Welcome to the biggest and most ambitious mod for Fall from Heaven! With a changelog of already over eleven pages I hope to make the FfH experience better and better. Hopefully with your help.
The focus of this mod is to increase the value of currently underused options and make everything more balanced, so you can enjoy all aspects of the game to the fullest. Balance work means lots and lots of minor changes and tweaks, many of which a casual player might not even notice. So it’s hard to name “big new features” for this mod. You have to try it yourself. I promise you will like it, as these people have:
"LOVE what you have done with the mod" -- daladinn "Nice work!" -- CXDamian "OMFG" -- daladinn "Love the mod" – Owain "Maniac did an amazing job, I would highly recommend that anyone who likes FfH should try out Rise of Mania!" -- Kael "have to say this has imho replaced the current evolution from FFH..." -- daladinn "It's an absolute blast!" -- DieselBiscuit "I am an addict..." -- daladinn
So join the game-playing and –testing fun and make FfH an even more awesome game!
You can download the file here. It contains a changed Assets folder to copy over a fully patched FfH installation. Put the zipped file in the main FfH directory, right-click on it and “Extract to here”. You can either make a seperate FfH copy especially for Rise of Mania if you play both a lot, or just put it over your regular install. If you want to go back to regular FfH, simply reinstalling the latest official patch does the trick.
In case they’re reading this thread, I thought I’d put this on top, to make sure I still have their attention. I have two requests for features which I believe would make the game more interesting and balanced, but which AFAIK can’t be done in Python or XML.
First is the addition of a spending cap à la Civ2. That is, you can only set your taxes/science/culture as high as eg 70%. For modding ease, most useful would be the ability to set the default cap in GlobalDefines.xml, and also have the option to change the spending cap with certain civics, ie in Civ4CivicInfos.xml.
Currently in Civ4, due to the absence of a spending cap, there is no meaningful difference between gold and beakers, and it’s always best to try and set your science slider as high as possible. A Great Merchant, a holy city, the Runes of Kilmorph… are just alternative ways to boost your science production. This reduces the uniqueness of other game features, such as the Ashen Veil for instance. On the other hand in SMAC you had an Economy social engineering factor which boosted energy and commerce production, and an Efficiency SE factor, which reduced energy waste and allowed to set your sliders higher. Thus you had Morgan Industries, who had a superb economy but only average efficiency. As a consequence their tax and science sliders had to stay the same, which caused an abundance of cash with which they could eg hurry production. You had the Gaians, who had a below average economy but high efficiency, so they had the advantage of high flexibility and adaptability. Then you had the Cybernetic Consciousness, who had a normal economy, high efficiency and a research bonus, so their best strategy was to research as much as possible. A fourth possible combination would be giving a civ money production bonuses, so they would do good setting their gold slider as high as possible, and act as a trader and middleman to get their techs. Four different playstyles in other words where there’s only one in Civ4.
To have no change, the default spending cap could just be set to 100%.
Second is the request for more control over great people production. Currently you can only set the increase in great people points necessary for the next GP for the first couple GPs. After ten GPs, the GPP increase automatically rises by 100. I’d prefer if you had two additional values in GlobalDefines.xml, one to set per how many GPs the GPP increase changes, and another with how much. I’d like to set it to -25 per 5 GPs, so that the GPP increase evolves from 150 to 125->100->…
While all other game strategies become better and more productive as the game progresses, the big exception forms great people. Great People Points give you less and less benefit for your investment the more GPs you get. This makes a specialist strategy a bad idea for the endgame, and reduces the value of the Philosophical trait. I’d like to reward instead of punish people for following a heavy GP strategy.
Here I’ll give some explanation about the changes I made. To just see the dry list of changes, check out the next post, the changelog per file.
Archers and Melee
Fall from Heaven inherited the system vanilla Civ4 uses: melee units are good for city raiding, and archers are good for city defense. This creates two issues. One is that due to promotions your melee army gets artificially divided into a group that’s good at city raiding, and a group that’s good at general combat. I’d prefer a smoother transition between on-the-field combat and city sieges. Second is that since the AI isn’t very good at attacking cities and since melee and recon usually also suffice for city defense, the whole archer branch of the tech tree is underused by the human player. Also, what’s the fun of a unit type that just sits the entire game idle in a city? With the changes I made melee and archer units still keep their original purpose, but archers are now also good to use outside of cities.
The changes which mainly affect melee. Most melee units can slightly bombard city defenses (think long sieges to starve out cities). Pikemen gain extra strength with weapons promotions.
Spoiler:
1. City Raider and Garrison I now requires Combat I or Drill I. City Raider and Garrison II now requires Combat III or Drill III.
2. Melee units can learn the City Garrison promotions.
3. City raider III gives a 20% combat bonus against archery units instead of melee.
4. Warrior can bombard city defenses 1% per turn.
5. Soldier of Kilmorph can bombard city defenses 2% per turn.
6. Axeman can bombard city defenses 2% per turn.
7. Maceman can bombard city defenses 2% per turn.
8. Pikeman can bombard city defenses 2% per turn.
9. Immortal, Berserker, Shield Wall, Spartiatoi can bombard 2% per turn.
10. Most Pikemen require Constitution instead of Metal Casting. Various hammer cost adjustments. Copper suffices to build the unit. Exceptions: Boarding Party requires Astronomy. Gargoyle is unchanged. Ogre, Illian and Calabim Pikeman still require Metal Casting.
11. Mithril Weapons provide +3 instead of +4 strength. Doviello Phalanx, Berserker & Immortal increased +1 in strength.
12. Axeman doesn’t have a +10% city attack bonus.
13. Production speed of the Training Yard instead of Shipyard is now doubled with the Aggressive trait.
14. Melee units can get Barrage 2 & 3.
15. Berserker (except the Balor) starts with Barrage 1.
16. Doviello melee and archer units now have normal costs. Doviello can still build Forge.
17. Only melee mounted units, Minotaurs and the axeman line can get weapons promotions. Axeman cannot get Iron Weapons. Axeman and Maceman cannot get Mithril Weapons. Melee units still require metal resources. Strength of the other melee unit readjusted to pre-Fire.
The changes which mainly affect archers. Instead of a 50% city defense bonus, archers get extra strength against melee and ranged cavalry, or extra first strikes. The promotion prerequisites have been reworked to allow Drill as an alternative to Combat to gain the more special promotions.
Spoiler:
1. Archer can learn the City Raider promotions.
2. Drill I gives one extra first strike instead of first strike chance.
3. Archer gets the Attack, Reserve and Counter unit AIs.
4. Archer loses +50% city defense, but gains +50% vs melee, and +50% defense versus (Nomadic) Chariot and (Nomadic) Horse Archer. Except +25% vs melee and mounted archers for Elven Archer.
5. Crossbowman gains +50% defense against Chariot and Horse Archer.
6. Longbowman loses +25% city defense but gains one extra first strike. No longer requires any resource. Gains the Attack, Reserve and Counter Unit AIs.
7. Gilden Silveric loses +25% city defense, but gains the Woodsman I promotion. Gains the Attack, Reserve and Counter Unit AIs.
8. Flurry and Marksman require Silk instead of metal resources.
9. Marksman requires Combat IV or Drill IV or Forest Stealth.
10. Heroic Strength I now requires Hero and Combat I and (Combat V or Drill IV).
11. Amphibious now requires Combat II or Drill II.
12. Blitz now requires Combat I and (Combat V or Drill IV).
13. Sentry now requires Combat III or Drill III.
14. Shock I requires Combat I or Drill I.
15. Shock II requires Shock I and (Combat III or Drill III).
16. Formation requires Combat II or Drill II.
17. Cover requires Combat I or Drill I.
Mounted units
I’ve done several things which make the cavalry techline more attractive. Here I’ll specifically mention I’ve split the cavalry line into a ranged cavalry line and a melee cavalry line. They go as follows:
Ranged cavalry: Chariot -> Horse Archer -> Camel Archer & War Chariot
Melee cavalry: Horseman -> Knight -> War Elephant & Royal Guard
Ranged cavalry’s specialty is withdrawal chance. Melee cavalry doesn’t have that, but they can gain higher strength with the Bronze, Iron and in some cases Mithril Weapons promotions.
