(UPDATE 15/12/2005)
Ive updated this post so that it is a lot more presentable in out it lays out the new additions and changes made by the mod. Also i have added this mod additions at a glance section where you briefly look over what the most updated version of the mod has to offer...
-----------------------------
MOD ADDITIONS AT A GLANCE
-----------------------------
<Compitable with 1.09>
*11 New Technologies*
*6 New Units*
*3 New Buildings*
*1 New Wonder*
*1 New Resource*
*1 New Improvement*
*25 New Promotions*
*13 New Goodies*
-----------------------------
-----------------------------
MOD CHANGES AT A GLANCE
-----------------------------
*Changes to all aspects of the game*
Hey all Ive been working on a mod that adds new technologies; buildings and whatever else you can add their is for the game.
This is a very early version and im making it available for download so I can get some feedback on my mod. The current new units I am using for the mod are reskinned; also the icons are either new or recoloured and are not the same. The technologies are completely new and have completely new icons and lead to the new custom stuff that I have created.
Maybe someone would like to make some new units for me one day
I have increased the effectiveness of many of the promotions also as I though experienced units should be stronger than what they are; so they actually have a chance of living to the point where they become truly elite. I have also added many new custom ones.
I have also made many meaningful changes based on my own play experiences and the experiences of other players. Ive carefully looked over the forums for changes that people would like to see. It is important to realise that
Feel free btw to post any suggestions you have for this mod as well as any bugs of course. There are still a few quote and strategy descriptions i havent done yet so I am aware of them.
And also if anyone has any small mods that I can use; to integrate in to my mod feel free to tell me
. I will do my best to make it work well with this mod and of course appropriate credit will be given.
-----------------------
DOWNLOAD v0.18 here
-----------------------
http://files.filefront.com/civ4modsuperblue018rar/;4442742;;/fileinfo.html
---------------
INSTALLATION
---------------
Simply unzip the folder in to your mods directory within your civilization installation directory.
------------------
RUNNING THE MOD
------------------
Either load the game normally and then select the mod from advanced options ; which means the game restarts and loads it. Or go to My Documents\My Games\Yourcivdir\civilizationIV.ini and change the part and change mod = 0 to mod = mods\superblue. Everytime you start civ this mod will load then. To reset this simply change it back to mod = 0.
-------------------------------------------------
CHANGES AND ADDITIONS PROVIDED BY THIS MOD
-------------------------------------------------
----------------------------------
|||X X ( - VERSION 0.18 - ) X X|||
----------------------------------
-------------------------
ADDITIONS
-------------------------
UNITS
+ + + + +
*Clubman* (Melee) (20 Production)
Requires: Tech 'Battle Cry'
3 Strength / 1 Movement
+ 25% City Defence
*Berserker* (Melee) (40 Production)
Requires: Tech 'Berserker Tactics'
6 Strength / 1 Movement
+ 60% Versus melee units / + 10% versus archer units
*Bowman* (Archer) (30 Production)
Requires: Tech 'Target Practice' / Resource 'Vines'
4 Strength / 1 Movement
+ 1 First Strike
+ 50% City Defence / + 25% Hills Defence
*Fanatic* (Melee) (60 Production)
Requires: Tech 'Early Religion' and Tech 'Iron Working' / Resource 'Iron'
5 Strength / 2 Movement
+ 2-3 First Strikes
+ 25% City Attack / + 40% vs archer units / + 30% vs melee units / + 30% vs siege units / + 25% vs gunpowder units
*Trebuchet* (Siege) (55 Production)
Requires: Tech 'Counterweight' / Resource 'Vines'
7 Strength / 1 Movement
25% Withdrawal Chance / Collateral Damage Limit 55% / Max number of Units to Collaterally damage: 6 / Bombard Rate: 20
*Bronze Cannon* (Siege) (90 Production)
Requires: Tech 'Replaceable Parts'
9 Strength / 1 Movement
25% Withdrawal Chance / Collateral Damage Limit 60% / Max number of Units to Collaterally damage: 7 / Bombard Rate: 30
BUILDINGS
+ + + + +
*Tool Hut* (40 Production)
Requires: Tech 'Discipline'
Gives +10% Production
*Fanatics Church* (90 Production)
Requires: Tech 'Early Religion'
Gives +1 Happiness + 1 happiness per 20% Culture rate / Gives +1 New Unit Experience
*Archives* (200 Production)
Requires: Tech 'Record Keeping'
Gives 20% more culture in city / Gives 20% more tech in city
<WONDERS>
*Statue Of Zeus* (550 Production)
Requires: Tech 'Ideology'
Starts a Golden Age / Gives +1 trade route in city built.
