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Amateur Modders what tweaks have u made to the game over the years?

Discussion in 'Civ4 - General Discussions' started by VanitysFiend, Oct 27, 2016.

  1. VanitysFiend

    VanitysFiend Chieftain

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    So I'm posting this in general cause it's not really a thread about big mods, it's more about wanting to know about all the little changes you've made to improve the game for yourself, mainly via the xml.

    So I'll start with a few of mine:
    Moved lumbermills to machinery, gave them +1:hammers: from rep parts, removed the railroad bonus.
    Added +1:commerce: to farms under serfdom.
    Added +1:hammers: to farms under state prop. Removed +10% :hammers: bonus.
    Added a free Great Prophet to Divine right.
    Added the option to build espionage.
    Removed the road bonus from engineering. Added paved roads that do the same thing (1/3 move costs) using the roman roads graphic from the Charlamagne mod.
    Factories no longer generate unhealthiness from oil and coal, but access to oil and coal adds +2:yuck: per city :(
    Changed the industrial park into a health building. It's now +1:health: base and +1:health: each from oil and coal, one engineer slot.
    Gave spies 2 moves!

    That all I can think of now, anyone else got some tweaks they'd like to share?
     
  2. s.bernbaum

    s.bernbaum Mostly lurking

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    Location:
    The wilds of Montana
    Removed Global Warming
    Removed nuclear weapons
     
  3. Imp. Knoedel

    Imp. Knoedel Stalin and Starlight, Stalling a Stallion

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    Hm, -1 Food and +1 Production for Farms under State Property doesn't sound too unrealistic actually.

    I made a mod which makes culture more useful, by granting cities extra Great People Birth Rate, Trade Route Yield and happiness from every culture level. I am currently refining it even more, but have run into technical difficulties.
     
  4. VanitysFiend

    VanitysFiend Chieftain

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    Don't think it would work from a game play perspective, state prop already looses access to corps, plus spamming workshops often leads to a bit of starvation and slower growth anyway...

    Sounds interesting, gonna take a look at your mods when I get the time...
     
  5. Imp. Knoedel

    Imp. Knoedel Stalin and Starlight, Stalling a Stallion

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    In my experience with State Property you want to bulldoze most farms for workshops and watermills anyway, this way you would leave a few more in place in cities without food resources or rivers.

    You go do that, but most of them are unfinished messes.I haven't properly playtested my enhanced culture mod until recently, and apparently it causes some semi random crashes because I am a terrible amateurish hack of a programmer.
     
  6. VanitysFiend

    VanitysFiend Chieftain

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    +1:hammers: in no way makes up for -1:food: especially for state property, u wouldn't leave any farms (other than special resource farms) with that penalty. I added the +1:hammers: to make agrarian communism more viable, it has more synergy with serfdom (modded to have +1:commerce: from farms remember) or caste systems unlimited specialists.

    Don't worry, the vast majority of changes I've made to the game over the years have ultimately been reverted once I realised I was trying to fix things that didn't need fixed. I mostly read other peoples mods looking for ideas to steal anyway :)
     
  7. Imp. Knoedel

    Imp. Knoedel Stalin and Starlight, Stalling a Stallion

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    To be fair, realistically/historically spaking it isn't exactly uncommon for planned economies to sacrifice agriculture for industry.
     
  8. Kid R

    Kid R Emperor

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    Innumerable attempts, ranging from simple to ridiculously complicated, to give myself a :hammers:/:food: bonus from slavery, comparable in utility with the standard benefit, but without actually having to micromanage whipping and city regrowth.
     
  9. liwy

    liwy Chieftain

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    (note all screenshot are from my debug collection so they are in french and may contain small mistakes)

    I put a bit of code that create slaves and expand on that feature: there are different capture chances depending on the type of unit (cavalry or infantry). In addition there is a chance that a UU naval unit, the barbary corsair creates slaves after victories. As having a generic white slave was a bit strange I put all the worker graphs I could and searched for those with the same animations so that I could retexture it easily. I ended with 6 different slaves and they appear depending on the vainquish unit so if I beat an ethiopian unit I can get a black slave, same for the chinese etc.

    I play with a pastoralism doctrine that boost all pastures and open the opportunity to make nomad pastures. Those nomad pastures have the opportunity to create animal ressources depending of what the player has. It also boost cavalry units


    I also created an event that create a fascist militia unit when you have police state + nation or military law (new civic). I imagined a pseudo fascist discourse for that chain of events...as a consequence I felt a bit strange the first time I tested it.

    I added a blitzkrieg quest that require to build a lot of light tanks and some planes, the bonuses are based on the titles of books of Guderian, De Gaulle and the american slogan in WW2 victory through hare power (according to bugs bunny)

    I changed the names for russia and added a bit of code so that if the player go communist the names will progressively change to Stanlingrad Leningrad etc.

    I added funny useless event if you raze a foreign holy city, just because I remembered the image of Abu Simbel in the sand



    Last but not least I used the i-400 graph and made an event to gain a certain number of submarine carriers.

     

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