[DOTO] Dawn Of The OverLords


LivE LonG AnD PrOsPeR
Dec 20, 2005

Welcome to:

**************Doto - Advanced Civ ModMod - version 1.13 Released : 30/09/2023**************

Doto - Advanced Civ ModMod - version 1.13

Before Install:
i Recommend to Delete files from custom assets (my\documents usually)
cache files under app data folder (path is in Doto docs).

----->Download Doto 1.13<----


This mod is a ModMod to Advanced Civ mod by f1rpo that strive to achieve greatness of AI programming based of where Karadoc from Kmod left the CF community.

the mod introduces new additions while conserving simplicity and not an over buffed addition mod - which is great for memory issues.
A lot of love and countless years was put into this mod in its many versions.

I hope there are still Civ4 players that will enjoy this.
Any feed back is most welcomed, along with a thank you note in Advanced Civ mod thread :)

Advanced Civ mod : https://forums.civfanatics.com/threads/advanced-civ.614217/

github development: https://github.com/keldath/kmod-adv-Doto.git

Keldath modding Platform : https://forums.civfanatics.com/threads/kelmodplatform.663999/

So whats in this mod ?

(pic is from un published 109)

New civic Screen:

based of Advc 1.010 version with Kmod 1.46b .
  • 5 unique units per nations..
  • 1 new improvement.
  • 7 new religions.
  • Civic Government Dependency system with 8 civic total categories.
  • Forbidden religion - each civ has 1 religion it cannot convert to [GameOption].
  • Ranged Immunity [GameOption]
  • New resources.
  • New terrain And art - swamp and marsh.
  • Expanded sea levels map options.
  • Static Leaderheads art - for better memory usage.
  • Smaller sized units - for memory usage.
  • Minor additions - Unitclass some buildings.
  • Inactive Religion Buildings - religion Prereq. [GameOption].
  • City pre require size for buildings for some buildings..
  • Population Limit mod - limited city size - growth from buildings. [GameOption]
  • Blockade mod - unit have zone of control. [GameOptions]
  • Usable mountains - movement , resources and cities. [GameOption]
  • Influence driven war - culture can spread though war and more. [GameOption] x 4.
  • Tech diffusion. [GameOption]
  • Cultural Golden Age - [GameOption]
  • Revdcm extended Unit tags.
  • Civics Enhanced tags (religion and specialists).
  • RevDcm building Prereq options.
  • Specialist Enhancement - health and Happiness.
  • Same plot start location for all units.
  • start with 2 settlers
  • Wonder Limit. [2 GameOptions]
  • Culture Control [GameOption]
  • Limited Religion. [GameOption]
  • City States [GameOption] -> Single Play only!
  • hated civics for civilizations.
  • Improvement Decay [GameOption]
  • Improvement Obsolete by tech [GameOption] (functional but not yet applied to improvements - soon i hope)
  • Civ4 Art Remaster - manual patch install - see within game files the how to apply.
  • Governor Great People alike with Promotions [GameOption] -> thanks to @<Nexus> -> Single Play only!
  • Improved new Capital choice after Capital is lost. -> thanks to @<Nexus>

Exists in the code but unused for now:
  • free unit from project.
  • damage from terrain.
  • Paratroop usable for all units.
  • Civic Prereq for units.
  • Fresh water from improvement .
disabled code:
resource vicinity mod

Game Option Explanation:

when a city is created / conquered , a unit will be generated on the City Plot. that unit is a Governor.
The unit move or perform any action. It can Only get xp and be promoted in a specific new Promotion Tree.
the Promotions will be applied on the city to an Great People unit, Governor that can be seen on the city screen.
that unit will manifest the promotions chosen to the city perks.
XP is given to the Governor from city size growth marks (set in the DLL, for example on city size 3 -> 1 XP).
Also XP can be given by cottages that the city works. this woks over time by a specially crafted XP progress bar ( not visible i think...).
once the progress is done, an XP will be given to the Governor.
the method is optimized around 4 cottages can provide 1 XP every 90 turns or so, game speed dependent.
when the City is lost, either reason, the Governor dies or reborn to the owner if any.
AI is trained to choose the promotions and will not move or do unwanted actions with it.
Credit to @<Nexus> for providing the Idea, tweaks and the beautiful Promotion buttons.

