Civ4 Reimagined

Amen to that!!!
i secretly wish civ6 will be bad like 5, and the glory of 4 shall resurface, but, i think this time, civ6, shall be great.

Not to derail this thread kiddo, but I have my doubts concerning 6. Perhaps if you wish to continue this conversation, we can do so over in the 6 forums.
 
Huh, and to think I only stumbled upon this because I was figuring out how to make floodplains persist when a city is founded upon them (there's a post mentioning 'floodplains' a lot :p). I do believe I'll really like the way you handled production and technology, so I might just give this a try. It's nice to see that even now, new, large mods get released out of the blue. :)
 
It's nice to see that DoC served as inspiration for some of this content. I definitely see some features that are recognizable from popular DoC discussion topics. And a lot of the stuff here is really interesting. Even though I do not agree with all the design decisions, I'll certainly visit some of the features and some of them might find their way back into my projects :)

Great to see the Civ4 community can still produce things like this.
Glad you like it! :)

Huh, and to think I only stumbled upon this because I was figuring out how to make floodplains persist when a city is founded upon them (there's a post mentioning 'floodplains' a lot :p). I do believe I'll really like the way you handled production and technology, so I might just give this a try. It's nice to see that even now, new, large mods get released out of the blue. :)
Well, since you are already here... floodplains are features. The corresponding code that removes features when settling a city can be found in CvCity.cpp:
Code:
CvCity::init(int iID, PlayerTypes eOwner, int iX, int iY, bool bBumpUnits, bool bUpdatePlotGroups)


if (pPlot->getFeatureType() != NO_FEATURE)
{
[B]	pPlot->setFeatureType(NO_FEATURE);[/B]
}
The proper solution would be to introduce a new XML tag "bRemoveOnCitySettling" that you can check against. Alternatively if you don't know how and don't mind a quick&dirty approach you can check against already existing properties. Floodplains are the only features that have a movement speed cost of 1, so let's just use that:
Code:
if (pPlot->getFeatureType() != NO_FEATURE)
{
	[B]if (GC.getFeatureInfo(pPlot->getFeatureType()).getMovementCost() != 1)[/B]
	[B]{[/B]
		pPlot->setFeatureType(NO_FEATURE);
	[B]}[/B]
}
Just take care when using this rather messy solution not to change the movement speed cost of other features to 1 - or they will end up on top of your cities aswell (tree houses!).
 
this game is so hard :( the conquering of a city is very hard without catapult :).

a few side notes:
maybe improvement gets built too fast? i dunno still fun.
still not sure about ships pillage gold, its interesting and makes me get ships...

i think i love the game, very very hard for me :)
 
guys is it me or there is a lot of copper and horses on the maps?

We will keep an eye on that. There definately is a lot of copper. Did you play with balanced resources (and which maptype)?

maybe improvement gets built too fast? i dunno still fun.
still not sure about ships pillage gold, its interesting and makes me get ships...

You mean improvement building is still too fast even with the current worker limit in place? Interesting. Not sure if we want to slow it down even more.

still not sure about ships pillage gold, its interesting and makes me get ships...

We wanted to increase the importance of naval warfare so I guess that's good news ;)

Btw mod developers please notice that when AI warrior attack mine in wood tile game goes oos. Happend to me twice Turn 15 and turn 18.

That is really odd. Do you have a BBAI.log by any chance? You can activate logging in MyGames/Beyond The Sword/CivilizationIV.ini. Btw turn 15 is very early to get attacked by warriors :eek:. Did you rush an AI?
 
Hi Team np
This mod is excellent and fun. Thank you for your effort. Especially I like the rearranged tech tree. It makes sense better than vanilla in my opinion.
Here's my question. How does 'tech diffusion' work? Can I recognize a tech 'diffusing' in? I cannot see any tech difused into my civ from open-bordered neighbors.(I am playing now at AD460 as Saladin and no tech trading option)
I'd appreciate some detailed explanation about tech diffusion and sorry for my poor English.
 
Here's my question. How does 'tech diffusion' work? Can I recognize a tech 'diffusing' in? I cannot see any tech difused into my civ from open-bordered neighbors.(I am playing now at AD460 as Saladin and no tech trading option)
I'd appreciate some detailed explanation about tech diffusion and sorry for my poor English.
Your English is fine. :)

You can see the effect of tech diffusion when planning your research. If your have a research output of 1000 per turn and your technology costs 8000 beaker, you would expect it to take 8 turns. But lo and behold, it takes only 6 turns! That's usually the effect of tech diffusion. Or it might be one of the following:
-If you research a technology that founds a religion, but that religion has already been founded, you are granted a +100% research speed to compensate.
-If you research a technology with multiple paths, you gain a +20% research bonus for each path beyond the first that you completed. For example if you know Fishing AND Agriculture you gain a +20% research bonus to discover Pottery (knowledge of the "The Wheel" however is mandatory and does not grant any further bonus).

