Civ4 Reimagined

Thank you very much. "Fictitious/virtual range" is a key element of the combat system I am inventing, you have helped me a lot.

If I would design it from scratch I would do it differently. Probably I would define a new "range" property for units (right now it is just based on first strikes).

Yes, mechanics like "use the first blows and retreat" do not distinguish between range and rate of fire. However, I hope to use general principles.
 
Hey there! Great mod btw. However running this on Steam version starting with a scenario or custom scenario crashes the game when loading. I am running this through Steam's Proton compatibility, and also included (I think) all the necessary .dll recommended by the community with protontricks/winetricks. The game works fine with other mods; I've used AdvCiv mod and it works. Is there perhaps a dependency I'm missing to make this mod work with scenarios/custom scenarios?

If you need me to send a game or crash log, please tell me how because I'm not sure where to find them! Thanks a lot!
 
Hey there! Great mod btw. However running this on Steam version starting with a scenario or custom scenario crashes the game when loading. I am running this through Steam's Proton compatibility, and also included (I think) all the necessary .dll recommended by the community with protontricks/winetricks. The game works fine with other mods; I've used AdvCiv mod and it works. Is there perhaps a dependency I'm missing to make this mod work with scenarios/custom scenarios?
Custom scenarios don't work out of the box. See this post: https://forums.civfanatics.com/threads/civ4-reimagined.569959/page-8#post-15808183
 
Thanks for the reply. I went ahead and tried out placing all the player information in the WB file. After loading up the game, I selected my custom scenario and I noticed the map size on the customization screen didn't say "totestra" anymore and correctly said "huge". Next I chose a few game options, and clicked play. The game finally loaded this time, but now it says "You have been defeated" on start. I'm not sure where I went wrong or what I should add. I linked my WB file to this post. But anyways, thank you very much for your support so far. I greatly appreciate it.
 

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I have an interesting crash using mod version 1.6. The game run fine up until about 1700 but now when I try and enter the trade screen the game crashes. I'd upload a save but I am not sure if it would be of any use.
 

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I cannot open the savegame. Are you sure you were using official version 1.6?
Yes. It could be because I recompiled the DLL to let me raze all cities.
 
Lots of great stuff in this mod. I highly recommend it. I like the colony independence in modern times. However, I think it could use more dynamic changes throughout the game such as those in Legends of Revolution mod. Not sure how I'd do it though.
 
Lots of great stuff in this mod. I highly recommend it. I like the colony independence in modern times. However, I think it could use more dynamic changes throughout the game such as those in Legends of Revolution mod. Not sure how I'd do it though.
Thank you for your kind words. I am glad you enjoy the mod.
 
Got a question: does the AI know how to leverage/use Unique Powers?
Unique powers are still under development but I have been making some nice progress lately. I will start adapting the AI when unique powers are a bit more stable. As with most features in this mod, the AI should eventually have a decent understanding of their power and use it accordingly.
 
Civ4 Reimagined 2.0

This update is not savegame compatible.

Download Civ4 Reimagined 2.0

New
-Every Civilzation has now access to a Unique Power

-Eurekas boosts for most technologies in game (instantly gain 40% of the:science: needed to discover the technology)

-New faster gamespeed: Online (2x as fast as normal)

Changes
-Worker can build Villages with Medicine Tech
-Cannot hurry units with Slavery, upkeep changed from high to medium
-Khmer Baray overhaul: Adjacency bonus for farms and more extra :health:
-Byzantine Hippodrome now replaces Stadium. It boosts :gold: income and grants additional experience to mounted units
-Incan unique building Terrace changed to Qullqa (replaces Granery, -20% city maintenance & units heal 10% faster)
-Incan unique unit Awqaq Runa now has reduced :hammers: cost (15 instead of 30) and combat bonus on hills but no longer bonus vs melee
-Decreased worker limit from 8 to 6
-Additional effect from Bureaucracy civic: Instantly gain 2 additional workers and temporarily increase worker limit by 2
-Additional effect from Vassalage civic: :c5happy: from forts in city radius
-Cities can not be traded unless both players are at war (peace negotiations) or a city is liberated
-Cities can still revolt but not flip while at war with the original owner
-Friendly units from another civilization stationed in your city do no longer reduce the risk of revolts
-With a low resource ratio in coal and oil, Railroads take longer to construct and units can traverse less Railroad squares per turn
-Spies can only get caught when doing a mission or when opponent is using counter espionage
-Adjusted starting bias of Civilizations to accomodate Unique Powers and also have starting bias for native resources
-More vision at starting position

