seasnake
Conquistador
This is Glory and Greatness, the development thread for the mod. Seasnake and Baldyr are the authors, I'm handling XML and Artwork and Baldyr is handling Python.
Glory and Greatness has one simple goal, to be a really awesome version of the Civ IV BTS. This has gone through a few concepts, but thanks to awesome support from Baldyr, it currently looks like this: 40 civs with one leader only, each civ will have 1-2 UBs and 2-3 UUs, with a variety of civ-specific unique abilities. The 40 civs include the base 34 and the Iroquois (Native America is changed to Sioux), Gran Colombia, Israel, Songhai, Siam, and Polynesia.
This mod uses Blue Marble and Chuggi's Improved Leaders, and a modified version of GeoModder's Ethnic Citystyles and Varietas Delectat. There are also several small changes for balance sake/fun (E.G. spies now move two and Bureaucracy allows for unlimited Spy Specialists).
First thing's first, we're working on the Unique Civ Abilities. The following list is the first vision for how each civ could be different. What Baldyr and I are asking for, dear readers, is for people who are in the know to weigh in on this list. We need to talk about how we can accomplish these ideas, if they are good ideas to begin with, suggestions for better abilities, discussions on balance, etc. Forum feedback will be, we hope, a huge reason Glory and Greatness will truly be an excellent mod for an excellent game.
UPDATED 12/13/2010
To clarify: Each civ has a unique Palace and a Unique Tech it starts the game with. So abilities can be based on their unique palace like a great wonder, or on tech (like the Mayans having the world centered).
NOTES: Arsenal and Manufactuary are new buildings necessary to train certain units, Manufactuary for Artillery and Tanks, Arsenal for Cannons and Ships of the line, etc. Hit and Fade is Tsentom's skirmisher promotion, renamed to "Hit and Fade" because I hate that in the civpedia you click on the promotion and get the Malinese UU. I've done my best to choose evocative names for abilities, but I'm aware that it doesn't always correlate too well with ability. Suggestions appreciated.
Glory and Greatness has one simple goal, to be a really awesome version of the Civ IV BTS. This has gone through a few concepts, but thanks to awesome support from Baldyr, it currently looks like this: 40 civs with one leader only, each civ will have 1-2 UBs and 2-3 UUs, with a variety of civ-specific unique abilities. The 40 civs include the base 34 and the Iroquois (Native America is changed to Sioux), Gran Colombia, Israel, Songhai, Siam, and Polynesia.
This mod uses Blue Marble and Chuggi's Improved Leaders, and a modified version of GeoModder's Ethnic Citystyles and Varietas Delectat. There are also several small changes for balance sake/fun (E.G. spies now move two and Bureaucracy allows for unlimited Spy Specialists).
First thing's first, we're working on the Unique Civ Abilities. The following list is the first vision for how each civ could be different. What Baldyr and I are asking for, dear readers, is for people who are in the know to weigh in on this list. We need to talk about how we can accomplish these ideas, if they are good ideas to begin with, suggestions for better abilities, discussions on balance, etc. Forum feedback will be, we hope, a huge reason Glory and Greatness will truly be an excellent mod for an excellent game.
UPDATED 12/13/2010
America: We the People
Settlers start with Sentry and Morale -- XML
+1 Hammer from Town, Village -- XML
+1 Free Specialist per city -- XML
Arabia: The Caravan Road
+2 Food, +1 Gold from Desert -- Python/DLL
Mounted Units start with Hit and Fade (New promotion) -- XML
Merchants produce extra gold -- XML UPDATE 12/13
Aztec: The Triple Alliance
Gold for units killed based on experience of unit -- Python
Start Game with Source of Gems – XML
Double production of Barracks, Arsenal, Manufactuary -- XML
Babylon: The Code of Hammurabi
- 50 percent War Weariness -- XML
+ 50 percent Courthouse, Jail, Walls – XML
+ Start with 2 Sources of Silk
Byzantium: The Center of the World
Bonus Happiness in City -- XML
Citizens provide 1 extra hammer -- XML
- 20 percent time to train Gunpowder Units – DLL/Python
Carthage: The Shining City
+1 Gold from plots with 2 Gold -- XML
Double Production of Markets, Banks -- XML
Stronger Vassals -- Python
Celts: The Emerald Isle
- 20 percent time to train melee -- Python/DLL
Source of Bronze to Start -- XML
Can adopt Hereditary Rule to start the game -- Python/DLL
China: Art of War
+100 Percent Great General Appearance -- XML
+2 Culture Per Specialist -- XML
Can adopt Bureaucracy at the Start of the Game -- Python/Dll
Egypt: Children of the Nile
-33 percent cost for wonders -- XML
+1 food per farm -- XML
Start game with Pottery -- XML
England: The Sun Never Sets
Workshops +1 gold, +1 Hammer -- XML
Happiness from Monument, Radio Tower, Customs House -- XML
+1 Movement to Ships – Python/DLL
Ethiopia: The Dear Motherland
Workers build improvements 25 percent faster -- XML
Start with Dye -- XML
No Anarchy -- XML
France: Ancien Regime
+3 culture per city XML
Start with Wine XML
+ 10 percent combat bonus when fighting in enemy territory -- PYTHON/DLL
Gran Colombia: Live Free or Die
No Revolting in captured cities -- PYTHON
Pastures produce extra food and gold -- XML
-25 Experience needed for promotion -- XML
Germany: Furor Teutonics BUT DRAFTING
No Unahppiness for Drafting -- PYTHON
Tiles with four hammers earn one extra -- XML
50 percent chance on combat with Barbarians of capturing the unit and earning 25 gold -- PYTHON
Greece: Hellenic League
Can form defensive pacts to start the game -- XML
Scientist specialists add culture -- XML
+50 percent Great Person Points -- XML
Holy Roman Empire:
Start game with Great General -- XML
+ 100 percent Settler, Worker Production -- XML
Free Tech in the Classical and Renaissance Eras -- PYTHON UPDATE 12/13
Inca: The World Shakers
Start with Stone -- XML
+1 Food from Hill Terrain -- PYTHON
+25 percent science -- XML
India: Satyagraha
Cities Start with 2 population -- PYTHON
Extra food on city growth -- PYTHON
Can adopt Pacifism at start of game -- PYTHON/DLL
Iroquois: People of the Longhouse
Extra health in city -- XML
+1 Food from Forest – PYTHON/XML?
