CivIVRedux v0.1 BETA
Global Changes:
*All research costs twice as much on all size levels.
*Base cost for first 5 tiers of techs halved to ease early play before tech trading.
*Legendary Culture levels reduced to 10k/20k/30k so that cultural victories are more plausible with slower research.
*Roads and Railroads take 3 times longer to build.
*Civics cost twice as much.
*Default number of players on each size increased.
*Julius Caeser no longer offers you salad. :F
Units:
*Swordsmen (and Praetorian) gain +50% vs. melee and cost 10 more hammers (50).
*Axemen lose +50% vs. melee, cost 5 hammers less (30).
*Macemen lose +50% vs. melee, cost 20 hammers less (50).
*Frigate enabled at gunpowder.
*Machine Gunner enabled at Assembly Line.
*Crossbowman reduced by 20 hammers (50)
Buildings:
*Drydock enabled at construction.
Technologies:
*Combustion base cost up 600 to 3000.
*Railroad base cost up 300 to 2500.
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The first three games of CivIV I played included Tech Trading and I thought the game was just way to fast. It felt like I was building tanks just ten turns after getting gunpowder. Did not make any sense to me, so I played without Tech Trading. I started working on this mod to remove the need for No Tech Trading and came up with something that works fairly well.
There's also some other baisc changes that I made "because I felt like it". Just some simple things that didn't seem to make sense to me.
The mod is stable, but not thoroughly tested. If you play it, let me know how it goes.
The mod is 1.5megs: http://infohost.nmt.edu/~gambit/Files/CivIVRedux.rar
Global Changes:
*All research costs twice as much on all size levels.
*Base cost for first 5 tiers of techs halved to ease early play before tech trading.
*Legendary Culture levels reduced to 10k/20k/30k so that cultural victories are more plausible with slower research.
*Roads and Railroads take 3 times longer to build.
*Civics cost twice as much.
*Default number of players on each size increased.
*Julius Caeser no longer offers you salad. :F
Units:
*Swordsmen (and Praetorian) gain +50% vs. melee and cost 10 more hammers (50).
*Axemen lose +50% vs. melee, cost 5 hammers less (30).
*Macemen lose +50% vs. melee, cost 20 hammers less (50).
*Frigate enabled at gunpowder.
*Machine Gunner enabled at Assembly Line.
*Crossbowman reduced by 20 hammers (50)
Buildings:
*Drydock enabled at construction.
Technologies:
*Combustion base cost up 600 to 3000.
*Railroad base cost up 300 to 2500.
---------------------------------------
The first three games of CivIV I played included Tech Trading and I thought the game was just way to fast. It felt like I was building tanks just ten turns after getting gunpowder. Did not make any sense to me, so I played without Tech Trading. I started working on this mod to remove the need for No Tech Trading and came up with something that works fairly well.
There's also some other baisc changes that I made "because I felt like it". Just some simple things that didn't seem to make sense to me.
The mod is stable, but not thoroughly tested. If you play it, let me know how it goes.
The mod is 1.5megs: http://infohost.nmt.edu/~gambit/Files/CivIVRedux.rar