World Piece v0.62
Revision History, Screenshots and Optional Components *** New component added January 30th, 2008
Known Bugs & Pending Updates
Download Latest Version
The big changes:
Realistic Climates with new custom textures
The biggest change with the most impact is the game world & climate. A huge thanks to Cephalo for his 'Perfect World' map script which was used as a base and made all of this possible. The map script will generate a realistic world using a heightfield generator and plate tectonics, temperatures and rainfall will be calculated based on the world's heightfield. This means there won't be such obvious banding of terrains and deserts, jungles and grasslands will all be in the right places. Peaks will form mountain ranges and these can lead into the ocean to form realistic island chains. The terrain itself is climate based, there are different versions of grasslands, plains and deserts based on the climate. The custom terrains all have the same yield values and allow the same improvements however they are used to place resources and civilizations in appropriate climates. Yes, that means no more half-naked Zulu's starting in the frozen wastelands, but the Russians may find themselves up there.
With 0.6 I've added unique biomes to the world, these are limited areas with custom tectures and/or climate settings. For now there are two alternate biomes available one that simulates the Great Plains region of North America and another that is based on Australia's reddish brown dirt and savanna.
New Gamespeeds based on turns per era
Note: As of v0.3 this is fully controlled by the game speed you select.
World Piece uses optional, dynamic research cost adjustments to help keep the game running at an even pace through each era. This is a loosely enforced rule so it is still possible to discover advanced technologies before their time however it will require substantial effort. The way dynamic costs work is that the game speed determines the turns per era (they've all been renamed to make it easy), for instance the default is 100 turns per era. If you start the game in the ancient era all ancient techs will have their normal cost for the first 100 turns (using the default speed) and all later technologies from the Classical era and beyond will have their cost increased. Once 100 turns have passed all Classical era tech will be at their normal cost, Ancient technologies will be cheaper and Medieval and later technologies will be more expensive.
Additionally, to compensate for the longer games the prices for technologies will be dynamically increased by 12% per era. So a classical era tech will be 12% more expensive and a medieval era tech will be 24% more expensive, and so on. Since this change is done in the DLL the base prices will be intact for playing games using the default game speeds.
With this change it is still possible to use free technologies to discover a technology from a more advanced era. You can also continue to use great people to discover advanced technologies however they will frequently only provide a boost towards the technology rather than discovering it outright.
The biggest impact on gameplay is that you will typically have a longer period of time (more turns) to use the units and buildings from a particular era before they become obsolete. It will also be more difficult for any Civ to get too far ahead or fall too far behind. In order for this change to function you must select one of the 'turns per era' game speeds, selecting any other speed (e.g. Marathon) will use the standard tech costs without any of these effects.
AI tweaks
The AI has undergone several changes involving countless tweaks to unit, building and technology changes. They have been made smarter and more aggressive towards each other, not just the human player(s). And, perhaps most importantly, the majority of their bonuses to production and research have been removed including a few well hidden bonuses.
The AI diplomacy has been adjusted with the major change in determing if they'll ask you to join a war or stop trading with another civ. In the case of joining their war they'll only ask you if their elations with you are better than your relations with their enemy. Their requirements to ask you to stop trading are based on your relationship with them, this value can be different per leader and mirrors their required attitude before they'll accept a request from you to stop trading with another civ.
The AI's workers (and your automated workers) should no longer attempt to improve tiles outside of the workable area (fat cross) of your cities. There are a couple of exceptions to this- they will improve tiles with resources on them if they need the resource and they will continue to build routes in tiles that can't be worked.
Global Warming
Global warming has undergone significant changes. The effect of nuclear weapons is no longer the sole contributor to global warming and the method of changing terrain has been completely re-written. Global warming now works off of two primary factors- nuclear winter (resulting from meltdowns and nuclear weapons) and global warming (resulting from excessive polution/unhealthiness).
Nuclear winter is represented by severe droughts accross the land based on the results of publically available scientific models. Since the global cooling factor is short-lived (3-6 years) the most substantial effect is as much as a 75% decrease in precipitation. In the game, this is reflected by 'drying' terrain and transforming grassland to plains or plains to desert. The nuclear winter also has a duration built into it so it will no longer last indefinately however any changes to the terrain are permanent.
Global warming is represented by shifting the climate of individual tiles. So temperate tiles can shift to warm tiles and cool tiles can shift to temperate tiles. For example a cool grassland may turn into temperate grassland. The climate shift has some strict requirements based on the surrounding tiles so you will not suddenly have tropical land appearing in the middle of the norther tundras. Global warming is based on pollution value of every land tile in the game with unimproved tiles reducing pollution (in most cases) and improvements adding pollution (again, in most cases). Additionally, each city will add pollution equal to its size and the unhealthiness from buildings with additional pollution if the city has access to coal or oil. Although you will notice more tiles being affected by global warming, DON'T PANIC! The effect is minimal by itself as a temperate grassland has the same yield values as either warm or cool climate grasslands so the shift is more visual than anything. It will have an impact on health resources, destroying any that are not valid for the new terrain type and it can potentially enable more tiles to turn to desert as a result of the nuclear winter effect.
Finally, as pollution levels increase the frequency of storm events will increase. These are newely created events that do not have the same behavior as similar existing random events. These new effects will be in red text in the log window and the original random events have not been touched so you may still get those weather events in awkward places.
Enviroment Based Traits (Work in Progress)
In addition to the pre-defined traits each leader has there is a chance one of three environment based traits will be assigned to each civ in the beginning of a new game. The three traits are represented by a hidden, non-tradable technology that is given to civilizations starting in regions that are less than ideal- Jungles, Deserts and Tundra. The jungle civs receive access to the Jungle Warfare promotion which is identical to the vanilla 'woodsman' promotions except that it only works in jungles, additionally jungles in their city radius will provide a small health bonus instead of an unhealthy penalty. Desert civs gain access to the Desert Combat promotion, it is a single promotion that grants +25% to the units strength when attacking into desert tiles. Tundra civs receive a small bonus of +1


