Moderator Action: Moderator Action:EuroMode by victei
version 1.03
Added new Civilizations and their leaders:
* Portugal - fully transfered from Dale's Age Of Discovery II
* Martim de Sousa and Infante Don Henrique
* Russia - From Moderator Action: Quest And Glory
*Aleksandr Baranov and Vitus Bering
* Sweden - From Moderator Action: Petabyte's New Sweden
*Johan Printz and Johan Rising
* Scotland - From [CIV] New Scotland
*William Paterson and William Alexander
* Pirates Empire - fully transfered from Dale's Age Of Discovery II
* Henry Morgan
* Not playable
Added new leader traits:
* Fur Trader(from QAG), Navigator(from QAG), Metropoly Far Away(from QAG) , Devout (from AOD2)
Added new unique units:
* Fluyt (Dutch) : replaces Caravel
* Carrack (Portugal) : replaces Caravel
* Pirate Ship : replace Privateer
* Pirate colonist : SOLDIER default profession
Added new music:
* RussiaKing, Aleksandr Baranov and Vitus Bering
* ScotlandKing, William Paterson and William Alexander
* SwedenKing, Aleksandr Baranov and Vitus Bering
Added new grafics:
* Aleksandr Baranov and Vitus Bering
* ScotlandKing, William Paterson and William Alexander
* Johan Printz and Johan Rising
* Interface
FIXES: (All from PatchMod)
* King no longer increases taxes after WoI.
* King no longer increases REF after WoI.
* King no longer requests gold after WoI.
* Tax rises less often in Marathon and Epic games.
* King's navy cannot enter native settlements.
* Only coastal cities with specified good mentioned in party text.
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
* AI will settle correctly in user-made custom scenarios.
* Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to).
* Units unstack when entering native training (eliminates screwy behaviour).
* Units unstack when going to/from Europe (eliminates screwy behaviour).
* Easier to get Great Generals in Marathon and Epic games.
* Defensive bonus for armed natives fixed to match unarmed natives (mounted/unmounted reversed).
* Blockaded goods no longer counted against tax rise threshold.
* Warehouse expansion sales now count towards total traded amounts (not previously counted).
* Natives only change desired good when supplied with that good (previously was any good would reset desired good).
* GG concept entry no longer talks about free upgrades and retaining full experience when doing so.
* FF's and Traits boosting native relations now correctly mentions auto-peace with natives.
* Renamed to Colonizopedia as it was in Col1.
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml via tag iBerthSize. (EG: Treasure now fills 6 berths of a ship)
* Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).
* Exploration points now correctly scale for gamespeed.
* Pilgrim king gives you a free ship if you lose your final ship (regardless of gold remaining).
*THIS MOD IS NOT COMPATIBLE WITH BLUE MARBLE!!!
INSTALLATION:
* Download the Mod
* Open the folder: "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods" or "Documents\ My Games\Sid Meier's Civilization IV Colonization\Mods"
* Create a folder called "Mods" if it does not exist.
* Open the folder "Mods" and unzip the "EuroMod" there (should be created a new folder called EuroMod).
* Start the "Civ4 Col" and press the mod, selecting "ADVANCED->LOAD A MOD" and select the "EuroMod".
* C4C will restart at the top upper-right will indicate the name of the mod.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
You can download the latest version from here
Images:
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889