Unbalanced civilizations Mod

LateGameWarMong

Warlord
Joined
Jul 28, 2008
Messages
115
I mentioned I had made a mod with some civs with no leader traits, no UU, no UB, and some with every UU/UB/ trait, and some inbetween (amalgams of other civs), someone said they'd like to try it, so here it is.

Acknowledgements:
http://forums.civfanatics.com/downloads.php?do=file&id=9588
The Coyote, this uses his YF-23 model

It uses a B-52 model, I think one of Snafusmiths
http://forums.civfanatics.com/downloads.php?do=file&id=11390

Also, please no accusations of racism - the civs are unbalanced yes, but if one civ is superior to another, it is not meant to portray the people of those lands, IRL are superior or inferior.

Ok, now that that is out of the way, the mod:

First, the Civs:
On the low end of the scale: the barbarian civilization.
The Barbarian Civ has no UU, no UB, no starting techs, and its leader has no traits...
Play this if you want more of a challenge.

On the other end of the scale:
The Atlantean civ/The Fascist Empire:
1 leader, this leader has every trait (behavior, and everything else other than the name and traits for the Atlanteans are based off of Bismarck- but with reduced probability of going to war, the Fascists are based off of Shaka's personality, with an increased desire to trade techs and some other tweaks, portrait changed to Mao Zedung).
Every building/unit that has a Unique version of it, the Atlanteans/Fascists get one, I won't go into every detail, but the Fascists are meant to be more militaristic.
Atlantis gets Stele, fascists get totem (giving experience, useful for military). Atlantis gets a Rathaus, fascists get a Sacraficial altar (for faster whipping of soldiers- altar is tweaked to be -60% maintenence).
Also, fascists get their own UB Jail, which gives -50% war unhappiness (combine with rushmore and police state.... war doesn't affect you).
Atlanteans have a UB Palace, as do the fascists, they have reduced commerce production, but give free specialists.

Various Amalgam civs (such as the African Union, combining the Zulus, ethiopians, and Mali, or the "European Union"), which have all the leaders of their constituent civs available, and they have all the UU, UB, and starting techs of their constituent civs.
Some civs became the amalgam (such as rome, merged with byzantium), while others the Amalgam was added in addition to the constituent civs (like the European union vs, spain, england, germany, etc)


Many UU changes:
Many were given free promotions to replace part of their bonus, but those changed more than this are noted:

Praetorian cost increased 10/9 (45->50) and base strength reduced to 7, now gets some free promotions (march, city garrison, combat 4)

Phalanx: free formation promotion (now more like a spearman on the attack against chariots as well :)

Jaguar: city attack bonus removed, base strength increased to 6.

Holkan: made cheaper.

Dog Soldier: made cheaper

Skirmisher: 2 movement points, mobility
Oromo Warrior/ Musketeer: Basically reversed, Oromo gets 2 movement points (and mobility added), Musketeer gets 2 drill promos, 1 movement point.

Viking Longboat: galley that can cross ocean (think earlier Carracks!)- after all, the Vikings made it to North American hundreds of years before Columbus.

Additionally, some tweaking of first strikes to make the difference between units of different eras greater.

Missile Cruisers can intercept aircraft.

Stealth destroyer is now just submarine level stealth, has good retreat odds, sentry, first strikes, and interception chance.

Privateer strength increased to 7
Frigates +10% vs privateers.
Indiamen, Ships of the lines, given bonuses vs privateers.
Ship of the line also given bonus vs galleons.
Ironclads given large bonus vs Privateers, Ship of the line, Frigates.
Destroyers and battleships can be built with coal.

New Units
Jet Bomber
Stealth Fighter
Rogue Submarine (Like a privateer Submarine)- slightly weaker, more expensive than normal submarine
Rogue Attack Submarine (Like a privateer Nuclear Submarine) - more expensive than normal attack sub
Ballistic Missile Submarine (upgrade of the Submarine, that can still carry nukes)

Troop Transport Helicopter - a Land transport: can carry 2 marine/Seal/Guerilla fighter Squads, 6 movement points, weaker than gunship with no bonus against armor.

Guerilla Fighter: can only be seen by other Guerilla fighters, Spies, marines/seals.
Cannot capture cities, like a land privateer - hidden nationality, and always hostile.

