[BtS] CivFusion

As I said, I'm going to start releasing some teaser info in preparation of the 0.70 release. First up is the changelist; as you can see, we've been busy. :) Some teaser screenshots to follow soon, so stay tuned!

Cheers,
ripple01


Added many new leaderheads
Added new movies for all World Wonders, National Wonders, and Projects (arian, johny smith)
Added new button for Revolution
Added new buttons for many techs
Added new button for Bombard
Added new artwork for Great Person popup screens
Added new technology, Civil Rights
Added Ethnic Citystles 1.04 by Geomodder
Added Next War Mod 1.42 by jkp1187
Added Tech Window by Roamty
Added custom begin game popup
Added missing Remove Religion button
Added missing Poland flavor units
Added Austrian Chariot, Explorer, and Longbowman units
Added Ethiopian Cavalry, Rifleman, Cannon, and Grenadier by bakuel
Added -50% Unit Upgrade Cost to Leonardo's Workshop
Added +50% Spread of State Religion to Temple of Artemis; moved +100% trade routes to Via Appia
Added missing quotes/pedia text for almost all techs, buildings, wonders (Thanks, Uncle Anton)
Added Enhanced Tech Conquest by 0.6 by Jeckel, Grave
Added soundtracks for Kamahameha, Salamasina, Crazy Horse, Hiawatha, Degnawida
Added late soundtrack for Montezuma
Added Magna Carta project
Added Crop Rotation tech; moved Farms Spread Irrigation from Civil Service
Added Joint Stock tech; moved Customs House and East India Company from Economics
Added new opening slideshow
Added Mali and Zulu Warriors and MesoAmerican ships by Chuggi
Added Aztec Scout and Horseman and Mongolian Warrior, Archer, Explorer, and Pikeman by bakuel
Added American Medieval Units 3.0 by Zerver & Wolfhanze
Added new button for SS Nav Control
Added new building, Shipyard
Adjusted game speeds - CivFusion speed is now 1000 turns
Adjusted some values in GameSpeedInfo.xml
Adjusted culture level thresholds slighty
Adjusted leader traits - all leaders have a unique trait combination; all combinations are used
Adjusted some tech costs
Adjusted stats of Tavern, Castle, Jail
Changed unit select sounds for new civs to more appropriate ones
Changed player numbers on each map size back to default
Changed name of Urbanization tech to Fortification
Changed Great Wall to not require Walls in 3 cities
Cleaned up Hellenism icon
Fixed all issues with leader traits not working correctly
Fixed Unit Statistics button not hiding properly
Fixed XML error with Shinto sounds
Fixed XML errors with a few wonder movies
Fixed XML artdefine of Iroquois Horseman
Fixed incorrect derivative civ for Hittites
Fixed holy city icon for Hellenism religion
Fixed XML error with Hwacha
Fixed Manhattan Project not working correctly
Fixed Battlecruiser (sort of, works but lasers don't fire as intended)
Fixed some National/World Wonders generating incorrect # of GP points
Lowered volume of Shinto founding sound
Modified religion spread #s
Moved Constitution tech to Medieval era
Moved Bomb Shelters to Atomic Theory tech
Moved Rock & Roll to Electronics tech
Moved some mounted UU's around (Arabia, Sioux, Carthage, Mongol)
Moved Serfdom to Crop Rotation tech
Moved Longbowman to Feudalism tech
Readded Holy Roman Empire; moved Charles V to HRE
Rearranged list of buildings and units to make more sense
Removed The Sphinx wonder
Removed Brazil civilization
Removed Menelik II, Basil, and Harald Hardrada
Removed Hittite and Polynesia from barbarian city lists
Removed individual missionary names for the different religions
Removed Quantum Physics tech
Removed Espionage technology requirement from Scotland Yard
Removed some unused XML
Removed Vassalage tech; moved Vassal States to Feudalism and Man-at-Arms to Monarchy
Removed tech requirement from Inquisitors; they now require a Cathedral to build
Removed Marksmanship tech
Renamed Adam Smith's Trading Company to East India Company
Replaced Austrian UU with Jaeger
Replaced Hellenism graphic with Power graphic and added new Power graphic (Plug)
Replaced almost all religion assets with improved content from Just Another Religion Mod
Updated to 3.17 compatibility
Updated BUG to 3.0+ 1373
Updated Revolution Mod to 1.63
Updated Dale's Combat Mod to 1.7
Updated Better BTS AI to 0.37
Updated Varietas Delectat to 4.01
 
Here is the 0.70 feature list.

CivFusion by ripple01
Beyond The Sword 3.17
v. 0.70

Features:


--1) New Civilizations

8 new civilizations with leaderheads, UU's, UB's, First Contact text, flags, soundtracks, etc.

Austria (Franz Josef, Maria Theresa)
Hittite (Mursilis, Suppiluliuma)
Iroqouis (Deganawida, Hiawatha)
Israel (David, Solomon)
Poland (Casimir, Sobieski)
Polynesia (Salamasina, Kamehameha)
Siam (Mongkut, Ramkhamhaeng)
Sioux (Crazy Horse, Sitting Bull)

The Native American civilization has been removed.


