[MOD] Realism:The Third Resurrection

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Houman

TR Team Leader
Joined
Jan 24, 2002
Messages
1,083
Civilization 4's - Total Realism
by Houman, Israfil and Nightravn




This thread will be closed soon:
The new version of this Mod is under:
http://forums.civfanatics.com/showthread.php?t=173492



Version 1.09 Released (21st April 2006)
Install it under Realism folder !!!! (e.g. .../Civ4/Mods/Realism)

------------------------------------

Special Aknowledgement:
All the guys @ civ fanatics bouncing ideas back and forth :)

Thanks to our team members who are working really hard on this Mod:

Israfil for his administrative duties, OpenSource management and bug fixings

Nightravn for his awesome map reworking and outstanding mod balancing

12Monkeys who is working as freelancer for us and helping us in our cause.






Coming 1.61 CivPatch compatible Release: (May 9th 2006)
------------------------------------------------------
We are making very good progress and just for your information:
- The XML files are now 100% 1.61 compatible
- The Python files are now 90% complete.

We have added plenty of new mods like the Slave Mod, Creative Trait Mod, Military Leader Mod, Modified TechConquest Mod, Updated Cultural Decay Mod, upgraded Great Person Mod, Animal Mod and much more to come inclusive new Black African Warriors, new Settlers, new Nuclear Submarine model, new UU for France and some other Civs. New Units in general etc.

Very good news; since we have not just made our Mod compatible with 1.61, just to make it run and keep everyone happy, but rather starting from scratch and considered all changes the developers have done and inserted out modifications back to the new files. With this approach nothing has been left out. e.g. Music if there is a peace treaty etc.
Since we have redone all the python codes we have discovered some skeletons in the closet. Few very old and outdated mods that caused a loop problem after each turn. This was the reason why Realism Mod was slower than competitors. The new Mod is much faster than the Mod 1.09. :)

Just to keep you updated. We are working hard and are waiting for some models to be finished by Rabbit White and some new Mods and SDK Mod mergings by our freelancer 12Monkeys. Meanwhile we are still finetuning the whole timeline Techs and Units once again and implement the last important mods. Stay tuned and be patient since the Mod of the Mods is awaiting you soon. ;)

------------------------------------------------

Improvements in this release:

v.1.09

- Map improvement incl. the forgotten Gameoption: NO_CITY_RAZING
- Zoroastrian TXT_... popup message now fixed.
- Catapult/Trebuchet/Artillery Game Crash fixed
- Scouts got their Dog back
- Religion spread rate now :
Judaism 33% | 1 Missionary
Christianity 12% | 6 Missionaries
Islam 37% | 4 Missionaries
Hinduism 50% | 2 Missionaries
Buddhism 50% | 3 Missionaries
Zoroastrianism 45% | 1 Missionary
Taoism 45% | 2 Missionaries
- Religion costs now:
Polytheism cost increased to 160
Dualism cost increased to 130
Monotheism cost increased to 120
- Unit changes:
Immortal is now replacing Archer and not Hyapist anymore and cost now 30
Hyapist costs decreased to 35 from 40.
Cataphtracts need now Iron working (despite the need for Copper or Iron as Bonus)
Mongolian Horse Archer and Keshik's cost both increased by 25%.
USCavalry doesn't need any Horse bonus anymore (since they have virtually to import it from Europe) Cost increased by 10%
Nubian Archer (Egyptian UU) gets an additional first strike change + 10% vs Melee
- DownScale patch (without Regiment) provided
- Due more health bonuses from new resources:
All unhealth producing buildings now output twice as much unhealth as before (-1 to -2 | -2 to -4).
Jungle, Floodplain and Fallout now output 33% unhealth instead of 25%.