Spoiler:
1. Hippus Palace provides Law mana instead of Horse. Hippus mounted units no longer require Horse.
2. Horseman, Knight, Royal Guard and War Elephant can get Weapons promotions. Horseman cannot get Mithril Weapons.
3. New Unique Unit added, replacing the (Nomadic) Horse Archer for the Luchuirp, Khazad and Clan of Embers: the (Nomadic) Light Chariot. Same stats as the (Nomadic) Horse Archer. Requirements: Horse, Military Strategy, Construction, Archery and an Archery Range.
4. Knight is no longer a national unit: can be built infinitely.
5. Chariot changes to strength 3, cost 60, gains one first strike chance, tech requirements of Crafting and Archery, building requirement of Archery Range, resource requirement of Horse, and upgrades to Horse Archer.
6. Horse Archer loses immunity to first strikes. They upgrade to War Chariot and no longer Knight.
7. Horseman loses the Cover I promotion and 25% withdrawal chance (Raider keeps 10%), but gains immunity to first strikes. Cost set to 90. Horseman only upgrades to Knight and Sir NAITM.
8. Knight -6 strength, -35% withdrawal chance (Hippus retains 10%), 180 cost, tech requirement Chivalry. Upgrades to Royal Guard and War Elephant.
9. Royal Guard now only upgrades to War Elephant.
10. War Elephant is reduced by -2 strength and no longer has a withdrawal chance, except of course the Hippus who retains 10%. Requires Large Animal Domestication.
Disciples
Spoiler:
1. Disciple units can learn the Amphibious, Blitz, City Raider and City Garrison promotions.
2. Monk requires Religious Law instead of Priesthood.
Naval units
In general increasing the options available to naval units. Cargo capacity has been increased a little.
Spoiler:
1. Naval units are also affected by the Magic Resistance trait.
2. Naval units can learn the Accuracy, Drill II, Drill III, Drill IV promotions.
3. Accuracy requires Construction.
4. Navigation I no longer has a promotion requirement (was Flanking I).
5. Galley, Caravel and Galleon now have 2 cargo capacity. Caravel gains the Settler Sea Unit AI. Galleon gains the Sentry promotion and can sail through rival territory.
6. Frigate and Galleon require Iron Working.
7. Arcane Barge requires Alchemy instead of Sorcery.
Micromanagement reduction
In Fall from Heaven, if you’re playing the Malakim and want to have a Beastmaster, you shouldn’t build it directly. No, you should build a Lightbringer, upgrade it to a Disciple of Leaves, then upgrade it to a Ranger and only then to a Beastmaster. As a consequence you’ll have gained the Sentry, Medic I and Woodsman I promotions for free. If you’re playing the Khazad and want a Shield Wall, you should build a Dwarven Soldier, upgrade it to a Pikeman and then to a Shield Wall. Result: Dwarven and Guerilla II for free. Two of numerous examples. These kinds of micromanagement tricks may be fun for a casual player, but in a multiplayer environment the person who knows most of these tricks will win. As a consequence everyone will be forced to constantly use them to compete, and they get boring very quickly. I’m a longtime SMAC player and micromanagement specialist – I know what I’m talking about. I’d prefer Civ to be a strategy game instead of a micromanagement game. In addition it’s an extra reason why the AI can’t compete with a human player. That’s why I’ve made an effort to remove the need for these upgrade paths. Now you can just build a Shield Wall as the Khazad and get the promotions you would have gotten by upgrading.
There are a couple units, mostly religious units, to which you can upgrade by multiple paths, and gain different promotions as a consequence. For instance a Fellowship of Leaves ranger can get Elven by upgrading from an Archer of Leaves, or Medic I and Woodsman I from a Disciple of Leaves. Giving the ranger all three promotions would be too much, so I’ve changed the Archer of Leaves to Woodsman I as well. I’ve done some similar streamlining to the other religious units.
Even after that there were a couple cases where it wasn’t desirable or possible to streamline the promotions, so there the human player still has to upgrade him or herself to gain the maximal benefit.
Changelog:
Spoiler:
1. The Infernal War Elephant and Royal Guard start with Channeling I & II, Sorcery, Death I and Undead.
2. The Hippus Royal Guard and War Elephant start with Channeling I and Chaos I.
3. Doviello Berserker starts with Shock I and Trainer.
4. The Drown can upgrade to Sir Not Appearing In This Mod.
5. Stonewarden starts with Guerilla I, but loses Demon Slaying I.
6. Paramander starts with Guerilla I.
7. Priest of Leaves starts with Woodsman I, but loses Demon Slaying I.
8. Archer of Leaves starts with Woodsman I, but loses Elven.
9. Zealot starts with Amphibious, but loses Dwarf Slaying.
10. Cultist starts with Amphibious, but loses Demon Slaying I.
11. Savant loses Elf Slaying.
12. Ritualist starts with Scourge, but loses Demon Slaying I.
13. High Priest loses Demon Slaying I.
14. Disciple of Leaves and Savant need to be built under their state religion to start with Medic I and Woodsman I/Scourge.
15. The Enchanted Blade promotion is no longer retained after unit category switching.
16. The Flaming Arrows promotion is no longer retained after unit category switching.
17. All living non-Hero Khazad and Luchuirp units that don’t already have a race start with the Dwarven promotion.
18. All living non-Hero Ljosalfar and Svartalfar units that don’t already have a race start with the Elven promotion.
19. Dwarven Hammerfist and Dwarven Soldier start with Guerilla I instead of Guerilla II.
20. Dwarven Berserker, Khazad Pikeman, Spartiatoi and Shield Wall start with Guerilla I.
21. Paladins built under Runes or Order state religion start with Medic I.
22. Rangers, Longbowmen, Flurries, Marksmen, Druids and Beastmasters built under Fellowship of Leaves state religion start with Woodsman I.
23. Rangers and Beastmasters built under Fellowship of Leaves state religion start with Medic I.
24. Paramanders built by the AI in a city with a Brewery will start with the Dwarven promotion.
25. Stygian Guards and Eidolons built by the AI under Octopus Overlords state religion have 50-50% chance to start with Medic I and Amphibious OR with Water Walking, Undead and Vulnerable to Fire.
26. Marksmen built by the Amurite AI start with Channeling I & II, Sorcery, Fire I and Flaming Arrows.
27. Lanun Phalanx and Shield Wall start with Boarding.
28. Amurite Shadow starts with Channeling I and Dimensional I.
29. Amurite Flurry starts with Channeling I & II, Sorcery, Fire I and Flaming Arrows.
30. Grigori Berserker starts with Courage and Dragon Slaying.
31. Bannor Spartiatoi and Shield Wall start with Guardsman.
32. Balseraph Druid and Beastmaster start with Channeling I & II, Sorcery, Mind I and Chaos I.
33. Balseraph Marksman and Courtesan starts with Taskmaster.
34. Brujah starts with Channeling I and II, Sorcery, Body I and Death I.
35. All possible upgrade paths of the Malakim Lightbringer start with Sentry.
36. When built, the Orc Marksman starts with Amphibious.
Upgrade paths still having loopholes:
Spoiler:
General
Royal Guard -> War Elephant
Guardsman, Sorcery, Spirit II
Religious units
Soldier of Kilmorph -> Paramander
Dwarven
The Drown -> Stygian Guard -> Eidolon
Undead, Vulnerable to Fire, Water Walking
Zealot -> Stygian Guard -> Eidolon
Amphibious, Medic I
Unique units
Chanter -> Marksman
Channeling I & Dimensional I
Firebow -> Marksman
Channeling I/II, Fire I, Sorcery, Flaming Arrows
Guardsman -> Maceman
Guardsman
Lightbringer -> tier2 disciple
Sentry I
Lizardman Assassin -> Shadow
Orcish & Amphibious
Civics
General rebalancing of about everything to make some previously weak civics more used.
Spoiler:
1. God King no longer provides state religion happiness. Forbidden Palace provides +2 happiness. Winter Palace +3 happiness.
2. Aristocracy: requires Monarchy. No more farm effects. Provides military happiness. Basically the former Hereditary Rule civic.
3. Republic requires Constitution.
4. Default cultural civic added: Naturalism. No effects. All civs’ initial cultural civic changed to Naturalism.
5. Religion requires Mysticism. Provides +1 happiness with Pagan Temple and no longer all five religious temples.
6. Pacifism requires Philosophy. Provides +75% Great People points.
7. Nationhood requires Fanaticism. Provides +1 happiness with Training Yard and Archery Range. Can draft three units per turn. No military production bonus anymore.
