[MOD] Warlords: Epic

zappara

Mod Designer
Joined
Dec 19, 2003
Messages
2,781
Location
Finland
Warlords: Epic -mod

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1. Info
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This mod is my attempt to enhance Civilization 4 to a whole new level. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod.

This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. Some tech changes are still in consideration. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. I limited the maximum amount of World Wonders to 3 per city as in real life all the great wonders are scattered around the globe. Player has to choose more carefully what to build where and because of new limit, the wonders spread out more and don't pile up into few big cities.

I used most of my freetime past six months to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change. I use Civilopedia all the time to keep up with the changes, though civilopedia is lacking pedia, help and strategy info for almost all new things but at least the basic info is informative enough.

There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.

There are some things still on my to-do list but many of them require SDK skills which I don't have so it may take some time before I can add those changes. If you got good SDK modding skills and want to help me, please let me know. ;)

Near future techs also require some attention, that is the part of tech tree that I'm not 100% done yet as it's been bit difficult to do research on what might be really discovered during the next 100 years. In this part I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities in techs names. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs. At this point these techs are mostly empty but that'll change in later versions.

I always play my mod on Marathon game speed and on huge map so the changes are aimed for these settings. I prefer making custom game and use Smartmap mapscript for making good continental maps.

No other language support than English at the moment.

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2. Features
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* 132 New techs
* 65 New buildings
* 33 New Wonders
* 48 New unit classes
* Ethnically Diverse Units
* 3 new religions
* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
* 3 New Projects
* New Civics with 3 new categories (Education, Healthcare, Cultural Values)
* New Improvements
* New resources
* New promotions
* New unit categories, modern units are superior to ancient units
* Sevopedia
* Upgradeable improvements

I have working 1.0beta version ready but I'm not uploading it just yet to internet. I'd like to get some comments from all of you before I make it public. :) Current zipped size is around 35megs and unzipped size around 100 megs.

So what's been added to the mod (Version 1.0beta):

New Techs



Spoiler :

Slavery -> enables slavery
Naval Warfare
Trade, +1 trade routes
Ritualism, obelisk, prereq for mysticism and slavery
Weaving
Seafaring, harbor
Sculpture
Athletics
Military Training
Stirrup
Fundamentalism
Heraldry
Leadership
Elephant Riding
Horse Breeding
Weaving
Dualism
Glass Blowing
Clockworks
Usury
Chivalry
Metallurgy
Naval Tactics
Cavalry Tactics
Grand Strategy
Navigation
Mercantilism
Marxism
Photography
Realism
Labor Union
Thermodynamics
Theory of Relativity
Automatic Weapons
Psychology
Stockmarket
Quantum Physics
Agricultural Engineering
Sanitation
Armored Vehicles
Motion Pictures
Civil Engineering
Amphibious Warfare
Guerrilla Warfare
Machine Tools
Submarine Warfare
Compulsory Education
Mass Transit
Aviation
Mechanized Warfare
Radar
Sonar
Electronics
Modern Physics
Organic Chemistry
Aerodynamics
Naval Aviation
Manufacturing
Laser
Biological Warfare
Vertical Flight
Tourism
Microchip
Nuclear Power
Legalized Gambling
Modern Seismology
Guided Weapons
Computer Networks
Modern Health Care
Supersonic Flight
Space Flight
Globalization
3D Modelling
Superconductivity
Space Stations
Modern Warfare
Communication Networks
Recycling
Cloning
Gene Manipulation
Artificial Organs
Cryogenics
Hypersonic Flight
Space Colonies
Insterstellar Travel
Automated Traffic
Sky Roads
Nanotechnology
Nanobotics
Artificial Intelligence
Ship Building
Architecture
Perspective
Waterworks
Paved Roads
Absolutism
Free Artistry
Juris Prudence
Social Contract
Invention
Matchlock
Refining
Explosives
Logistics
Entertainment
Magnetic Levitation
Superstring Theory
Theory of Everything
Quantum Computers
DNA Computers
Nanoelectronics
Self-Aware Machines
Androids
Mesh Networks
Smart Dust
Anti-Aging Medicine
Regenerative Medicine
Homo Superior
Environmental Economics
Ecological Engineering
Unmanned Air Vehicles
Human/Machine Interface
Implants
Optical Computers
Biological Networks
Superstrong Alloys
Nanomining
Digitalized Property
Antimatter
Terra Computer
Sentient Earth
Weather Control
Planetary Economics

---
total 132 new techs
Some near future techs are still missing new button graphics.