New Traits (Work in Progress)
All of the leader traits have been redesigned with a focus on making them more balanced and more unique. A couple of the over-powering abilities have been removed and replaced with abilities more inline with the rest of the traits. Traits should also have a more even feel throughout the game with a balance of early and late game benefits.
This is a work in progress and although it has undergone quite a bit of testing it's likely to change. However, without taking the complete changes to the mod into account several of them look weaker than they are in practice so I'd ask that you try out different traits in multiple games to see how they balance against each other. On the bright side, I personally find it more enjoyable to try out different civs now without worrying about giving up the power of Financial Leaders bonus commerce or 'wonder-mania' with an Industrious Leader.
The Spiritual trait is the first to have a 'new' ability not normally supported by Civ4, the new ability is dependant on one of the game options selected, see the minor rule changes below for specific details.
Spoiler :
Aggressive:
-25% XP requirement
+100% Great General Emmergence
Double production speed of Barracks
Charismatic:
+1
per city
+1
from monument, colosseum, broadcast tower
Creative:
+10%
per city
Double production speed of theater
Expansive:
+2
per city
Double production speed of settler
Financial:
+10%
per city
Double production speed of Bank
Imperialist:
Double production speed of National Wonders
Double production speed of monument, courthouse, jail
Industrious:
Double production speed of worker
Double production speed of forge, factory, industrial park
Organized:
No Anarchy
-25% Civic Upkeep
Philosophical:
+50% Great Person Rate
Double production speed of university
Protective:
+100% Great General emmergence within cultural borders
+1
from walls, castle
Double production speed of walls, castle, bunker, bomb shelter
Spiritual:
Can found multiple religions (only if limited religion founding enabled)
50% Research cost for religion techs (only if limited founding NOT enabled)
Double production speed of temple, monastary, cathedral
-25% XP requirement
+100% Great General Emmergence
Double production speed of Barracks
Charismatic:
+1

+1

Creative:
+10%

Double production speed of theater
Expansive:
+2

Double production speed of settler
Financial:
+10%

Double production speed of Bank
Imperialist:
Double production speed of National Wonders
Double production speed of monument, courthouse, jail
Industrious:
Double production speed of worker
Double production speed of forge, factory, industrial park
Organized:
No Anarchy
-25% Civic Upkeep
Philosophical:
+50% Great Person Rate
Double production speed of university
Protective:
+100% Great General emmergence within cultural borders
+1

