Modular Personal Mod

pimparel

Chieftain
Joined
Dec 7, 2001
Messages
66
Location
Recife
I've decided to share my personal modifications of FFH, it's a compilation of ideas (mine and from other modders, which I thank you all).

Below is the changelog v1 and the reason of the change:

Spoiler :

Imp_CIV4BuildInfos.xml
Lumbermill: from Iron Working to Bronze Working
Watermill: from Engineering to Mathematics
Windmill: from Engineering to Mathematics
Workshop: from Smelting to Bronze Working

Those came much later in the game, I almost never built a lumbermill, due lack of forest... :), now there is more diversity of improvements.

Imp_CIV4BuildingInfos.xml
Generic: iConquestProb from 25 to 33
Catacomb Libralus: +100 BonusProductionModifiers to Metamagic
Palaces + Forbidden & Winter: +25 iDefense + 10 iHealRateChange

1st one, I'm lazy and a cheater (but those which were set to 0 stay 0); 3rd: These change added a lot of STAYING capacity in a raging barbarians setting

Aggressive: Hippodrome, Stables, Shipyard, Siege Workshop, Training Yard, Weaponsmith
Arcane: Mage Guild, Obsidian Gate
Charismatic: Brewery, Public Baths, Inn, Tavern
Creative: Carnival, Theatre, Obelisk
Defender: Palisade, Bowyer, Archery Range, Walls
Expansive: Infirmary, Smokehouse, Herbalist, Granary, Aqueduct, Harbor, Lighthouse
Financial: Money Changer, Tax Office, Market
Industrious: Machinist Shop, Forge
Organized: Basilica, Courthouse
Philosophical: Alchemy Lab, Elder Concil, Library
Raiders: Hunting Lodge

I never understood why expansive had bonus to granary, but not to smokehouse, so I've rebalanced some bonuses... Now adaptative is a more powerful trait

Imp_CIV4CivicInfos.xml
City States: -25% Culture
God King: +1 Happy for Palace
Aristocracy: Pasture -1H +2C; Plantation -1F +2C
Republic: Town +1H; Enclave +1H

Slavery: Plantation +1C ; Quarry +2H
# Military State: Fort +1H; Castle +1H +1C; Citadel +1F +1H +1C
Serfdom: Workshop +1H

Agriculture: Plantation +1F -1H

Fend for Themselves: +1XP

Civics were too plain...

Imp_CIV4EventTriggerInfos.xml
All EVENTTRIGGER_SIGN_: weight 200

I couldn't stand this event triggering turn after turn...

Imp_CIV4FeatureInfos.xml
Flood Plains: iHealthPercent -25
Oasis: iHealthPercent +25
Obsidian Plains: iHealthPercent -25
Scrub: +1C [riverside]

Poor Malakim, never had a chance... This is related to another change below

Imp_CIV4ImprovementInfos.xml
Dragonbone: +2C from Construction to Currency
Lumbermill: +1H +1C[riverside], +1H +1C (Machinery)
Watermill: +1H +1C; +1H +1C (Machinery)
Windmill: +1F +1C; +1H +1C (Machinery)
Workshop: -1F +2H; +1H (Construction); +1H +1C (Guilds); removed 1F restriction to build

Tried to rebalance the improvements, I tried to cap the final bonus at 6FHC total; Workshop restriction was lifted to help tundra and desert dwellers

Imp_CIV4LeaderHeadInfos.xml
Barbarian: +Raider
Hyborem: -Expansive +Charismatic

Raider seem fit to barbarian, as expansive didn't fit well to Hyborem

Imp_CIV4TerrainInfos.xml
Burning Sands: Can only found cities near coast or freshwater
Desert: Can only found cities near coast or freshwater
Tundra: Can only found cities near coast or freshwater; +1F [riverside]
Snow: Can't found cities; iMovement 2

El_Hildalgo Sane Terrain mod made some sense to me, so i've adapted it

Imp_CIV4UnitInfos.xml
Ars: +March +Medic1
Buboes: +March +Medic1
Orthus: +March +Medic1
Polar Bear: Belong only to Snow & Tundra
Stephanos: +March +Medic1
Yersinia: +March +Medic1

Added staying power to those


Ideas are welcome... It works with Marnok Mod, just need to copy CIV4TerrainSchema.xml to Assets\Modules\Improvements\Terrain and rename it to Imp_CIV4TerrainSchema.xml

First had 4 downloads...
Second had 7...
Third had 9...

V4 online
 

Attachments

I'd change the snow to be able to found on coast, because sometimes there will be water resources near the polar regions. Otherwise, really interesting. I didn't realize you could change terrains to only be founded on coast/freshwater.
 
