- Description: Improves all aspects in game, especially the lack of money problem and the lack of production on islands.
Changes v.1:
- Market gives +1 gold on river tiles.
- Lighthouse gives +2 food on water, Harbor +2 production and Seaport +2 gold.
- Because of Seaport, you can obtain more gold on water trade routes.
- Market, Bank and Stock Exchange give +3, +5 and +8 gold and each 25% yield.
- Happiness buildings give +4 instead of +2.
- Adjusted leaders flavors.
- Adjusted policies to make each one worthy.
- Beliefs give +2 yield instead of +1.
- Farms can be built on tundra and desert.
- Unique improvements give more yield.
- Settlers and Workers have 3 movement.
- Scout has 3 movement.
- Religious units and Great people have 4 movement.
- Tuned end units strength.
- Units heal 20/turn in friendly teritory, 15 in neutral and 10 in hostile.
- The minimum war duration is 10 turns.
- The denunciation expiration time is 30 turns, instead of 60.
- Barbarians are less aggressive.
And other small changes.
Changes v.2:
- Leaders are less sensitive to friends denunciations.
- Lumber mills can be build on jungle.
Changes v.3:
- Smarter AI.
- Updated buildings.
- Updated wonders.
- Unhappiness per city is 3 and per captured city is 6.
- The policy which reduce their cost on multiple cities is now -50% instead of -33%.
Changes v.3.1:
- All specialists give 3 yield.
Changes v.4:
- Mines can be built on grass, plains and tundra also. This helps the cities with poor hills and forest and increases the game pace.
Changes v.5:
- Quick speed is now Online! (2X Standard speed)
- More buildings have specialists.
Changes v.6:
-The improvements give +3 yield instead of +2:
All farms +1, at each Civil service and Fertilizer.
Mines and Lumber mills +1, at each Machinery and Replaceable parts.
Trading posts +1, at each Banking and Refrigeration.
Changes v.7:
- Units strength updated.
- The unique units have their strength 25% above their class.
Changes v.8:
- All units have the Defensive embarkation promotion to have the embarked strength roughly equal with their strength, like in Civilization VI. No need to escort them anymore!
- The end units have 3 movement, instead of 2.
Changes v.10:
- Siege units don't need setup anymore. This tedious task was eliminated.
- Helicopter doesn't require aluminium.
- Rocket artillery doesn't require aluminium.
- Nuclear submarine doesn't require uranium.
Changes v.11:
- Reduced warmonger penalties to help in a Domination game.
- The penalty for eliminating a civilization deleted. No need to stop the war to let the AI conquer the last city anymore.
Changes v.11.1:
- Ranged units acquire experience at the same rate as melee units.
Changes v.11.2:
- Carthage receives free lighthouses instead of harbors.
- Chariot archer doesn't require horses.
Changes v.12:
- Military units which had 2 movement, now have 3. Wars are more fun!
Changes v.12.1:
- Leaders Flavors updated.
- Open borders is available at Writing.
Changes v.14:
- Unique buildings tweaked, to make all powerful.
- Buildings flavors tweaked.
- Lancer doesn't require horses.
Changes v.15:
- Leaders traits updated.
- Trireme and Galleass can enter ocean after astronomy.
- Culture from happiness is 100%, to encourage tall play.
Changes v.16:
- Promotions updated. The Cavalry doesn't have the penalty for attacking cities anymore.
- Giant death robot has attack bonus vs cities. No need to escort it with artillery anymore. It costs double.
- Greece has the decreasing influence with city states only 25% better (was 100%), to prevent the weird situations when you can't obtain diplomatic victory with Greece in game.
- Congress resolutions updated.
Changes v.17:
- The cost for purchasing land units with faith was reduced by 4X.
- The beliefs about wonder building and purchasing land units with faith work in all eras.
- City processes are 50% (instead of 25%), to not waste them.
Changes v.18:
- Units strength tweaked.
Upgrading a unit roughly doubles its strength, to avoid boring wars with units at the same power. Much like in Civilization VI.
Changes v.20:
- Civilizations traits, Unique buildings and Unique improvements do the same things, but they are much more powerful.
Changes v.21:
- Brazilwood camp (provides science) and Chateau - cathedral (provides culture) are buildable by any civilization.
Changes v.22:
- Reduced the policies cost, to make getting them easier.
Changes v.23:
- Giant robot, XCOM and Stealth bomber moved one step earlier in the tech tree, to have time to use them. Like in Civ 6.
- Requires: Both expansion packs.
- Installation: Copy over in the game's installation folder.
- Other recommended mods:
Civilization IV Diplomatic Features
InfoAddict
More luxuries
Small resource icons
SmartAI
Yet (not) another map pack.