v1.00

- Assassin Mod implemented
- Adding ActualQuotes_v1.21 Mod
- ReinitInterceptorMission-v1.1 Mod added
- SEVOPEDIA Mod upgrade from 1.9 to 1.93
- Added Leaderhead Mod 1.0
- Added GreatPeople Mod 1.6
- added TechWindow Mod
- Added U.N. Mod (Votesystem + Charta)
- Added Snaitf's Show Attitude Mod
- Added Disableintro Mod
- Added Snaitf's Unit Allegiance Mod
- Added TrainingBarracks Mod 1.1
- CIVIC: Universal Suffrage changed to - requires industrialism, +50% great people rate in all cities, No War wariness, instead 25% War Weariness that came originally from Universal Suff. will be given on top of Free Speech.
- StackAid (and other Aid promotions) have been fixed for Naval units. Units inside a ship cannot fight on water anymore!
- All Promotions have been rebalanced. The 3-tier promotions are now 15%, 20%, 25%. 5-tier promotions are 4 times same value, only the last promotion will add a bit more.
- Aid promotions have been nerfed to very little to balance the game.
- Promotion Collateral damage is now possible for all mounted units. Most mounted units with heavy armor can cause col.damage. Not as much as an elephant and to less units as well.
- Arabia has now the two UU.
- More Unit balancing for Persian Immortal, Arabian Camel Archer, Knights, Cataphtracts, Spanish Inquisitor, Persian Knight, Indian War Elephant, Arabian Ansar Warrior, Mali Cavalry, Rome and Greek Cataphtract, Mujahid, Crusader
- Persian Immortal moved from Archer to Hyapist
- Hyapists no longer needs copper or iron
- Ship and Submarine movements adjusted
- Caravel moved to Optics and changed to explorer (special unit cargo)
- Galley now updates to galleon or Frigate
- Private moved to Gun powder
- Minor tweaks in AI for all units
- Financial Trait and Industreous Trait changed. Both give now an additional gold or Hammer to a yield with 3 or more gold/hammer output
- Add leader Ali Ibn Talib for the Arabs.
- removed Exotic Foreign Advisor
- removed Special Domestic Advisor
- Added Plotlist 2.0
- Added Enhanced Foreign Advisor
- Added Classic Domestic Advisor (HomeGrown + Rabbits patch)
- Forest Chopping: Change forest production from 30 to 15 and jungle production for 0 to 10.
- Forest chopping now takes twice as long and Jungle now takes 3 times longer than chopping a forest
- Lumbermill moved to Machinery
- Lower the bonus from Free Speech to 1 commerce to Towns instead of 2 commerce (nerfing Cottage spamming)
- Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics.
- Increased interception rates of Fighters
- Aggressive Trait renamed to Militaristic
- Militaristic Trait now gives a Combat I to all units.
- OpenTech Mod 0.81 implemented
- AI set to aggressive
- State Property CIVIC doesn't improve food output for Workshop and Watermill. Intead Railroad on those improvements will raise the food output.
- Inquisition Building will now remove every turn all religions other than the state religion and not only when it was once built.
- Unitbalancing (Archers, Catapults and Trebuchets can't fight Tanks anymore.)
- Samurai, Jaguar II, Teuton and Praetorians rebalanced
- Changed Winery to Pottery and Cottages to Monarchy
- Gold Rush rate now 7 gold for 1 production instead of 3 gold for 1 production
- Moved Theology before Feudalism
- Added New Opening Music
- All Tech Costs from Middleage to futuristic raised by 10%.
- Only living resources are revealed straight away, all the rest will be revealed after the related technology has been discovered.
- Further Promotion balacing
- Moved Trebuchet to Engineering
- Moved Castles to Construction
- Serfdom added +1 bonus commerce from farms
- Pacifism upkeep increased to low
- Slavery upkeep increased to low