Version 2

Code:
Imp_CIV4BuildInfos.xml
	Lumbermill: from Iron Working to Bronze Working
	Watermill: from Engineering to Mathematics
	Windmill: from Engineering to Mathematics
	Workshop: from Smelting to Bronze Working

Imp_CIV4BuildingInfos.xml
	Generic: iConquestProb from 25 to 33

	Breeding Pit: Toad +2%F; Gulagarm +2%F;	Razorweed +2%F
	Brewery: Corn +2%C; Rice +2%C; Wheat +2%C
	Catacomb Libralus: +100 BonusProductionModifiers to Metamagic
	Dwarven Smithy: +25%H; Copper +4%H; Iron +6%H; Mithril +10%H
	Forge: Copper +2%H; Iron +3%H; Mithril	+5%H
	Granary: Banana +2%F; Corn +2%F; Rice +2%F; Wheat +2%F
	Harbor Lanun: Clam +4%F; Crab +4%F; Fish +4%F
	Harbor: Clam +2%F; Crab +2%F; Fish +2%F
	Market: Cotton +2%C; Dye +2%C; Fur +2%C; Ivory +2%C; Silk +2%C;	Sugar +2%C; Wine +2%C
	Palaces + Forbidden & Winter: +25 iDefense + 10 iHealRateChange
	Palaces, Elven: Yggdrasil +2%F
	Smokehouse: Cow +2%F; Deer +2%F; Pig +2%F; Sheep +2%F
	Smugglers Port: Gem +3%C; Gold +3%C; Ivory +3%C; Pearls +3%C; Silk +3%C

	Aggressive: Hippodrome, Stables, Shipyard, Siege Workshop, Training Yard, Weaponsmith
	Arcane: Mage Guild, Obsidian Gate
	Charismatic: Brewery, Public Baths, Inn, Tavern
	Creative: Carnival, Theatre, Obelisk
	Defender: Palisade, Bowyer, Archery Range, Walls
	Expansive: Infirmary, Smokehouse, Herbalist, Granary, Aqueduct, Harbor, Lighthouse
	Financial: Money Changer, Tax Office, Market
	Industrious: Machinist Shop, Forge
	Organized: Basilica, Courthouse
	Philosophical: Alchemy Lab, Elder Concil, Library
	Raiders: Hunting Lodge

Imp_CIV4CivicInfos.xml
	City States: -25% Culture
	God King: +1 Happy for Palace
	Aristocracy: Pasture -1H +2C; Plantation -1F +2C
	Republic: Town +1H; Enclave +1H

	Slavery: Plantation +1C ; Quarry +2H
	Serfdom: Workshop +1H

	Agriculture: Plantation +1F -1H

	Fend for Themselves: +1XP

Imp_CIV4EventTriggerInfos.xml
	All EVENTTRIGGER_SIGN_: iWeight 100

Imp_CIV4FeatureInfos.xml
	Flood Plains: iHealthPercent -25
	Oasis: iHealthPercent +25
	Obsidian Plains: iHealthPercent -25
	Scrub: +1C [riverside]

Imp_CIV4ImprovementInfos.xml
	Dragonbone: +2C from Construction to Currency
	Lumbermill: +1H +1C[riverside], +1H +1C (Machinery)
	Watermill: +1H +1C; +1H +1C (Machinery)
	Windmill: +1F +1C; +1H +1C (Machinery)
	Workshop: -1F +2H; +1H (Construction); +1H +1C (Guilds); removed 1F restriction to build

Imp_CIV4LeaderHeadInfos.xml
	Barbarian: +Raider
	Hyborem: -Expansive +Charismatic

Imp_CIV4TerrainInfos.xml
	Burning Sands: Can only found cities near coast or freshwater
	Desert: Can only found cities near coast or freshwater
	Tundra: Can only found cities near coast or freshwater; +1F [riverside]
	Snow: Can only found cities near coast; iMovement 2

Imp_CIV4UnitInfos.xml
	Ars: +March +Medic1
	Basium: +March +Medic1
	Buboes: +March +Medic1
	Hyborem: +March +Medic1
	Orthus: +March +Medic1
	Polar Bear: Belong only to Snow & Tundra
	Stephanos: +March +Medic1
	Yersinia: +March +Medic1
 
hmm. I think you went a bit too far with version 2. All those +% to yields seems a bit much personally
 
v3.0 online

changelog:

Updated to e
Imported Levee building from BTS
Removed those extra %yields from buildings
Swapped the +1F at riverside from tundra to snow.

There is a complete changelog inside the zip file
 
v4

Promotion rebalance:

Code:
Imp_CIV4PromotionInfos.xml
	Barrage I-III: 20% Collateral; 30% Collateral -Melee Bonus; 50% Collateral
	City Garrison I-III: 20% City Defense; 30% City Defense; 50% City Defense -Melee Bonus
	City Raider I-III: 20% City Attack; 30% City Attack; 50% City Attack -Melee Bonus
	Combat I-V: 10% Strength
	Cover I-II: 25% vs. Archery
	Drill IV: -Mounted Bonus
	Enchanted Blade: 10% Strength
	Formation I-II: 25% vs Mounted
	Guerilla I-II: 20% Attack/Defense Hills; 30% Attack/Defense Hills
	Heavy: 25% Strength
	Iron Weapons: -Bronze Bonus
	March: -Heal Bonus
	Mithril Weapons: -Iron Bonus
	Mobility I: 1 Move Discount
	Sentry II: 1 Visibility Bonus
	Shock 1-II: 25% vs. Melee
	Winterborn: Double Movement on Snow/Tundra
	Woodsman I-II: 20% Attack/Defense Forests; 30% Attack/Defense Forests
 
Back
Top Bottom