MOD: STRATEGIC RIVERS
Version 1.0
Euphrates, Tigris, Nile, Jangtseekiang, Danube, Mississippi, the Amazon. These rivers have entered the cultural memory of nations and have marked the history of their residents. Wars were fought to control rivers. Whole armies were drowned in its waters. Trade and culture followed their course. Rivers are the lifeblood of humanity.
Version 1.0
Euphrates, Tigris, Nile, Jangtseekiang, Danube, Mississippi, the Amazon. These rivers have entered the cultural memory of nations and have marked the history of their residents. Wars were fought to control rivers. Whole armies were drowned in its waters. Trade and culture followed their course. Rivers are the lifeblood of humanity.
This mod tries to give the strategic importance of rivers in the game Civilization validity.
New features:
Ships now can sail on rivers. Uses your fleets to explore new terrain, to quickly move troops and units, and to block the trading of your opponents!
Rivercrossing for units is now limited. Find and conquer the few river fords where your armies can cross rivers. Teach them to swim or build bridges to conquer those proud waters!
Build mighty river forts to protect your cities from foreign fleets!
Utilizes the diversity of life in the rivers. Fish, crawfish, alligators and the famous sturgeon caviar are important resources, that will make your cities richer and your trade prosperous!
Download here: http://www.atomicgamer.com/file.php?id=98722
Details:
Two new resources: alligator and caviar.
Two new strategic resources: beach (required for the construction of swimming areas) and river ford (allows the crossing of rivers).
A new promotion: river crossing. Allows units to cross rivers. Requires the technology "fishing".
A new building: swimming area - Gives all new units the promotion “river crossing”. Requires either a beach in the city vincinity or an aqueduct. Requires the technology "fishing".
A new wonder: “National project swimmingclasses”. Adds a swimming area to all cities.. Requires the technology "military tradition".
A new unit: river workers. Can work riverfields. Requires the technology "Mathematics".
Two bridges - wooden bridge and railway bridge. They allow uits to cross rivers and give the same bonus to unitmovement as roads or railways. Note: Can only be built at a distance of 3 fields to each other!
New improvement: river fortress. Gives a defensive bonus and can only be built on the river areas. Note: Can only be built at a distance of 4 spaces to each other.
Small rule changes:
Spoiler :
No cityfounding on rivertiles - except on river fords.
Ships have twice as many movement points. Oceancrossing now takes two movement points.
Ships movement on rivers is not diagonal, but they generally follow the river course (unfortunately there are execptions to this rule unter certain circumstances – e.g. When two rivers flow directly next to each other)
Ships can also blockade rivertiles and plunder on them.
Mines can not be built on the river areas.
Fish and crabs can also occur in rivertiles. Accordingly, work boats can build fishing on rivertiles.
The construction of fishing nets no longer kills work boats and river workers.
Cities next to rivers can also train ships. They can also build various buildings such as ports and dry docks.
Land units cannot fortify and sleep on rivertiles unless there is a riverfortress.
Forts and riverfortresses now spread your cultural imfluence (Superfort Mod).
Forts and riverfortresses flow can be bombarded (Superfort Mod)
Ships have twice as many movement points. Oceancrossing now takes two movement points.
Ships movement on rivers is not diagonal, but they generally follow the river course (unfortunately there are execptions to this rule unter certain circumstances – e.g. When two rivers flow directly next to each other)
Ships can also blockade rivertiles and plunder on them.
Mines can not be built on the river areas.
Fish and crabs can also occur in rivertiles. Accordingly, work boats can build fishing on rivertiles.
The construction of fishing nets no longer kills work boats and river workers.
Cities next to rivers can also train ships. They can also build various buildings such as ports and dry docks.
Land units cannot fortify and sleep on rivertiles unless there is a riverfortress.
Forts and riverfortresses now spread your cultural imfluence (Superfort Mod).
Forts and riverfortresses flow can be bombarded (Superfort Mod)
Disclaimer / Warning:
The AI ​​understands and uses the rule changes and implications. However, the game becomes quite slow, especially if the maps are large and the AI is involved in ​​many wars.
