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.
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.