Here is my SevoMod ADD-ON Version 3.3: Install: You need Sevomod 3.3 --> Link: SevoMod Version 3.3 To install the Add-On, unzip the file and copy the Assets directory into your /SevoMod/ directory and overwrite all files. To verify you've installed the ADD-ON correctly, start up civ-4 and load Sevomod. From the main menu open the Civilopedia and the 'pedia title will show you the version, patch and ADD-ON of Sevomod you are playing with (Title should be: Sevomod 3.3 + GIRs Add-On). See this pic Download the ADD-ON version 3.3 (~53 MB): [Release Date: 2007.06.06] Download: Click here to download GIRs Sevomod 3.3 addon (3D Downloads) _________________________________________________ For Older Versions See this Post: click me _________________________________________________ Add-On infos: What is new in the Add-On compared to the original Sevomod? * New Units: You can' build most of the new units in this add-on, they are only gimmick units. You will get one of these units under certain conditions (see unit description). I like this idea because more buildable units mean to shorten the live time of some units until you have to upgrade them. Also, with this system you will take care of this special gimmick units. (No military support/happiness for gimmick units.) (GU = gimmick units; CGU = City Guard Unit; WU = Wonder Unit) --> add Howitzer: (GU) If your Artillery (level > 5) wins a fight you have a 60% chance to get a free Upgrade promotion. After you have the free Upgrade promotion go in a city or in a fort and your Artillery upgrades to a Howitzer. --> add Modern Armor Desert Combat: (GU) Your Modern Armor needs a Desert Combat I promotion. Now this Tank has a 25% chance to get a free Upgrade promotion if the Tank moves on a desert plot. After you have the free Upgrade promotion go in a city or in a fort and your Modern Armor upgrades to a Modern Armor (Desert Combat). --> add Modern Armor Arctic Combat: (GU) Your Modern Armor needs an Arctic Combat I promotion. Now this Tank has a 25% chance to get a free Upgrade promotion if the Tank moves on a tundra or snow plot. Go in a city or in a fort and your Modern Armor upgrades to a Modern Armor (Arctic Combat). --> add futuristic Tank: (GU) (unit by C.Roland) Your Modern Armor (or Modern Armor Desert/Arctic Combat) has a 30% chance to get a free upgrade promotion. You need the Artificial Intelligence tech and unit lvl >= 6.Tank upgrade pictures: See this Pic --> add Modern Mechanized Infantry: (Standard Unit) Available with Robotics I hated the old fashioned looking Mobile Infantry (WW2 Truck) in Sevomod, especially in the LATE game. --> add Flak unit: (GU/CGU) (unit by sharick) Every player get two free FLAK units if he acquires Flight the first one gets three Flaks. --> add Zeppelin unit: (GU) (unit by C.Roland) If you acquire Combustion you will get free Zeppelin and Biplane units. The first who acquire Combustion will get: 3Zeppelin+2Biplane; second one: 2Z+2BP; third one: 2Z+1BP; fourth one: 1Z+1B; fifth one: 1Z+0B; sixth one: 0Z+0B, ... --> add Partisan Unit (System): (GU) ("skin" by Robo Magic Man) You need the Rifling tech to get Partisan units if an enemy captures one of your cities. For more infos about the Partisan unit see this post. --> add Constructor Land/See unit: (GU/WU) You will get them if you build the Wind Farm wonder or the National Travel Agency wonder or the National Park wonder. (For more info see wonder description.) --> add Templar Knight: (GU/WU) (skin by ganart) You will get this unit with the Crusade Wonder (see Wonder description). This unit can build Forts (like the Crusade unit in civ3). --> add Mounted Templar Knight: (GU/WU) (by Rabbit, White) See Crusade Wonder. --> add Praetorian Squadron: (GU/WU) (by Rabbit, White) Mounted Praetorian; see Amphitheatre Wonder --> add Paladin: (GU) (skin by ganart) You have a 40% chance to get a Paladin instead of a Knight in a city with Castle. (Paladins are a little bit better like Knights) --> add Landsknecht: (GU) (skin by ganart) You have a 40% chance to get a Landsknecht instead of a Maceman in a city with Castle. (Landsknechte are a little bit better like Maceman units) --> add Battering Ram: (Standard Unit) (by ganart) It is a very weak, but early siege unit but without collateral damage. Upgrades to Trebuchet. --> add Warlord style Trebuchet: (Standard Unit) It is a real City Siege Unit, for open field use Catapults. Trebuchets and Catapults upgrade to Cannon. --> add City Guard Trebuchet/Siege Gun/Artillery: (GU/CGU) (Trebuchet by sharick / Siege Gun unit by woodelf) See City