Sevomod: Installation & Instructions

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Sevo

Leaf on the Wind
Joined
Nov 26, 2005
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Chicago, IL

Version 3.3 -- Released 11/5/063
This mod is for Vanilla Civ IV release 1.61
This release will be the final for vanilla Civ 4.


Sevomod 3.3 Download (184 mb)

Latest Patch

Sevomod Instructions, Options, and Help

  • Post 2 -- Additional Instructions for Sevomod, Optional Items, and Add-ons
  • Post 3 -- How to install patches (when needed) and Version history


Before reporting bugs, be sure you have the latest version/patch installed! If you don't know you can always check on the Civilopedia Main Page: it will show you which version of Sevomod you have and which patch you have installed!


-----------------------------------
Acknowledgments & Credits
-----------------------------------


Special Thanks for this release:
MatzeHH and Caesium -- For the Winamp mod--fantastic
Aussie_Lurker -- For the civics mod & ideas
Dale -- for the combat mod, of course

All of the contributors below provided concepts, ideas, graphics, python snippets, units meshes, and or XML snippets and this mod would not be what it is without each of them and their contributions. Thanks to all! The contributors in approximate order of inclusion:

12Monkeys, Zuul, GIR, Willowmound, Exavier, Requies, Frontbrecher, TheFourGuardians, Bhruic, Master Lexx, SupremeOverlord, Snaitf, C. Roland, Supa, Vovan, Anhu, Thalassicus, Scizor2120, MerakSpeilman, moehrensteiner, Frenchman, Jiggles, FexFX, Lordroy, Homegrown, L'Ankou, Jecrell, Ariks, CivArmy, Sadistic, SirRethcir, Roger Bacon, Impaler[WrG], TheLopez, Rabbit_White, Snafusmith, Zeysoft, Typhon, Porges, Gekko, Glinka, Keldath, Mr. Zak, Naf4Ever, Rebel5555, Lordroy, mrgenie, Cyr, Sidwannabe, Progor, Chinese American, Toys@Us Simkodavid, Woil, Kael, Titi, AltarisGreyhawk, LunarMongoose, MqsTout, Aussie_Lurker, Martihno Mukanga, MatzeHH, Caesium, Dale, TheGreatApple and the rest of the forum. Thanks for the support!

And of course, the CivGold Team: Wyz_sub10, Shqype, Amra, & myself, from which most of the CivGold Civs have been incorporated.




----------------------------------
The Details
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0) Mastery Victory -- The Mastery Victory condition has been included. Win a more complete victory and play a more challenging game than before!

1) New Civs -- There are currently 32 new civilizations included in this mod, a total of 50 new leaderheads, all animated. All have complete civilopedia texts, leaderheads, and custom UU's. The CivGold-1 mod was more or less directly included, parts of CivGold-2 were added, and I kept a couple more civs from my last version.


2) Real Slavery -- Adopting the slavery civic allows capture of enemy units as slaves who can then work your empire. There is no per-unit cost for slaves, but they are freed if you change away from the slavery civic or the bondage civic. (You can only gain slaves in Slavery, not bondage, but if you switch to bondage your slaves will not be lost).


3) New Buildings -- Multiple new national & world wonders. Includes some of the "Lost Wonders", Temple of Artemis, Art of Artillery, Statue of Zeus, national wonders used to build specialized units and more. All have completed entries and world wonders have custom animated movies.


4) New Units -- New Civ UU's and many other units to fill specialized niche's in the game: Aegis cruiser, trebuchet, bazooka, biplane, privateers, F117, A-10 Thunderbolt, Mobile Sam, Nuclear Submarine, etc, etc. Includes some of the "Lost units" and 33 unique units from CivGold. Also included are WhiteRabbit's Ethnic Settlers/Scouts/Warriors. All of the units have been balanced with existing units and the late game vanilla units especially have been modified and re-ordered. Upgrade paths and specific capabilities have been changed from vanilla in many cases to make for a more logical progression, so don't make any assumptions. Overall the current tree seems to make for good gameplay throughout the game.


5) New Civics -- Ten new civics (two in each civic category) have been added. Carefully balanced with existing civics but adding new options to rule your civ:
  • Aristocracy (Govt): Allows unlimited statesmen, +100% culture in capital
  • Theocracy (Govt): +50% GPP with state religion, no non-state religion spread
  • Tribal Law (Legal): -50% upkeep for distance from palace
  • Religious Law (Legal): +1 happy from state religion, +3 gold per specialist
  • Bondage (Labor): Allows slaves like slavery does, 5 free units, 1 conscript/turn; military unit production uses bread
  • Guilds (Labor): Unlimited Merchant, Engineer, Priest
  • Barter (Trade): -50% maintenance from number of cities, +25% bread in capital, no foreign trade (no tech leak)
  • Global Market (Trade): +1 trade route all cities, +1 bread from Towns
  • Idolatry (Religion): +1 happy from obelisk
  • Proselytism (Religion): Monastary not required for missionary, +25% military unit production in cities with state religion
  • Militant (Religion): +3 experience from state religion, no non-state spread


6) Advisor updates -- Initially inspired by Requies and taken farther by SupremeOverlord and 12Monkeys, these screens look great. More importantly, they provide you with more useful information about the state of your empire. The military advisor is back to the 1.61 vanilla for the time being, and working.


7) Expanded unit promotions -- Courtesy of Zuul. A nice job of balancing the new upgrades with existing options and overall an excellent flavorful addition to the game. Most recently added 9 new promotions including Defense and Formations. Also modified upgrade tree a bit. (Image below is from the game: part of the enhanced civilopedia--read below).


8) Civilopedia Upgrades -- Includes Sevopedia, Vovan, Fitchn, and Progors' upgrades and Promotion and Unit upgrade charts. Much more useful than the vanilla version.


