Mod Megapolises - Add-on to SevoMod 3

Fujisan

Warlord
Joined
Sep 9, 2003
Messages
130
Mod Megapolises

--------------ANNOUNCEMENT--------------------

Future of this mod (11/29/2006)
Sorry for them who still have not CivIV Warlords, but I don't plan on continue the development of Megapolises Mod for vanila. If I do some modding, it will be for Warlords.

Best regards!

-------------ANNOUNCEMENT END-----------------

Add-on to SevoMod 3
v. 1.2
Release date: 7/25/2006

Compatible with SevoMod Version 3.0 (Patch C)

Download link:
http://www.civfanatics.net/uploads12/Sevo3_Megapolises_v1_2.zip

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What is it?
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Megapolises Mod is the implementation of Three Square Radius Cities Mod (by Roger Bacon and Strand) in SevoMod 3 + other changes.

With cities of 37 square size (instead of 21) you need a lot of additional health and happiness. You get this from new resources, buildings and techs with increased yield of food, health and happiness.

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The Details
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1) SevoMod 3 -- the basis for this mod. Please refer to SevoMod page for the details:
http://forums.civfanatics.com/showthread.php?t=167461

2) Three Square Radius Cities -- Thanks to Roger Bacon and Strand for this marvellous work! The details are here:
http://forums.civfanatics.com/showthread.php?t=169847
The minimum distance between cities increased to 3. Also cost for cities support (for number of cities) increased by 100%.

3) Health and Happy -- Added several new resources, Health/Happiness related buildings and wonders. Also Health/Happiness is added in some techs. See Civilopedia for the Details.

4) Trade Route/Tech Leak by AltarisGreyhawk with some fixes and effect decreased. It actually help game balance! The details are here:
http://forums.civfanatics.com/showthread.php?t=177236

5) Unit stack aid promotions (from Promotions & Perks by Zuul) -- However only the weak promotions are left (Aid 1). The Crowded promotion is also removed. To get a stack aid promotion for a unit you have to have another unit (or units) on the same plot and its (their) combat value should be more than a half of the aided unit. For example, to get Ranged Aid promotion for a Swordsman (combat 6) you need two or more Archers (combat 3) on the same plot.

6) Hero promotions (from Promotions & Perks by Zuul and Wadash) -- fixed and improved! Your units have 10% chance of being promoted after a battle. If somewhere in the world a hero unit born, a message appears both on the screen and in combat log tab. Here are five hero promotions and minimum requirement for getting them:
Hero1 (Exceptional): minXP 6
Hero2 (Extraordinary): minXP 11 and having Hero1 promotion
Hero3 (Hero): minXP 21 and having Hero2 promotion
Hero4 (Legendary Hero): minXP 36 and having Hero3 promotion
Hero5 (Avatar): minXP 56 and having Hero4 promotion
Number of hero units is not limited, but you should remember that a chance of getting them is quite small. Also if the strength of the loser unit is less than the half of the winner's, a hero will never born.

7) Fair Start -- No STARTING bonuses for AI at all difficulty levels. So all civs start with Settler, Warrior and Worker, and without any free techs. Also no free techs from Goody Huts for both AI and human.

8) Late Settlers -- Settlers are available with Pottery. So if you are aiming for religion, forget about early expansion and vice versa.

9) Help to Civs without religion -- If you haven't catched any of the three early religion, you have an option to convert to Paganism (+1 happy from obelisk, but -2 happy from any religion). On the other hand, if you have discovered a religion, you cannot convert to it immediately. You have to research Monotheism and convert to State Religion civic first. This slows down Civs with a religion and helps a little bit civs with no religion.

10) Expensive units -- Additional military cost for gunpowder based (+1 gpt) and modern (+2 or +3 gpt) units.

11) Bonus related improvements -- Added improvements for almost each resource. Each improvement becomes available with different techs and its yield changes during the game its own way. (I don't like the idea that you get a lot of resources at a time just with Agriculture, Mining or Calendar. Also I wanted to slow down the research and cities growth at the early stages of the game.) Reference Civilopedia for the Details.

Notes on using of Mines: although you cannot access Gold, Silver and Gems with usual mines, there is still probability of discovering these resources. For example, if Gold was discovered in one of your mines, you have to build a Gold Mine instead of Mine on this place.

Notes on using of Farms: don't forget that you have to build special improvements on Wheat, Rice, Corn and Potato. Usual Farm does not provide you with these resources. Wheat Farm, Rice Farm, Corn Farm and Potato Farm carry irrigation as usual Farm.

12) Flood Plain Farm -- Now Flood Plains give 2 food (instead of 3), but you are able to build special improvement on it - Flood Plain Farm (+2 food and +1 food with Biology). This is made to slow down the expansion of Civs started near Flood Plains.

13) Obsolete Aqueducts -- Isn't it strange having working aqueducts in modern times? Now Aqueduct becomes obsolete with Sanitary (although a new building - Sewer System - becomes available with Sanitary). In addition, it has some prerequisite buildings (Forge and Library), so you can build only one Aqueduct per two-three cities.

