Civ4 Realism Mod (Extended Gameplay and tweaks)

Simetrical said:
If anyone takes over this mod, I would suggest that you rename it or something.

Well, I'm game. Do you have any suggestions for a new name? Unless you think it'd still be a problem, I'd suggest that the new name still have the word "Realism" in it, like "Realism Redux" or "Realism Revisited" or "Realism II: Resurrection". :)

There are some great ideas in this thread that I'd like to see implemented, like revamping the tech tree, but I'm afraid that with all the very ambitious ideas, it's no longer just a one person job. Meanwhile, I'm working to put the current code base into a shape that I feel I can work with.

The first major change I'm going to make is to incorporate several of the existing minor mods, such as I've indicated in my earlier post. When that's done, I'll post an update.

--Kristine
 
KGrevstad said:
The first major change I'm going to make is to incorporate several of the existing minor mods, such as I've indicated in my earlier post. When that's done, I'll post an update.

--Kristine

can you tell us the names of the existing minor mods? ;)


Regards
 
Simetrical said:
I think Realism Resurrected would be a better idea, unless we want people thinking this is some kind of Christian mod. ;)

No, I wouldn't want to give that impression. It was just a play on the title of that dreadful movie "Alien:Resurrection".

--Kristine
 
Oettinger77 said:
can you tell us the names of the existing minor mods?

Previously, without the Realism mod, I've combined SD's UnitXP and Culture Conquest, Terraform, Real Fort, Lost Wonders and Lost Units, Cultural Decay, the Barbarians mod, and two or three interface mods. I'm certainly open to adding others, provided the level of effort is not enormous. Give me a couple of days, and I will have a very, very raw alpha release, with the above mentioned mods included, available for testing.

--Kristine
 
I have a few ideas for what they are worth. I don't know how easy or hard they would be to add. But what the heck, I guess I'll just throw them out there.

1: One thing the has always bothered me was, lets call them, organic resources. Like wheat or horses. I always hated that I could lose the ability to create horsemen because some unit destroyed my pasture. I think it would make more sence that once you have horses that you could add say a ranch as a tile improvement. And as for things like corn or wheat they should have an overall effect on all of your civs farm output not just the tile that you discovered it in.

2: I don't think you could overstate the effect that animal domestication has had on human civilization. They effect everything from taking over labor intensive jobs to increasing overland commerce to the simple enjoyment of a pet. Those civs that use it properly thrive and those who don't, well don't.

3: I would also like to bring up the concept of breeding. Altering plants and animals through breeding and later genetic engineering has greatly increased their use. From dogs bread for certain tasks to plants that give greater yeilds.

I don't know how any of this could be added to the game, but there it is.

ps. sorry about the spelling. not my strong suit.:p
 
Only MOD I would NOT want included is the Random Events ... While its made nicely etc,, IMHO it just doesn't blend in with the rest of the game..:rolleyes:


OneI would love included in the Ancient Music mod.. it really added more atmosphere to the game's barren music start...
 
hm. I think, it should NOT contain any grafik or musik mod - because user should be able to choose self, what for grafik or musik he wants to see. Normally, it will be no conflicts with a mod, and you can simple add the grafik mod to CustomAssets folder.

(i use newcommerce&newgold icon, roads_light, some of Rhye's flags, and plotlistenhancements mod).
 
I had a couple of ideas...
  • fortified machine gunners damage units in adjacent squares that are trying to bypass the unit
  • fortified cannons/artillery in cities with a castle can attack ships at sea
  • taking cities give you a small chance at gaining a technology, depending on the size/importance of the city
  • razing cities lets you take slaves if you have the Slavery civic, and gold is plundered from the city when you raze it (in any civic)
  • pillaging a land square lowers the culture of the square, depending on the distance from the nearest city. This can be restored by improving the square with a worker.
 
as a navy man i reckon this aspect of the game needs some improvement.

