Twisted_Stixx
Chieftain
For some strang reason I can't seem to get this mod to work any more even with a fresh install...here is a copy of the .ini file
[CONFIG]
; This mod is only for single player games
SinglePlayerOnly = 0
; Allow public maps to be used with this mod
AllowPublicMaps = 1
; Mod Image file
ImageFile = 0
; Name of Mod
Name = Revolution
; Description of Mod
Description = Generic Mod
; ------------------------------------------------------
[BarbarianCiv]
Enable = True
; Turn on Debug output
DebugMode = False
; Enable popup when Barbarian cities settle down
BarbSettlePopup = True
; Radius inside which is considered a cities neighbor
CityRadius = 10
; Change odds of barb settling down
Modifier = 1.00
; Base odds of Military buildup
BaseMilitaryOdds = 0.5
; Former barbarians get all techs known by this fraction
BarbTechFrac = 0.60
; Increase techs that builder type barbs get
BuilderTechModifier = 1.00
; Fraction of civs to kill at game start (Python only)
KillFraction = .25
; Allow civs to come back as a minor civ
AllowMinor = False
; If a city has culture, spawn a new civ with same art style as highest culture player
BarbCivsByStyle = True
; A militaristic barb civ on its own island will declare war on the first civ it meets within this window of turns
MaxVikingStyleWindow = 30
; ------------------------------------------------------
[Rebellion]
Enable = True
; Turn on Debug output
DebugMode = False
; Threshold of unrest before rebellion
Threshold = 400
; Allow cities with no unhappy citizens to rebel if other factors are strong enough
AllowHappyRebellions = False
; Always spawn rebels as Barbarians
RebelsAsBarbs = False
; Value past to random number generator for rebellion odds
Roll = 10000
; Min number of turns between rebellions
Turns = 8
; Rebellion frequency modifier
Modifier = 1.0
; Size of rebel army modifier
RebelSizeModifier = 1.00
; How much of an effect land area has on chance of rebels
LandModifier = 1.00
; ----------------------------------------------------
[Revolution]
Enable = False
; Turn on Debug output
DebugMode = True
; Enable different types of civ splits on capital captured
; Sufficiently powerful colonies may break away (not implemented)
ColonySplit = False
; Influenced or cultured cites may break away (not implemented)
CulturalSplit = False
; Unhappy cities may break away (not implemented)
UnhappySplit = False
; "Classic" chop the empire in half
EmpireSplit = True
; Thresholds for splitting
; Civ must have this to be splitable (includes just lost capital)
MinCitiesForSplit = 5
; Percent of cities nationality
MinNationality = 15
; Absolute culture count built in city
MinCulture = 50
; Percent of power of homeland that colony must have
MinPowerPercent = 20
; Radius considered close to other cities
CloseRadius = 10
; ----------------------------------------------------
[AIAutoPlay]
Enable = True
; Turn on Debug output
DebugMode = False
; -----------------------------------------------------
[ChangePlayer]
Enable = False
; Turn on Debug output
DebugMode = True
Spoiler :
[CONFIG]
; This mod is only for single player games
SinglePlayerOnly = 0
; Allow public maps to be used with this mod
AllowPublicMaps = 1
; Mod Image file
ImageFile = 0
; Name of Mod
Name = Revolution
; Description of Mod
Description = Generic Mod
; ------------------------------------------------------
[BarbarianCiv]
Enable = True
; Turn on Debug output
DebugMode = False
; Enable popup when Barbarian cities settle down
BarbSettlePopup = True
; Radius inside which is considered a cities neighbor
CityRadius = 10
; Change odds of barb settling down
Modifier = 1.00
; Base odds of Military buildup
BaseMilitaryOdds = 0.5
; Former barbarians get all techs known by this fraction
BarbTechFrac = 0.60
; Increase techs that builder type barbs get
BuilderTechModifier = 1.00
; Fraction of civs to kill at game start (Python only)
KillFraction = .25
; Allow civs to come back as a minor civ
AllowMinor = False
; If a city has culture, spawn a new civ with same art style as highest culture player
BarbCivsByStyle = True
; A militaristic barb civ on its own island will declare war on the first civ it meets within this window of turns
MaxVikingStyleWindow = 30
; ------------------------------------------------------
[Rebellion]
Enable = True
; Turn on Debug output
DebugMode = False
; Threshold of unrest before rebellion
Threshold = 400
; Allow cities with no unhappy citizens to rebel if other factors are strong enough
AllowHappyRebellions = False
; Always spawn rebels as Barbarians
RebelsAsBarbs = False
; Value past to random number generator for rebellion odds
Roll = 10000
; Min number of turns between rebellions
Turns = 8
; Rebellion frequency modifier
Modifier = 1.0
; Size of rebel army modifier
RebelSizeModifier = 1.00
; How much of an effect land area has on chance of rebels
LandModifier = 1.00
; ----------------------------------------------------
[Revolution]
Enable = False
; Turn on Debug output
DebugMode = True
; Enable different types of civ splits on capital captured
; Sufficiently powerful colonies may break away (not implemented)
ColonySplit = False
; Influenced or cultured cites may break away (not implemented)
CulturalSplit = False
; Unhappy cities may break away (not implemented)
UnhappySplit = False
; "Classic" chop the empire in half
EmpireSplit = True
; Thresholds for splitting
; Civ must have this to be splitable (includes just lost capital)
MinCitiesForSplit = 5
; Percent of cities nationality
MinNationality = 15
; Absolute culture count built in city
MinCulture = 50
; Percent of power of homeland that colony must have
MinPowerPercent = 20
; Radius considered close to other cities
CloseRadius = 10
; ----------------------------------------------------
[AIAutoPlay]
Enable = True
; Turn on Debug output
DebugMode = False
; -----------------------------------------------------
[ChangePlayer]
Enable = False
; Turn on Debug output
DebugMode = True