jkp1187
Unindicted Co-Conspirator
JKP1187's Events v. 1.21
DOWNLOAD HERE:
http://forums.civfanatics.com/downloads.php?do=file&id=7691
Setup:
It's probably easiest to save and use this as a mod (unless you're merging it with something else). Unzip the file in the path:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
It should automatically create a folder titled "JKP1187's EVENTS".
Then, you can either load it as a mod through the main screen, or you can create your own shortcut for one-click starting. Right-click anywhere on the desktop and select NEW-->SHORTCUT. As long as you're using the default Firaxis directory structure for everything, when Windows asks for the item's location, paste this into the blank:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=/JKP1187's EVENTS
(You can also edit your CivilizationIV.ini file so that the mod always loads from startup, but I prefer making a shortcut.)
Description of the Events:
Partisans (from original game):
* Now in 100% of all games
* Uses code from CFC Hall of Fame mod so that this will only fire when victim civ is running Emancipation.
The Blessed Sea (from the original game)
* Changed so that the quest no longer "picks" a Galley, Caravel/Carrack, or Galleon/East Indiaman. Instead, it just checks to see that the triggering civ has at least one of those three units, and fires the event. Previously, it picked one of those ships on triggering, and if the ship was lost, the quest failed. (The event no longer has my XML hack fix that named the ship "Blessed Galley" so that the player could keep track of it.)
Miracle (from the original game)
* Fixed bug where event would still fire after walls were obsoleted. Event now obsoletes with Rifling.
Rabbi (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
Golden Buddha (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
Preaching Researcher (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
* Cleaned up some of the text
* Fixed bug where event would still fire after CHristian Monastery obsoleted. Event now obsoletes with Scientific Method.
Rogue Station (from the original game)
* Cleaned up some of the text.
Spy Discovered (from the original game)
* Cleaned up some of the text.
Nuclear Protest (from the original game
* Cleaned up some of the text.
Impeachment (from the original game)
* Fixed so that choice 1 gives +1 happiness in city for ten turns, and not 6 slave-whip unhappiness (this was a bug introduced by patch 3.13 -- Solver's original design had only +1 happiness.)
* Cleaned up some of the text.
Anti-Monarchists (from the original game
* Cleaned up some of the text.
Battle Lasers (must have advanced flight, fusion, laser):
1.) All Gunships receive Drill I
Napalm (must have advanced flight and aluminum resource, cannot be running Pacifism):
1.) All Bombers receive Barrage II; receive -1 attitude from all met civs
2.) No action is taken
Futbol War (Must have city with a colosseum, must have neighbor sharing border with at least one square, must have nationalism, mass media, and assembly line, neighbor must have nationalism, must be eligible to declare war on neighbor)
1.) Neighbor declares war on player, player receives 3 free infantry units, player receives +1 happiness in all cities temporarily.
2.) Player pays $150 to neighbor, +1 Unhappiness in player's cities temporarily, +1 attitude bonus with neighbor.
3.) Player receives -2 attitude penalty with neighbor.
Billions and Billions (Must have a broadcast tower (Eiffel Tower does not count), must be running Free Speech, cannot be running Theocracy.)
1.) Receive +4 beakers from chosen city with Broadcast Tower
2.) Spend some gold, receive +3 beakers from every theatre throughout the empire.
Reactive Armor (Must have at least one tank, must have oil, must have computers and composities)
1.) All Tanks receive Drill II
Greek Fire (Must have at least one Trireme, must have Metal Casting)
1.) All Triremes receive Blitz
Free Enterprise (must be running Free Market, must have Rocketry, must have Corporation, most have 500 gold in treasury)
1.) Spend large amount of gold, 5% faster production of Spaceship parts
2.) No action is taken
Fiat Money (cannot be running Decentralization, must have less than 100 gold, must have Economics, must have Printing Press)
1.) Receive large amount (1250) of gold and Inflation rate increases by 8%
2.) No action is taken
Crossing the Rubicon (Rome, Greece, or Carthage only; must have at least one swordsman/praetorian with 12XP; cannot be running Despotism, Hereditary Rule, Police State; cannot be in anarchy; must be eligible for revolution; must be eligible to change civics to Hered. Rule.)
1.) Selected unit (Swordsman) is killed; one turn of unrest in capital.
