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[MOD] Phoenix mod 1.05 2016-10-05

Phoenix rebalancing mod for Civ4Col

1. Changes compared to original
- REF now is much bigger at start of game and grow linear in game, not depending on Liberty Bells at all.
REF grow depends only on time, King's attitude and difficulty level
- Incorporated my CustomHouse mod (http://forums.civfanatics.com/showthread.php?t=293228)
- Education speed in your cities is stable at not increased over time, but initially is slower then in original game
- incorporated many changes from the the great Dale/Snoopy PatchMod (http://forums.civfanatics.com/showthread.php?t=293253):
Spoiler :

* FIX: King will not demand gold during WoI
* FIX: King will not rise tax during WoI
* FIX: AI will build up army preparing to WoI
* FIX: Allow education of mutiple students in single turn
* FIX: show info about immediate pece with natives for FF who 'strength relatives with natives'
* FIX: regenerate map does not reset REF
* FIX: Terrain double movement from promotions does not work (eg: Swamp Fox II doesn't apply to marsh even though it is set to).
* FIX: Europe sea zone now removed from map when plot erased (bug in Map Regeneration where a land tile could become a europe tile).
* FIX: Units don't unstack when entering native training (first colonist out can't move till second complete bug).
* FIX: Ships don't unstack when going to/from Europe (first ship returning can't move till second returns bug, and ship stuck in Europe bug).
* FIX: Defensive bonus for armed natives reversed as matched to unarmed natives (mounted/unmounted reversed).
* FIX: AI does not use King's transports after turn 90 for treasures, even if it still doesn't have a galleon.
* FIX: AI does not consider treasure on other continents (thus doesn't load them and remove them to Europe).
* FIX: incorrect defencive bonuse for armed braves and mounted braves
* ADD: different berth for units (treasure has six, so can be transported only by galleon)
* IMPROVE: AI now is more active buid up army both for ingame wars and WoI.
* IMPROVE: Randomized starting locations for players and increased distances
* IMPROVE: In first 20 turns it's impossible to start war.
* IMPROVE: Colonist can be added to city even with not full moves.
* IMPROVE: Natives only change desired good when supplied with that good (previously was any good would reset desired good).
* IMPROVE: Converted natives can't learn new professions.



2. Installation

Unpack mod archive to game mod files ( "your documents folder"\My Games\Sid Meier's Civilization IV Colonization\MODS\)

3. Changelist

v1.05
Added many changes from PatchMod
Spoiler :

* FIX: King will not demand gold during WoI
* FIX: King will not rise tax during WoI
* FIX: AI will build up army preparing to WoI
* FIX: Allow education of mutiple students in single turn
* FIX: show info about immediate pece with natives for FF who 'strength relatives with natives'
* FIX: regenerate map does not reset REF
* FIX: Terrain double movement from promotions does not work (eg: Swamp Fox II doesn't apply to marsh even though it is set to).
* FIX: Europe sea zone now removed from map when plot erased (bug in Map Regeneration where a land tile could become a europe tile).
* FIX: Units don't unstack when entering native training (first colonist out can't move till second complete bug).
* FIX: Ships don't unstack when going to/from Europe (first ship returning can't move till second returns bug, and ship stuck in Europe bug).
* FIX: Defensive bonus for armed natives reversed as matched to unarmed natives (mounted/unmounted reversed).
* FIX: AI does not use King's transports after turn 90 for treasures, even if it still doesn't have a galleon.
* FIX: AI does not consider treasure on other continents (thus doesn't load them and remove them to Europe).
* FIX: incorrect defencive bonuse for armed braves and mounted braves
* ADD: different berth for units (treasure has six, so can be transported only by galleon)
* IMPROVE: AI now is more active buid up army both for ingame wars and WoI.
* IMPROVE: Randomized starting locations for players and increased distances
* IMPROVE: In first 20 turns it's impossible to start war.
* IMPROVE: Colonist can be added to city even with not full moves.
* IMPROVE: Natives only change desired good when supplied with that good (previously was any good would reset desired good).
* IMPROVE: Converted natives can't learn new professions.
Author
fmiracle
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