Commander Bello
Say No 2 Net Validations
Important! New version 0.7.046 available!
Caution! This modmod is work in progress and will be subject to changes.
Nevertheless, it is stable so far and can be played without hiccups.
What is this?
This is a modmod for the "Religion and Revolution" modification (version 2.0). As this is work in progress, the documentation is still unfinished (or in other words: mostly missing), so the main source of information for the current moment will be this thread.
Current version (as of 04-JUN-2014):
This is version 0.7.046
Design:
It has been designed for the use of extralarge FaireWheather-maps with a distance of 8 for the "Europe"-ocean fields, but should work with any other map and size as well. Nevertheless, as movement rates have been increased, on very small maps this may not work very well. If so, please don't hesitate to comment, but don't expect changes in this area. As I said: designed for extra-large maps.
Basic information about changes (new changes in red):
Healing
Healing units now costs food to display the drain on the population caused by wars and unfavourable events.
This food is taken from the city with the highest food storage at that point, but at least 10 food are left to avoid starvation. If no food (or not enough food) is available, healing will not take place or at least will be slowed down.
Exploration
Scouts finding gold or treasures, may it be in a hut or in a village will have to split their group to send some of their men back with the gold or the treasure.
Therefore, a scout will suffer 10% of the gold value as hit to his health, and up to 90% depending on the value of the treasure (which in turn has been made stronger so it can march back to your settlements. Notice though, that under the current settings, the treasure will still be very weak in covered terrain).
The above mentioned new rules for healing will apply to the scout, too.
Trading
European goods (manufactured goods) now will give you a small profit when sold in the domestic markets. This allows for two-way trading and to satisfy locals demands, when you are not able to produce the demanded goods by yourself.
Starting army
When founding your first settlement, the King will provide you with a small army consisting of 2 Conquistadors (was: Veterans), 3 cannons and 5 light cannons.
This shall allow for protection of the first settlements or for a limited early war.
Starting locations
Players can start in the west as well.
Previously, all you had to do was to grab some scouts and hurry to the west. Due to the AI's lack of understanding exploration, after a short time you were just ahead of them and could happily explore goody huts and villages. This now is different, as other colonies may have been there already.
Movement
You will notice that ocean fields now require 2 movement points, but coastal fields still only require 1 movement point. This is to reflect the importance of coastal transportation in former times (and to make large bays more useful).
Peaks can only be entered by units in the profession "Pioneer". No other unit can enter peaks as long as there isn't a road. This includes natives, special units like Native Mercenaries, Rangers and so on.
Exception: as treasures happen to be placed on peaks, a peak with a treasure can be entered to gain that treasure.
This allows for bottleneck situations and makes exploration much more interesting.
Land units have their movement rate increased from 1 to 2 (3 for mounted units), but the movement costs of bad terrain (marsh, desert and everything covered with forests or jungle) have been increased, too.
Combat
Combat values for land units have been changed. On the other hand, defense modificators of terrain, features and fortifications have been changed, too. Expect cannons and mounted units to be very weak in forests and make use of knowing this.
Combat will only last for 7 (internal) rounds. If no unit has been killed in the meantime, both units will survive and get some experience from the combat.
Promotions have been changed, too. The woodsman promotions now work for forests AND jungles, as I always found it confusing that one who is experienced in the woods completely fails in the jungle.
Ships
Ships now have slightly changed requirements. Most obvious should be the increased requirement for ropes (equals the requirement for sail) and for guns (this is a preparation for later changes in the combat system). The costs of ships (when bought in Europe) have been changed, too. They now reflect the costs of all materials needed to build them (roughly).
Combat values of ships have been changed, too.
Privateers now are invisible to any unit except vessels which can attack. This is to reflect that privateers only revealed their nature to trading ships they wanted to attack. On the other hand, ships which can attack (especially dedicated warships) are able to stop and investigate other ships - so they can identify a privateer.
Immigration
Take notice that sales now contribute to crosses (sales in Europe, sales of treasures in Europe and sales at the domestic markets). This is to reflect the attraction of a booming economy to immigrants. Nevertheless, sales do not contribute to crosses for founding fathers.
More information about the changes can be found below.
