fitchn
Civ Fanatic
CivMore Version 0.42 Alpha (7/30/06)
More of Everything Civ!
Last Updated 7/30/06
7/30/06: Version 0.42 patch is now available. See below for link. More details to follow.
7/1/06: The 3ddownloads mirror of the mod in Zip format is now available. See below for the link.
6/30/06: The Full Feature List and Change Log have been added (see posts 2 & 3).
6/29/06: The Unit Preview Screenshot (At the bottom of the post) has been updated with all 72 new units!
6/28/06: The file is now available in both Zip format and 7z format on FileFront (see below for link). The .7z file has been mirrored on 3ddownloads and is now available; the .zip file mirror is still pending.
6/27/06: Version 0.40 (Alpha) is now complete, and is currently being uploaded... link and details coming soon!
5/9/06: Version 0.30 (Alpha) is now available! Version 0.30 features even more of everything, including Civilizations, Leaders, and Resources. Version 0.30 is compatible with (and requires) 1.61. Also note that the Civics Screen now auto-scales to suit your resolution! More details on the changes can be found in the next few posts...
3/17/06: After months of work, the first public alpha of CivMore is available! At this point, it is just an alpha, but I look forward to hearing any suggestions and constructive criticisms. Note that for this phase of the mod, I have tried to stay away from anything that AI would not know how to use (particularly anything with python that affects the gameplay); this may change as the mod develops further. Also note that many more features and additions are planned, including more of everything. Enjoy!
CivMore Downloads (Updated 7/30/06)
CivMore Patch (to version 0.42 Alpha)
Download History
Note: All of the information that follows (and more, including a complete crossreferenced changelog) can be found in the 'Release Notes' section of the Civilopedia.
About CivMore
CivMore is a mod with a single purpose: to promote strategic choices. It attempts to do this through two primary means:
More Content: Strategic choice cannot exist without options. CivMore adds dozens of new options to all aspects of the game (Specialists, Buildings, Wonders, Units, Promotions, Civics, etc.). These new options open up a wealth of strategic decisions: Which do I build first? Which wonder is more important to me? Economy or Science? Agriculture or Production? Do I promote my unit down a single path to make him invincible in a specific area but weak in others, or do I make him meager but well rounded? The choices are virtually infinite! Additionally, all first tier civics now have no upkeep, and any no upkeep civic has been increased to low upkeep; as such, each one now is a potential candidate, depending on circumstances (there is no longer one civic in each category that is always the worst, nor one that is always the best)!
Deeper Contrasts: The second fundemental aspect of promoting strategic decisions involves forcing more balanced and varied advantages and disadvantages for each option. Many of these contrasts come in the form of opportunity costs (eg, I can only build one thing at a time; which should I prioritize?) and obvious upkeep costs (ie, for civics and units), but CivMore attempts to take it one step further. Most of the new options have been designed to lend themselves to specific stratagies, impose penalties, or simply require more resources (many old items have been modified to these specifications as well). For instance, the new Colosseum Wonder can all but end unhappiness in a city when the culture rate is increased moderatly, but virtually useless if the culture rate is set at 0. In another example, each 'vs. unit type' promotion (ie, Cover, Shock, Formation, etc.) now have up to four levels, with the final level giving your units a whopping combined +200% versus the specific unit type, but actually reduces your abilities against other unit types by 10%. In yet another example, the new Temple Of Artemis wonder provides an early opportunity to boost a cities size dramatically, but introduces a potentially rampant health and happiness dilemma.
Other Important Notes and Changes: It has always bothered me that it was so easy to maintain a 100% science rate and still be bringing in 20+ gold per turn and maintaining complete happiness amongst your population. To that end, virtually all maintenence cost aspects of the game have been dramatically increased. Primarly, this includes increased city maintenence costs, increased civic upkeep costs, and a reduced number of free unit maintenence costs. Additionally, the culture rate modifier has become more of a necessity, due to the dramatically larger cities possible, and CivMore's increased war weariness rates.
CivMore Overview (Updated 6/29/06)
CivMore features a wealth of additions and changes. Most notable features include:
CivMore Credits & Acknowledgements (Updated 6/29/06)
CivMore Screenshots & Pics (Updated 6/29/06)
More of Everything Civ!
