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Old Jan 29, 2008, 04:56 PM   #1
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Quot Capita


QUOT CAPITA mod
"Quot capita, tot sententiae"
"As many opinions as people."
for 3.19
current version: v5.3
date: 2009.08.28


__________________________________________________ __________________________________________________ ______
DESCRIPTION

What IS Quot Capita you may ask?

The simple answer is: it's a combined modpack including some of the best mods Civ community can offer.

RevDCM is it's beating heart:
- Dales Combat Mod offers most importantly Ranged Bombardment, improved air combat, battle effects and more.
- BTS unofficial patch
- Better BTS AI - the AI is more capable, you might want to turn down a difficulty level or two
- BUG - Unaltered, but greatly improved gameplay (interface, info screens and more!)
- WoC - World of Civilization, how modular loading should have been in the first place
- The Revolution component is disabled by default, but you can enable it easily via Custom Game.
- Super Spies does spice up the spying game, you can create your very own 007s and Austin Powerses here.
- Inquisition let's you recreate one of the funniest eras in human history, and step into the shoes of the ever-jolly Torquemada. (I might have confused the fun part here with a Monty Python sketch, but whatever)
- Influence Driven War feels natural when played, integrates flawlessly into the gameplay, now every battle counts for those cultural borders!

Varietas Delectat spices up the unit sets, and if you want some background info: I started to work on VD because I was dreaming of a big composite mod I can plug it into in the first place!

Mastery Victory done by the great Sevo. Once I saw this modcomp I knew that it perfectly expressed the way I like to play Civ: pursue everything and enjoy every last drop of it! It pretty much awards you points for everything you do - it measures your Civilization's almost every significant accomplishment!

Terraforming, Forest Planting - I admit I borrowed some code snipets and ideas here, and created a modcomp for terraforming and forest planting. This is basically for the human player to play around with the World and be able to do something about those pesky deserts and global warming - if he can afford it, of course! (I tried to make it so that the AI understands it, but considering the costs of these actions I think the AI is better off not using them)

Where is the Future Era and the Sci-fi in Civ, you may ask? BtS Next War and it's Extension by me tries to find an answer to this question.

GreatPersonMod adds a kind of flavour to acquiring a Great Person that I really like. You get a pop-up image and a quote from the Great Person - nifty, ey? (I hope that a similar mod for all the Events gets finished sometime)

ActualQuotes - This mod replaces the original leader-specific diplomacy text with text based on attributed quotes.

Route Restricter - Don't be afraid, only some selected units will be restricted in their movement, such as the Railway Artillery prestige unit.

Hunting mechanics - Did someone mention food? FOOD! Hunt those mammoths for FOOD! Risk - reward mechanics, the stronger the animal, the more food you get in the nearest city. Can be augmented with Hunter promotions. http://forums.civfanatics.com/showpo...&postcount=448

But above all: The aim is always to have a stable, playable, balanced and FUN game.
__________________________________________________ __________________________________________________ ______
COMPONENTS

You can check below the mods that are currently integrated,
Quot Capita is:

RevolutionDCM for BTS v2.51: http://forums.civfanatics.com/showthread.php?t=262937

Varietas Delectat v7.5: http://forums.civfanatics.com/showthread.php?t=237192

Mastery Victory by Sevo, Thorn and converted to BtS by me (http://forums.civfanatics.com/showthread.php?t=189388)

Terraforming, Forest Planting mod v1.1: http://forums.civfanatics.com/showthread.php?t=320354

BtS Next War

Next War Extended by me: Plasma Infantry, Mammoth Tank, Terminator, Leviathan, Starfighter, Dropship, new Mechs, new Techs, reworked Arcologies, reworked Next war unit classes and more!

GreatPersonMod (improved graphics version) (Amra, Gaurav, TheLopez, Roamty): http://forums.civfanatics.com/showthread.php?t=252734

ActualQuotes for BtS (Willowmound): http://forums.civfanatics.com/showthread.php?t=234288

Route Restricter (shqype): http://forums.civfanatics.com/showthread.php?t=267632

Revorked modern era techs and units

New (balanced) resources, new promotions, new animals

Minor gameplay changes, such as:

- You can get Great General points towards your VERY FIRST (and ONLY the first) Great General even via Barbarian combat (but not animal combat)
- Recycling Center now HALVES the building unhealthiness
- Hunting animals for food
- Diversified religions with a moderate spread rate differences, different base yields of culture/science/gold,
and some bonus to temples/monasteries to the religions with slower spread rate.
Also introduced the concept of Religious Taboo foods.
Read more at: http://forums.civfanatics.com/showpo...&postcount=740



Installer version to ease the installation process


__________________________________________________ __________________________________________________ ______
INSTALLATION

- Important: first update your BtS to 3.19

- Run the installer


__________________________________________________ __________________________________________________ ______
LANGUAGE SUPPORT

English
Sorry guys, but I alone can manage only the English support, if you are willing to provide translation to other languages, go for it, I'll be happy to include them!