Guard System. --> add Cruisemissiles: (Standard Unit) Submarines, Destroyers, AEGIS Cruisers and Mobile SAM can carry this Missiles. NO UNIT UPKEEP COSTS --> changed Unit States: --> Destroyers have a 50% attack bonus vs. Submarines and Nuclear Submarines. Can carry Cruisemissiles. --> AEGIS Cruisers have a 20% attack bonus vs. Submarines and Nuclear Submarines. Can carry Cruisemissiles. --> Submarines have a 50% attack bonus vs. Battleships, Carriers, Transporters and (Modern) Freighters. Can carry Special Peoples like Spys. --> Nuclear Submarines have a 50% attack bonus vs. Battleships, Carriers, Transporters and (Modern) Freighters. Can carry Tactical Nukes. --> Tank; Panzer; MarkV and Modern Armor: no City ATTACK penalty for all kinds of Tanks. --> German Panzer: Reduced the +50% against Armor Units to +15%; + free Combat I+II Promotion. Add new Skin (skin by ganart) --> Gunship: Combat Strength = 24 (was 20 in Sevomod but 24 in civ4 1.61) --> Praetorian: Add new Skin (skin by ganart). Unit Upgrade to Maceman --> Spearman; Knight; Galleon; Frigate; Caravel: Add new Skins (skins by ganart) * New Promotion Systems: --> add Berserker Perk system: Perk promotions have positive and also negative effects. First, you have to specialise your unit to get these perks. Your unit needs an Attack II promotion (and exp > 10). After this the unit has an 8% chance after winning a fight (attacking) to get a Berserker I perk. Now this unit has an 8% chance to get a Berserker II perk (Berserker II replaces Berserker I). If your unit has Berserker III you have an 8% chance to get Berserker I + Berserker III and so on --> add Stalwart Perk system: (Same system like Berserker Perk system only with Defence II promotion instead of Attack II (and defending instead of attacking) ) Berserker/Stalwart Perk system pictures: --> add Hero Trait system: The chance to get a hero promotion depends on your culture lvl. More culture means higher chance to get a hero trait after winning a fight. The total amount of hero units in the whole game is now 5 (your units and the enemy units together). If you have at least one city with legendary culture lvl you (only the player with the city with legendary culture lvl) can have 10 hero units in the whole game. After winning a fight you have a low chance to get a Hero1 promotion. Now you have a low chance to get a Hero2 promotion (Hero2 replace Hero1) ...........-> Hero5 (and so on, see pic below) Hero Trait system pictures: --> Specialist promotion system: You only get these promotions in battles! For example if your unit has an Ambush II promotion (and exp > 10; lvl > 3) and it kills a Tank (<- UNITCOMBAT_ARMOR) you have a chance to get an Ambush III promotion. If you want Charge III you have to kill a siege unit and you need Charge2. Specialist promotions: City Garrision IV; Pinch III; Charge III; Ambush III; Heal; Attack IV; . (see pic below) Specialist promotion system pictures: --> add StackAid promotions (original by Zuul - changed a little bit) What are StackAid Promotions/Effects? Units only can get "Effects" (gray icons) under certain conditions, like being in a fort or being in a stack with certain units. If the unit go out of the fort/stack it will lose the effects. StackAid Effects make units in bigger stack a little bit stronger than single units. Also weaker units in stacks will gain more benefit from StackAid Effects than the strong ones. [changes] A few changes from the original: now you need more units to get higher aid proms. You will lose higher aid proms if there are too many units on the same plot ( >20units--> -1aid lvl ; >40units--> -2aid lvl; >60units--> -3aid lvl; >80u--> add crowded prom; e.g.: all meele_aid3 downgrade to meele_aid2 if more than 20 units* are on the same plot ) [units*: all units expect naval, scout, air, worker, settler, spy, missionary and heli] [/changes] * New Bonus Resources: --> add Ancient Temples sightseeing: (original by Master Lexx / Fujisan / Sevo) [*quote= Fujisan] Changed the conception on Ancient Temples. Now Ancient Temples are tradable as any other resources. Having Ancient Temples allows build Obelisks twice faster. Exploring Ancient Temples is available with Mysticism. [*/quote] [changes] Exploring Ancient Temples gives +3 commerce (although -1 food), but becomes almost useless with Monotheism (-1 commerce) and Literature (-1 commerce). After ~60 turns (normal speed) you will get an Explored Temple (small one time gold bonus like in the sevomod but without destroying the temple resource; also +3 gold, -1 food) Later in game