Prophets: Can only be built by city with the holy shrine- cheaper than missionaries, with a higher chance of spreading the religion

Evangelists- Replace missionaries- available after "mass media"

New buildings/building changes
Many buildings now give a fixed bonus, in addition to their % bonus, for example, forges give +2 hammers and +25% hammers.

Fusion Power plant: +2 hammer, + 2 food, +2 commerce, +10% hammers - provides clean power, no resources required, cheaper than nuclear plants, no chance of meltdown.

Nuclear Power plant: meltdown chance reduced 10x

The unhealthiness penalties of factories have mostly been transfered to coal/shale plants, which obsolete with fusion.

Power provides +1 health, not -2, dirty power provides -5 (to a sum of -4, as before)

Terrace: gives +2 food, rather than a culture boost.

UBs do not obsolete.

Airports give +4 exp for Air units AND Helicopter units.

Settled Specialists give higher bonuses, specialists buildings added/tweaked to be better.

Sun Tzu's art of War added: like an early pentagon, requires writing, library.

Inflation is gone

Quests are now much more common, like wonders, there will probably be too many for you to complete (choose those which suit you best)

Might be fun for some of you to try for 1 game, if you are good, play as the Barbarians, if your a noob, play as the atlanteans/fascists.
 

Attachments

  • WarMongerMod.zip
    430.8 KB · Views: 140
Cool, thanks!

...however...

Please break it down and explain to the Bumbling Fool of Downloading Ineptness (yours truly) exactly how to load it so it'll run. I could probably try to describe what steps I took, if you want a good laugh, but let's just say my way didn't work.

Thanks!
 
Drop it in the Civ IV-> Beyond the Sword -> Mods folder

Start the game, select load a mod, select WarMongerMod.

Then play as the Barbarian civilization, and make sure one of your enemies is the fascist civilization.
Try to Survive (unless you are playing warlod/cheiftain, something like that).

If left to his own continent, the fascist leader will usually either destroy the other civs on its continent, or make them his vassals.

My change to the quest events hasn't had the desired effect, I need to look into what I did wrong.

Also, after my latest revision, I did have it crash once at the end of the turn, but I just played it for two hours and was unable to replicate it... (I also didn't get any quests, and the quests file was the only significant revision I made... hmmm)
 
Okay, ths is progress, I suppose...

The first time I tried to download it (before my cry for help), I unzipped the folder and moved it where it needed to go. I did put it in the right place (yay go me I'm so smrt!), then started the game, loaded the mod, and... a bajillion error messages. Closed out my locked-up BTS, came here, whined, waited, saw advice, tried again. The only thing I did different the second time was moving the folder to where it needed to be and then unzipping it. This time I loaded the mod, it let me start up, but everything in the start-game menu looks exactly like normal BTS- no mention of the modded civs or anything.

Like I said, progress... I guess... :confused:
 
I guess I should have said you have to unzip it.

it should look like normal, except with the "unload mod" option replacing the "load a mod" option.

However... if you go to start a game, you should see different civs to select from (they may be at the bottom of the list)

Or you could go to to the civilopedia, and look at the list of civs, or the praetorian stats, etc.

If everything is the same.... then there is something wrong with the folder structure....

Do you see mods->WarMongerMod->Assets ->(two folders) Art and XML
Art-> Units -> (two folders) YF23 and B52

XML-> A whole bunch of stuff.

Also, tell me what the size of the Unzipped folder is...
The zipped folder on my computer is much smaller than the expanded one, suspiciously small...

I may not have prepared the file right.


The other question is what version I of BTS are you running, and what version does it work with
 
FWIW, I took a stab at this and got nonstop XML errors. In fairness, I have trouble with most mods, however.
 
Hrmmpppp.....
I guess I don't know what I need to do to be able to distribute what works in my computer.

What is the un-zipped folder size, as you see it.

I'm assuming since the files are all readable with a text editor, that they are the same for Macs and PCs (I'm using an intel mac).
 
Been trying to get around to checking it out and answering, but it looks like it'll have to wait until the weekend. 11-hour workdays plus 6 kids equals not much time left over for Civving.:crazyeye:
 
I'm thinking of changing one of the names of the Religions to "Aqua Buddhism".
(this is a reference to hilarious developments in the US senate election in Kentucky)

But Which religion do I strike from the game to make room for Aqua Buddhism? seems getting rid of one religion but not the other is not fair.....

