Conquer the World (Expansion

seasnake

Conquistador
Joined
Apr 21, 2006
Messages
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Location
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UPDATE: A NEW VERSION OF THIS MOD IS COMING IN A FEW WEEKS. IT WILL ADD THREE MORE CIVS, FIX SOME BUGS, A NEW GREAT PERSON AND SPECIALIST, MORE DIVERSE ARTWORK, AND TWO NEW TECHS. NO DLL OR SDK CHANGES, THOUGH.


The is the new expansion pack for Beyond the Sword. It's called Conquer the World, in honor the Play the World and Conquests expansions from Civ III.

This adds 13 new civilizations to Beyond the Sword, many new leaders, the Next War assets (and some additions), the Inquisition Mod, new terrain and ethnic artwork. Also there are six new wonders and two new traits for all these leaders.

Below are the download link and the list of all changes:

Download Here:
http://www.filefactory.com/file/a11h959/n/Conquer_the_World.7z

INSTALLATION AND PLAYING INSTRUCTIONS: THANKS TO THE_J FOR HIS HELP HERE. IF YOU ARE HAVING A PYTHON ERROR WHEN JUST TRY TO LOAD THE MOD NORMALLY, THE_J NOTES THE FOLLOWING:
Missing interface is in most times a python error.
Go to My Documents\My Games\BtS\CivilizationIV.ini, open it (rightclick, open with notepad/wordpad/some texteditor), and enable the python exceptions (just search for python, and change the value there).

THANKS TO XYTH FOR THIS: If you have BUG, go into Conquer the World.ini and disable Custom Assets.

FULL CHANGE LIST BELOW:

Spoiler :


MERGED MODS
ALL NEXT WAR UNITS, BUILDINGS, WONDERS, PROMOTIONS AND TECHS, WITH MINOR ALTERATION, HAVE BEEN PUT IN AND ADDED ON. HOWEVER, THE GAMEPLAY IS OTHERWISE THE SAME, THERE IS NO "MR. BIG" OR "THE LADY", YOU JUST CAN RESEARCH FARTHER THAN BEFORE AND PLAY INTO THE FUTURE. SPACE RACE IS NOW MISSION TO MARS. GAMES ARE A LITTLE LONGER.

ORION'S INQUISITION MOD HAS BEEN ADDED IN, INQUISITORS CAN BE TRAINED AT HOLY OFFICES AND CAN REMOVE NON-STATE RELIGION BUILDINGS.

ADDED MECHAERIKS' WAR PRIZES MOD, SHIPS HAVE A 20 PERCENT CHANCE OF TAKING A PRIZE IF THEY WIN A NAVAL COMBAT.

ADDED WONDER TEXT, MOD THAT TELLS YOU WHEN A WONDER HAS BEEN RAZED/CAPTURED

ADDED NEW WORLDS MOD, TWO NEW SIZES OF WORLD TO PLAY ON: GIANT AND GIGANTIC

2 New Traits
Resourceful (Res)
+1 gold per trade route
Double production of Market, Grocer, Public Transportation
Extra food stored on city growth

Strategic (Str)
+25 Espionage Point production
-50 percent cost to upgrade units
Flank 1, Sentry promotions for Mounted, Naval units

Changes to Traits: Imperialistic doubles production of Customs House, Jail, and Intelligence Agency. Protective doubles production of Security Bureau. Expansive gives +3 health. Aggressive doubles production of the Stable.

