First off, I'd like to thank Galindus for his MEGA MOD. I really like this mod, and it's a great foundation to build off of because it incorporates many of the greates Civ4 mods out there (so far).
v2.1!
Thanks [to_xp]Gekko for quickly pointing out a few bugs!
WHAT WAS FIXED FROM v2.0:
- Fixed the problem where Legendary culture would occur in every city starting on ROUND 2 of a game!
- Forge is now +25% Production (same as before)
- Factory is now +25% Production, +50% w/ Power
- Mfg Plant is now +0% Production, +75% w/ Power
Late in the game, things were being built WAY too fast if you had a Factory AND Mfg. Plant in your city (something I never took into consideration).
If you like building things really fast, then just manually adjust the Forge, Factory and Mfg Plant to the v2.0 settings.
v2.0!
WHAT WAS FIXED FROM v1.0:
- Fixed the problem where you could not re-name your city
- Fixed the Inquisitor... he now works!
- SettlerReligion now works.
WHAT WAS REMOVED:
- Removed the Great Persons mod, which would bring a popup screen everytime your civilization would give birth to a Great Person.
NEW ADDITIONS:
- Added Sevo's Civilopedia v1.91
- Added my own version of Earth, based off of Rhye's Earth w/ 18civs
WHAT WAS CHANGED FROM v1.0:
GAMESPEED:
- Changed my version of the Realism GameSpeed. The following is what was changed:
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>325</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>250</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iBarbPercent>400</iBarbPercent>
<iFeatureProductionPercent>300</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>300</iUnitHurryPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
DIFFICULTY LEVELS:
- Removed Scouts and one of the chances of getting a map from a goody hut.
-- Replaced it with higher chance of obtaining settlers and workers.
UNITS:
Inquisitor:
- Added an educational Civilopedia entry
Settler:
- Cost 150 hammers
Trebuchet:
- Added an educational Civilopedia entry
Infantry:
- Can now upgrade to a Marine
- Now requires a Factory
CIVICS:
Slavery:
- +20% worker speed
- +1 hammer for Plantation
- +1 hammer for Quarry
LEADERS:
Gandhi:
- Favorite Civic now Pacifism
RESOURCES:
Wine:
- Now shows up on the map with Agriculture
CIVILIZATIONS:
- Re-arranged the colors for all the civilizations (play a game to see)
- Added serveral cities, and re-named several cities for many of the civilizations (too numerous to mention)
BUILDINGS:
Inquisition:
- Added an educational Civilopedia entry
Pyramids:
- Now enables all the religious civics, not Governemnt
- Now appeals more to Spiritual and Religious flavored Leaders
Forge:
- +50% Production
- Now required to build Knights, Pikeman, Crossbowmen, Macemen, Cannon.
- Obsolete with Corporation
Factory:
- +75% Production
- +100% Production w/ Power
- Required to build Infantry, SAM Infantry, Marine, Mech. Inf, Tank, Panzer, Mod. Armor, Artillery, Howitzer, Bazooka
- Required to build Gunship, Jet Fighter, Strike Fighter, Bomber, Stealth Bomber, Biplane, Fighter
- Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser
Manufacturing Plant:
- +0% Production (what good are robotics without power?)
- +125 Production w/ Power
Gunsmith: ** NEW BUILDING! **
- Required to build Cavalry, Musketmen, Riflemen, Grenadiers
- Obsolete with Assembly Line
- Added an educational Civilopedia entry
WHAT I WANT TO CHANGE: (still working on)
- Change Theocracy Civic so State Religion gives +2 Happiness, non-State Religions each give -1 Happiness
- Change Mercantilism to +1 Happiness in largest city
- Change Civic Slavery so it also gives +10% Civic anger (who likes being a slave?)
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)
KNOWN BUGS:
- None that I could find!
v1.0
Here is a list of tweaks I did to Galindus's Mega Mod.
(For a total list of tweaks refer to his Mega Mod, then and add all my tweaks on top of what he already has in his mod. Think of my mod as an amendment to his!)
NEW ADDITION:
- Added the Simple Game Clock Mod to my mod. I find this mod invaluable in the wee hours of the morning.
NEW GAMESPEED: REALISM
Same name as the Realism Mod (by Jaynus) GameSpeed, but totally different. This GameSpeed I made is a tweak from the Marathon GameSpeed. I found that the Middle Ages took to long... either that or Techs were discovered way too fast. The Middle Ages weren't known for their technological advances, that's why the next era was called the Renaissance.
