Hephaistion
Warlord
HEPHMOD BEYOND v 1.0 BETA C for BtS 3.19 Released!
***
HephMod is a mod-pack that emphasizes historical flavor and realism within the bounds of smooth and challenging gameplay. To this end, HephMod's guiding principle is, "More is not always better." I try to keep feature creep to a minimum and thoroughly playtest new features to optimize the player experience. This mod is designed to be played on EPIC speed.
Features:
Varietas Delectat flavor units
Longer Epic game with reduced unit costs, giving more time in each era to play with military units
Increased ability to support large armies in the early game
Unique religions and increased unhappiness due to non-state religions
Serious reworking of unit stats (originally based on Wes' Medieval Mod)
A handful of new units: Skirmishers and Light Cavalry in the early and middle eras
More distinctive trait abilities for civs to give playing different civs a more unique feel
Additional flavor units
Civics almost totally reworked based on an advantage/disadvantage model
A Bit More Natural mod (a resource mod that makes resource appearance parameters more realistic)
Includes RevolutionDCM Mod 2.61 by jdog, glider1, et al.
Inquisitor mod (bmarnz and OrionVeteran) merged, with some changes
StackAid (including the "hero" promotions from Zuul's Promotions&Perks)
Enhanced Tech Conquest by Bhruic
A new Civics category (Military) and two new Civics in each category
abbamouse's realistic religions is back (without Zoroastrianism for the time being, however)
Unique shrine wonders with local and global benefits and drawbacks
Unique religion-specific promotions for Spiritual civilizations (adapted from GOO)
Doctrine wonders and promotion trees (built by Great Generals)
Guild wonders (commercial wonders with resource prerequisities built by Great Merchants)
HephMod Beyond v 1.0 BETA C: http://forums.civfanatics.com/downloads.php?do=file&id=12696
For those of you still using BtS 3.17:
HephMod Beyond v .91: http://forums.civfanatics.com/downloads.php?do=file&id=9877
Details:
HephMod v1.41
by Hephaistion
August 4 2007
FINAL VERSION FOR WARLORDS
For Warlords 2.08
Download: http://forums.civfanatics.com/downloads.php?do=file&id=6431
***
HephMod is a mod-pack that emphasizes historical flavor and realism within the bounds of smooth and challenging gameplay. To this end, HephMod's guiding principle is, "More is not always better." I try to keep feature creep to a minimum and thoroughly playtest new features to optimize the player experience. This mod is designed to be played on EPIC speed.
Features:
Varietas Delectat flavor units
Longer Epic game with reduced unit costs, giving more time in each era to play with military units
Increased ability to support large armies in the early game
Unique religions and increased unhappiness due to non-state religions
Serious reworking of unit stats (originally based on Wes' Medieval Mod)
A handful of new units: Skirmishers and Light Cavalry in the early and middle eras
More distinctive trait abilities for civs to give playing different civs a more unique feel
Additional flavor units
Civics almost totally reworked based on an advantage/disadvantage model
A Bit More Natural mod (a resource mod that makes resource appearance parameters more realistic)
Includes RevolutionDCM Mod 2.61 by jdog, glider1, et al.