2.) Spend ~100 gold, selected unit receives Morale promotion
3.) Two turns of anarchy, civics switch to Hereditary Rule
The Generals' Putsch (France only; must have at least one paratrooper; must be at war with other civ for at least 10 turns; cannot be running Despotism, Hereditary Rule, Police State; cannot be in anarchy; must be eligible for revolution; must have Radio)
1.) Selected unit (paratrooper) is killed; +1 happiness in all cities for 10 turns -- must have either Eiffel Tower or at least one broadcast tower
2.) Spend some gold. Selected unit (paratrooper) is killed, receive three (3) free Infantry in government center; one turn of unrest in government center.
3.) One turn of anarchy; civics switch to Police State
Cure for Cancer (Must have at least one laboratory, must have constructed Oxford University, must have Genetics, cannot be running Theocracy)
1.) +1 Health from all Hospitals; +1 attitude bonus with all met civs.
Carnation Revolution (Portugal only; must be at war with other civ for at least 10 turns, cannot be running Representation, Universal Suffrage, or State Property; must be eligible for revolution; cannot be running a FORCED government or economic civic (i.e., a civic forced by UN resolution; cannot be in Anarchy, must have at least one unit that is either: Infantry, Tank, Gunship, Marine, Paratrooper, Mech Inf, or Modern Armor; must have Communism.)
1.) Selected unit is killed; +1 Unhappiness in all cities temporarily
2.) Immediate offer of peace to warring civ; civics switch to Representation & State Property; two turns of anarchy.
Synthetic Fuels (Must have Industrialism; Can't own Standard Ethanol, can't have any oil resources, must have coal resource, selected city must have a coal/shale plant, selected city can't be a government center (palace, Versailles, FP, must have 300 gold)
1.) -700 gold, 75% chance of event 4.) happening.
2.) -300 gold, 35% chance of event 4.) happening.
3.) No action is taken.
4.) Selected city produces +1 free oil resource (similar to effects of Independent Films random event.)
Alternative Energy (quest)(Must have Plastics, must have Fission, must have at least one Coal/Shale Plant, Cannot have Three Gorges Dam).
* Must build any combination of Nuclear Plants and/or Hydro Plants to complete the quest. (Number of plants = # of default players for that particular map size.) Quest fails if player constructs or otherwise gains control of Three Gorges Dam first.
Rewards:
1.) +5 hammers for every Factory
2.) +10 gold for every Hydro Plant
3.) +10 gold for every Nuclear Plant
4.) +2 health for every Factory (must be running economic civic: Environmentalism)
More Fiat Money (must have chosen Option 1 in Fiat Money random event; cannot be running Decentralization; must have less than 100 gold in treasury.)
1.) +1850 gold, +12% to inflation rate
2.) -11% to inflation rate, -3 unhappiness temporarily in all cities.
Industrial Action (Must have Communism, cannot be running Slavery, selected city must have a factory, cannot be a government center.
1.) Unit immobilized for 3 turns, 25% chance of 4.) occurring.
2.) -75 gold, 40% chance of 5.) occurring.
3.) +2 hammers to factory in the affected city, -4 gold per turn from the factory (both permanent), +1 happy in the affected city for 10 turns.
4.) Factory in the affected city destroyed; one additional turn of revolt, +2 unhappiness in affected city temporarily.
5.) Two additional turns of revolt in the affected city.
Darwin's Voyage (must have Scientific Method, must have a number of ships from this group (any combination will do, total number scales based on map size): (Privateer, Frigate, Ship of the Line, Ironclad, Destroyer, Battleship, Submarine, Carrier, Attack Submarine, Stealth Destroyer, Missile Cruiser), must have at least one (1) transport, must be running Free Religion, obsoletes at Genetics).
1.) Gain 50% free beakers toward a science or growth technology.
The Buccaneers (Any one or more players must know Astronomy; any one or more players must know Gunpowder, must have unowned land on same continent as triggering civ, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line).
1.) Group of Barbarian Musketeers (yes, the French UU with 2 movement points) appears on civ's borders. Total number depends on map size.
2.) Pay $300 gold, no barbarians appear.
Blackbeard (Any one or more players must know Astronomy; any one or more players must know Chemistry; must have a number of ships from this group - scales with map size (from the list in Darwin's Voyage), obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line).
1.) Group of barbarian Frigates and Privateers appears in ocean near player's borders. Total number depends on map size.
