Fujisan
Warlord
- Joined
- Sep 9, 2003
- Messages
- 130
I decided to open a new thread because there are too many changes in my modification. The first version of this mod you can find in the SevoMod thread:
http://forums.civfanatics.com/showthread.php?t=151611
--------------------------------------
Mod FairStart
Add-on to SevoMod by Fujisan
v. 1.3
Release date: 3/28/2006
Compatible with SevoMod Version 2.3
--------------------------------------
Changes in v. 1.3
--------------------------------------
- Fixed bug of the game crashing when you Explore a Temple or Plant a Forest.
- Fabric Plantation added. Provides Silk or Cotton. Available with Paper. (Too many resources come with Calendar, so I moved two in Paper).
- Hammer yields of Mine on Aluminium, Copper, Iron and Pasture on Horse decreased a little bit.
- More detailed Readme file.
--------------------------------------
What is it?
--------------------------------------
SevoMod is good enough as it is! However I hope the following modifications make is even better. Mod FairStart is SevoMod plus:
- seven new resources (from GreenMod by Master Lexx);
- SEVENTEEN (!) new improvements (including absolutely new ones (Jungle Camp, Lodge, Hut), and changed ones (like Wheat Farm, Cow Pasture, Gold Mine etc.));
- unit stack aid promotions from Perks and Promotions by Zuul (simplified);
- hero promotions from Perks and Promotions by Zuul and Wadash (fixed and improved!);
- increased yields of all improvements, great peoples and some buildings;
- two new techs;
- no free starting techs and techs from Goody Huts for both AI and human;
- one new SS component;
- one new unit;
- additional military cost for gunpowder based and modern units;
...and many other changes (see the attachment for details).
In addition, I changed some conceptions of the game:
- Fair Start means that both AI and human at ANY handicap level start game with the same number of units. Moreover the number of starting units is increased (two settlers, two warriors, worker and scout). It is supposed that you will be playing at a higher handycap level than you usually do.
- I don't like the idea that you get a lot of resources at a time just with Agriculture, Mining or Calendar. Also I wanted to slow down the research and cities growth at the early stages of the game. That's why I added improvements for almost each resource! Each improvement becomes available with different techs and its yield changes during the game its own way. The latest improvement comes with Astronomy.
- I've made some changes to help to the Civilizations started in difficult terrain (Jungle or Tundra). If you start near Jungles, you are able to build very strong improvement Jungle Camp (+2/+1/+1). However it becomes useless very fast (-1 food with Agriculture, -1 food with Food Processing, -1 hammer with Iron Working). Also Tropical Plantation is available earlier than any other types of Plantations. If you start in Tundra, you are able to build a Lodge in Forests (+1/0/+1). This improvement is not very strong, but instead you have early access to the three "cold" resources (Fur, Deer and Sheep).
- It is natural that some resources are stronger than others. In this mod ALL resources give more yield, but some of them are made exclusive. The two champions are Oil (0/+4/+12) and Aluminium (0/+8/+2). (Don't forget that in case of Aluminium there is additional +2 hammers from Mine and +1 hammer from natural yield change and may be +1~2 from Hill.) Don't ask me to lower down these values, just play the game to the end and you'll see that this is not "too much". Another strong resources are Iron (0/+4/0), Copper (0/+3/+1), Gold (0/0/+10) and some others. The difference in yields of food resources is not big, but the strongest are Wheat and Fish. Also remember that most improvements give a little yield first, but give more and more with corresponding techs (typical example is Fish: it gives only +1 food at the beginning, but finaly reaches +4/0/+1 not counting Lighthouse effect).
And finally some general notes:
- in this mod you have more units;
- in this mod you have more experienced units;
- in this mod you have more populated cities;
and consequently
- you have more specialists and (if you play at ExpTech speed) Great Peoples.
---------------------------------------
Installation
---------------------------------------
You have to install SevoMod Version 2.3 first. Then copy this archive to Sevomod folder overwriting existing files.