1)wooden battleships, HMS Victory style, these constitute the biggest and romantic period of naval history
2)carrier based aircraft that can destory other units, especialy naval units. the carrier is the ship of the line in todays nuclear navys, making the battleship obsolete
3)modern frigates, employed in an anti-submarine/anti-surface warfare role
4)modern destroyers employed in an air-defence role
5)mine layers/sweepers
6) sub laumched missiles/ missile subs
7)the ability to set up patrol routes for ships/subs, making it easier to defend ones coastlines
8)blockading of enemy ports

plus battles at sea should occure at range, more modern ships having a greater combat range. ww2 sea battles occured when combattents could hardly see each other over the horizon, b4 that it wasnt that much closer.

this would add a huge tactical element to naval warfare, and the game could not suffer as a result
 
Well, I have put together a new base to work with. It starts with the last release of Realism from Jaynus, some small changes and tweaks to work with v1.52, and then the addition of SD-UnitXP, SD-CultureConquest, Terraform, Real Forts, Lost Wonders, Lost Units, Cultural Decay and a partial adoption of the Barbarian mod, which means barbs can have some pretty sophisticated cities, as well as spawn more often. I've also included Proper Score Graph and Special Domestic Advisor. Additionally, I've greatly reduced the amount of desert, at least in what I think is the standard terrain generator.

Play with it and let me know what I've screwed up. I'm sure several things have disintegrated as I integrated the different mods. What I'd like is to make this relatively stable, and then we can go on and add new stuff.


Code:
v0.61
	- Desert drastically reduced
	- Increased barbarian (and animal) frequencies, allowed the barbs to build whatever they want, increased MAX_XP from barbs and animals
	- Emancipation upkeep is now NONE (was LOW)
	- Free Speech upkeep is now NONE (was LOW)
	- Slavery upkeep is now LOW (was NONE)
	- No City Razing defaulted to false.
	- Reset reveal of uranium to physics
	- Cottage now buildable with Pottery, as it is in vanilla Civ4.
	- Winery now build with Priesthood
	- Castle is buildable with Monarchy now, not Engineering
	- +2 health with recycling center
	- supermarket now costs + 1/3
	- supermarket +25% food
	- added Lost Units v1.x
	- added Lost Wonders v1.00
	- added SD-UnitXP v1.00
	- added SD-CultureConquest v1.30
	- added Terraform
	- added Special Domestic Advisor v0.92
	- added Cultural Decay v0.2
	- added homegrown's clock mod
	- added Proper Score Graph v1.7
	- added Real Fort v0.4

v0.6
- Thanks dearmad for some more changes
	- Universal Suffrage now gives +25% War Weariness
	- pacifism now gives +125% great person rate
	- organized realigion now gives +20% culture
	- Theocracy now gives +10% Unit speed build.
	- Caste system now gives +1 free specialist
	- Cannon now requires gunpowder (not steel)
	- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)

- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted

- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)

- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)

- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.



--------------------------------------------------------------------------------------------


v0.5

- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'

- Lag issue fixed

--------------------------------------------------------------------------------------------


v0.4

- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod


- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
	- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay

- Musketman now uses 'Muskets' built at a 'Musket Factory'
	- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!

- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.

- Navy Seals can now board Submarines and Nuclear Submarines

- 'Nuclear Carrier' Added
	- Requires 'Nuclear Reactor' Tech now in addition to Flight
	- Requires Uranium
	- Costs 200
	- Has Carriers standard of 5 moves
	- Has 17 Combat instead of 16
	- Has a Cargo Space of 8

- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
	- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'

- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english

- Free Speech now gives 25% War Weariness


--------------------------------------------------------------------------------------------


v0.3

- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds

- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative

- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism

- Submarines can now upgrade to 'Nuclear Submarine'

- ICBM Triple requirement didnt work, removed it

- 'Nuclear Submarine' Added
	- Same tech requirements as Submarine
	- Requires Uranium *only*
	- Costs 190 (Instead of 150 of a regular sub)
	- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
	- Receives 9 power (INstead of 8 of Submarine)
	- Now has a Capacity of 3 Cargo (Instead of 1)
	- Now has a 70% chance of withdrawl (Instead of 50%)
	- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines

- Added Technology 'Nuclear Reactor'
	- Requires Computers, Fission, and Refrigeration
	- Required by NUclear units, and Nuclear reactor
	- Costs 3500 points
	- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
	- GRID LOCATIONS NOT SET
	- Uses Fission Presets
	- NOTE: Does not show up in civolopedia


--------------------------------------------------------------------------------------------

v0.2

- Settler cost Raised another 25% (Total raise of 75% from vanilla)

- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more

- Removed Uranium requirement from the following units to add realism of oil requirements
	- Transport
	- Destroyer
	- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil

- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
  Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement


--------------------------------------------------------------------------------------------

v0.1

- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100

- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%

- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
	- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
	- Axemen cost 5 hammers less (30)
	- Macemen cost 20 hammers less (50)
	- Frigate enabled at gunpowder
	- Machine Gunner enabled at Assembly Line
	- Crossbowman reduced by 10 hammers (50)

- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed
Realism:Resurrected 0.61

There was an incorrect file (CvDomesticAdvisor.py) in my initial release, which has been fixed. If you want just this file, please contact me.