TECHNOLOGIES
+ + + + +
*Battle Cry* (Ancient) (70 Research)
Allows: Unit 'Clubman'
*Warrior Code* (Ancient) (120 Research)
Requires: Tech 'Bronze Working'
Allows: Tech 'Berserker Tactics'
*Berserker Tactics* (Ancient) (100 Research)
Requires: Tech 'Warrior Code'
Allows: Unit 'Berserker'
*Discipline* (Ancient) (250 Research)
Requires: Tech 'Archery'
Allows: Tech 'Target Practice' / Construction 'Tool Hut'
*Target Practice* (Ancient) (127 Research)
Requires: Tech 'Discipline'
Allows: Unit 'Bowman'
*Early Religion* (Classical) (336 Research)
Requires: Tech 'Monotheism'
Allows: Construction 'Fanatics Church' / Unit 'Fanatic'
*Ideology* (Classical) (600 Research)
Requires: Tech 'Alphabet' and 'Literature'
Allows: Wonder 'Statue Of Zeus'
*Record Keeping* (Medieval) (1200 Research)
Requires: Tech 'Guilds' or 'Paper'
Allows: Construction 'Archives'
*Counterweight* (Medieval) (1100 Research)
Requires Tech 'Machinery' and 'Compass'
Allows: Unit 'Trebuchet'
*First Aid* (Renaissance) (2500 Research)
Requires Tech 'Education' and 'Chemistry'
Allows: Promotion 'Medic5'.
*Modern Farming* (Modern) (4400 Research)
Requires Tech 'Electricity' and Tech 'Biology'
Allows Improvement 'Modern Farm'
PROMOTIONS
+ + + + +
*Combat VI*
Requires: 'Combat V'
+20% Strength
*Combat VII*
Requires: 'Combat VI'
+20% Strength / +10% heal in Netural Lands
*Combat VIII*
Requires: 'Combat VII'
+20% Strength / +10% heal in Enemy Lands
*Combat IX*
Requires: 'Combat VII'
+20% Strength / +5% heal in Netural Lands / +5% heal in Enemy Lands
*Combat X*
Requires: 'Combat IX
+20% Strength / +10% heal in Netural Lands / +10% heal in Enemy Lands
*Medic 3*
Requires: Promotion 'Medic 2'
+10% Same Tile heal / +5% Adjacent Tile Heal
*Medic 4*
Requires: Promotion 'Medic 3'
+10% Same Tile heal / +10% Adjacent Tile Heal
*Medic 5*
Requires: Promotion 'Medic 4' / Tech 'First Aid'
+10% Same Tile heal / +10% Adjacent Tile Heal
*Precision*
Requires: Promotion 'Accuracy' or 'Barrage 3'
+25% City Bombard Damage
*Shock 2*
Requires: Promotion 'Combat IV'
+40% against Melee units
*Pinch 2*
Requires: Promotion 'Combat IV'
+40% against Gunpowder units
*Formation 2*
Requires: Promotion 'Combat V'
+40% against Mounted units
*Cover 2*
Requires: Promotion 'Combat IV'
+40% against Archery units
*Charge 2*
Requires: Promotion 'Combat V'
+40% against Siege units
*Ambush 2*
Requires: Promotion 'Combat IV'
+40% against Armoured units
*Ambush 3*
Requires: Promotion 'Combat VIII'
+50% against Armoured units
*Charge 3*
Requires: Promotion 'Combat IX'
+50% against Siege units
*Cover 3*
Requires: Promotion 'Combat VIII'
+50% against Archery units
*Formation 3*
Requires: Promotion 'Combat IX'
+50% against Mounted units
*Pinch 3*
Requires: Promotion 'Combat VIII'
+50% against Gunpowder units
*Shock 3*
Requires: Promotion 'Combat VIII'
+50% against Melee units
*Drill 5*
Requires: Promotion 'Drill 4'
Gives 3 Extra First Strikes
*Drill 6*
Requires: Promotion 'Drill 5'
Gives 2 Extra First Strikes / Gives 2 Extra First Strike Chances
*Swiftness 1*
Requires: Promotion 'Combat 6' or 'Drill 4'
Adds 1 Movement point.
*Swiftness 2*
Requires Promotion 'Combat 10' and 'Drill 6'
Adds 1 Movement point.