City States:
Unique to Doto, City states are similar to CIVV+.
the cities will abide to several key rules. a player can have special unique trade agreement with each city to receive unique city perks along with a unique resource.
read more in the readme file of city states in the mods files or in this post:
City States Rules overview

Ranged Immunity/Retaliate/Random hit damage:
no more suicidal ranged units.
siege land units will be able to inflict one time damage without the risk of being hit back by the defender.
the damage will be a percentage up to the combat limit (each unit has one).
hit and/or damage can be randomized.
if the defender is also a siege unit, it will attack back e.g. -> retaliate.
AI code was added , seems that ai use it well.
this is based off VIP mod and inspired by civ4 Reimagined.
Doto 112 changes:
Spoiler :

- 3 attacks for a ranged unit (3 based on xml value of the ranged attack - tag in global defines alt)
- 2 cooldown turns (parameter in the global defines)
- during the cooldown, unit cannot attack (set made attack to true)
- when attacking on the third time, the unit will get damage of 30% (regardless of the defender, also a globaldefines param)
- cap will reduce if there is no subsequent attack (measurable by the made attack and cap above 0)
- if a unit is in a city it gets a reduction of 1 to the cooldown

Civic Dependency:
New Unique Government Civic system.
each gov civic has 2 dependent civic options with each has 2 civics to choose from.
on any given time, dependent civics can only be chosen by the parent government civic.
new AI logic New civic screen.
reworked all civics.
new civic tags with new features.

Unit Blockade:
Enemy units block direction of 45 degrees . meaning the player must confront and attack, or go around in a longer path.

Influence Driven war:
winning battle and/or pillaging can change the target tile culture in the player favor.

Mountains Back to service:
Units can walk over mountains (not all units).
also bonuses can appear on peaks.

Forbidden Religion:
each civ has one religion it cannot found nor it can convert to.

Limited Religion:
Each civ can only found a limited number of religions.
default is 1 per civ. later on ill make it that some civ;s can found more.

Culture Control and Improvement Limits:
Forts now spread culture around them.
Some improvements cannot be built near each other.

Cultural Golden Age:
after a certain threshold , from Culture, a golden Age will be triggered.

Wonder Limit (along with Wonder build 1:1 obsolete):
each city can build wonders limited by its culture size.
if combined with wonder obsolete game options -> if a city has an obsolete wonder which is included in the wonder count,
it will ignore it and open a new wonder slot -> meaning for example culture limit is 5, city has 5 wonders which 1 is obsolete -> the option will allow the construction of the 6th
wonder in that case.

Improvements Decay:
if set , some improvements, if not worked for a period of turns, can be destroyed.

Improvement Obsolete by tech:
Obsolete Improvements by tech ->
each improvement (and its build command) can go obsolete by a tech (new xml tags).
if obsolete. the improvement is deleted from the plot.


This part is the most important in my opinion, countless people share this mods credits, ill try to name all i could remember. If I missed one - please by all means - tell me!

i wish to extend my un ending gratefulness to my dear ->
*** f1rpo ***
for giving me guidance and teachings of C++ Modding and much more.
i cant even begin to describe the help given to me by you.
my deepest appreciations to you dear one.

To all the Modders [that i remember] helping out during my last 17 years of Modding:
f1rpo/VAfforess/glider/vIincentz/PLATPING/pilotis/grave/ripple/johny smith/shqype/Vanchelon/mylon/strategyonly/zappara/dale/bug team/
Civmansam/gir/fexfx/fanatic demon/arlborn/net55/Afforess/Koshling
Minor Annoyance/UncutDragon/denev/Pep/Arri/marnz/jdog5000
Fuyu/the bug mod team/alerum/lemon merchant/glider/jeckel
Snafusmith/mechaerik/The Capo/achilleszero/Bakuel/Xenomorph
KrugerPritz/nudden /The_Coyote/Walter Hawkwood/Wolfshanze

To all art makers - for providing us with amazing eye candies.

To all the mod components that gave something extra for civ and my mod.