Tech diffusion details (for "Technology trading off" only):
-You gain tech diffusion for each civilization you've met that knows the technology you want to research
-Even more tech diffusion is awarded if you have open border contracts with them
-You gain additional tech diffusion from your vassals (if it should ever happen that they know a technology you don't)
-You gain massive increased tech diffusion from your master (to keep master and vassal technologically close)
-This effects can net you a total of up to +100% research speed.
-Additional boni are awarded to very weak players
 
You can see the effect of tech diffusion when planning your research. If your have a research output of 1000 per turn and your technology costs 8000 beaker, you would expect it to take 8 turns. But lo and behold, it takes only 6 turns! That's usually the effect of tech diffusion. Or it might be one of the following:
-If you research a technology that founds a religion, but that religion has already been founded, you are granted a +100% research speed to compensate.
-If you research a technology with multiple paths, you gain a +20% research bonus for each path beyond the first that you completed. For example if you know Fishing AND Agriculture you gain a +20% research bonus to discover Pottery (knowledge of the "The Wheel" however is mandatory and does not grant any further bonus).
I checked and found that research rate of literature and monotheism became faster than I expected. Thank you for the detail. :)
 
Hi, interesting mod. I've downloaded but not played just yet as I'm currently exploring a few new mods.

Resources
A single resource can only support a finite population. If your population grows too large and a single resource can't satisfy the demand all health, happiness and production benefits are reduced accordingly. Additional resources of the same kind are then required to mitigate the resource shortage: If one pig would grant you +0.7 health only because of high population, two pigs will give you the full +1.0 health bonus. When a swordsman is build with a 0.8 ratio in iron the production speed is reduced to 80%. Researching technologies improves your resource ratio, reflecting your increased ability to foster and distribute your resources. This change is a boon for small realms who can keep up their 1.0 ratios easily. However playing a large realm is more fun than ever as your constant struggle to connect new and old resources keeps you on the lookout for good settling positions and trade deals.

One thing that really intrigues me is how this works? Is this feature written using xml? Could you please explain how this is implemented in the mod so I understand if it's something I could maybe transfer to other mods?
 
One thing that really intrigues me is how this works? Is this feature written using xml? Could you please explain how this is implemented in the mod so I understand if it's something I could maybe transfer to other mods?
The resource system is implemented in c++ (core) and python (interface). But before you attempt to merge any code I suggest you first try Civ4 Reimagined and see how it works from a gameplay perspective. Maybe you don't like it after all and then you won't have to worry about transferring the feature. ;-)
 
Hey guys, I'd comment on the mod, but I've seen too little of it yet to form an opinion. While playing my first game, just deep enough into it to care, it crashed on me. The attached save file crashes for me every time.
 

Attachments

Hey guys, I'd comment on the mod, but I've seen too little of it yet to form an opinion. While playing my first game, just deep enough into it to care, it crashed on me. The attached save file crashes for me every time.
Hi Zholef, sorry for the late reply. We tried to reproduce your crash on three different computers but sadly were unable to. Please try reinstalling Civ4 Reimagined and, if you have any additional modcomps installed besides the ones coming with Civ4 Reimagined, try to disable them in case one of them is incompatible.
 
Impressions so far after playing up to 1700

- Doomstacks are very potent, it takes a lot to neutralise them. Crossbows and Longbows just don't do it so far.

- I like the tech speed, I play with tech trading on though. I would suggest you look at reducing the cost of Steal Technology somewhat

- Influence Driven War is a must in any mod (I love it, ymmv)

- Tech tree is fairly good

- Religion brings a hell of a lot of dissent, I would cut that down a bit, especially Pantheon

- I like the ease of taking a city, no more standing outside for 10 turns reducing the defence while getting pummelled.
 
Good suggestions.
I like the tech speed, I play with tech trading on though. I would suggest you look at reducing the cost of Steal Technology somewhat
We also thought that Steal Technology was too ineffective, which is why we added the tech diffusion bonus to Steal Technology attempts. However, since you play technology trading off the effect is probably is rather small. We'll take a look into improving Steal Technology for enabled tech trading.
 
Very interesting mod, the resource management thing is very cool but there are few things I couldn´t enjoy about your mod.