8. Basilica gives +2 happiness under Social Order.
9. Consumption no longer provides extra happiness for the Market and Inn. Instead Consumption provides 1 happiness per 20% gold spending. Gambling House de facto removed and recycled as the mechanic which provides 1 happiness per 20% gold spending.
10. Liberty requires Honor.
11. Arete provides +1 hammer to Dwarven Halls, Dwarven Town and Dwarven Metropolis.
12. Military State: Can no longer hurry with gold. Can no longer draft. Provides free unit maintenance for 25% of the population.
13. Serfdom: Can no longer hurry with gold.
14. Caste System no longer causes unhappiness in largest cities, no longer can hurry with gold, and no longer gives +1 beaker per specialist.
15. Guilds: Can no longer appoint unlimited artists. Improvements upgrade 50% faster.
16. Agriculture provides +10% food production, but no more farm effects.
17. Mercantilism: Can hurry with gold. Improvements upgrade 50% faster.
18. Foreign Trade: Can hurry gold.
19. Sacrifice The Weak no longer provides +10% gold, nor suffers a -20% Great People point penalty. When running the Sacrifice the Weak civic, a diseased or plagued unit that dies in combat has 1/3 chance of spawning a Diseased Corpse. Os-Gabella’s favourite civic is Sacrifice the Weak instead of Despotism.
20. Fend for Themselves gives units +1 free XP. Good AIs cannot run the Fend for Themselves civic.
21. The Grigori can run Public Healers.
22. Apprenticeship requires Archery instead of Education.
23. Under Military Discipline units gain one extra experience per combat. Not cumulative with Valor.
Nomadism
This new economic civic requires some more explanation. The effects: Requires Animal Husbandry. Low upkeep. -10% food production. Pasture provides +1 hammer. Can draft three nomadic units per turn, two pop per unit. Can build nomadic chariot, nomadic horseman, nomadic horse archer.
Of course having moving cities would be most fitting for a Nomadism civic, but barring that, I figured being able to draft nomadic units was the closest equivalent. Then you can still evacuate some forces if a “city” is threatened. So what do these three nomadic units do? They somewhat resemble their “sedentary” counterparts, except:
1) They don’t have a buildings prerequisite. No need to build stables or an archery range.
2) They can found cities.
3) They can build pastures.
4) The Nomadic Horse Archer has strength 6.
5) The Nomadic Horseman costs 120 hammers and have strength 4.
6) The Nomadic Chariot costs 120 hammers and has strength 4 and one first strike.
The Hippus variants have one more movement point, and +10% withdrawal chance, as usual.
Spoiler:
1. Nomadism: new Economy civic. Requires Animal Husbandry. Low upkeep. -10% food production. Pasture provides +1 hammer. Can draft three nomadic units per turn. Can build nomadic chariot, nomadic horseman, nomadic horse archer.
2. Nomadic Horseman, Chariot, Horse Archer, Raider, Hippus Chariot and Brigand added.
3. Luchuirp, Khazad and Clan of Embers can’t build Nomadic Horse Archer, but can build a Nomadic Light Chariot.
4. Minimal population for drafting lowered to one.
5. Unhappiness from drafting lowered to 2.
6. Animal Husbandry no longer requires Agriculture. Beaker cost is reduced to the same as Agriculture: 125.
7. Hippus starting tech is Animal Husbandry and initial economic civic Nomadism. Added three nomadic unique units. Rhoanna’s and Tasunke’s favourite civic is now Nomadism.
8. Scout can upgrade to Nomadic Horseman and (Nomadic) Chariot.
Terrain
The big change here is replacing the farm <-> cottage opposition as most common terrain improvement strategies by farm<->pasture, and combining the farm with the cottage->town line. Besides stopping the endless cottage spam versus specialist strategy debates another good thing is it makes much more sense from a realism point of view. Large cities arise in fertile agricultural lands, and great people (or what they represent) arise in advanced civilizations (civitas = city). The opposition between farm and town is really silly.
An opposition between a sedentary and nomadic lifestyle makes more sense. The Pasture is now the low investment, low requirement improvement with average returns. The farm->metropolis line gives a higher return, but it requires a heavier investment in worker turns, and has more requirements (freshwater). It also takes longer to upgrade to the next improvement. First reason: everything takes longer to build in FfH; so should terrain improvements. Second reason: I want to make towns even more important to protect. Makes for some more interesting warfare I think. The pillage rewards are also significantly increased.
Spoiler:
1. War Machine settlement destruction adapted to new terrain improvements.
2. Plantation and Winery provides +2 commerce with Taxation.
3. Quarry provides +1 hammer with Engineering.
4. Pasture can be built on all Plains, Grassland, Tundra, Broken Lands and Fields of Perdition. Pasture provides +1 hammer, +1 gold. +1 gold with Stirrups and +1 hammer with Large Animal Domestication. Pasturing a horse and cow provides one less hammer. Pasturing a pig and sheep one less food.
5. Camp provides +2 commerce with Animal Mastery.
6. Farm/Terrace: Pillaging provides 10 gold. Upgrades to Village in 30 turns.
7. Village provides one more commerce than Farm. Pillaging provides 30 gold. Upgrades to Town in 60 turns.
8. Town provides two more commerce than Farm. Pillaging provides 45 gold. Upgrades to Metropolis in 120 turns.
9. Metropolis provides three more commerce than Farm. Pillaging provides 60 gold.
10. Dwarven Mine upgrades to Dwarven Halls in 30 turns.
11. Dwarven Halls provide one more commerce than Dwarven Mine. Dwarven Halls upgrade to Dwarven Town in 60 turns.
12. Dwarven Town provides two more commerce than Dwarven Mine. Dwarven Town upgrades to Dwarven Metropolis in 120 turns.
13. Dwarven Metropolis provides one food and two more commerce than Dwarven Mine.
14. Terrace terrain improvement added. Same as farm except it can only be built on hills. Buildtime 1200. Requires Construction.
21. Build Elven Terrace option added. Same as Terrace, except it can be built on forest.
16. Fort cannot be built directly on Ancient Forest.
17. Farm and Elven Farm build time increased to 800.
18. Mine build time increased to 600.
19. Build Town, Dwarven Town & Elven Town option added. Buildtime 10000. Requires Mercantilism.
22. Orc Worker can build Farm, Mines, Pasture, Plantation and Terrace in Jungle. Jungle no longer gives -1 Food.
23. Dwarven Worker cannot build Farm, Terrace or Pasture. Builds Dwarven Farm/Terrace and Workshop instead. Mud Golem builds Workshop instead of Pasture.
24. Dwarven Farm & Terrace added. Does not upgrade to the urban line and only provides 5 gold for pillaging.
25. Workshop revamped as a unique dwarven terrain improvement. Provides one hammer and one gold, plus one hammer with Machinery and plus one gold with Taxation. Can be built on flatland grass, plains, tundra, broken lands and fields of perdition. 10 gold for pillaging.
26. Captured slaves keep their race. Captured Elven and Orc settlers become slaves. Captured Dwarven, Elven and Goblin workers become slaves.
27. Dwarven Slave can no longer build Dwarven Mines. Elven Slave can no longer Build Elven Farm, Pasture, Plantation and Cottage.
28. Priest of Leaves now has the Animal AI. iAIWeight of the Nature II promotion increased to 100.
29. Ljosalfar can bloom forest under their cities.
30. Bloom Forest is possible on terrain improvements and on Jungle, but destroys the improvement. AI cannot cast on resources, town and metropolis.
31. If the AI has the Priesthood tech and follows Fellowship of Leaves as state religion, Jungle has a 6% chance each turn to turn into forest.
32. Ancient Forest now provides +1 commerce, plus an additional commerce near a river.
33. Gems can appear in Plains. They are enabled by Smelting.
Defensive withdrawal
I added defensive withdrawal, that is withdrawing to a free tile if you’re attacked. This gives ranged cavalry a more fun and special tactical role.
Rules are as follows:
The chance for defensive withdrawal = offensive withdrawal chance of the defender - offensive withdrawal chance of the attacker.
So if a horseman with Flanking I attacks a horse archer, the horse archer has a 35-20=15% chance of withdrawal.