Please play the mod, report any feed back, and most of all have fun !


this is how the legacy thread used to look like :) :
Spoiler :

Download the mod here!

So whats in this mod ?
- large logical tech tree
- new units
- tons of new buildings and wonders
- new great people
- 2 new nations
- new religions and corporations
- 5 uu to all civs
- New Victory conditions
- city population limited by buildings (civ3 style)
- and tons more

mods inside:
- kmod 1.44b

- platy pings ui
- platypings victory conditions
- jculture control and improvement limit
- revdcm unut tags
- influence driven war
- improved mountains back to service
- specialists civic tags
- city size prereq
- free tech tag
- hated civis tags.
- and many new xml tags that adds to the game.
- platypings barbarian civs
- platyping mods.

Also ive added the "Civilization IV Mod Chooser.exe" - its a nice tool to load mods easily,

i cant remember who made it though...

known Issues
1. The new buildings have art as the old ones (to ease on memory and stability).
2. No pedia entries for most of the things - its too much work...
3. Some text entries might be missing.
4. Not a lot of buttons to the new added things - again to save memory.
5. Only supports English.
6. Some speeds in the game may not be fully balanced (regarding costs) - most recommended is 1500 turns.
7. Im not sure how all the maps react to the resources in the mod, i always play
archipelago, so i guess the classic map will work - but the rest should be fine - tell me if some resource is missing on the map.
8. bonuses on the map may not be spread very well - please inform me if you lack some critical bonus in Your game.

This part is the most important in my opinion, countless people share this mods credits, ill try to name all i could remember..if i missed one - please by all means - tell me!
VIP/PLATPING/pilotis/grave/ripple/johny smith/shqype/Vanchelon/mylon/strategyonly

Civmansam/gir/fexfx/fanatic demon/arlborn/net55/Afforess
Minor Annoyance/UncutDragon/denev/Pep/Arri/marnz/jdog5000
Fuyu/the bug mod team/alerum/lemon merchant/glider/jeckel
Snafusmith/mechaerik/The Capo/achilleszero/Bakuel/Xenomorph
KrugerPritz/nudden /The_Coyote/Walter Hawkwood/Wolfshanze
And a very special thanks to these people who have done
so much for me and the civ fanatics:
Afforess - i cant thank you enough.

glider - you rock man.
zappara - youve made the biggest mod for civ4, its awesome.
jdog5000 - a visionary, maybe the biggest contributor to civ4?
dale - made the impossible possible.
bug team - talk about interface huh? thank you all.
Koshling - for helping me and a new dawn with countless improvements.
to all art makers - for providing us with amazing eye candies.
and to all the mod components that gave something extra for civ and my mod.

overlord 2 mod-pack

version 2.4.+patch is out ! ! !

*updated on - 04/02/11 *

hi y'all,

welcome to overlord2 mod,
this mod contains almost every popular modpack and some new things ive made,
the main idea of this mod is : stable stable stable - all for the goal of being able to play
late stages of the game, with smooth gameplay without lagging.

ive worked months and tons of hours into the night on this mod, hope you make the most of it.

this mod contains the following:

version history .

Spoiler :
- 2 new nations -israel + autria .
- 2 uu for all nations
- 2 extra civics for each catagory + a new catagory
- over 100 techs
- a large variety of unit classes with a complex value settings for each class
- all the next war content
- many new buildings
- religius victory
- some units has ranged bombardment - with dale mod and vanilla bts range abilitiy
- new espionage screen - by almightix
- main screen mod by nevermind
- more random events - by solversevent mod
- tons of new promotions
- 2 more religions

----ADDED IN VERTION 1.2-----

- partisan mod by gir
- fexfx speed bts mod + maps - by fexfx
- dale ranged bombardment mod
- many new rescourses - from extra mod and visa expantion pack

-----ADDED IN VERSION 1.3 -------

- 4 new improvments for tundra and desert
- caravan units -from sevomod
- 7 specihpic uniqe units for corporations
- 9 spechiphic religius units for religions
- solver unofficial patch
- up to 40 civilizations in one map + additional colonies - thanks to lt. bob
- each religion have more uniqe values

- a patch for a 3 radius city - by kind kind kalimahus

-----ADDED IN VERSION 1.4 + patch a -------

- unit - bell helicopter
- tech for corprate units
- new great person - geologist - can build mines (city building) that suplly resources
- ethnic city styles
- 2 more civics catagories (from rise of mankind)
- tweaks: buildings, fixed varius reported\unreported bugs resize some units and more.
- special edition of fexfx speed mod custom made for overlord !