--Kristine
 
I am glad to see someone picking up where it was left off. I know that the goal here is to find bugs and that sort of thing, before adding any new material, but I wanted to put an early note in asking the about the possibility of these to be included:

Snaitf's Unit Allegiance Mod

and:

FreeTechMod


Of course I dont expect them to be in too soon, just wanted to give an idea of what I think would be a good addition.

-=R=-
 
Hi KGrevstad,

Its a really good thing, that someone reanimate this mod;))))

I also have ideas, regarding the gameplay, and I think there are 3 main fields, which need to improve.

1. (It is the easyest) The modern era is too quick if U allow space victory, its only a rush. Of course U can set it off, but than what it is for anyway? When I last time won with this victory, i had not even an airplane, or a moder unit. I just produced some spyes (not too many) and I could easily sabotage others effort to build spaceship.
The solution is to increase the cost(hammers) of the spaceship parts.
An other good idea was in the previous Civs, that U could start the space mission with a less well built spaceship, but of course with less chance of success. And while it took some time to reach Alpha Centauri, it gave time for a nice endgame stage, which aimed to increase score basicaly.

2. Instead of tastless "Future techs" we need real, presently existing technologies, which allow us presently existing units, as well: cruising missiles, intelligent weapons, laser AA turrets, airborne laser ICBM system, electronized hi-tec infantry, MLRS artillery, EMP weapons (its like a small nuke with no radiation!) etc. They could allow for a less well built civ a second or a third chance to win, and to greatly extend the gemeplay and time.
To introduce the nuclear reactor technology is a good thing, but its only the firs step;)))

3. I dont like civic system. It dosent reflect social progress, it dosen'r reflect history, it dosen't reflect anything. There are some well known "nameplates" such as universal suffrage, and with unpredictable effects. Now it is only for to ballance the leaders.
I think we need a more complex, more realistic but in the same way more simple society system. Religion or economy civic should cause religious or economy effects only. Of course the society is a complex thing, but then what it is for to separate this sides, if then they couse mixed and unpredictable effects?

I've ideas for these things, if U really concerned to build them into the mod I can send U detailes.
 
nice work kristine - i will try it out as soon as i finished my current game ;)

maybe you and erendir could work together - for modintegration and further (balance-)changes
ahh and btw: i think a new thread for resurrected would be good

btw²: happy new year ;)



Regards
 
Rick7666 said:
I have a few ideas for what they are worth. I don't know how easy or hard they would be to add. But what the heck, I guess I'll just throw them out there.

1: One thing the has always bothered me was, lets call them, organic resources. Like wheat or horses. I always hated that I could lose the ability to create horsemen because some unit destroyed my pasture. I think it would make more sence that once you have horses that you could add say a ranch as a tile improvement. And as for things like corn or wheat they should have an overall effect on all of your civs farm output not just the tile that you discovered it in.

2: I don't think you could overstate the effect that animal domestication has had on human civilization. They effect everything from taking over labor intensive jobs to increasing overland commerce to the simple enjoyment of a pet. Those civs that use it properly thrive and those who don't, well don't.

3: I would also like to bring up the concept of breeding. Altering plants and animals through breeding and later genetic engineering has greatly increased their use. From dogs bread for certain tasks to plants that give greater yeilds.

I don't know how any of this could be added to the game, but there it is.

ps. sorry about the spelling. not my strong suit.:p

Nothing against you, but I wouldnt like these changes.

Nice to see someone picking up on this mod. Good luck.

Kushan
 
KGrevstad said:
I'll start a new thread when this particular release is not grossly flawed. :)

--Kristine

I've just tried it out running 1.52. Awesome work, btw. might I suggest to include in it the "lots of promotions" mod? (can't remember the name)

however, here's a clear bug: rocketry and nuclear reactor technologies are available for research from the very start. it seems they have no prerequisites or something. keep up the good work! :goodjob:
 
played the game all night, its great. however it keeps crashing at the same point in the game. sometime towards the end of the medieval period i recieve a great trader, one turn later the games shuts down, no error messagres or anythin. i reload, get to the same point and bam.does it again. tried it a few times, even turned all memory intensive apps of, but to no avail. ill have to start again now
 
New version released, fixing some bugs and adding in Snaitf's Unit Allegiance and upgrading Lost Units to v1.2. Apparently saved games are NOT compatible with this new release.