- Mercantalism - no longer gives +1 free specialists. Now gives +10% gold to all cities.
- Free Speech - now allows unlimited artists.
- Free Market - now allows unlimited merchants.
- Free Religion - now allows unlimited scientists.
- Caste system - no longer allows unlimited specialists. Only the +1 free specialists to all cities as it was before.
- Improved environmentalist civic (more happiness for recycling and clean energy - less happiness for pollution generating buildings, dangerous buildings like Nuclear Plants and noise pollution like Airports)
- Informant unit (Ancient Spy) added
- Nationalist Promotion will apply to all units within the friendly borders if Player has the Nationalist Civic.
- Zoroastrianism spread rate reduced to 90 and reduced number of missionaries to 2. (Make it a bit harder to spread)
- Make Zoroastrianism dependent on Dualism Tech.
- All Cathedrals need a temple to be built in the same city as the Cathedral since the effects of religions upon the daily life are bound to the temples. In this case the city that builds a Cathedral behaves also as it should (e.g. Muslims don't eat pork)
- All Cathedrals now have a second happiness or Health goody depending on a resource. (Wine for Christians, Cannabis/herbs for Taoist)
- Temples (33%) and Cathedrals (66%) can now be conquered if the city falls to Enemy hands. In history the religious buildings were not always razed if a city had fallen. Jewish and Muslim temples (40%) and Cathedrals (80%) are harder to raze if the city is conquered. People do not forget their former religion so fast.
- Taoist completely reworked: Each temple now gives +1 health and +1 happiness. However all material luxury goods cause unhappiness.
- Zoroastrianism is as one of the oldest Monotheistic religious quite brake able: its temples (25%) and Cathedrals (50%) are more expensive to build, much easier to conquer (people forget faster their former religion) but they produce 15% more culture than other religions.
- Nuclear Silos (ICBM) problem fixed!
- removed Polytheism pre req. from Literature.
- Monotheism set to 100, Dualism at 120 and Polytheism at 130
- Monarchy costs now 125 and increased it for Meditation about 100, so that Buddhism gets younger. Iron working has also been increased about 100.
- Iron working costs increased by 100
- Theology requires now Monotheism
- Divine Right requires Theology but doesn't require Monarchy anymore, since Monarchy is prereq for Theology
- changed the Grid of some techs to make it visually more visible.
- Spread rate of Religions and their Missionaries rebalanced
- Capture a city base loot reduced from 100 to 30
- Global warming chance increased from 0 to 20
- Resource bonuses scaled down about 10% smaller
- More TechTree rebalancing (Library moved to Alphabet, Techtrading moved down to Writing.
- Raze city cost now 15 gold per population
- Taking city gives 15 gold loot per population
- Added the Regiment Mod (If you wish not to downscale the Units but still have the Regiments then do not Copy the CIV4ArtDefines_Unit.xml from the Regiment_Patch into the Assets/XML/Art Folder)
- Soldier Specialist now available with Barracks
- Fixed Great General Mod (Now it is possible to set Soldier Specialist in the City)
- Soldier specialist now gives culture and production instead of gold and production (otherwise he does the same as a priest, culture means border expansion and make sense)
- Great General now gives 1 gold less but 1 research instead. (Military has always pushed science)
- Rebalanced Immortal vs Axeman
- Incense now revealed with Calendar not Mining.
- Minor fixes (City Names, More Great General Names etc)