Exception to this general rule for defensive withdrawal are:
1. Units never withdraw from a city or fort.
2. Siege units cannot withdraw.
3. Defending units cannot withdraw from Fire units or units with the Marksman promotion. No fireball dodging.
4. Rooted units cannot withdraw.
Zones of Control & movement speed in general
These changes are born out of a double concern.
1) Movement speed in one’s own territory is too fast. A mere footman can walk nine tiles with Mobility I, Hasted and Engineering. Since everyone can move fast, this reduces the value of units whose specialty is supposed to be their speed: mounted and naval units.
2) Movement speed in enemy territory is too slow. This removes the possibility for any complex tactical manoeuvre in enemy territory and just changes combat in walking a big stack slowly from city to city. I’d prefer the option to have more mobile warfare strategies.
To reduce overall movement speed, road speed is no longer increased by Engineering. To increase mobility in enemy territory, the Commando promotion no longer requires Combat IV and is already enabled by the Warfare tech.
Of course, while warfare could use some more mobility, one doesn’t have to overdo it, and it should be possible to mount a defense against cavalry raging throughout your territory. That’s why I’ve added a form of zones of control around forts and cities: moving next to a fort or city reduces movement points by 1, or by ½ if the unit has the Commando promotion. Summoned units are never stopped, but neither can they get the Commando promotion, so everything remains the same for them. I’ve changed forts so that the AI builds them more.
Spoiler:
1. Road speed no longer increased by Engineering.
2. Roads take 4 turns to build.
3. Mobility I requires Horseback Riding instead of Exploration.
4. Commando requires Warfare, but no longer Combat IV.
5. Fort provides 1 commerce; can be built on forest, jungle, new forest, grass and plains; carries irrigation; provides 5 gold after pillaging.
6. Forts disappear if an ancient forest grows in its tile.
7. Ancient Forest requires three movement points to move on.
8. Movement through Ice requires 2 movement points.
9. Roads no longer have a tech prerequisite. Road i(Flat)Movement changed to 60. Exploration changes that with -30.
Religion
The more religions you have in your cities, the better in Civ4. That doesn’t make sense in a world where the gods are at odds with each other, especially for Spiritual leaders. That’s why each non-state religion in your cities provides 1 unhappiness, and that’s why I’ve changed the Spiritual trait. Note that the combination of having a religion and the corresponding Temple in your cities still means it’s beneficial to have many religions; just not so beneficial that you would want to actively promote them spreading to your empire.
Spoiler:
1. Each non-state religion in a city gives one unhappiness.
2. Temple production speed no longer doubled with the Spiritual trait.
3. Production speed of the Pagan Temple, Basilica, Weaponsmith, Sculptors Studio, Grove, Asylum and Demons’ Altar is now doubled with the Spiritual trait.
4. Demons’ Altar provides +15% science.
5. Weaponsmith provides +2 happiness with Arete.
6. Sculptors’ Studio provides +1 happiness with Arete.
7. When razing a holy city, a mana node is created and the razer receives a Great Prophet (or Adventurer for the Grigori).
8. A civilization must follow the Order of Junil as state religion to get double as many units with the Recruit spell.
9. The Sheaim and Kuriotates no longer suffer unhappiness from having the Cult of the Dragon in their cities.
10. Inquisitor’s national limit is now determined at python level. Under the Theocracy civic everyone but the Grigori can build three additional Inquisitors, for a total of six.
If possible, I’d like to reduce military-only and loose end techs. By adding some more alternative paths to the same tech, shifting some building requirements and adjusting some tech costs, I hope some underused paths will become more attractive. Also, as a general rule I’m against giving more than one one-time bonus per tech.
Spoiler:
1. Trade no longer requires Writing, but instead Horseback Riding or Sailing.
2. Constitution tech has not been removed. Constitution also enables permanent alliances.
3. Bowyers cost reduced to 1600.
4. Hunting cost reduced to 200.
5. Tracking cost reduced to 275.
6. Hunter (+8 UUs) requires Tracking instead of Hunting.
7. Animal Handling cost increased to 1600.
8. Ranger (+7 UUs) cost reduced to 120.
9. Warfare now requires Education and (Bronze Working OR Archery OR Horseback Riding).
10. Optics now requires Sailing and Calendar.
11. Medicine now requires Education and (Sanitation OR Herbal Lore). Aquae Sucellus requires Medicine instead of Sanitation.
12. Sanitation research cost doubled. Public Baths increase happiness by two instead of three.
13. Poisons renamed to Herbal Lore. Requires Calendar and Tracking. Herbalist requires Herbal Lore instead of Agriculture. Grigori Medic now requires Herbal Lore and Herbalist.
14. Drama no longer gives a free Great Artist for the first researcher. Drama gives +1 happiness in all cities. Theater reduced to cost 180. Syliven’s Perfect Lyre’s cost lowered to 400 hammers. Honor requires Drama.
15. Bowyers no longer requires Bronze Working.
16. Animal Mastery requires Bowyers instead of Iron Working.
17. Mathematics increases the hammers gained by chopping by 25%. Aquaduct requires Mathematics in addition to Sanitation. Bazaar of Mammon requires Trade instead of Currency.
19. Engineering increases worker speed by +25%. The first researcher no longer gets a Great Engineer.
20. Hippodrome requires Stirrups instead of Warhorses. Stirrups tech cost reduced by 25%.
21. Armored Cavalry renamed Chivalry. Chivalry research cost halved. Prerequisites now are Feudalism and Stirrups. War Chariot and Knight prerequisites switched again.
22. Warhorses now also requires Bowyers.
23. Domesticate Camels renamed Large Animal Domestication. Large Animal Domestication requires Stirrups instead of Warhorses. The “Domesticate Elephants” tech has been removed. War Elephant now requires Large Animal Domestication instead of Domesticate Elephants.
24. Mithril Working research cost decreased by 25% and Mithril Weapons research cost decreased by 33%.
25. Metal Casting cost halved. Blasting Powder cost increased by 50%.
26. Alchemy Lab provides +1 happiness with Gunpowder. Fireworks! Alchemy Lab increases beakers output by 25% instead of a fixed 4 beakers. Gunpowder is revealed and enabled with Alchemy. Man O’ War requires the Blasting Powder technology.
27. Elder Council requires Education instead of Mysticism.
29. Hall of Kings requires Divine Right instead of Theology.
Buildings
Spoiler:
1. Walls cost 60 instead of 120 hammers. Walls defense bonus increased to 50%.
2. Celestial Compass requires Alteration. Double production speed with Dimensional Mana.
3. Tower of Eyes costs 500 instead of 700 hammers.
4. Forge moves back to Smelting, cost 250, +25% hammers, AiWeight 0, +1 happiness with gold (but not gems).
5. Thieves’ Guild no longer reduces gold income.
6. Siege Workshop cost lowered to 120.
7. Money Changer reduced to cost 120.
AI Improvements
Spoiler:
1. The Barbarians get a random tier2 military tech for free if at least three other civs have researched any tier2 military tech.
2. If a civ who the AI has no borders with researches a tier 2 or 3 military tech, that AI civ will prioritize researching a tier 2 or 3 military themselves.
3. AIs without Copper/Iron/Mithril won’t prioritize researching Bronze Working/Iron Working/Mithril Weapons.
4. Evil AIs cannot research Righteousness. Only Evil AIs can research Malevolent Designs.
5. New flavours added: HONOR, MEDICINE, MELEE, ARCHERY, MILSTRAT, MOUNTED, ASTRONOMY, RECON, CURRENCY, MONARCHY, MACHINERY, SORCERY, SUMMONING, RELIGIOUSLAW, FANATICISM.
6. Leader, Tech, Building and Unit flavours changed.
7. Dragonship, Trireme and Pirate prefer Buccaneer crew. Galley and Caravel no longer prefer Longshoremen crew. Trireme no longer prefers Skeleton crew.
8. The AI no longer prefers building mana nodes of mana types it already has.
9. An Adept built by the AI doesn’t start with Free Promotion but instead with a random first level promotion of the available mana types.
10. AI more likely to pick level 2 magic promotions.
11. Summoned promotion gives 100% withdrawal chance.
12. AI can use targeted spells.
13. The Spring and Vitalize spells affect a wider area for the AI.
Miscellaneous
A list of changes that doesn’t require any special explanation.
