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PIG Mod 2016-10-05


Pig image source: http://www.timtim.com/
Probably Improved Gameplay Mod

Mainpage: http://forums.civfanatics.com/showthread.php?t=328283

Comprehensive Feature List Version 0.925

Incorporated Mods: (follow the hyperlinks to see the threads for each mod)

Significant Changes:
  • :nuke:Nuclear meltdowns:nuke: are now much less severe than nuclear bomb explosions, especially in terms of the number of buildings destroyed and population killed. Previously 40% of buildings and 30 to 70% of population would be destroyed. Now only 10% of buildings and 20 to 40% of population. Fewer units will be killed as well, including non-combat units.
  • A new gamespeed called Lightning. It is even faster than Quick speed. It has not been well tested yet so be warned that it is not likely to be balanced! Also, if you play this new speed, the Multiple Production option is highly recommended for better gameplay.
  • Espionage Process mod v1.2 by By Jon Deane - allows cities to build Espionage (like Wealth) after Paper has been researched.
  • Optional "Runaway" AIs by MartinHarper. To use the alternative AIs, navigate to Assets\XML\Civilizations and extract the archive found there. To remove the change, just delete the file again. These AIs will be significantly different from the standard ones and I would not necessarily recommend using them.
  • You will no longer suffer the relations hit "You have traded with our worst enemies" with civs whom you have not met. Thanks to Sephi.

Units:
  • Praetorians reduced to 7:strength:. Cost reduced to 40:hammers: (from 45:hammers:). Still does not get +10% attack bonus that regular swordsman does.
  • Ballista Elephants receive +1 first strike.
  • Panzer receives free Drill 1 promotion.
  • Ironclad movement increased to 3:move: (up from 2).
  • Scout animal bonus increased from 100% to 150%.
  • Carrier cost increased to 250:hammers: (from 175), but now can hold 4 fighter units instead of 3.
  • Great spy now receives free Commando promotion (like the regular Spy).
  • Axeman increased in cost to 40:hammers: (from 35). Same change for axeman unique units.
  • Marine given +1 first strike. Navy SEAL gets Drill 1 and 1 extra first strike chance on top of marine's bonuses (March as well of course).
  • Qeuchua bonus vs. archer reduced to 50% from 100%. Added 25% city defense bonus.
  • Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.
  • Battleships now also require the tech Artillery.
  • Grenadiers can now be upgraded to SAM Infantry.NEW v0.925
  • Infantry can no longer be upgraded to SAM Infantry.NEW v0.925

Buildings:
  • Colosseum grants +1XP to melee units.
  • Airports receive +10% foreign trade route yield and can increase the city's air unit capacity by 5 (instead of 4). Cost increased to 250:hammers: (from 200).
  • Castles now obsolete with Corporation (instead of Economics).
  • Nuclear Plants, if connected to uranium, now give 1 :mad: and +25% production.NEW v0.925 Nuclear meltdown event reduced in severity (see above for more detail).
  • Hydro Plant gives 1 engineer specialist slot.NEW v0.925
  • West Point cost reduced to 600:hammers: (from 800).
  • Great Wall costs 250:hammers: (up from 150).
  • Recycling Centre gives 2:) with Environmentalism civic. Cost reduced from 300 to 200:hammers:.
  • Terrace now provides +1:culture: (down from 2).
  • Intelligence Agency gives 6:espionage: instead of 8. (may be changed back) NEW v0.925

Traits:
  • Protective leaders given double production for Security Bureau.
  • Aggressive leaders given double production for Jails.

