
Strong defensive unit
-Armored Car
Fast attack/scout, roads/RRs only, average strength
-Tank
Slow, strong offense, ignores prepared defenses, high cost
-Light Tank
Slow, good offense, ignored prepared defense, ave cost
-Field Gun
Causes collateral damage, average attack, 1 range bombard
-Heavy Artillery
Causes collateral damage, strong attack, 2 range bombard
-Railroad Artillery
Very strong attack, 2 range bombard
General ground unit
-Assault Infantry
Strong offensive ground unit
-Heavy Machinegunner
Strong defensive unit
-Armored Car
Fast attack/scout, roads/RRs only, average strength
-Tank
Slow, strong offense, ignores prepared defenses, high cost
-Light Tank
Slow, good offense, ignored prepared defense, ave cost
-Field Gun
Causes collateral damage, average attack, 1 range bombard
-Heavy Artillery
Causes collateral damage, strong attack, 2 range bombard
-Railroad Artillery
Very strong attack, 2 range bombard
Support Units:
Spoiler :
-Field Medic
Heals nearby units quickly
No offense/defense, must be escorted
-Observation Balloon
Very high visibility
Heals nearby units quickly
No offense/defense, must be escorted
-Observation Balloon
Very high visibility
Naval Units:
Spoiler :
-Transport
Can transport 3 ground units
-Mine Sweeper
Can transport 4 naval mines
Can transport 3 ground units
-Mine Sweeper
Can transport 4 naval mines
Warships:
Spoiler :
-Naval Mines
Immobile, suicide unit, can be moved with mine sweepers
-Torpedo Boat
Fast, coastal only unit, bonus vs. Capital Ships
-Destroyer
Fast escort, average strength, can see submarines, bonus vs. Torpedo Boats
-Armored Cruiser
Average speed escort, average attack
-Pre-Dreadnought
Above average attack, average range
-Submarine
Invisible to all but destroyers, good attack, pour defense, average range
-Seaplane Tender
Low strength, can carry 3 seaplanes, average range
Immobile, suicide unit, can be moved with mine sweepers
-Torpedo Boat
Fast, coastal only unit, bonus vs. Capital Ships
-Destroyer
Fast escort, average strength, can see submarines, bonus vs. Torpedo Boats
-Armored Cruiser
Average speed escort, average attack
-Pre-Dreadnought
Above average attack, average range
-Submarine
Invisible to all but destroyers, good attack, pour defense, average range
-Seaplane Tender
Low strength, can carry 3 seaplanes, average range
Capitol Ships:
Spoiler :
-Battle Cruiser
-Dreadnought
-Super Dreadnought
-Carrier
Can carry 2 fighters
-Dreadnought
-Super Dreadnought
-Carrier
Can carry 2 fighters
Special Units:
Spoiler :
-PZK.2
Austrian-Hungarian improved observation platform
-Tsar Tank
Very early armored vehicle for Russia, included through events only
-Big Bertha
Super heavy artillery for Germany, available at start
-Fokker Dr.1
Improved German fighter, available w/ Albatros D.III but more expensive
-RAF SE5a
Improved British fighter, available w/ Sopwith Pup but more expensive
-Bug Bomb
Early US cruise missile, unguided aircraft bomb
Austrian-Hungarian improved observation platform
-Tsar Tank
Very early armored vehicle for Russia, included through events only
-Big Bertha
Super heavy artillery for Germany, available at start
-Fokker Dr.1
Improved German fighter, available w/ Albatros D.III but more expensive
-RAF SE5a
Improved British fighter, available w/ Sopwith Pup but more expensive
-Bug Bomb
Early US cruise missile, unguided aircraft bomb
Nations:
Every European nation that took part in WWI is represented in Blood and Iron. However, unlike other mods, not all civs are equal. Just as in WWI, each civ is only so powerful. In Blood and Iron, there are specific ‘Classes’ of nation. 1st Class nations are the most powerful (Britain, Germany), and have the capability to build every class of unit, every type of building, and have very strong economies. 2nd Class nations (Italy, Russia, Austria-Hungary) are also powerful, however they lack the ability to build certain units and do not have as robust an economy. 3rd Class nations (Serbia, Bulgaria, etc) are far more limited than other nations – their infrastructure is less developed and they cannot produce as many types of technologically advanced or heavy weapons. However, this does not mean that their supporting ‘Great Powers’ cannot give them this equipment.
Religions:
Religions have been limited in Blood and Iron and can no longer be spread. Catholicism and Orthodoxy have been added while Hinduism and Taoism have been removed. Religions provide limited happiness bonuses, and each has a special building to provide an additional happiness boost.
There are no scenarios currently available for Blood and Iron. If anyone makes one (or several), I'll post the links to them below.
Thanks to all those who helped make B&I a possibility:
Asioasioasio
Dale
Maciej Kowalczyk
seZereth
...And many others!
Blood & Iron Includes the following:
Improved Graphics for CIV v2.0
Dale's Combat Mod
Route Restrictions
Varied Invisibility
DOWNLOAD HERE!
ENJOY!
-Smitty