Pirates of the Neutral Zones(Any one/more must know Stealth + Robotics; must have a low number of modern combat ships - scales with map size)
1.) Group of barbarian Stealth Destroyers "pirate corvettes" appears in ocean near player's borders. Total number depends on map size.
Malaccan Pirates(Any one/more must know Radio + Combustion; must have a low number of modern combat ships - scales with map size, obsoletes at Genetics, Stealth, or Fusion)
1.) Large group (bet 7-17) of promoted barbarian Transports "Malaccan gunboats" (Combat IV, Navigation 1) appears at player's borders, number depending on map size.
Henry Morgan(Any one/more must know Astronomy + Military Science, must have a low number of renaissance combat ships - scales with map size, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line)
1.) Group of privateer, frigate, ships of the line appears on player's borders, number depending on map size.
Stede Bonnet(Any one/more must know Astronomy + Gunpowder, a low number of renaissance combat ships - scales with map size, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line)
1.) Group of Carracks + East Indiamen appear on player's borders, number depending on map size.
The Corsairs(Any one/more must know Optics, must have a low number of medieval combat ships - scales with map size, obsoletes at Astronomy)
1.) Group of Carracks ("Corsair Raider") appears on player's borders, number depending on map size.
Illyrian Pirates(Any one/more must know Sailing + Metal Casting, must have a low number of ancient combat ships - scales with map size, obsoletes at Optics.)
1.) Group of Triremes ("Illyrian Raider") appears on player's borders, number depending on map size.
Mahdi Army(Any one/more must know Rifling + Liberalism)
1.) Group of Macemen appears on player's borders, number depending on map size.
The Taliban(Any one/more must know Robotics + Satellites)
1.) Group of Infantry and Anti-tank Infantry appear on player's borders, number depending on map size.
V_Ger(Must have at least one Observatory, must have Robotics, Satellites, and Fission, must have Space Race victory enabled.)
1.) Player loses 400 gold, +4 beakers to all Observatories, +1% Spacecraft production
2.) Player loses 80 gold, +1 beakers to all Observatories
3.) No action is taken.
4.) Player gains 450 gold, -4% penalty to Spacecraft production, +1 happiness in all cities.
DOWNLOAD HERE:
http://forums.civfanatics.com/downloads.php?do=file&id=7691
Setup:
It's probably easiest to save and use this as a mod (unless you're merging it with something else). Unzip the file in the path:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
It should automatically create a folder titled "JKP1187's EVENTS".
Then, you can either load it as a mod through the main screen, or you can create your own shortcut for one-click starting. Right-click anywhere on the desktop and select NEW-->SHORTCUT. As long as you're using the default Firaxis directory structure for everything, when Windows asks for the item's location, paste this into the blank:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=/JKP1187's EVENTS
(You can also edit your CivilizationIV.ini file so that the mod always loads from startup, but I prefer making a shortcut.)
Description of the Events:
Spoiler :
Partisans (from original game):
* Now in 100% of all games
* Uses code from CFC Hall of Fame mod so that this will only fire when victim civ is running Emancipation.
The Blessed Sea (from the original game)
* Changed so that the quest no longer "picks" a Galley, Caravel/Carrack, or Galleon/East Indiaman. Instead, it just checks to see that the triggering civ has at least one of those three units, and fires the event. Previously, it picked one of those ships on triggering, and if the ship was lost, the quest failed. (The event no longer has my XML hack fix that named the ship "Blessed Galley" so that the player could keep track of it.)
Miracle (from the original game)
* Fixed bug where event would still fire after walls were obsoleted. Event now obsoletes with Rifling.
Rabbi (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
Golden Buddha (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
Preaching Researcher (from the original game)
* This was disabled in 3.13. Re-enabled it with the original iPercentGameActive/iWeight from Solver's original mod.
* Cleaned up some of the text
* Fixed bug where event would still fire after CHristian Monastery obsoleted. Event now obsoletes with Scientific Method.
Rogue Station (from the original game)
* Cleaned up some of the text.
Spy Discovered (from the original game)
* Cleaned up some of the text.
Nuclear Protest (from the original game
* Cleaned up some of the text.
Impeachment (from the original game)
* Fixed so that choice 1 gives +1 happiness in city for ten turns, and not 6 slave-whip unhappiness (this was a bug introduced by patch 3.13 -- Solver's original design had only +1 happiness.)
* Cleaned up some of the text.
