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Old Jun 28, 2016, 06:05 AM   #1
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Capital Civ4 Reimagined

Civ4 Reimagined

Introduction:
Civ4 Reimagined is a gameplay overhaul mod for Beyond the Sword with the goal of creating a rich and satisfying experience for a game with a high number of players. Despite touching almost every aspect of the game, Civ4 Reimagined strives to feel like a as-it-should-be version of Civilization IV, not a kitchen sink mod. As such, don't expect tons of new units, technologies and whatnot. There *is* new content, but everything new has been carefully added to fix problems and improve the gameplay where we could see opportunities to do so. Civ4 Reimagined started as a K-Modmod (which means you get all the benefits from K-Mod such as a much stronger AI, speed improvements, less OOS errors in multiplayer etc.) and includes the graphic modifications Varietas Delectat and Cultural Citystyles.

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Main Features:

Resources
A single resource can only support a finite population. If your population grows too large and a single resource can't satisfy the demand all health, happiness and production benefits are reduced accordingly. Additional resources of the same kind are then required to mitigate the resource shortage: If one pig would grant you +0.7 health only because of high population, two pigs will give you the full +1.0 health bonus. When a swordsman is build with a 0.8 ratio in iron the production speed is reduced to 80%. Researching technologies improves your resource ratio, reflecting your increased ability to foster and distribute your resources. This change is a boon for small realms who can keep up their 1.0 ratios easily. However playing a large realm is more fun than ever as your constant struggle to connect new and old resources keeps you on the lookout for good settling positions and trade deals.

Combat
BTS combat resolves largly around stacking enough collateral damage until you can wipe out the enemy tanks with your swordsmen. Even worse, the artillery units in BTW charge head first into the enemy and die in the process, even though they should logically be attacking safely from afar. As the most drastic redesign in Civ4 Reimagined, the combat system has been partially remade to fix both issues.

Some units possess a range stat, denoted by the bow symbol next to the movement points:

Collateral damage is greatly reduced, but is still very important to tip the scales in an otherwise balanced fight or to even the odds in an unbalanced one. Collateral damage units such as archers and artillery receive an attack bonus against units who cannot match their range. This allows archers to harass melee units with little fear of retribution - at least, until it is their turn to attack!. However, a defending archer might return fire and kill the attacker.

Walls and Castles are useful again. While their defensive stats are greatly reduced they can no longer be blasted into oblivion by ancient siege weapons. Now you truely have a defensive advantage with walls instead of buying yourself one turn of time only (when you are lucky). This changes again when cannons and modern ships enter the battlefield with their ability to bombard cities and destroy both defensive structures and buildings alike.

AI
Civ4 Reimagined features a strong AI and countless AI improvements on top of K-Mod. All new features and changes of this mod are AI supported.
Just a few examples:
-AI evaluates its own happiness and health surplus or shortage when trading resources.
-AI demands all ressources from its vassals that could be useful.
-AI evaluates all civic effects plus any correlations that might exist and generally is much more accurate with its evaluations.
-AI will delay revolution when it currently researches a technology that will grant it a better civic.
-Better evaluations when deciding which technologies to research next.
-Smarter city placing and improvement building which results in a stronger economy of your AI opponents.
-AI doesn't use slavery as extensively as before which results in bigger cities and stronger AI overall.
-When deciding which player to attack, AI focuses on its neighbors instead of far away civs.
-AI no longer uses nuclear weapons without thinking. They evaluate the consequences of a nuclear counterattack and may decide to not attack you at all if your nuclear arsenal is big enough.

