IMPORTANT: Due to issues with both Game Speeds and Handicaps having certain aspects that could not be altered via mods, I was forced to create custom versions of both while leaving the defaults untouched (except for changing the text as warnings). This means to launch the mod properly, you will need to select placeholders in the initial Game Setup then proceed to Advanced Setup and use the drop down menus to select appropriate speeds and handicaps for the mod.
If any of the drop down menus in Advanced Setup begin as blank (usually caused if config.ini stored previous settings that were added by mods), there can be an issue of not being able to select an item for it, so you will have to back out to the initial Setup (just one screen) and make sure nothing there is empty (this is the issue which prevented me from simply bypassing the initial screen and going straight to Advanced).
Now it is time for me to give credit where credit is due.
First, I'd like to thank Thalassacus and his fellow modders at Communitas
-For: Making CIVUP/VEM which first introduced me to modding (wonderful work) that both
Secondly, I'd like to thank William Howard
-For: His wonderful Pick N Mix Mods to which I was recently introduced (and also dissected to improve my understanding of SQL & LUA
) and especially his "DLL - Various Mod Components", which made some of the aspects of my mod so much easier than the shoddy workarounds I did on my own.
Thirdly, I'd like to thank the wonderful community here at CFC
-For: Providing great mods (yes, I dissected a few - honestly, it was for research and not some deep seated desire to rip things apart!
), inspiration and even helpful suggestions in response to my various queries.
With that out of the way, on towards Legendary Journeys.
I've been working on this mod pretty much since Civ V was released because I never liked the pace of the base game, everything seem rushed with units going obsolete before you could really enjoy them. The implementation of Epic and Marathon speeds also left a lot to be desired for me as it slowed everything (including worker rates and construction times) leading to long periods of nothing much for me to do but click End Turn if I wasn't involved in a war.
Balancing the game (and especially the AI) to handle a much slower pace was a difficult task met with many hurdles and frustration often left the unfinished work on the wayside for long periods. When I almost had it working to my satisfaction, a new Expansion was released that completely altered the mechanics and introduced new issues to balancing and after a long period working to retool my mod for Gods & Kings, I suffered a hard drive corruption and lost all my data (yep, forgot to back up
) and once again set my project aside.
Since I got Brave New World, I found it much easier to balance to my satisfaction. Although I still hesitated to release it because certain workarounds I made for mechanics (like moving through terrains like Ice or Mountains) seemed crude. Then I discovered William Howard's DLL which fixed many of the issues I was having. While I was looking at all the features of his DLL, I decided to expand the ideas for my mod and incorporate quite a few. While still not quite polished, I believe my mod is ready for an Alpha release, because if left to just me playing it looking for errors (mainly missed text entries or other things I have overlooked) or checking balance on various map sizes, handicaps and game speeds it'll probably take a few more years since I can spend a month or more on one game.
REQUIREMENTS:
Legendary Journeys requires both Gods & Kings as well as Brave New World.
I have no intentions of making backdated versions because the changes in previous versions (losing Trade Routes, getting gold from water tiles, less happiness without religion and extra luxuries, etc.) severely impact game play at a slower pace. It wasn't until now I was able to balance it to my liking and re-tweaking the Months per Turn increment (which isn't quite set, yet
) is a just one of the chores I do not wish to revisit for various versions. Anyone wants to they can have it on their own, dissecting my mod to see how I altered the pace! 
It also currently requires the Ancient Wonders DLC because I referenced some art from the scenario (Sumerian Phalanx) although if I find a better unit model, I might relent on that requirement. It should not require any other DLC (apart from Mongolia which everyone should have for free now anyway).
You will need William Howard's DLL - Various Mod Components.
I kept this file separate for two reasons:
You will also need the Pick N Mix Compendium I compiled from several of his various mods which I chose to implement into mine.
I kept this file separate for the following reasons:
The Pick N Mix Compendium contains the following (and blocks anything it contains which added LUA or new items - such as improvements or units - to avoid multiple mods attempting to add the same thing):
Global - 2 Units Per Fort (v1)
Global - 3 Units Per City (v1)
Global - Allies Block Blockades (v2)
Global - City Bombard Range (v1)
Global - City Forest Bonus (v2)
Global - City State Airbases (v3)
Global - City State Gifts (BNW) (v3)
Global - City Working Distance (v4) *Activating Buildings only*
Global - Counter Espionage (v3)
Global - Counter Religion (v2)
Global - CS Unit Upgrades (v2)
Global - GA Happiness (v1)
Global - Local Generals (v2)
Global - Naval Nearest Water (v2)
Global - No Conquered Spaceships (v2)
Global - No Followup From Cities (v3)
Global - Passable Forts (v3)
Global - Pro-Rata Buildings Purchase (v2)
Global - Religious Settlers (v1)
Global - Remove Ghost Routes (v2)
Global - Spice Islands (v1)
Global - Units Awake In Danger (v2)
Global - Venice Keeps Resources (v1)
Improvement - Airbases (v10)
Improvement - Farm Replacement (v1)
Improvement - Pontoon Bridge (v2)
Improvement - Tunnel (v3)
Maps - Improved CS Luxuries (v5)
Promotions - AntiAir Only Defensive (v4)
Promotions - AntiAir Specialisations (v1)
Pronotions - Jet Long Range Recon (v3)
Promotions - Terrain Crossing (v3)
Religion - Bonus Beliefs (v1)
Religion - Natural Wonder Epiphany (v2)
Tech - Satellites Revel Cities (v9)
UI - Antiquity Site Tooltips (v5)
UI - City Expansion (v13)
UI - Religion Spread (v12)
UI - Unit List Enhancements (v9)
Unique Unit - Longboat (v6)
Units - Galleon (GK) (v5)
Units - Herdsmen (v10)
Units - Paratroop Enhancements (v3)
Units - Population (v7)
Units - Prospectors (v7)
Units - Rangers (v10)
Units - Steampunk Airships (v10)
Units - Subs Immune Under Ice (v2)
Units - Super Carrier (v9)
And finally we reach Legendary Journeys!
(Well, almost... there's the file but I'll address what it contains in detail next post).
This file will block the following of William Howard's Mods because they interfere with changes I made:
Global - Grateful Settlers
Units - Naval Changes (GK) - Early Eras
Units - Naval Changes (GK) - Late Eras
I'd highly recommend bc1's Enhanced User Interface
as I use it myself (so it should have few compatibility issues - although some of William Howard's UI alterations replace functionality of bc1's, namely CityView and UnitPanel which I will look into creating a combined version for my mod... eventually
).
Update: Pick N Mix Compendium (v3) & Legendary Journeys (v3) uploaded (17 Jan 14)
Version History can be viewed in Readme.txt.
If any of the drop down menus in Advanced Setup begin as blank (usually caused if config.ini stored previous settings that were added by mods), there can be an issue of not being able to select an item for it, so you will have to back out to the initial Setup (just one screen) and make sure nothing there is empty (this is the issue which prevented me from simply bypassing the initial screen and going straight to Advanced).
Now it is time for me to give credit where credit is due.
First, I'd like to thank Thalassacus and his fellow modders at Communitas
-For: Making CIVUP/VEM which first introduced me to modding (wonderful work) that both
- inspired ideas for my mod (Deserts and Snow requiring 2 Move for one) and
- gave me something to study to further my understanding of modding (yes, I brutally dissected your wonderful mod to examine its innards
)
Secondly, I'd like to thank William Howard
-For: His wonderful Pick N Mix Mods to which I was recently introduced (and also dissected to improve my understanding of SQL & LUA