8) New Traits & Trait Changes -- The trait system was heavily reworked. The traits are more robust and more varied now, and many more include military advantages since combat is such an essential part of the game. The new trait list:
  • Aggressive: Free Combat I promo & Conquest promo (+10% city attack) for Melee, Gun, Armor, Mounted units
  • Creative: +2 culture per city, +15% Wonder production
  • Defensive: Free Drill I & Defensive I promo to Archers, Gunpowder, Armored units
  • Expansive: +2 health/city, Free march promo most units
  • Financial: +1 gold on plots of 2+, -25% city maintenance
  • Industrious: +1 hammer on plots producing 3+, Free blitz promo for mounted units
  • Nationalistic: +10% combat, +10 city defense, +10% heal rate while in own territory
  • Organized: -25% City Maintenance, Free Flanking Promotion almost all units
  • Philisophical: +100% GP points, +1 happiness all cities
  • Progressive: +1 free specialist when a city reaches size 8, Maximum 1 turn of anarchy when changing civics
  • Scientific: +15% Science Output, -33% unit upgrade cost
  • Seafaring: Navigation, CombatI to all ships, Amphibious to all Melee Units
  • Spiritual: No anarchy when changing civics, your cities spread religion twice as fast


9)Combat System Changes -- Specifically included is Dale's Ranged Bombardment which allows Civ III style ranged bombardment from your siege units and ships. Also included is the short-range tactical nuke.


10) 12Monkey's Plot List -- Included is a modified version of 12m's Plot list enhancer. This allows you to group your unit icons by unit or by group, arrange them visually on screen, and provides additional information in the infopane. Also, now you can tell at a glance who's fortified, who's healing, who can be upgraded, and who's injured.


11) Even More RealFort -- Upgrades to fortresses now make them more useful, give better benefits to garrisoned units, etc. Includes original "RealFort" mod by Roger Bacon. In version 3.0 fortresses have been bolstered once again to make them stronger--after all, fortifications have been an essential part of warfare since the dawn of man, but they're practially useless in the base game. It took weeks to take some of the fortresses in Normandy after the Allied invasion; in some cases small groups of resistors were able to hold out against much larger attacking firepower and strength. Thus, forts now improve with technology advances (per Real Fort), adding strength, visual range, and cover to the units inside. You will do well to learn to use fortresses to your advantage in Sevomod!


12) Actual Quotes -- Willowmound and the CivGold Team have compiled authentic (or as near as possible) quotations for the diplomacy text of almost all of the leaders.


13) Tech Conquest -- Capturing or destroying an enemy city will reveal some percentage of a technology to you, assuming the enemy has one you don't. Version 3.0 takes into account relative tech advances for the conquering and defeated civs, making it easier to get older more primitive techs but harder to get future ones.


13b) Tech Leak -- Trade Routes now allow a small percentage of technology points to "leak" out each turn. Conceptualized by AltarisGreyhawk, the net effect is that larger civs with more trade routes will leak technology to smaller civs, but in practice any civ with a tech not held by others will leak small amounts. You can stop this tech leak by changing to a civic that does not allow foreign trade, or by closing your borders with a specific civ. To see the leak from the last turn click the beaker button near the "next turn" button and a pop-up will show you you gain/leak for the previous turn.


14) Forest Replanting -- Originally a concept of GreenMod by Master Lexx. The current system works as follows: A worker must spend a base 8 turns replanting forest. When the job is done a "New Forest" will appear on the plot. Over time the forest will randomly grow (young forest, maturing forest...). After a mean of around 40 turns it will become a full-fledged forest, at which time it can be chopped or built on per usual. The time delay provides for minimal gain from repeated chop-rushes, especially since it takes so long to regrow and the land cannot really be used for production during that time; thus it's unlikely to be useful as a wonder-rush strategy or the like. However, it will enable you to replant your empire down the road for health benefits (and hey, green is beautiful).


15) New Resources -- Imported from Green Mod, which seems to have gone out of production. Master Lexx had some great ideas for new resources and they've been included here now. Graphics were redone for all of them to improve on the initial work a bit:
  • Sulphur -- +2 hammers, required for musketmen and grenadiers. By the time riflemen are available sulphur and gunpowder are ubiquitous and hence uneeded, but if you don't have any sulphur the early gunpowder era is going to be a rough for your military!
  • Salt -- Provides +1 health until expires with refrigeration
  • Pearls -- Provides +1 happiness
  • Cotton -- Provides +1 health
  • Coffee -- Provides +1 health
  • Natural Gas -- Late game strategic resource. Allows construction of natural gas power plants and increases city production.


16) Exotic Animals -- (original by Zuul), adds cheetah, polar bear, packs of lions, and other variations on the early game animal menace


17) Barbarian Pirates -- The Barbarians now sail the seas, so don't be surpired if you're attacked by barbarian caravels! (Thanks to TheLopez on this one)


18) Ancient Era Music -- The earliest part of the game is no longer silent! As of version 2.0+ a total of 10 soundtracks are included.


19) Cultural Decay Mod -- A balancer that lets culture decay over time when a civilization loses control of a plot.


20) Jungle Burner -- A multiplayer balancer; any city founded in the first ten turns of the game will have all of the jungle in the initial nine-square city radius cleared away. This should help prevent a huge penalty from poor initial start locations in mp games.


21) New Specialists -- Soldier and Statesmen. Both generate points towards Great General and Great Statesmen, respectively.


22) New Technologies -- To flesh out the later game and to slow the progression a bit through the later stages. Each has associated units or bonuses.


