Civ4 Realism Mod (Extended Gameplay and tweaks)

Viggo Smyg said:
I found what i was looking for in your mod! Thanks alot, i have just played it in multiplayer and it works fine. Havent been over the year 1300 AD yet so i dont know about the modern units. But in the early years i thing the axmen have got too many advantages. You never build any swordsmen because they are crushed by axmen (+50% melee & +50& swordsmen). And maybe the knights come too soon, you will never get an advantage with your elephants because knights will join in the fight about the same time.
Thanks for a great mod, looking forward too the next update.

He might have some points there.
 
Yes I agree on second thought that 5 gold per city in 10 sqare radius is to much. But maybe 1 gold for every 3 recources per city. Then maybe once there's a market in the city it would be 1 gold for 2 recources per city. And maybe there could even be upgrades to the market like forum or modern day shopping mall. This might make it 1 gold for 1 recource per city. Sea trading would be the same, but doubled possibly?
 
I've got a new idea-

Instead of having units become healers, how about a new unit class called medic. They can only heal a unit that it shares a space with. There would be one for each era.

Ancient Era: Shaman(Shaman used basic knowledge of plant medication combined with rituals to heal)
Heals half health of a unit per turn
Defense:0

Classical Era: Phyilosopher Healer (Philosophers were people who knew everything that there was to know at that time, including medical things)
Heals 1 units per turn
Defense:0

Mideivel Era:???

Rennosconce Era:???

Industrial Era: Feild Surgeons??
Heals 2 units per turn

Modern Era: Battlefeild Meddic
Heals 3 units per turn

As you can see im still having trouble thinking of these. Anyone have suggestions?
 
i think a major problem right now is you need to specify what this mod is for. you are getting ideas thrown at you that would make sense for maps that represent much smaller areas (like map of europe/middle east) via stronger nukes, artillery that can shoot 10 tiles, etc... and much larger ideas that would be incorporated in maps where a continent might be 10 tiles wide. civ4 tried to balance the gameplay so it could work both ways, and came up lacking some in both. the more you specify your goal the more accurate you depiction will be.

I definitely think people should definitely be able to build multiple improvements on a tile. Because if you think about it, farms go on for miles but water mills take only a few yards, so why cant you build both? This might not apply for all improvements, but it would make the game a lot better. Also I think what would be really great is if modern artillary could fire about 10 spaces away multiple times in one turn in a Civ 3 type artillary way. It would still be colateral damage. This would make it effective just firing on enemy cities that still arent in your range of sight.


even on a very small map, artillery shooting 10 tiles would be rather outrageous. picture even a map zoomed in to just showing england. that shot would probably represent like 100 miles, at least.

As far as building multiple improvements, you are taking the game way to literally. Yes, its obvious that you could build farms, towns, watermills, and everything else in one tile. You could probably build multiple cities too, based on how much space a tile actually represents. The improvements are just abstractions of what you're doing with the economy of each tile that I personally feel works very well as is.
 
you know i've been thinking about it and i think one of the major aims is to lengthen gameplay and to slow down techs.... as of now the main way peopel have gone about trying to do this is to slow down tech research and make more turns...

what if we just added more techs? there are probably hundreds if not thousands of major technological advances that aren't included in the game, and each could be pretty easily incorporated in the game. i also always thought it would be nice if there were dead ends in techs, i.e. you didnt have to research them but they would benefit you in the short term if you did. for example, a castle building tech taht allows you to build castles. you dont HAVE to research it, but if you do you can build castles which will give you a major boost if you need them during the middle ages. ideally the different eras would last long enough that this would be a tempting option.

something to think about
 
mayonaise said:
you know i've been thinking about it and i think one of the major aims is to lengthen gameplay and to slow down techs.... as of now the main way peopel have gone about trying to do this is to slow down tech research and make more turns...

what if we just added more techs? there are probably hundreds if not thousands of major technological advances that aren't included in the game, and each could be pretty easily incorporated in the game. i also always thought it would be nice if there were dead ends in techs, i.e. you didnt have to research them but they would benefit you in the short term if you did. for example, a castle building tech taht allows you to build castles. you dont HAVE to research it, but if you do you can build castles which will give you a major boost if you need them during the middle ages. ideally the different eras would last long enough that this would be a tempting option.

something to think about

Great idea, I have bin thinking the same thing for some time... When I get around making a mod there will be lots and lots of technology to research, many of them will be dead ends, If there is a way to randomize some of the connection between technologies I will do that. Can probably be done with Python, I don't know for sure. There will be allot of specializing military techs unlocking different types of buildings and units. I would make UU tied to type of Wonders or Projects, that is... the one who first build that wonder gets to use a better version of some units, other units will just be a flavour unit in some cultures.
If there is a possibility to tie units to city culture I might do that to. I you build a unit in a city that is 80% Japanese but you run a Chinese empire you could train a Samurai.
Now my mod will probably be a low fantasy mod (based on our History to some extent). I don't like to play in the modern era so I will probably not spend much time modding that either.