Thirdly, I'd like to thank the wonderful community here at CFC
-For: Providing great mods (yes, I dissected a few - honestly, it was for research and not some deep seated desire to rip things apart!

With that out of the way, on towards Legendary Journeys.
I've been working on this mod pretty much since Civ V was released because I never liked the pace of the base game, everything seem rushed with units going obsolete before you could really enjoy them. The implementation of Epic and Marathon speeds also left a lot to be desired for me as it slowed everything (including worker rates and construction times) leading to long periods of nothing much for me to do but click End Turn if I wasn't involved in a war.
Balancing the game (and especially the AI) to handle a much slower pace was a difficult task met with many hurdles and frustration often left the unfinished work on the wayside for long periods. When I almost had it working to my satisfaction, a new Expansion was released that completely altered the mechanics and introduced new issues to balancing and after a long period working to retool my mod for Gods & Kings, I suffered a hard drive corruption and lost all my data (yep, forgot to back up

Since I got Brave New World, I found it much easier to balance to my satisfaction. Although I still hesitated to release it because certain workarounds I made for mechanics (like moving through terrains like Ice or Mountains) seemed crude. Then I discovered William Howard's DLL which fixed many of the issues I was having. While I was looking at all the features of his DLL, I decided to expand the ideas for my mod and incorporate quite a few. While still not quite polished, I believe my mod is ready for an Alpha release, because if left to just me playing it looking for errors (mainly missed text entries or other things I have overlooked) or checking balance on various map sizes, handicaps and game speeds it'll probably take a few more years since I can spend a month or more on one game.
REQUIREMENTS:
Legendary Journeys requires both Gods & Kings as well as Brave New World.
I have no intentions of making backdated versions because the changes in previous versions (losing Trade Routes, getting gold from water tiles, less happiness without religion and extra luxuries, etc.) severely impact game play at a slower pace. It wasn't until now I was able to balance it to my liking and re-tweaking the Months per Turn increment (which isn't quite set, yet


