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Civ4 Reimagined

Discussion in 'Civ4 - Modpacks' started by Team NP, Jun 28, 2016.

  1. FloppyFishTully

    FloppyFishTully Chieftain

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    I'm not sure. On the one hand, +75% for military units IS a lot; you can go on a warpath and overwhelm a neighbouring civ before they can get strong enough to defend. Extra happiness per military unit and no culture flips are nice to have as well.

    Very early in the game, you might have fewer tiles getting worked, mostly those with resources, so the 'no cottage growth' item is less relevant; the GP malus hurts more, but still, it can happen that you expand early and snowball from there, penalties nonwithstanding.

    Progressive civs getting attacked by a bigger, military-oriented neighbour should (depending on the situation) probably switch to and from Autocracy, rather than staying in another civic, particularly in those situations where they're holed up in their cities, their countryside pillaged.

    The same could be applied viceversa; maybe a Progressive civ/leader could consider going Autocracy for a few turns, spamming units for a quick conquest and then switching out of it for peacetime.

    Merchantilism's bonus for water units is a similar case to this; water units can't conquer cities, so there's that, but what I mean is that it's a situational but potentially game-changing feature, which the AI may or may not use fully to their advantage.

    So, I don't know, really. Good to hear that I might see some late-game AI autocracies.
     
  2. Quoth the Raven

    Quoth the Raven Warlord

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    This is a great mod. I have three suggestions if they are possible. Can you make it so that there are options so that technology after a certain era cannot be researched? Ideally there would be one option for each era. Suggestion two is to add an option so that settlers cannot be built. Suggestion three is that human players can become vassals. These would be great for people who like to make custom scenarios, and would probably increase the use of this mod (I am trying to make a Game of Thrones scenario, and this mod looks great except for the things I mentioned).
     
    Last edited: May 13, 2019
  3. Team NP

    Team NP Chieftain

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    Sounds cool. :)
    I've never build a custom map myself, so I'd rather ask: You can incorporate XML changes into custom maps, right?
     
  4. Quoth the Raven

    Quoth the Raven Warlord

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    I am not sure. I just create a custom game with the settings I want and then use world-builder to create a map and place the cities. I start the game as each player before I place cities to edit their civ and leader names. I am sure there is an easier way to do it, but I am not experienced with such things.
     
  5. FloppyFishTully

    FloppyFishTully Chieftain

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    A question, if you don't mind: in order to download the test version's files from Bitbucket, is it enough to make an account there?
     
  6. Team NP

    Team NP Chieftain

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    You don't need an account to download the repository.
     
  7. FloppyFishTully

    FloppyFishTully Chieftain

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    Fair enough, thank you.

    I'm looking at the downloaded file, and there already is a game core DLL within it. Your project's main page states that in order to play the latest version one has to: 'Compile your own CvGameCoreDLL.dll using the latest source code and place it into Civ4 Reimagined\Assets'

    Does that mean the repository file is not the latest version?
     
  8. Team NP

    Team NP Chieftain

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    The repository contains the latest version. Occasionally we update the CvGameCoreDLL.dll for convenience. That way, players who cannot compile their own dll can play on a semi-current release.
     
  9. Team NP

    Team NP Chieftain

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    Maybe it would be feasible to edit the XML files of Civ4 Reimagined manually, and distributing the changed mod (or the changes only) along with your map? It's a bit clunky, but at least you have a lot of control to do what you want. You could:
    • Disable technologies of your choice in CIV4TechInfos.xml
    • Disable settler creation in Civ4UnitInfos.xml
    • Add/Modify your own unique units for the houses (hmm... dragons).
    • Spawn units at turn X for player Y (requires python).
    Note: For starters it might be best not to delete stuff entirely from XML, as it might be referenced elsewhere. For UNITCLASS_SETTLER, simply use <PrereqTech>TECH_FUSION</PrereqTech>. For Techs, simply set <bDisable>1</bDisable>.

    Regarding human vassals: I cannot recall exactly, but I think it was easily abused. I will take a look at adding a toggle.
     