Spoiler:
1. Production speed of the Dungeon instead of Lighthouse is now doubled with the Organized trait.
2. Production speed of the Smokehouse instead of Harbor is now doubled with the Expansive trait.
3. Flauros changed back from Financial to Expansive.
4. Revelers are spawned in cities with a Money Changer instead of Gambling House.
5. New Infernal cities have an equal chance to start with a Stables, Hunting Lodge, Archery Range or Training Yard instead of an assured Training Yard.
6. Forge and Weaponsmith are no longer required to get Weapons promotions. The AI no longer gives top priority to building a forge.
7. Forest Stealth requires Woodsman I and (Combat II OR Woodsman II). Archer, Disciple and Mounted units can also acquire it.
8. Magic Resistance gives +40% combat bonus against the Summoned(1) promotion.
9. Woodsman II requires Woodsman I or Elven. Archery, Disciple and Mounted units can learn Woodsman II. Woodsman II has iAIWeight 10.
10. After a failed Domination attempt, spellcasters only have 20% chance of converting to the other side.
11. Demagog upgrades to Maceman and Sir Not Appearing In This Mod.
12. Dwarven Berserker, Adept, Worker, Warrior (Khazad & Luchuirp), Soldier, Hammerfist, Slinger can move through impassable terrain.
13. Cannon withdrawal chance increased to 80%.
14. Skull Catapult reduced to strength 5.
15. Righteous Cause no longer kills the caster, and can be cast by the AI.
16. The units of civilizations with the Hidden trait are now invisible in their own territory. They become visible for a turn after attacking or casting an offensive spell. Invisibility can also be toggled on and off.
17. Svartalfar: unique units/graphics added for Adept, Mage, Archmage, Conjurer, Summoner, Worker, Settler, Lich, Prophet, Warrior, Maceman, Immortal, Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow, Longbowman, Flurry, Marksman, Horse Archer & Knight. Assassin starts with Forest Stealth.
18. Dwarven Druid can see Shadows. Requires Divine Right, and no longer Commune with Nature and a Grove.
19. The Drown, Stygian Guard, Eidolon and War Tortoise cannot lose Water Walking due to Dispel Magic.
20. Bronze/Iron/Mithril Working is required to obtain the Bronze/Iron/Mithril Weapons promotions.
21. Bloodpet never becomes obsolete.
22. Sailor’s Dirge can move through Ice.
23. Per fifteen culture a city produces, it gains one extra happiness. Maximum of five happiness this way.
1. INITIAL_NON_STATE_RELIGION_HAPPINESS set to -1.
2. Minimal population for drafting lowered to one.
3. Unhappiness from drafting lowered to 2.
CIV4BuildingClassInfos.xml
1. Dragon Temple added.
2. Five culture happiness buildings added.
CIV4BuildingInfos.xml
1. Production speed of the Dungeon instead of Lighthouse is now doubled with the Organized trait.
2. Production speed of the Smokehouse instead of Harbor is now doubled with the Expansive trait.
3. Production speed of the Training Yard instead of Shipyard is now doubled with the Aggressive trait.
4. Production speed of the Pagan Temple, Basilica, Weaponsmith, Sculptors Studio, Grove, Asylum and Demons’ Altar is now doubled with the Spiritual trait. Five Religious Temples’ production no longer doubled with the Spiritual trait.
5. Demons’ Altar provides +15% science.
6. Alchemy Lab provides +1 happiness with Gunpowder. Fireworks! Alchemy Lab increases beakers output by 25% instead of a fixed 4 beakers.
7. Walls defense bonus increased to 50%. Walls cost 60 instead of 120 hammers.
8. Forge moves back to Smelting, cost 250, +25% hammers, AiWeight 0, +1 happiness with gold (but not gems).
9. Thieves’ Guild no longer reduces gold income.
10. Hall of Kings requires Divine Right instead of Theology.
11. Siege Workshop cost lowered to 120.
12. Dragon Temple added.
13. Herbalist requires Herbal Lore instead of Agriculture.
14. Syliven’s Perfect Lyre’s cost lowered to 400 hammers.
15. Elder Council requires Education instead of Mysticism.
16. Hippus Palace provides Law mana instead of Horse.
17. Money Changer reduced to cost 120.
18. Hippodrome requires Stirrups instead of Warhorses.
19. Public Baths increase happiness by two instead of three.
20. Aquaduct requires Mathematics in addition to Sanitation.
21. Aquae Sucellus requires Medicine instead of Sanitation.
22. Theater reduced to cost 180.
23. Five culture happiness buildings added.
24. Bazaar of Mammon requires Trade instead of Currency.
25. Gambling House de facto removed and recycled as the mechanic which provides 1 happiness per 20% gold spending under Consumption.
26. Celestial Compass requires Alteration. Double production speed with Dimensional Mana.
27. Tower of Eyes costs 500 instead of 700 hammers.
28. Building flavours changed.
CIV4SpecialBuildingInfos.xml
Temple production speed no longer doubled with the Spiritual trait.
Civ4CivilizationInfos.xml
1. All civs’ initial cultural civic changed to Naturalism.
2. Hippus starting tech is Animal Husbandry and initial economic civic Nomadism. Added three nomadic unique units.
3. Luchuirp, Khazad, Clan of Embers and Barbarians have Light Chariot as unique unit replacing the Horse Archer.
4. Svartalfar: unique units/graphics added for Adept, Mage, Archmage, Conjurer, Summoner, Worker, Settler, Lich, Prophet, Warrior, Maceman, Immortal, Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow, Longbowman, Flurry, Marksman, Horse Archer & Knight. Assassin starts with Forest Stealth. Also see UnitInfos, FormationInfos and CIV4ArtDefines_Unit.xml
5. Doviello can still build Forge.
6. Calabim Pikeman UU added.
CIV4TraitInfos.xml
1. Naval units are also affected by the Magic Resistance trait.
CIV4LeaderHeadInfos.xml
1. The Malakim no longer prefers building Fire and Life mana. They prefer building Water mana.
2. The Elohim no longer prefer building Water mana.
3. The Mercurians no longer prefer building Body mana.
4. The Luchuirp no longer prefer building Earth mana.
5. The Kuriotates no longer prefer building Spirit mana.
6. The Ljosalfar no longer prefer building Fire and Life mana.
7. The Sidar no longer prefer building Spirit mana.
8. The Hippus no longer prefer building Nature mana.
9. The Amurites no longer prefer building Fire mana.
10. The Doviello no longer prefer building Body mana.
11. The Clan of Embers no longer prefers building Nature mana.
12. The Svartalfar no longer prefer building Nature and Enchantment mana.
13. The Sheaim no longer prefer building Chaos mana.
14. The Infernals no longer prefer building Fire mana.
15. The Illians no longer prefer building Water mana.
16. The Balseraph no longer prefer building Chaos and Spirit mana. They prefer building Spirit mana.
17. The Lanun no longer prefer building Chaos mana.
18. Leader flavours changed.
19. Flauros changed back from Financial to Expansive.
20. Rhoanna’s and Tasunke’s favourite civic is now Nomadism.
21. Os-Gabella’s favourite civic is now Sacrifice the Weak.
CIV4CivicInfos.xml
1. God King no longer provides state religion happiness. Forbidden Palace provides +2 happiness. Winter Palace +3 happiness.
2. Aristocracy: requires Monarchy. No more farm effects. Provides military happiness. Basically the former Hereditary Rule civic.
3. Republic requires Constitution.
4. Default cultural civic added: Naturalism. No effects.
5. Religion requires Mysticism. Provides +1 happiness with Pagan Temple and no longer all five religious temples.
6. Pacifism requires Philosophy. Provides +75% Great People points.
7. Nationhood requires Fanaticism. Provides +1 happiness with Training Yard and Archery Range. Can draft three units per turn. No military production bonus anymore.
8. Basilica gives +2 happiness under Social Order.
9. Consumption no longer provides extra happiness for the Market and Inn.
10. Liberty requires Honor.
11. Arete provides +1 hammer to Dwarven Halls, Dwarven Town and Dwarven Metropolis. Weaponsmith provides +2 happiness with Arete. Sculptors’ Studio provides +1 happiness with Arete.