History:

Spoiler :


v072.08

- Cavalry and USCavalry will move 3 instead of 2
- Fixed Wonder Movies
- Fixed Inquisition
- Immortal Unit will only be buildable for Persians as intended
- Immortal Unit won't need Copper or Iron anymore
- Renamed Egyption Archers to Pharao's Guardian
- Rebalanced Pharao's Guardian, Persian Immortal and Mali Skirmisher
- Fixed Cold Fusion Wonder
- Fixed a bug with the Manhatten project and Nuclear Silos / ICBM
- Manhatten Project and/or Nuclear Silos need now 2 Nuclear Plants in total
- Nuclear Silos got a nice button grafics
- Fixed the Inquisition Strategy text
- Defense Promotion will now deduct the Combat rate
- Improved World Map, even better Barbarian AI


v0.72

- Implemented Enhanced-Nuclear-Mod
- Implemented Realism Religious MOD (Abbamouse)
- Updated Promotion&Traits MOD v0.5 to 0.8
- Intense and realistic Unit Balancing + realistic Unit Resources
- Modified Map Generator modified to produce better worlds
- Exotic foreign advisor
- Enhanced Military Advisor
- Religious specific Inquisitor Units
- Including more parts from GreenMod 2.1 (second UU, Demotroops, Razing and inquisition)
- Realistic World Map with a total new barbarian experience (Modified version)
- Sulphur renamed to Saltpeter
- Muskets & Muskets_Factory Removed
- Caraval carries now 2 Cargo.
- Cities distance reduced to 2 instead of 3.
- Razing cities possible - 50 Gold per Pop
- Razing Wonders and Catheral possible against gold
- Tomb of Mousolus Wonder has been completely reskinned!
- Temple and Monastry of Zoroastrians have been reskinned (red brick)
- New Shrine building for Zoroastrians (reskinned)
- The Native Americans have their Indian looking Scout back + Native Warrior, Native Archer and Native Longbowman.
- Japanese Samurai has a new skin.
- Sipahi Persian Knight and German Teutonic Knight have removed their religious symbol to make them more generic.
- 8 New resources from Greenmod + Realism World Map 1.4.1

v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
- Added the IceBreakerMod, v1.0
- Added new resources from GreenMod 2.10

----- **** Mods included **** -----
- Barbarian Hordes
- CulturalDecay v0.2
- CultureConquest v1.3
- Lost Units v1.2
- Lost Wonders v1.0
- Promotions and Traits v0.5
- Proper Score Graph v1.8
- RealFort v0.4
- Sevopedia v1.9
- Simple Game Clock
- Special Domestic Advisor v0.92
- TechConquest v0.3
- Terraform v1.11
- Unit Allegiance
- UnitUpgrades
- UnitXP v1.0
- IceBreakerMod v1.0
- GreenMod v2.1 (Only new Ressources)

----- **** Credit and thanks **** -----

This mod would not have been possible without the wonderful work of the following people:

- Naf4ever

- Vladimir for designing the new Nuclear ICBM mod

- Rabbit, White for his awesome Immortal unit

- tlucky4life for his awesome Native Warrior, Archer and Longbowman skins

- Kristine and Jaynus for the previous modding

- Frontbrecher
Lost Wonders and Lost Units
- Bhruic
TechConquest, RealFort and CulturalDecay
- Sevo
Sevopedia
- Vovan
UnitUpgrades (included in the Sevopedia)
- Tywiggins
Terraform
- Stone-D
UnitXP and CultureConquest
- Ulfn
Proper Score Graph
- Snaitf
Unit Allegiance
Great General
- Requies
Special Domestic Advisor
- Homegrown
Simple Game Clock
- Kattana
Barbarian Hordes
- Dbkblk
French translations of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith
- Zuul
Promotions and Traits

- Master Lexx
GreenMod 2.1

- Optimizer
IceBreaker Mod




-----------------------------

ToDO List for next version:

-------------------------------


Enjoy!

Important Note
This Mod is not yet 1.61 compatible, but I assure you we have put 2x more improvements in the game than version 1.61 did to 1.52. To be able to use the new patch AND still play this MOD you have to make a Dual install

Dual install is pretty easy.

1. Copy "Sid Meier's Civilization IV" in Program Files/Firaxis Games, to "Sid Meier's Civilization IV v1.52".
2. Rename "Sid Meier's Civilization IV" in My Documents/My Games, to "Sid Meier's Civilization IV v1.52".
3. Install the patch.
4. Run from one directory or the other to get the version you want. You'll also be able to install mods separately for the two versions, save games will be separate for the two versions, etc. The new version will have a clean install with no mods, which is probably what you want (since many old mods won't work).

Though if you have you already installed the patch you can rename the game folder to V1.61 then reinstall the game and update to to old patch, then rename that to V1.52 and change the V1.61 back to the original folder name.