-----ADDED IN VERSION 1.5 a -------

- over 15 techs -mostly in 1960 era.

- 4 new unit classes
- 4 new combo units
-fixed icons for religions - thanks net
- 3rd uniqe unit for all nations
- countless balance issues by the detailed repots of net and arlborn pages 10-17
tweaks to the civics, units, buildings, resorces, new skins, tons of tons of changes to evry detail in the mod.
- a much better version - whole lot different gameplay and a very balanced one.

-----ADDED IN VERSION 1.6 -------

- uniqe mercenary system only in over lord - introduses above 20 merc units
in the tech tree
- added a new corporation
- one more combo unit
- many fixes, tweaks and so on according to players reports

-----ADDED IN VERSION 1.0 - 3.13 -------

- comatibe with 3.13

-----ADDED IN VERSION 1.1 - 3.13 -------

-added dales scorched earth, civ custimisior, bombing missions.
- attitude icons
- fixed some units issues.

-----ADDED IN VERSION 1.2- 3.13 -------

-added druidism
-added great states man
-added 9th corporation
-added specialist stacker dispay
-added full dale combat mod 1.02
-many fixes and tweaks.
-event mod 1.03 by jk'

-----ADDED IN VERSION 1.3- 3.13 -------

- added influence driven war
-enhanced city size bt mylon
-added new victory condition - holy war
-added 10 new future techs
-added future units, wonders&buildings
-inquisitions with limited religions
-super spies 1.11
-updated lkps events 1.21
-many fixes, civic tweaks, speed tweaks and tech changes.
-added some culture levels
-added 3000 turn speed (rise of mankind)
-updated dale 1.03

-----ADDED IN VERSION 1.4- 3.13 -------

-many unit, promotions buildings tweakes
-much more balance
-added mylon 1.11
-removed super spies 1.22 due to a crash - will be fixed for ol 1.5
-added shkype mods - building city size req
-removed corporation units

-----ADDED IN VERSION 1.4- 3.13 -------

- scrollble screen for civics, religions and corporations
-dale 1.5
-bug mod 2.22
-shqype vicinity mod

-----ADDED IN VERSION 1.5- 3.13 -------

-revolution inquisition mod
-changes speeds - now more time line accurate
-removed partisan mod for now
-changes limitations on unit to routes (fixed)
-added espionage to hammers
-fixed swiss merc
-cultural leveles tweaked - now delayed 3 radius level by one more level (to avoid mega cities early in game)
-fixed missing events
-fixed missing archology lines from next war

-----ADDED IN VERSION 1.6- 3.13 -------

-added sevo mastery victory
-added m.l.r.s unit
-updated bug 0.30
-added chopper power unit
-tweaked leader attitudes
-tweaked speeds
-tweaked civics
-tweaked all upkeep settings
-added my "crazy religion system"

-----ADDED IN VERSION 1.7- 3.17 -------

-updated to 3.17
-updated revolution 1.61
-added better ai
-added sovler unofficial patch 0.19
-took out scrollble civics - couldnt merge to 3/17

-----ADDED IN VERSION 1.8- 3.17 -------

-bug 3
-now the mod uses revdcm base - 0/951
-super spies (addon)
-tons of tons of gameplay issues
-better stability
-some new stuff, unit and buildings
-one more religion - hellenism
-changed set of resourves
-changed the 4 imperovment types
-removed sevo mastery - but will be added on next version
-removed ethnyc city styles

-----ADDED IN VERSION 1.8- 3.17 -------

-bug 3/5
-now the mod uses revdcm base - 0/961
-assimilation mod by kael 2
-mastery victory by sevo
-2 more mercenery units- mechs

-----ADDED IN VERSION 2.00- 3.17 -------

-bug 3/6
-mountains passable
-revdcm 1.00
-alot of techs
-tweaked allmost everything
-abandon city size