13 New Civilizations
Apache Empire
Leader: Mangas Coloradas, Fin/Str
UU: Mounted Warrior, Replaces Cuirassier, +25 percent chance withdrawal, only requires horses and gunpowder to build
UB: Wickiup, Replaces Granary, stores 65 percent food after growth
Gran Colombian
Leader: Simon Bolivar, Imp/Str
Leader: San Martin, Res/Str
UU: Libertador, Replaces Cavalry, +2 first strikes, 10 percent city attack bonus
UB: Arsenal, Replaces Jail, +15 percent Military Unit production
Hittite
Leader: Mursili II, Agg/Str
UU: Huluganni, replaces Chariot, +50 percent against Mounted units, targets mounted units in stacks
UB: Smelter, replaces Forge, +1 happy with Iron, Shock promotion for Melee units
Iroquois
Leader: Hiawatha, Ind/Phi
UU: Mohawk Rifler, Replaces Rifleman, Moves 2, Str. 12, starts with Guerilla and Woodsman I promotions
UB: Longhouse, replaces Barracks, +1 happy
Israeli
Leader: Solomon, Res/Phi
Leader: Ben Gurion, Res/Org
UU: Merkava, replaces Tank, Ignores terrain costs, starts with March, enjoys defensive bonuses.
UB: Moussad, replaces Security Bureau, +1 Free Spy, +1 happy with 10 percent Espionage
Italian
Leader: Lorenzo di Medici, Cre/Res
Leader: Mussolini, Pro/Str
UU: Geonese Crossbowman, Replaces Crossbowman, +50 percent against archer units
UB: Patron House, replaces university, +1 free artist, +1 free engineer in city
Khazar
Leader: Buri-Sad, Agg/Res
UU: Arsiyah, Replaces Maceman, Str. 8, +25 against Melee units
UB: Radhanite Guildhouse, Replaces Market, +1 Trade Route and +1 Happy
Kongo
Leader: Nzinga Mbemba, Pro/Res
UU: Chosen Bowman, Replaces Longbowman, First strike immune, +25 against Mounted, Melee Units.
UB: Mbanza, Replaces Castle, -25 percent War Weariness
Moors
Leader: Abd al Rahman, Ind/Str
UU: Berber Cavalry, Replaces Knight, Starts with Blitz, ignores terrain costs
UB: Maristan, replaces observatory, +2 health, units heal 10 percent faster
Polish
Leader: Casimir III, Spi/Str
UU: Winged Hussar, Replaces Cuirassier, 14 Strength
UB: Sejmik, replaces Stable, +4 Espionage Points
Polynesian
Leader: Kamehameha, Cre/Cha
Leader: Salamasina, Spi/Res
UU: Koa, Replaces Swordsman, No Iron needed, no city attack bonus, +50 against Melee units
UB: Fishery, replaces Lighthouse, +1 Food, +1 Health
Trojan
Leader: Hector, Pro/Org
UU: Apollonian Guard, Replaces Horse Archer, Str. 8
UB: Trojan Walls, Replaces Walls, +70 defense, -70 percent bombard damage, +30 Espionage Defense
Vietnamese
Leader: Ho Chi Minh, Cre/Str
UU: Vietcong, Replaces Infantry, Cheaper, Moves 2, 1-2 first strikes
UB: Farming Collective, replaces Grocer, +1 Food per River Tile

Changes to Civs:
Native Americans now Sioux, with Sacred Council instead of Totem Pole. Everything the same but names and artwork
Vikings now Scandinavian Empire

New Leaders:
Akbar of the Arabs, Ind/Res
Carlos V of Spain, Phi/Str
Hitler of Germany, Cha/Str
Hirohito of Japan, Org/Str
Meiji of Japan, Fin/Res
Taizong of China, Fin/Str
Henrique of Portugal, Exp/Res
Itzcoatl of Aztecs, Exp/Str
Mandela of Zulu, Cha/Res

Changed LHs: Shi Huang is Chinese Version, Alexander, Montezuma, Julius and Ragnar have new Art, Shaka has visible crown wreath, Gandhi's favorite civic is Pacifisim.

New Wonders:
Himeji Castle: Requires Feudalism, double income from pillaging, no enemy income for pillaging in your land
Sydney Opera House: Requires Mass Media, Harbor, and Coast. Inspires one random great person.
Pantheon: Requires Polytheism and Construction, +2 Espionage points per state religion building
Temple of Ah Cacao: Requires Calendar, 20 percent chance to heal fully after combat
Herc Factory: Requires Cold Fusion, can build Assault Mechs beyond National Limit
Golden Gate Bridge: Requires Combustion, Steel and Assembly line: +20 percent culture in city (one time), +10 commerce in all cities

New Project:
Spanish Inquisition: Removes all non-state religion/buildings from your lands, +3 relations with civs with same State Religion, -1 relations with other civs.

