Civ4 Realism Mod (Extended Gameplay and tweaks)

PLEASE PLEASE combine this super mod with:
lost wonders
lost units
superciv
real fort
simple greatperson mod and maybe also the other great person mod




Er, I tried to combine this with Wonders, the great person mod, and Superciv, but I came up short and abandoned it.

However, those and my UN mod, should you want that, I have in a nice little package. Lost Units would be harder, but not necessarily impossible to add in, and same with real fort. Great person, however, would take a good deal of effort, I think.
 
Stormbringer said:
Alright, in that case lets start developing a new simular mod for 1.09. I will contribute as much as I can, but I can't do it alone. Who's in?
Some News??
 
I combined this mod with the slower tech+balances mod and the lost units and lost wonders and finaly Mylon's mod that adds a ton of cool buildings and some culture stuff.

It works well with the exception of the units not being able ot move(still trying to fix this)
 
WTH is up with you all, somebody doesn't show up for a week and each and everybody thinks he's dead. You remind me of my ex-gf: "I mailed him/her yesterday, still no answer, he/she must be dead/sick/emigrated/don't like me anymore.... :lol: :crazyeye: :lol:
 
nice one T4G and Ghost!! you two should take up lead on the mod until J get's back from real life
but my problem is i can't go back to vanilla since realism has added so many good things
and i kinda feel this mod could develop into a kind of RaR for CIV4

so feel free to messege me if u get around how to combine Realism whit the other great mods out there! :)

i wish CIV4 was able to load more then one mod at a time!!!
 
Badmojo said:
nice one T4G and Ghost!! you two should take up lead on the mod until J get's back from real life
but my problem is i can't go back to vanilla since realism has added so many good things
and i kinda feel this mod could develop into a kind of RaR for CIV4

so feel free to messege me if u get around how to combine Realism whit the other great mods out there! :)

i wish CIV4 was able to load more then one mod at a time!!!

I know how you feel. I wish if Jaynus doesn't come back, that someone will take over the work he has started.
 
I have combined this mod (well parts of it) With the UN mod, medieval units mod, Lost UNits, Lost Wonders, and maybe a few others that I forget... am testing it etc... let you know if anything comes of it...

As for taking over this mod... I would... If I knew anything at all about python. Sadly I don't and my merging of mods is largely file comparisons and trial and error until it works without error messages. I do like messing with the XML files however, so I would be willing to work with someone if they did the Python work. Or with Jaynus if/when(crosses fingers) he gets back.
 
Under the current modding tools are we able to create new/additional techs and if so, are their any available in this MOD? If no, do we plan to implement new techs/buildings.

Also, do we have more specailized civ units and more units in the same class. I'd especially like to see multiple classes of infantry, fighters, destroyers, carriers, bombers etc, perhaps as many as 3 or 4 sub classes for each.

I'm wondering if this mod is for me or not.. sounds pretty cool thus far but I really want expanded gameplay that is balanced.
 
i dont know if its because of this mod, or just the game, but heres what happened:

i started in a great position with much of a continent to expand into. the only problem was the barbarian city on the otehr side of the continent that was constantly sending troops at me. so i built up a bit of a force (horse archers) and conquered the city. i then set about settling all my new land... until i had a "strike". no money. every unit was disbanded and i switched to a low upkeep civic, but im still stuck at -3$.
Which means: I cannot do any research and hence cannot achieve the ability to generate wealth, which is what i need.
I cannot trade anything for gold.
I cant expand into richer areas because my units keep disbanding.
I have a huge territory and that seems to be stopping the AI from wanting to attck me.

I'm stuck perpetually disbanding workers and researching writing. :(
 
Sounds like overexpansion.

I suggest not making workers, because that just keeps the cities from growing allowing you to make more money.
 
Additional Units:
"Mobility and Information are the attributes to modern warfare"

Mech AA/Stryker - Similar to the Chinese AA tracked vehicle showcased in Battlefield 2. These mobile SAM launchers should get a bonus vs choppers. They could be tracked or wheeled for each civs flavour.

Anti Armour Infantry - 50% bonus to armoured vehicle.

Mobile Land Attack Cruise Missile - Tomahawk cruise missiles with annihilation special attack that wipes out everything from it's high degree of precision (kills everything on the tile 20% chance).

Upgrade Land/Sea Unit UAV - Increases viewable tiles by *3 and adds lethality to any ranged/first attack bonus.

ALL FIGHTING NAVAL UNITS THAT EXSIST IN MODERN ERA GET NUCLEAR OPTION TO BUILD/UPGRADE ONCE TECH HAS BEEN RESEARCHED. These need to be mroe expensive than Civ 3 obviously.

Anti Air Defense Destroyer - 2x the range and firepower of a regular Modern Destroyer but with substantially less ASM capability.

Anti Sub Destroyer w/ built in Chopper for dipping sonar -
75% vs subs

Guided Missile Destroyer - 50% vs all naval ships
25% vs bombers/fighters

Air Craft Carrier Battle Group: Special Ability when ACC Battlegroup research has been completed. Merging Guided Missile Destroyer, Anti Sub Destroyer, Area Air Defense Destroyer, Cruiser, Sub and of course Aircraft Carrier - merging all these units together on the same space and 'creating battlegroup' makes the most powerful naval "army" available in the game. Single ships (even very powerful ones) will be no match for the BG as every unit in the BG contributes to a very high bonuses to all categories and gives high exp upon creation as training for these groups is very realistic... One group should cost lots of gold and time to build.

Air Superiority Fighter - F18, J-10, F-15, F-22, Su30, Mirage 2000 etc. 50% vs air units

AWCS Jet - all modern air/naval units within 20 tiles get 2x visibility and 25% combat bonus, bombardment bonus and first strike bonus. Expensive unit used for when air superiority is essential.

AMV - Anti Missile Vehicle - Tracked or wheeled solid state laser which when stacked with units or city stands a 50% chance to take out the incomming missile. Will also take out bomber missiles.




Buildings:

All kinds of new Economic, Military, Research buildings that not only help the bonus percentages etc but are also specific to the type of research would be interesting. It would all have to be balanced/scaled well so as not to provide too many bonuses too quickly but not so long as it's not worth building...

Concepts - The Multinational Corporation Effects:

Tech research bonus going to Corps where corp originates - any tech that other country has that originating civs corp DOESNT have gets a 50% bonus in the research of that corp (break down research categories into only about 4 main areas or perhaps even 3) All research in these 3 or 4 areas get bonus if you dont have the tech and other civ does.....

I'd like to see more in the way of Corporations. I mean they dominate our world today and sometimes tell Governments what they are GOING to do and what not.

INcreased Espinoge in technology would be interesting as well and perhaps more options to effectively "hurt" a nation.

Tell me what you guys think...
 
TheFourGuardian said:
Sounds like overexpansion.

I suggest not making workers, because that just keeps the cities from growing allowing you to make more money.

but i couldnt make nothing (didnt have currency researched) and workers were the only thing doing anything about the money situation (building trade routes etc, albeit extremely slowly as they only got one turn to do it before they were disbanded and hade to be remade).

eventually i cheated and gave myself a great prophet and built the hindu founding city wonder. money is trickling in now :blush:
 
Why aren't their new techs in this mod?

Just because this is all new to everyone and we're starting simple?
 
is this mod still being worked on? has the 1st page been updated since the latest patch? what were the effects on gameplay?
 
Back
Top Bottom