23) Resource ignorance -- "Fair start" variant first done by Fujisan as an add-on for Sevomod 2.0; ALL resources now have reveal techs: Mining: Gems, Gold, Silver; The Wheel: Stone; Agriculture: Banana, Rice, Wheat, Corn, Sugar; Fishing: Clam, Fish, Crab, Pearls; Sailing: Whale, Silk; Animal Husbandry: Cow, Horse, Pig, Sheep; Hunting: Fur, Deer, Ivory; Pottery: Dye, Salt, Coffee; Mysticism: Incense, Spices, Wine; Masonry: Marble; Priesthood: Sulphur; Monarchy: Cotton. If your civ is too primitive to understand the value of a thing, you shouldn't know it's there! Plus this will add some variety to the starting techs as they now also dictate what you know when you start the game and might change your initial strategy (as opposed to just chop-rusing all time)! Finally, since mysticism-starting civs usually race for religions, they have a cluster of "weaker" resources (well, they can't be used until plantations are available), which might balance things just a teeeeeny bit. *shrug*.


24) City Screen Upgrades -- provides more information including net commerce yields, turns to completion of next great person, next border expansion, etc.


25) Internal Winamp Support -- By MatzeHH and Caesium. Open Winamp before starting CivIV and a winamp button will appear near the tech-leak button. Clicking it opens the in-game winamp control icons and a track list/time list display. Sweet.

26) SDK Changes
  • Nuke Anywhere Mod -- Sevo
  • Flying Mod -- RogerBacon
  • Improvements Outside Borders -- The Lopez
  • City Siege SKD Modifications -- LunarMongoose
  • Flood Plains Fix -- LM
  • Animal Mod -- LM (Animals don't disappear when barbarians appear)
  • First Strikes Fixed, Transport Upgrade Fix -- LM
  • Spiritual Trait doubles the rate of spontaneous spread of religion from your cities
  • Scientific Trait costs 33% less to upgrade units
  • Philisophical Trait grants +1 happiness to all cities
  • Dale's Combat Mod
  • Winamp Support
  • AI combat improvements

27) Language Support
Translations into French, Spanish, and German have been included thanks to many of the forum members. There are gaps (my fault--happens every time I change something!) but the vast majority of the text is available.



More Custom Changes:
-- Explorers and Scouts can build forts and explore temples. They're a little more useful now. Also, they can be upgraded to gunships down the line, so you don't have to put them on a boat and sink it anymore.
-- New Era Pictures
-- Tech trading was moved back to guilds to decrease early "tech whoring"/cabals
-- Permanent alliances now allowed earlier with constitution
-- UN Mod -- The United Nations now allows votes on ANY civic, not just the bottom five.
--FexFx's Endurance and Marathon speeds (870, 1200 turns) were used in place of the standard epic and marathon games. These speeds are a bit longer than the vanilla versions and better balanced. I left normal and quick alone for those of you who like to play faster MP games.
-Spaceship parts are much more expensive! You'll really need to industrialize heavily if you want to build a spaceship--it's not a "default" victory anymore.
-Nuclear power plants provide area power but are VERY expensive. Coal, hydro, and nat.gas plants all provide production bonuses to help with that starship, but they'll also pollute.
-War weariness tweaked to favor defensive fighting (attacking increases it faster, defending only will cause only minimal ww).
-Plus dozens (hundreds? dunno) of additional gameplay tweaks based on feedback from the users of Civfanatics all with the goal of balancing aspects of gameplay.


For version history see post #3
 
Installation
Spoiler :

The mod is now contained in self-extracting archive. Place the exe file in your /mods/ directory and run it like a program.

To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/sevomod". You may need to hold SHIFT down while you double-click to start the game the first time; this will clear the cache.

NOTES:
-Unless you REALLY know what you're doing, this mod probably will NOT work in CUSTOM ASSETS, or with ANY OTHER MOD in the main Civ4 custom assets folder. This mod incorporates so many of the XML assets that it really isn't compatible "as is" with much else unless it's properly merged. Thus, if you're having trouble with your install, check your /custom assets folder and be sure it's empty.



Custom Installation Options & Troubleshooting

Spoiler :
(1) Unit Graphics: There are two smaller unit size options available. In the folder /sevomod/assets/XML/art/ are three copies of the file CIV4ArtDefines_Unit.xml; they are named *.normal, *.small, *.tiny. Simply delete the original CIV4ArtDefines_Unit.xml file and replace it with one of the others to decrease the unit sizes (tiny is really small!)

(2) Leaderheads: In the default mode of this mod I have "forced" shaded leaderhead graphics, as they are generally better quality than their non-shaded counterparts. However, some graphics cards don't handle the shaders and will display "ghosts" with only eyes and/or experience poor performance. If you would like to switch over to the lower-quality but safer non-shaders, go to the /Sevomod/assets/xml/art/ directory and replace the file CIV4ArtDefines_Leaderheads.xml with Civ4ArtDefines_Leaderheads.xml.SafeGraphics

(3) Resource Ignorance -- if you want to turn off resource ignorance, open the folder /assets/XML/terrain/. Inside is a file called Civ4BonusInfos.xml. Delete it and rename the file Civ4BonusInfos_no_resource_ignorance.xml back to the original Civ4BonusInfos.xml.

(4) Troubleshooting:
  • No text/no fonts on main menu -- Be sure you have version 1.61 of Civilization 4. This mod will NOT work with previous versions and usually this is the cause of the no text problem.

Sevomod Additional Instructions

1. Plot List Buttons
Spoiler :
These are the six buttons just below the active unit icons (where you select your units on any given plot--see image below) and just above the blue unit action area (where you select what you want the unit to do).

These buttons will change the way that units are displayed on the plot list. I'll first describe the buttons themselves, then give some examples to help clear them up.