Anti-Monarchists (from the original game
* Cleaned up some of the text.
Battle Lasers (must have advanced flight, fusion, laser):
1.) All Gunships receive Drill I
Napalm (must have advanced flight and aluminum resource, cannot be running Pacifism):
1.) All Bombers receive Barrage II; receive -1 attitude from all met civs
2.) No action is taken
Futbol War (Must have city with a colosseum, must have neighbor sharing border with at least one square, must have nationalism, mass media, and assembly line, neighbor must have nationalism, must be eligible to declare war on neighbor)
1.) Neighbor declares war on player, player receives 3 free infantry units, player receives +1 happiness in all cities temporarily.
2.) Player pays $150 to neighbor, +1 Unhappiness in player's cities temporarily, +1 attitude bonus with neighbor.
3.) Player receives -2 attitude penalty with neighbor.
Billions and Billions (Must have a broadcast tower (Eiffel Tower does not count), must be running Free Speech, cannot be running Theocracy.)
1.) Receive +4 beakers from chosen city with Broadcast Tower
2.) Spend some gold, receive +3 beakers from every theatre throughout the empire.
Reactive Armor (Must have at least one tank, must have oil, must have computers and composities)
1.) All Tanks receive Drill II
Greek Fire (Must have at least one Trireme, must have Metal Casting)
1.) All Triremes receive Blitz
Free Enterprise (must be running Free Market, must have Rocketry, must have Corporation, most have 500 gold in treasury)
1.) Spend large amount of gold, 5% faster production of Spaceship parts
2.) No action is taken
Fiat Money (cannot be running Decentralization, must have less than 100 gold, must have Economics, must have Printing Press)
1.) Receive large amount (1250) of gold and Inflation rate increases by 8%
2.) No action is taken
Crossing the Rubicon (Rome, Greece, or Carthage only; must have at least one swordsman/praetorian with 12XP; cannot be running Despotism, Hereditary Rule, Police State; cannot be in anarchy; must be eligible for revolution; must be eligible to change civics to Hered. Rule.)
1.) Selected unit (Swordsman) is killed; one turn of unrest in capital.
2.) Spend ~100 gold, selected unit receives Morale promotion
3.) Two turns of anarchy, civics switch to Hereditary Rule
The Generals' Putsch (France only; must have at least one paratrooper; must be at war with other civ for at least 10 turns; cannot be running Despotism, Hereditary Rule, Police State; cannot be in anarchy; must be eligible for revolution; must have Radio)
1.) Selected unit (paratrooper) is killed; +1 happiness in all cities for 10 turns -- must have either Eiffel Tower or at least one broadcast tower
2.) Spend some gold. Selected unit (paratrooper) is killed, receive three (3) free Infantry in government center; one turn of unrest in government center.
3.) One turn of anarchy; civics switch to Police State
Cure for Cancer (Must have at least one laboratory, must have constructed Oxford University, must have Genetics, cannot be running Theocracy)
1.) +1 Health from all Hospitals; +1 attitude bonus with all met civs.
Carnation Revolution (Portugal only; must be at war with other civ for at least 10 turns, cannot be running Representation, Universal Suffrage, or State Property; must be eligible for revolution; cannot be running a FORCED government or economic civic (i.e., a civic forced by UN resolution; cannot be in Anarchy, must have at least one unit that is either: Infantry, Tank, Gunship, Marine, Paratrooper, Mech Inf, or Modern Armor; must have Communism.)
1.) Selected unit is killed; +1 Unhappiness in all cities temporarily
2.) Immediate offer of peace to warring civ; civics switch to Representation & State Property; two turns of anarchy.
Synthetic Fuels (Must have Industrialism; Can't own Standard Ethanol, can't have any oil resources, must have coal resource, selected city must have a coal/shale plant, selected city can't be a government center (palace, Versailles, FP, must have 300 gold)
1.) -700 gold, 75% chance of event 4.) happening.
2.) -300 gold, 35% chance of event 4.) happening.
3.) No action is taken.
4.) Selected city produces +1 free oil resource (similar to effects of Independent Films random event.)
Alternative Energy (quest)(Must have Plastics, must have Fission, must have at least one Coal/Shale Plant, Cannot have Three Gorges Dam).
* Must build any combination of Nuclear Plants and/or Hydro Plants to complete the quest. (Number of plants = # of default players for that particular map size.) Quest fails if player constructs or otherwise gains control of Three Gorges Dam first.