Promotions:
  • Drill promos are now prerequisites for similar promotions as Combat (see below).
  • Charge promotion now available with Drill 2. Previously only Combat 2.
  • Amphibious promotion now available with Drill 2. Previously only Combat 2.
  • March promotion now available with Combat 3, Medic 1 or Drill 3. Previously only Combat 3 or Medic 1.
  • Blitz promotion now available with Drill 3. Previously only Combat 3.
  • Commando promotion now available with Drill 4. Previously only Combat 4.
  • Sentry now available with Combat 3, Drill 3 or Flanking 1. Previously only Combat 3 or Flanking 1.
  • Drill promotions: Drill 1 changed to 1 first strike (used to be one first strike chance). Drill 4 changed to 1-2 first strike (used to be 2 first strikes). A unit with drill 1 to 4 is identical to before - it's just a first strike chance from drill 4 was swapped with a first strike chance of drill 1, making the entire drill line as a whole a little bit better!
  • Woodsman 3 now available to recon units (scouts and explorers). It now gives only 10% healing to units on the same tile (down from 15%) but gives 60% attack into forest and jungles (up from 50%).

Tecnologies:
  • Education now has Construction as a prerequisite.
  • Paper now has Machinery as a prerequisite. As a consequence, Printing Press no longer lists Machinery as a prerequisite since it requires Paper which requires Machinery anyway.
  • Divine Right - first to discover receives a great prophet.

Civics:
  • Serfdom: +1:commerce: on all farms but -25% GPP production.
  • Vassalage: -25% Maintenance Costs from Number Of Cities.
  • Slavery: +1:yuck: in All Cities.

Miscellaneous:
  • Barbarian Uprising events disabled (all 5 of them).
  • Cities and forts can now each hold 5 air units (up from 4).
  • Clearing jungle now produces 10:hammers:, one third of that when clearing a forest.
  • Forest preserves now available with Monarchy (previously Scientific Method).
  • Coast tiles no longer give +10% defense.
  • Galleys and triremes given 10% defense on coast tiles.
  • Oil Well and Offshore Platform get 1 more :commerce:.
  • Floodplains are not removed when a city is settled on them. If the city is destroyed, the floodplain remains.
  • Farms, when worked, have a small chance of discovering a grain resource (wheat, corn or rice), similar to how worked mines can discover a resource.
  • iPower changes for units (iPower is used in Power calculations by the AI and for the Power graph). Catapult 5->6, Cannon 12->14, Artillery 18->19, Mobile Artillery 26->28, Missiler Cruiser 14->42 (14 was far too low and inconsistent with units of similar strength).
  • Whales now obsolete with Mass Media instead of Combustion.

From MongooseSDK:
  • LakeSizeMod (CvArea.cpp)
    Makes the definition of a lake scale with map size. With an XML Globals value of 4 which is what I use, lakes will become inland seas when greater than 4 tiles in size on Duel, up through greater than 16 tiles in size on Huge.
  • EventTileDowngradeMod (NEW) (CvPlot.cpp, CvPlayer.cpp, CvCity.cpp)
    Tile improvements that are hit by destruction events (like a Tornado) now behave as if they were pillaged instead; most are still destroyed, but Towns downgrade to Villages instead of being wiped out entirely, for example.
Purely Aesthetic Changes (no effect on gameplay):
  • Fixed sound effect for supermarket and coal plant.

Bugfixes:
  • UNIT_AI_ESCORT_SEA removed from stealth destroyers.

Testing Features: (these features are not guaranteed to carry to the next version. Most likely I am looking for feedback as to whether they belong in the mod)
Religions changes:
-Theocracy: Unlimited priest specialists.


Other balance changes:
-Explorers get Sentry promotion.
-Hereditary Rule now has +25% maintenance for distance to palace.NEW v0.925



Known Bugs/Issues:
  • I have not yet seen Global Warming triggered in my test games.

Removed/Reverted: (removed since previous version)
  • Priest and engineer specialists back to vanilla yields.
  • Lumbermills and forest preserves are vanilla again.
  • Missionary cost returned to 40:hammers: (was changed to 30:hammers: in last version)
  • Explorers cost 40:hammers: again (45 in prev version)
Author
PieceOfMind
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