Just found out the file is too big for rapidshare
ModDb it is.
The new version is going to be uploaded Saturday morning (November 1). I'm also uploading two wonders and an updated great diplomat mod that same day.
Here's a rough change list for v3.0
Civlopedia
The dreaded civlopedia bug plaguing past versions has been completely fixed, click away!
With the civlopedia now working everything has been given complete and accurate civlopedia entries
Thomas’ War Concept section added to the civlopedia to help people identify additions to the game
Enhanced unit/building background graphics thanks to Chuggi
2 New Traits
Agricultural
New cities start with 2 population
Extra food on city growth
Nationalistic
-25% War Weariness
No upkeep costs for government
Double production speed of jail
New Base Terrain
Wetlands
+1 Food, +1 Commerce
2 Movement
Improvements take +25% time to build
Defending units get +10%
Cities require coast or fresh water
In order to build improvements on wetland tiles you need to have researched the Civil Service tech. You can’t build improvements on wetlands when under Environmentalism
Snow and Desert tiles now also require coast or fresh water in order to found a city
Python Map Script Code by Johnny Smith
10 New Civs
People have asked why my civs aren’t modular. The reason being is that for many of them I use python to give their units/buildings unique abilities. Also, while I think many modular civs are well done I more or less make mine from scratch (occasionally borrowing ideas or Civlopedia XML) to make sure they fit my mod and the abilities I’ve given my other civs.
Akkad
Matnu (Archer); +10% City Defense, Immune to Collateral from Siege
Mishikhtu (Market); Decreases Worker Build Time
(Models adapted from BTS assets)
Austria
Jager (Rifleman); Immune to First Strikes, Increased Defense vs. Grenadiers
Opera House (Observatory); Culture Bonus when Hurrying Production with Gold
(Jager model by seZereth, Opera House model by Refar)
Canada
Mountie (Cavalry); +50% Forest Attack, +50% Hills Attack
Microwave Station (Broadcast Tower); +1% Research +1% Espionage in ALL cities
(Mountie model by Jecrell, Microwave Station model by AsioAsioasio)
Gran Colombia
Libertadores (Cuirassier); +10% City Attack, Garrisoned Cities Significantly Less Likely to Revolt
Cucuta Congress (Jail); Decreases Civic Change and Anarchy Time
(Libertadores model by C.Roland, Cucuta model by Refar)
The Kingdom of Kongo
Congo-Bowman (Longbowman); +50% vs. Archery Units, Ignores Building Defense
Slave Market (Customs House); Gold Bonus When Sacrificing Population
(Congo-Bowman adapted from Varietas Delectat, Slave Marker model adapted from Colonization assets)
Ancient Libya / Berber Nomads
Plumbed Nomad (Scout); Flat Movement, Can Explore Rival Territory
Foggaras (Aqueduct); Turns the City Plot into a Source of Fresh Water
(Nomad model adapted from CivGold, Foggaras model adapted from Colonization)
Poland
Heavy Hussar (Cuirassier); +10% Withdrawal Chance, Doesn’t Require Gunpowder
Fabryka (Factory); +3 Culture, +1 Free Citizen
(Hussar model by Danrell, Factory model by AsioAsioAsio)
Sweden
Livgarde (Rifleman); Built with +3 Experience
Riksbank (Bank); Increases Gold Reserves by 10%
(Models adapted from Colonization)
Tupi
Yurupari (Scout); Can Attack, Provides Military Support
Cannibalistic Altar (Granary); Food Bonus When Sacrificing Population
(Models adapted from Fall from Heaven)
Vietnam
Viet Cong (Infantry); Can Move over Impassable Terrain, +50% Jungle Defense
Floating Market (Levee); +1 Commerce on River Tiles
(Viet Cong model adapted from CivGold, Market model by C.Roland)
29 New Leaders
Since I like to follow the rule in BTS where no two leaders have the same leader combos, when I add more leaders I add additional traits (which is why so-and-so isn’t Aggressive). All the trait combos are used.
