Behold, it's the Extra Mod for Civilization IV - Beyond the Sword (v3.17) with brand new
Civilization IV - Colonization content merged in!
Naturally, only a few features were able suitable for this, since Col. is a different game altogether and I don't want to fiddle with the basic gameplay of Civ4 too much.
So let's take a look at the features that
did make the cut:
Changes in Extra version 3.17g:
From Colonization:
The former Native American Empire split into four empires.
- The
Sioux Empire:
Leader:
Sitting Bull (Phi & Pro) - Unique Unit:
Dog Soldier - Unique Building:
Totem Pole
Basically just the old Native American Empire, but with a new name and with new cities.
- The
Cherokee Empire:
Leader:
Oconostota (Org & Chm) - Unique Unit:
Cherokee Rifleman - Unique Building:
Casino.
The Cherokee Rifleman is just the Armed Brave profession from Colonization, with a new name (inspired by Age of Empires III). I wasn't sure what building to give to them, and then I remembered a South Park episode in which the native americans owned casinos. Afterwards I did some research on wikipedia and it turns out that they indeed do:
"Indian Gaming enterprises comprise gambling businesses operated on Indian reservations or tribal land, which have limited sovereignty and therefore the ability to exist outside of direct state regulation." (source:
Wikipedia)
- The
Iroquois Empire:
Leader:
Logan (Phi & Cre) - Unique Unit:
Tomahawk - Unique Building:
Longhouse.
I went with smeagolheart's suggestions on this one. Thanks to him for the ideas.
- The
Apache Empire:
Leader:
Mangas Coloradas (Phi & Agg) - Unique Unit:
Apache Scout - Unique Building:
Horse Pasture.
The Apache Scout is once again an idea from smeagolheart. He's like an invisible scout. The Horse Pasture is the unique building for all natives in Colonization. It might be a bit overpowered though.. Gives the Formation promotion to all units. If there was a way to limit this bonus to mounted units only, it would be more fair.
- The
Wagon Train unit: a transport unit for over land, useful for when you want to move settlers or workers to someplace far away quickly - but very vulnerable to enemy attacks.
- The
Tobacco resource. Doesn't need an explanation, does it? On top of this, the Cotton resource now uses it's new Colonization button and graphics.
- The
Marsh terrain type, and all of the Colonization terrain graphics in general. Credits go to
johny smith's modcomp. Looks marvelous!
- The
Stockade (renamed to
Palisade, which is more recognizable) building.
There's now a special system for building walls, which I think is pretty cool. You can start by building a palisade (20 hammers), and then upgrade the palisade to stone walls (40 hammers) once you discover masonry. Then you can upgrade the walls to high walls for 80 hammers once you discover construction. That way players can more or less choose how well defended they want one city to be

.
- The
Schoolhouse and
College buildings.
This uses the same system as with the walls. You start with a normal school with alphabet, then you upgrade it to a college once you have philosophy and then finish it with a university once you discover education. This simulates the hierarchy in education from colonization, but then in Civ4 style.
- The
Textile Mill building. In my opinion this building is very welcome, to represent the proto-industrial era. I mean, it's a big step from forges to modern factories. This building kinda fills the gap. It gives a 10% gold bonus, +1 happiness with cotton, as well as a free merchant. Maybe that last thing is a bit overpowered though. We'll see after some testing.
- New promotions:
Swamp Fox I,
Swamp Fox II and
Swamp Fox III. These give bonuses for the marsh terrain and the jungle feature. This means that the old woodsman promotions are now less useful, since their bonus now only counts for forests.
Several leaders from Colonization were converted to BtS leaders.
-
John Adams, for the American Empire (Exp & Fin).
Left as he is.
-
Johan de Witt, for the Dutch Empire (Ind & Chm).
Was called Van Der Donck in Colonization, but that name is barely known at all so I renamed him. Conveniently, De Witt is a founding father in Colonization, so he already had all text strings and such.
-
George II, for the English Empire (Agg & Ind).
There was a perfectly fine "English King" leaderhead in Colonization, but he was nameless. So I showed the picture to a friend of mine who is obsessed with Dutch and English royalty and asked him who he thought it was. He said it was either George II or George III. We sticked with George II because George III was, according to him, a very weak and unimpressive king. And after comparing some photos, I thought he looked more like George II anyway.
-
Charles V, for the Spanish Empire (Spi & Imp).
I was having doubts whether the "Spanish King" leaderhead in Colonization would be based on Charles V or on his son Philip II, who were both very keen on their possessions in the new world. But then I saw
this picture on Wikipedia, a drawing by Titian. Compare this to the
Spanish King leaderhead. Isn't the resemblance striking (although Charles V on the painting is obviously older than the one in-game)? Pay attention to the details: they have the same pendant and furry thing around their necks. Oh by the way, I realize that Emperor Charles V of the Holy Roman Empire should actually be called Charles I of Spain if I use him as a leader for Spain, but I picked the former name anyway because he is far better known that way.
- I made new buttons for pretty much all of the aforementioned leaders, units and buildings to make them fit in better with the old Civ4 button style (Colonization buttons look.. different).
Not necessarily from Colonization:
- I added new diplomacy music for Hitler, Wilhelmina, Adams and George II. For flavour.
- Made new buttons for the Winged Hussar and Huszár Cavalry (the Polish and Hungarian UU's) because the old ones didn't really fit in with the rest of the buttons.
- Changed the stats of the Mamluk (UU for the Mamluk Empire): it's now slightly cheaper than the Knight (which it replaces) and it gets the Desert Adaption promotion for free. Fitting for a civilization like this.
- To distinguish the new native american empires (Apache, Cherokee, Iroquois, Sioux) from the meso/south american empires (Aztec, Inca, Maya) I made sure that all their units look differently. Varietas Delectat took care of this mostly, but not for the new units I added myself: the Peltast, Prodromoi, Horseman and Heavy Swordsman. For the latter three I relied on
bernie14's fantastic Iroquois units and for the peltast I edited the European peltast a little.
Download Extra version 3.17g BETA here!
Please take notice that this is still a beta version. Some things may still be unbalanced and I also haven't done all the strategy/civilopedia strings yet. I released this version early just so that you can all fool around with it for a bit.
Other things I want to add to the non-beta version (after I learn to edit the CvGameCoreDLL.dll): the ability to play with more than 18 civs and a way to limit the amount of religions. After all, not everyone enjoys playing with 12 enabled religions in one game, especially when there are only 5 civilizations or something. If possible, I would like to link the amount of religions per game to the amount of players in the game. Otherwise, I'll just give players the option to disable each religion separately.