I played four separate games all with marathon speed and I had lack of things to build around the turn 100.
So I had to put my production into units which reduced my economy so I had turn down my science rate...

Solution to the economy thing was rushing the AI in early game and pillaging improvements, but if you accidentally captured a city sometimes it lets you raze it, sometimes it doesn´t, forcing you an another blow to your economy because you have to posses an unwanted city...

I greatly appreciate that the AI now knows when to nuke and when not, and all the other things (visuals, music) are a good thing so overall this mod is starting to look good. But I hope you fix those things in the future.

EDIT: Also I forgot to mention how I love the way you solved the siege units and archers in this mod, it is just awesome!
 
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Very interesting mod, the resource management thing is very cool but there are few things I couldn´t enjoy about your mod.

I played four separate games all with marathon speed and I had lack of things to build around the turn 100.
So I had to put my production into units which reduced my economy so I had turn down my science rate...
[...]
I greatly appreciate that the AI now knows when to nuke and when not, and all the other things (visuals, music) are a good thing so overall this mod is starting to look good. But I hope you fix those things in the future.

Building an early economy is one of the toughest challenges for players new to our mod. It's very possible to get an early economy going, but it seems the negative consequences of a mediocre to weak economy are too punishing. To improve this (and also because popular demand happens to demand more things to build) we will introduce a new ancient building that should help players who are struggling with their early economy. Stay tuned!

Solution to the economy thing was rushing the AI in early game and pillaging improvements, but if you accidentally captured a city sometimes it lets you raze it, sometimes it doesn´t, forcing you an another blow to your economy because you have to posses an unwanted city...
Once a city acquires enough culture it becomes impossible to raze. The Warrior Code civic should suit your playstyle nicely though.

EDIT: Also I forgot to mention how I love the way you solved the siege units and archers in this mod, it is just awesome!
Siege units and archer changes were actually the origin of this mod. Glad you like them! :)
 
I must say that the mod had really surprise me. The combat overhaul works much better than suicide catapults and the limited resources is a really good concept. Also I really like the civics, with a few exceptions they are really good and seem to be balanced. However there are three things that are making my experience worst:
- the arbitrary worker limit doesn't make sense and ruins the experience once you have a some landmasses. I think that removing it would be the best idea, or alternatively that the limit is increased by each new city, so that the rate of work doesn't fall to behind in big empires
- technology seems to be broken, on epic the speed of research fall significantly during the Renaissance, making each tech took to much time to be researched. This slows too much the pace of the game
- It is still too vanilla. This is more of a personal opinion, but I think that the mod could use additional mechanics that are already in use by other mods like IDW or barbarian cities. Revolutions (or a sistem similar that represents internal problems) could also be used. Overall I think that in the future, the mod could integrated \create other mechanisms to make the experience more interesting
 
I must say that the mod had really surprise me. The combat overhaul works much better than suicide catapults and the limited resources is a really good concept. Also I really like the civics, with a few exceptions they are really good and seem to be balanced.
Glad to hear that the core mechanics work as intended. :) Please feel free to point out any civics shortcomings you notice, getting feedback of what works and what doesn't for others is always valueable.

- the arbitrary worker limit doesn't make sense and ruins the experience once you have a some landmasses. I think that removing it would be the best idea, or alternatively that the limit is increased by each new city, so that the rate of work doesn't fall to behind in big empires
We like the worker limt for the following reasons: First, it reduces micromanagement for large realms (who have enough to do with managing all their cities). Second, it provides for more interesting tradeoffs when it comes to empire expansion (traditionally limitless expansion has been quite a no-brainer).

Due to popular demand, however, we will add a game option to disable it.

Oh, and a tip for settling on new landmasses: With the slavery civic you gain slaves to work for you if you found a new city on a different continent (if you have Astronomy).

- technology seems to be broken, on epic the speed of research fall significantly during the Renaissance, making each tech took to much time to be researched. This slows too much the pace of the game
Good observation! Our development version already has a quicker progression for late medieval/renaissance techs. :)
 
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Civ4 Reimagined 1.2

This update is not savegame compatible.