-----ADDED IN VERSION 2.1- 3.19 -------

- 3.19 compatible
-added some techs
- reworked some of the units
-mercenaries are back
-chagned some models
-stable crash free version
-revdcm 2.51

-----ADDED IN VERSION 2.2- 3.19 -------

-revdcm 2.61
-lead from behind
-multiple production
-city culture size
-some fixes to python
-fixed art
-reworked promotion tree
-human can be vassal of ai - capitulation by Afforess
-new road system from rom 2.8

-----ADDED IN VERSION 2.3- 3.19 -------

-revdcm 2.71
lead from behind
multiple production
city culture size

-some fixes to python
-added 4th and 5th unique unit
-rebuilt techs, unit values buildings, speeds, habdicap.
-numeros changes to every aspect of the game
-changed art for some models

-----ADDED IN VERSION 2.3- 3.19 -------

-revdcm 2.722 (bbai 1.01)
-tech by conquest
-immigration mod
-added difficulty levels
-changed tons of xml stuff - see version history file.
-changed art for some models

-----ADDED IN VERSION 2.3.7- 3.19 -------

-revdcm 2.8 (bbai 1.02)
-changed tons of xml stuff - see version history file.
-changed art for some models
-advanced diplomacy
-automated commands

dont have will to continue this doc'.... forgive me...
*nothing more *

summary of the components in this mod::

- 5uu to all nations
- over 35 new unit classes - in a mixed detailed combat values
- power combo units - limited powerful units (kind alike a hero unit).
- unique religious units
- 2 new great people :
geologist(can build strategic resource suppliers)
great statesman
- 2 caravan units
- 3 super weapons
- 204 techs with extended future era.
- tons of promotions
- 2 new nations (israel +austria)
- 4 new improvements
- special unique civ religion system (see more info in readme file)
- many new buildings
- 4 kinds of roads - and they cost money to build - from rise of mankind
- 8 civic categories with 7 civics each.
- 5 more religions
- 5 more corporations
- scrolling screens for: religions and corporation and civics
- religious victory (70%)
- holy war victory (55& land+55% religion).
- new terrain type - marsh terrain
- pioneer - unit that creates hills
- more resources (15)
- more land mass option - less ocean
- 50 civs in one map + more colonies
- storm feature - causes damage - from rom2.8
- lowered city founding for ai (from dune mod - by koma)
- many speeds options - from 300 to 3000 turns
- 3 new difficulties - with more war


- next war mod (partially)
- shkype city size building preqeq
- jculturecontrol - forts create 100% culture square
- jimprovement mod
- abandon building/city mod
- tech by conquest (by Orion veteran)
- mountains back to service (passable mountains)
- jooyo 3 size city
- jooyo sea tunnel
- Advanced diplomacy by afforess
- Automated Commands by afforess
- power up mod by asaf

Revdcm 2.90 components:

- bug 4.4 + bull 1.02a
- Dale combat mod
- Better ai 1.02a (by Fuyu)
- Influence driven war
- Revolutions
- Barbarian civs
- Barbarian world
- Tech diffusion
- Minor civs
- Inquisition - Orion veteran and Afforess glider
- Ai autoplay
- Ruthless ai

Ai tweaks:
* totally changed leader ai personality
* handicap setting are a bit more difficult - ai is more aggressive war declaration probability raised

known issues and notes:

- some pedia and strategy test are missing

- supports only English.

- all of the added buildings are using vanilla civ4 art - to reduce size and ease on the memory

- I don't Recommend playing on the maps in the private maps folder = they are not yet adapted to the mod.

- this mod is build to not be "heavy" on late stages turns, i duplicated many of the buttons in the game and did not add a lot of civs,
thus making the game faster and under 80 mb zipped, cause the bigger the mod you play, the slower it gets and more crashes you get :)

- if you have a bug - plz assign a savegame if its a critical one.