You can now download the whole Mod as one file from the country you are from:
http://civ4mods.sourceforge.net/realism/index.html
We ONLY use this Forum as communication platform between Fans and us. Do not use the Forum in the SourceForge!

Houman
 
No problem here :)
A little suggestion... if the size-increase isn't too much what about make the archive self-extracting ?
 
Houman said:
Civilization 4's - Realism:The Third Resurrection
by Houman


If you've been following the Realism:Resurrected Mod thread then you know I've picked up the development of further releases.

Kristine, who did a wonderful job, has sent me her unfinished v0.64, which
I basically have taken to fix the last few issues. Please read the README and Changelog file, when the MOD is released.

At the time of reading this, three testers are testing the v0.64 MOD. I assume we can release it for this weekend. For the future I will also keep to the aspect of pure realism. Also I will consider additional mods, if they're serving realism.

Code:
v0.64
	- Desert percentage changed, from 5 to 15, original value is 35.
	- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
	- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
	- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
	- Increased minimum city distance to 3.
	- Increased max national wonders per city to 3
	- Added Promotion and Traits mod v0.5
	- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
	- Changed movement Privateer to match that of Caravel, which is now 5.
	- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
	- Fixed links for the Lost Wonders movies
	- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
	- Added the IceBreakerMod, v1.0
	- Added new resources from GreenMod 2.10

v0.63
	- Added the Sevopedia v1.9
	- Add TechConquest v0.3
	- Fixed a CTD bug when discovering any Industrial+ tech.

v0.62
	- Update Lost Units to v1.2.
	- Added Snaitf's Unit Allegiance mod, not tested.
	- Added in some missing art.
	- Fixed a bad call to a CulturalDecay function.

- Changes and additions for the new initial release (v0.61)
	- Desert drastically reduced
	- Increased barbarian (and animal) frequencies, allowed the barbs to build
     whatever they want, increased MAX_XP from barbs and animals
	- Emancipation upkeep is now NONE (was LOW)
	- Free Speech upkeep is now NONE (was LOW)
	- Slavery upkeep is now LOW (was NONE)
	- No City Razing defaulted to false.
	- Reset reveal of uranium to physics
	- Cottage now buildable with Pottery, as it is in vanilla Civ4.
	- Winery now buildable with Priesthood
	- Castle is buildable with Monarchy now, not Engineering
	- +2 health with recycling center
	- supermarket now costs + 1/3
	- supermarket +25% food
	- added Lost Units v1.x
	- added Lost Wonders v1.00
	- added SD-UnitXP v1.00
	- added SD-CultureConquest v1.30
	- added Terraform
	- added Special Domestic Advisor v0.92
	- added Cultural Decay v0.2
	- added homegrown's clock mod
	- added Proper Score Graph v1.7
	- added Real Fort v0.4

v0.6
- Thanks dearmad for some more changes
	- Universal Suffrage now gives +25% War Weariness
	- pacifism now gives +125% great person rate
	- organized realigion now gives +20% culture
	- Theocracy now gives +10% Unit speed build.
	- Caste system now gives +1 free specialist
	- Cannon now requires gunpowder (not steel)
	- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, WTH?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)

- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted

- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)

- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)

- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.



--------------------------------------------------------------------------------------------


v0.5

- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'

- Lag issue fixed

--------------------------------------------------------------------------------------------


v0.4

- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod


- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
	- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay

- Musketman now uses 'Muskets' built at a 'Musket Factory'
	- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!

- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.

