MOD MOVED TO PUBLIC FORUM HERE
I am working on a release of a mod for Civ IV BTS on the 1982 Falklands War information here, with a new map, new units, new civilisations and new technologies. I will put any releases here.
I have put out a few requests for units, shown below. The ones I have are *drum roll*
azioazioazio - Spanish Infantry (Going to be used as a basic Argentine infantry unit)
Walther Hawkwood - Merchant Ship (will be used as an RFA vessel)
Mechaerik - Special Forces (one is going to be used as an Argentine Commando, and one of his others is going to be used for the Royal Marines)
GarretSidzaka - Modern Paratrooper (Used for [who else?] the british Parachute Regiment
KrugerPritz - Warrior, going to be used as the British Armour
Sharik - AA Gun (his German one)
Mozza - British SAS
-sr has already provided an awesome map, which I just need to modify a bit before it will be ready for use.
Anyone who knows anything about python, especially how to make date-specific events, would be really appreciated if they could get in touch. I'd also like to hear from anyone who knows how to make customised flags. All lists here are subject to be updated.
'Team'
There is no team as such, but this is a list of people who are helping with non-already released stuff
Kochmann - Has helped with buttons for units and the Argentine flag
Mechaerik - Made the awesome Leopoldo Galetieri leaderhead, being used minus the kepi (sorry, but it really grates, and he now looks just like the picture)
The Mod
The mod will feature a new map of the Falkland Islands, as well as two new civilisations, Argentina and the United Kingdom. The player will be able to command both sides, with events happening as they did in the Desert War campaign for Vanilla (or they will the minute someone dtops by and explains how to set that up
), and the goal for each will be to eliminate the other. There will be very limited diplomacy involved, since there will be no chance of peace.
Leaders:
UK - Margaret Thatcher (Protective, Organised)
Major-General Moore (Aggressive, ?)[Maybe]
Argentina - Leopoldo Galtieri (Aggressive, Expansive)
Units
The game will change dramatically in that there will be no chance for either side to recruit units. You must rely on the forces you start with or recieve through events.
Britain
Officers:
Britian gets officers, which work like Great Generals pre-attached to a unit.
H Jones - Lands with 2 PARA, giving them a Leadership bonus
Land:
Special Air Service - The top British Special Forces unit, and the best unit in the whole game. Able to perform parachute jumps.
Special Boat Service - Not so strong as the SAS, but amphibious.
The Parachute Regiment - A solid, dependable unit, including one Warlord (H Jones). Able to perform parachute jumps. There are only 2 in total.
Royal Marine Commandos - A strong amphibious unit. There are only 3 in total.
British Infantry - Medium level unit encompassing the Welsh and Scots Guards and the Royal Ghurka Rifles.
British Armour - Fast, strong and able to cause collateral damage and break city defenses.
Royal Army Medical Corps - No combat ability, but able to heal soldiers.
Air Defence Troop - An infantry unit able to intercept aircraft
Royal Engineers - An infantry unit that can construct Forts and Roads
Army Air Corps - Battle helicopters useful for recon and light fighting roles
Royal Artillery - Moves very slowly, but causes collateral damage and can bombard cities
Sea:
RFA Vessel - Very limited attack power, but can heal ships in the same tile and transport helicopters. The only sea unit that cannot carry missiles (except the Aircraft Carrier and the Landing Craft), and the only ship that cannot intercept aircraft.
Landing Platform - Carries Landing Craft, since it is faster and stronger
Submarine - Cannot be seen except by Radar and Destroyers (at close range). Gets a large bonus against non-submarines.
British Frigate - Built to fight at sea and defeat ships. Stronger than comparable Argentine ships
Destroyer - Low sight range, but the only British unit able to see submarines. Good at intercepting aircraft and stronger than comparable Argentine ships
Aircraft Carrier - Slow and weak, but can carry aircraft.
Air:
Harrier - Capable air-to-air fighter.
Tomahawk - The British missile, able to strike from medium range at land or sea targets.
Sea King - A helicopter (a sea unit to keep it at sea) with a massive bonus against submarines but useless against ships
Argentina
Land:
Amphibious Commandos - The best Argentine unit, with a free amphibious promotion
Argentine Marines - Argentine Regulars with Amphibious
Argentine Regulars - The basic Argentine unit, of strength a little below that of the British Infantry
Argentine Conscripts - The most numerous, but by far the weakest, Argentine unit.
Medic - No combat ability, but able to heal soldiers.
RADAR - No combat ability or moves, but can see British submarines
AA Gun - Cannot move, but can cause colateral damage and intercept aircraft with an almost 100% success rate.
Armoured Cars - A fast unit, useful for recon but not for heavy combat duty
Artillery - Moves very slowly and causes collateral damage
Sea:
Transport - No attack power, but carries soldiers. Cannot carry missiles or intercept aircraft.
Submarine - Cannot be seen except by Destroyers (at close range)
Frigate - Built to fight at sea and defeat ships.
Battleship - The main sea unit, is strong but quite slow.
Destroyer - Low sight range, but able to see submarines.
Aircraft Carrier - Slow and weak, but can carry aircraft.
Air:
Super Etandard - Aircraft designed to attack ships
Pucara - Poor but numerous fighter designed for ground-attack duties
New Civics
One major change that will come into play is that labor civics will be renamed military civics, Economic into Foreign Policy and Religion into Ideology.
