This mod changes the starting technologies of all civilizations depending on
their starting location and the immediate surrounding location. For instance
if the starting plot for a civilization is immediately next to coastal and
grassland plot, plus near ocean plots and maybe some plains then their starting
technologies could be fishing and hunting. Six vectors are used to calculate
the starting technologies:
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
- River plots (thanks Shqype for pointing that out )
- Leader traits
Each vector has a configurable weight value as well.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Localized Starting Techs Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
-----Notes to Modmakers-----
If you want to use the Localized Starting Techs Mod in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections are
enclosed by start and end tags.
In the Python files I have added # < Localized Starting Techs Mod Start > and
# < Localized Starting Techs Mod End > in all of the places that I have made
changes to the original files.
All I ask is that you give me credit.
-----Version Information-----
-----v0.3------
- Added the configurable options allowing players to exclude leader traits when
calculating the localized starting technologies for a civilization.
- Added the configurable options allowing players to increase or decrease the
impact that the leader trait should have when calculating the localized
starting technologies for a civilization.
- Updated the codebase to allow leader traits to influence the starting
technologies for the players in the game.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Stone-D
[TAB]SD-Toolkit
[TAB][TAB]
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
- Bisonbison
[TAB]
[TAB]For proposing the idea for this mod
- Ornen
[TAB]For proposing the idea that leader traits should influence starting
[TAB]technologies
- Testers
[TAB]Shqype, White Rabbit, woodelf and Civmansam
their starting location and the immediate surrounding location. For instance
if the starting plot for a civilization is immediately next to coastal and
grassland plot, plus near ocean plots and maybe some plains then their starting
technologies could be fishing and hunting. Six vectors are used to calculate
the starting technologies:
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
- River plots (thanks Shqype for pointing that out )
- Leader traits
Each vector has a configurable weight value as well.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Localized Starting Techs Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
-----Notes to Modmakers-----
If you want to use the Localized Starting Techs Mod in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections are
enclosed by start and end tags.
In the Python files I have added # < Localized Starting Techs Mod Start > and
# < Localized Starting Techs Mod End > in all of the places that I have made
changes to the original files.
All I ask is that you give me credit.
-----Version Information-----
-----v0.3------
- Added the configurable options allowing players to exclude leader traits when
calculating the localized starting technologies for a civilization.
- Added the configurable options allowing players to increase or decrease the
impact that the leader trait should have when calculating the localized
starting technologies for a civilization.
- Updated the codebase to allow leader traits to influence the starting
technologies for the players in the game.
Spoiler :
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Stone-D
[TAB]SD-Toolkit
[TAB][TAB]
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
- Bisonbison
[TAB]
[TAB]For proposing the idea for this mod
- Ornen
[TAB]For proposing the idea that leader traits should influence starting
[TAB]technologies
- Testers
[TAB]Shqype, White Rabbit, woodelf and Civmansam