Spoiler :
to all unit makers, visa modpack , art makers, the great mod makers of this community, and everyone i took their stuff .

pilotis for all the great help
grave for tons of his work
ripple of civfusion
johny smith for brilliant codes
shqype for his 3 mini mods
thanks alot to Vanchelon
Spoiler :

fanatic demon
Minor Annoyance
Minor Annoyance
the bug mod team, alerum
glider for the great revdcm mod.
thanks jeckel fot his great work and help
The Capo, achilleszero
Walter Hawkwood
asioasioasio, Servius
zappara and rom2
pef - for a lot of good feedbacks
asaf - power up mod

thanks to DavidB1111 for many comments to improve the mod !

dale..... no word can describe...

and big thanks for many unit makers!

im deeply sorry if i forgot someone! pm and ill credit you!!!

download section:

the game is optimized with the components to work flawlessly without a ctd
download v2.4.1 of 3.19:


mirror :

If someone asks...

install notes - just overwrite the files:

open the exe file under mods\



install notes are in the link for the patch.


if you cant open the exe file - use http://www.7-zip.org/ to extract manually, thanks zuul for the link.

old version links (order of releasing and patch installing) not sure why, but people still dl this:

Spoiler :
Spoiler :

DOTO 1.2-http://www.mediafire.com/?efg9kn6kjwu5lyb + PATCH http://forums.civfanatics.com/showpost.php?p=10844805&postcount=2652
v1 patch doto - http://www.mediafire.com/?8d7a8wsa28d1l0c
v1-doto - http://www.mediafire.com/file/6dynlw2wwlwv448/Dawn of the overlords-1.0-ready.exe
v 2.4 - http://www.mediafire.com/?cl3mdnftogltm3r
v 2.3.8 a new dawn - http://www.mediafire.com/file/m5dm5occm8fve82/overlord2-A New Dawn-ready.exe
c patch 1 -http://forums.civfanatics.com/showpost.php?p=9706439&postcount=2341
v - http://www.mediafire.com/file/q7bwtjq5o3355ja/overlord2.3.8-Ready.exe
mirror - http://uploading.com/files/d54cf55d/overlord2.3.8-Ready.exe/
v 2.3.8 - http://www.mediafire.com/file/5pwhylw24tf08f5/overlord2.3.8.exe, http://uploading.com/files/a1825d8d/overlord2.3.8.exe/
v 2.3.7 - http://www.mediafire.com/file/bctwt9pjcoqpnjz/overlord2.3.7-Ready.exe , http://uploading.com/files/6e7b8a8d/overlord2.3.7-Ready.exe/
v 2.3.6 - http://www.mediafire.com/?lwmjniyzmfy or http://uploading.com/files/2142791e/overlord2.3.6-ready.exe/ patch - http://uploading.com/files/7a2f35f7/overlord2.3.6-mp-patch.exe/
v-2.3.5 - http://www.mediafire.com/file/3oz2yy3wttt/overlord2.3.5-ready(fixed).exe

v 2.3 - http://www.mediafire.com/?jmtmzdjzjiq
v 2.3.1 patch - http://uploading.com/files/52ab4m39/overlord2.3-patch-to-2.3.1.exe/
v - 2.2 - http://rapidshare.com/files/319550833/overlord2.2-ready.exe
mirror - http://www.mediafire.com/?moijoezamqa
v 2.1 http://www.mediafire.com/file/tddwzzmmtzg/overlord2-2.1-ready.exe
v 2.00
Spoiler :

mirror :

version- 1.9 - http://rapidshare.com/files/172569102/overlord2-1.9.exe
version 1.8-http://rapidshare.com/files/144666989/overlord2-1.8.exe
also plz download patch-1:
version 1.7 : http://rapidshare.com/files/128864216/OverLord2-1.7.exe
sion 1.7 patch b - http://www.mediafire.com/?xakw3dnelgr - thanks zulu9812 !!!
mole 1/3 mod for 1.7 - http://rapidshare.com/files/134477374/MOLE_1.3_03rdAug08.7z +

patch a : http://www.mediafire.com/download.php?fzjrlwlhkmm

version 1.6 :[url]http://rapidshare.com/files/117042017/OverLord2-1.6.exe[/URL]
also must have patch - c ( thanks to pilotis):

