kuneru
Chieftain
Jungle MOD (MOD Component, for Beyond the Sword 3.13 or later)
DOWNLOAD:
There are two versions now. Choose your preferable one, please.
Version 1.5 : jungle is very powerful and useful
Version 2.5 : more realistic and well balanced
[ Concept ]
Jungle is a terrible feature in Civ4, isn't it?
The purpose of this MOD is to make "Jungle" feature useful.
We can take less food and unhealthyness from jungles, and if workers cut them, we get no production points (unlikely forests). You must make your workers cut and remove all the jungle features in your land, because jungles give nothing useful for your civ.
However, is it really correct for the environment of the planet?
Tropical rainforests are very important for global environment. Nearly half of all the living animal and plant species on the earth lives in rainforests, and they provide a source for medicines andfoods, but they are being destroyed very rapidly. Rainforest (including jungle, I suppose) conservation is an important theme of environmentalism.
I'm not an environmentalist or specialist of ecology at all, but I'd say that "Jungle is a GOOD feature for civilizations!"
[ 2 kinds of version ]
Ver 1.x:
Jungle is very very powerful and useful. "Rainforest" mapscript with this MOD is a nice idea, I think. To use a leader of civilization near rainforest, such as Pacal II of Maya, is also good.
Now you'd better become a "King of Jungles". Your civilization is going to preserve and use jungles as much as possible, and it's shortest way to victory!
Ver 2.x:
I tried to make it more realistic and well balanced, so jungle feature is a little weak compered to version 1.x.
It is recommended to use jungle only in limited situations (for example, making jungle preserve if it's near a city with natinonal park, or if you need more happiness point).
[ Specifications ]
red letter : version 1.x only
blue letter : version 2.x only
[ Summary ]
red letter : version 1.x only
blue letter : version 2.x only
* "Next to river" condition provide +1 commerce for all above
[ Features not implemented ]
I tried to implement following features, but it seems to impossible only by editing XML files.
Please wait until I study Python (not scheduled), or do it yourself if you need.
[ How to Install ]
Same as usual MODs. Copy "Jungle" folder in your Mods folder.
Maybe, using this MOD in CustomAssets folder is also available, unless XML files conflict.
[ Update History ]
Ver 1.2 2008/09/16
- Shortcut key of "to Build Rainforest Preserve" is "Shift+J"
Ver 1.3 2008/10/02
Ver 2.0 2008/10/02
Two versions are available now. Jungles are powerful in ver 1.3 and moderate in ver 2.0.
New "build rainforest preserve" button.
Made many changes, thanks to French Guy, and producer of Like a Revolution.
- removing jungles takes 6 turns. (twice as long as normal civ4)
- jungles grow 3 times as fast as forest. (it's "twice" in normal civ4)
- Rainforest Preserves makes growth of jungles much faster
(twice as fast as growth of forests with forest preserves)
- Biology technology makes possible to build rainforest preserve.
(not scientific method, as forest preserve)
- Also changed some effects of camps and plantations.
- Also changed effects of forest preserves and rainforest preserves.
- a Gem provides +5 commerce point now (same as usual Civ4)
Ver 1.4 2008/10/05
Ver 2.1 2008/10/05
- Output from forest preserve goes back to that of normal Civ4 BtS.
- (v2.1)Rainforest preserve netxt to river provides +1 commerce again.
- (v2.1)Rainforest preserve with Environmentalism civic provides +4 commerce again.
Ver 1.4c 2008/10/07
Ver 2.1c 2008/10/07
- Fixed documents.
Ver 1.5 2008/10/28
Ver 2.5 2008/10/28
- Translated to German (by -sr)
- Merged Readme (for 1.x and 2.x)
- Fixed Civilopedia
- Reduced size of this MOD (thanks to -sr)
[ Special Thanks ]
[ Notes ]
- This is the first MOD I've created, so might be buggy. Bug Reports ,or report that it works well, is welcome at Civfanatics forum.
- Recommendations are also welcome.
- There are English, Japanese, German texts in this MOD. French, Italian, Spanish version are not available now, because I don't have their skills. Translation post (or fix of English) is welcome. If you are going to translate it, please see my post how to translate this MOD.
DOWNLOAD:
There are two versions now. Choose your preferable one, please.
Version 1.5 : jungle is very powerful and useful
Version 2.5 : more realistic and well balanced
[ Concept ]
Jungle is a terrible feature in Civ4, isn't it?
The purpose of this MOD is to make "Jungle" feature useful.
We can take less food and unhealthyness from jungles, and if workers cut them, we get no production points (unlikely forests). You must make your workers cut and remove all the jungle features in your land, because jungles give nothing useful for your civ.
However, is it really correct for the environment of the planet?
Tropical rainforests are very important for global environment. Nearly half of all the living animal and plant species on the earth lives in rainforests, and they provide a source for medicines andfoods, but they are being destroyed very rapidly. Rainforest (including jungle, I suppose) conservation is an important theme of environmentalism.
I'm not an environmentalist or specialist of ecology at all, but I'd say that "Jungle is a GOOD feature for civilizations!"
[ 2 kinds of version ]
Ver 1.x:
Jungle is very very powerful and useful. "Rainforest" mapscript with this MOD is a nice idea, I think. To use a leader of civilization near rainforest, such as Pacal II of Maya, is also good.
Now you'd better become a "King of Jungles". Your civilization is going to preserve and use jungles as much as possible, and it's shortest way to victory!
Ver 2.x:
I tried to make it more realistic and well balanced, so jungle feature is a little weak compered to version 1.x.