the money yield increases with Printing Press (+1commerce) and Mass Media (+4 commerce) (and +1 commerce with rail road improvement) (that all can mean some profit from tourism etc.). [/changes] --> add Cannabis, Potato, Lemon, (Tuna and Book) Resources: (original by Master Lexx / Frontbrecher ) Cannabis, Potato and Lemon use the bonus resource system (look below), the tuna and book bonus are wonder resources. --> add a new bonus resources system for additional resources: We all like resources. So we all like to have a lot of new resources in the game. But one thing is sure: More bonus resources will unbalance the game. The first time I included the Greenmod resources I gave them no bonus health and bonus happiness and made them very rare to prevent unbalancing the whole game. Well, it didn't worked very well and they need the same space on the map like the good resources. So I decided to give these new gimmick resources (Cannabis, Potato, Lemon) the health and happiness bonus back but only give them to the last two players in the rank. The bonus resource system works like this: After all players (alive and not barbarian) have researched the Meditation technology, a python code will check the rank of all living players and the last two in rank will get one Cannabis bonus resource on a random plot without bonus in the capital city radius. This will help the weak civilisations and I think it don't have a huge impact on the whole game. The same system goes for Lemon (needs Calendar) and Potatoes (needs Pottery and in the late game the python code place two additional Potato resources with Biology). * New Wonders and Buildings: --> add KGB (World Wonder): * You get three additional Spies. Everyone with a Commando, Speed and Sentry II promotion. * All new build Spies get a free Sentry II Promotion. --> add Crusade Wonder (World Wonder): (building by Ganart) * (-1) population in all cities; * free City Raider I promotion for units build in this city; * free obelisk , state religion temple, monastery, cathedral (and shrine) in the owner city; * 5% chance to get a free Templer Knight in each turn (you need at least one city with more than 5 population and state religion - the city will lose 1 population point if you get the free Crusader); * free Crusade Units in the owner city after you build the wonder (1st Holy Corps: Templar Knight, March+HealIII; 2d Holy Corps: Templar Knight, March+HealII; 1st Holy Squadron: Mounted Templar Knights, March+HealI; 2st Holy Squadron: Mounted Templar Knights, March+Blitz) but also (-1) population if the city has more than 15 population points (that makes (-2) with the global effect). * 50% chance that a Templar Knight will upgrade to a Mounted Templar Knight after winning a fight (experience > 10) * Chance for state religion spread in your empire. --> add Sphinx Wonder (World Wonder): (building by Rabbit, White) I decided this Wonder to be a military one like it was in Civilization Call to Power: * +2 culture; * free Upgrade Promotion for units build in this city (max units with free upgrade promotion gained by Sphinx wonder is 10 to prevent exploiting it); * -100% anarchy length; -50% maintenance. This looks to be a little overpowered, but the wonder goes obsolete with Bronze Working. So be careful if you want to have the maximum benefit of this wonder because sooner or later you will be doomed without Bronze Working. --> add Hippodrome (World Wonder): +1 happiness, +1 happiness per 50% Culture Rate, +2 Culture, +1 Great Artist Rate, +4 War Chariots with 2/2 exp and Special Promotions: (I Squadron: CHARGE I+II+III; II Squadron: CITY GARRISON I+II+III+IV; III Squadron: ATTACK I+BERZERKER III+HEAL II; IV Squadron: BLITZ+AMPHIBIOUS+HEAL III) --> add Amphitheatre: (World Wonder): +1 happiness, +1 happiness per 25% Culture Rate, 3 Praetorian and one Praetorian Squadron with 2/2 exp and Special Promotions: (I Regiment: COMMANDO+BLITZ+HEAL III; II Regiment: CHARGE I+II+III; III Regiment: AMPHIBIOUS+MARCH+HEAL; IV Regiment: HERO1+WARMTH I+II) -add Amphitheatre and Hippodrome synergy: That means if you have the Amphitheatre and the Hippodrome your free special units (I,II,III,IV Regiment/Squadron) will auto upgrade to a Praetorian Squadron if they win a fight (experience > 10 --> add National Special Force Trainings Camp (National Wonder): [new]After you build that National Wonder every unit in a City with a barrack has a 10% chance to get 1 exp for free (not only the units in the city with that wonder like in the previous version). Your units only get free exp if they have less than 10 exp.