Last Updated 7/30/06
7/30/06: Version 0.42 patch is now available. See below for link. More details to follow.
7/1/06: The 3ddownloads mirror of the mod in Zip format is now available. See below for the link.
6/30/06: The Full Feature List and Change Log have been added (see posts 2 & 3).
6/29/06: The Unit Preview Screenshot (At the bottom of the post) has been updated with all 72 new units!
6/28/06: The file is now available in both Zip format and 7z format on FileFront (see below for link). The .7z file has been mirrored on 3ddownloads and is now available; the .zip file mirror is still pending.
6/27/06: Version 0.40 (Alpha) is now complete, and is currently being uploaded... link and details coming soon!
5/9/06: Version 0.30 (Alpha) is now available! Version 0.30 features even more of everything, including Civilizations, Leaders, and Resources. Version 0.30 is compatible with (and requires) 1.61. Also note that the Civics Screen now auto-scales to suit your resolution! More details on the changes can be found in the next few posts...
3/17/06: After months of work, the first public alpha of CivMore is available! At this point, it is just an alpha, but I look forward to hearing any suggestions and constructive criticisms. Note that for this phase of the mod, I have tried to stay away from anything that AI would not know how to use (particularly anything with python that affects the gameplay); this may change as the mod develops further. Also note that many more features and additions are planned, including more of everything. Enjoy!
CivMore Downloads (Updated 7/30/06)
CivMore_040_Alpha.zip (178.93 MB) - Download from FileFront - Download from 3D Downloads
CivMore_040_Alpha.7z (116.44 MB) - Download from FileFront - Download from 3D Downloads
To install, simply extract the file into your MODS folder. Note that the contents of both files are identical; you only need to download one of them!
CivMore_040_Alpha.7z (116.44 MB) - Download from FileFront - Download from 3D Downloads
To install, simply extract the file into your MODS folder. Note that the contents of both files are identical; you only need to download one of them!
CivMore Patch (to version 0.42 Alpha)
CivMore_042_Alpha_Patch.zip (0.46 MB): Download from Civfanatics
To install the patch, simply extract the file into your MODS folder. Answer 'yes' when prompted to overwrite files.
To install the patch, simply extract the file into your MODS folder. Answer 'yes' when prompted to overwrite files.
Download History
Version 0.20 had over 1,000 downloads
Version 0.30 had over 2,000 downloads
Version 0.30 had over 2,000 downloads
Note: All of the information that follows (and more, including a complete crossreferenced changelog) can be found in the 'Release Notes' section of the Civilopedia.
About CivMore
CivMore is a mod with a single purpose: to promote strategic choices. It attempts to do this through two primary means:
More Content: Strategic choice cannot exist without options. CivMore adds dozens of new options to all aspects of the game (Specialists, Buildings, Wonders, Units, Promotions, Civics, etc.). These new options open up a wealth of strategic decisions: Which do I build first? Which wonder is more important to me? Economy or Science? Agriculture or Production? Do I promote my unit down a single path to make him invincible in a specific area but weak in others, or do I make him meager but well rounded? The choices are virtually infinite! Additionally, all first tier civics now have no upkeep, and any no upkeep civic has been increased to low upkeep; as such, each one now is a potential candidate, depending on circumstances (there is no longer one civic in each category that is always the worst, nor one that is always the best)!
Deeper Contrasts: The second fundemental aspect of promoting strategic decisions involves forcing more balanced and varied advantages and disadvantages for each option. Many of these contrasts come in the form of opportunity costs (eg, I can only build one thing at a time; which should I prioritize?) and obvious upkeep costs (ie, for civics and units), but CivMore attempts to take it one step further. Most of the new options have been designed to lend themselves to specific stratagies, impose penalties, or simply require more resources (many old items have been modified to these specifications as well). For instance, the new Colosseum Wonder can all but end unhappiness in a city when the culture rate is increased moderatly, but virtually useless if the culture rate is set at 0. In another example, each 'vs. unit type' promotion (ie, Cover, Shock, Formation, etc.) now have up to four levels, with the final level giving your units a whopping combined +200% versus the specific unit type, but actually reduces your abilities against other unit types by 10%. In yet another example, the new Temple Of Artemis wonder provides an early opportunity to boost a cities size dramatically, but introduces a potentially rampant health and happiness dilemma.