New Buildings
Spoiler :

Archery Range, +3 xp archery units
Accelerator
Amusement Park
Arena
Armourer
Artist Guild
Bath House
Bazaar, +15 commerce in city
Brothel
Butchery
Casino
Commercial Airport
Commercial Port
Computer Network
Customs Office
Deep Space Research Institute
Doctor's Office
Fisherman's Hut
Food Processing Plant
Garrison
Glasssmith
Guild Hall
Healer's Hut
Hellenic Cathedral
Hellenic Monastery
Hellenic Temple
High Walls
Hotel
International Port
Jewellery
Lab
Local Courthouse
Manufacturing Plant
Meeting Hall
Military Airbase
Movie Theatre
Museum
Nanofactory
Naval Academy
Oil Refinery
Opera House
Orbital Factory
Orbital Hotel
Park
Performing Arts Center
Police Station
Port, +25% commerce in city
Press Agency
Protestant Cathedral
Protestant Church
Sacrificial Altar
School
School of Scribes
Sewer System
Shipyard
Skyscraper
Space Laboratory
Toll House
Townclock
Vacation Resort
Water Treatment Plant
Weapon factory
Zoroastrian Cathedral
Zoroastrian Fire Temple
Zoroastrian Monastery

= 65 new buildings
I've reused existing building graphics for most new buildings as there's only a limited amount of community made building graphics available.

New Wonders
Spoiler :

Alhambra
Aqueduct of Pont du Gard
Central Bank (national)
Cure For Cancer
Edinburgh's Castle
Edison's Workshop
Einstein's Laboratory
Human Genome Project
J.S. Bach's Cathedral
Labor Union (national)
Leonardo's Workshop
Medical Research Institute (national)
Modern Art theatre
National Courier System (national)
National Hockey League (national)
Newton's University
Olympic Games
Palace of Potala
Plato's Academy
Radio Telescope
Royal tournament
Secret Army Base (national)
Silicon Valley
Silk Road
Statue of Champion (national)
Sun Tzu's Art of War
Supercollider
District Court (national)
Supreme Court (national)
Theatre of Dionysus
The Statue of Zeus
The Sphinx
Theory of Evolution
Treasury (national)
Universal Translator

= 35 new wonders


New Units
Spoiler :
War Galley (Naval Warfare)
Trade Caravan (Trade)
Entertainer (heraldry)
Freight (combustion)
Elephant Rider (Elephant riding), can build some improvements
Chivalry (Chivalry)
Crusader (Fundamentalism)
Bazooka (rocketry)
ACV (nanobotics)
ACV SAM (nanobotics)
Ancient Cannon (construction, unique for china)
Cataphract (horse breeding)
Early Tank (armored Vehicles)
Strike Fighter (supersonic flight)
Guerrilla (guerrilla warfare)
Hoover Tank (skyroads)
Humvee (globalization)
KA50 Gunship (modern warfare)
AH64 Gunship (modern warfare)
Man'o'war
Ship of the line
Privateer
Mobile howitzer
Mobile SAM
Nuclear Carrier
Nuclear Submarine
Police Squad
SAM infantry
Siege Tower
Stealth Fighter
Transport Helicopter
Wardogs
Dreadnought
Battlecruiser
Sloop
Sloop of War
Royal Sloop
Brigantine
Brig
Brig of War
Fluyt
Heavy Armor (T95)
Light Tank
Seaplane
Cruiser
Modern Infantry
Heavy Tank
Armor


= 48 new unit classes
+ Ethinacally diverse units (121)
+ numerous modern time national units

I think the total amount of new units with new graphics is somewhere around 170-200 at the moment.

New unit categories
Spoiler :
Wooden ships
Steam ships, bonus against wooden ships
Diesel ships, bonus against wooden and steam ships
Nuclear ships, bonus against wooden, steam and diesel ships
Early fighter units
Early bomber units
Bomber units
Jet Fighter units
Supersonic units
Stealth units
Wheeled units, bonuses against non-armored units
Tracked units (former armor units), huge bonuses against non-armored units
Submarine, bonuses against other ship categories


New Projects
Spoiler :
Hubble Space Telescope
International Space Station
Encyclopedia


New Resources
Spoiler :
Ammunition
Ancient Temple
Coffee
Cotton
Glass
Hemp
Lemons
Pearls
Potatoes
Salt
Silk
Sulphur
Oil Products
Textiles (not used yet)


New Religions
Spoiler :
Protestantism
Zoroastrianism
Hellenism
I have plans to add many more new religions once I have time to learn to edit gamefont.tga files.