GOODIES
+ + + + +
*Medium Gold*
Added a Medium Gold goody which gives more than low gold and less than high gold.
*Very High Gold*
Added A Very High Gold goody which gives more gold than high gold.
*Extreme Gold*
Added a Extreme Gold goody which gives more than very high gold.
*Low Experience*
Added Low experience goody that gives 3 experience.
*High Experience*
Added Low experience goody that gives 10 experience.
*Extreme Experience*
Added Low experience goody that gives 15 experience.
*Clubman*
Added a goody that gives you the custom clubman unit.
*Archer*
Added a goody that gives you a archer unit.
*Axeman*
Added a goody that gives you a axeman unit.
*Bowman*
Added a goody that gives you a Bowman Unit.
*Berserker*
Added a goody that gives you a Berserker Unit.
*Horse Archer*
Added a goody that gives you a Horse Archer unit.
*Extreme Barbarians*
Unleashes barbarian axemen! (only on highest difficulties)
RESOURCES
+ + + + +
*Vines*
Appears On 'Grass','Plains','Tundra','Jungle'.
*Camps*
Made it so 'Camp' is built on Vines. / Provides 2 Production and 1 Commerce extra.
-------------------------
CHANGES
-------------------------
GENERAL
+ + + + + +
*Changes to Quick, Normal And Epic Game Speeds.*
Altered Game Speeds To Make the time span and year outlook fit better with the mod.
UNITS
+ + + + +
*Redcoat*
Movement changed from 1 to 2. / Plus 30% Against other Gunpowder Units.
*Cannon*
Combat strengnth changed from 12 to 13
*Jaguar*
Combat strength changed from 5 to 6 / City attack bonus changed from 10 to 25. / Jungle defence bonus changed from 25 to 30.
*Swordsman*
City attack bonus changed from 10 to 25.
*Samurai*
2 First Strikes changed to 2-3 First Strikes
*Skirmisher*
City Defences bonus upped to 75%. / 1-2 First Strikes changed to 2-3 First Strikes.
*Marine*
Movement changed from 1 to 2.
*Navy Seal*
Movement changed from 1 to 2.
*Modern Armor*
Movement changed from 2 to 3.
BUILDINGS
+ + + + +
<NORMAL>
* Supermarket *
Production cost changed from 150 to 175.
* Factory *
Production cost changed from 250 to 300.
* Hospital *
Production cost changed from 200 to 250.
* Library *
Production cost changed from 90 to 100.
* Forge *
Production cost changed from 120 to 150.
* Market *
Production cost changed from 150 to 140.
*Bomb Shelter*
Production cost changed from 100 to 125.
<WONDERS>
* Angkor Way *
Production cost Upped from 500 to 750
* Broadway *
Production cost Upped from 800 to 1200 / Culture bonus increased from 50% to 75%
* Chicken Itza *
Production cost Upped from 500 to 750
*The Colossus *
Production Cost Upped from 250 to 375
* The Eiffel Tower *
Production cost Upped from 1250 to 1875 / Culture given upped from 6 to 8
* The Great Library *
Production cost Upped from 350 to 525 / Culture given upped from 8 to 10
* The Great Lighthouse *
Production Cost Upped from 200 to 300
* The Hagia Sophia *
Production cost Upped from 550 to 825 / Culture given upped from 8 to 10
* The Hanging Gardens *
Production cost Upped from 300 to 450 / Culture given upped from 6 to 8
* Hollywood *
Production cost Upped from 1000 to 1500 / Culture Bonus increased from 50% to 75%
* The Kremlin *
Production cost Upped from 1000 to 1500
* Notre Dame *
Production cost Upped from 650 to 975 / Culture given upped from 10 to 12
* The Oracle *
Production Cost Upped from 150 to 225
* The Parthenon *
Production cost Upped from 400 to 600 / Culture given Upped from 10 to 12
* The Pentagon *
Production cost Upped from 1250 to 1875
* The Pyramids *
Production cost Upped from 450 to 675 / Culture Given Upped from 6 to 12
* Rock 'n Roll *
Production cost Upped from 800 to 1200 / Culture Bonus increased from 50% to 75%
* The Sistine Chapel *
Production cost Upped from 600 to 900 / Culture given upped from 10 to 12
* The Space Elevator
Production cost Upped from 2000 to 3000
* The Spiral Minaret
Production cost Upped from 550 to 825
* The Statue Of Liberty
Production cost Upped from 1500 to 2250 / Culture given upped from 6 to 15
* Stonehenge
Production cost Upped from 120 to 180
* The Taj Mahal
Production cost Upped from 700 to 1050
* The Three Gorges Dam
Production cost Upped from 1750 to 2625
* The United Nations
Production cost Upped from 1000 to 1500
* Versailles
Production cost Upped from 800 to 1200
<PROJECTS>
* Manhattan Project *
Production cost Upped from 1500 to 2250
* The Internet *
Production cost Upped from 2000 to 3000.