Changes:
Spoiler :
Code:
******************************************
** Version 0.7.046 ***************
** changed functionality ***************
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** Version 0.7.046 **
** XML changes: **
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0.7.026:
YIELD Cattle removed for oxcart
Cargo reduced for trek to make train more desirable
Hammers reduced to 20
0.7.027:
Price increase for veteran changed to 10%
0.7.028:
Cost and price increase for Line Infantry (Regiment of Foot) reduced
to avoid problems with military assistance routine in the SDK
0.7.029:
Costs changed for wagon train (less hammers) and trek (increased)
Costs decreased for stagecoach
0.7.030:
Event CB3_Veterans now gives two Line Infantry (original name: Regiment of Foot) to the player
0.7.031:
Allowed barley farmer to all natives for trading purposes
0.7.032:
Replaced goody "native slave" by "converted native" as it is unlikely for a slave to willingly become a slave again
0.7.036:
Adjusted XML files to Kailric's NSEW-mod
0.7.039:
Changed PriceChangeThreshold for trade goods to allow for more trade with natives
0.7.043:
Event CB3_Veterans now gives two Conquistadors (was Veterans, then Line Infantry)
0.7.045:
Small text corrections (German texts)
0.7.046:
additional names for privateers (preparation for future enhancements)
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** Version 0.7.046 **
** DLL changes: **
***********************
0.7.033:
corrected 0.7.012; making domestic sales contribute to bells stored
0.7.034:
King will never demand tribute ("kiss pinky") prior to turn 25
0.7.035:
Prices for goods in cities (domestic market) are +1 from European prices to make imports meaningful
0.7.036:
Included parts of Kailric's NSEW mod for allowing to determine where European nations start (west or east coast)
0.7.037:
Disenabling some "randomization" in starting locations which seems to be not very meaningful
0.7.038:
Attempt to replace randomization with a shorter routine
0.7.040:
Peaks also passable if there are goodies
0.7.041:
Preparation for religious cities
0.7.042:
Healing units now costs food
0.7.044:
Scouts suffer damage (have to split their group) when finding gold or treasures
******************************************
** Version 0.7.025 ***************
** changed functionality ***************
******************************************
***********************
** Version 0.7.025 **
** XML changes: **
***********************
0.7.017b:
Pirate Frigate now is invisible and can see privateers and pirate frigates
0.7.018:
African prices for fur and coffee changed (decreased)
Rangers get free promotions Ranger1 and Ranger2 to make better
0.7.025:
Reduced food from plains and farmland
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** Version 0.7.025 **
** DLL changes: **
***********************
0.7.019:
Bribing (making use of smuggling ship) only takes place if bribing rate is
lower than king's taxes
0.7.020:
doUpdateCacheOnTurn() deactivated as it doesn't do anything
0.7.021:
Small code optimization for CvDeal::verify()
0.7.022:
Small code optimization for CvPlot::calculateNatureYield()
0.7.023:
less XP for unresolved battles
0.7.024:
Small code change in CvPlayerAI::AI_doCounter()
******************************************
** Version 0.7.017 ***************
** changed functionality ***************
******************************************
***********************
** Version 0.7.017 **
** XML changes: **
***********************
0.7.017:
Missing event and achievement infos and minor corrections to others
Achievement "First cannon" switched off (as it doesn't make sense anymore)
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** Version 0.7.017 **
** Python changes: **
***********************
0.7.016:
changed default page for Domestic Advisor screen from GENERAL_STATE to
TOTAL_PRODUCTION_STATE, as that one I call the most often
*****************************************************************************
******************************************
** Version 0.7.015 ***************
** changed functionality **
******************************************
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** Version 0.7.015 **
** XML changes: **
***********************
0.7.014 Some additions/corrections in text files
0.7.015 Event Cattle_thief_1: quantity lost reduced to -50, attitude to +1
0.7.015 Event Cattle_thief_2: quantity lost reduced to -50
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** Version 0.7.015 **
** DLL changes: **
***********************
0.7.013:
Code change (triggered by this discussion:
http://forums.civfanatics.com/showpost.php?p=12937077&postcount=1198)
CvPlayer::verifyCivics() no longer called each turn for each player
*****************************************************************************
******************************************
** Version 0.7.012 (new functionality): **
******************************************
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** Version 0.7.012 **
** XML changes: **
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Bonus Tobacco changed from appearing on grass to appearing on savannah
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** Version 0.7.012 **
** Python changes: **
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Victory screen no longer displays natives under section "Industrialization"
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** Version 0.7.011b (error correction): **
******************************************
contains new Civ4UnitInfos.xml
corrected missing entry in Civ4UnitInfos.xml
changed (increased a bit) combat values for landbound wild animals
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******************************************
** Version 0.7.011 (new functionality): **
******************************************
***********************
** Version 0.7.011 **
** XML changes: **
***********************
Various balancing changes:
[list]
[*] More food from city tile
[*] Coasts give 1 food
[*] Yields changed
[*] Costs for (some) land units changed
[*] Missionary now from academy
[*] Combat values changed
[*] Defense modifiers changed (attack modifiers, where necessary)
[*] Promotions added (invisible promotions for combat balancing)
[*] Order of promotions changed
[*] Speed (land units) changed
[*] Requirements, speed and costs for ships changed
[*] Movement costs (land) changed
[*] Movement costs (ocean) changed
[/list]
***********************
** Version 0.7.011 **
** DLL changes: **
***********************
[list]
[*] [B][U]0.7.001[/U][/B]:
[*] Peaks can only be entered by units in the profession "Pioneer". All other units, including wild animals, can't as long as there isn't a road.