12. Military State: Can no longer hurry with gold. Can no longer draft. Provides free unit maintenance for 25% of the population.
13. Serfdom: Can no longer hurry with gold.
14. Caste System no longer causes unhappiness in largest cities, no longer can hurry with gold, and no longer gives +1 beaker per specialist.
15. Guilds: Can no longer appoint unlimited artists. Improvements upgrade 50% faster.
16. Nomadism: new Economy civic. Requires Animal Husbandry. Low upkeep. -10% food production. Pasture provides +1 hammer. Can draft three nomadic units per turn. Can build nomadic chariot, nomadic horseman, nomadic horse archer.
17. Agriculture provides +10% food production, but no more farm effects.
18. Mercantilism: Can hurry with gold. Improvements upgrade 50% faster.
19. Foreign Trade: Can hurry gold.
20. Sacrifice The Weak no longer provides +10% gold, nor suffers a -20% Great People point penalty.
21. Fend for Themselves gives units +1 free XP.
22. Dragon Temple provides one more happiness with Theocracy and Religious Discipline.
23. Apprenticeship requires Archery instead of Education.
CIV4HurryInfo.xml
A hammer costs two gold to hurry.
CIV4RouteInfos.xml
Road i(Flat)Movement changed to 60.
Exploration changes that with -30.
Road speed no longer increased by Engineering.
CIV4TechInfos.xml
1. Trade no longer requires Writing, but instead Horseback Riding or Sailing.
2. Constitution tech has not been removed. Constitution also enables permanent alliances.
3. Animal Husbandry no longer requires Agriculture. Beaker cost is reduced to the same as Agriculture: 125.
4. Bowyers cost reduced to 1600.
5. Hunting cost reduced to 200.
6. Tracking cost reduced to 275.
7. Animal Handling cost increased to 1600.
8. Warfare now requires Education and (Bronze Working OR Archery OR Horseback Riding).
9. Optics now requires Sailing and Calendar.
10. Medicine now requires Education and (Sanitation OR Herbal Lore).
11. Herbal Lore requires Calendar and Tracking.
12. Bowyers no longer requires Bronze Working.
13. Drama no longer gives a free Great Artist for the first researcher. Drama gives +1 happiness in all cities.
14. Animal Mastery requires Bowyers instead of Iron Working.
15. Sanitation research cost doubled.
16. Engineering increases worker speed by +25%. The first researcher no longer gets a Great Engineer.
17. Chivalry research cost halved. Prerequisites now are Feudalism and Stirrups.
18. Warhorses now also requires Bowyers.
19. Large Animal Domestication requires Stirrups instead of Warhorses.
20. The “Domesticate Elephants” tech has been removed.
21. Mathematics increases the hammers gained by chopping by 25%.
22. Mithril Working research cost decreased by 25% and Mithril Weapons research cost decreased by 33%.
23. Stirrups tech cost reduced by 25%.
24. Metal Casting cost halved. Blasting Powder cost increased by 50%.
25. Honor requires Drama.
26. Tech flavours changed.
CIV4BonusInfos.xml
1. Gunpowder is revealed and enabled with Alchemy.
2. Gems can appear in Plains. They are enabled by Smelting.
CIV4FeatureInfos.xml
1. Ancient Forest now provides +1 commerce, plus an additional commerce near a river.
2. Ancient Forest requires three movement points to move on.
3. Jungle no longer gives -1 Food.
CIV4ImprovementInfos.xml
1. Fort provides 1 commerce; can be built on forest, jungle, new forest, grass and plains; carries irrigation; provides 5 gold after pillaging.
2. Plantation and Winery provides +2 commerce with Taxation.
3. Quarry provides +1 hammer with Engineering.
4. Pasture can be built on all Plains, Grassland, Tundra, Broken Lands and Fields of Perdition. Pasture provides +1 hammer, +1 gold. +1 gold with Stirrups and +1 hammer with Large Animal Domestication. Pasturing a horse and cow provides one less hammer. Pasturing a pig and sheep one less food.
5. Camp provides +2 commerce with Animal Mastery.
6. Farm: Pillaging provides 10 gold. Upgrades to Village in 30 turns.
7. Village provides one more commerce than Farm. Pillaging provides 30 gold. Upgrades to Town in 60 turns.
8. Town provides two more commerce than Farm. Pillaging provides 45 gold. Upgrades to Metropolis in 120 turns.
9. Metropolis provides three more commerce than Farm. Pillaging provides 60 gold.
10. Dwarven Mine upgrades to Dwarven Halls in 30 turns.
11. Dwarven Halls provide one more commerce than Dwarven Mine. Dwarven Halls upgrade to Dwarven Town in 60 turns.
12. Dwarven Town provides two more commerce than Dwarven Mine. Dwarven Town upgrades to Dwarven Metropolis in 120 turns.
13. Dwarven Metropolis provides one food and two more commerce than Dwarven Mine.
14. Terrace terrain improvement added. Same as farm except it can only be built on hills.
15. Dwarven Farm & Terrace added. Does not upgrade to the urban line and only provides 5 gold for pillaging.
16. Workshop revamped as a unique Khazad and Luchuirp terrain improvement. Provides one hammer and one gold, plus one hammer with Machinery and plus one gold with Taxation. Can be built on flatland grass and plains. 10 gold for pillaging.
CIV4TerrainInfos.xml
1. Movement through Ice requires 2 movement points.
CIV4GameText_FFH2.xml
1. Text added at the bottom.
2. Poisons renamed to Herbal Lore.
3. Armored Cavalry renamed Chivalry.
4. Domesticate Camels renamed Large Animal Domestication.
CIV4BuildInfos.xml
1. Roads no longer have a tech prerequisite.
2. Roads take 4 turns to build.
3. Forts can be built on Jungle, Forest and New Forest.
4. Farm and Elven Farm build time increased to 800.
5. Mine build time increased to 600.
5. Build Cottage & Elven Cottage option removed.
6. Build Town, Dwarven Town & Elven Town option added. Buildtime 10000. Requires Mercantilism.
7. Build Terrace option added. Buildtime 1200. Requires Construction.
8. Build Elven Terrade option added. Same as Terrace, except it can be built on forest.
9. Orcs can build Farm, Mines, Pasture, Plantation and Terrace in Jungle.
10. Build Dwarven Farm/Terrace added.
CIV4PromotionInfos.xml
1. Naval units can learn the Accuracy, Drill II, Drill III, Drill IV promotions.
2. Disciple units can learn the Amphibious & Blitz promotions.
3. Accuracy requires Construction.
4. City Raider and Garrison I now requires Combat I or Drill I. City Raider and Garrison II now requires Combat III or Drill III.
5. Disciple and Melee units can learn the City Garrison promotions.
6. Archer and Disciple units can learn the City Raider promotions.
7. City raider III gives a 20% combat bonus against archery units instead of melee.
8. Commando requires Warfare, but no longer Combat IV.
9. Mounted units can learn Cover II.
10. Drill I gives one extra first strike instead of first strike chance.
11. Magic Resistance gives +40% combat bonus against the Summoned(1) promotion.
13. Marksman requires Combat IV or Drill IV or Forest Stealth.
15. Mobility I requires Horseback Riding instead of Exploration.
16. Navigation I no longer has a promotion requirement (was Flanking I).
17. Shock I requires Combat I or Drill I.
18. Shock II requires Shock I and (Combat III or Drill III).
19. Woodsman II requires Woodsman I or Elven.
20. Archery, Disciple and Mounted units can learn Woodsman II.
21. Melee units can get Barrage 2 & 3.
22. Forest Stealth requires Woodsman I and (Combat II OR Woodsman II). Archer, Disciple and Mounted units can also acquire it.
23. iAIWeight of the Nature II promotion increased to 100.
