apavlides24
Chieftain
Hi all!
This is my first post and also my first attempt to submit a mod.
That being said, I would like to thank the creators of the Star Wars Mod, the Lost Units Mod, Actual quotes Mod, UN modification Mod, The Ancient Mediterranean mod and also the people that made the Industrial worker and the bombard skins.
About my mode:
I have been twinking and changing the XML of the almost since I got it, almost a year ago. One thing brought the other and finally I ended up with a mod I would like to share.
This is the default mode I use to play Civ4.
You may ask: "Why this guy calls it v 0.9?"
1. Because I constantly change the mod.
This is the "most stable" so to speak mod that I use for 2 weeks now with minimal changes. I used to change it 2 times a week before that.
2. Because of the Known Issues:
- While loading the mod the game tells me thrice that there is a problem with a tag... I cannot find the tag that has the problem, and since the game runs smoothly whatever the game says, and all the units I have in the XML appear, I haven't looked into it more thouroughly.
- One new unit I made, the Terrorist, appears twice in the pannel that shows the available units to be created.
Each button there works normally.
- In case of some units with new skins, while they always show up as expected and nice in the map, sometimes the " O> " with the picture of the unit (the bubble that appears when it tells you that " the enemy was spotted near X!" for example) is just pink and blank... If that was all the time I could understand and work on it. But it happens sometimes! i.e for the cannon (I use the Bombard skin) it happens about 50% of the time.
the goal
To make a goal where things proceed faster while technology research is more or less realistic. Large, developed cities have incredible productions and culture output.
Most important changes at a glance:
- Most of the units move faster. I added a 50% to all the units speed rounding up in some cases and rounding down in other cases. I.e the swordsman has move 2, the settler 3, the spearman 1 and the transport 8.
To be sincere, I change the unit speeds of all your mods before I play them. No offence, but I can't sit and wait 12 turns for the axemen to move from one part of my empire to the other.
- Research costs more at the later ages. I left the ancient tech cost the same but I increased a bit the cost of classical techs, a bit more for medieval etc. After all, with increased production, you can make more money with wealth and more science with research, so you can afford to have more science% than in the usual game.
- The cities borders expand faster. I changed the values for the culture treshold. Also changed the buildings (more bellow)
- I added a +10% to production feature in many buildings based on certain factors. I.e Universities because the produce scientists, barracks because they make people more military-oriented and the army gives a hand in some cases etc. The whole idea behind that was that a city with 12 buildings is more developed and makes a far better use of its resources.
- I added a +1 culture feature to many buildings too, based on various factors too. Most important factor was "Will that building help the borders of the civilization grow?". I treat culture not only as luxuries and ... you know culture, but also as how fast the city draws the wilderness in it so to speak. For example granary gives a +1 to culture.
Why? Because it helps population grow faster => the borders of the city grow faster. Aquadect gives a +1 culture for the same reason.
- I changed the research, construction, recruit, growth etc factors for most speeds to 100% instead of 150% for epic for example. More turns now just means more turns to play before the game ends.
less important changes
- Except from the units of the Lost Units mod, I added some units of my own. Like the terrorist, the anti-terrorist, the doctor and a very powerful and destructive nuke called Apocalypse, along with a few more.
- I added a few more techs (like nanomechanics and virtual reality)
- I changed the victories, adding a religious victory too.
- I added a building and a wonder (armory and virtual bank)
- I added a project (terrorism, allows terrorists and anti-terrorists for all civilizations)
- I changed the base discover value of the Great Persons. With the increased cost of the technologies, that was a must.
- I changed the bonus plot outputs
- I added 2 more sea level options, very high and very low
- I added one more speed option, slow discovery. The tech costs 2.25 more there. This is for you people that want to explore an era fully, where your units won't be obsolete as fast.
- I changed a bit the benefits and costs of most of the civs. For example police state has slighter reduced greater person rate but slightly increased military production rate.
- I changed the needed component numbers for the space ship and I put them later in the tech tree
- I made significant changes to the prerequisite techs for many advanced technologies. It seems strange to me that someone could research fission without having combustion first.
- Changed the Marathon to around 800 turns.
- Many more changes that I don't remember...
As I said, I have been doing this for long, so I don't remember everything I have changed.
- Increased a bit the mantainance costs of the cities
- Added two more size options. Gigantic (for continent maps and other maps with a lot of water) and Gigantic, Land for maps like Lakes, Great plains etc where most of the map is usable.
download here
EDIT:
Two more minor changes:
- Missionaries can create a great work of shorts. 75 culture only. Enough to stop a revolution or to increase a new city's radius.
- Workers can harry production. Not too much though.
This is my first post and also my first attempt to submit a mod.
That being said, I would like to thank the creators of the Star Wars Mod, the Lost Units Mod, Actual quotes Mod, UN modification Mod, The Ancient Mediterranean mod and also the people that made the Industrial worker and the bombard skins.
About my mode:
I have been twinking and changing the XML of the almost since I got it, almost a year ago. One thing brought the other and finally I ended up with a mod I would like to share.
This is the default mode I use to play Civ4.
You may ask: "Why this guy calls it v 0.9?"
1. Because I constantly change the mod.