Minor Features:
-New names, new symbols, and effects for corporations and a few more corporations for the early stages of the game. Corporations automatically spread to cities which have their needed resources nearby. But while you can no longer keep your corporations for yourself, feel solace in the fact that cities with your corporation in it will be weakened to your spionage effords.
-Almost all technologies, units, buildings and improvements were modified in some way. Unique units have a larger impact, and late-game unique units/buildings are even more powerful.
-Cvilipoedia entries for all new or modifier content - including strategy and background texts.
-Archers and crossbows are the new collateral units in the classical/medieval era. Because of this catapults and trebuchets have been removed.
-Some new units were added: Wargalley (medieval ship), cruiser (industrial ship) and motorized infantry.
-More compact tech tree and technologies are sorted in a historically more accurate order. How quick everything progresses still depends on your difficulty though. For monarch it usually works quite well, neither being too far ahead nor too far behind of the real timeline.
-Traits were gently redesigned.
-Cottage growth is a lot slower than before. Mindlessly spamming cottages everywhere is not the best strategy.
-Civ4 Reimagined comes with new civics (greatly inspired by Rhye's and Fall: Dawn of Civilization). Some of them have very special features.
-Small realms generally received a leg up from the original. Carelessly managed large empires will have trouble modernizing with the numbers of workers being limited to eight. Additionally, the resource system described above punishes player for over-expanding and neglecting research.
-Naval invasions are less annoying than before: Sea units can see further away, depending on their movement speed. This allows you to spot naval invasions without moving your sentry water units back-and-forth every turn. More importantly, naval unit movement in enemy territory is limited to 2 tiles/turn. Cities with a high cultural influence – which now also expands over the ocean – buy themselves a turn of preparation before the fleet reaches the shore.
-Various adjustments for a smooth game with a 18-20 players: New wonders, domination victory requires a lower % of land and population, AI makes less diplomacy spam and needs more convincing for open border agreements
-Modern units like artillery, bombers, battleships can destroy buildings.
-More goody hut events.
-A couple new pieces of music and a few old ones removed - if you always hated the medieval chorals, this is for you!
-New cities start with additional population and buildings depending on era. We recommend playing on maps with “New World” settings because colonizing is more fun than ever.
-Better starting position balance. Also if your unique unit requires horses or ivory, a resource of that kind will be present at your starting location. Never will you play the Khmer empire without elephants or ancient Egypt without chariots again! Of cause, guaranteed horses/ivory or not, your overall starting position will not be better than those of your enemies.
-Stronger Espionage: More buildings have espionage modifiers, stealing techs depend on the same modifiers as if you would research them yourself, and spies respawn in your closest city instead of the capital.
-Three new leaders to have one for every combination of traits.
-Slaves will work for your empire if you settle on other continents after discovering Astronomy for as long as you maintain slavery. They are basically a weak version of a worker.

Small tweaks:
-Nuke overhaul: Nukes have a higher power value, the AI nukes more responsibly (evaluating whether they are in the offense or defense and if they are facing a nuclear power who could strike back), AI frowns upon the usage of nukes on their friends, and the power value of nukes is greatly increased.
-The outcomes of all events are less drastic and offer more interesting choices. Multiple players are competing for the same quest with a higher probability. Events occur slightly more often and new events have been added.
-Vassals grant their master a small portion of their gold, research, and espionage. Let them prosper and you will be rewarded.
-Most combat promotions nerfed. The effects of Medic I and Medic II are now splitted evenly to make both of them useful.
-Almost all AI-Human relationship modifiers are shown.
-Relationship bonus with AI when sharing same civics.
-Research costs for technologies that found religions are reduced for all civilizations after they have been discovered by someone.
-More detailed trade route system. The strength of your trade routes depend on both cities and on factors like culture and population size.
-Religion can be switched without anarchy but doing so has a long timer independent of civic change anarchy.
-All deals and most notable peace treaties last double as long. Make sure you make the right decision, as it will be some time!
-Chopping produces less production at the beginning of the game and more towards the end of the game to provide a more interesting trade-off.
-Resources are less likely to appear on only one continent and almost all resources can now be placed on small islands.
-Gold gain from shrines and headquarters are now subject to diminished returns.
-All-new loading screen tips
-Instead of AI players constantly rejecting your deal proposals for resources they are not interested in, you can now only offer resources the AI is interested in to begin with.
-Colonies will become unhappy if not released in modern times.
-Connecting resources adjacent to rivers (without roads) now requires sailing.
-Increased tech diffusion if technology trading is disabled (as per recommended settings, see below).
-Missionaries can no longer be build when monasteries become obsolete (except with organized religion).
-Driving out a religion leaves their temples and monasteries in ruins
-Cities cannot be razed anymore as soon as they reach culture level 3.
-Slightly increased reach for blockade missions.
-Your vassalls are more easily intimidated by your army and less often declare war on you for imposing tribute.
-No civilization starts with mysticism.
-Three civics can be switched at once for one turn of anarchy.
-Reduced failgold for wonders by 50%.
-Scouts, explorers, missionaries, corporation executives and most classical/medieval ships can enter foreign borders.
-Spreading corporations with executives doesn't cost anything.
-Fighter and jet fighter can destroy ships. Carriers now have the important role they deserve!