Military research should almost always be to counter an already existing type of unit. If my enemy has Knights I will research Pike men or Longbows to counter them. If my enemy uses Phalanxes (Heavy Spearmen) I research mobile heavy Infantry to beat them, then they research Heavy Cavalry to beat my Heavy Infantry etc...
Often new technology are found when your enemy is superior in numbers and you need to counter him with more effective troop types, either you succeed or your empire fall, until another arise with a more deadlier force than you had.
 
a lesson from double ur pleasure mod in civ 3 was more is not always better! I cant have been the only one who couldnt navigate thru the hundreds of techs there, slowing research time is probably the most valid way to extend certain eras. Addition of a few techs could be granted, but as this is early days in the modding for civ 4 i am eager to see what everyone comes up with!

Still Extended Gameplay and Realism Mods are looking good, i think u guyz should work together, both have got some awesome ideas
 
The problem with adding more techs is that you make the game 'feel' faster even though its not, and that you actually have to reward the player with each new tech.
you'll soon either run out of rewards or totally destroy game balance and pacing.


I'm not sure about this, but I *think* the point of this mod is that you could more easily look at any period in our history and compare it to a 'CIV4 Realism Mod' game in a way that'll be more accurate and correct than if it were the vanilla game.

My biggest gripe really is that after a certain age, things seem to speed up like crazy, units replacing each other every few turns..
From what little I know of our history, there was time for quite a few big and long wars in every 'age'.
In fact, wars were quite the thing.. still are.
Perhaps there should be slightly more emphasis on war?
 
I have played with this mod for some time ,I think the speed of unit producing is a little too quick .(seems AI is more powerful)
 
how about land fills to reduce illness from population (the modern land fills burry the garbage in a hole with like a clay layer, prevents leakage to soil, then covers every so many feet of garbage with a layer of dirt... heck back at home theres a popular concert place called freedom hill which is basicly ontop of a land fill)

how about barges where you build, load the "illness(garbage)" on to, send it to the ocean, and sink it.... yah i might be going to far with the idea.... just thinking outloud
 
An idea is reinclude the cruise missile into civ4... The cruise missile has soo much potential as a weapon, but in civ 3 it was rather useless i found, anyone game enough to make a mod with one

Like aircraft it should be able to attack units or improvements, but should have like a 95% chance to kill a unit and cause collateral damage, or an 90% chance to destroy an improvement, but should b limited by a certain range .. 8 mayb

It would add a good new dimension to modern warfare in civ 4, and a bit of realism... how many cruise missiles were used in the bombing of iraq>>>?? lots!
 
IMPORTANT
To the author of this mod !

The 30% bonus for musketman against knights - DOES NOT work.

Best regards
 
Cruise missiles to be launched off of subs and ships and such are indeed a great addition to have. they're special and add a real strategic element to warfare in later ages instead of it being just like earlier ages only with stronger units.


(note that if you include ballistic missiles system it might be advisable to include anti-missile batteries too)

HOWEVER, more 'regular' units is THE LAST THING this game needs.
The only real difference is the power rating anyway, so why in the hell clutter it up with meaningless junk?
Make quality, not quantity.
A great many people are sadly oblivious to the difference.
 
I always HATED cruise missiles in Civ, mainly because they were simply too powerful... Can't overcome an enemey's defences, or are afraid to lose your ships attacking his? Throw a couple cruise missiles at him!

Well, my main problem was that there wasn't any way to really counter them.
 
the sad truth is thats pretty much what cruise missles do
 
Just found and downloaded this mod. Had my first game (Huge, Terra) yesterday. I'm definitely loving the slowed down time and techs. All in all a great mod.

If you are still entertaining suggested additions, incorporating either the "replant forest" mod here in this forum or some other form of replanting forest, that would be awesome.
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!

HELLO!!!!!!

The 30% bonus for musketman against knights - DOES NOT work. -----> do you have the same???????
 
I like the developement of this mod and where it could be heading. :D

So I thought I'd share a few ideas.

Tech
As said by Simetrical earlier I think the tech tree should be designed from the ground up as well as expanding the modern era with more techs.

I think by expanding the tech tree and not so much of how long it takes to get would probley help slow the pace of the game.

Diplomacy
I feel that the diplomacy should be expanded with more options of treaties.
Heres a few of em:
Make Alliance with....
Open boarders should allow untis right of passage only
Trade agreements which would boost the economy of both civs
Research packs which would boost the research of both civs
Allow units to be traded (I know you can give a gift, but I've never seen the
cpu give me a gift)
No nuke agreements (could work like the UN) be nice to threaten someone to
halt their nuke program (building icbms)
Allow resources to be traded for research and vice versa for 20 turns minimum

Units
Is it just me or should carriers be able to transport bombers?

There should be a nuke that must be transported via land, air, or sea before ICBM's, like the one they dropped in Hiroshima.

APCs should be added to the mix to transport marines, inf, etc. with a movement of 2 or 3 and the ability to transport 1 or 2 units. Air transports should be considerd too.

I think many of the units that need oil should require iron and or copper. They seem to be not too important in the current modern era. But in real life iron is a very valuble asset.

Allow for an attack unit become a great person.

Biplanes should come before the fighter.

Explores should become zeplines, like they were used in WW2 for recon and spotting.

Buildings and Wonders
Heres a few I thought i'd mention. THe numbers are just for suggestions

World Trade Organization HQ
Grant bonuses to all trade agreements​
Give a +1 to all civs realation to you​

SAM sites
Bonuses to air def​

SETI
Improve research and +10 to great person birth rate​

Well I've got to get back to work but these are a few of the ideas I was thinkin about.

Have a good day y'all
 
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