Other Important Notes and Changes: It has always bothered me that it was so easy to maintain a 100% science rate and still be bringing in 20+ gold per turn and maintaining complete happiness amongst your population. To that end, virtually all maintenence cost aspects of the game have been dramatically increased. Primarly, this includes increased city maintenence costs, increased civic upkeep costs, and a reduced number of free unit maintenence costs. Additionally, the culture rate modifier has become more of a necessity, due to the dramatically larger cities possible, and CivMore's increased war weariness rates.
CivMore Overview (Updated 6/29/06)
CivMore features a wealth of additions and changes. Most notable features include:
- 10 New Technologies (96 Total)
- 20 New Civilizations (38 Total)
- 35 New Leaders (61 Total)
- 71 New Units (154 Total) including:
- 2 New Great People (7 Total)
- 58 New Unique Units (76 Total)
- 26 New Buildings (80 Total) including:
- 14 New Great People Buildings (15 Total)
- 26 New Wonders (72 Total) including:
- 3 New National Wonders (16 Total)
- 7 New Religious Wonders (14 Total)
- 5 New Resources (40 Total)
- 4 New Specialists (15 Total)
- 54 New Promotions (95 Total)
- 1 New Unit Category (10 Total)
- 2 New Civic Categories (7 Total)
- 17 New Civics (42 Total)
- 6 New Leader Traits (14 Total)
- Each Great Person now has 5 abilities
- Each Civilization now has 2 Unique Units
- Each Leader Trait now provides a 50% production bonus to one National Wonder and one World Wonder
- Numerous Interface Changes, including fitchn's Civilopedia Index Mod Component, 12Monkey's Enhanced Plot List Mod Component, and Dr. Elmer Jiggle's Civ4lerts Mod Component
- 100+ other gameplay and interface changes and enhancements
CivMore Credits & Acknowledgements (Updated 6/29/06)
- fitchn (Civilopedia Index Mod Component)
- Sevo, Shqype, and Wyz_sub10 (CIV Gold Mod Component)
- Trip (Buttons for Mark V and Sopwith Camel)
- Zuul (Buttons for Attack I, II, III)
- dj_anion (Button for Great Wall, Military Training, Bid for Contract)
- Duke van Frost (Cure for Cancer Button, Trebuchet Model)
- Dr. Elmer Jiggle (Civ4lerts Mod Component)
- 12monkeys (Plot List Enhancements Mod Component)
- snafusmith (Akula Model, AEGIS Cruiser Model, Nuclear Submarine Model, T-34-85 Model)
- C. Roland (AEGIS Cruiser Skin, Babylonian Swordsman Skin, Cromster Skin, Gallic Swordsman Skin)
- Rabbit, White (Arabian Cavalry Model, Canoe Model, F-15 Model, Avro Lancaster Skin, Uhlan Model, Chaski Model, Habiru Model, Woomera Warrior Model, Nomad Skins, Great General Model)
- sepamu92 (Eagle Model)
- Exavier (Junk Skin)
- nautil (Tigre HAD Model)
- krowtrobot (Zero Skin)
- Chamaedrys (Trireme Skin)
- DisAstro (Commando Skin)
- Mumin (Bombard Skin & Button, Stratioti Skin)
- J_Period (Hashshashin Skin)
- Robo Magic Man (Janissary Skin, Askari Skin)
- Snarko (start of the necessary code to cap a city's food box to the max allowed)
- zinferno (invaluable feedback and suggestions for numerous buildings and wonders)
- Zuul (inspiration for some of the new promotions)
- Officer Reene - Multiplayer Testing, Suggestions, Feedback, and general forum support.
- Tycoon101 - Play Testing, Balancing, Suggestions and Feedback
- Brancaleone - Play Testing, Debugging, Suggestions and Feedback
- Kimbal - Play Testing, Debugging, and Feedback
- The Great Apple - for pointing me towards two great online APIs.
- Kael - the code changes to your civics screen in your 'Fall from Heaven' mod pointed me in the right direction to get my changes started.
- Snaitf - the code changes in your 'Great General' mod helped me figure out what I needed to know to add the extra specialists and the specialist stacking.
- All members of CivFanatics that contributed to the discussion thread; You're feedback and suggestions help to shape this mod into what it is and what it will be!
CivMore Screenshots & Pics (Updated 6/29/06)