__________________________________________________ __________________________________________________ ______
ADDITIONAL CIVILIZATIONS

Civilizations made by me have install options to install for Quot Capita. First install QC, the download the civilization and choose Install for Quot Capita option.

Hungary: http://forums.civfanatics.com/showthread.php?t=248462

Polynesia: http://forums.civfanatics.com/showthread.php?t=317958

Australia: http://forums.civfanatics.com/showthread.php?t=319407

Poland: http://forums.civfanatics.com/showthread.php?t=319610

__________________________________________________ __________________________________________________ ______
SCREENSHOTS

When pictures speak a thousand words:






























...and another thousand words:
Spoiler:



















__________________________________________________ __________________________________________________ ______
SOURCE FILES

Source files (SDK): included in the download
Also debug dll and nsi installer file is included

__________________________________________________ __________________________________________________ ______
CREDITS

Thanks:
RevolutionDCM team
Sevo, Thorn
johny smith
mamba
tsentom1
all others involved

__________________________________________________ __________________________________________________ ______

Changelog

v5.3

- added modified PerfectWorld2 map script (less peaks and desert, vanilla bonus placement) - PerfectWorld2QC.py
- killing an Elephant creates an Ivory bonus (50% percentage chance + 20% per Hunter promotion level)
- customized religions (where there's no apparent bonus in temple or monastery (e.g. Taoism), there's bigger spread rate (e.g. Christianity)
- introduced religious food taboos
- City Ruins - defense bonus, evolves into Archaeological Site if worked, gold yield increases at Education, Radar, Ecology
- unhealthiness to early civics (e.g. slavery) to compensate for more health resources even more
- Legendary speed rebalanced (early year progress was slowed down, i.e. with some 500 years at 1300)
- animal XP upped to 7, barbarian XP upped to 15
- MAX_EXPERIENCE_AFTER_UPGRADE set to 17
- further reduced Apple spawn rates
- Jeanne D'Arc is both a great general(Joan of Arc), and a great prophet with matching popup graphics
- Forge graphics fixed (from CC v0.55 from VD)
- Modern Roads retextured (avain)
- Prime Timber should not be tradeable (even if worthless) - now obsoletes with Mining

Spoiler:

v5.2

- updated to Varietas Delectat v7.5
- new Main Menu (finally got around to bring Babayetu back!)
- Tipu Sultans graphics corrected to be a Great Prophet (thx LegionSteve!)
- a bit reshuffled MLF_CIV4ModularLoadingControls.xml loading order of Modules


v5.1

- crash when loading the mod (mostly under XP) corrected by merging Next War modules
- corrected Modern Infantry text (was Marines previously)
- UNIT_ARTSTYLE_GREMAN corrected for Trench Infantry (thx tgvulcan!)
- Bomber's bombing actions restored (thx Martin79!)
- Russian Jet Fighter graphics corrected (thx Nemesys!)
- added Lubyanka(KGB) Wonder (tsentom1)
- added Himeji Samurai Castle Wonder (tsentom1)
- added the Terracotta Army Wonder (tsentom1)
- added the Ishtar Gate Wonder (tsentom1)


v5.0

- upgraded to Varietas Delectat v7.0
- added hunting animals for food mechanics (with Hunter promotions)
- corrected res/Fonts files
- adjusted abundance/rarity of new resources
- small production bonus when clearing jungles (1/3 of forest)
- added Modern Frigate (Highwayhoss)
- added diplomusic to Charles I
- created new Trench Infantry button
Things snatched from PIG (PieceOfMind):
- Axeman increased in cost to 40 (from 35). Same change for axeman unique units
- AIR_PATROL_RADIUS changed from 1.5 to 2.0
- Missile Cruiser iPower (used in power calculations) increased from 14 to 40
- UNIT_AI_ESCORT_SEA removed from stealth destroyers
- Ironclad movement increased to 3 (up from 2), but is a tad bit more expensive