* SDI *
Production cost Upped from 500 to 750.
* Apollo Program *
Production cost Upped from 1600 to 2400.
* SS Casing *
Production cost Upped from 600 to 900.
* SS Thrusters *
Production cost Upped from 1000 to 1500.
* SS Engine *
Production cost Upped from 1200 to 1800.
* SS Docking Bay *
Production cost Upped from 1600 to 2400.
* SS Cockpit *
Production cost Upped from 1000 to 1500.
* SS Life Support *
Production cost Upped from 800 to 1200.
* SS Statis Chamber *
Production cost Upped from 1200 to 1800.
TECHNOLOGIES
+ + + + +
*All Ancient Technologies* - +10% Research time
*All Classical Technologies* - +20% Research time
*All Medieval Technologies* - +30% Research time
*All Renaissance Technologies* - +40% Research time
*All Industrial Technologies* - +50% Research time
*All Modern Technologies* - +70% Research time
*All Future Technologies* - +100% Research time
*Calendar*
Now requires tech 'Target Practice'
*Mathematics*
Now requires tech 'Discipline'
*Theology*
Instead of 'Monothiesm' now requires 'Early Religion'
*Education*
Instead of 'Paper' now requires 'Record Keeping'
*Satellites*
Now also requires the tech 'Flight'
*Hunting*
Now also requires the tech 'Battle Cry'
PROMOTIONS
+ + + + +
*Combat I*
Changed +10% Strength to +20% Strength
*Combat II*
Changed +10% Strength to +20% Strength
*Combat III*
Changed +10% Strength to +20% Strength
*Combat IV*
Changed +10% Strength to +20% Strength
*Combat V*
Changed +10% Strength to +20% Strength
*Shock*
Now requires promotion 'Combat II'
+40% against Melee units
*Pinch*
Now requires promotion 'Combat II'
+40% against Gunpowder units
*Formation*
Now requires promotion 'Combat III'
+40% against Mounted units
*Cover*
Now requires promotion 'Combat II'
+40% against Archery units
*Charge*
Now requires promotion 'Combat III'
+40% against Siege units
*Ambush*
Now requires promotion 'Combat II'
+40% against Armoured units
*Accuracy*
Changed +10% city bombard to 15%
*Drill 2*
+ 2 First Strikes instead of +2 First Strikes chances.
*Drill 3*
+ 2 First Strikes Chances / + Changed 2 first Strikes to 1 First Strikes
*Drill 4*
+ 1 Extra First Strike Chance
*Barrage 1*
+ 25% Collateral Damage instead of 20%.
*Barrage 2*
+ 40% Collateral Damage instead of 30%.
*Barrage 3*
+ 60% Collateral Damage instead of 50%.
*Commando*
Now also gives +1 Extra first strike chance
*Guerilla 1*
Changed hill defence value from 20% to 40%
*Guerilla 2*
Changed hill defence value from 30% to 50%
*Woodsman 1*
Changed 20% forest defence to 30%. / Changed 20% jungle defence to 30%.
*Woodsman 2*
Changed 30% forst defence to 40%. / Changed 30% jungle defence to 40%.
* City Raider 1*
Changed 20% vs cities to 30%.
* City Raider 2*
Changed 25% vs cities to 40%.
* City Raider 3*
Changed 30% vs cities to 50%. / Changed combat bonus vs gunpowder units from 10% to 20%.
*City Garrison 1*
Changed 20% city defence bonus to 30%.
*City Garrison 2*
Changed 25% city defence bonus to 40%.
*City Garrison 3*
Changed 30% city defence bonus to 50%.
*Flanking 1*
Changed withdrawal chance from 10% to 15%.
*Flanking 2*
Changed withdrawal chance from 20 to 25%.
*Sentry*
Instead of giving 1 visibility it gives 2 now.
RESOURCES
+ + + + +
*General Changes*
Have made general increases to various resources output to make the game fit better with the mod.
-------------------------------------------------
I should have a ton more buildings and technologies in a week or so
Technology and building suggestions welcomed!