It is recommended to use jungle only in limited situations (for example, making jungle preserve if it's near a city with natinonal park, or if you need more happiness point).
[ Specifications ]
red letter : version 1.x only
blue letter : version 2.x only
- removed "food -1" penalty from jungle
- we can get production outputs when a worker removes jungles, as well as forests.
- removing a jungle takes 6 turns. (twice as long as forests)
- jungles grow 3 times as fast as forest. (it's "twice" in normal civ4)
- workers can build a camp at jungle, even if there isn't any special resources (such as ivory). Bulidng a camp doesn't destroy jungle.
- A camp provides +1 production, +1 commerce
- workers can build a plantation without removing jungle.
- a camp or plantation next to river gets +1 commerce
- Civil Service technology provides +1 food to camps and plantations
- Currency technology provides +1 commerce to camps and plantations (They can trade several products out of jungle, I suppose)
- Ecology technology provides +2 commerce to camps and plantations(I mean camps for leisure)
- Genetics technology provides +1 food to camps and plantations(same reason as rainforest preserve)
- "Rainforest Preserve" is similar to Forest Preserve, except to followings. (rare animals and plants will help research. I described it as commerce point, because of systems of Civ4.)
- Rainforest preserves can be built at jungles only.
- Forest preserves can no longer be build at jungles. they are only for forests now.
- Rainforest Preserves provide +2 commerce (without any condition)
- Rainforest Preserves with Environmentalism civic provides +6 commerce and +1 production (in ver 1.x), or +4 commerce (in ver 2.x)
- Ecology technology provides +1 production to Rainforest Preserves
- Genetics technology provides +1 food to Rainforest Preserves (they research rare plants and animals in rainforests, and achieves to make new kinds of foods)
- Workers can build lumbermill in jungles.
red letter : version 1.x only
blue letter : version 2.x only
- Camp with Jungle : 2 foods, 1 production, 1 commerce
- Camp with Jungle (provided Civil service and Currency): 3 foods, 1 production, 2 commerce or 2 foods, 1 production, 1 commerce
- Camp with Jungle (provided Ecology and Genetics): 4 foods, 1 production, 4 commerce or 2 foods, 1 production, 3 commerce
- Lumbermill and railroad with Jungle: 2 foods, 2 productions
- Rainforest Preserve : 2 foods, 2 commerce, 1 happiness
- Rainforest Preserve with Environmentalism : 2 foods, 1 production, 8 commerce, 1 happiness , or 2 foods, 6 commerce, 1 happiness
- Rainforest Preserve with Environmentalism, Ecology, Genetics: 3 foods, 2 productions, 8 commerce, 1 happiness , or 3 foods, 1 production, 6 commerce, 1 happiness
* "Next to river" condition provide +1 commerce for all above
[ Features not implemented ]
I tried to implement following features, but it seems to impossible only by editing XML files.
Please wait until I study Python (not scheduled), or do it yourself if you need.
- Removing Jungles makes it change to Desert (50% probablility). (Destorying Rainforests and desertification is serious problem on the earth.)
- Rainforest Preserve provides research points rather than commerce. For example, one rainforest preserve with Environmentalism civic provides one free scientist.
Medics technology removes unhealthyness of jungles.(I've dropped this idea according to a suggestion of "French guy")
[ How to Install ]
Same as usual MODs. Copy "Jungle" folder in your Mods folder.
Maybe, using this MOD in CustomAssets folder is also available, unless XML files conflict.
[ Update History ]
Ver 1.2 2008/09/16
- Shortcut key of "to Build Rainforest Preserve" is "Shift+J"
Ver 1.3 2008/10/02
Ver 2.0 2008/10/02
Two versions are available now. Jungles are powerful in ver 1.3 and moderate in ver 2.0.
New "build rainforest preserve" button.
Made many changes, thanks to French Guy, and producer of Like a Revolution.
- removing jungles takes 6 turns. (twice as long as normal civ4)
- jungles grow 3 times as fast as forest. (it's "twice" in normal civ4)
- Rainforest Preserves makes growth of jungles much faster
(twice as fast as growth of forests with forest preserves)
- Biology technology makes possible to build rainforest preserve.
(not scientific method, as forest preserve)
- Also changed some effects of camps and plantations.
- Also changed effects of forest preserves and rainforest preserves.
- a Gem provides +5 commerce point now (same as usual Civ4)
Ver 1.4 2008/10/05
Ver 2.1 2008/10/05
- Output from forest preserve goes back to that of normal Civ4 BtS.
- (v2.1)Rainforest preserve netxt to river provides +1 commerce again.
- (v2.1)Rainforest preserve with Environmentalism civic provides +4 commerce again.
Ver 1.4c 2008/10/07
Ver 2.1c 2008/10/07
- Fixed documents.
Ver 1.5 2008/10/28
Ver 2.5 2008/10/28
- Translated to German (by -sr)
- Merged Readme (for 1.x and 2.x)
- Fixed Civilopedia
- Reduced size of this MOD (thanks to -sr)
[ Special Thanks ]
- French Guy
- Producer of "Like a Revolution" MOD
- -sr
[ Notes ]
- This is the first MOD I've created, so might be buggy. Bug Reports ,or report that it works well, is welcome at Civfanatics forum.
- Recommendations are also welcome.
- There are English, Japanese, German texts in this MOD. French, Italian, Spanish version are not available now, because I don't have their skills. Translation post (or fix of English) is welcome. If you are going to translate it, please see my post how to translate this MOD.