So maybe I'll get rid of them all, and replace them with Pastafarianism (AKA, the church of the Flying Spaghetti monster)...

Any other good ones?
The church of the Invisible Pink Unicorn:http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn
"Invisible Pink Unicorns are beings of great spiritual power. We know this because they are capable of being invisible and pink at the same time. Like all religions, the Faith of the Invisible Pink Unicorns is based upon both logic and faith. We have faith that they are pink; we logically know that they are invisible because we can't see them."

Ok, 3 down, 4 to go....
Russel's Teapotism
http://en.wikipedia.org/wiki/Russell's_teapot

3 to go....
Religious parody is hard.....

"Last Thursdayism" (The Universe was created last thursday, god gave us memories of time before that to fool us, just like fossils fool us that the earth is older than 7 days)

2 to go...
Fonzi-ism : AYYYYY!

Jedi-sim : and the force is strong with the Atlantean civilization!

Oh yea, these changes are going in the next iteration.


Hmmm, maybe I should draw from south park,
3 "religions" can be:
Unified Atheist League
United Atheist Alliance
Allied Atheist Alliance (how to get a sea otter leaderhead.... hmmm)
 
Okay...

The WarMongerMod folder looks pretty much like you desribed it, but there's also a folder called _MACOSX that has all the same stuff in it. Like, there's a WarMongerMod folder inside the _MACOSX folder inside the WarMongerMod folder. Hope that makes sense.

The zipped folder is 431K and unzipped it's 6.5meg. And I don't know what version of BTS I had, because I finally got around to downloading the 3.19 patch. So that's what I'm running now, anyway, but there's still no difference that I can see as far as the mod working.
 
Hmmm, may be a mac vs pc thing, I would try taking the most basal "WarMongerMod" folder (the one inside the mac OSX folder, inside the warmongermod folder), and placing that one directly in your mods folder.
If that doesn't work, try making your own folder (you can really call it anything) within the mods folder, and copying the "assets" folder from the war monger mod into it.

If that doesn't work, I am completely out of ideas.
If it does work, I'll upload my latest iteration.

In latest iteration:
Added a "Synthetic Fuel" Resource. This is what Standard Ethanol provides. Also, if you get Fusion Tech, you can build a Synthetic Fuel plant, which also provides the resource.
Coal and Oil resources are obsoleted by fusion, meaning their health penalties go away (railroad now requires Iron, not Coal). All Oil using units can also be built with Synthetic Fuel.
Genetics: +1 food in Farms, Pastures, Plantations.
Ecology:+1 food in Camps, fishing boats.
Forest preserve split into Forest preserve, and Jungle Preserve - Jungle preserve is identical to forest preserve, except it adds +1 food to the plot.

Tank/Panzer Strength increased to 30, requires factory, and also artillery and combustion.
Added Early_Tank class (in game displayed as "Armored Vehicle"), requires only assembly line (not industrialism), railroad, and rifling.
24 strength, +10% vs gunpowder units, 1 movement point (uses the CharBis tank model from RoadToWar mod)
Most modern Units require Military Science.
Fighter Interception chance reduced to 80%
UU Fighter added: P-51 for America (and Amalgam civs containing American UU/UB), 7 range, starts with Range1(bringing range to 8, same as a bomber).
Bomber requires assembly line
Jet fighter, Jet bomber require computers (jet fighter now called Advanced Jet Fighter)
Added "Turbojet fighter", Requires Rocketry, Industrialism, Radio - 18 strength, 90% interception chance, 5 range (less than a fighter, does not obsolete fighter).
Uses Meteor model found in Road to War Mod
Added Me 262 Unique Unit for Germany (and Amalgam civs that contain Germany), starts with combat 1, interception 1 (bringing interception chance to 100%)
Does not require Industrialism tech (but does require assembly plant, and therefore assembly line tech)
Uses Me262 model found in the Road to War mod.
Note the difference between the P51 fighter (range 8 default) and the Me-262/Turbojet fighter(range 5 default)
Added Attack Helicopter (uses Ka50 graphics, forgot by who, just search on this site for a Ka50), requires composites (in addition to what the gunship needs), 28 strength, 5 movement points- 20% chance of intercepting aircraft.
 
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