2. Because of the Known Issues:
- While loading the mod the game tells me thrice that there is a problem with a tag... I cannot find the tag that has the problem, and since the game runs smoothly whatever the game says, and all the units I have in the XML appear, I haven't looked into it more thouroughly.
- One new unit I made, the Terrorist, appears twice in the pannel that shows the available units to be created.

- In case of some units with new skins, while they always show up as expected and nice in the map, sometimes the " O> " with the picture of the unit (the bubble that appears when it tells you that " the enemy was spotted near X!" for example) is just pink and blank... If that was all the time I could understand and work on it. But it happens sometimes! i.e for the cannon (I use the Bombard skin) it happens about 50% of the time.
the goal
To make a goal where things proceed faster while technology research is more or less realistic. Large, developed cities have incredible productions and culture output.
Most important changes at a glance:
- Most of the units move faster. I added a 50% to all the units speed rounding up in some cases and rounding down in other cases. I.e the swordsman has move 2, the settler 3, the spearman 1 and the transport 8.
To be sincere, I change the unit speeds of all your mods before I play them. No offence, but I can't sit and wait 12 turns for the axemen to move from one part of my empire to the other.
- Research costs more at the later ages. I left the ancient tech cost the same but I increased a bit the cost of classical techs, a bit more for medieval etc. After all, with increased production, you can make more money with wealth and more science with research, so you can afford to have more science% than in the usual game.
- The cities borders expand faster. I changed the values for the culture treshold. Also changed the buildings (more bellow)
- I added a +10% to production feature in many buildings based on certain factors. I.e Universities because the produce scientists, barracks because they make people more military-oriented and the army gives a hand in some cases etc. The whole idea behind that was that a city with 12 buildings is more developed and makes a far better use of its resources.
- I added a +1 culture feature to many buildings too, based on various factors too. Most important factor was "Will that building help the borders of the civilization grow?". I treat culture not only as luxuries and ... you know culture, but also as how fast the city draws the wilderness in it so to speak. For example granary gives a +1 to culture.

- I changed the research, construction, recruit, growth etc factors for most speeds to 100% instead of 150% for epic for example. More turns now just means more turns to play before the game ends.
less important changes
- Except from the units of the Lost Units mod, I added some units of my own. Like the terrorist, the anti-terrorist, the doctor and a very powerful and destructive nuke called Apocalypse, along with a few more.
- I added a few more techs (like nanomechanics and virtual reality)
- I changed the victories, adding a religious victory too.
- I added a building and a wonder (armory and virtual bank)
- I added a project (terrorism, allows terrorists and anti-terrorists for all civilizations)
- I changed the base discover value of the Great Persons. With the increased cost of the technologies, that was a must.
- I changed the bonus plot outputs
- I added 2 more sea level options, very high and very low
- I added one more speed option, slow discovery. The tech costs 2.25 more there. This is for you people that want to explore an era fully, where your units won't be obsolete as fast.
- I changed a bit the benefits and costs of most of the civs. For example police state has slighter reduced greater person rate but slightly increased military production rate.
- I changed the needed component numbers for the space ship and I put them later in the tech tree
- I made significant changes to the prerequisite techs for many advanced technologies. It seems strange to me that someone could research fission without having combustion first.
- Changed the Marathon to around 800 turns.
- Many more changes that I don't remember...

- Increased a bit the mantainance costs of the cities
- Added two more size options. Gigantic (for continent maps and other maps with a lot of water) and Gigantic, Land for maps like Lakes, Great plains etc where most of the map is usable.
download here
EDIT:
Two more minor changes:
- Missionaries can create a great work of shorts. 75 culture only. Enough to stop a revolution or to increase a new city's radius.
- Workers can harry production. Not too much though.