--2) New Leaders

All civs now have at least 2 leaders


4 leaders

America - A Jackson
China - Kangxi, Taizong
England - Henry VIII
France - Joan Of Arc
Greece - Leondias, Philip II
Rome - Trajan, Caligula
Russia - Ivan IV


3 leaders

Arabia - Harun al-Rashid^, Abu Bakr
Celtia - Vercingetorix
Egypt - Cleopatra
Germany - Hitler
India - Akbar
Japan - Hirohito^, Meiji*
Mongolia - Tamerlane
Ottoman - Ataturk*
Persia - Xerxes*


2 leaders

Aztec - Itzcoatl*
Babylon - Nabuchadrezzar II^
Byzantium - Theodora^
Carthage - Dido^
Dutch - Johan de Witt^
Ethiopia - Haile Selassie
Holy Roman - Charles V^
Inca - Pacachuti
Khmer - Jayavarman VII^
Korea - Sejong^
Maya - Smoke Jaguar
Mali - Sundiata Keita
Portugal - Henrique I^
Spain - Franco
Sumer - Sargon
Viking - Canute^
Zulu - Cetshwayo^

*not included in current version
^custom soundtrack included


--3) New Leader Traits and Abilities

All possible trait combinations are used


Aggressive - +10% Military Unit Production
-50% War Weariness
Double Production Speed of Jail


Charismatic - No Anarchy
Enemies Suffer +25% War Weariness
Double Production Speed of Arena, Broadcast Tower


Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre


Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary


Financial - +25% Gold
Double Production Speed of Bank


Imperialist - No Resistance in Captured Cities
+2 Trade Routes/city
Double Production Speed of Monument


Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge


Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse


Philosophical - +50% Great Person Birth Rate
+100% Golden Age Length
Double Production Speed of University


Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle


Scientific - +10% Research
Double Production Speed of Laboratory


Seafaring - +2 Trade Routes in Coastal Cities
Free Promotion (Navigation 1) to naval units
50% Faster Production of Work Boat
Double Production Speed of Shipyard, Lighthouse, Harbor


Secretive - +2 Espionage/city
+25% Success Rate for Spy Missions
50% Faster Production of Spy
Double Production Speed of Tavern, Intelligence Agency


Spiritual - +2 happiness/city
Automatic Spread of State Religion to New and Captured Cities
Double Production Speed of Temple, Cathedral


Tactical - Free Promotion (Combat 1) to Melee and Gunpowder units
-25% Experience Needed for Promotions
Double Production Speed of Barracks



--4) A radically expanded and retooled tech tree

# of techs in each era:

Ancient- 29
Classical - 18
Medieval - 23
Renaissance - 28
Industrial - 37
Modern - 30
Future - 13

Total - 178


--5) New Units

Over 20 new units have been added to increase the number of choices available as regards to air, sea, and land warfare and espionage.

Battering Ram
Siege Quinquereme
Horseman
Cog
War Galley
Galleass
Inquisitor
Bombard
Arquebusier
Man Of War
Balloon
Anti-Aircraft Gun
Cruiser
Dreadnought
Early Destroyer
Early Tank
Biplane
Early Infantry
Corvette
V1
Military Freighter
Intercontinental Bomber
Strike Fighter
Battlecruiser


--6) New Unit Artstyles

Varietas Delectat 4.01 by avain

Austria - GeneralMatt
Iroquois - bernie18
Poland - danrell
Siam - Zerver
Sioux - bernie18


--7) New Buildings

Archery Range
Shipyard
Tavern
Siege Workshop
Town Clock
Alchemist's Shop
Shooting Range
Sewer System
Cinema
TV Station
Tank Factory
Solar Plant
Fusion Plant


--8) New Wonders

All World Wonders, National Wonders, and non-Spaceship parts Projects have accompanying movies


World Wonders

Flavian Amphitheatre
Petra
The Art of War
Via Appia
Leaning Tower of Pisa
JS Bach's Cathedral
King Richard's Crusade
Magellan's Voyage
Leonardo's Workshop
Copenicus's Observatory
Isaac Newton's College
Trafalgar Square
Theory Of Evolution
East India Company
Spirit Of St. Louis
World Trade Center
SETI Program
Cure For Cancer


National Wonders

Center for Disease Control


Projects

Magna Carta
SS Nav Control


--9) New Religions

4 religions have been added to the game with their corresponding buildings and units.

Shinto
Zoroastrianism
Hellenism
Amun-Ra


--10) New Civics

Coming Soon - I need SDK help to implement the Civics as I want them.


