I've wanted to do a write up of a game for a long time, but I always forget about it as soon as I start playing. This time it will be different. (Famous last words, I know).
I play Civ for fun, and I often tweak setting, values, resources and whatnot whenever I feel it'll make for a better experience (for me, that is). Usually I try to avoid abusing the worldbuilder, but I did get carried away a couple of times and basically “terraformed” a Large map for some epic power playing.
This is not the case, I'm just rambling here. (I'll be doing a lot of rambling. Beware.)
This whole thing happens on Civ 4 Beyond the Sword with the mod “Rise of Mankind: A New Dawn 2.2”, rev666.
I'll be using a custom civ I fused together from the two versions of it I had found on these forums some time ago: the Venetian Empire, historically known as the Serenissima Repubblica di Venezia. With two UUs and two UBs, it is kinda unbalanced, but I'm playing on deity so I don't feel too guilty about it. And anyway, see the previous paragraph.
The main reasons for using this civ are that I like having a navy and Venice had been the major power in the Mediterranean for a few centuries, and that I live nearby actual Venice.
Before even starting, I already changed some things in the mod's xml:
-the religious promotions require only having that state religion, they don't need the attached warlord. This way they'll actually get used, and it's nicer for flavor as well.
-the maintenance cost of the buildings “paved roads” and “sewer system” has been removed
-the maintenance cost of the metropolitan and capitol administration has been reduced a bit
-engineers now give 3 production (instead of 2), and great engineers give 6. I like production. Production is goooood. It just speeds up things a bit, you don't get many engineers per city anyway (until the industrial/modern eras).
-religions have been modified a bit, generally they all give at least +1 money per city and their shrine gives +1 money per city as well
-the revolution index modifier has been doubled, for more trouble!
-max xp from fighting barbarians is now 50
-research and build/train percentages in the various eras have been tweaked, in the direction of longer research times from reneissance onwards, the later the era the bigger the cost.
If and when I'll reach them, I'll also do this:
-submarines act like privateers: their nationality is hidden and they can attack without declaring war. I always felt that having these awesome stealth units was pointless if I couldn't pester everybody else with them. This also means that anybody that can see them can (and will) attack them. I also changed their AI to “pirate”, but I'm not sure if it works (ais don't seem to make many subs anyway)
These are the game settings:
Planet generator is such a great mapscript.
Why did I only put two other ais? That's because with the Barbarian World option there will be three barb cities already on the map (one per player), and the Barb Civ option will make them become new civs given enough time. And any other barb city which will spawn later also has that chance.
Not to mention that with more unexplored terrain there will be hordes of barbarians! Or so I hope.
There's a few more options that you normally don't see in RAND, again, I tinkered in the xml and made them visible. In particular I'm curious about the “Dark Ages” thing. I hope it actually works.
Finally, I can click on that "Launch" button!
A wise suggestion.
The ancients legends tell us that everything began thousands of years ago, when our distant ancestors, nomadic since time immemorial, stopped their wandering and settled in a single place, lead by a legendary ruler. A winged lion, bearer of the will of the gods, was prominently used since first settling down.
The area was fertile and lush, an easily defensible hill on the banks of a great river, near the shores of a mighty sea.
Herds of lumbering beasts roamed the nearby plains, drawing the interest (and hunger) of our savage forefathers.
The original settlement was small, no more than a village, with survival being the main occupation of the population.
Yet, some brave explorers went forth from their homes, driven by the desire to know more about the surrounding lands. During these travels, they met with other peaceful peoples, who generously shared their observations on certain kinds of edible vegetation.
I play Civ for fun, and I often tweak setting, values, resources and whatnot whenever I feel it'll make for a better experience (for me, that is). Usually I try to avoid abusing the worldbuilder, but I did get carried away a couple of times and basically “terraformed” a Large map for some epic power playing.
This is not the case, I'm just rambling here. (I'll be doing a lot of rambling. Beware.)
This whole thing happens on Civ 4 Beyond the Sword with the mod “Rise of Mankind: A New Dawn 2.2”, rev666.
I'll be using a custom civ I fused together from the two versions of it I had found on these forums some time ago: the Venetian Empire, historically known as the Serenissima Repubblica di Venezia. With two UUs and two UBs, it is kinda unbalanced, but I'm playing on deity so I don't feel too guilty about it. And anyway, see the previous paragraph.
The main reasons for using this civ are that I like having a navy and Venice had been the major power in the Mediterranean for a few centuries, and that I live nearby actual Venice.
Before even starting, I already changed some things in the mod's xml:
Spoiler :
-the religious promotions require only having that state religion, they don't need the attached warlord. This way they'll actually get used, and it's nicer for flavor as well.
-the maintenance cost of the buildings “paved roads” and “sewer system” has been removed
-the maintenance cost of the metropolitan and capitol administration has been reduced a bit
-engineers now give 3 production (instead of 2), and great engineers give 6. I like production. Production is goooood. It just speeds up things a bit, you don't get many engineers per city anyway (until the industrial/modern eras).
-religions have been modified a bit, generally they all give at least +1 money per city and their shrine gives +1 money per city as well
-the revolution index modifier has been doubled, for more trouble!
-max xp from fighting barbarians is now 50
-research and build/train percentages in the various eras have been tweaked, in the direction of longer research times from reneissance onwards, the later the era the bigger the cost.
If and when I'll reach them, I'll also do this:
-submarines act like privateers: their nationality is hidden and they can attack without declaring war. I always felt that having these awesome stealth units was pointless if I couldn't pester everybody else with them. This also means that anybody that can see them can (and will) attack them. I also changed their AI to “pirate”, but I'm not sure if it works (ais don't seem to make many subs anyway)
These are the game settings:
Spoiler :

Planet generator is such a great mapscript.
Why did I only put two other ais? That's because with the Barbarian World option there will be three barb cities already on the map (one per player), and the Barb Civ option will make them become new civs given enough time. And any other barb city which will spawn later also has that chance.
Not to mention that with more unexplored terrain there will be hordes of barbarians! Or so I hope.
There's a few more options that you normally don't see in RAND, again, I tinkered in the xml and made them visible. In particular I'm curious about the “Dark Ages” thing. I hope it actually works.
Finally, I can click on that "Launch" button!
Spoiler :
A wise suggestion.

The ancients legends tell us that everything began thousands of years ago, when our distant ancestors, nomadic since time immemorial, stopped their wandering and settled in a single place, lead by a legendary ruler. A winged lion, bearer of the will of the gods, was prominently used since first settling down.
Spoiler :

Herds of lumbering beasts roamed the nearby plains, drawing the interest (and hunger) of our savage forefathers.
Spoiler :

The original settlement was small, no more than a village, with survival being the main occupation of the population.
Spoiler :

Yet, some brave explorers went forth from their homes, driven by the desire to know more about the surrounding lands. During these travels, they met with other peaceful peoples, who generously shared their observations on certain kinds of edible vegetation.
Spoiler :