Tweaks
-Increased Vulture anti-archer bonus from 10% to 20%
-Pikemen require Corporation instead of Banking
-Cavalry require Replaceable Parts tech
-Roman legion has 2 potential first strikes and same defensive city malus as swordsman
-Maya Holkan is available with Masonry
-Celtic Gallic Warrior now requires Iron but has a combat bonus against injured units
-Holy Roman Landsknecht is available with Banking and does not have an extra combat Bonus vs mounted
-Galleon, Frigate, Ship of the Line can explore rival territory
-Paratrooper airdrop range increased from 5 to 8 but it requires oil
-Spies cost unit maintenance
-Great Merchant is invisble
-Increased Assembly Plant production with electricity from +40% to +85%, but it starts off with 15% less production compared to other factories and loses its former +3 production and +50% building with coal bonus
-Spanish Citadel gets obsolete with Liberalism instead of Corporation
-Greek Odeon now increases great person rate and culture per world wonder in the city
-Pyramids have 100 % hurry cost modifier again (was 0)
-Terracotta Army provides a free Great General instead of 50 % military unit production
-Senate cost decreased from 200 to 175, grants Great Spy points and no more production bonus with marble
-Floating Gardens increases food from lake tiles in all cities by 1 instead of 1 population and requires an adjacent lake. Costs reduced from 350 to 300.
-Colossus obsoletes with Astronomy
-Shwedagon Paya requires Meditation instead of Philosophy
-National Epic requires Philosophy instead of Literature
-Statue of Liberty trade with liberal Civs bonus reduced from 300% to 200% and food from trade routes reduced from 5% to 4%
-Increased great person modifier of Cristo Redentor from 25% to 100%
-Lubyanka only requires one National Security building in city
-Angkor Wat gives no defense bonus anymore
-Great Wall costs reduced from 300 to 250
-Autocracy only protects from culture flips but not from city revolts
-Industrialism production bonus increased from 15% to 20%
-Free Market grants 1 additional gold per merchant specialist
-Central Planning bonus ratio modifier decreased from -10% to -25%
-State Atheism reduces overcrowding unhappiness by 10%
-Small adjustments to Renaissance tech tree
-FIrst to discover Liberalism receives Great Artist instead of Great Scientist
-First to discover Computers receives Great Engineer
-First to discover Fusion does not receive Great Engineer anymore
-Higher tech speed on lower difficulties
-Quests which require training a number of units are easier to fullfil
-Minimum time between revolutions reduced from 5 to 4 turns
-Event probabilities adjusted to game speed
-Switch leader traits: Charlemagne is now organized and Roosevelt progressive
-India starts with Hunting instead of Mining
-Rome starts with Mining instead of The Wheel
-Totestra map size default player number reduced from 19 to 18
-Can build farms on Tundra tiles without fresh water after Biology
-Bridge building requires Mathematics instead of Construction
-Forts require Construction instead of Mathematics
-Increase chop forest production from 15 to 20 but remove production bonus with Mathematics

Interface
-Remove unused Unique Power tab
-Range symbol changed
-Show game turns remaining only at last 20% of the game
-Yield symbols on map should now always be up to date

Fixes
-"Better coal" event triggers only with researched drydock or coal plant
-AI would move capital too often to colonies
-Corporation could sometimes drive out competing headquarter from a city
-Adopting a new religion did not update commerce during player's turn
-Acquired cities from a civ running Totalitarianism no longer keep the free Spy specialists
-Great people probabilities kept changing even when running Autocracy
-Sumerian Ziggurats did not get converted to religious temples when adopting a state religion
-Horse whispering quest could not be achieved
-Totestra map script sometimes generated starting positions too close to the edge of the map
-Fix display errors when using uncommon unicode characters
-Fix deal length error in trade screen
-Traderoute bonus for shared ideologies was not correct
 

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I've been checking the Git repository from time to time. This is a big update with essentially one novel ability implemented for every civ – with what looks like reasonable AI support. Alive indeed. :thumbsup: Should also be pretty easy to cherry-pick individual abilities (perhaps to attach them to a trait or wonder) by searching the codebase and commit history for e.g. "Zulu UP".
edit: Hadn't seen Cruiser's post. Looks like the DLL ties powers to civilizations.
 
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