Double production speed of walls, castle, bunker, bomb shelter
Spiritual:
Can found multiple religions (only if limited religion founding enabled)
50% Research cost for religion techs (only if limited founding NOT enabled)
Double production speed of temple, monastary, cathedral
'Bonus' Technologies (Work in Progress)
Throughout the eras there are now several 'bonus' technologies. These are used to represent key historical events or other accomplishments frequently represented by wonders. I chose to use techs for those that are simply not appropriate when represented as buildings or whose development is better suited to research rather than production. None of these technologies are required to research any of the standard technologies, skipping them will not affect your ability to procede in the game.
The bonus techs have several restrictions controlling their discovery. They have the obvious prequisite technologies and additionally they can only be researched while you are in the appropriate era. The era limitation prevents you from stepping back to pick up a bonus technology that you skipped adding a consequence for beelining for advanced technologies as that can advance you to the next era in many cases. And finally, only one civilization may discover the bonus technology, once they have made the discoverey no other civ may research that technology (nor can they be traded). In effect, the function very much like the normal world wonders except that they exist as a technology rather than a building.
The bonus techs are:
Spoiler :
Sun Tzu's Art of War
Receive a free Great General and the ability to build Training Camps. Training Camps give +2 XP to Melee, Archery and Siege units and work like Cathedrals requiring multiple barracks per training camp.
Exploration
Receive a unique 'Longboat' unit which can enter ocean tiles and rival territory.
Receive a free Great General and the ability to build Training Camps. Training Camps give +2 XP to Melee, Archery and Siege units and work like Cathedrals requiring multiple barracks per training camp.
Exploration
Receive a unique 'Longboat' unit which can enter ocean tiles and rival territory.
Rule Changes:
Note: Most of these minor rule changes are optional components of the game, they are all enabled by default. If you start a new custom game or MP game you can pick and chose which of these to enable. You do not have to edit any files if you wish to exclude any of the new rules from your game.
Spoiler :
Limited Religion Founding (Optional): The technologies required to found a religion can be made unavailable for civilizations that already have a holy city. If enabled, any non-spiritual leader will be unable to research new religion technologies once they have a holy city while spiritual leaders are not affected. If disabled, spiritual leaders can research the technologies required to found religions at 50% cost.
This is accomplished by the addition of new techs used to found religions, the new techs ONLY found religions and offer no other benefit nor are they prerequisits for later techs. Once a religion is founded by a specific tech it's cost drops to 1, this allows any expended research to overflow to the next project since the tech is otherwise useless and the loss of research time was too severe of a penalty.
Additional Air Bombing Missions: New missions for bombing have been added using a modified version of Dales Air Bombing Missions and the mission icons created by GarretSidzaka. The new missions are: Carpet Bombing (destroy random building), Surgical Strike (destroy more specific target such as factories and barracks) and Port Strike (attack ships in the city). If the mission fails there is a chance of killing some of the target city's population which will increase war weariness for both the attacker and defender. The surgical strike mission will have it's chance of success increased with the discovery of computers and again with the discovery of lasers.
Lethal air strikes against ships (Optional): Air & missile units can inflict up to 100% damage against naval units with this option enabled. It has no effect on how much damage is inflicted per attack it just removes the limit. It also has no effect on land units which can still only be damaged up to a preset percent (default 50%).
Tile stack limit (Optional): There is a limit of 8 units per tile outside of cities and 12 units inside cities. The limit applies only to land & naval military units (workers, settlers, spies, missionaries, executives, air units and missiles are all exempt) and it counts all units in the tile regardless of ownership. Ships do not count towards this limit while in a city and units loaded as cargo do not count towards the limit until unloaded. And finally, a city that is 'full' can still produce units but the newely created unit will be dumped outside the city.
Discovering New Resources: Mines, which have always had a small chance (1 in 10000) of discovering new resource, still can however they can only discover a resource that is allowed on that terrain. So, for example a mine on a tundra hill will never discover gems. Additionally, farms now have a small chance of discovering wheat, corn or rice but only if you already have access to that resource and the terrain is appropriate for it, food resource received from trade deals will count as access.
Naval Movement/Air Unit Range (Optional): Movement for naval units and the range of air units is increased based on the map saize for any map larger than standard, no changes are made for smaller maps. On large maps, naval units will have +50% movement, on huge maps they will have +100% movement. Air units will have similar increases to their range. Due to the way civ generates the Civlopedia data the default movement speed will be shown in menus and the civlopedia but the modified movement will display properly for units in the game.
Naval Invasions (Optional): Naval units can no longer unload their cargo into hostile territory unless they have not yet moved on the current turn. Units with the amphibious promotion are exampt from this and may unlaod immediately. This has no effect on tiles that are un-owned or owned by you or a player you have open borders with. The purpose is to add some risk to naval invasions since the transports will have to sit in hostile waters for the remainder of the turn before unloading giving the defender some time to respond by shifting defenders to the area or attacking the transport ships. It also adds a great deal of importance to 'securing the beaches' as a staging area for future transports and gives units like the Viking Beserker and Marines some added 'shock value' during naval invasions.