Other suggestions / rebalances welcome!
Ive updated this post so that it is a lot more presentable in out it lays out the new additions and changes made by the mod. Also i have added this mod additions at a glance section where you briefly look over what the most updated version of the mod has to offer...
-----------------------------
MOD ADDITIONS AT A GLANCE
-----------------------------
<Compitable with 1.09>
*11 New Technologies*
*6 New Units*
*3 New Buildings*
*1 New Wonder*
*1 New Resource*
*1 New Improvement*
*25 New Promotions*
*13 New Goodies*
-----------------------------
-----------------------------
MOD CHANGES AT A GLANCE
-----------------------------
*Changes to all aspects of the game*
Hey all Ive been working on a mod that adds new technologies; buildings and whatever else you can add their is for the game.
This is a very early version and im making it available for download so I can get some feedback on my mod. The current new units I am using for the mod are reskinned; also the icons are either new or recoloured and are not the same. The technologies are completely new and have completely new icons and lead to the new custom stuff that I have created.
Maybe someone would like to make some new units for me one day

I have increased the effectiveness of many of the promotions also as I though experienced units should be stronger than what they are; so they actually have a chance of living to the point where they become truly elite. I have also added many new custom ones.
I have also made many meaningful changes based on my own play experiences and the experiences of other players. Ive carefully looked over the forums for changes that people would like to see. It is important to realise that
Feel free btw to post any suggestions you have for this mod as well as any bugs of course. There are still a few quote and strategy descriptions i havent done yet so I am aware of them.
And also if anyone has any small mods that I can use; to integrate in to my mod feel free to tell me

-----------------------
DOWNLOAD v0.18 here
-----------------------
http://files.filefront.com/civ4modsuperblue018rar/;4442742;;/fileinfo.html
---------------
INSTALLATION
---------------
Simply unzip the folder in to your mods directory within your civilization installation directory.
------------------
RUNNING THE MOD
------------------
Either load the game normally and then select the mod from advanced options ; which means the game restarts and loads it. Or go to My Documents\My Games\Yourcivdir\civilizationIV.ini and change the part and change mod = 0 to mod = mods\superblue. Everytime you start civ this mod will load then. To reset this simply change it back to mod = 0.
-------------------------------------------------
CHANGES AND ADDITIONS PROVIDED BY THIS MOD
-------------------------------------------------
----------------------------------
|||X X ( - VERSION 0.18 - ) X X|||
----------------------------------
-------------------------
ADDITIONS
-------------------------
UNITS
+ + + + +
*Clubman* (Melee) (20 Production)
Requires: Tech 'Battle Cry'
3 Strength / 1 Movement
+ 25% City Defence
*Berserker* (Melee) (40 Production)
Requires: Tech 'Berserker Tactics'
6 Strength / 1 Movement
+ 60% Versus melee units / + 10% versus archer units
*Bowman* (Archer) (30 Production)
Requires: Tech 'Target Practice' / Resource 'Vines'
4 Strength / 1 Movement
+ 1 First Strike
+ 50% City Defence / + 25% Hills Defence
*Fanatic* (Melee) (60 Production)
Requires: Tech 'Early Religion' and Tech 'Iron Working' / Resource 'Iron'
5 Strength / 2 Movement
+ 2-3 First Strikes
+ 25% City Attack / + 40% vs archer units / + 30% vs melee units / + 30% vs siege units / + 25% vs gunpowder units
*Trebuchet* (Siege) (55 Production)
Requires: Tech 'Counterweight' / Resource 'Vines'
7 Strength / 1 Movement
25% Withdrawal Chance / Collateral Damage Limit 55% / Max number of Units to Collaterally damage: 6 / Bombard Rate: 20
*Bronze Cannon* (Siege) (90 Production)
Requires: Tech 'Replaceable Parts'
9 Strength / 1 Movement
25% Withdrawal Chance / Collateral Damage Limit 60% / Max number of Units to Collaterally damage: 7 / Bombard Rate: 30
BUILDINGS
+ + + + +
*Tool Hut* (40 Production)
Requires: Tech 'Discipline'
Gives +10% Production
*Fanatics Church* (90 Production)
Requires: Tech 'Early Religion'
Gives +1 Happiness + 1 happiness per 20% Culture rate / Gives +1 New Unit Experience
*Archives* (200 Production)
Requires: Tech 'Record Keeping'
Gives 20% more culture in city / Gives 20% more tech in city
<WONDERS>
*Statue Of Zeus* (550 Production)
Requires: Tech 'Ideology'
Starts a Golden Age / Gives +1 trade route in city built.