New Civics


Spoiler :
Barter (economy)
Global Market (economy)

Cybernetic (labor)

Affective Autonomy (culture values)
Conservatism (culture values)
Egalitarian Commitment (culture values)
Harmony (culture values)
Hierarchy (culture values)
Intellectual autonomy (culture values)
Mastery (culture values)

Apprenticeship (Education)
Heritage (education)
Ignorance (education)
Military training (education)
Private schools (education)
Public schools (education)
Virtual Schools (education), study in virtual schools with the help of computers (this is common method nowadays, at least here where I live :)
Instant Learning (education), download content directly to your brains/implants

Majority Rule (Government), Ancient Greek Democracy where men directly voted on actions (not universal suffrage)
Capitalism (Government), corporation(s) lead the country
Telepathic (Government), future gov. type where mind enhancing implants are common

Martial Law (legal)

Herbalism (health care)
Government Funded H.C. (health care)
Private Healthcare (healthcare)
Regulated healthcare (healthcare)
Subsidized H.C. (healthcare)
Universal Antidote (healthcare)
Civics probably receive few more additions later...

New worker actions
Spoiler :
Fort->Barricaded Fort->Fortress, Fort can be built outside your cultural borders
Suburb (upgrade Town), works as city for defense purposes
Cultivate new forests
Desert Windmill
Soylent Green Facility
Ancient Temple
Terraform sea/land
Waste Refinement Factory
Shaft Mine, upgrade for Mine once Combustion researched (combination of steam power + explosives, steam pumps were used to to pump toxic gases and water out of the mine shafts)
Safari (on elephant on modern times)
Silk Farm (before plantations)
Cotton Farm (before plantations)
Groundwater Well -> desert can be converted to produce some food on modern times. Check Libya's fields on Google Earth ;)


New citizens
Spoiler :
Slaves (req Civic slavery or slave market) -1 food, +3 hammer
Noble (req Heraditary rule), +2 gold, +1 culture
Celebrity (req certain buildings on modern times), +8 gold, +1 happy


Global define changes
---------------------
Start year set to 6000BC
Commerce Percent change increment 5% instead of 10%
Initial trade routes in cities 0 until tech Trade is discovered.
Food comsumption per population 3 (orig. was 2), farms produce more food to compensate this
Max trade routes per city increased from 8 to 12
Rivers can be closer to each other
Barbarians can get 20 experience (orig. was 10)
Max World Wonders per city has been set to 3 (was unlimited)
Max Team Wonders per city has been set to 3 (was unlimited)
Base city food requirement for growth increased from 20 to 22 (cities grow bit slower)
Fresh water gives now 1 health (orig. was 2)
Dirty power gives -4 health penalty to city (orig. was -2)

Other Changes
----------------
Mine +2 prod -> +1 prod, +1 prod with roads and railroads, +1 prod with modern seismology, +1 commerce with railroads
Lumbermill +1 commerce with ecology, +1 prod with railroad, ecology and mass transit
Barricaded fort +30% def, +1 prod, +1 commerce with usury
Fortress +40% def (think medieval castle), 1 commerce with tech usury and civic vassalage, +1 prod with hereditary rule
Farm, +1 food with biology, agricultural engineering, gene manipulation and machine tools
Fishing Boats, +1 commerce and food with tech sonar
Offshore platform +1 prod and commerce with modern seismology
Pasture +2 commerce with gene manipulation, +1 commerce with refrigeration
Plantation +1 commerce with agricultural engineering, +2 commerce with gene manipulation
Well +1 prod and commerce with modern seismology
Winery +1 food and commerce with agricultural engineering
Farm basic food prod 1 -> 2
City plot food 2 -> 3
cottage and Town food prod +1
Oil and Coal health -1


Market +25% commerce -> +20% commerce
Harbor +50 commerce -> +25% commerce, moved to Seafaring
Jungle movement 2 -> 3
Jungle growth 16 -> 20
Jungle cut time 400 -> 800
Jungle cut production 0 -> 50
Forest growth 8 -> 16
Forest cut time 300 -> 500
Oasis appearance 500 -> 1000
Road Build time 200 -> 300
Railroad build time 300 -> 400
Desert move cost +1
Tundra move cost+1
Snow move cost +1

Elephant units are able to build some improvements like roads and forts and clear out forests
Roman Swordsman unit is able to build roads and forts. This unit starts with promotion March (heals unit while moving)
Arabia builds Ansar warriors instead of Crusader. Note that while crusader is melee unit, ansar warriors are mounted and Ansar warriors don't need all the same resources as crusaders need.
China has Ancient Cannon unit instead of Catapult. Unit abilities are the same for both units.