So I made some adjustments to the GameTurnInfo, and I reduced the Build/Improvement/Create/Construct Percents a little. I didn't like how it would take 100 years sometimes to build a Forge, for example.
I also extended the ResearchPercent a little... so it takes even longer to discover techs.
So to sum it up... basically I shortened the production times on units/buildings and I stretched the research time on Techs a little more...
<GameSpeedInfo>
<Type>GAMESPEED_REALISM</Type>
<Description>TXT_KEY_GAMESPEED_REALISM</Description>
<Help>TXT_KEY_GAMESPEED_REALISM_HELP</Help>
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>125</iTrainPercent>
<iConstructPercent>200</iConstructPercent>
<iCreatePercent>200</iCreatePercent>
<iResearchPercent>320</iResearchPercent>
<iBuildPercent>200</iBuildPercent>
<iImprovementPercent>250 </iImprovementPercent>
<iGreatPeoplePercent>350</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
<iAnarchyPercent>300</iAnarchyPercent>
<iBarbPercent>350</iBarbPercent>
<iFeatureProductionPercent>200</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>200</iUnitHurryPercent>
<iUnitTradePercent>300</iUnitTradePercent>
<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-200</iInflationOffset>
<GameTurnInfos>
<GameTurnInfo>
<iYearIncrement>20</iYearIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>15</iYearIncrement>
<iTurnsPerIncrement>70</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>140</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>220</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
TECH TREE
The Industrial era was REALLY messed up in my opinion. I mean, how does Assembly line lead to Industrialism? It should be the other way around. The Industrial Revolution started in the 19th century, and the Assembly Line was invented by Henry Ford in the early 20th century. So after hours of re-drawing the tech tree on a scratch piece of paper, I came up with something I feel is a little more reflective on actual history...
Industrialism:
- Requires Electricity, Replaceable Parts, Economics
- Tech cost raised to 3500
Steam Power:
- Requires Chemistry, Industrialism
Artillery:
- Requires Steel, Industrialism, Rifling
Corporation:
- Requires Industrialism, Constitution
Radio:
- Requires Corporation
Assembly Line
- Requires Corporation, Steam Power
Combustion:
- Requires Physics, Assembly Line
Plastics:
- Requires Combustion
Computers:
- Requires Radio, Plastics
Philosophy:
- Requires Alphabet, Meditation
- Now a Classic Era Tech
Horseback Riding:
- Tech cost lowered to 80
Education
- Requires Paper, Guilds
Gunpowder
- Requires Education
Constitution:
- Requires Paper, Code of Laws, Nationalism
Nuclear Power:
- Changed graphic to Nuclear Plant
Units
Alot of the Industrial/Modern units I thought were WAY off, so I made some adjustments...
AEGIS Cruiser:
- Requires Robotics AND Nuclear Power (not Computers)
- Requires Uranium
- Movement Rate: 9
Scout:
- Requires Compass (I didn't like how the Chinese/Mongols were already snooping around in Western Europe in 3200BC).
- Doing this makes you and the CPU take longer to discover other civs.
IFV
- Deleted
Inquisitor:
- Gave it the Christian Missionary, Pikeman and Explorer (4 units clustered) 3-D mesh and Explorer Civilopedia graphic
- Requires Divine Right, not Theology
Submarine:
- Removed Uranium
- Upgrades to Nuclear Submarine
Nuclear Submarine: (new unit, same graphics as regular sub)
- Requires Nuclear Power
- Stregnth 30
- Movement 7
- Cost 280
Cavalry (and Cossack):
- Upgrades to Tank Mark V only (US Calvary still upgrades to Modern Armor and Chopper)
Mechanized Infantry:
- Restored to origninal Civ4 version
- Added two Marines to the 3D Mesh (flanking effect)
- Now requires oil and aluminum
- Reqires Robotics and Rifling
Rocket Artillery:
- Deleted
Howitzer:
- Requires Computers, Artillery
- Requries Oil and Uranium
Zeppelin:
- Requires Industrialism
Caravel:
- Requires Optics
Bazooka:
- Requires Combustion
Biplane:
- Requires Assembly Line
Destroyer:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Transport:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Battleship:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Infantry:
- Requires Assembly Line, Rifling
Marine:
- Requires Combustion, Rifling, Radio
Tank Mark V:
- Requires Assembly Line, Steel
- Requires Iron
Tank (and Panzer):
- Requires Combustion, Rifling
- Requires Oil
BUILDINGS
While playing a game from start to finish, I found some of the buildings in the game needed tweaking. It seemed silly to me to take 100 years to build a supermarket or a jail, among other things I noticed, which changes I made are below. I also thought some of the Wonders could use some tweaking as well...