National Units: National units, those which are limited in how many you can build such as Missionary units now have their limit scaled based on the world size. Standard sized maps use the default limits (e.g. 3 Missionary units), smaller maps allow fewer units and larger maps allow more.
Removing Jungles: Removing jungles provides a small hammer bonus, half of what you would get from clearing a forest. This is done to help compensate for the potentially massive jungles created with this map script and for civs that 'prefer' starts in or near jungles.
Highly Destructive Nukes (Optional): The blast radius and destructive power of nucler explosions has been increased inflicting more damage to units and cities (buildings and population). Improvements & features (forests/jungles) in the blast radius will almost always be destroyed. Cities can potentially be destroyed by nuclear weapons provided they do not contain any units or buildings that are flagged as 'nuke immune' such as ICBMs, great people and bomb shelters. Any tile that is affected by fallout has a chance of turning to wasteland, if this happens the tile is completely worthless for the rest of the game and any resource there is permanently destroyed. Fallout has a small chance of moving to an adjacent tile each turn, when this happens the original fallout is removed. Each tile affected by fallout even after the initial blast has a small chance of turning to wasteland and destroying any improvements, features or resources.
Modified Corporation Benefits
Corporation benefits have all been adjusted with the primary change being they they only provide yield bonuses, never commerce bonuses. What this means is that Sid's Sushi, for one example, provides food and commerce instead of food and culture. The actual bonus each corporation provides is now more balanced with the other corporations so again picking on Sid's Sushi it now provides a lot of commerce but only some food whereas Cereal Mills provides a lot of food but only some commerce. The chance from specific commerce types to general commerce helps make it easier to balance each corporation to the point of making them all useful at least to some degree. This makes the strategy of spamming your opponents with them quite a bit more risky as those corporation may prove to be very helpful. Alluminum Inc and Standard Ethanol are also quite useful as commerce generators even if you already have access to allumunim and/or oil. The AI, if you're curious, is quite pleased with this change since it no longer cripples them when they spread your corporations all over the world for you.
Installation:
DELETE ANY PRIOR VERSION OF WORLD PIECE
* v0.62 is not compatible with prior version saved games
1. Download v0.62
2. Extract into your Civilization 4\Beyond the Sword\Mods folder
3. Run the mod through the in-game advanced menu option 'Load Mod'
Note: The file attached to this post is the DLL source code only, you do not need it to play the mod only to view/edit the changes in the DLL.
Playing World Piece:
The World_Piece map script will generate a random world with multiple continents and try to establish an old world and a new world much like the terra map script. The maps look best when playing on large or huge worlds although standard size maps are generally acceptable. There are now several new configuration options available when starting a new game:
- Allow New World- If allowed, the second largest continent will be considered the 'new world' and no civs will start on it. Additionally, the 'old world' is limited to approximately 50% of the available land. If not allowed, the map script will still define a new world area but it will only consist of very small landmasses, the 'old world' will be a minimum of 75% of the available land.
- Pangaea Continents- There are thwo options available, you may choose to suppress or allow pangaea style continents. If suppressed, the chance of multiple regions seperated by oceas is very high, if not suppressed no efforts are taken to prevent them from occuring. This is somewhat dependant on your choice of New World settings, if you don't allow a new world and don't suppress pangaea they will be very likely to occur.
- Default Biome- This option allows you to define the default biome (climate) for the map. The default biome is every area that was not selected for one of the regional 'unique' biomes, typically this is the majority of the map. The choices are tropical which increases both the temperature and rainfall, arid which increased the temperature and decreases rainfall and cool which decreases the temperature and slightly decreases rainfall. Natural uses the world shape alone to determin climate without any modification.
- Continent Style- There are several continent styles available with landmass size, shape and distribution based on existing mapscripts. The most notable is the 'Earth Like Continents' which is based on the Earth2.py mapscript by GRM7584 and creates continents that are very similar to the real world.

The following game options are enabled by default: City flipping after conquest, pick religion, no tech brokering and permanent alliances. The folowing victory types are disabled by default: Domination, cultural. Default options can be changed in the CIV4GameOptionsInfo.xml file or by starting a custom game rather than selecting 'Play Now.'
World Piece is fully MP compatible, to the same degree that BtS is anyway.
Credits:
Turlute - BTS Version of attitude icons
Blue Marble team - Ocean, Coast and snow textures and forrest, jungle and cloud reskins.
Cephalo - The incredible PerfectWorld map script that made much of this possible.
SevenSpirits - Modifications to the base PerfectWorld map script land placement, resource placement & starting plot code.
dreich2 & Lumpthing - The civilization starting plot normalizer script.
GRM7584 - Earth2.py mapscript, used to generate earth like continents
Bhruic - The unofficial patch for BtS 3.13 which is used as a base for my DLL.
Dale - Air Bomb Missions
EDU Team - EDU (Ethnically Diverse Units) components
Rabit,White - Modified galley model used as 'Longboat' unit
Lord Tirian - German translations for World Piece text
And of course Firaxis, the CivFanatics team and everybody else