version 1.5 - http://rapidshare.com/files/112045596/OverLord2-1.5.exe"]
version 1.4 final - http://rapidshare.com/files/105052405/OverLord-1.4.exe or http://files.filefront.com/OverLord+14exe/;9953538;/fileinfo.html
version 1.4.1 - http://rapidshare.com/files/110073792/overlord2-1.4.1.exe
version 1.3 3.13:http://rapidshare.com/files/105052405/OverLord-1.4.exe or http://files.filefront.com/OverLord+14exe/;9953538;/fileinfo.html
version 1.3 3.13: http://www.sendspace.com/file/djlo2j or http://files.filefront.com/OverLord2+13exe/;9776270;/fileinfo.html
version 1.2 3.13:http://www.sendspace.com/file/djlo2j
version 1.1 3.13 - http://rapidshare.com/files/81840874/overlord2-v1.1.exe
version 1 - 3.13 - http://rs152.rapidshare.com/files/79679608/overlord2-3.1.3-v1.exe +patch -http://rapidshare.com/files/79834386/patch-a.exe or http://www.sendspace.com/file/rppsrl
vertion 1/6 - http://rapidshare.com/files/60252930/overlord2-v1.6-ready.exe and patch c
version 1.5 - http://rapidshare.com/files/55796740/overlord2-v1.5-ready.exe or http://www.sendspace.com/file/llsq7z
vertion 1.4 must have patch - http://rapidshare.com/files/53840140/patch-a-v-1.4.exe or http://www.sendspace.com/file/l3g3uj
vertion 1.4 - http://www.sendspace.com/file/69ub0h or http://rapidshare.com/files/53526286/overlord2-1.4-ready.exe
vesion 1.3 patch a - http://www.sendspace.com/file/i5gxys
version 1.3 - http://www.sendspace.com/file/dajre2 or http://rapidshare.com/files/51247212...-1.3-ready.exe
version 1.2 mini patch b (must have) - http://hosted.filefront.com/keldath2/
version 1.2 patch (must have) -http://www.sendspace.com/file/lkpsfw
version - 1.2 - http://hosted.filefront.com/keldath2/ or http://www.sendspace.com/file/ll413g
version - 1.1 - http://www.sendspace.com/file/5clecg
version - 1 - http://hosted.filefront.com/keldath2/ OR http://rapidshare.com/files/48774731/overlord2.exe- thanks rapiduser!
v 1.3 (beta) for 3.13 (personal backup)
- database link: http://forums.civfanatics.com/downloads.php?do=file&id=8170- database link

link to a kmod+doto for mp only (updated 09.04.2012): http://www.sendspace.com/file/mqcvgk


here are some photo's (chech out my cool combo units...!) (the pictures are a bit old)


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hey, thanks,
i know your busy strategyonly.....with your promissing projects..

yeah i know.....i forgot bout that one...if its any comfort - the israeli flag (im an israeli...) has opposite colurls,

most of bts new civs have really similar colurs, that confuses,
i intend to make a new set of distinct colurs for all nations.

but, first i wanna know my mod is playble to the end :)
I've downloaded your mod, and plan to play and give feedback, but it being the work week I really haven't had a chance yet, but I do like what you've done already, just glancing through. I do want to say thanks here for all the work you've already done for the community, I know you've helped lot's of people out and helped on other mods
you have not added any music for Austria Diplomancy... I don't know about Isreal. Try to find a good song from Austria and add it to the game.
hi guys,

thanks for th feed,

i indeed got involved in several mods hehe...

and yeah, ill add an austria music to my todo list (i simley merged it from my old version for now.

and i sugest you play normal speeds and not marathon cause is kinda poorly done...you can buid anything in just few turns.....
I've looked at the Civics effects and I must say their frankly a mess, way too many modifiers on many Civics. I think 3 modifiers should be the max for simplicity and clarity. Arbitrary Guys work in this area is a good example to follow for what I consider good design on Civics, their both original, simple and understandable.
hey impaler,
i agree bout the civics,
the added stuff ha too much attributes, i call this mod vertion a beta, cause, through people suggestions ill be able to know more what is a good balance for the mod, the civics is an very imp thing, i intend to indeed simply each civic i added as the vanilla civics.

and my goal is 8 catagories with 10 civic options.

this mod i invested all my effort on unit gamplay balance, as i said, much diversity in the units play :)

but yeah ill do much stuff for bnext version.

and my dear gir......

once again, thank you for you help, my game is incomplete without the partisan mod (wish i could have more of your uniqu promotions mod...(hint hint)


****mini patch released****

fixes speeds of the game for normal build of buildings, units and income rate. 5 versions to test
Can you post some screenshots?
Enjoying this thus far - granted, I'm on a larger than huge map, marathon speed, so things are moving sloooowly.