[*] [B][U]0.7.002[/U][/B]:
[*] Combat limited to 7 rounds. Units participating in an unresolved combat will gain some experience points, however.
[*] [B][U]0.7.003[/U][/B]:
[*] Privateers are made invisible to all ships and vessels without the ability to attack and now are enabled to capture other privateers.
[*] [B][U]0.7.004[/U][/B]:
[*] reserved for privateers capturing ships during peacetime
[*] [B][U]0.7.005[/U][/B]:
[*] Fleeing units no longer can be put on peaks (and being "trapped" there)
[*] [B][U]0.7.006[/U][/B]:
[*] minor code change
[*] [B][U]0.7.007[/U][/B]:
[*] Sales at the domestic markets contribute to crosses to reflect the attraction of immigrants by booming economy.
[*] 10% of the sales value, but at least 1 will be added to the current number of crosses
[*] [B][U]0.7.008[/U][/B]:
[*] Sales in Europe contribute to crosses to reflect the attraction of immigrants by booming economy.
[*] 2% of the sales value, but a minimum of 1 will be added to the current number of crosses (normal sale)
[*] 4% of the sales value of a treasure, but a minimum of 10 will be added to the current number of crosses (treasure sale)
[*] [B][U]0.7.009[/U][/B]:
[*] logic for rangers has been slightly changed. Should now require a bit less computing time. Minor code changes.
[*] [B][U]0.7.010[/U][/B]:
[*] preparation
[*] Logic for conquistadors to be changed according to the changes for the rangers
[*] [B][U]0.7.011[/U][/B]:
[*] Minor code change for city unrest
[/list]
Procedure
- Download "Religion and Revolution"
- Make a copy of the folder "Religion_and_Revolution"
- Name this copy "9006 Rar2.0_CBM0.7.046" (or any other name, but then you will have to manually transport the files)
- Download this modmod
- Extract it (for instance to the desktop). The resulting folder should have the name "9006 Rar2.0_CBM0.7.046" (just like your copy of the RaR-folder)
- Copy this folder (the one you have just extracted) into your mods directory (where the other folder is located)
- When asked to incorporate folders and overwrite files, always click "Yes"
- Rename the folder (the one in the mods directory) now according to your liking, for instance to "CBM 0.7.046"
- Start Civ4:Col
- On the front screen, click on "Advanced"
- On the next screen, click on "Load a mod"
- Select "CBM 0.7.046" (or whatever name you gave the new folder)
- Play and explore this modmod
Comments, error reports and questions:
All of these are more than welcome!
Without it I will not be able to improve this modmod, as testing takes time.
Furthermore, new ideas are always good as they may open one's view for things which have just escaped one's attention.
Credits:
Credits go to the "Religion and Revolution" team for creating their mod and all who contributed to it. For more information, see the credits section in the "Religion and Revolution" area.
Additionally, credits go to the "The Authentical Colonization" team for creating their mod, which was a very well designed, maintained and documented base for "Religion and Revolution". Furthermore, the "TAC"-team has provided me with help and support in former times, without which I wouldn't have come so far as to do the small things I did in this modmod.
Whoever feels that I have not mentioned him or her, but should have done so, please contact me.
Version history:
Previous versions:
76 downloads
Spoiler :
Version 0.7.011 removed after 10 downloads
Version 0.7.011b removed after 2 downloads
Version 0.7.012 removed after 16 downloads
Version 0.7.015 removed after 4 downloads
Version 0.7.017 removed after 9 downloads
Patch A for version 017 removed after 8 downloads
Version 0.7.025 removed after 45 downloads
Version 0.7.011b removed after 2 downloads
Version 0.7.012 removed after 16 downloads
Version 0.7.015 removed after 4 downloads
Version 0.7.017 removed after 9 downloads
Patch A for version 017 removed after 8 downloads
Version 0.7.025 removed after 45 downloads