Academy:
- Changes graphics to University
Feng Shui Academy:
- Changed graphics to Sun Tzu's Art of War
Art of War:
- Changed name to 'Sun Tzu's War Academy'
Nuclear Power Plant
- Requires Nuclear Power (not Fission)
Woman's Suffrage Wonder:
- Deleted
Cure for Cancer:
- Now a World Wonder (not a National)
- Free Hospital in all cities
- +1 happiness in all cities
- +1 health in all cities
Tsukiji Fish Market:
- Free Harbor in all cities (not sure if this will show up on a land-locked city)
Theory of Evolution:
- 1 free technology
- +1 science per specialist in all cities
Steel Mill:
- Changed name to 'Manufacturing Plant'
- Requires Robotics
- +50% production with power
Hermitage:
- Requires Liberalism
Wall Street:
- Requires Corporation
Eiffel Tower:
- Requires Steel
- Free Jail in every city
Broadcast Tower:
- Requires Radio
Rock n' Roll:
- Requires Mass Media
Hollywood:
- Free Broadcast Tower in every city
Grocer, Market, Jail, Supermarket, Courhouse, Bank:
- Reduced production cost by 25%
Versallies:
- Requires Gunpowder
Bomb Shelter:
- Protection from nukes reduced to 50%
Factory:
- Requires Industrialism
Pentagon:
- Requires Fascism
Bunker:
- Requires Flight
LEADERS
I noticed too many Leaders had 'Hereditary Rule' and 'Universal Suffrage' as their favorite civics, so I decided to look in the history books and tried to give the leaders a more realistic and needed civics change...
Asoka:
- Favorite Civic now Organized Religion
Bismarck:
- Favorite Civic now Nationhood
Catherine:
- Favorite Civic now Serfdom
Cyrus:
- Favorite Civic now Free Religion
Frederick:
- Favorite Civic now Bureaucracy
Gandhi:
- Favorite Civic now Caste System
Huayna Capac:
- Favorite Civic now Vassalage
Isabella:
- Favorite Civic now Hereditary Rule
Kublai Khan:
- Favorite Civic now Organized Religion
Peter:
- Favorite Civic now State Property
Qin:
- Favorite Civic now State Property
Victoria:
- Favorite Civic now Emancipation
Washington:
- Favorite Civic now Free Speech
RELIGION (assuming state religion)
I decided to take the Realistic Religions v1.1 by Abbamouse a step further and vary the different religions a little more to suit CPU/Player styles. Certain religions bring in more money, some more science, some more culture... it all depends on your style of play!
Buddhism:
- Holy City produces +1 Sci +3 Cult
- All Cities produces +1 Gold +3 Cult
Christianity:
- Holy City produces +1 Sci +2 Cult
- All Cities produces +1 Gold +4 Cult
Hinduism:
- Holy City produces +4 Cult
- All Cities produces +1 Gold +3 Cult
Islam:
- Holy City produces +4 Cult
- All Cities produces +4 Cult
Judaism:
- Holy City produces +1 Gold +4 Cult
- All Cities produce +1 Gold +2 Cult
Taoism:
- Holy City produces +2 Sci +3 Cult
- All Cities produce +1 Gold +2 Cult
Zoroastrianism:
- Holy City produces +2 Gold +1 Sci +3 Cult
- All Cities produce +2 Cult
WHAT I WANT TO CHANGE (still working on)
- Delete Active Volcano as a resource
- Delete Drought stricken land as a resource
- Delete fertile land as a resource
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)
BUGS (what doesn't seem to work)
- Can't get Inquisition to work, so I "disabled" the Inquisitor by making him require the Inquisition building (cancels itself out)
- Can't get the Settler Religion to work
- Can't get the Great Person mod to work (picture of the Great Person doesn't show up)
- When founding a city, you don't have the option to re-name it
- When building a Wonder, the animation doesn't show.
DIRECTIONS FOR INSTALL:
- Just unzip directly into your MY DOCUMENTS/MY GAMES/CIVILIZATION 4 folder and you'll be good to go.
DOWNLOAD HERE!!!