v4.5

- updated to RevolutionDCM v2.51
- added Amra's improved artpack for the GreatPersonsMod
- added new animals: Siberian and Bengal Tigers, Cheetah, Elephant, Gorilla, Hyena, Mammoth, Polar Bear (Giant Panda is also added, but not activated - need to findgood spawn rates and terrains for it)
- added Bombard unitclass and Great Turkish Bombard prestige unit
- added Trench Infantry unit class
- added BioMissile v2 and Guided Missile v2
- added new resources: apple, bison, cotton, salt, shrimp, tea, timber, tobacco
- added new balance for buildings and gameplay to accomodate the new resources (forge, factory with oil and coal, industrial park cause more unhealtiness, 1 unhappiness with Civil service to balance out the new happiness resources)
- added new promotions: Arctic Combat, Desert Combat, Crusader, Coastal Guard, Fusion MegaCannon, Heroic, HighExplosiveShells, RadioactiveShells, Looter, Noble, Shields, Trench, UrbanTactics
- new technologies for the modern era to give better lifespan to modern units (Ceramic Armour, Continuous Track, Trench Warfare, Logistics, Radar, Sonar)
- further increased modularity (moved techs and units from Modern Era VD to modules)
- added some improved resource graphics from Chuggi's Improved Graphics
- added new Legendary gamespeed (1000 turns, recommended for QC)
- python corrections

v4.1

- added Shqype's Route Restricter
- added snafu's Railway Gun
- added GreatPersonMod by Gaurav, TheLopez, Amra, Roamty
- added Paved Road, GravTube and JumpLane
- corrected typo in Revolution.ini (DistanceToCaptialModifier)
- further increased WoC compliancy, now it's possible to easily remove Next War
- set options to intended default ones (some can be changed via Custom Game
and others ingame with CTRL+ALT+O)
- corrected typo in CIV4CityLSystem.xml (ARSTYLE_SOUTH_EAST_ASIAN)
- some other minor corrections

v4.0

- now compatible with BtS 3.19 patch
- upgraded to RevDCM v2.5
- upgraded to Varietas Delectat v6.1


v3.1

- added: Disruptor artillery
- added: Prototyping tech's new ability
- added: Andromeda Strain doom missile (thanks to tsentom1!)
- added: Eden Project (tsentom1)
- added: Xenobiology
- fixed: missing Nuke Bomber and Inquisitor unit art
- fixed: some units not getting their ranged attack
- fixed: CivAlerts for domination limit error
- fixed: mechs and other future units are now correctly mechanical


v3.0
- further extended Next War: more techs&mechs for the future Era!
- option to install new LHs
- missing Revolution.ini problem fixed
- isColor python exception fixed
- gamespeeds are a tad bit longer, new Odyssey gamespeed
- installer corrections


v2.0
- added Next War Extended: Plasma Infantry, Mammoth Tank, Terminator, Leviathan,
reworked Arcologies, reworked Next war unit classes
- minor gameplay changes, such as:
-You can get Great General points towards your VERY FIRST (and ONLY the first)
Great General even via Barbarian combat (but not animal combat)
- Recycling Center now HALVES the building unhealthiness
- intaller version to ease the installation process

v1.1
- updated to Varietas Delectat v6.0
- added Next War module (mamba)

v1.0
- initial version



Please share your ideas, error findings, etc. in this thread! Thanks!!!
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Last edited by avain; Aug 28, 2009 at 02:43 PM. Reason: updated to v5.3
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Old Jan 29, 2008, 05:18 PM   #2
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Pst....... DCM v1.3 now has AIAutoPlay in it.
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Old Jan 29, 2008, 05:45 PM   #3
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Nice selection of components DCM, Influence Driven War and Bhruic (actually the Lt. Bob version) would also be my choices when it comes to adding .dll changes.

@Dale has 1.3 been released already ? the thread still refers to 1.2
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Old Jan 29, 2008, 06:13 PM   #4
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Quote:
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@Dale has 1.3 been released already ? the thread still refers to 1.2
No not yet. CASA is being final tested, so will probably be out in the next 24 hours.
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Old Jan 29, 2008, 06:30 PM   #5
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I agree with, mamba, very good choices! Will you consider adding the Unique Civ-Specific Great People component as well?

Last edited by RPG; Jan 29, 2008 at 06:56 PM. Reason: added question
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Old Jan 30, 2008, 01:33 AM   #6
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Decided this should be a public beta, so

DOWNLOAD ADDED, SEE FIRST POST!
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Old Jan 30, 2008, 04:10 AM   #7
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You should make a one big file to download instead of 3 (+files to move/replace).
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Old Jan 30, 2008, 04:36 AM   #8
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Quote:
Originally Posted by Zuul View Post
You should make a one big file to download instead of 3 (+files to move/replace).
Ok, to clarify this:

- you can use NextWar mod separately with ME VD.
- you can use Quot Capita base mod separately - i.e. without any VD, ME, or Nextwar
- you can use Quot Capita base mod in any combination with: VD, VD+ME, VD+ME+NextWar

But for the purposes of this beta testing, I kindly ask you to check the full package: so VD+ME+NextWar+Quot Capita base. Thanks.

