Thank you for the great mod. As both a Mad Max and Fallout series fan I enjoyed playing your mod very much. Thanks to those who helped with model re-skinning as well. It adds a lot of flavor.
Hey, great. It's good to get positive feedback.
- consider putting a limit on the amount of tanker trucks that any player can have in play at one time, like there is a limit to how many missionaries you can have in play at any one time. Perhaps 12?
Part of this is due to a bug where the AI is not using fuel trucks right, see
this post for a fix. For your own units, it is interesting that you were destroying trucks to keep support costs down. I will see if I can exempt fuel trucks from the support quota. I don't want players to run out of fuel trucks, maybe reducing the speed at which they get produced will help this.
- it is incredibly difficult to keep a city happy. I'm used to playing most of my cities in a 5x5 square block so they have room to work their fat cross. With this mod a 3x3 square would have been sufficient for most of my cities. I only grew one city to pop.13 but most of them were at 9. With the lack of

resources, limited

buildings, and no culture slider it is hard to keep a city larger than 9-10 happy. Perhaps this is intentional?
I am more of a combat guy, and I don't usually get cities bigger than 7-8. Probably I switch over to combat stacks too early, and my economy flatlines just before I win. The smaller pop size due to food is definitely intentional. For buildings, I would love suggestions about what to add; Jabie has made a few earlier in the thread.
For the culture slider, I have added that in version 0.6. If you like, you can make a one line XML change in version 0.5 to enable it. (The first Fury Road modmod?) Open notepad on file Fury Road\Assets\XML\Technologies\CIV4TechInfos.xml. Search for TECH_CIVIC_PROJECTS. Under that search for CommerceFlexible. You will find this line:
<CommerceFlexible/>
Replace that line with these lines:
<CommerceFlexible>
<bFlexible>0</bFlexible>
<bFlexible>0</bFlexible>
<bFlexible>1</bFlexible>
</CommerceFlexible>
You can make the indentation match if you want. But fortunately in XML, the indentation does not matter.
- I've enjoyed the last three Civ4s, but this is the first Civ4 mod I've played. It takes considerably longer for enemy turns to finish than I'm used to. Is this typical of all mods?
It depends on the mod, and the game situation. Part of the slower runtime may be due to big stacks of fuel trucks or tanks which the AI keeps trying and failing to use. That part I can fix by better unit limits, as you have suggested. Part of it is due to the various actual features of the game. Part of it may be due to using python instead of C++ for the features. I did an experiment on this before and turning off all the python only made the game 8% faster. I should redo this experiment with the new python; maybe some of the calls I am using are slow.
- Would you consider different play speeds? I normally play epic or marathon, but felt like playing a fast standard game. Because this mod takes place in the modern/post modern era there is no difference. Some speed option like a 6 month turn, a 1 year turn, a 2 year turn, and a 5 year turn would help for a faster game for those who prefer to not play a marathon length session. I ended up staying up all night to finish instead
Interesting suggestion. I have not played vanilla civ on other speed settings very much. I actually find I can win Fury Road faster than I can win regular civ on the same map size, so my feeling is Fury Road is "less marathon" than vanilla. I can easily make the faster speeds, but I have a feeling each one would need to be play-balanced separately, and I am not sure how much time to invest in that. I'll put it on the list, but maybe lower than some other things.
By my games end, half the continent couldn't be settled due to radiation from additional nuke launches. These humans just don't learn do they?
In version 0.6 most of the silo production will be guided missiles instead, no fallout.
Cities also seem to have extra maintenance penalties so I disbanded everything I conquered. I had my hands full trying to not go broke just maintaining my original seven cities. That left a lot of room for the barbarians to breed. I had a vast wasteland to my east which provided some very easy xp for my units. Fun and eventually challenging to keep the hordes at bay, but it felt like I was using an exploit to create super soldiers to send after the other AIs. It's hard for barbarian choppers and UTEs to stand up to SAMs and tanks. The marauders managed to punch through only a couple of times.
I think vast barb wastelands, where you can go explore and level up, fits the theme. To avoid making this exploit too strong, I kept the barb XP cap. You can only get as high as 10 XP by killing barbs and animals. I think, but I am not sure, that you get less XP if you win by overkill; so your tanks and SAMs shouldn't have been getting that much from killing barb marauders. Did you find that you were able to get above, say level 2 on those units? I could *lower* the barb XP cap, if it seems too powerful.
This mod shook up my regular play patterns, and I had fun doing so. Thanks for the great entertainment. I look forward to playing it some more, and seeing future changes as well (like barbed wire fences and the SAM model switched for the twin uzi gunner!)
Stay tuned! More units, new models, more gameplay coming soon!