Enjoy!
Changes v.1:
- Market gives +1 gold on river tiles.
- Lighthouse gives +2 food on water, Harbor +2 production and Seaport +2 gold.
- Because of Seaport, you can obtain more gold on water trade routes.
- Market, Bank and Stock Exchange give +3, +5 and +8 gold and each 25% yield.
- Happiness buildings give +4 instead of +2.
- Adjusted leaders flavors.
- Adjusted policies to make each one worthy.
- Beliefs give +2 yield instead of +1.
- Farms can be built on tundra and desert.
- Unique improvements give more yield.
- Settlers and Workers have 3 movement.
- Scout has 3 movement.
- Religious units and Great people have 4 movement.
- Tuned end units strength.
- Units heal 20/turn in friendly teritory, 15 in neutral and 10 in hostile.
- The minimum war duration is 10 turns.
- The denunciation expiration time is 30 turns, instead of 60.
- Barbarians are less aggressive.
And other small changes.
Changes v.2:
- Leaders are less sensitive to friends denunciations.
- Lumber mills can be build on jungle.
Changes v.3:
- Smarter AI.
- Updated buildings.
- Updated wonders.
- Unhappiness per city is 3 and per captured city is 6.
- The policy which reduce their cost on multiple cities is now -50% instead of -33%.
Changes v.3.1:
- All specialists give 3 yield.
Changes v.4:
- Mines can be built on grass, plains and tundra also. This helps the cities with poor hills and forest and increases the game pace.
Changes v.5:
- Quick speed is now Online! (2X Standard speed)
- More buildings have specialists.
Changes v.6:
-The improvements give +3 yield instead of +2:
All farms +1, at each Civil service and Fertilizer.
Mines and Lumber mills +1, at each Machinery and Replaceable parts.
Trading posts +1, at each Banking and Refrigeration.
Changes v.7:
- Units strength updated.
- The unique units have their strength 25% above their class.
Changes v.8:
- All units have the Defensive embarkation promotion to have the embarked strength roughly equal with their strength, like in Civilization VI. No need to escort them anymore!
- The end units have 3 movement, instead of 2.
Changes v.10:
- Siege units don't need setup anymore. This tedious task was eliminated.
- Helicopter doesn't require aluminium.
- Rocket artillery doesn't require aluminium.
- Nuclear submarine doesn't require uranium.
Changes v.11:
- Reduced warmonger penalties to help in a Domination game.
- The penalty for eliminating a civilization deleted. No need to stop the war to let the AI conquer the last city anymore.
Changes v.11.1:
- Ranged units acquire experience at the same rate as melee units.
Changes v.11.2:
- Carthage receives free lighthouses instead of harbors.
- Chariot archer doesn't require horses.
Changes v.12:
- Military units which had 2 movement, now have 3. Wars are more fun!
Changes v.12.1:
- Leaders Flavors updated.
- Open borders is available at Writing.
Changes v.14:
- Unique buildings tweaked, to make all powerful.
- Buildings flavors tweaked.
- Lancer doesn't require horses.
Changes v.15:
- Leaders traits updated.
- Trireme and Galleass can enter ocean after astronomy.
- Culture from happiness is 100%, to encourage tall play.
Changes v.16:
- Promotions updated. The Cavalry doesn't have the penalty for attacking cities anymore.
- Giant death robot has attack bonus vs cities. No need to escort it with artillery anymore. It costs double.
- Greece has the decreasing influence with city states only 25% better (was 100%), to prevent the weird situations when you can't obtain diplomatic victory with Greece in game.
- Congress resolutions updated.
Changes v.17:
- The cost for purchasing land units with faith was reduced by 4X.
- The beliefs about wonder building and purchasing land units with faith work in all eras.
- City processes are 50% (instead of 25%), to not waste them.
Changes v.18:
- Units strength tweaked.
Upgrading a unit roughly doubles its strength, to avoid boring wars with units at the same power. Much like in Civilization VI.
Changes v.20:
- Civilizations traits, Unique buildings and Unique improvements do the same things, but they are much more powerful.
Changes v.21:
- Brazilwood camp (provides science) and Chateau - cathedral (provides culture) are buildable by any civilization.
Changes v.22:
- Reduced the policies cost, to make getting them easier.
Changes v.23:
- Giant robot, XCOM and Stealth bomber moved one step earlier in the tech tree, to have time to use them. Like in Civ 6.
- Requires: Both expansion packs.
- Installation: Copy over in the game's installation folder.
- Other recommended mods:
Civilization IV Diplomatic Features
InfoAddict
More luxuries
Small resource icons
SmartAI
Yet (not) another map pack.
Enjoy!