New version (3.0c pre3) is ready - the only problem is i can't upload it now

I will upload the add on as soon as possible.
Here are all the changes in the pre3 version:
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New in this Version (version 3.0c pre3):
Changes from the previous version (pre2):
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add new units and skins: (all by Ganart [Extended Mod] look at his thread, the unit (re)skins and buildings are amazing!
THREAD )
Like all my new units in my add on you can't build them, 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 certain units until you have to upgrade them. Also you will take care of your special gimmick units.
New Units:
add Templar Knight: I love this unit, it looks so cool. You will get this unit with the Crusade Wonder (see Wonder description). This unit can build Forts (like the Crusade unit in civ3).
add Paladin: 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: 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: OK, that is the first unit you can build... It is a very weak, but early siege unit but without collateral damage. It only can reduce the city defence.
New Skins:
(for pictures of the new skins plz visit Ganarts Extended Mod thread I can't upload anything at the moment)
Caravel; Frigate; Galleon; Knight; Spearman; Templar Knight; Panzer; Praetorian
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add new Leonardo's Workshop building: (building by Ganart)
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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
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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 and cathedral 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 building the wonder (1st Holy Corps: Templar Knight, 0/0 exp, March+HealIII; 2d Holy Corps: Templar Knight, 0/0 exp, March+HealII; 3d Holy Corps: Templar Knight, 0/0 exp, March+HealI; 1st Holy Squadron: Knight, 0/0 exp, March+Blitz) but also (-1) population if the city has more than 15 population points (that makes (-2) with the global effect).
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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.
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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.
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add Ancient Temples sightseeing: (original by Fujisan)
[*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]
[new] Now the Explore Temple improvement will also benefit from Printing Press and Mass Media tech (not only the Explored Temple improvement like in pre2) [/new].
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add new icons:
Add new icons for Explore-, Explored Temple, New Forest1/2/3/4.
Add the little icons for the new resources Cannabis, Potato, Lemon, Tuna and Book. Now you will see them in the city screen.
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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).
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changed python code:
* Lots of little python changes to improve late game performance.
* Fixed a little bug with the Golden Age / City Guard gimmick: Now it should work to have a 100% chance in a Golden Age to get a free promotion if you build a unit in a city with City Guard improvement.
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changed Musket Manufacture:
Changed the Musket promotion. Now it provides +15% strengths (old was +25%).
(This city improvement is an old relict from a version before Sevo included the need of Sulphur for Musketman and Grenadier units. I will remove/change this improvement in one of my next updates.)
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changed Praetorian upgrade:
Sevo changed the unit upgrade for the Praetorian unit to Musketman and Grenadier. I think now it would be a disadvantage to have a lot of Praetorians, because you can't upgrade them to Maceman (+50% vs. Meele unit) but your enemy can upgrade all his Swordsman to Maceman! You know what I mean...? I changed the unit upgrade for the Praetorian unit back to Maceman.
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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.
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add Tan Interface for Civ4: (by Gogf)
Add Tan Interface for Civ4 in the Customizations directory. If you want to use it read Gogf thread and make a backup of the original files!
THREAD
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