Future Plans: Unique Powers
With the goal of making every civ feel truely different, we plan to introduce unique powers to each civilization at some point. By accumulating culture your civilization unlocks multiple levels of unique powers over time. The culture thresholds will be chosen in a way that civs reach the pinnacle of their power at roughly the time they did historically. Civilizations who receive their powers later in the game will have stronger powers to compensate. So far we are toying with different kinds of powers and observe what is fun to play and what isn't.

Future Plans: Modern Era Overhaul
The industrial and modern eras don't feel right yet. We have lots of ideas to improve things here. Ideologies shall fill the gap that religion leaves after the discovery of secularism. An improved, more realistic UN and the concept of proxy wars should also help to create a better cold war feeling in the modern era. We might also decide to replace Alpha Centauri with a more realistic space race.

Notes and known issues:
-Our feature list is by all means not exhaustive! We changed so many things before eventually deciding to publish this mod that it is hard to remember everything. If you are playing our mod and notice something weird or staggering that should be in this introduction, by all means please tell us. We are also always happy to hear of your suggestions or bug reports.
-The mod is not translated yet. English is the only supported language.
-We tried our best to keep Civ4 Reimagined multiplayer stable (we often play with 2-3 players). In some games the new and modified events cause OOS errors. If you are encountering frequent OOS issues, one quick fix is to disable events entirely by setting FIRST_DELAY_TURNS in GlobalDefines.xml to a high number e.g. 1000.

Recommended settings:
These are the setting we usually use when playing and testing. Of course you can still use whatever you prefer. ;-)
-18-20 players totestra map: Although waiting for the start of the game when playing a Totestra map can be quite time consuming, it is well worth it! You will never want to play on one of the “normal” maps again. We did some adjustments to the mapscript to suit our mod.
-Empty, colonizeable continent ("new world"): Thanks to K-Mod, AI opponents are smart enough to colonize quickly themselves. Colonies provide a faster benefit in our mod and you need the additional ressources to maintain your large empire anyway. On the flipside expect unhappiness in your colonies when entering the modern era.
-No technology trading: We recommend playing without tech trading. If you do, an improved tech diffusion mechanic will be in place which makes for a more realistic tech spread.
-Normal game speed

Credits:
"If I have seen further, it is by standing on the shoulders of giants." - Isaac Newton

Thanks to the Civ4 modding community for providing invalueable help and resources we were able to build upon.

Sid Meier's Civilization IV: Beyond the Sword by Firaxis
K-Mod by karadoc
Dawn of Civilization by Leoreth
Varietas Delectat by avain
Cultural Citystyles by GeoModder
Totestra map by Sam Trenholme
A few buttons and icons from ambrox62, Edgecrusher, AchillesZero and Caveman2Cosmos
Events from Cybrxkhan's WOL
...and all respective mods and helpers those build upon.
...and everyone we forgot. If we are missing someone, drop us a note!

Music:
"Chee Zee Jungle", “Drums of the Deep”, “Firesong”, “Rite of Passage”, “Tikopia”, “Celtic Impulse”, “Eastern Thought”, “Myst”, “Angevin”, “Lord of the Land”, “Pippin the Hunchback”, “Suonatore di Liuto”, “Tabuk”, “Teller of the Tales”, “Virtutes Vocis”, “Disquiet”
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
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Last edited by Team NP; Jul 21, 2016 at 07:35 AM.
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Old Jun 29, 2016, 12:17 AM   #2
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Interesting. Take 'er out for a test run
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Old Jun 29, 2016, 04:35 AM   #3
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Very very nice, finally a worthy successor for kmod, well done.
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Old Jun 30, 2016, 05:55 PM   #4
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Everything looks good and I will definitely try my next game on it, but if I read the notes correctly there is a worker limit at 8. I think it is a bad idea considering that on bigger map(big, Huge) with multiple continents , trying to move towards railroad would be a pain in the ass. Worker spam isn't a problem imho
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Old Jul 01, 2016, 01:39 AM   #5
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Quote:
Originally Posted by Pepo View Post
Everything looks good and I will definitely try my next game on it, but if I read the notes correctly there is a worker limit at 8. I think it is a bad idea considering that on bigger map(big, Huge) with multiple continents , trying to move towards railroad would be a pain in the ass. Worker spam isn't a problem imho
Agreed. I have some concerns about some of the other notes as well, especially since I like playing on huge + maps. However, I also enjoy new mods and investigating all the hard work that goes into them. Nothing wrong with being taken out of your comfort zone just to spice things up a bit.
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Old Jul 01, 2016, 01:52 AM   #6
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great great mod,
is it multiplayer stable?
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Old Jul 01, 2016, 09:43 AM   #7
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Thank you for your feedback