  10. Quoth the Raven

    Quoth the Raven Warlord

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    Thanks for the instructions, but I have never modded the XML files of any game before. I am currently making the scenario/map using the Medieval BBAI mod, which takes out great wonders and most everything past the Medieval Era except Astronomy. Since the mod does not add anything to the game, I think the map will be able to be played with other mods after it is finished.
     
  11. Team NP

    Team NP Chieftain

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    Ah, too bad. I think the experience will be very different when playing a custom map on a mod that wasn't the target environment (techs and great wonders would be available, obviously), if it is possible at all.

    Regarding XML modding, here are explanations about most tags and some tutorials: http://modiki.civfanatics.com/index.php?title=Civ4_XML_Reference
    Basically, you change some XML values and you are ready to go. (Alter the files at <Mod name>/Asserts/xml preferably, not of the base game) No science victory required. The most difficult part is getting to know all the different knobs to turn.
     
  12. FloppyFishTully

    FloppyFishTully Chieftain

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    Since Sumerian Ziggurat is now a replacement for Classical Temple, does the (Sumerian) AI take that into account when deciding wether to switch away from Pantheon?
     
  13. Team NP

    Team NP Chieftain

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    Ziggurats were actually a bit bugged in the development version. This is fixed now and yes the AI takes it into account when evaluating Pantheon.
     
  14. Team NP

    Team NP Chieftain

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    Civ4 Reimagined 1.5

    This update is not savegame compatible.

    Available here: Download Civ4 Reimagined 1.5

    New
    -New renaissance building: Sewer (+2:health:, costs 200:hammers:). Available with Scientific Method. Replaces flat health bonus from Scientific Method
    -New religious civic: State Ideology (No state religion, unhappiness from religions, no religion spread, less war weariness and espionage bonus). Available with Communism.

    Changes
    -Can change only two civics instead of three for one turn of anarchy (with ancient starting era)
    -Animism civic removed (XP from animals is enabled by default), Pantheon is start civic
    -Pantheon new effects: No state religion, 1 :c5unhappy: from religions and enables Classical Temple
    -Classical temples have same effects and costs as normal temples
    -Ziggurat replaces Classical Temple, provides 1 additional :food: and is available with Mysticism
    -Cavalry upgrades to Motorized Infantry
    -Barbarians cannot spawn on tiles without :food:
    -New effect for Levy Armies: Melee Units produced with :food: (2:1 ratio), but number of free units reduced
    -Scientific Method enables +15% :science: from Universities
    -Shwedagon Paya now gives 1 :gold: per state religion building in all cities
    -Spiral Minaret now gives 1 :commerce: per Merchant, Great Merchant, Priest and Great Prophet in all cities

    Tweaks
    -Babylonian Bowman gain 2 potential first strike chances
    -Organized Religion requires Polytheism
    -Theocracy requires Monotheism
    -Theocracy upkeep cost increased from medium to high
    -Public Welfare requires Mass Media
    -Totalitarianism war weariness modifier changed from -100% to -50%
    -Standing Army upkeep cost decreased from medium to low
    -Conscription upkeep cost decreased from high to medium
    -Secularism no longer provides espionage bonus
    -The Great Harbor grants an additional +1 :commerce: per water tile
    -Ancient wonder grant less great person points, later wonders grant more
    -Better starting position evaluation
    -Civilizations have the resource of the base unit of their unique unit near their starting location, instead of the resource of their unique unit. Why? Because arabian camel archers don't need horses, but their stables do, and arabs being unable to construct stables is kind of a drawback.
    -:move: of Missionaries decreased from 2 to 1
    -Russian Research Institut grants two additional scientists instead of research bonus
    -Distribute workers to different cities when colony is granted independence
    -Added game speed adjustments and randomization for goodie hut events (food, production, GPP, GGP)
    -Greek Hoplites bonus vs melee increased from 20 to 30 % but no bonus vs archers anymore
    -Ivory now always grants 1 :food:. It receives 2 :commerce:and 1 :hammers: with the Camp improvement
    -Civic AI improvements
    -More world wonders require a state religion present in the city
    -American Mall grants 50% :gold: bonus up from 35%

    Interface
    -Maintenance cost in domestic advisor screen now takes inflation into account
    -Display slavery points in military advisor (BUG military advisor needs to be activated)

    Fixes
    -Fixed a bug that doubled pillage gold and gold stolen by spies
    -Fixed a crash that happened during AI building evaluation
    -Fixed a crash that could happen during global warming events
     
    Last edited: Jun 20, 2019
  15. keldath

    keldath LivE LonG AnD PrOsPeR

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    good job,
    glad to see this is alive.
     