Name: Military Rule
Class: Government
Availiable To: Argentina
Comments: +1 Happiness per military unit and no war weariness. This is the default Argentine government civic
Name: Republic
Class: Government
Availiable To: Argentina
Comments: +1 happy in all cities. This comes into effect via a revolution event
Name: Constitutional Monarchy
Class: Government
Availiable To: UK
Comments: +5 happy in all cities. This is the default British civic
Name: Suppression
Class: Legal
Availiable To: Argentina
Comments: -1
in all cities but no spread of British affiliation
Name: Military Law
Class: Legal
Availiable To: Argentina
Comments: No spread of British affliation, -3 happy in all cities, -100 research but -2 support cost per military unit.
Name: State of Emergency
Class: Legal
Availiable To: UK
Comments: No spread of Argentine affliation, -3 happy in all cities, -100
but -2 support cost per military unit.
Name: Free Speech
Class: Legal
Availiable To: UK and Argentina
Comments: +1
. In Argentina, this is unlocked via an event
Name: Conscription
Class: Military
Availiable To: Argentina
Comments: -2
, but 5 free units
Name: Professional Military
Class: Military
Availiable To: Argentina and UK
Comments: +1
per military unit in a city
Name: Integration
Class: Military
Availiable To: Argentina and UK
Comments: -1
, but 1 free unit
Name: Isolation
Class: Foreign Policy
Availiable To: Argentina
Comments: No foreign trade routes but -50% war weariness (note that, of course, there are no foreign trade routes anyway)
Name: Integration
Class: Foreign Policy
Availiable To: Argentina and UK
Comments: No effect.
Name: Major Influence
Class: Foreign Policy
Availiable To: UK
Comments: +50%
and
, but +10% war weariness (maybe)
Name: Aggression
Class: Foreign Policy
Availiable To: Argentina
Comments: -50%
and
, but 3 free units
New Promotions
The first change is that the Medic promotions will only be availiable to medic units - you must decide whether you want medical support.
Name: Light Infantry
Prereqs: Combat II
Effects: Can move or attack again after winning a battle.
Name: Survivalist
Prereqs: Combat III
Effects: 10% chance to not be killed when defeated in action
Name: Arctic Warfare I
Prereqs: Combat I
Effects: +10% Strength in Tundra
Name: Arctic Warfare II
Prereqs: Arctic Warfare I
Effects: +10% Strength in Tundra, double moves in Tundra
Name: Arctic Warfare III
Prereqs: Arctic Warfare II
Effects: +10% Strength in Tundra, double moves in Hills, 10% withdrawal chance
Misc
People I Want to Get in Touch With
This is mostly a list of things I don't know how to do, but if you are on this list please PM me/post here and you will be mentioned here and in credits!
Anyone with any other suggestions is welcome to get in touch by posting here or by PM.
Previews
2 Para land from their transport Center:Royal Marines capture a flock of hostile sheep Right: The infamous Skirmish at Port Howard - an SAS patrol clash with Argentine Special Forces, leaving a captain dead and another trooper captured.
The SAS engage the best of the Argentine troops in the hills of East Falkland Center: 1 Scots Guards operate with the support of a Warrior Right: Royal Engineers in battle
A Super Étandard, the standard Argentine fighter, taken in SceneViewer Right: A squadron in action over the ocean
A British Sea King engages enemy submarines Right:A medical teambreaking out the rations checking their kit
The AAC move their entire force against the enemy Right: Royal Engineers fortify their position
Almost the entire British task force moving South to the islands
Known 'bugs'
Some of these may be fixed - but this is just a list of things I do NOT want to be told. If you think you've found a problem not on the list, first think 'is it a problem?' - if it's anything about historical accuracy, I was there, so 99% of historical innacuracy is going to be for gameplay reasons. Then 'is this an accident?' - it might be intended - and finally 'is it fixable?' - if I can't do anything about it, it's not worth mentioning.
I am working on a release of a mod for Civ IV BTS on the 1982 Falklands War information here, with a new map, new units, new civilisations and new technologies. I will put any releases here.
I have put out a few requests for units, shown below. The ones I have are *drum roll*
azioazioazio - Spanish Infantry (Going to be used as a basic Argentine infantry unit)
Walther Hawkwood - Merchant Ship (will be used as an RFA vessel)
Mechaerik - Special Forces (one is going to be used as an Argentine Commando, and one of his others is going to be used for the Royal Marines)
GarretSidzaka - Modern Paratrooper (Used for [who else?] the british Parachute Regiment
KrugerPritz - Warrior, going to be used as the British Armour
Sharik - AA Gun (his German one)
Mozza - British SAS
-sr has already provided an awesome map, which I just need to modify a bit before it will be ready for use.
Anyone who knows anything about python, especially how to make date-specific events, would be really appreciated if they could get in touch. I'd also like to hear from anyone who knows how to make customised flags. All lists here are subject to be updated.
'Team'
There is no team as such, but this is a list of people who are helping with non-already released stuff
Kochmann - Has helped with buttons for units and the Argentine flag
Mechaerik - Made the awesome Leopoldo Galetieri leaderhead, being used minus the kepi (sorry, but it really grates, and he now looks just like the picture)
The Mod
The mod will feature a new map of the Falkland Islands, as well as two new civilisations, Argentina and the United Kingdom. The player will be able to command both sides, with events happening as they did in the Desert War campaign for Vanilla (or they will the minute someone dtops by and explains how to set that up