[/new] +1 exp in all Cities, +1 exp in the City with this National Wonder, +20% Military Production in this City, 10% Chance for Units in all Cities with Barracks to get +1 exp for free (up to max 10 exp), + 3 Special Force and 3 Marines with Specialist Promotions: (Ambush Special Force I+II: Ambush I+II+III+IV, Heal III; Charge Special Force I+II: Charge I+II+III, Heal III; Pinch Special Force I+II: Pinch I+II+III, Heal III) Free exp from National Special Force Trainings Camp picture: --> add Roman Roads (World Wonder): Provides: Bridge Building, +1 Road Movement, +2 free Fast Worker (with SPEED+MOBILITY promotion), +1 trade route, +5% gold. They also give free roads in all your city radius plots. --> add National Travel Agency (National Wonder): free Holiday Villages on all coast plots within the city radius; +1 happiness in all cities, +1 health in all cities, +1 free Merchant specialist in the city, +5 Constructors Spoiler : Wonder Explanation: If you build the National Travel Agency you will get 5 free Constructors/See. This Constructors can build a Holiday Resort improvement on all coast titles. After some turns a cottage improvement and a jungle feature title will spot on the coast plot. Tada, you have a new Holiday Village, and after some more turns the cottage growth to a hamlet and to a village and to a town. Some Pics: http://img499.imageshack.us/img499/8014/14gj1.jpg http://img515.imageshack.us/img515/4593/24nb.jpg http://img454.imageshack.us/img454/444/32le.jpg http://img463.imageshack.us/img463/4899/47fa.jpg http://img246.imageshack.us/img246/7011/57uc.jpg http://img32.imageshack.us/img32/6849/62iz.jpg --> add Wind Farm Wonder (National Wonder): Build a Wind Farm on the city plot and all water plots within the city radius (not on water bonus resource plots). +1 free Engineer specialist in the city. Provides power in the city. +1 commerce per water plot in the city. +5 Constructors who can build Wind Farms on every plot. Spoiler : Wonder Explanation: The Windfarm Constructors can build Offshore Windfarms on all Coast and Ocean Titles and also can build on all Land and Feature Title (e.g. on Desert/Tundra/Snow- or Forest/Jungle/Oasis Titles [ will not remove the feature title ]- ) Some Pics: http://img209.imageshack.us/img209/1117/wind10hr.jpg http://img216.imageshack.us/img216/4281/wind22pa.jpg --> add National Park Wonder (National Wonder): +1 happiness in all cities, +1 health in all cities, + National Park at city plot and the 8 surrounding plots (forest/oasis and the proper improvement; if there is no bonus on the plot the improvement is a town), +5 Constructors who can build National Parks on coast and every land plot (you will get a forest and the proper improvement on a plot with bonus resources - without bonus resource you will get a forest and a cottage - on a desert plot you will get an oasis instead of a forest - on a coast plot you will only get a forest - on a coast plot with a Holiday Village (National Travel Agency Wonder) you will get a forest and a town). Spoiler : Some Pics: http://img217.imageshack.us/img217/9508/natp16nd.jpg http://img220.imageshack.us/img220/4579/natp25gk.jpg --> add Musket Manufacture (City Improvement): (test, i will change this wonder sooner or later!) (building by Rabbit, White) If you have Sulphur and you have the Gunpowder technology you can build a Musket Manufacture. A Musketman build in a city with Musket Manufacture get a Musket Promotion (+15% Strengths) but only if you still have Sulphur. You lose the Musket Promotion if you upgrade the Musketman to a better unit. --> add (Worlds) Tallest Building (Wonder): (building by Rabbit, White) Provides: +5% one time culture boost in the city; +100% culture in the city; +2 culture; +2 great people points (engineer); can turn 1 citizen into engineer; -You always can build a taller building, therefore after a other civilization builds a Tallest Building, the bonus from the old Tallest Building disappears- Picture of the Tallest Building Wonder: --> Changed Leonardo's Workshop (World Wonder): (building by Ganart) Every unit in your own territory has a 20% chance to upgrade for free (if the unit is in a city or fort) or get a free Upgrade Promotion (units not in fort or city), but only in the turn in which you complete the Leonardo Wonder. If you build this Wonder you have an 80% chance to get a free Upgrade promotion after winning a fight in your own territory. A unit with that promotion only has to go in a city or in a fort to upgrade for free. (The unit need experience >= 3 and at least