This mod can be used like you wish in other mods, please give credit to me.
To Dos / Help wanted:
This mod is working progress. Ideas and help are much appreciated! Especially with graphics...
Spoiler :
The AI configuration must be revised, since it tends to be very slow.
I'm not a graphic designer, therefore I would be grateful, if someone would look at the graphics of various elements (in particular fishing nets on rivertiles, the graphics for the beach, river ford, swimming area, etc.)
As english is not my motherlanguage, there may be mistakes in the texts for the civilopedia and such. Other languages except german arent yet included. So if someone feels like helping here...?
I'm not a graphic designer, therefore I would be grateful, if someone would look at the graphics of various elements (in particular fishing nets on rivertiles, the graphics for the beach, river ford, swimming area, etc.)
As english is not my motherlanguage, there may be mistakes in the texts for the civilopedia and such. Other languages except german arent yet included. So if someone feels like helping here...?
Potential future enhancements:
Spoiler :
Different rivertiles and -graphics, such as for example: Waterfalls, rapids, dams, etc.
Straightening of the river - over time most of the rivers have been straightened to make them navigable. This could also be done in the game.
River pollution: Due to the industrial revolution rivers were heavily polluted. This could also be in the game, e.g. by penalty points for food and trade. Should have appropriate graphics.
Cultural growth: culture should spread faster on riverbanks and grow more slowly when crossing rivers. This simulates that rivers often are natural boundary lines.
More ...?
Straightening of the river - over time most of the rivers have been straightened to make them navigable. This could also be done in the game.
River pollution: Due to the industrial revolution rivers were heavily polluted. This could also be in the game, e.g. by penalty points for food and trade. Should have appropriate graphics.
Cultural growth: culture should spread faster on riverbanks and grow more slowly when crossing rivers. This simulates that rivers often are natural boundary lines.
More ...?
Credits:
Spoiler :
Special thanks to Red Key for his Super Forts Mod: http://forums.civfanatics.com/showthread.php?t=444512&highlight=Super+Forts - a great inspiration and a basis for various elements in this mod!
Thanks also to Orion Veteran, Patar and Refar for their Sea Bridge Mod, the basis for the bridges in this mod! Thank you!
Thanks to Walter Hawkwood for the new fortress, which is used in this mod!
Thanks to The Coyote for his carp resource, which is the basis for the caviar-resource.
vincentz made the alligator, so a big thank you for that!
If I have to thank other people whose work I have used in recent months, without thinking about it now, then please send me a short message!
Thanks also to Orion Veteran, Patar and Refar for their Sea Bridge Mod, the basis for the bridges in this mod! Thank you!
Thanks to Walter Hawkwood for the new fortress, which is used in this mod!
Thanks to The Coyote for his carp resource, which is the basis for the caviar-resource.
vincentz made the alligator, so a big thank you for that!
If I have to thank other people whose work I have used in recent months, without thinking about it now, then please send me a short message!
Finally, a thanks to all who have written the tutorials. 6 months ago I had no idea of ​​modding and didnt know any programming. Only thanks to you I've gotten the motivation to sit and learn this stuff and do this mod!
Download: http://www.atomicgamer.com/file.php?id=98722
Any comments, bug-reports, helping hands, ideas are highly welcomes
Attachments
-
Barbarenschiff.jpg173.6 KB · Views: 4,007
-
3 new recources.JPG318.9 KB · Views: 3,967
-
Allowed Rivermovement.JPG282.1 KB · Views: 3,083
-
beschädigtes Schiff auf Fluss Brücke.jpg168.2 KB · Views: 2,722
-
Blockade.jpg161.6 KB · Views: 2,824
-
Civ4ScreenShot0000.JPG187.3 KB · Views: 2,657
-
Exploring.jpg214.1 KB · Views: 2,239
-
No Rivermovment.JPG259.5 KB · Views: 2,153
-
Flussfestung Krokodil und Schiff auf Fluss.jpg169.9 KB · Views: 2,482
-
Seeschlacht Brücken Flussfestung.jpg164.7 KB · Views: 2,449