TECHNOLOGIES
+ + + + +
*Battle Cry* (Ancient) (70 Research)
Allows: Unit 'Clubman'
*Warrior Code* (Ancient) (120 Research)
Requires: Tech 'Bronze Working'
Allows: Tech 'Berserker Tactics'
*Berserker Tactics* (Ancient) (100 Research)
Requires: Tech 'Warrior Code'
Allows: Unit 'Berserker'
*Discipline* (Ancient) (250 Research)
Requires: Tech 'Archery'
Allows: Tech 'Target Practice' / Construction 'Tool Hut'
*Target Practice* (Ancient) (127 Research)
Requires: Tech 'Discipline'
Allows: Unit 'Bowman'
*Early Religion* (Classical) (336 Research)
Requires: Tech 'Monotheism'
Allows: Construction 'Fanatics Church' / Unit 'Fanatic'
*Ideology* (Classical) (600 Research)
Requires: Tech 'Alphabet' and 'Literature'
Allows: Wonder 'Statue Of Zeus'
*Record Keeping* (Medieval) (1200 Research)
Requires: Tech 'Guilds' or 'Paper'
Allows: Construction 'Archives'
*Counterweight* (Medieval) (1100 Research)
Requires Tech 'Machinery' and 'Compass'
Allows: Unit 'Trebuchet'
*First Aid* (Renaissance) (2500 Research)
Requires Tech 'Education' and 'Chemistry'
Allows: Promotion 'Medic5'.
*Modern Farming* (Modern) (4400 Research)
Requires Tech 'Electricity' and Tech 'Biology'
Allows Improvement 'Modern Farm'
PROMOTIONS
+ + + + +
*Combat VI*
Requires: 'Combat V'
+20% Strength
*Combat VII*
Requires: 'Combat VI'
+20% Strength / +10% heal in Netural Lands
*Combat VIII*
Requires: 'Combat VII'
+20% Strength / +10% heal in Enemy Lands
*Combat IX*
Requires: 'Combat VII'
+20% Strength / +5% heal in Netural Lands / +5% heal in Enemy Lands
*Combat X*
Requires: 'Combat IX
+20% Strength / +10% heal in Netural Lands / +10% heal in Enemy Lands
*Medic 3*
Requires: Promotion 'Medic 2'
+10% Same Tile heal / +5% Adjacent Tile Heal
*Medic 4*
Requires: Promotion 'Medic 3'
+10% Same Tile heal / +10% Adjacent Tile Heal
*Medic 5*
Requires: Promotion 'Medic 4' / Tech 'First Aid'
+10% Same Tile heal / +10% Adjacent Tile Heal
*Precision*
Requires: Promotion 'Accuracy' or 'Barrage 3'
+25% City Bombard Damage
*Shock 2*
Requires: Promotion 'Combat IV'
+40% against Melee units
*Pinch 2*
Requires: Promotion 'Combat IV'
+40% against Gunpowder units
*Formation 2*
Requires: Promotion 'Combat V'
+40% against Mounted units
*Cover 2*
Requires: Promotion 'Combat IV'
+40% against Archery units
*Charge 2*
Requires: Promotion 'Combat V'
+40% against Siege units
*Ambush 2*
Requires: Promotion 'Combat IV'
+40% against Armoured units
*Ambush 3*
Requires: Promotion 'Combat VIII'
+50% against Armoured units
*Charge 3*
Requires: Promotion 'Combat IX'
+50% against Siege units
*Cover 3*
Requires: Promotion 'Combat VIII'
+50% against Archery units
*Formation 3*
Requires: Promotion 'Combat IX'
+50% against Mounted units
*Pinch 3*
Requires: Promotion 'Combat VIII'
+50% against Gunpowder units
*Shock 3*
Requires: Promotion 'Combat VIII'
+50% against Melee units
*Drill 5*
Requires: Promotion 'Drill 4'
Gives 3 Extra First Strikes
*Drill 6*
Requires: Promotion 'Drill 5'
Gives 2 Extra First Strikes / Gives 2 Extra First Strike Chances
*Swiftness 1*
Requires: Promotion 'Combat 6' or 'Drill 4'
Adds 1 Movement point.
*Swiftness 2*
Requires Promotion 'Combat 10' and 'Drill 6'
Adds 1 Movement point.