24. INVISIBLE2, HIDDEN, VISIBLE, REVEALED promotions added.
25. Woodsman II has iAIWeight 10.
26. Mithril Weapons provides +3 instead of +4 strength.
27. Heroic Strength I now requires Hero and Combat I and (Combat V or Drill IV).
28. Units with March heal 10% extra per turn in enemy territory.
29. Amphibious now requires Combat II or Drill II.
30. Blitz now requires Combat I and (Combat V or Drill IV).
31. Sentry now requires Combat III or Drill III.
32. Formation requires Combat II or Drill II.
33. Cover requires Combat I or Drill I.
34. Level 2 magic promotions changed to AIweight 30.
35. Summoned gives 100% withdrawal chance.
CIV4UnitClassInfos.xml
1. Knight is no longer a national unit: can be built infinitely.
2. Nomadic Horseman, Chariot and Horse Archer added.
3. Inquisitor no longer has a limit of three in XML.
CIV4UnitInfos.xml
1. Captured slaves keep their race.
2. Archer gets the Attack, Reserve and Counter unit AIs. Elven Archer already has Attack AI.
3. Archer loses +50% city defense, but gains +50% vs melee, and +50% defense versus (Nomadic) Chariot and (Nomadic) Horse Archer. Except +25% vs melee and mounted archers for Elven Archer.
4. Chariot changes to strength 3 (including Power value), cost 60, gains one first strike chance, tech requirements of Crafting and Archery, building requirement of Archery Range, resource requirement of Horse, and upgrades to Horse Archer.
5. Crossbowman gains +50% defense against (Nomadic) Chariot and (Nomadic) Horse Archer.
6. Demagog upgrades to Maceman and Sir Not Appearing In This Mod.
7. Axeman doesn’t have a +10% city attack bonus.
8. Horse Archer loses immunity to first strikes. They upgrade to War Chariot and no longer Knight.
9. Horseman loses the Cover I promotion and 25% withdrawal chance (Raider keeps 10%), but gains immunity to first strikes. Cost set to 90. Power value changes to 4. Horseman only upgrades to Knight and Sir NAITM.
10. Hippus mounted units no longer require Horse.
11. Knight -6 strength & -4 iPower, -35% withdrawal chance, 180 cost. Upgrades to Royal Guard and War Elephant.
12. Longbowman loses +25% city defense but gains one extra first strike. No longer requires any resource. Gains the Attack, Reserve and Counter Unit AIs.
13. Doviello melee and archer units now have normal costs.
14. Dwarven Slave can no longer build Dwarven Mines.
15. Elven Slave can no longer Build Elven Farm, Pasture, Plantation and Cottage.
16. The Drown can upgrade to Sir Not Appearing In This Mod.
17. Gilden Silveric loses +25% city defense, but gains the Woodsman I promotion. Gains the Attack, Reserve and Counter Unit AIs.
18. Melee units still require metal resources. Strength of the other melee unit readjusted to pre-Fire.
19. Warrior (+13 UUs) can bombard city defenses 1% per turn.
20. Soldier of Kilmorph can bombard city defenses 2% per turn.
21. Axeman (+12 UUs) can bombard city defenses 2% per turn.
22. Maceman (+11 UUs) can bombard city defenses 2% per turn.
23. Pikeman (+10 UUs) can bombard city defenses 2% per turn.
24. Cannon withdrawal chance increased to 80%.
25. Stonewarden starts with Guerilla I, but loses Demon Slaying I.
26. Paramander starts with Guerilla I.
27. Priest of Leaves starts with Woodsman I, but loses Demon Slaying I. Now only has the Animal unit AI.
28. Archer of Leaves starts with Woodsman I, but loses Elven.
29. Zealot starts with Amphibious, but loses Dwarf Slaying.
30. Cultist starts with Amphibious, but loses Demon Slaying I.
31. Savant loses Elf Slaying and Medic I.
32. Ritualist starts with Scourge, but loses Demon Slaying I.
33. High Priest loses Demon Slaying I.
34. Dwarven Hammerfist and Dwarven Soldier start with Guerilla I instead of Guerilla II.
35. Dwarven Berserker, Adept, Worker, Warrior (Khazad & Luchuirp), Soldier, Hammerfist, Slinger can move through impassable terrain.
36. Camel Archer starts with the Nomad promotion.
37. War Elephant is reduced by -2 in strength and no longer has a withdrawal chance, except of course the Hippus who retains 10%. War Elephants now requires Large Animal Domestication instead of Domesticate Elephants.
38. Lanun Phalanx starts with Boarding.
39. Dwarven Berserker starts with Guerilla I.
40. Courtesan starts with Taskmaster.
41. Brujah starts with Channeling I and II, Sorcery, Body I and Death I.
42. Hippus War Elephant starts with Channeling I and Chaos I.
43. Royal Guard now only upgrades to War Elephant.
44. Galley, Caravel and now have 2 cargo capacity. Caravel gains the Settler Sea Unit AI. Galleon gains the Sentry promotion and can sail through rival territory.
45. Disciple of Leaves loses Woodsman I and Medic I.
46. Nomadic Horseman, Chariot, Horse Archer, Raider, Hippus Chariot and Brigand added.
47. Man O’ War requires the Blasting Powder technology.
48. Ranger cost reduced to 120.
49. Hunter requires Tracking instead of Hunting.
50. Berserker (except Balor) starts with Barrage 1.
51. Immortal, Berserker, Shield Wall, Spartiatoi can bombard 2% per turn.
52. Balor no longer has the Collateral AI assigned.
53. Slave and Worker Build options revised according to new terrain improvements.
54. Scout can upgrade to Nomadic Horseman and (Nomadic) Chariot.
55. Orc Worker can build Farm, Mines, Pasture, Plantation and Terrace in Jungle.
56. Dwarven Worker cannot build Farm, Terrace or Pasture. Builds Dwarven Farm, Terrace and Workshop instead.
57. Grigori Medic now requires Herbal Lore and Herbalist.
58. Pikeman requires Constitution instead of Metal Casting. Various hammer cost adjustments. Copper suffices to build the unit. Exceptions: Boarding Party requires Astronomy. Gargoyle is unchanged. Calabim Pikeman requires Metal Casting. All Pikemen except the Gargoyle are lowered -2 in base strength.
59. Dwarven Druid can see Shadows. Requires Divine Right, and no longer Commune with Nature and a Grove.
60. Frigate and Galleon require Iron Working.
61. Flurry and Marksman require Silk instead of metal resources.
62. Doviello Berserker starts with Shock I and Trainer.
63. Doviello Phalanx, Berserker & Immortal increased +1 in strength.
64. Arcane Barge requires Alchemy instead of Sorcery.
65. Skull Catapult reduced to strength 5.
66. New Unique Unit added, replacing the (Nomadic) Horse Archer for the Luchuirp, Khazad and Clan of Embers: the (Nomadic) Light Chariot. Same stats as the (Nomadic) Horse Archer. Requirements: Horse, Military Strategy, Construction, Archery and an Archery Range (for the non-nomadic version).
67. Monk requires Religious Law instead of Priesthood.
68. Captured Elven and Orc settlers become slaves. Captured Dwarven, Elven and Goblin workers become slaves.
69. Bloodpet never becomes obsolete.
70. Sailor’s Dirge can move through Ice.
71. Mud Golem builds Workshop instead of Pasture.
72. Unit flavours changed.
CIV4SpellInfos.xml
1. Visibility and Invisibility spells added.
2. The AIweight of Longshoremen crew is no longer determined by FFHSpells.py
3. AI targetable spells added.
CustomFunctions.py
1. Forge and Weaponsmith are no longer required to get Weapons promotions. (Nomadic) Horseman, Axeman and Maceman cannot get Mithril Weapons. Axeman cannot get Iron Weapons. Bronze/Iron/Mithril Working is required to obtain the Bronze/Iron/Mithril Weapons promotions.
CvEventManager.py
1. When running the Sacrifice the Weak civic, a diseased or plagued unit that dies in combat has 1/3 chance of spawning a Diseased Corpse.
2. When razing a holy city, a mana node is created and the razer receives a Great Prophet (or Adventurer for the Grigori).
3. A form of Hidden trait implemented.
4. ZoC implementation: moving next to a fort or city reduces movement points by 1, or by ½ if the unit has the Commando promotion.5. Forts disappear if an ancient forest grows in its tile.
6. Horseman, Knight, Royal Guard, War Elephant, Nomadic Horseman, Spartiatoi, Shield Wall, Axeman, Maceman, Minotaur and Pikemen (except the Luchuirp Golems) can get Weapons promotions.
7. Per fifteen culture a city produces, it gains one extra happiness. Maximum of five happiness this way.
8. Gambling house code according to new Consumption civic.
9. An Adept built by the AI doesn’t start with Free Promotion but instead with a random first level promotion of the available mana types.