I guess I'll check when I get home from work, but does this have a .dll file for it? If not, I suppose I can use it with Solver's unofficial patch?

Oh yeah, any chance of getting Solver's patch merged with Dale's bombardment and getting that set up for this? I can do my own .xml and minor python fixes, but getting into doing the .dll files is a bit out of my experience.

PS - What about Great Generals from Barbarian Combat? :D
Do you plan the revolutions mod as an optional choice at the start of the game ?
The casium mod did it this way and i like the rev.mod and your mod.
hey guys,

im really glad you like my work :0 thanks for the feedback.

you can play with the solver dll. no problem, you can add the files.

i have now a version thats includes dales r b.
and the partisan mod.

i havnt checked the solver fix, what is it? if its important, ill merge it if you think its a worthi one :)

i can do sdk merging and dll.

you just made one modder, a happy one.

cha dawn,
can you explain more the suggestion youve made?
im not really sure what is rev mod for start of a game.
be happy yo here bout this.

id like sme more feedback on,
what speed is better for the game play?
i might integrate the new fexfx speed and map mod, might be the best thing to do.

also need more feed on civic balancing.

thanks in advance for all the people playing :)
A couple of questions

Why are Universal Suffrage and Federalism different Civics?
Same with Free Speech and Civil Rights,
............. Forced Labor and Slavery,
Why have emancipation as a civic if there are labor civics other than it?

Also, you're not exactly right to put Fascism as the required tech for Communism, for historically Socialism evolved for several hundred years before the Italian and German Fascist movements sprung up. Socialism is more the idea of building an equal society, so it's required techs would be more likely scientific method and Liberalism and maybe another production tech [maybe steel].

Fascism on the other hand evolved as the reaction to Socialism, the ruling and powerful classes in society afraid of the power being taken away from them. So it's a merger of corporate, state, and military power, so it's place right after assembly line would indeed make sense.

Gl and keep up the good work.
Here's a rundown on Solver's unofficial patch:

* Fixing a possible infinite loop problem with unit movement.
* AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
* AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
* AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
* "Dead unitgroup walking" crash fix as per Dale
* No-conscript colony crash fix as per Gyathaar
* Another colony crash fix as per myself
* Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
* AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
* AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
* The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
* Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
* Added possible workaround for a crash bug.
* Fixed an infinite loop problem with city attackers (thanks Gyathaar)
* Blockade code rewritten so that blockading is now much faster, as per Gyathaar
* Fixed Quick-speed crash (whoops)
* Auto-explore change per Bhruic.
* Auto-explorers will heal when wounded.
* Advanced start population selling fixed per Gyathaar
* Fixed the AP-conversion hammer bug
* AI will use espionage to destroy non-resource terrain improvements - such as Towns.
* AI may destroy improvements through espionage just because it hates you, with no war plan
* Increased likelihood of the AI stealing techs - hopefully it will do so now
* Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
* Fixed AI airstrike bug
* AI now only capitulates to the team which has done them a majority of the damage.
* On non-aggressive AI, the AI's are more aggressive early in the game.
* AI trains more units early in the game.
* AI SHOULD do a better job of bribing other AI's (this may or may not work)
* The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
* AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
* AI brags about it's nukes more.
* Always Peace now suppresses AI militarism (with some barb awareness).
* AI spends less on Espionage.
* AI trains spies with lower priority.
* AI better aware of Free Market / Environmentalism corporation impact.
* Exploring units should now heal.
* Possibly fixed exploring "YoYo" issue.
* Fixed a puppet strings exploit related to naval invasions.
* Fixed some issues which hampered or stalled AI early game expansion.
* Tweaks to Governor, particularly "Emphasize Food"
* Fixed an undefended cities issues.

Link to the thread: http://forums.civfanatics.com/showthread.php?t=235067
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