The first four are "arrangement"; they change whether how the units are displayed. From left to right, they are "Scrolling Row", "Stacking Row", "Column by Group", "Row by Group".
  • 1. Scrolling Row -- This is the default, vanilla 4 display
  • 2. Stacking Row -- Displays units in rows, but instead of scrolling back and forth if the first row is filled the list will continue above the first row into a second row, and so on if needed.
  • 3. Column by Group -- in this setting, the units will be displayed in columns arranged by grouping. The group depends on which of the grouping buttons you have selected (see next section)
  • 4. Row by Group -- in this setting, the units will be displayed in rows arranged by grouping. The group depends on which of the grouping buttons you have selected (see next section).

The next two buttons control how the icons displayed in the list are grouped. They are (left to right) by "Selection" and by "Type".
  • 1. Selection -- as implied, units will be displayed by how they are currently "grouped" together (selection group).
  • 2. Type -- as implied, the units are displayed grouped by type. (See below)

For example, you have a single archer and a single worker sitting on a hill. You select two axemen and a swordsman from your nearest city and move them in a group of three to that hill. When they arrive, the group is kept track of by the game. In this scenario, if you were to click #3 Column by group and then click "selection" mode, you would see a column with one unit (the archer) a column with one unit (the worker) and a column with three units (the 2 axes and 1 sword). If you changed your grouping mode to "Type", you would instead see a column of one (archer), one (worker), two (both axemen), and one (swordman). The Axes and Swordsmen will still be in a selection group together, they are simply DISPLAYED by type for convenience.

Play around with the buttons in a big stack and you'll figure it out.


2. WinAmp Support
Spoiler :
In order to use the built-in WinAmp support, you should start up WinAmp BEFORE starting up Civ4. Put all your songs into your playlist, but it doesn't matter if it's playing or not. WinAmp just has to be open so the Civ4 add-on can find it. Once that's done start your game of Civ4.

When you get to the game screen, you'll note a new little icon below the plot list area, just to the left of the end-turn button. The icon is the WinAmp lighning bolt. You use this to turn the in-game display on and off. Turning it on brings up a track list, time elapsed/remaning, and control buttons and winamp volume slider below the green tech bar at the top of the screen. You can use this to control WinAmp from in-game. Cool!


3. Tech Leak
Spoiler :
The Button next to the WinAmp button is the tech leak display button. At the beginning of the game this button will bring up an empty display, since you aren't leaking any techs if you don't know any other civs!

When you get to the point where your borders are open and techs are advancing along, you can click the icon to see how much you are benefitting and suffering from tech leak.

On lower game settings (Settler, Chieftan) you will often be the tech leader and be leaking tech to the AI; on higher game settings this relationship will reverse and you will usually be behind and gaining tech from the AI.

The amount of tech leak is small but grows as the size of your empire grows. Also, the farther behind a civ is the more they will beneift, so the net effect of this is to prevent runaway tech leads while keeping the pressure on the leader to keep the lead.

If you want to stop leaking tech, you can close your borders with the civ you are leaking to. If you want to stop ALL leak, you'll have to change to a non-foreign trade civic or to police state, though this also means you won't beneift from tech leak.
 
How to install and verify the patch:
Spoiler :


Once you have downloaded the main mod file and installed it to your FiraxisGames/Civilization4/Mods/ directory, download the patch file above. You only need download the latest patch; it will include all the previous patches as well. Once you've downloaded the zip, double click it to open the archive (you'll need winzip), and then click the "Extract" button:


On the next dialog, use the folder list to find your civ4 folder (usually c:\program Files\FiraxisGames\Civ4\), open it and click the mods folder, then select the main Sevomod folder (shown below). Be sure you have "Overwrite files" clicked, then click "Extract".


That's all there is to it. To verify you've installed the patch correctly, start up civ-4 and load Sevomod. From the main menu open the Civilopedia and the 'pedia title will show you the version and patch of Sevomod you are playing with.


(Please note that your screens will not have hastily-drawn red smiley faces; they are for demonstration purposes only and do not necessarily reflect the views of Sid Meier, Firaxis Games, Sevo, Civfanatics.com, Ragnar Lodbrok, or the makers of Happy Fun Ball. Your mileage may vary.)




Version Info (for the really bored)

Spoiler :

Version 3.2: ....................................................................
-Tech Leak now takes into account civics and open borders
-Reworked Tech Leak info: now appears in separate pop-up window when clicked
-Fixed DONK with Shift-selecting, SHIFT appears to work now.
-New Unit: Tactical Nuclear Missle
-New Unit: African American Worker by Martihno Mukanga
-Included file to disable resource ignorance
-Civic System Changes -- Modified from Aussie_Lurker's Civics mod:
Theocracy
Aristocracy
Tribal Law
Religious Law
Bondage
Guilds
Barter
Global Econ
Militant
Proselytism

**SDK Changes
-Updated Improvements outside borders: only works in neutral territory
-Added Winamp Mod by MatzeHH and Caesium (AWESOME!)
-Added Dale's Combat Mod: Ranged Bombardment and Missles: Ships & Siege weapons now ranged combat
-Correct AI's calculation of combat odds (TheGreatApple found this one) -- they were way off and would overestimate/underestimate almost always.



Patch-B,C: ....................................................................
-Added Tech Leak by AltarisGreyhawk, revised & modified a bit, played a bit.
-Multiple text file fixes


Patch-A: ....................................................................