Leaders:
UK - Margaret Thatcher (Protective, Organised)

Major-General Moore (Aggressive, ?)[Maybe]


Argentina - Leopoldo Galtieri (Aggressive, Expansive)

Units
The game will change dramatically in that there will be no chance for either side to recruit units. You must rely on the forces you start with or recieve through events.
Britain
Officers:
Britian gets officers, which work like Great Generals pre-attached to a unit.
H Jones - Lands with 2 PARA, giving them a Leadership bonus
Land:
Special Air Service - The top British Special Forces unit, and the best unit in the whole game. Able to perform parachute jumps.
Special Boat Service - Not so strong as the SAS, but amphibious.
The Parachute Regiment - A solid, dependable unit, including one Warlord (H Jones). Able to perform parachute jumps. There are only 2 in total.
Royal Marine Commandos - A strong amphibious unit. There are only 3 in total.
British Infantry - Medium level unit encompassing the Welsh and Scots Guards and the Royal Ghurka Rifles.
British Armour - Fast, strong and able to cause collateral damage and break city defenses.
Royal Army Medical Corps - No combat ability, but able to heal soldiers.
Air Defence Troop - An infantry unit able to intercept aircraft
Royal Engineers - An infantry unit that can construct Forts and Roads
Army Air Corps - Battle helicopters useful for recon and light fighting roles
Royal Artillery - Moves very slowly, but causes collateral damage and can bombard cities
Sea:
RFA Vessel - Very limited attack power, but can heal ships in the same tile and transport helicopters. The only sea unit that cannot carry missiles (except the Aircraft Carrier and the Landing Craft), and the only ship that cannot intercept aircraft.
Landing Platform - Carries Landing Craft, since it is faster and stronger
Submarine - Cannot be seen except by Radar and Destroyers (at close range). Gets a large bonus against non-submarines.
British Frigate - Built to fight at sea and defeat ships. Stronger than comparable Argentine ships
Destroyer - Low sight range, but the only British unit able to see submarines. Good at intercepting aircraft and stronger than comparable Argentine ships
Aircraft Carrier - Slow and weak, but can carry aircraft.
Air:
Harrier - Capable air-to-air fighter.
Tomahawk - The British missile, able to strike from medium range at land or sea targets.
Sea King - A helicopter (a sea unit to keep it at sea) with a massive bonus against submarines but useless against ships
Argentina
Land:
Amphibious Commandos - The best Argentine unit, with a free amphibious promotion
Argentine Marines - Argentine Regulars with Amphibious
Argentine Regulars - The basic Argentine unit, of strength a little below that of the British Infantry
Argentine Conscripts - The most numerous, but by far the weakest, Argentine unit.
Medic - No combat ability, but able to heal soldiers.
RADAR - No combat ability or moves, but can see British submarines
AA Gun - Cannot move, but can cause colateral damage and intercept aircraft with an almost 100% success rate.
Armoured Cars - A fast unit, useful for recon but not for heavy combat duty
Artillery - Moves very slowly and causes collateral damage
Sea:
Transport - No attack power, but carries soldiers. Cannot carry missiles or intercept aircraft.
Submarine - Cannot be seen except by Destroyers (at close range)
Frigate - Built to fight at sea and defeat ships.
Battleship - The main sea unit, is strong but quite slow.
Destroyer - Low sight range, but able to see submarines.
Aircraft Carrier - Slow and weak, but can carry aircraft.
Air:
Super Etandard - Aircraft designed to attack ships
Pucara - Poor but numerous fighter designed for ground-attack duties
New Civics
One major change that will come into play is that labor civics will be renamed military civics, Economic into Foreign Policy and Religion into Ideology.
Name: Military Rule
Class: Government
Availiable To: Argentina
Comments: +1 Happiness per military unit and no war weariness. This is the default Argentine government civic
Name: Republic
Class: Government
Availiable To: Argentina
Comments: +1 happy in all cities. This comes into effect via a revolution event
Name: Constitutional Monarchy
Class: Government
Availiable To: UK
Comments: +5 happy in all cities. This is the default British civic
Name: Suppression
Class: Legal
Availiable To: Argentina
Comments: -1