- Navy Seals can now board Submarines and Nuclear Submarines

- 'Nuclear Carrier' Added
	- Requires 'Nuclear Reactor' Tech now in addition to Flight
	- Requires Uranium
	- Costs 200
	- Has Carriers standard of 5 moves
	- Has 17 Combat instead of 16
	- Has a Cargo Space of 8

- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
	- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'

- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english

- Free Speech now gives 25% War Weariness


--------------------------------------------------------------------------------------------


v0.3

- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds

- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative

- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism

- Submarines can now upgrade to 'Nuclear Submarine'

- ICBM Triple requirement didnt work, removed it

- 'Nuclear Submarine' Added
	- Same tech requirements as Submarine
	- Requires Uranium *only*
	- Costs 190 (Instead of 150 of a regular sub)
	- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
	- Receives 9 power (INstead of 8 of Submarine)
	- Now has a Capacity of 3 Cargo (Instead of 1)
	- Now has a 70% chance of withdrawl (Instead of 50%)
	- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines

- Added Technology 'Nuclear Reactor'
	- Requires Computers, Fission, and Refrigeration
	- Required by NUclear units, and Nuclear reactor
	- Costs 3500 points
	- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
	- GRID LOCATIONS NOT SET
	- Uses Fission Presets
	- NOTE: Does not show up in civolopedia


--------------------------------------------------------------------------------------------

v0.2

- Settler cost Raised another 25% (Total raise of 75% from vanilla)

- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more

- Removed Uranium requirement from the following units to add realism of oil requirements
	- Transport
	- Destroyer
	- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil

- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
  Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement


--------------------------------------------------------------------------------------------

v0.1

- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100

- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%

- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
	- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
	- Axemen cost 5 hammers less (30)
	- Macemen cost 20 hammers less (50)
	- Frigate enabled at gunpowder
	- Machine Gunner enabled at Assembly Line
	- Crossbowman reduced by 10 hammers (50)

- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed

----- **** Mods included **** -----
	- Barbarian Hordes
	- CulturalDecay v0.2
	- CultureConquest v1.3
	- Lost Units v1.2
	- Lost Wonders v1.0
	- Promotions and Traits v0.5
	- Proper Score Graph v1.8
	- RealFort v0.4
	- Sevopedia v1.9
	- Simple Game Clock
	- Special Domestic Advisor v0.92
	- TechConquest v0.3
	- Terraform v1.11
	- Unit Allegiance
	- UnitUpgrades
	- UnitXP v1.0
	- IceBreakerMod v1.0
	- GreenMod v2.1 (Only new Ressources)

----- **** Credit and thanks **** -----

This mod would not have been possible without the wonderful work of the following people:

	- Kristine and Jaynus for the previous modding

	- Exavier
		Support and advice
	- Frontbrecher
		Lost Wonders and Lost Units
	- Bhruic
		TechConquest, RealFort and CulturalDecay
	- Sevo
		Sevopedia
	- Vovan
		UnitUpgrades (included in the Sevopedia)
	- Tywiggins
		Terraform
	- Stone-D
		UnitXP and CultureConquest
	- Ulfn
		Proper Score Graph
	- Snaitf
		Unit Allegiance
		Great General
	- Requies
		Special Domestic Advisor
	- Homegrown
		Simple Game Clock
	- Kattana
		Barbarian Hordes
	- Dbkblk
		French translations of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith
	- Zuul
		Promotions and Traits

	- Master Lexx 
		GreenMod 2.1

	- Optimizer
		IceBreaker Mod

--------------------------------------------------------------

ToDo List for v0.65

- Adding Abbamouse's Realistic Religious Mod: (status 95% done)
http://forums.civfanatics.com/showthread.php?t=141585

- More realistic Unit balancing
Based on Fanatic Demon's Idea
http://forums.civfanatics.com/showpost.php?p=3540998&postcount=54

Code:
- All artilery units gain 25% advantage versus soft infantry targets (meglee, anchers, firearm unirs)
All cavalry units gain 25% bonus siege units, (making them more effective defending or artacking siege units)
- All firearm units gain 25% bonus city attack (making them realisticly more effective assaulying cities)
- Crossbowman gain 25% bonus vs Knights (crossbow bols could easily penetrade armor knights)
-Longbowman gains 25% bonus vs anchery units when attacking (missile bombardment)
- Swordman gains 25% bonus versus Anchers (making them more effective attacking ancher located in cities then macemen)
- War elephant gain trapling bonus (max 3 unit calateral damage) making them more effective agains stacks
- Horse ancher +50% more effective versus War elephants (Dhendis Khan defeated persian War elephants with ease by running in circles around elephanhts)

This ideas will be modified to reach even more realism.