-Fixed language problems
-Increased Organized to -50% upkeep


Version 3.1
SDK Changes:
* Nuke Anywhere Mod -- Sevo
* Flying Mod -- RogerBacon
* Improvements Outside Borders -- The Lopez
* City Siege SKD Modifications -- LunarMongoose
* Flood Plains Fix -- LM
* Animal Mod -- LM (Animals don't disappear when barbarians appear)
* First Strikes Fixed, Transport Upgrade Fix -- LM
* Spiritual Trait doubles the rate of spontaneous spread of religion from your cities
* Scientific Trait costs 33% less to upgrade units
* Philisophical Trait grants +1 happiness to all cities

-Included Trade Route Tech Leak add-on by AltarisGreyhawk with some modifications. Large civs trading with smaller ones will leak a small amount of tech points each turn. I've modified this so that civs that are equal in tech will trade very little, only civs falling significantly behind will benefit. You can stop trading with them and that will stop the leak...
-Changed New Forest Growth Rate, now will take about 40 turns to fully develop
-Forts can be built outside borders, as can Farms (to spread irrigation) (Note that building in enemy territory to destroy improvements there is probably cheating...)
-Increased Mobile Infantry city attack/defense to 50% (was 25%)
-Added French Texts done by Titi, fixes by ToysRUs
-Updated the Title Screen with new goodies. (Love the moon...LOVE IT!)
-Fixed the problem with SHIFT-selecting units based on unit type
-Credit to MqsTout and Impaler[WRG] for the Defensive Trait concept


Trait Changes
-Aggressive: Free Combat I promo & Conquest promo (+10% city attack) for Melee, Gun, Armor, Mounted units
-Creative: +2 culture per city, +15% Wonder production
-Defensive: Free Drill I & Defensive I promo to Archers, Gunpowder, Armored units
-Expansive: +2 health/city, Free march promo most units
-Financial: +1 gold on plots of 2+, -25% city maintenance
-Industrious: +1 hammer on plots producing 3+, Free blitz promo for mounted units
-Nationalistic: +10% combat, +10 city defense, +10% heal rate while in own territory
-Organized: -25% City Maintenance, Free Flanking Promotion almost all units
-Philisophical: +100% GP points, +1 happiness all cities
-Progressive: +1 free specialist when a city reaches size 8, Maximum 1 turn of anarchy when changing civics
-Scientific: +15% Science Output, -33% unit upgrade cost
-Seafaring: Navigation, CombatI to all ships, Amphibious to all Melee Units
-Spiritual: No anarchy when changing civics, your cities spread religion twice as fast

New Civs incorporated from CivGold-2, including Unique Units
-Peron, Argentina -- Def/Exp
-Dom Pedro II, Brazil -- Phi/Def
-Kahmehameha, Polynesia -- Def/Sea
-Salamasina, Polynesia -- Prog/Sea
-Taharqa, Nubia -- Exp/Spi
-Bhutto, Pakistan -- Def/Ind
-Musharraf, Pakistan -- Def/Org
-Menzies, Australia -- Phi/Fin
-Hammurabi, Babylon -- Sci/Phi
-Tymoshenko, Ukraine -- Prog/Def
-Ho Chi Minh, Vietnam -- Spi/Def
-Nampoina, Malagasy -- Cre/Sea
-Yunupingu, Aboriginies -- Spi/Nat

----------------------------------

Version 3.0

-Master Lexx's Green mod seems to have fallen out of production; I really liked his green-empire concept which is part of the reason I started on the forest re-plant path. Anyway, since he seems to no longer be updating I'm pulling in a few of his resources for those who liked 'em: Coffee, Pearls, Cotton, Sulphur, and Salt. Enjoy!
-"Pearls" resource graphics re-done; used clams as a base & added a bunch of pearls to the mesh. Also re-did sulphur and salt resource using the marble base instead of the gold base. Modified graphics for Coffee to make it more distinct.
-Added a totally new strategic resource: Natural Gas. Late game resource to help improve production in the face of the super-starship costs.
-New Improvement: Gas Pipelines. Can be built on Natural Gas Deposits to harvest.
-New building: Natural Gas Power Plant--Produces power from natural gas, no unhealthy, +10% prod/commerce.
-Changed Nuclear Power Plant: Now provides AREA power, +10% production and commerce in city, but cost is VERY high and still produces unhealthies. Nuclear power needed some differentiation from coal power.
-Coal Plant: Now +10% Production and commerce (plus power benefits). You can build one in each city if you can affort the health costs. Screw the environment.
-Updated Ethnically diverse units with Arabian, Far East varieties. Rabbit,White did a great job with these!
-Decr. Volume of Teuta's Music
-K.U.K. Infantry dropped +25% vs gun; given 2 first strikes to make comparable to Redcoats as a UU.
-Fixed Python Slavery Error
-Limited slaves to 1.5 per city, increased chance to enslave to 30% since numbers are now limited.
-Expansive Civs: Now get combat1 promo for Recon units (scouts, explorers). Helps them survive early game & explore.
-Progressive Civs: Now get free specialist at population 8
-Creative Civs: Now get +20% World Wonder Production; just a little something, you know, for the effort.
-Leonardo's Workshop: +1 hammer/scientist all cities, 1 Free scientist in city
-Changed Magellan's Voyage to Navigation-2 promotion (with Nav-1 seafaring civs don't benefit!)
-Added -25% Global War Weariness to Statue of Zeus but changed Obsolete tech to Education, limiting the timeframe
-Moved Great Wall up to Masonry; construction was too late.
-Moved Great Lighthouse to "Sailing", but still requires Masonry as well.
-Resource ignorance: "Fair start" variant first done by Fujisan in Sevomod 2.0; ALL resources now have reveal techs: Mining: Gems, Gold, Silver; The Wheel: Stone; Agriculture: Banana, Rice, Wheat, Corn, Sugar; Fishing: Clam, Fish, Crab, Pearls; Sailing: Whale, Silk; Animal Husbandry: Cow, Horse, Pig, Sheep; Hunting: Fur, Deer, Ivory; Pottery: Dye, Salt, Coffee; Mysticism: Incense, Spices, Wine; Masonry: Marble; Priesthood: Sulphur; Monarchy: Cotton. If your civ is too primitive to understand the value of a thing, you shouldn't know it's there! Plus this will add some variety to the starting techs as they now also dictate what you know when you start the game and might change your initial strategy (as opposed to just chop-rusing all time)! Finally, since mysticism-starting civs usually race for religions, they have a cluster of "weaker" resources (well, they can't be used until plantations are available), which might balance things just a teeeeeny bit. *shrug*.
-Potentially unpopular but I think necessary change: Bronze working now more expensive. As with above, this will slow down the early chop-rush strategy just a little. You can still do it, and it's still a sound strategy, but I don't want it to clearly be the best strategy and I think right now it is.
-Fixed Ostenaco's diplomacy text
-Added Maasai-style headband to Lenana's leaderhead.
-Created new world wonder: Temple of Artemis; +Drill 1, +10% combat construction
-Added original wonder video for Temple of Artemis
-New world wonder: Gazprom. Modern age wonder. Requires natural gas, increases production 20%, gold 100%, provides two free Engineer specialists (pretty powerful wonder, as it's late game it has to be to create an impact.
-Created wonder movie for Gazprom.
-Changed Raytheon, Lockheed, Fairchild Rep. to national wonders instead of world wonders.
-War Weariness changes: subtle value changes to increase war weariness of aggressors (larger penalties for making attacks, much smaller penalties for defensive combat)
-Increased max experience after upgrade to 25
-Added icons for all new resources in font files\
-Incorporated Spanish Translation done by Pirakkas! Thanks!
-Fixed Ostenaco greeting text error
-Incorporated Culture Level Turns and GP turns to completion snippets by Chinese American
-Modified 12 Monkey's Plot List Enhancer to simplify the options and reduce the unusued icons. Options now exist for list orientation and grouping by unit/group only.
-Fixed the problem with 12m's PLE crashing the interface if you start a new game without exiting Civ.
-Added Impaler[WrG]'s Pirates Mod; essentially allows for barbarian caravels and privateers on the open sea.
-Reversed NoCapture changes: Mounted, Armored, & Artillery units can once again capture cities. Enjoy--it's only temporary! The AI just doesn't "get it" despite much mucking with the AI codes, so until I can SDK the AI to play appropriately we'll go back to the vanilla version so the AI isn't handicapped.
-Updated new Tech Quotes
-Added +1 happiness all cities to textiles
-Increased max city distance maintenance from 25 to 35