Inquisitor mod (bmarnz and OrionVeteran) merged, with some changes
StackAid (including the "hero" promotions from Zuul's Promotions&Perks)
Enhanced Tech Conquest by Bhruic
A new Civics category (Military) and two new Civics in each category
abbamouse's realistic religions is back (without Zoroastrianism for the time being, however)
Unique shrine wonders with local and global benefits and drawbacks
Unique religion-specific promotions for Spiritual civilizations (adapted from GOO)
Doctrine wonders and promotion trees (built by Great Generals)
Guild wonders (commercial wonders with resource prerequisities built by Great Merchants)
HephMod Beyond v 1.0 BETA C: http://forums.civfanatics.com/downloads.php?do=file&id=12696
For those of you still using BtS 3.17:
HephMod Beyond v .91: http://forums.civfanatics.com/downloads.php?do=file&id=9877
Details:
Spoiler :
HephMod Beyond Changelog
January 6, 2010
***** BETA B *****
Updated RevDCM to version 2.61
Civics RevIndex changes
Added 3 more guild wonders (for a total of five)
Added Coffee, Clay and Timber (+25% production bonus to age of sail naval units) resources
Fixed Blitzkrieg and Power Projection Promo Trees; nerfed Imperial Glory, Holy Fervor, Trained Archers and Trench Warfare a bit; Power Proj changed to incorporate strength bonuses because AI doesn't use them
Reduced chances of top three hero promotions occurring (same chance for getting a hero promo, but more likely to be Exceptional or Extraordinary)
Drill promotions now reduce upgrade cost [thanks Winston]
Interception promos now give a bonus vs. Helicopter units
Reduce Napalm promo bonus vs. Gun units to +50% from +100%
Fixed Ranged Bombardment
Ancient, Medieval and Renaissance doctrine promos each increase upgrade cost +10% [thanks Winston]
Trench warfare now obsoletes with Industrialism
Macemen require Iron (not Iron OR Copper), signifying late Antique/Medieval advances in armor
Aggressive trait now gives Combat I to melee and ARMOR units
Cannon strength increased to 9 and Gun+ adjusted to 30%
IDW Emergency Draft only affects cities of 6 or more population
Professional Army now gives +4 xp; standing army and nationhood now give +25% GG each; Mercantilism -50% distance maintenance
Helicopters now start with Amphibious (they were getting penalties for attacking across a river)
NEW NEGATIVE TRAIT FEATURES: each trait comes with a corresponding negative effect, generally half as potent as its positive counterpart
***** VERSON 1.0 BETA !!! *****
Updated to patch 3.19
Integrated with RevDCM 2.5 (includes Revolution, Dale's Combat Mod, Influence Driven War, Super Spies; see inidividual read-mes for details)
NEW FEATURES
*RELIGIOUS PROMOTIONS FOR SPIRITUAL CIVS: religious promos adapted from Gods of Old, but only for Spiritual civilizations
*ALTERNATE DOCTRINE PROMOTION TREE FOR AIR UNITS FOR BLITZKRIEG AND PROJECTION (Air units now have their own promotion trees based on these wonders that give air unit versions of standard doctrine promotions)
*NEW CIVICS: Republic (GOVT), Religious Law (LEGAL), Forced Labor (LABOR), Consumption (ECONOMY), Monasticism (RELIGION), Horde (MILITARY) [based on ideas adapted from FFH2, thanks Keldath!]
CHANGELOG: Great Generals can no longer join cities as great military instructors (this was true in the old Warlords HephMod, but I was reminded of its utility by Jaybe); Forts now give +75% defense; removed city strength penalties and restored old vs. Mounted bonus for Elephant units; moved Amphibious promotion prerequisite to Military Science; numerous changes to civics, including: Hereditary Rule now gives a +2 happiness for barracks and no longer +1 happiness per military unit, while Police State now gives +1 happiness per military unit instead of +2; Confucian Shrine reduces maintenance in nearby cities instead of giving its own +20% gold bonus to the city in which it is built. I may have missed a few things in this list, as I changed a lot of things in the conversion process to RevDCM 3.19.
MORE BUGS AND ADAPTATION ISSUES THAN I WANT TO GO INTO, but I'm happy to say that all HephMod features are now in good working order!
***** version .9c *****
UNITS: Artillery and Mobile Artillery now get a +50% vs. Machine guns (since machine guns are now gunpowder units); bombers and stealth bombers should be able to kill land and naval units now.
PROMOTIONS: Interception promotions now available to Naval units (from Jaybe).
UNIT GRAPHICS: new Native American gfx (peltast, archer, axeman, prodromoi, pikeman, musketman, hussar, cuirassier, rifleman, cavalry); new Asian gfx (crossbowman, middle era swordsman, rifleman, cuirassier, hussar, cavalry {nif fix by Coyote}, late era cannon); new hussar gfx (from Colonization, old hussar graphics are now for cavalry).
WONDERS: prototype guild wonder, which can be built by a great merchant when the proper combinations of luxury resources are acquired: gives a handful of commercial bonuses and obsoletes with Corporation.
Added King Kong's color and flags mod.