GOODIES
+ + + + +
*Medium Gold*
Added a Medium Gold goody which gives more than low gold and less than high gold.
*Very High Gold*
Added A Very High Gold goody which gives more gold than high gold.
*Extreme Gold*
Added a Extreme Gold goody which gives more than very high gold.
*Low Experience*
Added Low experience goody that gives 3 experience.
*High Experience*
Added Low experience goody that gives 10 experience.
*Extreme Experience*
Added Low experience goody that gives 15 experience.
*Clubman*
Added a goody that gives you the custom clubman unit.
*Archer*
Added a goody that gives you a archer unit.
*Axeman*
Added a goody that gives you a axeman unit.
*Bowman*
Added a goody that gives you a Bowman Unit.
*Berserker*
Added a goody that gives you a Berserker Unit.
*Horse Archer*
Added a goody that gives you a Horse Archer unit.
*Extreme Barbarians*
Unleashes barbarian axemen! (only on highest difficulties)
RESOURCES
+ + + + +
*Vines*
Appears On 'Grass','Plains','Tundra','Jungle'.
*Camps*
Made it so 'Camp' is built on Vines. / Provides 2 Production and 1 Commerce extra.
-------------------------
CHANGES
-------------------------
GENERAL
+ + + + + +
*Changes to Quick, Normal And Epic Game Speeds.*
Altered Game Speeds To Make the time span and year outlook fit better with the mod.
UNITS
+ + + + +
*Redcoat*
Movement changed from 1 to 2. / Plus 30% Against other Gunpowder Units.
*Cannon*
Combat strengnth changed from 12 to 13
*Jaguar*
Combat strength changed from 5 to 6 / City attack bonus changed from 10 to 25. / Jungle defence bonus changed from 25 to 30.
*Swordsman*
City attack bonus changed from 10 to 25.
*Samurai*
2 First Strikes changed to 2-3 First Strikes
*Skirmisher*
City Defences bonus upped to 75%. / 1-2 First Strikes changed to 2-3 First Strikes.
*Marine*
Movement changed from 1 to 2.
*Navy Seal*
Movement changed from 1 to 2.
*Modern Armor*
Movement changed from 2 to 3.
BUILDINGS
+ + + + +
<NORMAL>
* Supermarket *
Production cost changed from 150 to 175.
* Factory *
Production cost changed from 250 to 300.
* Hospital *
Production cost changed from 200 to 250.
* Library *
Production cost changed from 90 to 100.
* Forge *
Production cost changed from 120 to 150.
* Market *
Production cost changed from 150 to 140.
*Bomb Shelter*
Production cost changed from 100 to 125.
<WONDERS>
* Angkor Way *
Production cost Upped from 500 to 750
* Broadway *
Production cost Upped from 800 to 1200 / Culture bonus increased from 50% to 75%
* Chicken Itza *
Production cost Upped from 500 to 750
*The Colossus *
Production Cost Upped from 250 to 375
* The Eiffel Tower *
Production cost Upped from 1250 to 1875 / Culture given upped from 6 to 8
* The Great Library *
Production cost Upped from 350 to 525 / Culture given upped from 8 to 10
* The Great Lighthouse *
Production Cost Upped from 200 to 300
* The Hagia Sophia *
Production cost Upped from 550 to 825 / Culture given upped from 8 to 10
* The Hanging Gardens *
Production cost Upped from 300 to 450 / Culture given upped from 6 to 8
* Hollywood *
Production cost Upped from 1000 to 1500 / Culture Bonus increased from 50% to 75%
* The Kremlin *
Production cost Upped from 1000 to 1500
* Notre Dame *
Production cost Upped from 650 to 975 / Culture given upped from 10 to 12
* The Oracle *
Production Cost Upped from 150 to 225
* The Parthenon *
Production cost Upped from 400 to 600 / Culture given Upped from 10 to 12
* The Pentagon *
Production cost Upped from 1250 to 1875
* The Pyramids *
Production cost Upped from 450 to 675 / Culture Given Upped from 6 to 12
* Rock 'n Roll *
Production cost Upped from 800 to 1200 / Culture Bonus increased from 50% to 75%
* The Sistine Chapel *
Production cost Upped from 600 to 900 / Culture given upped from 10 to 12
* The Space Elevator
Production cost Upped from 2000 to 3000
* The Spiral Minaret
Production cost Upped from 550 to 825
* The Statue Of Liberty
Production cost Upped from 1500 to 2250 / Culture given upped from 6 to 15
* Stonehenge
Production cost Upped from 120 to 180
* The Taj Mahal
Production cost Upped from 700 to 1050
* The Three Gorges Dam
Production cost Upped from 1750 to 2625
* The United Nations
Production cost Upped from 1000 to 1500
* Versailles
Production cost Upped from 800 to 1200
<PROJECTS>
* Manhattan Project *
Production cost Upped from 1500 to 2250
* The Internet *
Production cost Upped from 2000 to 3000.