Version 2.9.Z
-Mobile Infantry now requires assembly instead of rifling
-Woomera: Mov't increased to 2, animal combat +100%, cost dec. to 30.
-Fixed Austria unit selection sound files
-Fixed Military Advisor
-Fixed Ancient Temples (can't explore forever now!)
-Science trait decreased to 15%
-Down Adjusted tech research rate in Endurance Speed, Marathon Speed.
-Praetorian now upgrades to Musket or Grenadier (not Maceman)
-Increased prereq techs for Raytheon, Lockheed, Fairchild Rep.
-Made Mi-26 helicopter a general unit, not a wonder unit.
-Hyapist now +50% when attacking Swordmen & Axemen (no defense bonus against them). Idea is to help specialize the Hyapist as a counter-attack unit against invading melee waves. Will help civs without Iron/Copper defend themselves.
-Extended Golden Ages in Epic and Marathon modes
-Destroyer no longer upgrades to Aegis; modified Aegis properties to make it a superior *escort* ship
-Abyssinian Civ uses Egypt order/select sounds (instead of Albanian)
-New forests no longer require the city to work them to grow. They grow randomly, but will take approximately 20 turns to fully develop: New Forest --> Young Forest --> Maturing Forest --> Developed Forest --> Forest
-Domestic Advisor now correctly shows soldier and statesmen citizens
-Fixed Promotions for Attack and Defense (Previously did NOT work on features like floodplain, Oasis, etc. for + or -, --now working).
-Major Change: Chariots, Mounted Units (except Conquistador), Armored Units, and Artillery CANNOT capture cities! To hold an enemy city you'll have to use ground troops, just like real life, folks!
-Updated Abyssinian civ icon, unit flag
-Updated all missing formation info values (17 or so)
-Placed all new units in appropriate order on menus/worldbuilder screen
-Incorporated Porges Attitude Icons (in place of ShowAttitude Mod)
-Upgraded Exotic Foreign Advisor (Requies')
-Upgraded to 12-Monkey's incredible Plot List Enhancement 2.9!
-Incorporated Snafusmith's Aegis Cruiser model
-Fixed Solomon, Ostenaco diplomacy music
-Adjusted Civ ColorVals to make as distinct as possible, reduce overlapping/confusing borders.
-Beefed up forts even more. Fortresses have traditionally been central to warfare, and very difficult to take.
-Changed statistics on horse archer, catarphract
-Added WhiteRabbit's Ethinically diverse units (African and Native American flavored settlers, warriors, scouts)
-Updated RealSlavery: workers, slaves, settlers no longer "dupe" into slaves when captured.
-Created 7 new wonder movies for new wonders
-Added GIR's icon atlases--Many thanks!
-Updated Gunship/Mi26 to use railways/roads per the 1.61 upgrade.