Most resources no longer give +1 happiness when improvement built on to them. Instead you need to have a building in your city that makes use of those resources and then you get happiness from them.

Stealth is a hidden TECH, can be found only by building certain building.

Christianity can have 6 missionarys instead of 3.
Buddhism, Hinduism and Judaism do not receive missionary when founded

All Gunpowder units are Troop units that can be transported on certain armored vehicles on land (unit has text: Carries Troops).

Game turn amounts changed for all game speeds (mod designed for marathon game)

Unit XP giving buildings are now:
Spoiler :
Barracks = land units +3 xp
Stable = mounted units +3 xp
Ger (Mongolia, replaces stable) = +6 xp mounted
Garrison = gunpowder, wheeled, tracked units +2 xp
Archery Range = archery units +3 xp
Meeting Hall (req level 4 unit) = Recon, melee and water units +3 xp
Drydock = water units +2 xp
Naval Academy = +3 xp water units, Free navigation I promotion in this city
Royal Tournament (national wonder) = mounted units +4 xp in that city
sun Tzu's Art of War +1 xp all units


===========================================
3. Things to do (some will just stay as ideas)
===========================================

- ranged bombardment: missiles, better artillery
- disasters: plague, volcano, hurricanes, earthquake
- ecology system: sea currents that affect ship movement, drought, floods, deserts that expand over time, moving sea food resources
- Leader civics -> government divided to 2 different groups, leader and advisors
- properly working helicopters (fly over lakes, coast)
- buildings that need electricity (power) as requirement for any production, including science, health, food, hammer, culture, happiness, commerce
- production lines
- civil war that divides your empire to 2 different civilization
- more resources: saltpeter, rubber, tea, tar, perfumes, jewellery, plastic, olives
- more religions
- near future tech tree
- air unit promotions
- roman units: scorpio, onageri, ballista
- ancient steam power, romans had flamethrowers, secret tech maybe?
- more diverse terrain
- add shrines to new religions, make great prophets build them
- add religion specific crusader units
- immigration
- local resources (food gets spoiled on long trade trips, needs techs like refrigeration to expand trade distance for food resources)
- include techs: cement, brick making, seismology (was found at medieval age), vaccination, concrete, federalism, social democracy, ergonomics etc...
- civic specific buildings
- sieges, having troops near enemy city prevents enemy units exiting city and enemy units entering the city outside, only way is to fight through siege units, sort of zone-of-control.
- angry city after x turns adds angry citizen unit to one of the city plots. This unit is barbarian unit so it would pillage your improvements and/or attack their previous city. Simulates rioting citizens.
- add new resource/religion icons to gamefont.tga (don't know yet how to edit those files)

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4. Mods combined fully or partially
=======================================
Ethnically Diverse units
Modern Warfare
Nautil's air units mod
Greenmod 2.10
Sevopedia 2.2
Total Realism 2.1
Caravan mod
Civics'n'Stuff
Civ4 Community Core Project
Techwindow
Improved Leaders & Civics
Visa (some graphics and promotions)

SDK changes from Civ4 Community Core Project are included, SDK changes from any other mod have not been included. I have no skills or tools to make SDK changes to this mod on my own so I decided to use CCCP.

=======================================
5. Mods that I have used as a guide when making my own mod
=======================================
RAR 1.04 for Civilization 3
Sevomod
Visa
Eusubius World Religion - Revival mod
SD-Religion

So, here we are finally in the end. How this mod sounds so far? I'm open for suggestions, criticism and comments. I'm kind of waiting the next expansion and was hoping to convert this mod to it once the new expansion is on sale (I really would like to add corporation system to this mod) but since I have this warlords version almost ready, I figure I could release this soon. :)

If you have name suggestion for this mod please share it, I don't know if Epic is already taken and to me it sounds bit dull. I just used it as it kind of describes this mod...
 
this seems very interesting I like the rar concept your going for and I love the new wonders I am a wonder builder love the additions
 
If I'd been a bit more productive (OK, a lot more productive!), this is what I'd have done. I don't have the patience to add in all that stuff, but I don't mind modifying it, and I can use my slightly modified CCCP .dll with very few changes to the XML. I can't wait to see what you've done.



And, if you'd like, I can get you my version of the CCCP .dll that allows display of 19 yield in each plot (I think it may be necessary if you've upped food consumption to 3), changes the XP to promotion calculation (which can be set to most CCCP values, using the same global settings), has a +attack% value for promotions (so you don't have to do +terrainattack% for all terrains), and has the Winamp mod built in (I have the .dll from before I added Winamp control as well). The only real changes you need to make in the XML would be the addition of the +attack% to the promotion schema.