Whew! That's everything! So try this out, and post feedback!
Also let me know in this post what bugs you may find.
v2.1!
Thanks [to_xp]Gekko for quickly pointing out a few bugs!
WHAT WAS FIXED FROM v2.0:
- Fixed the problem where Legendary culture would occur in every city starting on ROUND 2 of a game!
- Forge is now +25% Production (same as before)
- Factory is now +25% Production, +50% w/ Power
- Mfg Plant is now +0% Production, +75% w/ Power
Late in the game, things were being built WAY too fast if you had a Factory AND Mfg. Plant in your city (something I never took into consideration).
If you like building things really fast, then just manually adjust the Forge, Factory and Mfg Plant to the v2.0 settings.
v2.0!
WHAT WAS FIXED FROM v1.0:
- Fixed the problem where you could not re-name your city
- Fixed the Inquisitor... he now works!
- SettlerReligion now works.
WHAT WAS REMOVED:
- Removed the Great Persons mod, which would bring a popup screen everytime your civilization would give birth to a Great Person.
NEW ADDITIONS:
- Added Sevo's Civilopedia v1.91
- Added my own version of Earth, based off of Rhye's Earth w/ 18civs
WHAT WAS CHANGED FROM v1.0:
GAMESPEED:
- Changed my version of the Realism GameSpeed. The following is what was changed:
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>325</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>250</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iBarbPercent>400</iBarbPercent>
<iFeatureProductionPercent>300</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>300</iUnitHurryPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
DIFFICULTY LEVELS:
- Removed Scouts and one of the chances of getting a map from a goody hut.
-- Replaced it with higher chance of obtaining settlers and workers.
UNITS:
Inquisitor:
- Added an educational Civilopedia entry
Settler:
- Cost 150 hammers
Trebuchet:
- Added an educational Civilopedia entry
Infantry:
- Can now upgrade to a Marine
- Now requires a Factory
CIVICS:
Slavery:
- +20% worker speed
- +1 hammer for Plantation
- +1 hammer for Quarry
LEADERS:
Gandhi:
- Favorite Civic now Pacifism
RESOURCES:
Wine:
- Now shows up on the map with Agriculture
CIVILIZATIONS:
- Re-arranged the colors for all the civilizations (play a game to see)
- Added serveral cities, and re-named several cities for many of the civilizations (too numerous to mention)
BUILDINGS:
Inquisition:
- Added an educational Civilopedia entry
Pyramids:
- Now enables all the religious civics, not Governemnt
- Now appeals more to Spiritual and Religious flavored Leaders
Forge:
- +50% Production
- Now required to build Knights, Pikeman, Crossbowmen, Macemen, Cannon.
- Obsolete with Corporation
Factory:
- +75% Production
- +100% Production w/ Power
- Required to build Infantry, SAM Infantry, Marine, Mech. Inf, Tank, Panzer, Mod. Armor, Artillery, Howitzer, Bazooka
- Required to build Gunship, Jet Fighter, Strike Fighter, Bomber, Stealth Bomber, Biplane, Fighter
- Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser
Manufacturing Plant:
- +0% Production (what good are robotics without power?)
- +125 Production w/ Power
Gunsmith: ** NEW BUILDING! **
- Required to build Cavalry, Musketmen, Riflemen, Grenadiers
- Obsolete with Assembly Line
- Added an educational Civilopedia entry
WHAT I WANT TO CHANGE: (still working on)
- Change Theocracy Civic so State Religion gives +2 Happiness, non-State Religions each give -1 Happiness
- Change Mercantilism to +1 Happiness in largest city
- Change Civic Slavery so it also gives +10% Civic anger (who likes being a slave?)
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)
KNOWN BUGS:
- None that I could find!
v1.0
Here is a list of tweaks I did to Galindus's Mega Mod.
(For a total list of tweaks refer to his Mega Mod, then and add all my tweaks on top of what he already has in his mod. Think of my mod as an amendment to his!)
NEW ADDITION:
- Added the Simple Game Clock Mod to my mod. I find this mod invaluable in the wee hours of the morning.
NEW GAMESPEED: REALISM
Same name as the Realism Mod (by Jaynus) GameSpeed, but totally different. This GameSpeed I made is a tweak from the Marathon GameSpeed. I found that the Middle Ages took to long... either that or Techs were discovered way too fast. The Middle Ages weren't known for their technological advances, that's why the next era was called the Renaissance.
