Andy's Mod v0.9 (Many Changes)

apavlides24

Chieftain
Joined
Sep 27, 2006
Messages
6
Location
Greece
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. :confused: 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. :eek: 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... :sad: 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.
 
just copy the link from the "download button"?

looks very interesteing some changes you made! looks like its a faster and more enjoyble game!

- 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.

what you mean exactely with that change?


EDIT

apocalypse? lol :> Seems interesting xD
 
Thank you for your comments. You get a smiley! :) <= this is yours.

Now, about the question:

The 10% bonus means that if a city has barracks (+10%) and forge (+25%) and an aquadect (+10%) it has a +45% to production. I.e if that City generates 10 hammers from the surrounding plots, you get +4 as bonus.

1. More production means that you can make that army fast. The computer however makes that army even faster. So more Boom-Boom for the Boom-Boom oriented.

2. More production means you can make more buildings faster, so you get your cities up and running faster. I always liked that. I hated when I build a city in the middle game and it cannot compete the rest of the cities for centuries.

3. Reallistically oriented more developed cities in my opinion, should make better use of their resources.

EDIT
Seen my signature ;)
Apocalypse has a radius of 4 tiles. That means that with an Apocalypse you can burn 3 cities. It costs almost as much as a wonder though. However... I mentioned the increased production didn't I?
Create a bunch (say 8 of them) and go for no-nuke in the UN. Then if an enemy gives you a headache, throw the bunch on him (in the back cities BTW). Even with the SDI, 2 out of 8 would hit. That means 5-8 cities are nuked, and everything in a large area is tainted like hell.
 
I forgot to mention that:

- I increased the spread rate of the religions a bit.
- I changed some units powers
- I put a limit on some of the most powerful religious units. I did it mainly because if you discovered Christianity, with 20 or so crusaders you can take over even more powerful enemies. Also either I or the computer found Christianity quite fast, even before the macemen in some cases. And while the Longbowmen are good defenders, Crusaders are better attackers. The same goes for Mujahid. They are more powerful than horse archers and usually they come into play before knights.
 
apavlides24 said:
Thank you for your comments. You get a smiley! :) <= this is yours.

Now, about the question:

The 10% bonus means that if a city has barracks (+10%) and forge (+25%) and an aquadect (+10%) it has a +45% to production. I.e if that City generates 10 hammers from the surrounding plots, you get +4 as bonus.

1. More production means that you can make that army fast. The computer however makes that army even faster. So more Boom-Boom for the Boom-Boom oriented.

2. More production means you can make more buildings faster, so you get your cities up and running faster. I always liked that. I hated when I build a city in the middle game and it cannot compete the rest of the cities for centuries.

3. Reallistically oriented more developed cities in my opinion, should make better use of their resources.

EDIT
Seen my signature ;)
Apocalypse has a radius of 4 tiles. That means that with an Apocalypse you can burn 3 cities. It costs almost as much as a wonder though. However... I mentioned the increased production didn't I?
Create a bunch (say 8 of them) and go for no-nuke in the UN. Then if an enemy gives you a headache, throw the bunch on him (in the back cities BTW). Even with the SDI, 2 out of 8 would hit. That means 5-8 cities are nuked, and everything in a large area is tainted like hell.


Hum ok, thx for the explanation :)

And I think that appocalype is too much strong man, I think you should make a limit of only 2 or 3 AND if you shot it, every AI should have -2(or more) in diplomacy with you, and the AI who suffered the atack should have -5 or more, no?? my god, really a apocalypise lol..
 
Well, there is a limit on apocalypse missiles. I think it is 12, but I don't remember right now. I usually play on huge or gigantic maps with 6-8 computer opponents, so the computer controls large areas and can afford to loose 5-6 cities :rolleyes:
I have never used Apocalypse in a game actually except for playtesting it (in a small map :lol: the PC had no SDI, Burned the whole of him).

Usually I have either 1. won the diplomatic victory far before I can make a bunch of Apocalypse nukes
2. Don't have enemies that powerful that I can afford to throw them nukes. Too much diplomatic cost. I usually have one alliance at the time.
3. The Apocalypse gives you too much power. A bunch of 12 will give you as much power as about 50 tanks To burn them in order to crush an enemy will crush that enemy, but will cost you friends and you will be seen as far weaker so the AI will attack you easily. I don't risk a nuclear war.
4. Global warming! Do you think that workers survive easily nuclear attacks? :) I have used normal nukes in great numbers once. I never made that mistake again. Apocalypse taints too much land.
I named it Apocalypse because of that.

EDIT
Nope there is a 12 limit only for the prescice nukes. They don't have area, they hit only one tile. Enviroment friendly nukes :)
However Apocalypse costs 1200 hammers. A tank costs 180. So in the time it takes to build 2Apocalypse nukes, you could build 13 tanks...
Still, your best hope is to control the UN and pass a resilution for no Nukes
 
Also:
I changed the time line. I.e The counter runs with 20 years increment at the start etc. The turns are still 660 for epic and 800 for marathon. However the 1 year increment is far more compressed. I did that so that the technologies that took decades to be invented, won't jump up in 10-12 years just because it is 1800.

I also solved the double Terrorist problem. I will make a couple of fixes and I'll post the new file.
 
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