Global rebel sentiment calculated based on total city population.
Kings REF grows slightly slower, although it can still be large if large bells are being produced. It will likely be 1:1.5 (REF) instead of 1:2.5 (REF) on average, making it more beatable.
Due to the REF increase, the AI can now beat the kings forces, however this only seems to happen about half of the time, before I have never seen the AI win against their king.
Education time no longer grows, as this "does not make sense" (unless people are getting dumber). Initial training time is higher, but it equates to 1 turn with a university and a "free" colonist.
Warehouse expansion now acts as a custom house (100% return), though boycotted goods still cannot be sold. (Initial cost is higher).
Dock adds +3 (instead of +2) food, so (8 for expert fishermen, +7/8 for expert farmers on grassland).
Mine adds +2 Ore, ex: 4 (base) +2 (mine) = 6 * 2 (expert) = 12; Same as master blacksmith use on shop or ironworks. Therefor we have a 12:12 exact ratio, rather than a 2 ore loss per turn. Exact balance.
Lodge adds +2 Lumber, ex: 6 (average) + 2 (lodge) = 8 * 2 (expert) = 16, so 16:12 ration, roughly 1.4 master capenters. But a low (average light) forest yields 4 lumber, so 4 + 2 = 6 * 2 (expert) = 12, so a perfect 12:12 ratio.
Immigration "balanced" at end game. Game speed no longer effects tool/gun requirements, it just effects the months in a year.
Marathon is now much longer. Large cities can now eventually reach 100% sentiment.
This mod uses a new CvGameCoreDLL.dll and various XML files. No python was added.
FROM README.TXT
Installation:
-Create a Mods folder, it should be located in the "Sid Meier's Civilization IV Colonization" folder.
Example: (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods)
-Copy the CivBalance folder into the "Mods" folder.
Example: (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\CivBalance)
-Start the game, select "advanced", and select "load mod". Choose the CivBalance mod. Play your new game.
How it was made:
-Education and REF were edited in the GlobalDefines.xml, the city rebel calculation was done in the C++ SDK.
Kings REF grows slightly slower, although it can still be large if large bells are being produced. It will likely be 1:1.5 (REF) instead of 1:2.5 (REF) on average, making it more beatable.
Due to the REF increase, the AI can now beat the kings forces, however this only seems to happen about half of the time, before I have never seen the AI win against their king.
Education time no longer grows, as this "does not make sense" (unless people are getting dumber). Initial training time is higher, but it equates to 1 turn with a university and a "free" colonist.
Warehouse expansion now acts as a custom house (100% return), though boycotted goods still cannot be sold. (Initial cost is higher).
Dock adds +3 (instead of +2) food, so (8 for expert fishermen, +7/8 for expert farmers on grassland).
Mine adds +2 Ore, ex: 4 (base) +2 (mine) = 6 * 2 (expert) = 12; Same as master blacksmith use on shop or ironworks. Therefor we have a 12:12 exact ratio, rather than a 2 ore loss per turn. Exact balance.
Lodge adds +2 Lumber, ex: 6 (average) + 2 (lodge) = 8 * 2 (expert) = 16, so 16:12 ration, roughly 1.4 master capenters. But a low (average light) forest yields 4 lumber, so 4 + 2 = 6 * 2 (expert) = 12, so a perfect 12:12 ratio.
Immigration "balanced" at end game. Game speed no longer effects tool/gun requirements, it just effects the months in a year.
Marathon is now much longer. Large cities can now eventually reach 100% sentiment.
This mod uses a new CvGameCoreDLL.dll and various XML files. No python was added.
FROM README.TXT
Installation:
-Create a Mods folder, it should be located in the "Sid Meier's Civilization IV Colonization" folder.
Example: (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods)
-Copy the CivBalance folder into the "Mods" folder.
Example: (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\CivBalance)
-Start the game, select "advanced", and select "load mod". Choose the CivBalance mod. Play your new game.
How it was made:
-Education and REF were edited in the GlobalDefines.xml, the city rebel calculation was done in the C++ SDK.