* SDI *
Production cost Upped from 500 to 750.
* Apollo Program *
Production cost Upped from 1600 to 2400.
* SS Casing *
Production cost Upped from 600 to 900.
* SS Thrusters *
Production cost Upped from 1000 to 1500.
* SS Engine *
Production cost Upped from 1200 to 1800.
* SS Docking Bay *
Production cost Upped from 1600 to 2400.
* SS Cockpit *
Production cost Upped from 1000 to 1500.
* SS Life Support *
Production cost Upped from 800 to 1200.
* SS Statis Chamber *
Production cost Upped from 1200 to 1800.
TECHNOLOGIES
+ + + + +
*All Ancient Technologies* - +10% Research time
*All Classical Technologies* - +20% Research time
*All Medieval Technologies* - +30% Research time
*All Renaissance Technologies* - +40% Research time
*All Industrial Technologies* - +50% Research time
*All Modern Technologies* - +70% Research time
*All Future Technologies* - +100% Research time
*Calendar*
Now requires tech 'Target Practice'
*Mathematics*
Now requires tech 'Discipline'
*Theology*
Instead of 'Monothiesm' now requires 'Early Religion'
*Education*
Instead of 'Paper' now requires 'Record Keeping'
*Satellites*
Now also requires the tech 'Flight'
*Hunting*
Now also requires the tech 'Battle Cry'
PROMOTIONS
+ + + + +
*Combat I*
Changed +10% Strength to +20% Strength
*Combat II*
Changed +10% Strength to +20% Strength
*Combat III*
Changed +10% Strength to +20% Strength
*Combat IV*
Changed +10% Strength to +20% Strength
*Combat V*
Changed +10% Strength to +20% Strength
*Shock*
Now requires promotion 'Combat II'
+40% against Melee units
*Pinch*
Now requires promotion 'Combat II'
+40% against Gunpowder units
*Formation*
Now requires promotion 'Combat III'
+40% against Mounted units
*Cover*
Now requires promotion 'Combat II'
+40% against Archery units
*Charge*
Now requires promotion 'Combat III'
+40% against Siege units
*Ambush*
Now requires promotion 'Combat II'
+40% against Armoured units
*Accuracy*
Changed +10% city bombard to 15%
*Drill 2*
+ 2 First Strikes instead of +2 First Strikes chances.
*Drill 3*
+ 2 First Strikes Chances / + Changed 2 first Strikes to 1 First Strikes
*Drill 4*
+ 1 Extra First Strike Chance
*Barrage 1*
+ 25% Collateral Damage instead of 20%.
*Barrage 2*
+ 40% Collateral Damage instead of 30%.
*Barrage 3*
+ 60% Collateral Damage instead of 50%.
*Commando*
Now also gives +1 Extra first strike chance
*Guerilla 1*
Changed hill defence value from 20% to 40%
*Guerilla 2*
Changed hill defence value from 30% to 50%
*Woodsman 1*
Changed 20% forest defence to 30%. / Changed 20% jungle defence to 30%.
*Woodsman 2*
Changed 30% forst defence to 40%. / Changed 30% jungle defence to 40%.
* City Raider 1*
Changed 20% vs cities to 30%.
* City Raider 2*
Changed 25% vs cities to 40%.
* City Raider 3*
Changed 30% vs cities to 50%. / Changed combat bonus vs gunpowder units from 10% to 20%.
*City Garrison 1*
Changed 20% city defence bonus to 30%.
*City Garrison 2*
Changed 25% city defence bonus to 40%.
*City Garrison 3*
Changed 30% city defence bonus to 50%.
*Flanking 1*
Changed withdrawal chance from 10% to 15%.
*Flanking 2*
Changed withdrawal chance from 20 to 25%.
*Sentry*
Instead of giving 1 visibility it gives 2 now.
RESOURCES
+ + + + +
*General Changes*
Have made general increases to various resources output to make the game fit better with the mod.
-------------------------------------------------
I should have a ton more buildings and technologies in a week or so

Technology and building suggestions welcomed!
Other suggestions / rebalances welcome!