+10 percent bonus to combat when fighting within own borders -- PYTHON/DLL
Israel: The Chosen People
+50 City Defense -- XML
+50 precent Espionage Production -- XML
Start Game with Great Prophet -- XML
Japan: Bushido
20 percent chance for a unit to fully heal after combat victory -- PYTHON
Units killed in borders add to city culture -- PYTHON
Discount to Gold Rushing -- XML
Khmer: The Gold Kingdom
No Unhappiness in Capital -- XML
Source of Ivory -- XML
Can chop Forest/Jungle to start game -- XML
Korea: Land of the Morning Calm
Extra Research from Scientist Specialist in Each City -- XML
Start Game with Caste System Unlocked -- XML
Barbarians cannot enter cultural borders -- XML
Mali: Reign of the Mansas
Mines +1 Gold -- XML
Double Production of Temples, Monasteries, Cathedrals -- XML
Can Select a Free Technology to start the game -- PYTHON
Maya: Kingdom of the Maize God
25 percent chance to enslave enemy units (get worker) -- PYTHON
World Map Centered – XML
Double Production of Observatory, Monument, Granary -- XML
Mongol: Empire of the Horde
Start with Source of Horse -- XML
Flank 1, Sentry promotions for horse units -- XML
- 50 percent city maintenance costs -- XML
Netherlands: The Merchant Republic
3 percent interest on gold reserves -- PYTHON
+ 100 Percent Gold from Trade Routes -- XML
Bonus production from Windmills -- XML
Ottomans: The Eternal State
Chance to capture enemy ships -- PYTHON
Siege Units start with Bombard, Collateral -- XML
Culture quick spread when capturing enemy cities -- PYTHON
Persia: Achaemenid Legacy
+100 GA length -- PYTHON
+1 movement for all units during a golden age -- PYTHON
Can have Vassals all game -- XML
Polynesia: Breath of Life
Extra hammer on Sea Tiles -- XML
Units don’t’ require open borders agreement – DLL
Priest specialists grant +1 experience to units trained in the city -- PYTHON
Portugal: Colonial Aspirations
Start game with Sailing -- XML
1 Extra Trade Route per city -- XML
Can train Naval Units in 20 percent less time -- PYTHON
Rome: The Glory of Rome
+25 percent production of buildings already built in the capital – PYTHON/DLL
Extra Movement on Roads -- XML
- 50 percent cost to upgrade units -- PYTHON
Russia: Mother Russia
Enemy units take damage when moving or attacking in Russian Cultural Borders – PYTHON
Spies produce extra espionage – XML
Armored Units have Combat 1, Drill 1 -- XML
Siam: Father Governs Children
Bonus Science and Hammers from trade routes -- XML
Start Game with source of Gold -- XML
Double production of Library, University, Theater -- XML
UU: Royal Elephant, Elephant Bombard
UB: Wat, Ho Trai
Sioux: People of the Plains
Mounted Units – 20 percent cost to train -- PYTHON
No Unhealthiness in Capital – XML
Units can heal in Enemy Territory -- PYTHON
Songhai: The River Warlord
Melee units start with Amphibious -- XML
Start game with Animal Husbandry -- XML
+ 100 percent War Weariness for enemies -- XML
Spain: The Golden Age
Extra gold from water tiles -- XML
Double Production of Spies, Missionaries, Explorers, Scouts -- XML
Extra Gold from Goody Huts -- PYTHON
Sumeria: Cradle of Civilization
Start with 2 Settlers -- XML
Can build farms anywhere -- XML
City Defender, Combat 1 for Melee, Archer, Gunpowder units -- XML
Vikings: Wrath of the Norsemen
Double Income from Pillage, no Pillage within borders -- PYTHON
All melee units have survival, city raider promotions – XML
Double production of Lighthouse, Harbor, Customs House -- XML
Zulu: Horns of the Bull
Can Upgrade outside borders -- PYTHON
Melee Units have extra movement – XML
Free Granary in every city -- XML
To clarify: Each civ has a unique Palace and a Unique Tech it starts the game with. So abilities can be based on their unique palace like a great wonder, or on tech (like the Mayans having the world centered).
NOTES: Arsenal and Manufactuary are new buildings necessary to train certain units, Manufactuary for Artillery and Tanks, Arsenal for Cannons and Ships of the line, etc. Hit and Fade is Tsentom's skirmisher promotion, renamed to "Hit and Fade" because I hate that in the civpedia you click on the promotion and get the Malinese UU. I've done my best to choose evocative names for abilities, but I'm aware that it doesn't always correlate too well with ability. Suggestions appreciated.