Adriaen von der Donck; Org / Dip (Colonization)
Afonso I; Dip / Agr (Adapted from CivGold)
Aho’eitu; Pro / Str (Colonization)
Amenhotep III; Agr / Cre (NikNaks)
Casimir; Phi / Ind (CivGold Team)
Charles V; Nat / Spi (Colonization)
Cochise; Nat / Str (Colonization)
Cortes; Cha / Str (Colonization)
Cunhambebe; Pro / Org (Colonization)
David; Cre / Nat (Ekmek)
Franz II; Ind / Nat (Ekmek, Wolfshanze)
Gustavus Adolphus; Phi / Str (Colonization)
Henry de Aviz; Exp / Nat (Ekmek)
Ibn Saud; Agg / Mer (Ekmek)
Johan de Witt; Mer / Nat (Colonization)
Lenin; Phi / Nat (Refar, Dutchking)
Logan; Pro / Agr (Colonization)
MacDonald; Dip / Nat (Colonization)
Makeda; Fin / Mer (Ekmek)
Maria Theresia; Nat / Fin (CivGold Team)
Meiji; Agr / Ind (Ekmek)
Meshken; Cha / Agr (esnaz)
Pol Pot; Agr / Nat (Refar)
Samuel de Champlain; Fin / Agr (Colonization)
Sargon; Agr / Mer (Ekmek)
Selassie; Cha / Nat (bernie14)
Simon Bolivar; Pro / Nat (Colonization)
Taizong; Imp / Agr (Firaxis)
Vercingetorix; Str / Agr (Aranor)
Additionally, Ho Chi Minh; Phi / Agr (Refar, Ekmek, Kao’chai) has been re-added to the game. Patton and Ptolemy have been removed. Leader traits of previous leaders slightly moved around.
Str = Strategic
Dip = Diplomatic
Mer = Mercantile
Agr = Agricultural
Nat = Nationalistic
Colonization Assets
Leaderheads, City Sets, Units, Marsh Terrain, Buildings, Sounds and a bunch of other assets from Colonization have been added to Thomas’ War. Since other people have done the same to their mods it is assumed to be allowable, but no one has done it as extensively as I have so if I’m told to take it done I will and replace the assets. Honestly though, if you don't have Colonization it would be worth downloading the mod just to get the assets.
New Events
Added Headlock’s BTS events
Made and added:
Ecoterrorists Event; (Chance to lose an improvement built on wetlands if you are running Environmentalism.)
The Way of the Dodo Event; (Scientists discover the Dodo has gone extinct. Temporary unhappiness in all cities. Can only happen once, small chance of occurring.)
Fixed Temple Prostitution Quest python trigger data.
New Promotions
Swamp Fox 1,2,3
Wetlands ‘Woodsman’-type Promotions
Winter Warfare 1,2,3
Snow/Tundra ‘Woodsman’-type Promotions
Nomad 1,2,3
Desert ‘Woodsman’-type Promotions
Lookout
+25% vs. Recon Units
MANPADS
+25% vs. Helicopter Units
Misc
Added Nomad-esque early city set for Libu, Mongols, Timurids, Huns, Tupi, etc
Added colonial city set for Colonial Empires
Added Middle East Future city set by AsioAsioAsio
Changed the Native city sets to those used in Colonization
Added a base colonial unit set
Split/Added a Native North American unit set
Added Chuggi’s Diplomat and Geisha model (as well as a few others)
Spaceship Parts Reorganized
Changed the Interface
Via Appia now lets workers build Roman Roads in addition to providing them
Crusaders now need a state religion to be built
Missionaries now disabled under Atheism; now No Upkeep
Lawyers now disabled under Socialism
Future Era Research Costs Increased
Dreadnought and Andromeda no longer require the Apocalypse
Improvement Construction on wetlands disabled under Environmentalism
Added more accurate buttons and python descriptions
Made Civ 4 style buttons for Colonization assets and new civs
Adapted the Continents and Islands script to spawn Marsh/Wetlands
Idle Cities by OnmyojiOmn
Movement in cities more efficient
Egyptian Religious Shrine changed to the Temple at Karnak
Voodoo Religious Shrine change to the Tomb of Marie Leveau
Strategic back to giving its promotion discount ability
Mapster changed back to this v1.1 form
All monastery buildings renamed monastery for game play reasons. Temples still can have unique names.
New Title Screen
Cleaned up a lot of the code
A bunch of balance changes