Or, you could release what you've got, and I'll make a modded version of yours. Which I'll do anyway ;)

Anyway, it sounds like you've done a ton of work on this, and I'll enjoy giving it a shot.
 
I think this is amazing work you have done. I am doing something quite similiar but I don't have the time to do all that you have done also I am waiting for BtS that will include an upgraded AI amongst other things. With so many additions I think you really need to release what you have done so far to let the community start playtesting this monster. In your playtests so far are the AI able to handle all the additions?

I myself loved DYP and after I played DYP for Civ3 I never ever once again played vanilla Civ3. What was special by DYP was not only all the additions but it was also perfectly balanced.

Anyway good work. I look forward to test this Monster. :D
 
I've uploaded now one version but it's on pending list now and it takes max 24 hours before I get the file link.. So I guess I'll try to get online tomorrow or Thursday to post the file link to civfanatics downloads forum and then include the download link to this forum post so you'll get to try this mod on weekend. I'll post then also pics of the tech tree and civics screens. :)

And, if you'd like, I can get you my version of the CCCP .dll that allows display of 19 yield in each plot (I think it may be necessary if you've upped food consumption to 3), changes the XP to promotion calculation (which can be set to most CCCP values, using the same global settings), has a +attack% value for promotions (so you don't have to do +terrainattack% for all terrains), and has the Winamp mod built in (I have the .dll from before I added Winamp control as well). The only real changes you need to make in the XML would be the addition of the +attack% to the promotion schema.
Would it happen to have working <bFlying> tag in unit xml file? ;) That was the main reason why I used CCCP but unfortunately that tag didn't work in it properly and I haven't checked what's been updated to CCCP since february or so.

Saarud said:
In your playtests so far are the AI able to handle all the additions?

I myself loved DYP and after I played DYP for Civ3 I never ever once again played vanilla Civ3. What was special by DYP was not only all the additions but it was also perfectly balanced.
Well, AI seems to handle new additions just fine, at least they build now lot more lumbermills than they used to make in vanilla game :D They build new Wonders often and the navy Napoleon made in one game was just huge.. I had no chance against his forces. AI do seem to fall behind in discovering techs (I play on prince level) and I think I'll have to make techs cheaper. I moved tech trading to Writing tech. I've played usually up to renaissance era before I've ended up making too many changes and had to start again - which means that industrial and modern eras are pretty much untested. I'll probably have to balance all unit/building costs once more tests have been done. Still lot to do to this mod.
 
Yes ! again a new mod ! :D

I played plenty of mods since 2005
 
A very interesting looking Mod, I like the use of various SMAC inspired future Techs and hope the new Buildings have fresh and interesting new effects.

As noted their are some major bugs in the current CCCP and I haven't been very active at fixing them. This is mainly do to the fact that I've been Beta testing heavily and have been working on porting CCCP to BtS after which I'll focus all efforts on debugging the BtS version, the WL version may never get fixed if the mass exodus to BtS is as strong as I think it will be.

I'd recommend you work on polishing your mod over the next month and if you do make a release consider using Total Realism Dll or another well developed WL compatible Dll. Once BtS is out you can begin porting and incorporate the latest CCCP at that point.
 
Ilove the ideas and the closest thing to dyp to hit civ4im am giddy:woohoo: :bowdown: :rockon:
 
Impaler[WrG];5608386 said:
A very interesting looking Mod, I like the use of various SMAC inspired future Techs and hope the new Buildings have fresh and interesting new effects.

As noted their are some major bugs in the current CCCP and I haven't been very active at fixing them. This is mainly do to the fact that I've been Beta testing heavily and have been working on porting CCCP to BtS after which I'll focus all efforts on debugging the BtS version, the WL version may never get fixed if the mass exodus to BtS is as strong as I think it will be.
BtS version of CCCP sounds good to me. :) I've tried to make more variation to buildings with the limits of tags in xml files but there's at least one thing that bugs me as it's impossible to make modern time buildings that require electricity (power) as requirement to produce culture, health, happiness etc. You can now use power requirement for hammers and food but I'd like to use it to all kinds of things - so that you could destroy enemy's power plants which would lead to all his power req. buildings go "offline". Do you think it would be possible to add this feature to BtS CCCP? ;)

I've added now pics for Tech tree and Civics screen on my first post.
 
That sounds very useful, I'd call it <CommerceWithPower> it doesn't sound very hard to code either so I'll put it on my to do list.
 
:( It's not ready ?

Ok, i can wait a few after all :lol:
 
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