So I made some adjustments to the GameTurnInfo, and I reduced the Build/Improvement/Create/Construct Percents a little. I didn't like how it would take 100 years sometimes to build a Forge, for example.
I also extended the ResearchPercent a little... so it takes even longer to discover techs.
So to sum it up... basically I shortened the production times on units/buildings and I stretched the research time on Techs a little more...
<GameSpeedInfo>
<Type>GAMESPEED_REALISM</Type>
<Description>TXT_KEY_GAMESPEED_REALISM</Description>
<Help>TXT_KEY_GAMESPEED_REALISM_HELP</Help>
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>125</iTrainPercent>
<iConstructPercent>200</iConstructPercent>
<iCreatePercent>200</iCreatePercent>
<iResearchPercent>320</iResearchPercent>
<iBuildPercent>200</iBuildPercent>
<iImprovementPercent>250 </iImprovementPercent>
<iGreatPeoplePercent>350</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
<iAnarchyPercent>300</iAnarchyPercent>
<iBarbPercent>350</iBarbPercent>
<iFeatureProductionPercent>200</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>200</iUnitHurryPercent>
<iUnitTradePercent>300</iUnitTradePercent>
<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-200</iInflationOffset>
<GameTurnInfos>
<GameTurnInfo>
<iYearIncrement>20</iYearIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>15</iYearIncrement>
<iTurnsPerIncrement>70</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>140</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>220</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
TECH TREE
The Industrial era was REALLY messed up in my opinion. I mean, how does Assembly line lead to Industrialism? It should be the other way around. The Industrial Revolution started in the 19th century, and the Assembly Line was invented by Henry Ford in the early 20th century. So after hours of re-drawing the tech tree on a scratch piece of paper, I came up with something I feel is a little more reflective on actual history...
Industrialism:
- Requires Electricity, Replaceable Parts, Economics
- Tech cost raised to 3500
Steam Power:
- Requires Chemistry, Industrialism
Artillery:
- Requires Steel, Industrialism, Rifling
Corporation:
- Requires Industrialism, Constitution
Radio:
- Requires Corporation
Assembly Line
- Requires Corporation, Steam Power
Combustion:
- Requires Physics, Assembly Line
Plastics:
- Requires Combustion
Computers:
- Requires Radio, Plastics
Philosophy:
- Requires Alphabet, Meditation
- Now a Classic Era Tech
Horseback Riding:
- Tech cost lowered to 80
Education
- Requires Paper, Guilds
Gunpowder
- Requires Education
Constitution:
- Requires Paper, Code of Laws, Nationalism
Nuclear Power:
- Changed graphic to Nuclear Plant
Units
Alot of the Industrial/Modern units I thought were WAY off, so I made some adjustments...
AEGIS Cruiser:
- Requires Robotics AND Nuclear Power (not Computers)
- Requires Uranium
- Movement Rate: 9
Scout:
- Requires Compass (I didn't like how the Chinese/Mongols were already snooping around in Western Europe in 3200BC).
- Doing this makes you and the CPU take longer to discover other civs.
IFV
- Deleted
Inquisitor:
- Gave it the Christian Missionary, Pikeman and Explorer (4 units clustered) 3-D mesh and Explorer Civilopedia graphic
- Requires Divine Right, not Theology
Submarine:
- Removed Uranium
- Upgrades to Nuclear Submarine
Nuclear Submarine: (new unit, same graphics as regular sub)
- Requires Nuclear Power
- Stregnth 30
- Movement 7
- Cost 280
Cavalry (and Cossack):
- Upgrades to Tank Mark V only (US Calvary still upgrades to Modern Armor and Chopper)
Mechanized Infantry:
- Restored to origninal Civ4 version
- Added two Marines to the 3D Mesh (flanking effect)
- Now requires oil and aluminum
- Reqires Robotics and Rifling
Rocket Artillery:
- Deleted
Howitzer:
- Requires Computers, Artillery
- Requries Oil and Uranium
Zeppelin:
- Requires Industrialism
Caravel:
- Requires Optics
Bazooka:
- Requires Combustion
Biplane:
- Requires Assembly Line
Destroyer:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Transport:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Battleship:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)
Infantry:
- Requires Assembly Line, Rifling
Marine:
- Requires Combustion, Rifling, Radio
Tank Mark V:
- Requires Assembly Line, Steel
- Requires Iron
Tank (and Panzer):
- Requires Combustion, Rifling
- Requires Oil
BUILDINGS
While playing a game from start to finish, I found some of the buildings in the game needed tweaking. It seemed silly to me to take 100 years to build a supermarket or a jail, among other things I noticed, which changes I made are below. I also thought some of the Wonders could use some tweaking as well...