INDUSTRIAL AGE DOCTRINES COMPLETED (Engineer Corps, Trench Warfare, Blitzkrieg)
***** version .9b *****
Changed withdrawal probabilities (of both units and promos) and max withdrawal prob (GameDefines) to circumvent a bug caused by a maxed out horse archer with mounted aid promos having too high withdrawal chance (units freeze experience upgrades, so the unit could no longer be promoted).
Naval unit movement adjusted to x1.5 (rounded down) vanilla speed; naval units can no longer select the Barrage promotion. Naval units capable of bombardment no longer ignore building defense (just as gunpowder units besides cannon no longer do). Visibility range on sea tiles increased to compensate for higher movement rates (hopefully reducing the enemy appearing out of nowhere phenomenon).
Infantry's vs. Gun bonus reduced to 20%; mech infantry now move 3 instead of 2; tank strength increased to 30; legion now gets a first strike chance (pila).
Fort defense increased to +50% (intend to implement a FfH2 system where forts upgrade over time).
Assembly Line now also requires Steel; Artillery now no longer requires physics, just assembly line and rifling.
Marathon speed adjusted for HephMod gameplay.
Shrines toned down across the board, in both bonuses and penalties; fixed a problem with shrines not being rebuildable (with the odd side effect that shrine movies no longer play -- don't know why).
CIVICS: City state culture penalty slightly reduced and now gives +1 largest city happiness; Vassalage and Standing Army switched roles and tweaked; Emancipation and Labor Unions no longer cause unhappiness to civs without them (Revolution mod already enforces this penalty); Labor Union bonuses increased.
Some tweaks to flaming arrows and holy war promotions. Note that flaming arrows II now gives archers the ability to inflict collateral damage (as it did in HephMod Warlords), but peltasts will not be able to advance beyond flaming arrows I because I didn't give them this ability in UnitInfo.xml. Holy war promotion defense penalties decreased.
Whales now obsolete with Ecology rather than Combustion.
Judaism state religion commerce reduced to +1 gold, +1 science, +1 culture: I was still using the old values that were in place because in the old HephMod Judaism did not get missionaries or cathedrals, so these values were higher than those of other religions as a balancing factor (from Eusebius' world religions mod). Unless I reimplement these balancing factors, Judaism will use these lower values.
RENAISSANCE DOCTRINES COMPLETED (Patriotic War, Maneuver Training, Superior Seamanship)
***** version .9a *****
Beginning implementation of doctrine wonders and promotion trees. Huge, enormous thanks to Refar for giving me a workaround to fix a glitch in the port from Warlords ... without his help, there would be no doctrine wonders in HephMod (not without using Python, anyway, and creating more lag in late game (Rev + StackAid = big lags).
*ANCIENT and MEDIEVAL DOCTRINES COMPLETED
***** version .83 *****
Unit Changes: grenadier unit reduced to strength 10, available without Rifling (as a Melee unit they can now get city raider promotions, which really beefs them up as attack units and they were too uber); Ghazi removed.
EventSigns mod merged.
Promotions: Navigation restored to +1 movement range
***** version .82 *****
Merged updated Inquisition 101E: new features include foreign inquisitions, Holy Office building (required to build inquisitors) and options for Limited Religions (one holy city per player; players with Theology can found religions once founding tech is also known if not already discovered).
Civics balancing: based on frequency of AI choices, beefed Citizen Army, Standing Army and Free Market and nerfed Professional Army, Monarchy and State Property. Rebalanced great people penalties so that no combination of civs could add up to -100%.
***** version .81 *****
Merged Revolutions 1.65c, which includes updates of BetterAI and Solver's unofficial patch.
Went back to 34 civ DLL after updating Stack Aid python to work with the new DLL (thanks Teg Navanis)
***** version .8d *****
Updated GameSpeed Info to 3.17 Inflation levels (less inflation)
Revised naval movement to be x2 vanilla (less mvmt than before); revised relative naval combat strengths.
Changed tech prereq for Champion unit to Feudalism from Iron Working and changed Unit AIs to only City Attack (this bypasses the BarbCiv unit spawning, which is based on UnitAIs).