New Building:
Refinery
+10 percent gold, -1 health, -2 happiness
Power with Oil, -2 health
Grants Refined Fuel promotion.

Changes to buildings: Scotland Yard Requires Printing Press, Russian Research Institute produces four espionage points, Castles don't obsolete until Steel and +2 happy with Serfdom, Academy requires writing, Nuclear Plant +2 happy with Police State, Walls +10 percent Espionage Defense.

New Units:
Special Forces: 28 strength, moves 2, starts with Amphibious and Commando, National Limit 5, can paradrop (7).
Floating Fortress: 20 strength, moves 7, can bombard city defenses, can carry five fighters. Requires Aquaculture.
Stealth Fighter: 100 percent chance interception, Range 12, 25 chance evasion, 16 city bombard. Requires Fiber Optics and Stealth.
Hover Gunship: Str. 30, +50 percent against armor, siege, and mech units. Requires Robotics.
Siege Mech: 45 Str. can only build three, 75 percent chance interception, 20 percent bombard per turn, 90 percent damage to attacked unit, 80 percent to other units in stack. Requires Fusion.
Armor Infantry: 46 Str., requires Uranium and Aluminum, starts with March and Blitz

Changes to Units: Marines and Paratroopers upgrade to Special Forces, or Cyborgs. Explorers upgrade to Airships. Spies move 2. Great Generals can start golden ages. Jaguars have a first strike. Gallic Warriors +20 percent city attack. Caravels cannot enter rival territory without open borders. Grenadiers -10 hammers to build. Ballista Elephant does collateral damage to stacks. Gunships, Jet Fighters, Carriers, Mech Infantry, Modern Armor, Mobile Sam and Mobile Artillery all upgrade to futuristic units. Workers upgrade to Clone workers.

New Promotion:
Refined Fuel. +1 movement to Armor, Naval units. +1 operation range to Air Units. Requires a refinery or future tech.

Changes to Techs: Divine Right grants a Great Prophet if your are the first to research it. Paper allows you to produce Espionage in cities.

Changes to Civics: Theocracy allows you to build inquisitors without a Holy Office, Vassalage = no anarchy when capturing enemy cities.

New Terrain and Bonus:
Marsh: From colonization, +10 percent defense, +25 percent time to build improvements.
Titanium: Revealed by Scientific Method, +2 gold and +1 hammer with Mine. Required for Cyborgs, Siege Mechs, Dreadnoughts and Assault Mechs.

Other Changes: There are six unit and city styles: Middle East, South America, African, European, Asian, Greco Roman. Cities are diverse until Industrial era, units are diverse pre-gunpowder (including ships). New Futuristic city art thanks to Planetfall.
Terrain is from Colonization with Water changed as well. Looks pretty good and more realistic.


Please do not post in the thread until I have time to add a few more posts. I want to add some screenshots and a thank-you list. Finally, I will post saying "Please post any comments below." Thanks for your cooperation. It helps keep all the information up high in the thread.
 
Special Thank-yous to the following:

Thanks to the following individuals and teams:

Team Planetfall for the University Citystyle (now the Future!)
Diversica mod team for units and citystyles
Team NextWar
OrionVeteran for Orion's Inquisition mod
Dale for Hirohito
Ekmek for Mursili, Hitler, Mussolini, Ben Gurion, Meiji and the Venice Mod (which was used to make Italy)
Bernie for Nelson Mandela
C. Rolan for Lorenzo and Dido (which became Salamasina)
low for the new world sizes
PencilGod for Solomon (based on his Aggamemnon) and Troy
TheLastOne for help finding resources (like Taizong of Tang and Kamehameha)
Walter Hawkwood for the Refinery and added Future Units from his EE2 units pack
Ambrox62 for the three man chariot
Bakuel for the Polynesia Units
Mechaerik for his War Prizes and Special Forces
Tsentom for his awesome wonders, Himeji Castle, Golden Gate, Ah Cacao, Herc Factory, and Sydney Opera House and his Strategic Trait
IgorS for Itzcoatl, Casimir
Mallin for Titanium
WhiteRabbit for Abd al Rahman (based on his Selassie LH)
Esnaz for Israel
The_J for just answering questions
Chuggi for the better graphics and art
avain, asioasioasio, kodzi, bernie14, zerver, danrell for Poland
TheCapo for Tamerlane (with IgorS)
GeoModder for his cultural citystyles
StrategyOnly for his units
Lachlan for his support (and promise to make a Mac version of this Mod)
MadmanofaLeader for his Leader text
Arian for his Wonder movies
Cyberxxhan for the music files and voice files
Xyth for figuring out the BUG issue
 
Here are a few of the new offerings: A city in the Future Citystyle with all six new wonders visible, a full list of all the offered Civs, and the new Armor Infantry.