Available here: Download Civ4 Reimagined 1.2

New
-French translation project by juni_be_good. If you are interested in helping us to translate Civ4 Reimagined into your language, just drop us a message.
-New ancient building: Tannery (+2:gold:, +1:yuck:, costs 90:hammers:, +1:c5happy: from deer, fur). Available with Leather Working.
-Archery replaced with Leather Working. Archers moved to Hunting.
-Removed Totem Pole and added a tannery as unique building for Native Americans.
-New game option to disable the worker limit.
-New game option to disable modern unhappiness in colonies.
-No leaders grant a flat relationship modifier just for being nice anymore. Instead you gain a relationship bonus to them if they are in need for open border contracts (+1 if they are missing out on some foreign trade routes, +2 if they are getting desperate). This makes it easier to gain open border contracts on very small map sizes.
-Tech cost for all players scale with handicap setting. This should result in a more consistent game speed across difficulty levels. Feedback on the modifiers is highly appreciated.
-Entering war on behalf of an AI player grants a small "You agreed to come to our aid in war-time." diplomatic modifier.

Changes
-Redestributed bonuses for fur, deer, wine and whale across market, grocer, supermarket and tannery.
-Horseback Riding requires Leather Working instead of Iron Working but at increased cost.
-Changed the way "balanced resources" map option works: Every player now has at least one copper, iron and oil near his starting position instead of exactly one of each.
-Production penalties for insufficient strategic resources are halved. Example: With a ratio of 0.8 and 1 Iron, your production speed for swordsman will be 90% (-20% for a 0.8 ratio, halved to -10%).
-Great Generals are always born in capital
-All diplomacy modifiers expire eventually. Harsher modifiers such as "nuked us" take more time to be forgotten than smaller ones such as "made demand".
-No blockade gold from barbarian cities
-Slaves can no longer be captured by players without slavery
-Bombarding city mechanic slightly changed. Castles are always targeted before Walls with a small chance to destroy other buildings. Success chance no longer depends on number of buildings in the city

Tweaks
-Fighters and pre-modern ships are less effective when bombarding cities
-Adjusted tech costs to incorporate Leather Working change.
-Slightly increased technology progression for medieval+.
-Some AI adjustments when deciding which technology to research next.
-Improved AI Civic and Corporation evaluations
-AI doesn't cancel deals as often as before (except open borders, which are cancelled quicker)
-Uranium yield with mine changed from 3 additional commerce to 1 additional production
-Airports require Oil
-Railroad building time reduced from 400 to 200
-Tyranny upkeep cost increased from low to medium
-Capitalism upkeep cost increased from low to medium
-Tank production cost increased from 180 to 250
-Tank city strength reduced from -10% to -15%
-Modern Armor production cost increased from 240 to 320
-Battleship production cost increased from 280 to 350
-Missile Cruiser production cost increased from 300 to 370
-Movement speed for Corporation ships increased from 4 to 6
-Commerce yield from gold/silver/gems reduced by 1
-Angkor Wat becomes obsolete with Liberalism (was: Computers).
-Academy grants +1 scientist slot.
-No improvement building speed penalty for tundra terrain
-Ajusted appearance of copper, iron, oil, horse and stone
-Deer and fur appearance increased on most map types
-Switched rarity for gold and silver.
-Increased passive spread for Luxury Industry
-Reduced cost for The Great Dam
-Native Americans start with Hunting instead of Agriculture
-Event quests that require a certain number of units to be build can only trigger with less than 50% quest progress at start. Increased number of units required for completion.
-Pushed back the looter and marauder event into the renaissance. For an event that could destroy multiple buildings and improvements it could trigger awfully early.
-Totestra map script: "Reduce peaks" is disabled per default

Interface
-Improved city resource display, which can now show up to 99 of each resource without overlapping.
-Building preview shows estimated commerce gain for bonus trade routes
-Different unit art: German horseman (looked too advanced for classic tech unit), Japanese axeman (using two swords prior to swordsmen was a bit unfair), Roman caravel and Arab/Babylon/Carthage/Celtic/Egypt/Ethiopian/Malinese/Persian/Sumer frigate (suffering from looking to old/frail and unable to go over the ocean - the model was pretty, but it was hard to tell whether it was a ship of war or a fishing boat).
-Displays how much gold has been stolen by enemy spies
-Withdrawal and collateral messages are displayed in yellow instead of red.
-Improved babylonian unique building text
-Improved slave unit texts, should help to determine how slaves are gained

Fixes
-Fixed a bug where old BtS Texts were showing up instead of our new ones.
-Fixed a bug where units could be upgraded without having the appropriate resources when playing with the mercenary civic
-Fixed display for gold per happiness resource from Mercantilism.
-Maximum number of specialists (i.e. "Max: 6") shows up again even when the number of specialists allowed was doubled
-Fixed unit buttons for celtic and zulu tanks.
-Fixed city trade route display now showing custom house oversea trade modifier
-Fixed various event help texts
-Totestra map script no longer places starting position close to map boundaries.
 
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