Quote:
Originally Posted by Pepo View Post
Everything looks good and I will definitely try my next game on it, but if I read the notes correctly there is a worker limit at 8. I think it is a bad idea considering that on bigger map(big, Huge) with multiple continents , trying to move towards railroad would be a pain in the ass. Worker spam isn't a problem imho
Yes, you are right. There is a worker limit in place. It serves two main purposes:
- Shifting tile modernization a little bit more towards later eras
- Making it more difficult for big empires to keep up with all the improvement building

There are still ways to help you out though:
- As long as you adopt slavery, every newly founded city on another continent after the discovery of Astronomy will receive a slave unit which is basically a weaker version of a worker
- Steam Power and the Industrialization Civic both improve the efficiency of your workers by 50%

So you should give it a try I guess. It would be really interesting to hear your feedback on this after that.

Quote:
Originally Posted by keldath View Post
great great mod,
is it multiplayer stable?
Yes, it should be stable for the most part. If you are experiencing OOS there is a high chance it is caused by some of the new events. When this happens frequently, one quick fix is to disable them entirely by setting FIRST_EVENT_DELAY_TURNS in GlobalDefines.xml to a high number e.g. 1000.
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Old Jul 03, 2016, 11:06 AM   #8
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i see that you created a whole lot that you dont use, like unique powers, some new tags and such great work man.
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Old Jul 03, 2016, 02:52 PM   #9
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good work men.
how about limit stacks to 20 or 25 units?
thanks
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Old Jul 04, 2016, 04:12 AM   #10
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Originally Posted by keldath View Post
i see that you created a whole lot that you dont use, like unique powers, some new tags and such great work man.
Thanks! We hope to get back to unique powers eventually. The opportunity to create a unique playstyle for every civilization is just too promising to pass up.

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Originally Posted by bagxri View Post
good work men.
how about limit stacks to 20 or 25 units?
That is an intriguing idea worth investigating. It has some significant challenges regarding gameplay and usability though. Most importantly, I suspect writing an AI for it might be a herculean task. Do you know of any mods that implement a stack limit with AI support? Any mod that already implements such a limit would also help us greatly to get an idea of the ramifications of such a change and whether it fits our vision for Civ4 Reimagined.
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Old Jul 04, 2016, 05:43 AM   #11
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hi thanks for the responce.
a nice mod with stacks of 25 unit is Vincentz Infinite Projects [VIP MOD].
initial post 1320 on Vincentz Infinite Projects [VIP MOD] forum.
thanks
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Old Jul 04, 2016, 05:44 AM   #12
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by the way,
it works perfectly.
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Old Jul 04, 2016, 06:09 AM   #13
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Yes, it is a great idea.

Say, im kinda getting the vide to mod, till c6 come out, maybe i can give you guys a hand, im a good merger and i did some nice stuff in my mods, also on kmod
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Old Jul 04, 2016, 12:23 PM   #14
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hey guys,
i experienced a crash.

attached are all my auto saves pre crash + civ logs.

reloaded, no ctd , weird.
Attached Files
File Type: rar ctd reimagined.rar (655.5 KB, 6 views)
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Old Jul 04, 2016, 02:23 PM   #15
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Quote:
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Thanks! We hope to get back to unique powers eventually. The opportunity to create a unique playstyle for every civilization is just too promising to pass up.


That is an intriguing idea worth investigating. It has some significant challenges regarding gameplay and usability though. Most importantly, I suspect writing an AI for it might be a herculean task. Do you know of any mods that implement a stack limit with AI support? Any mod that already implements such a limit would also help us greatly to get an idea of the ramifications of such a change and whether it fits our vision for Civ4 Reimagined.
Yup, VIP mod. Vinz has a ongoing conversation about his changes atm over in his thread.