Download link for FairStart v.1.3:
http://www.civfanatics.net/uploads11/FairStart_byFujisan_v1.3.zip
Link for SevoMod:
http://forums.civfanatics.com/showthread.php?t=151611
http://forums.civfanatics.com/showthread.php?t=151611
--------------------------------------
Mod FairStart
Add-on to SevoMod by Fujisan
v. 1.3
Release date: 3/28/2006
Compatible with SevoMod Version 2.3
--------------------------------------
Changes in v. 1.3
--------------------------------------
- Fixed bug of the game crashing when you Explore a Temple or Plant a Forest.
- Fabric Plantation added. Provides Silk or Cotton. Available with Paper. (Too many resources come with Calendar, so I moved two in Paper).
- Hammer yields of Mine on Aluminium, Copper, Iron and Pasture on Horse decreased a little bit.
- More detailed Readme file.
--------------------------------------
What is it?
--------------------------------------
SevoMod is good enough as it is! However I hope the following modifications make is even better. Mod FairStart is SevoMod plus:
- seven new resources (from GreenMod by Master Lexx);
- SEVENTEEN (!) new improvements (including absolutely new ones (Jungle Camp, Lodge, Hut), and changed ones (like Wheat Farm, Cow Pasture, Gold Mine etc.));
- unit stack aid promotions from Perks and Promotions by Zuul (simplified);
- hero promotions from Perks and Promotions by Zuul and Wadash (fixed and improved!);
- increased yields of all improvements, great peoples and some buildings;
- two new techs;
- no free starting techs and techs from Goody Huts for both AI and human;
- one new SS component;
- one new unit;
- additional military cost for gunpowder based and modern units;
...and many other changes (see the attachment for details).
In addition, I changed some conceptions of the game:
- Fair Start means that both AI and human at ANY handicap level start game with the same number of units. Moreover the number of starting units is increased (two settlers, two warriors, worker and scout). It is supposed that you will be playing at a higher handycap level than you usually do.
- I don't like the idea that you get a lot of resources at a time just with Agriculture, Mining or Calendar. Also I wanted to slow down the research and cities growth at the early stages of the game. That's why I added improvements for almost each resource! Each improvement becomes available with different techs and its yield changes during the game its own way. The latest improvement comes with Astronomy.
- I've made some changes to help to the Civilizations started in difficult terrain (Jungle or Tundra). If you start near Jungles, you are able to build very strong improvement Jungle Camp (+2/+1/+1). However it becomes useless very fast (-1 food with Agriculture, -1 food with Food Processing, -1 hammer with Iron Working). Also Tropical Plantation is available earlier than any other types of Plantations. If you start in Tundra, you are able to build a Lodge in Forests (+1/0/+1). This improvement is not very strong, but instead you have early access to the three "cold" resources (Fur, Deer and Sheep).
- It is natural that some resources are stronger than others. In this mod ALL resources give more yield, but some of them are made exclusive. The two champions are Oil (0/+4/+12) and Aluminium (0/+8/+2). (Don't forget that in case of Aluminium there is additional +2 hammers from Mine and +1 hammer from natural yield change and may be +1~2 from Hill.) Don't ask me to lower down these values, just play the game to the end and you'll see that this is not "too much". Another strong resources are Iron (0/+4/0), Copper (0/+3/+1), Gold (0/0/+10) and some others. The difference in yields of food resources is not big, but the strongest are Wheat and Fish. Also remember that most improvements give a little yield first, but give more and more with corresponding techs (typical example is Fish: it gives only +1 food at the beginning, but finaly reaches +4/0/+1 not counting Lighthouse effect).
And finally some general notes:
- in this mod you have more units;
- in this mod you have more experienced units;
- in this mod you have more populated cities;
and consequently
- you have more specialists and (if you play at ExpTech speed) Great Peoples.
---------------------------------------
Installation
---------------------------------------
You have to install SevoMod Version 2.3 first. Then copy this archive to Sevomod folder overwriting existing files.
Download link for FairStart v.1.3:
http://www.civfanatics.net/uploads11/FairStart_byFujisan_v1.3.zip
Link for SevoMod:
http://forums.civfanatics.com/showthread.php?t=151611