Name: Military Law
Class: Legal
Availiable To: Argentina
Comments: No spread of British affliation, -3 happy in all cities, -100 research but -2 support cost per military unit.
Name: State of Emergency
Class: Legal
Availiable To: UK
Comments: No spread of Argentine affliation, -3 happy in all cities, -100

Name: Free Speech
Class: Legal
Availiable To: UK and Argentina
Comments: +1

Name: Conscription
Class: Military
Availiable To: Argentina
Comments: -2

Name: Professional Military
Class: Military
Availiable To: Argentina and UK
Comments: +1

Name: Integration
Class: Military
Availiable To: Argentina and UK
Comments: -1

Name: Isolation
Class: Foreign Policy
Availiable To: Argentina
Comments: No foreign trade routes but -50% war weariness (note that, of course, there are no foreign trade routes anyway)
Name: Integration
Class: Foreign Policy
Availiable To: Argentina and UK
Comments: No effect.
Name: Major Influence
Class: Foreign Policy
Availiable To: UK
Comments: +50%


Name: Aggression
Class: Foreign Policy
Availiable To: Argentina
Comments: -50%


New Promotions
The first change is that the Medic promotions will only be availiable to medic units - you must decide whether you want medical support.
Name: Light Infantry
Prereqs: Combat II
Effects: Can move or attack again after winning a battle.
Name: Survivalist
Prereqs: Combat III
Effects: 10% chance to not be killed when defeated in action
Name: Arctic Warfare I
Prereqs: Combat I
Effects: +10% Strength in Tundra
Name: Arctic Warfare II
Prereqs: Arctic Warfare I
Effects: +10% Strength in Tundra, double moves in Tundra
Name: Arctic Warfare III
Prereqs: Arctic Warfare II
Effects: +10% Strength in Tundra, double moves in Hills, 10% withdrawal chance
Misc
- The British will have an ablity that no city with at least one British unit in it will rebel.
- The way that missiles work in the game will be changed dramatically; they are one of the main methods of fighting at sea.
- Religion is replaced with affiliation (Argentine or British)
People I Want to Get in Touch With
This is mostly a list of things I don't know how to do, but if you are on this list please PM me/post here and you will be mentioned here and in credits!
Anyone with a button that would be good for any of these units- People who can mod in the date-based events
People who know how to edit flagsPeople who make leaderheadsAnyone who has made a unit that they think would go well with any already mentioned- Anyone who knows how to implement a system making ground troops immune to missiles
Anyone, especially Argentines, who know the names for units here.Anyone who can suggest a trait for Major-General Moore
Anyone with any other suggestions is welcome to get in touch by posting here or by PM.
Previews



2 Para land from their transport Center:Royal Marines capture a flock of hostile sheep Right: The infamous Skirmish at Port Howard - an SAS patrol clash with Argentine Special Forces, leaving a captain dead and another trooper captured.



The SAS engage the best of the Argentine troops in the hills of East Falkland Center: 1 Scots Guards operate with the support of a Warrior Right: Royal Engineers in battle


A Super Étandard, the standard Argentine fighter, taken in SceneViewer Right: A squadron in action over the ocean


A British Sea King engages enemy submarines Right:A medical team


The AAC move their entire force against the enemy Right: Royal Engineers fortify their position

Almost the entire British task force moving South to the islands
Known 'bugs'
Some of these may be fixed - but this is just a list of things I do NOT want to be told. If you think you've found a problem not on the list, first think 'is it a problem?' - if it's anything about historical accuracy, I was there, so 99% of historical innacuracy is going to be for gameplay reasons. Then 'is this an accident?' - it might be intended - and finally 'is it fixable?' - if I can't do anything about it, it's not worth mentioning.
- The Royal Engineers reload after every shot. This is to do with the animations.
- The Royal Engineers make the wrong shooting noise. This is first because they use the Rifleman kf, but also because the L1A1 makes a very loud noise.
- Loads of soldiers use the G3 - I couldn't find an L1A1, so I substituted.
- Jeremy Moore gives a seaman's salute - that's Stalin's kf in action.