So as long as I can, I'll try to keep this modular separation, so people with different tastes can benefit.

Last edited by avain; Jan 30, 2008 at 04:46 AM.
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Old Jan 30, 2008, 06:24 AM   #9
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Ok, as soon as I get home, I'll probably make a single merged download, too, for your convenience
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Old Jan 30, 2008, 11:56 AM   #10
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Thank you . I think you will get more testers this way. Maybe make the parts optional like in BUG and PaP.
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Old Jan 30, 2008, 12:35 PM   #11
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stand-alone download added
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Old Jan 30, 2008, 03:06 PM   #12
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Ok, I'll try to spark a bit of a discussion here, so:

The following mods are the ones I'm considering to add:
- Dale's Combat mod - going in if version v1.3 is released
- a terraforming mod - need some good solution here, as I don't want the zillion modern workers being able to change terrain in a sec.
- Unique Civ-Specific Great People Names (http://forums.civfanatics.com/showthread.php?t=199344) - if the savegame glitch gets corrected
- an inquisition mod- I'd like to have a bit more direct influence on religion spread - and also ... 'Nobody expects the Spanish inquisition!!!'
- Enhanced Tech Conquest v0.6 - http://forums.civfanatics.com/showthread.php?t=245593 - will probably need some balancing - I wouldn't want to make conquest/warmongering way overpowered
- [BTS] M.A.D Nukes Mod - http://forums.civfanatics.com/showthread.php?t=239634 - I like the concept, although I never tried it in Civ

What do you think?

Last edited by avain; Jan 30, 2008 at 03:18 PM.
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Old Jan 30, 2008, 03:46 PM   #13
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Just out of curiosity, are you moving to WoC format with VD ? if so, does this mean you will also incorporate these SDK changes into the WoC SDK ?
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Old Jan 30, 2008, 03:59 PM   #14
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Quote:
Originally Posted by mamba View Post
Just out of curiosity, are you moving to WoC format with VD ? if so, does this mean you will also incorporate these SDK changes into the WoC SDK ?
Is WoC mature enough?
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Old Jan 30, 2008, 04:29 PM   #15
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imo you should wait at least for version 1.0, so this is not something to do immediately, I was speaking of eventually / at all, not right away

otoh if the components you add are stable, you could probably merge your changes with the main tree and then it wouldn't be up to you to update the WoC changes in the dll.
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Old Jan 30, 2008, 04:51 PM   #16
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Quote:
Originally Posted by mamba View Post
otoh if the components you add are stable, you could probably merge your changes with the main tree and then it wouldn't be up to you to update the WoC changes in the dll.
I'm not quite sure I understand this... which main branch are you talking about?
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Old Jan 30, 2008, 05:17 PM   #17
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They have their files in SVN, if you were to add the components and check in your changes to the SVN, they would then be part of WoC.

So instead of you needing to incorporate all future WoC changes (which are pretty frequently so far) into your own dll, you could simply use the updated WoC dll, just like everybody else.

Of course this would require you to get write access to the SVN.
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Old Jan 30, 2008, 06:23 PM   #18
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Please don't add Civ specific great people names, I like adding civs to VD, and by extension I will this mod eventually most likely once I've played a few games, and i believe that prevents you from doing so.

Just a small request.

BTW I'm playing as the Incans and I'm having loads of fun!
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Old Jan 30, 2008, 06:36 PM   #19
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I think Dale's Combat mod is an absolute must have! I've played it, I like it & I think it would work very well in this mod.

I don't think a terraforming mod is all that realistic.

Unique Civ-Specific Great People Names, another great addition if the savegame glitch gets corrected. But I'd like to add civs as well so if that can't be done with this mod component, it won't break my heart if it's left out.

I haven't tried a mod with the inquisition mod included yet, so I can't comment on this one.

I'd like to see the Enhanced Tech Conquest mod make it in. It doesn't sound overpowered to me.

M.A.D Nukes Mod sounds good but I haven't tried it either.

Last edited by RPG; Jan 30, 2008 at 08:36 PM. Reason: add comment
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Old Jan 31, 2008, 03:20 AM   #20
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Quote:
Originally Posted by mamba View Post
They have their files in SVN, if you were to add the components and check in your changes to the SVN, they would then be part of WoC.

So instead of you needing to incorporate all future WoC changes (which are pretty frequently so far) into your own dll, you could simply use the updated WoC dll, just like everybody else.

Of course this would require you to get write access to the SVN.
Still, I think that merging in stuff like influence driven war into the main branch of WoC would be discouraged...
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