Tlalynets Mod

Tlalynet

Emperor
Joined
Aug 24, 2007
Messages
1,048
Just wondering if anyone wants this enough that I should upload it, if you want to skip my monologing and see what I did look under the spoilers.

Tlalynets Mod allows for smoother early game expantion and more strategy early on. Cities are founded at size 2 so you often have a choice weather you want an all food\hammer tile or you want a commerce tile to grab religions or other early techs. +2 Trade routes so while oversettling will kill your economy, it doesent give you that nasty 30+% drop as long as you sail or build roads, early open boarders can help you establish your territory more too.

I like to play a variety of ways, both warmonger and peacefull, and both are enhanced a bit. XP formula changed to 4*L so you (And the AI) can level your units up beter (no more 100XP to get to level 10) and traits like Impiralist are more desirable. AI handles this well, and will kill off any high level units you get if it gets half a chance. Victorious Seige Weapons get 2XP instead of 1, they often risk their lives and deserve it.

20% Less GPP cost increase, 20% less GG cost increse, its greater that way, helps philisophical a bit, helps everyone else too.

No buildings obsolete, they dont need too. You still have to rebuild your monuments if you get Stonehenge.

Now, the Biggest changes, Government Civics run the old style Weak Economy to Strong Economy and Weak Military to Strong Military lines.

Draft rate is based on government, Despot and peacefull governments get 1, Monarchy gets 2, Fachsim gets 3

Monarchy gets Military Happy points and +50% GG points
Republic is availible with Philosiphy and gets a more general, slightly larger per specialist bonus, and +25% WW
Fashism, in addition to original changes, gives 2 Happy per military unit, +100% GG when warring aggresivly (outside your boarders) -50% GPP, -2 Trade routes.
Surrfrage also gives +1 Food per town, +50% WW. It might not sound like much but it is a very large advantage.

Thus the mod helps you transition from early specailists to late towns, just like you should. It also makes peacefull civics more peacefull, but gives a bigger advantage for tecking, more like previous civ games.

Pyramids as a symbol of a nation, like the SoL, gives 1 Free specialist. Stronger late game civics unbalances the original pyramids bonus.

Nationhood gives +2 EP per specilist (obviously it no longer drafts) in addition to EP bonus and Rax Happy.

Serfdom gives +1 commerce per farm.
Caste System adds to your national Identity, +1 Culture per specialist.
Emancipation gives 2 happy in all largest cities.

Enviro adds food to preserves, making the enviro late game plan more sane.
Enviro Windmills produce +1 Food

Theocracy and vassalladge tweaked to new XP system, same with Rax, stables, totem poles, ect ect ect.

-100% GG under pacifism, +1 Sci per specialist.

+1 National Wonder per city, just for intrests sake.

Most of the stuff happened gradually as I added to my custom assets, eventually it got big and I wanted the option to play normally, so I turned it into a mod and made it my default. Everything works well and smoothly and the AI handles it as well as the AI handles anything, though I have not yet tested the Republic\Philosiphy thing, I had troubles implementing the early rep and making the peacefull AI see its value, hopefully that is worked out now.
Towns are powered up for you cottagers, specialists can be powerd up a lot for the specilist lovers, and military can be pumped up for the military minded.

Hehe, I love the Nationalistic Pacifist synergy, we wont attack you but that doesent mean we wont protect ourselves by 'other' means.

Spoiler :

Cities Founded at size 2.
+2 Trade Routes Per city.
Unit Upgrades Cheaper.
XP to levelup does not snowball, Various XP bonus builds changed to reflect this.
+1 National Wonders per city, +3 in OCC.
Victorious Seige Weapons get 2 EXP.
20% Less GPP Cost increase.
20% Less GG Cost increase.

No buildings Obselete (Must rebuild Monuments ect when Stonehenge obsoletes).

Despotism gets 1 Draft
Monarchy gets 2 Drafts, +1 Happy Per Military Unit, +50% to GG Rate.
Represetations Provides +1 All Commerse for Specialists, +1 Free Specialist Per City. 1 Draft +25% WW
Faschism gives 3 Drafts, -50% WW, -50% GPP Rate, -2 Trade Routes, +100% GG Rate, +25% Unit Production,
+2 Happy Per Military Unit,-100% GG Rate in Boarders (Must War Aggresively to get GG Bonus)
Universal Democracy provides +1 Food and hammer Per town. 1 Draft. +50% WW

Vassaladge tweaked to accomodate new XP formula.
Nationhood is now Spy Civic, +2EP per Specialist, +25% EP.

Serfdom makes farms produce 1 commerce.
Caste System adds 1 culture to specialists.
Emancipation provides 2 Happy in Largest Cities.

Enviromentalist Forest Preserves now create a food to make the Enviro Strategy viable.
Enviro Windmills Produce an extra food.

Theocracy is now an Elite Military Civic, +2 Cost per unit, new units get +2 levels each.
-100% GG emergence from Pacifism. +1 Science Per Specialist.


Pyramids Cost 400, Gives +1 Free Specialist.

Representitive Government availible with Philosiphy.

 
sounds interesting...I would say upload it.
 
There's no harm in uploading it. Even if only one person plays it then you've done a good job.
 
Sure, Ill look into uploading it. It changes gameplay quite a bit, but it is a tiny mod compared to the awesome stuff that is here.
 
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