ExtraModMod Project page: https://bitbucket.org/Terkhen/extramodmod Wiki: https://bitbucket.org/Terkhen/extramodmod/wiki/Home Downloads: https://bitbucket.org/Terkhen/extramodmod/downloads Testing Guide: https://bitbucket.org/Terkhen/extramodmod/wiki/Testing Disclaimer: ExtraModMod is no longer being developed. You can check this post for details. A continuation of this mod can be found here. ExtraModMod is a modification of the popular Fall from Heaven II mod for Civilization IV. ExtraModMod strives to improve the gameplay of the original mod and add new interesting options and features, while staying true to the original lore of the Erebus world. Download and installation The mod is available at https://bitbucket.org/Terkhen/extramodmod/downloads. Unless you want to help with testing, using a stable, non beta version is recommended. To install this mod you need to paste the extracted contents of the zipped file over a clean installation of Fall from Heaven II 0.41o, or any older version of ExtraModMod. Don't forget to keep a backup if you plan to switch from ExtraModMod to vanilla Fall from Heaven 2, More Naval AI, or any other mod based in FFH2. Please note that ExtraModMod is not compatible with Blue Marble. If you get a "GFC Error: fails to initialize the primary control theme" error on startup, you should follow the instructions described in the following CivFanatics post: http://forums.civfanatics.com/threa...he-primary-control-theme.265892/#post-6564074 Feedback Feedback about the mod is always welcome. Feel free to discuss any of the new features, suggestions or bugs in this thread or in the issue tracker. Bear in mind that right now we are only trying to balance barbarians, animals and lair exploration. If you are interested in providing better bug reports, then the Testing Guide is for you. Features ExtraModMod includes many new features; the full list of game features that are changed with regard to More Naval AI can be found in the emm_features.txt file found in the mod download. Many of these features come from other developers from the Civilization IV modding community, and the full credits for all of them can be found in the emm_credits.txt file included in the mod download. You can find a summary of some of the coolest features below. More Naval AI ExtraModMod is built using More Naval AI as a base, so it includes all of the great features it includes, such as a vastly improved AI, extra diplomacy options, many game tweaks and features, and an incredible number of fixes to bugs that were lurking in Fall from Heaven 2. Wilderness This component aims at making exploring the lands beyond the borders of civilization more fun and, to a smaller extent, strategically important. The strength of barbarians and animals now depends on the minimum distance to any player's starting point and on their technological advance. There is an increased variety of animals and capturing them provides unique rewards. Barbarian units now have increased variety, and each group of units will spawn in terrains appropriate for them. The units that are spawned by lairs have been reworked, and the results of exploring them are now based on the exploring unit's level and it can also be improved with certain promotions. You can find more information in the Wilderness page of the Civilopedia, in the Concepts section. Erebus in the Balance Erebus in the Balance is a Fall from Heaven 2 mod that strives for balance and polish. Their improvements and balance changes make the game a lot more interesting and fun, and many units, strategies or even civilizations are now viable and very rewarding to play. Technology propagation In ExtraModMod, the default technology trading is disabled by default, and replaced by a new system. Instead of trading technologies directly, if another team has researched a technology that you are missing, you will get a research bonus depending on how deep your relationship with that team is. Events Enhanced This component adds many new events, and it also adds images to all events. World changes ExtraModMod includes a set of MapScripts with extra features coming from MapScriptTools. the MapScripts with names ending with _mst will remember the options selected the last time they were played and they also include new settings and options. If you want your next game to be a real surprise, you should try RandomMap_mst. A new game setting, Flavour start, will make civilizations start on map locations according to their lore. ExtraModMod also features many new resources such as Amber, Penguins, Mushrooms or Shrimps, and also some new unique features. Leader changes ExtraModMod makes all scenario leaders available for normal games, along with modified traits that make their power level similar to those of default leaders. Many of these scenario leaders (and a few of the main ones) also use new traits that have been developed for this mod. If this is not your thing, you can always disable the new leaders. And if this is not creating enough variety for you, the random traits game option will grant all leaders random but usable traits. Or you could just play in a world where everybody is insane.