--11) New Resources

Coffee
Tobacco
Salt
Citrus
Cotton
Potatoes


--12) New Corporations

Coming soon - I'd like to add 4 coporations with 7 different corporations used per game, same as the religions

The new corporations will make some use of the unused existing resources and the new resources


--13) Custom Game Speed - CivFusion

1000 turns of gaming goodness -ample time to enjoy all of the new toys included. :)
Other gamespeeds have been modified accordingly


--14) Community Mods Included

Better BTS AI 0.37 by jdog5000 and others
Bug MOD v3.0 by alerum68, ruff_hi, and others
Dale's Combat Mod v1.7 by Dale
Revolution v1.63 by jdog5000
Influence Driven War by moctezuma
Grave's Flavored Civics 0.3 by Grave
Super Spies 1.23 by Trojan Sheep
Unique Civ-Specific Great People by Gaius Octavius
Great Person Mod by
Mastery Victory by Sevo, Thorn, avain
Unit Statistics Mod 1.5 by Teg Navannis
Ethnic Citystyles 1.04 by Geomodder
Proper Crossings by Niessuh
AcutalQuotes 4.20 by Willowmound
Not Just Another NextWar Mod 1.37 by jkp1187
Enhanced Tech Window by Roamty
Enhanced Tech Conquest 0.6 by Jeckel, Grave


--15) Many other tweaks/gameplay changes!
 
Here's some screenshots of the upcoming release:

Cheers,
ripple01
 

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I don't know where that Taizong came from, but he is 100% amazing! I'll download your mod just to get him.
 
:)

The Taizong LH is actually a Firaxis-created LH. It was used in the Chinese release of Civ 4 in place of Mao for political reasons. The Chinese release also included an alternate, more historically accurate LH for Qin Shi Huang that I am using in this mod as well. I recently found out about these and I don't think a lot of people in the community know about them. I'll post the Taizong LH and the reskinned Qin Shi as a separate download in the Graphics Modpack forum soon.

Cheers,
ripple01
 

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Very impressive change list for 0.70, so I'll just single out one addition: as a Dutchman I really applaud the introduction of Johan De Witt as a leader.:thumbsup:
 
Fascinating. I can't understand why Firaxis would make a new, original leaderhead for a foreign release and then never include it in the other versions, not even as a locked, embedded art file. I'm very glad that you are remedying this situation.

Regarding the new Qin Shi Huang, that's also a bit odd. If Firaxis bothered to make a more historical version, why did they not include that one instead of the standard model? Also, what's up with his hat? I understand that it's that traditional Chinese board with tassels design, but I'm not understanding how it is positioned on his head from your image. It looks like we're seeing the bottom of the board, but no support connecting it to the man's head. There is a pillar, but it appears to be behind the board, not under it. I suppose it will make more sense when animated.
 
Yes, I think you will find it works when you see it animated. I think they based it more closely on the following picture:

http://en.wikipedia.org/wiki/Qin_Shi_Huang

I too find it very odd that they never included this LH in any other releases, especially since it was in vanilla Civ4. I ponder why they never released Taizong as a 3rd leader for China in the Warlords or BtS expansion especially since the LH creation is probably the most time consuming part.

Cheers,
ripple01
 
I think he looks a bit more realistic (Qin Shi Huang does), although he seems to have brown eyes.

EDIT: Actually (I checked) so does the other one...
 
Very impressive change list for 0.70, so I'll just single out one addition: as a Dutchman I really applaud the introduction of Johan De Witt as a leader.:thumbsup:

Thanks! I'm hoping a LH maker can use one of the new Colonization LH's to make a better de Witt LH than the one I have now...

Cheers,
ripple01
 
What an amazing mod, I'll definitely download it!

There is just a little comment I'd love to make. For me, the presence of Hitler is quite offensive, I'd actually prefer not to see him in a mod like this... any chance you could possibly add, for example, Adenauer (who was, by the way, much longer in charge than Hitler, and quite evidently a much better and greater ruler) instead? There is a really good leaderhead of him around in this forum.

EDIT: Found the link: http://forums.civfanatics.com/showthread.php?t=272159
 
Hitler is "offensive" to a lot of people, but that's no reason to ignore the man as a leader; he plunged Germany into WW II - and Adenauer was one of the few public figures to survive the war and thus be able to see (West-) Germany rebuilt. (East Germany still is backwards, but that is mainly due the Communist regime follow up.)

To draw a comparison, Stalin and Mao each were responsible for the deaths of millions of their own citizens (not during wartime) and they are recognized as the historical figures that they were. (Napoleon also was responsible for the loss of many lives, but in France he's considered a national icon.)
 
I understand that Hitler may be offensive to some people and I respect that. I expected that when I decided to add him that there might be some contreversy.There are many threads here on CFC that debate the pros/cons of having him ingame.

That being said, my view is that due to his importance in 20th century history (good or bad), that he belongs in the game. However, in order to encourage a wide audience for the mod, I will incldue instructions for how to remove him for those that wish to take that step.

Cheers,
ripple01
 
Well, perhaps you two are right and I slightly overreacted a bit (you know, I'm Austrian)... well, at least, with his mod, I'd have the possibility to nuke hell out of him, which is quite appealing. ;)

PS: I can't say I think Stalin and Mao in Civ4 were a great idea... but I got used to them anyway by now.
 
Well, perhaps you two are right and I slightly overreacted a bit (you know, I'm Austrian)... well, at least, with his mod, I'd have the possibility to nuke hell out of him, which is quite appealing. ;)

PS: I can't say I think Stalin and Mao in Civ4 were a great idea... but I got used to them anyway by now.

There ya go. If you see him in-game, just kill him.
 
should be any day now.

patience, you must have.
 
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