14) Ancient Temples sightseeing -- Changed the conception on Ancient Temples. Now Ancient Temples are tradable as any other resources. Having Ancient Temples allows build Obelisks twice faster. Exploring Ancient Temples available with Mysticism and gives +5 gold (although -1 food), but becomes almost useless with Literature (-3 gold). But later in game the money yield increases again with Printing Press and Mass Media (that can mean some profit from tourism etc.).


Some other changes (see also version infos below):

- three new techs in Ancient Era.
- added some new improvements to help the Civilizations started in difficult terrain (Jungle or Tundra). This was very actual in my old mod FairStart. Here these are not very important, but I desided to leave them.
- new handycap level Semigod: between Immortal and Deity (really there is a huge gap between Immortal and Deity).
- added Realism game speed. Construct percent increased to 200. Inflation decreased.
- new prosess - The Taxes. Available with The Wheel. Converts 25% of Hammers to Gold. (In case you have nothing to build.)
- new unit Ancient Catapult: available with Writing.
- two land transports (from Realism Mod): Armored Car and Humvee.
- Scouts are free of military cost.
- Explorer upgrades to Armored Car.
- support for Great Peoples set to -3. It doesn't mean that you will get money from Great Peoples, but just having them decreases gold that you spend for your units support.
- Golden Age length increased by 50%.
- flanking promotions changed to +20%, +30%, +40% of withdrawal chance. I like the idea of some units to be immortal (with 100% chance of withdraw).
- increased the number of free units (both military and domestic).
- Harbor and Grocer: now Food +10%
- Barracks: requires War Art tech
- Mausoleum: +3 happy in this city instead of +1 happy in all cities
- Representation: science yield per specialist decreased to 2.
- Max XP from animals 10. Max XP from barbarians 30. Max XP after upgrade - unlimited. XP from withdraw 2.
- traits changed: culture bonus for Creative traits decreased to 1; research bonus for scientific traits decreased to 10%.


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Version Info
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Version 1.2

Most important changes:
- added Trade Route/Tech Leak by AltarisGreyhawk with some fixes and effect decreased. It actually help game balance!
- no more Castles in all cities! You need two (three in large maps) Walls to build a Castle. In addition, Castle adds 1 exp point to the units built in this city.
- Caste System civic changed: you can also have unlimited Statesman and Soldier specialists.
- increased Palace gold yield to 10 (was 8) for better balance in the Ancient era. Also added gold yield to Forbidden (+2) and Versailles (+5).
- finacial traits get extra gold from tiles that have 3 or more gold (was 2). This is also for better balance in the Ancient era.
- first who discover Military Tradition gets free Great General; first who discover Constitution gets free Great Statesman.

Animals:
- animals combat strengths decreased (no more animals with combat 4). Also Scout combat vs animals back to 100% (was 150%). Some animals have combat points vs Warriors.
- decreased Animal attack probability (for ex., 70% in immortal). They sometimes run away.
- Dire Wolf bug fixed. Now you have Dire Wolf in the game!
- added some points vs animals in WOODSMAN promotions.

Units:
- added requirements for getting hero promotions: if the strength of the loser unit is less than the half of the winner's, a hero will never born.
- decreased cost of a Warrior (I often play with raging barbarians. If you are not Militaristic or Nationalistic, you have a lot of problems at the beginning. Low cost warriors help you.)
- added +25% combat to Charriots vs Ancient Catapults.
- Galleon moved from Astronomy to Education (just to start oversea expansion a little bit earlier).

Minor changes:
- tech conquest back to old version (that was in SevoMod 1.4 and, maybe, in SevoMod 2) with the tech cost bug fixed. (There was strange overpower effect in SevoMod3 tech conquest - I always get some tech and more even if I capture a very small city).
- The Great Wall gives points to Great General (was Great Engineer).
- some tech prerequisites changed (see the tech tree for the details). The most noticeable one: you can research Archery without researching War Art tech (though you need War Art for Monarchy).
- increased research cost for Priesthood and Paper.
- +1 happiness from Education moved to Paper.
- some small changes in Deer Camp, Pasture, and Hut improvements (see the civilopedia).
- spread factor for ALL religions decreased to 60% (because you have less cities in this mod).
- addition to Fair Start: initial AI city production set to 0 (was 10).

Version 1.1

- late improvements (like Potato Farm, Corn Farm etc.) moved several techs earlier.
- added new tech - Improved Farming - in Classical era.
- Plant Forest bug fixed; also yield of a growing forest tile increased the following way: Forest1 - 0/0/1 (as original), Forest2 - 0/1/1, Forest3 - 0/1/2, Forest4 - 0/2/2. Changing yield of Forest4 looks senseless, because Forest4 converts to usual Forest immediately, but elsewhere the city covernor never put a citizen to work on this tile. Now I hope the AI will do planting forest.
- fixed Gutenberg Print Shop wonder (was set as a national wander).
- Hut improvement is a little bit better (+1 gold with Writing).
- traits changed: Nationalistic - added double construction speed for Bunker; Expansive - added double construction speed for Sewer System;
- Research percent in Realism game speed decreased a little bit (with the original Research percent I couldn't finish the game (Immortal) until 2050).