Code:
v0.62
	- Update Lost Units to v1.2.
	- Added Snaitf's Unit Allegiance mod, not tested.
	- Added in some missing art.
	- Fixed a bad call to a CulturalDecay function.

- Changes and additions for the new initial release (v0.61)
	- Desert deastically reduced
	- Increased barbarian (and animal) frequencies, allowed the barbs to build
     whatever they want, increased MAX_XP from barbs and animals
	- Emancipation upkeep is now NONE (was LOW)
	- Free Speech upkeep is now NONE (was LOW)
	- Slavery upkeep is now LOW (was NONE)
	- No City Razing defaulted to false.
	- Reset reveal of uranium to physics
	- Cottage now buildable with Pottery, as it is in vanilla Civ4.
	- Winery now build with Priesthood
	- Castle is buildable with Monarchy now, not Engineering
	- +2 health with recycling center
	- supermarket now costs + 1/3
	- supermarket +25% food
	- added Lost Units v1.x
	- added Lost Wonders v1.00
	- added SD-UnitXP v1.00
	- added SD-CultureConquest v1.30
	- added Terraform
	- added Special Domestic Advisor v0.92
	- added Cultural Decay v0.2
	- added homegrown's clock mod
	- added Proper Score Graph v1.7
	- added Real Fort v0.4

v0.6
- Thanks dearmad for some more changes
	- Universal Suffrage now gives +25% War Weariness
	- pacifism now gives +125% great person rate
	- organized realigion now gives +20% culture
	- Theocracy now gives +10% Unit speed build.
	- Caste system now gives +1 free specialist
	- Cannon now requires gunpowder (not steel)
	- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)

- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted

- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)

- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)

- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.



--------------------------------------------------------------------------------------------


v0.5

- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'

- Lag issue fixed

--------------------------------------------------------------------------------------------


v0.4

- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod


- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
	- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay

- Musketman now uses 'Muskets' built at a 'Musket Factory'
	- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!

- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.

- Navy Seals can now board Submarines and Nuclear Submarines

- 'Nuclear Carrier' Added
	- Requires 'Nuclear Reactor' Tech now in addition to Flight
	- Requires Uranium
	- Costs 200
	- Has Carriers standard of 5 moves
	- Has 17 Combat instead of 16
	- Has a Cargo Space of 8

- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
	- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'

- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english

- Free Speech now gives 25% War Weariness


--------------------------------------------------------------------------------------------


v0.3

- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds

- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative

- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism

- Submarines can now upgrade to 'Nuclear Submarine'

- ICBM Triple requirement didnt work, removed it

- 'Nuclear Submarine' Added
	- Same tech requirements as Submarine
	- Requires Uranium *only*
	- Costs 190 (Instead of 150 of a regular sub)
	- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
	- Receives 9 power (INstead of 8 of Submarine)
	- Now has a Capacity of 3 Cargo (Instead of 1)
	- Now has a 70% chance of withdrawl (Instead of 50%)
	- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines

- Added Technology 'Nuclear Reactor'
	- Requires Computers, Fission, and Refrigeration
	- Required by NUclear units, and Nuclear reactor
	- Costs 3500 points
	- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
	- GRID LOCATIONS NOT SET
	- Uses Fission Presets
	- NOTE: Does not show up in civolopedia


--------------------------------------------------------------------------------------------

v0.2

- Settler cost Raised another 25% (Total raise of 75% from vanilla)

- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more

- Removed Uranium requirement from the following units to add realism of oil requirements
	- Transport
	- Destroyer
	- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil

- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
  Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement


--------------------------------------------------------------------------------------------

v0.1

- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100

- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%

- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
	- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
	- Axemen cost 5 hammers less (30)
	- Macemen cost 20 hammers less (50)
	- Frigate enabled at gunpowder
	- Machine Gunner enabled at Assembly Line
	- Crossbowman reduced by 10 hammers (50)

- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed

Realism:Resurrected v0.62

--Kristine
 
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