one upgrade possibility if the unit cant be upgraded now it doesnt get a free Upgrade promotion; Random upgrade if more than one upgrade possible your unit doesnt lose exp if you upgrade with that promotion) Leonardo Wonder Upgrade pictures: --> add City Guard system (City Improvement): (building by jojoweb) The City Guard is a City Improvement. It is symbolized with a guard tower (+10% defence). After you build that tower you will get a City Guard Unit in the city with Drill 1+2 promotion. It depends on your technology level and your resources what unit you will get. The base unit is a Warrior but if you can train better units the Warrior will upgrade to a better unit (random if more than one possible), but only after building the tower. A City Guard Unit cant move and it has 0/0exp and lvl5. That means you need 26exp to get the first promotion (balancing issues). Also this unit cant be upgraded, which means you have to decide if you build an early (but in the late time weak) unit, or to wait, and wait and wait (and dont get the additional gimmicks). But if you can train Machine Gun, all your Worrior, Spearman and Axeman City Guard units upgrade to Maceman or Pikeman and if you acquire Composites all City Guard units worse than Machine Gun upgrade to Machine Gun. In a city with City Guard you also have a very low chance to build a UU instead of a standard unit. The City Guard also provides some kind of Training Yard. If you build a City Guard all your new build units have a low chance (2% till 7%) to get a free promotion. You can increase this chance if you build military buildings and wonders in this city (e.g. Walls, Castle Military Academy, National Special Force Trainings Camp, Art of War, ..). You also increase the chance to get a second promotion of the same type (higher level e.g. Combat2 if the first free promotion was Combat1) with certain buildings (e.g. Harbour --> higher chance to get Navigation I AND Navigation II promotion). The chance of some of these free promotions depends on the plots in the city radius. More forest and jungle means higher chance to get a woodsman promotion. Promotion depending on city radius: woodsman; guerrilla; desert combat; arctic combat; amphibious. If you have an enemy city and/or enemy units within your city radius: higher chance for commando, blitz, city garrison and defence promotion. City Guard pictures: --> add Stables (City Improvement): (building by Ganart) New Mounted Units Receive +1 Experience Point; Free Flanking I Promotion for Mounted Units Build in this City; +1 Hammer --> add a few wonders from Lost Wonder Mod: (by Frontbrecher) Tsukiji fish market (World Wonder): +1 food per water plots in the city; +free tuna resources (+1 health) Gutenberg's Print Shop (World Wonder): +5 book resources (+1 happiness) Steel Mill (National Wonder): +25% production; +25% production with power; * Additional Changes: --> add Golden Age gimmick: Every time you complete a unit IN a Golden Age you will get a UU with the same unitclass instead of the standard unit. If there are more than one UU for a unitclass available you will get a random one. (For example you build a Swordsman ( <-- UNITCLASS_SWORDSMAN ) you have a 25% chance to get an Aztec Jaguar, 25% to get a Rome Praetorian, 25% to get an 'Israel Macabee and 25% to get a Highlander instead of the Swordsman. If you build a Tank, you will get a German Panzer or if you build a Worker you have a 50% chance to get an Indian Fast Worker, and 50% to get an Aborigines Woomera instead of the Worker. The only thing you have to do is to complete the unit IN the Golden Age and you will get one UU instead of the standard unit (if there is a UU for this unitclass available).) Add a 100% chance for the City Guard Training Yard system in a Golden Age. That means your unit get a free prom in a Golden Age (need City Guard). Golden Age pictures: --> add Ruins Mod: (original by Optimizer / changed a little bit) That's a simple Mod: [*quote=Optimizer]This mod makes ruins appear when improvements are pillaged. It adds a lot to the atmosphere of a long-lasting war. [*/quote] Now ruins give a 5% defensive bonus (they can be used as barricades). Also Tribal Villages (6% / only interesting for barbarian units), Cottages (7%), Hamlets (8%), Villages (9%) and Towns (10%) provides a little more defence like the open field. --> changed Era pictures: Changed the Era pictures back to the vanilla civ4 ones. I like the original pictures. You will find the Sevomod Era pictures in the Customizations directory if you really want them back.