10. All living non-Hero Khazad and Luchuirp units that don’t yet have a race start with the Dwarven promotion.
11. All living non-Hero Ljosalfar and Svartalfar units that don’t yet have a race start with the Elven promotion.
12. Rangers, Longbowmen, Flurries, Marksmen, Druids and Beastmasters built under Fellowship of Leaves state religion start with Woodsman I.
13. Rangers and Beastmasters built under Fellowship of Leaves state religion start with Medic I.
14. Paramanders built by the AI in a city with a Brewery will start with the Dwarven promotion.
15. Stygian Guards and Eidolons built by the AI under Octopus Overlords state religion have 50-50% chance to start with Medic I and Amphibious OR with Water Walking, Undead and Vulnerable to Fire.
16. Marksmen built by the Amurite AI start with Channeling I & II, Sorcery, Fire I and Flaming Arrows.
17. Lanun Shieldwall starts with Boarding.
18. Amurite Shadow starts with Channeling I and Dimensional I.
19. Amurite Flurry starts with Channeling I & II, Sorcery, Fire I and Flaming Arrows.
20. Grigori Berserker starts with Courage and Dragon Slaying.
21. Khazad Pikeman, Spartiatoi and Shield Wall start with Guerilla I.
22. Bannor Spartiatoi and Shield Wall start with Guardsman.
23. Balseraph Druid and Beastmaster start with Channeling I & II, Sorcery, Mind I and Chaos I.
24. Balseraph Marksman starts with Taskmaster.
25. All possible upgrade paths of the Malakim Lightbringer start with Sentry.
26. When built, the Orc Marksman starts with Amphibious.
27. The Infernal War Elephant and Royal Guard start with Channeling I & II, Sorcery, Death I and Undead.
28. The Hippus Royal Guard starts with Channeling I and Chaos I.
29. Savant and Disciple of Leaves built under their state religion start with Medic I and Scourge/Woodsman I.
30. If the AI has the Priesthood tech and follows Fellowship of Leaves as state religion, Jungle has a 6% chance each turn to turn into forest.
31. Revelers are spawned in cities with a Money Changer instead of Gambling House.
32. War Machine settlement destruction adapted to new terrain improvements.
33. Under Military Discipline units gain one extra experience per combat. Not cumulative with Valor.
34. Dragon Temple is created when the Dragon Cult spreads into a Sheaim or Kuriotate city, or when they capture a city with the Cult of the Dragon.
35. The Barbarians get a random tier2 military tech for free if at least three other civs have researched any tier2 military tech.
36. New Infernal cities have an equal chance to start with a Stables, Hunting Lodge, Archery Range or Training Yard instead of an assured Training Yard.
FFHSpells.py
1. A civilization must have the Order of Junil as state religion to get double as many units with the Recruit spell.
2. Ljosalfar can bloom forest under their cities.
3. Bloom Forest is possible on terrain improvements and Jungle, but destroys the improvement. AI cannot cast on resources, town and metropolis.
4. The player can turn on and off the invisibility from the Hidden trait.
5. Hidden casters are revealed for a turn after casting Charm Person, Contagion, Destroy Undead, Dispel Magic, Domination, Earthquake, Enervation, Entangle, Hideous Thoughts, Pillar of Fire, Rage, Reversal of Fortune, Ring of Flames, Righteous Cause, Rust, Summon, Tremor, Tsunami or Wither.
6. The Drown, Stygian Guard and Eidolon cannot lose Water Walking due to Dispel Magic.
7. Recruit spell adapted to fit new unit prerequisites.
8. Righteous Cause no longer kills the caster, and can be cast by the AI.
9. Dragonship, Trireme and Pirate prefer Buccaneer crew. Galley and Caravel no longer prefer Longshoremen crew. Trireme no longer prefers Skeleton crew.
10. After a failed Domination attempt, spellcasters only have 20% chance of converting to the other side.
11. The Spring and Vitalize spells affect a wider area for the AI.
12. The AI can use targetable spells.
CvGameInterface.py
1. Good AIs cannot run the Fend for Themselves civic.
2. Defensive withdrawal implemented.
3. Evil AIs cannot research Righteousness. Only Evil AIs can research Malevolent Designs.
4. The Grigori can run Public Healers.
5. The AI no longer gives top priority to building a forge.
6. If a civ who the AI has no borders with researches a tier 2 or 3 military tech, that AI civ will prioritize researching a tier 2 or 3 military themselves.
7. Inquisitor’s national limit is now determined at python level. Under the Theocracy civic everyone but the Grigori can build three additional Inquisitors, for a total of six.
8. AIs without Copper/Iron/Mithril won’t prioritize researching Bronze Working/Iron Working/Mithril Weapons.
Interesting changes. One thing though: Why is Flauros expansive again? It was weird to think the Calabim would be able to adopt protect the meek for no cost.
Just curious. I haven't really read through all of that yet, so take it with a grain of salt, but.. you said you were trying to make the cavarly lines more interesting, but it looks like most of it got nerfed more than anything..
hows come?
And those "free" micromanagement promos actually cost a lot of GP...
My request: Nerf the Recon line, and remove races from Leaves and Kilmorph non-heroes (eg, why do I get dwarven soldiers because my civ follows this religion? A human doesn't turn into a dwarf because he worships an earth god..)
Interesting changes. One thing though: Why is Flauros expansive again? It was weird to think the Calabim would be able to adopt protect the meek for no cost.
The Expansive trait now doubles smokehouse instead of Harbor production, so it screams out Food! Food! Food! which has a nice synergy with the Vampire Breeding Pit and XP harvesting etc. Anyway, at a later date I'll probably change the civics making the point re protect the meek invalid.
Chandrasekhar said:
Looks interesting. Are you taking requests for features?
Second is the request for more control over great people production. Currently you can only set the increase in great people points necessary for the next GP for the first couple GPs. After ten GPs, the GPP increase automatically rises by 100. I’d prefer if you had two additional values in GlobalDefines.xml, one to set per how many GPs the GPP increase changes, and another with how much. I’d like to set it to -25 per 5 GPs, so that the GPP increase evolves from 150 to 125->100->…
While all other game strategies become better and more productive as the game progresses, the big exception forms great people. Great People Points give you less and less benefit for your investment the more GPs you get. This makes a specialist strategy a bad idea for the endgame, and reduces the value of the Philosophical trait. I’d like to reward instead of punish people for following a heavy GP strategy.
Err...bad idea. I agree that in the late game GPs become weaker than other strategies, but having it accelerate instead will cause trouble when you get a Great Engineer every other turn.
I think a parabola or pendulum model would work better, where the GPP requirement becomes faster at first, then slows back to where it was; maybe a little bit farther in the late game.
On a lighter note: Great work, m@ni@c! If I could be bothered to make another installation folder for FfH (between my own mod and the official version), I'd check it out. Maybe later I'll do it anyway.
I'd imagine it's to prevent people enslaving Archer of Leaves or Soldier of Kilmorph units from building these improvements, even though the original owners of the units couldn't...
@Chandrasekhar: Ah, I get it now. I take back what I said, then; it sounds good to me.
As for the Dwarf/Elf Slaves building goodies, how about instead of letting slaves build civ-specific improvements, how about the Disciples of Leaves and Runes be able to build those improvements at a reduced rate (i.e. Disciple of Leaves can build Elven Farms, and Thane of Kilmorph can build Dwarven Mines, but both will take forever)?
That way true practicioners of Leaves and Runes that aren't the Paragon civ (Dwarvish Doviello, for example) can reap some of the same benefits that the Khazad and Ljosalfar get normally without letting, say, Veil-worshippers get the same benefits. And those disciples get another utility other than spreading your religon/culture and upgrading to priests.
As for the Dwarf/Elf Slaves building goodies, how about instead of letting slaves build civ-specific improvements, how about the Disciples of Leaves and Runes be able to build those improvements at a reduced rate (i.e. Disciple of Leaves can build Elven Farms, and Thane of Kilmorph can build Dwarven Mines, but both will take forever)?
That way true practicioners of Leaves and Runes that aren't the Paragon civ (Dwarvish Doviello, for example) can reap some of the same benefits that the Khazad and Ljosalfar get normally without letting, say, Veil-worshippers get the same benefits. And those disciples get another utility other than spreading your religon/culture and upgrading to priests.
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