Academy:
- Changes graphics to University
Feng Shui Academy:
- Changed graphics to Sun Tzu's Art of War
Art of War:
- Changed name to 'Sun Tzu's War Academy'
Nuclear Power Plant
- Requires Nuclear Power (not Fission)
Woman's Suffrage Wonder:
- Deleted
Cure for Cancer:
- Now a World Wonder (not a National)
- Free Hospital in all cities
- +1 happiness in all cities
- +1 health in all cities
Tsukiji Fish Market:
- Free Harbor in all cities (not sure if this will show up on a land-locked city)
Theory of Evolution:
- 1 free technology
- +1 science per specialist in all cities
Steel Mill:
- Changed name to 'Manufacturing Plant'
- Requires Robotics
- +50% production with power
Hermitage:
- Requires Liberalism
Wall Street:
- Requires Corporation
Eiffel Tower:
- Requires Steel
- Free Jail in every city
Broadcast Tower:
- Requires Radio
Rock n' Roll:
- Requires Mass Media
Hollywood:
- Free Broadcast Tower in every city
Grocer, Market, Jail, Supermarket, Courhouse, Bank:
- Reduced production cost by 25%
Versallies:
- Requires Gunpowder
Bomb Shelter:
- Protection from nukes reduced to 50%
Factory:
- Requires Industrialism
Pentagon:
- Requires Fascism
Bunker:
- Requires Flight
LEADERS
I noticed too many Leaders had 'Hereditary Rule' and 'Universal Suffrage' as their favorite civics, so I decided to look in the history books and tried to give the leaders a more realistic and needed civics change...
Asoka:
- Favorite Civic now Organized Religion
Bismarck:
- Favorite Civic now Nationhood
Catherine:
- Favorite Civic now Serfdom
Cyrus:
- Favorite Civic now Free Religion
Frederick:
- Favorite Civic now Bureaucracy
Gandhi:
- Favorite Civic now Caste System
Huayna Capac:
- Favorite Civic now Vassalage
Isabella:
- Favorite Civic now Hereditary Rule
Kublai Khan:
- Favorite Civic now Organized Religion
Peter:
- Favorite Civic now State Property
Qin:
- Favorite Civic now State Property
Victoria:
- Favorite Civic now Emancipation
Washington:
- Favorite Civic now Free Speech
RELIGION (assuming state religion)
I decided to take the Realistic Religions v1.1 by Abbamouse a step further and vary the different religions a little more to suit CPU/Player styles. Certain religions bring in more money, some more science, some more culture... it all depends on your style of play!
Buddhism:
- Holy City produces +1 Sci +3 Cult
- All Cities produces +1 Gold +3 Cult
Christianity:
- Holy City produces +1 Sci +2 Cult
- All Cities produces +1 Gold +4 Cult
Hinduism:
- Holy City produces +4 Cult
- All Cities produces +1 Gold +3 Cult
Islam:
- Holy City produces +4 Cult
- All Cities produces +4 Cult
Judaism:
- Holy City produces +1 Gold +4 Cult
- All Cities produce +1 Gold +2 Cult
Taoism:
- Holy City produces +2 Sci +3 Cult
- All Cities produce +1 Gold +2 Cult
Zoroastrianism:
- Holy City produces +2 Gold +1 Sci +3 Cult
- All Cities produce +2 Cult
WHAT I WANT TO CHANGE (still working on)
- Delete Active Volcano as a resource
- Delete Drought stricken land as a resource
- Delete fertile land as a resource
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)
BUGS (what doesn't seem to work)
- Can't get Inquisition to work, so I "disabled" the Inquisitor by making him require the Inquisition building (cancels itself out)
- Can't get the Settler Religion to work
- Can't get the Great Person mod to work (picture of the Great Person doesn't show up)
- When founding a city, you don't have the option to re-name it
- When building a Wonder, the animation doesn't show.
DIRECTIONS FOR INSTALL:
- Just unzip directly into your MY DOCUMENTS/MY GAMES/CIVILIZATION 4 folder and you'll be good to go.
DOWNLOAD HERE!!!
Whew! That's everything! So try this out, and post feedback!
Also let me know in this post what bugs you may find.