Rewards:
1.) +5 hammers for every Factory
2.) +10 gold for every Hydro Plant
3.) +10 gold for every Nuclear Plant
4.) +2 health for every Factory (must be running economic civic: Environmentalism)
More Fiat Money (must have chosen Option 1 in Fiat Money random event; cannot be running Decentralization; must have less than 100 gold in treasury.)
1.) +1850 gold, +12% to inflation rate
2.) -11% to inflation rate, -3 unhappiness temporarily in all cities.
Industrial Action (Must have Communism, cannot be running Slavery, selected city must have a factory, cannot be a government center.
1.) Unit immobilized for 3 turns, 25% chance of 4.) occurring.
2.) -75 gold, 40% chance of 5.) occurring.
3.) +2 hammers to factory in the affected city, -4 gold per turn from the factory (both permanent), +1 happy in the affected city for 10 turns.
4.) Factory in the affected city destroyed; one additional turn of revolt, +2 unhappiness in affected city temporarily.
5.) Two additional turns of revolt in the affected city.
Darwin's Voyage (must have Scientific Method, must have a number of ships from this group (any combination will do, total number scales based on map size): (Privateer, Frigate, Ship of the Line, Ironclad, Destroyer, Battleship, Submarine, Carrier, Attack Submarine, Stealth Destroyer, Missile Cruiser), must have at least one (1) transport, must be running Free Religion, obsoletes at Genetics).
1.) Gain 50% free beakers toward a science or growth technology.
The Buccaneers (Any one or more players must know Astronomy; any one or more players must know Gunpowder, must have unowned land on same continent as triggering civ, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line).
1.) Group of Barbarian Musketeers (yes, the French UU with 2 movement points) appears on civ's borders. Total number depends on map size.
2.) Pay $300 gold, no barbarians appear.
Blackbeard (Any one or more players must know Astronomy; any one or more players must know Chemistry; must have a number of ships from this group - scales with map size (from the list in Darwin's Voyage), obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line).
1.) Group of barbarian Frigates and Privateers appears in ocean near player's borders. Total number depends on map size.
Pirates of the Neutral Zones(Any one/more must know Stealth + Robotics; must have a low number of modern combat ships - scales with map size)
1.) Group of barbarian Stealth Destroyers "pirate corvettes" appears in ocean near player's borders. Total number depends on map size.
Malaccan Pirates(Any one/more must know Radio + Combustion; must have a low number of modern combat ships - scales with map size, obsoletes at Genetics, Stealth, or Fusion)
1.) Large group (bet 7-17) of promoted barbarian Transports "Malaccan gunboats" (Combat IV, Navigation 1) appears at player's borders, number depending on map size.
Henry Morgan(Any one/more must know Astronomy + Military Science, must have a low number of renaissance combat ships - scales with map size, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line)
1.) Group of privateer, frigate, ships of the line appears on player's borders, number depending on map size.
Stede Bonnet(Any one/more must know Astronomy + Gunpowder, a low number of renaissance combat ships - scales with map size, obsoletes at Biology or Artly or Railroad or Combustion or Ass'y Line)
1.) Group of Carracks + East Indiamen appear on player's borders, number depending on map size.
The Corsairs(Any one/more must know Optics, must have a low number of medieval combat ships - scales with map size, obsoletes at Astronomy)
1.) Group of Carracks ("Corsair Raider") appears on player's borders, number depending on map size.
Illyrian Pirates(Any one/more must know Sailing + Metal Casting, must have a low number of ancient combat ships - scales with map size, obsoletes at Optics.)
1.) Group of Triremes ("Illyrian Raider") appears on player's borders, number depending on map size.
Mahdi Army(Any one/more must know Rifling + Liberalism)
1.) Group of Macemen appears on player's borders, number depending on map size.
The Taliban(Any one/more must know Robotics + Satellites)
1.) Group of Infantry and Anti-tank Infantry appear on player's borders, number depending on map size.
V_Ger(Must have at least one Observatory, must have Robotics, Satellites, and Fission, must have Space Race victory enabled.)
1.) Player loses 400 gold, +4 beakers to all Observatories, +1% Spacecraft production
2.) Player loses 80 gold, +1 beakers to all Observatories
3.) No action is taken.
4.) Player gains 450 gold, -4% penalty to Spacecraft production, +1 happiness in all cities.