- Adding the real Persian Immortal Unit and removing this horribly-mounted-historically-totally-inaccurate-type of Immortal in vanilla Civ4. (I don't understand CIV4's History Research team - if they had to model an Immortal, why don't they research what an Immortal was about? Is it that hard?)

- Adding a real World map. I have picked so far the Earth_realism V.1.3 If you know of any more realistic but still not too huge and playable worldmap, please write down your comment.

--------------------------------------------------------
Download:

Realism_0.64b.zip (release date: 24th-26th Feb 2006)
--------------------------------------------------------


Please share your ideas with me.

Many Thanks
Houman
What does "Increased BASE_REVOLT_FREE_UNITS to 2, from 1." mean ?:goodjob:
 
Yes i follow this thread ;)
 
@ acantoni
Maybe a self extract would be a good idea. It adds 100KB to the file, but still is 1.9 MB smaller than the ZIP file. Thanks for the idea.


@Junter

"Increased BASE_REVOLT_FREE_UNITS to 2, from 1."

This is a change that has been done before my time. Maybe Kristine can explain it. I don't know what it is either. :)


@[to_xp]Gekko

I hope you are right. :) The catapult has a value of 50. i have to test this to see, which way around an increase would affect a stack of unit.

Houman
 
@Junter

"Increased BASE_REVOLT_FREE_UNITS to 2, from 1."

This is a change that has been done before my time. Maybe Kristine can explain it. I don't know what it is either.

I think is the minimum number of units a city gets when it revolts. And they are free to the new civilization.

--Kristine
 
KGrevstad said:
I think is the minimum number of units a city gets when it revolts. And they are free to the new civilization.

--Kristine
The cities can become indipendent state ??? :nuke:
 
You take Earth Realism 1.3 ? Meraviglioso ! Wonderful ! Merveilleux !

Since the time that i waited it !

But why not forbide the maps not designed for the mod ?
 
junter said:
Answer me please ! :goodjob:

Perhaps you've heard of patience, junter. It's a virtue.

The revolution referred to is that one which happens prior to cultural flipping and these cities wind up as either yours or your opponents, depending on the direction of flip, of course.

Reading the manual can possibly substantially enhance your understanding of the game.

--Kristine
 
@Lachlan & Soma

Thanks for following this thread guys. :goodjob:

Regarding the Realism Map; I have already taken the map and placed all the new resources. I am testing it right now. My idea was to put each new resource in its original place. e.g. Potato and Coffee comes from South America, Lemon comes from Iran while Cotton comes from India.

If anyone has more information where to place the following new resources according to their origin please help me: I know that nowadays every country has its own potatoes, but if we place each resource everywhere, AI won't trade anymore with you. So stick with the country of origin please:

Cannabis
Coffee
Cotton
Lemon
Pearls
Potato
Salt
Sulphur

Regarding forbidding other maps, well some people might to like to play generated maps rather than the Earth map. :) I know I don't understand them either. :D

Regards
Houman
 
Hello

I like this mod, but this feature is bad:" No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture."
Could this be turned off, or can city be destroyed after capture, or is destroying own cities possible at all?

Sorry for my noobisness. Im quite new at civ 4, though old veteran with other civs.
 
The question is valid. Razing a city was indeed possible and would make it more realistic from my point of view.

1) I was actually looking for the option where this can be turned on and off. Can someone help me finding it?

The reason is, I am not sure if the Razing is still forbidden. As far as I remember I was given the possibility to raze a city upon capture. I haven't tried to raze any city yet.

2) Can the testers give any comment please?

Thanks
Houman
 
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