Edit: Lol, ninja'd by Bagxri.
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Old Jul 05, 2016, 11:51 AM   #16
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Quote:
Originally Posted by bagxri View Post
a nice mod with stacks of 25 unit is Vincentz Infinite Projects [VIP MOD].
initial post 1320 on Vincentz Infinite Projects [VIP MOD] forum.
Quote:
Originally Posted by Drakarska View Post
Yup, VIP mod. Vinz has a ongoing conversation about his changes atm over in his thread.
Thanks for the input, we will take a good look at it - but no promises.

Quote:
Originally Posted by keldath View Post
Say, im kinda getting the vide to mod, till c6 come out, maybe i can give you guys a hand, im a good merger and i did some nice stuff in my mods, also on kmod
Cool! Help is always appreciated. We have quite a few things we want to accomplish, but virtually all of them require c++/python coding. Merging other mods is not really on our agenda, but if you have specific changes in mind we can gladly discuss them.

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hey guys,
i experienced a crash.

attached are all my auto saves pre crash + civ logs.

reloaded, no ctd , weird.
Thanks for the report. Sadly I could not reproduce the error on my end and the logs show no sign of unusual behaviour. Although not guaranteed to be useful either, you could try enabling BBAi logging in case you encounter future errors (can be done at BUG Mod Options -> Logging -> Enable Logging).
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Old Jul 06, 2016, 03:58 AM   #17
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Hi, well, if theres anything you need, ill be happy to help.
I got some very nice features merged in my kmod basis, many new tags and such.

As for the crash, maybe it was domr memory thing at my end, ill watch for ctds if there will be any.

Another thing, gameplay at start, at least 150 turns, seem a bit boring, since my cities are run out of things to build, i recommend to enrich it with a fee more buildings.
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Old Jul 07, 2016, 03:07 PM   #18
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I also experienced the lack of things to build around turn 100. I think the low build cost for some things coupled with the extra resources (my 2nd city had 2 copper) have something to do with this.

Also, I had 5 cities, but to keep barbs at bay I had to build some military, which basically bankrupted me (tech at 20%). Not sure if this is normal for this mod and if I can ever climb out of this hole.
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Old Jul 08, 2016, 12:52 AM   #19
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Echo what Kel and ATH has stated. Early game needs a bit more to build, especially something financial. I realize that K Mod is part of this, but if you can't really keep an economy going let alone tech at a decent rate, then some minor tweaks may be in order.

Granted, I had a bad start, so that probably had a lot to do with it. But I'm playing on Mon difficulty and running out of things to build, let alone crashing my sci rate to protect myself seems a bit counter-productive.

I'll start another game in a few days and give it another run through. See what I might be missing .
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Old Jul 08, 2016, 03:06 AM   #20
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Interesting, we didn't experience a lack of buildings in most of our games so far. Just played a quick 100 turns on Monarch difficulty to make sure everything is working. I never ran out of buildings to build (had a good start though and could keep my research strong at all times).

Quote:
Originally Posted by AttilaTheHun View Post
I also experienced the lack of things to build around turn 100. I think the low build cost for some things coupled with the extra resources (my 2nd city had 2 copper) have something to do with this.

Also, I had 5 cities, but to keep barbs at bay I had to build some military, which basically bankrupted me (tech at 20%). Not sure if this is normal for this mod and if I can ever climb out of this hole.
Sounds like research cannot keep up with production in your cities. 20% tech rate is not normal and means you probably expanded too quickly and/or didn't put enough effort to generate commerce.

Generating early commerce is a bit more difficult in this mod than normal BtS as rivertiles don't grant 1C for free anymore and cottage growth has been slowed down as well.

Trade is crucial for early research/commerce and there have been some changes compared to BtS:
- You really need to connect your cities quickly either by building roads or researching sailing. New cities without trade connection are a sure way to go bancrupt.
- Open borders are hard to get as your AI opponents now have to be pleased with you. If you manage to get some it is very important to actually establish a trade connection (i.e. you need to see their cities and there has to be some kind of connection either by roads, river or sea). Scouts and ships are very useful to establish those connections as they are faster and can enter rival territory.

Looking at keldath's save I can see that you were playing at epic game speed. Maybe it has something to do with it. We didn't make any changes to the game speed modifiers but we also never really tested anything besides normal speed. We will take a look at it.

I would also encourage everybody to try a game with our recommended game settings in the OP. Early game should be more interesting because there is less space and more direct contact with the AI.

Last edited by Team NP; Jul 08, 2016 at 04:03 AM.
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