Version 2.9.A - 2.9.E
A
-"119" popup error fixed
-Tech Conquest providing thousands of beakers fixed
-slave unit graphic error fixed
-Nabuchadrezzar leaderhead graphic missing fixed
B
-Fixes ALL the city screen issues (slowness, display probs, etc)
-Fixes Tech Tree selection problem
-Fixes missing leaderhead portraits
-Fixed multiple python issues & errors from 1.61 update
-Fixed "TC: X" popup
-Fixed floating military freighter (it was a "hovercraft", duh!)
-Captured slaves now captured as slaves. If you're not a slaver, they'll be freed.
-Fixed Evolution providing ten billion specialists
-Changed Teuta to Seafaring, Progressive
-Added "onUnitCreated"/"onUnitBuit" checks to Nationalistic trait; units now have nationalism as soon as they are created instead of after moving (good idea Shqype!)
-Fixed problem with Settle religion
-Fixed problem with some units having pink circles for graphics
C
-Fixed forest chop no yield
D
-Fixed RealSlavery python crash to disk
-Removed KillList due to suspected crash issue
E
-Fix for Nationalism trait being given to ALL civs when human player nationalistic



Version 2.4 - 2.9
-Modified Existing Traits: Expansive: Changed half-price Harbor to Aqueduct; Organized changed hp Lighthouse to Market
-Created Nationalistic Trait: 10% combat in own territory ALL units, 5% city defense in own territory, half-cost walls, castle.
-Created Scientific Trait (Credits to Impaler[WrG] for concept): 15% increase in Scientific output, half price library, observatory
-Created Seafaring Trait (Navigation I, Combat I promos to all naval units, melee units get amphibious promo, half price harbor, lighthouse)
-Created Progressive Trait: Free Specialist in all cities of size 3 or greater. Half price monastaries
-Merged CivGold Civs; removed all previous new leaderheads except Solomon, Ostenaco and Hiram; Removed a few of the CivGold leaders.
-Assigned unique traits to all new leaderheads; no combination of traits is duplicated.
-Two new units: Flak 88 and Military Freighter (late game transport) (Snafusmith and Sharik's models)
-New Unit Mesh for F15 (American UU) (Rabbit,White's design)
-New Unit Mesh for Nuclear Submarine (C.Roland's design)
-Deleted gutenberg's print shop, Tsukiji fish market wonders.
-Hyapist changes: str dec to 4, +50% city defense
-Deleted Jet Bomber
-Gaelic Warrior changes: dropped Forest Promos; now +10% city attack, 25% w/drawl chance.
-Decreased strength of all wood ships (Ironclads should dominate wooden vessels, after all! And a frigate should never stand a chance against a modern destroyer.)
-Dropped sentry II from Aegis, increased tech requirement to composites
-Adjusted research/cash/culture sliders to 5% increments (thanks Pine)
-Settler Religion: Now only a 5% chance of religion spreading with new settler. It was too powerful and almost negated the need to spread your own religion from city to city, but the historical idea is still interesting, so I'm keeping it, just in a very weakened form.
-Fixed unit group sizes, melee/ranged wave sizes. (Hopefully this will stop the strange times combat ends with a unit still standing on one side or the other...)
-Rearranged upgrade paths for all gunpowder infantry units to correct odd upgrade options.
-Modified and balanced bonuses/strength of bazooka, SAM, Navy Seals, Mobile Inf., Mechanized Inf.
-Created nice new RealFort / Fort Promotion Icons. Modified the Fort1 - Fort3 bonuses.
-Rearranged Leaderheads/Civs so they appear in alpha order on menus.
-Decreased shock3 promotion to 35% (was 50%)
-Reworked TechConquest: Tech points granted now take into account: Game speed (longer games require more points but this was not factored in), population of defeated city, and how advanced the conquering civ is compared to the technology being learned. Primitive technologies are learned more easily, more advanced technologies will garner smaller gains.
-Incorporated TheLopez's Specialist Stacker Mod
-Incorporated Zuul's nifty Exotic Animals mod, with several changes.
-Added the TechWindow ModComp by SirRethcir
-Added the KillList mod by Roger Bacon, made modifications to allow killLists to carry across unit upgrades without needing random naming to keep them. Also records creation date, unit promotions, and upgrades.
-Updated and improved many of the unit/civ buttons
-Decreased the base cost for spies to sabotage improvements
-Increased animal and barbarian xp limits to 10 and 17 respectively.
-Increased max experience after upgrade to 17
-Increased unit damage, pop loss, building loss, and fallout from nukes. Nuclear war should be devastating, damnit.
-Decreased Nuke interception of SDI from 75% to 50%, 'cause come on, that thing is never going to work! Ha-ha!
-Increased all of the spaceship components' costs by 50%-100%. Achieving a spaceship victory should be much more difficult, especially with the longer tech in the late eras.
-Changed ancient temples: decreased commerce bonus from 5 to 3. Lasts for 5 turns then grants 1 time coin bonus like goody hut, then disappears.
-Corrected Cure for Cancer to be a world wonder (thanks PINE)
-Implemented "Jungle Burn": Any city founded WITHIN THE FIRST TEN turns of a game will have all jungle in the nine-square city border "burned" (removed). This is basically to allow fair starts in MP games for the unlucky civs that find themselves buried in the middle of the Amazon and stand no chance.
-Created Real Slavery: Adopting the slavery civic grants a 25% chance to enslave defeated land units as workers. Changing from the slavery civic frees the slaves and they are lost.
-Created Slave unit: single worker with 50% efficiency
-Incorporated TheLopez's Great People Combo Mod: Statesmen and Soldiers. (Doctors dropped); heavy customization done with graphics, attributes.
-New Building: Infrastructure -- created by great statesmen and provide multiple city bonuses.
-New Building: Military Academy -- +3 xp to all units created in this city. Built by Great Generals.
-11 New Techs, all in the industrial and modern eras. These were placed to help slow progression of the late game eras.
-Six new wonder buildings: Statue of Zeus, Art of Artillery, Fairchild Corp, Raytheon Corp, Lockheed Corp, MIL corp
-Six new wonder-based units: Medieval Infantry, Bronze Cannon, A-10 Thunderbolt, Mobile Sam, F117 Stealth, Mi26 Halo
-Incorporated appropriate changes from 1.61 Game patch, specifically with civic upkeep levels.
-Removed 12 Monkey's Re-Init Interceptor Mission mod as it's now included in the core game.