Each new civ has a leader with their own unique music and diplotext, and some (like Italy) have unique unitselection/order sounds.
 
Here's a couple of battles: In the first, Nzinga Mbemba of Kongo's navy is losing to Ho Chi Minh of Vietnam. In the second, the battle is in the future, with Hanoi being attacked by Nzinga's Dreadnought and Stealth Fighters, while Ho Chi Minh defends with powerful assault Mechs. Third is a conversation with Hiawatha.

Note the new terrains and water, the terrain is the same as Colonization (including new marsh terrain).
 
Very interesting mod. I'll check it out, but I'm assuming it has high specs. :)
 
Nice, Seasnake, beginning to convert to Mac...

Downloading...

Edit : finally i will try

Edit 2 : it is there :)

http://forums.civfanatics.com/showpost.php?p=8735170&postcount=10

CAUTION : for Mac Users only

Replace files with ones packed in files, this also a summary of files and theirs trees ;)

No problem for loading in a mac anymore it seems :)

I dont know if it need delete Callbackpythondefines, as it has no schema on Mac ???

I encounter problems with mapscripts on my mac
 
To Arian: I only know that Tsentom made the wonders, I got them complete from his Downloads. It's hard to keep track of individual components inside of a greater whole.

The name is added, and I'm sorry for any perceived disrespect.

To Rome in a Day: I don't know. It's not designed to do that. The new civs are not set up to have fixed starting points, so I guess that could be a problem. I've never really played the fixed starting points map.

To Lachlan: so is it working okay? What's up?

To Nolan08: Well, my lappy is older and it runs this pretty darn quick. About a 4 year old laptop, although it was good quality at the time. The larger maps can cause lag on some systems, but I don't find it too bad for mine. Love your signature, by the way.
 
I have tried both the origional DL and the mod'd one from L. Both do not work ( but L's woks better ). Once the game is stated there are no controls to use, aka no unit select no menus etc. The origional DL has 4 or more errors while loading also. Both versions take several minutes to load. I am running PPC G4 powerbook. with leopard
 
Okay, I'll PM Lachlan and go over what's happening. I don't own a mac so I can't really troubleshoot Mac problems, but he's been working on that. There are no DLL changes in the mod, so I don't know why it would be a problem. But he may know more.
 
The problem i found is related to mapscripts, none of these are functionning? i'm quite discouraged since i'm have not enough experience to correctly convert at 100 %

If not, i have not problem of interface... :confused:

I have an early 2009 Mac Intel

So one explanation here : http://forums.civfanatics.com/showpost.php?p=8737553&postcount=13
 
You could provide some Earth Maps with your civs

One themed Ancient Earth Map with only ancient civs
And themed Modern Earth Map with only modern civs

Nice idea isn't ?

What about this Fantasy Map BTS version in three talls ?

Resources are randomized, but not the terrain and they have still not marsh ;) http://forums.civfanatics.com/showthread.php?t=346208
 
Thank you for your hard work. I am eager to play your mod, but the interface does not load. I have an Inspiron 1520 with 2GB memory, running at 2 Ghz and an Intel Mobile video chipset. Could my problem be insufficient memory?
 
Thank you for your hard work. I am eager to play your mod, but the interface does not load. I have an Inspiron 1520 with 2GB memory, running at 2 Ghz and an Intel Mobile video chipset. Could my problem be insufficient memory?

I guess, some help is needed:
Missing interface is in most times a python error.
Go to My Documents\My Games\BtS\CivilizationIV.ini, open it (rightclick, open with notepad/wordpad/some texteditor), and enable the python exceptions (just search for python, and change the value there).
 
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