Version 1.01

-Pipeline improvement bug fixed.
-Help to Civs without religion fixed: Pganaism moved to Monotheism, workers work 50% slower in Primitivism, added -25% War Wearness in State Religion.
-Missionary cost increased to 60. Available only 2 per Player. (To slow down the religion spread)
-War Art tech cost lowered.
-Revealing of Cotton moved to Polytheism (was too late).


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Installation
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You have to install SevoMod Version 3.0 (Patch C) first. Then copy this archive to Sevomod folder overwriting existing files.

Link for SevoMod 3:
http://forums.civfanatics.com/showthread.php?t=167461
 
It seems very interesting :)

I don't have time yet to test it, but I will asap (like monday or tuesday)
I think it will be fun :)
 
I just looked at the tech tree
and I have some comments:

exploitation of : gold, potatoes, pig, rice, corn, silk and dye all come a bit late in game, especially historically..
silk gold dye and rice were used in the antic era.
for their primary users (pre colombian indian) potatoes and corn were cultivated very early in civilization terms.. at the same time as discovering of irrigation; they had neither engineering nor paper.

I think that these late potatoes / corn / rice / pig thing cripple civ that may have them in their fat cross. as most of the time they won't have any other food bonus.

with animal husbandry you can make elephant camp, even if you haven't found hunting which revels elephants..

the boats are all buildable at the same tech, it would (maybe) be easier to revert them as previous ?

otherwise, it seems good..
I will have to try it
 
HI, keldath,

Untouched files are not included in the archive. So all files in the archive are which I have worked on, except CvGameCoreDLL.dll, which I took from "Three Square Radius Cities" Mod.

Calavente,

btw, I'm going also to prepare a light version of the Mod with all improvements untouched. May be tomorrow...
 
Great addition. I was waiting for something like this.
 
New version released!

Fixed Pipeline improvement bug + some minor changes. Saved games are compatible with the new version.

Also pay attention to much more detailed Readme.
 
hey fujisan :)

i realesed a first vertion of my 3uu with you mod :)


**HI FUJISAN! CAN ASK FOR YOUR HELP??
I NEED HELP WITH MERGING THE PYTHON FILES OF YOUR MOD WITH GIR.
IM NOT SURE WHAT TO MERGE AND WHAT NOT, IM NOT SURE IF TO MERGE THE
SAEVOMOD.PY
SECTION:
CLASS STACKAID
.......'

DO YOU THINK MAYBE I CAN GIVE YOU THE FILES AND YOULL MERGE THEM?

I ASKED FOR GIR'S HELP ALSO.

THANKS IN ADVANCED
 
Upon discovering buddhism and state religion I still don't get the +1 happy face :) per city.

Waaah!:cry:
 
Certainly looks interesting.

But what does this MOD have to do with Sevomod?! The Mod dramatically changes the gameplay. Sevomod is supposed to leave it the same.
 
2 keldath
Ok, give me the files and explain in details what are you want to merge.

On the bug: I'll check this today

2 Pilotis

After reserching Monotheism, you have to convert to the State Religion civic AND then convert to buddhism (so you have to make two revolutions).
 
parachute4u said:
Certainly looks interesting.

But what does this MOD have to do with Sevomod?! The Mod dramatically changes the gameplay. Sevomod is supposed to leave it the same.

My purpose wasn't to leave the game untouched. I like SevoMod and added some staff that I thought to be fun. In addition, I wanted to make more difficult the early expansion. Of course, the srtategy is a little bit different particularly in the beginning.
 
Version 1.1 is released!

Changes:

- late improvements (like Potato Farm, Corn Farm etc.) moved several techs earlier (Calavente will probably be glad :) ).
- added new tech - Improved Farming - in Classical era.
- Plant Forest bug fixed; also yield of a growing forest tile increased the following way: Forest1 - 0/0/1 (as original), Forest2 - 0/1/1, Forest3 - 0/1/2, Forest4 - 0/2/2. Changing yield of Forest4 looks senseless, because Forest4 converts to usual Forest immediately, but otherwise the city covernor never put a citizen to work on this tile. Now I hope the AI will do planting forest.
- fixed Gutenberg Print Shop wonder (was set as a national wander).
- Hut improvement is a little bit better (+1 gold with Writing).
- traits changed: Nationalistic - added double construction speed for Bunker; Expansive - added double construction speed for Sewer System;
- Research percent in Realism game speed decreased a little bit (with the original Research percent I couldn't finish the game (Immortal) until 2050).
 
Hi Fujisan

Started a new game yesterday with your mod version 1.1,
sheer delight.

I nagged Keldath a lot about a merger between his and yours. (hint, hint...)

Thanks for your great job.
 
thanks Keldath .. looks great !!
 
Need Help

I can hardly reach the uppermost 3 tiles in city view to place a worker there.

The only way I'v found is either by clicking LMB+RMB and dragging the map down or by changing the resolusion to 1280X1024 but the fonts are to small for playing.

Any better suggestions ?
 
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