Version 2.23 -- Extensive additions to fill in existing framework of versions 2.0-2.2

-Added custom music for all 16 new leaderheads (total of 29 NEW diplomacy soundtracks, plus 11 others already included)
-Added new intro screen music, just for fun, and tweaked the title graphic. Good stuff.
-Added custom first contact text for all new leaderheads.
-Added civiopedia entries for: Barbarian Leader, Barbarian Tribe, carrack, ethiopian archer
-Added new promos from Perks & Promos: Defense 1-4, Shock 3, Cover 3, Sentry 3, Formation 2, 3.
-Worked on Flags...and worked, and worked. Fixed about dozen mistakes in the original implementation. Flags are now customized (and NOT WHITE!) for all 13 new civs. (Check out Carthage--love the alpha mask!)
-4 new ancient era soundtracks (brings total to 10)
-Changed UU's Stats for Ethiopian Archer, Babylonian Bowman, Macabee, Currah, Viking galley, Galic Warrior to make them more intersting, more useful, and more civ-appropriate.
-Changed Hyapist stats: str 5, city def 25%, cit att: 10%, does NOT require copper or iron (hope to balance this unit in the face of the much more powerful and useful axeman. Civs without Cop/Iron can still build this one.)
-Changed Magellan's Voyage: Global sea plot yield change dropped and coastal trade routes dropped, now grants +2 commerce per sea plot in this city and +2 trade routes in this city. Less powerful overall than before, but still a good wonder so still expensive.
-Modified Cultural decay to correct some odd behavior. Cities should no longer get stuck at one square borders. Also, min culture is now 10.
-Changed jails: now -25% war weariness AND +1 happiness. Bit more useful now.


Version 2.21 -- Patch to 2.2

-Deleted most of SuperCiv. Kept 14 civs, did extensive reworking of graphics, text, UU to improve quality.
-Removed camera angle changes & made an optional add-in
-Fixed gamefont_75.tga file problem. gamefont.tga remains beyond my capacity to understand,
but fortunately I got lucky and only using the one seems to have fixed the problems
with city icons not appearing.



Version 2.2 -- Huge Update! Fixes & Addins

-Added FexFX Endurance and Marathon Game Speeds
-Added Changed Camera Angles from FexFX
-Revamped Forest Replanting Method
-ReAdded GreatPeople
-Added Frenchman's Era Pics
-Added SuperCiv
-New Units: Nuclear Submarine, ALL UU's from SuperCIV
-Fixed Bonus book & tuna icons (boy was THAT confusing to fix...)
-Fixed Missing Wonder Movies
-Fixed Galley-->Caravel upgrade error
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod
-Modified Aztec and French UU's
-Incorporated ShowAttitude mod by Snaitf
-Pushed Biplane development back to Combustion
-Modified Commerce Icon for 5+ plot yield
-New Wonder: Magellan's Voyage
-Changed Privateers: cargo to 1, no settlers transported
-Resized Ancient Temple Bonus Resource
-Permanent alliances now allowed with Constitution
-Changed Leonardo's Workshop (now grants +1 spec. all cities)
-Reworked late game mechanized units and upgrade paths
-Explorers now upgrade to gunships
-Changed America's UU to F15 (late game, but strong)
-Fixed TechConquest Displayed to everyone error
-Tech trading pushed back to guilds
-Added Enhanced military advisor by SupremeOverlord
-Sorted Unit Lists
-Changed Fish Market, Gutenberg's to global wonders
-Changed Steel mill to national wonder
-Added Center Movies Mod
-Added Sevo's ShowBaseCommerce mod
-Disabled "Trading" of Ancient Temples
-Readded Navy Seal like Unit as non-UU.



Version 2.01
Fixed TXT_KEY_PROMOTION_FORT missing data
Fixed "Combat Odds: %" missing %
Fixed CulturalDecay (was broken by 1.52 patch upgrade)--Not certain yet
I need to be sure the decay is working the way it's supposed to now.
Details to follow.


Version 2.0 beta
Works under 1.52 atch
Added GreenMod (parts)
Added 5-Formations
Removed Random Events
Removed GreatPeople
Updated Plotlist, special screens, actual quotes, RIM, tech Conquest, etc
Play tested (haha)

Version 1.05
Fixed(??) to work under official 1.52 patch

Version 1.0 -- 5 mods added
Bhruic: Tech Conquest
12 Monkeys plot list enhancement
Snoop's Great people mod
Sevo's Civilopedia
Frontbrecher's Lost Units

Version 0.4 -- Fixed main screen diplomacy not-clickable
Fixed Info screen failure

version 0.3 -- 2 more mods added
12Monkeys: Intercept Mission Reinitialization mod
Zuul: Promotions Mod

version 0.1 -- Initial Release
Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
Scizor2120: Idea for Industrial Civ Changes
Frontbrecher: The extensive "Lost Wonders Mod"!
David Fidge: Random Events Mod
Snaitf: Show Attitude Mod
Requies: Special Domestic Advisor, Version 0.92
Special Foreign Advisor, Version 0.9
TheFourGuardians: UN Modification Mod
SpinDrift: Updated Denim Workers skin
Bhruic: Cultural Decay Mod
RealFort Mod

 
If you have any questions, comments, or problems with installation or instructions for this mod, please post them in the support thread.

Also, suggestions, feedback, and directionless rambling should go in the feedback thread.

Enjoy!


(and Don't Panic! :run:)
 
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