  16. FloppyFishTully

    FloppyFishTully Chieftain

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    I agree, top notch stuff
     
  17. Gus Glenwell

    Gus Glenwell Chieftain

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    This is good stuff. I agree there is a shortage of buildings around turn 100. I restarted and was VERY mindful about expansion, and then invested in Pyramids knowing id likely get the gold when someone else beat me to it. The gold allowed further expansion and carried me through until i could build more. I still had to "fake" build a new palace in second city at one point for like 22 turns because i couldn't afford another archer.

    Speaking of archers, i love the ranged aspect, but for some reason my archers don't do any damage. They just withdraw on attack after shooting blanks. Also, they often can't attack at all. Not sure if i missed something or not. They defend just fine.

    Very great mod though. I found caveman2cosmos so funky, and much love to it as well. But I couldn't take it seriously. Very much a fan of realism invictus and am able to do well on monarch/emperor. But it's a very long game. Going to keep up with your mod for this week. Gave it a plug on Steam as well. Thank you for your good work!
     
    Cruiser76 likes this.
  18. Team NP

    Team NP Chieftain

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    Thank you! :)

    On which gamespeed and difficulty level did you play? Do you have a savegame maybe of that turn 100? I am just curious how this happens, as we almost never experience such problems but of course we are already used to our mod and probably play different.

    About the archer: the effectiveness of collateral damage has been reduced by a lot in this mod (it is still powerful and essential though). A collateral unit can only damage other units to 85% of their total strength. If all units on the tile have less hitpoints, you cannot attack anymore. This is usually enough to get the advantage in a battle but does not guarantee to crush everything without any losses yourself.
     
  19. Gus Glenwell

    Gus Glenwell Chieftain

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    Ahhh, that collateral damage is good idea. That makes sense, and is exactly right on concerning my situation. As far as game speed and difficulty, I am marathon speed, and immortal difficulty. Since I'm on a marathon Civ 4 week I will try to win one on your mod at emperor level for the lowest setting. Also, perhaps I've run out of things to build by choosing too quickly to research techs that give no buildings. Realism Invictus took me like 5 restarts (roughly two hours each play through) before I understood enough to get past the "early bumps."

    I will save the new games i try out this weekend at certain stages and hold onto them if need be. Will also take a screenshot if similar situation arises. I've played civilization so much in the last 2 decades I often become mindless and just go full robot mode. I'm going to attempt an entirely different play style and see how that works as well. I won't rush a religion and will mind my order of tech research. Expansion does seem to need much more thought. (which i like!)
     
  20. Gus Glenwell

    Gus Glenwell Chieftain

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    So far I've not had any issues since changing game play. I can't found religions on immortal yet, since I have to solely focus on gold so i can research enough to enable more buildings during the early stages; gold seemed to be the issue i think...

    On the 3 maps where I ran out of things to build, none had much access to gold. So now if i find a map without any gold tiles, I know to research pottery right away and build hamlets. I'm sensing part of what makes this mod so good is I need to think about research a lot more than I'm used to. I can't go for what I want right away.

    After I reach a certain stage (150-200 turns roughly?) my economy seems stable enough. I can use specialists to keep up research after library. On a few of the starts I've gotten some nice gold from goody huts, but in the 3 games where I ran out of things to build as others have commented, I think goody huts were either turned off (i usually turn them off in civ 5 and 6) or I simply didn't find any. So that likely played a part as well.

    Having a blast, and will keep playing! If I can ever be of service let me know -- not much skill at anything technical, but have plenty of time to test and play. Thanks again for your hard work.
     

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