Welcome to IsoMod.
There isn't anything flashy here. No new interface, no new units, no new technologies.
The game will play very much like standard Warlords.
The changes:
AI: I've reworked BetterAI. Source code will be provided on request -- it was mostly bug fixes, and taught it a better approximation of unit power.
Graphs: The food graph works. The power graph actually reflects power, not just the "how much production have you spent on units" of standard Civ4. Units that can kill 3 units produce 3 times as much power.
Ancient Units:
I reworked every unit prior to riflemen: the ones that are less useful are better, and the ones that used to dominate are worse.
As an example: Spearmen are strength 5, +75% vs Mounted.
Combat and Promotions:
Collateral units are much weaker, but still key to victory. They can only soften up a target.
Flanking units can reach higher withdraw chances -- after your catapults weaken the target, send in the horses.
First strike is a viable upgrade path -- but you risk running into immune to first strike cavalry.
Unique Units:
UUs are now better than the baseline unit -- but often they cost a bit more to justify their increased power.
Animals:
There are many more animals, some of which are significantly tougher. Scouts can hunt down animals.
Barbarians:
"Insane" difficulty settings that mirror the standard ones produces an ancient era full of Barbarian hordes. On a larger map, entire continents will be overrun. It will take some skill to survive them.
Civics:
Slavery, Hereditary Rule, Emancipation, Police State and Serfdom have been reworked.
TODO:
Barbarians settling down.
Technology spread.
Rifleman and up UUs.
More AI improvements.
24 civ version.
Download here:
http://forums.civfanatics.com/downloads.php?do=file&id=6013
There isn't anything flashy here. No new interface, no new units, no new technologies.
The game will play very much like standard Warlords.
The changes:
AI: I've reworked BetterAI. Source code will be provided on request -- it was mostly bug fixes, and taught it a better approximation of unit power.
Graphs: The food graph works. The power graph actually reflects power, not just the "how much production have you spent on units" of standard Civ4. Units that can kill 3 units produce 3 times as much power.
Ancient Units:
I reworked every unit prior to riflemen: the ones that are less useful are better, and the ones that used to dominate are worse.
As an example: Spearmen are strength 5, +75% vs Mounted.
Combat and Promotions:
Collateral units are much weaker, but still key to victory. They can only soften up a target.
Flanking units can reach higher withdraw chances -- after your catapults weaken the target, send in the horses.
First strike is a viable upgrade path -- but you risk running into immune to first strike cavalry.
Unique Units:
UUs are now better than the baseline unit -- but often they cost a bit more to justify their increased power.
Animals:
There are many more animals, some of which are significantly tougher. Scouts can hunt down animals.
Barbarians:
"Insane" difficulty settings that mirror the standard ones produces an ancient era full of Barbarian hordes. On a larger map, entire continents will be overrun. It will take some skill to survive them.
Civics:
Slavery, Hereditary Rule, Emancipation, Police State and Serfdom have been reworked.
TODO:
Barbarians settling down.
Technology spread.
Rifleman and up UUs.
More AI improvements.
24 civ version.
Download here:
http://forums.civfanatics.com/downloads.php?do=file&id=6013