It also currently requires the Ancient Wonders DLC because I referenced some art from the scenario (Sumerian Phalanx) although if I find a better unit model, I might relent on that requirement. It should not require any other DLC (apart from Mongolia which everyone should have for free now anyway).
You will need William Howard's DLL - Various Mod Components.
I kept this file separate for two reasons:
- So it will retain its unique ID which is required by several of WHoward's other mods.
- It makes it easier to update when not unceremoniously stuffed into a huge mod with other components.
You will also need the Pick N Mix Compendium I compiled from several of his various mods which I chose to implement into mine.
I kept this file separate for the following reasons:
- It contains no original work by me (just combined several files to keep from having to click 20+ little check boxes before launching)
- Since the files are basically unaltered from their original mods by William Howard (just a few things for convenience like moving all text modifications to one area and combining mods that did one or two changes to CustomModOptions into one file) it could be used without my mod as a prerequisite for another mod or just for convenience.
- I had to run several tests to make sure I didn't completely bork the system while combining the mods and since I already had it as a separate package (and stupidly forgot to put a root directory separate from the bazillion child directories I created for his mod
) the lazy part of me decided it would be easier to just keep them separate (and not have to redo a bazillion lines of UpdateDatabase after moving all the child folders into a parent to keep it separate from my mod's child folders
).
The Pick N Mix Compendium contains the following (and blocks anything it contains which added LUA or new items - such as improvements or units - to avoid multiple mods attempting to add the same thing):
Spoiler :
Global - 2 Units Per Fort (v1)
Global - 3 Units Per City (v1)
Global - Allies Block Blockades (v2)
Global - City Bombard Range (v1)
Global - City Forest Bonus (v2)
Global - City State Airbases (v3)
Global - City State Gifts (BNW) (v3)
Global - City Working Distance (v4) *Activating Buildings only*
Global - Counter Espionage (v3)
Global - Counter Religion (v2)
Global - CS Unit Upgrades (v2)
Global - GA Happiness (v1)
Global - Local Generals (v2)
Global - Naval Nearest Water (v2)
Global - No Conquered Spaceships (v2)
Global - No Followup From Cities (v3)
Global - Passable Forts (v3)
Global - Pro-Rata Buildings Purchase (v2)
Global - Religious Settlers (v1)
Global - Remove Ghost Routes (v2)
Global - Spice Islands (v1)
Global - Units Awake In Danger (v2)
Global - Venice Keeps Resources (v1)
Improvement - Airbases (v10)
Improvement - Farm Replacement (v1)
Improvement - Pontoon Bridge (v2)
Improvement - Tunnel (v3)
Maps - Improved CS Luxuries (v5)
Promotions - AntiAir Only Defensive (v4)
Promotions - AntiAir Specialisations (v1)
Pronotions - Jet Long Range Recon (v3)
Promotions - Terrain Crossing (v3)
Religion - Bonus Beliefs (v1)
Religion - Natural Wonder Epiphany (v2)
Tech - Satellites Revel Cities (v9)
UI - Antiquity Site Tooltips (v5)
UI - City Expansion (v13)
UI - Religion Spread (v12)
UI - Unit List Enhancements (v9)
Unique Unit - Longboat (v6)
Units - Galleon (GK) (v5)
Units - Herdsmen (v10)
Units - Paratroop Enhancements (v3)
Units - Population (v7)
Units - Prospectors (v7)
Units - Rangers (v10)
Units - Steampunk Airships (v10)
Units - Subs Immune Under Ice (v2)
Units - Super Carrier (v9)
And finally we reach Legendary Journeys!
(Well, almost... there's the file but I'll address what it contains in detail next post).
This file will block the following of William Howard's Mods because they interfere with changes I made:
Spoiler :
Global - Grateful Settlers
Units - Naval Changes (GK) - Early Eras
Units - Naval Changes (GK) - Late Eras
I'd highly recommend bc1's Enhanced User Interface
as I use it myself (so it should have few compatibility issues - although some of William Howard's UI alterations replace functionality of bc1's, namely CityView and UnitPanel which I will look into creating a combined version for my mod... eventually

Update: Pick N Mix Compendium (v3) & Legendary Journeys (v3) uploaded (17 Jan 14)
Version History can be viewed in Readme.txt.