***** version .8c *****
Merged with Revolution 1.63 (includes BetterAI .35)
Civics balancing: Representation now gives +1 largest city happiness; Universal Suffrage gives +3 largest city happiness rather than +2, but now gives only a 10% distance maintenance reduction; police state gives -3 largest cith happiness; standing army no longer gives a distance maintenance penalty reduction, but gives an increased number of free units and a bonus to domestic great general points; caste system gives -1 health (untouchable caste); serfdom now gives farms +1 food instead of +1 gold and +25% worker speed bonus; removed number of cities maintenance reduction from vassalage, changed City States to -25% distance/-25% number and Mercantilism to -25% distance.
Unit changes: Cavalry no longer give a bonus vs. cannon (with cannon's reduced base combat strength, this is no longer necessary); bombers and stealth bombers can now kill units; spy cost x1.5 (to reduce spy spamming); musketmen no longer ignore building defense (later era gunpowder units do); berserkers now replace swordsmen (instead of macemen) and get a bonus vs. melee in addition to being amphibious; elephants reduced to attack 7 from 8 and back to 1 movement point with a +25% vs. mounted (they are no longer as useful against medieval units); Chokonu replaces Longbowman rather than X-bowman.
Graphics: Gave cannons vanilla graphics and musketman new gfx for late era so that napoleonic armies aren't fighting with
late medieval units. Greco-Roman Knights now use Byzantine Cataphract gfx. European spearmen, swordsmen, and prodromoi now have Charlemagne gfx for middle and late eras.
Railroad build times reduced to x1.5 that of roads from x2.
Gamespeed adjustment: switch to 1 turn per year in 1820 rather than 1840; made up the years by moving a handful of middle ages turns back to Classical era speed.
Increased frequency of oil back to A Bit More Natural Mod specs: oil was so rare in the late game that many nations could never build modern armies (not only unrealistic but no fun!).
SHRINES all have powerful, unique local and global effects (based on Sevo's Faces of God):
*HINDUISM: GARDEN OF DIVINITY
*JUDAISM: HALL OF IDOLS
*CONFUCIANISM: RELIGIOUS JUDICIARY
*BUDDHISM: RELIGIOUS MONUMENT
*CHRISTIANITY: HOLY CRUSADE
*SPECIAL UNITS: Champion (+swordsman), Crusader (+Knight)
*TAOISM: SACRED ARCHIVE
*ISLAM: CATHEDRAL OF VENGEANCE
*SPECIAL UNITS: Ghazi (Axeman/Peltast), Mujahid (Prodromoi/HorseArcher)
TRAITS have been reworked:
*MILITARY TRAITS:
*AGGRESSIVE:
*Free Promotion: Combat I (Melee/Gun) [or Raiders:Commando]
*Prod+: military training buildings (barracks, drydock)
*Special Ability: -25% XP req for level up
*PROTECTIVE:
*Free Promotion: Drill I, City Garrison I (Archery/Gun) [or Defenders:Homeland/Nationalist]
*Prod+: fortifications (walls, castle)
*Special: Espionage Bonus (+25%)
*IMPERIAL:
*Free Promotion: Mobility I (Mounted/Armored) [or Horselords]
*Prod+: government buildings (courthouse, jail)
*Special: bonus to Great General points (+50%)
*ECONOMIC TRAITS:
*FINANCIAL:
*Commerce Yield Bonus (3 commerce or more)
*Prod+: money-enhancing buildings (market, bank)
*Special: bonus to trade route yield (+25%)
*INDUSTRIOUS:
*Production Yield Bonus (4 production or more)
*Prod+: production-enhancing buildings (forge, factory)
*Special: production+ to workers
*EXPANSIVE:
*Food Bonus (5 food or more)
*Prod+: growth buildings (granary, lighthouse)
*Special: production+ to settlers
*CULTURAL TRAITS:
*PHILOSOPHICAL:
*Science Bonus (+10%)
*Prod+: science-enhancing buildings (library, university)
*Special: bonus to Great People points
*CREATIVE:
*Free Culture (+2 per city)
*Prod+: culture-enhancing buildings (theater)
*Special: prod+ to world wonders
*CHARISMATIC:
*Happiness Bonus (+1)
*Happy+: entertainment buildings (colosseum, broadcast tower)
*Special: prod+ to national wonders
*ORGANIZED:
*Health Bonus (+2)
*Prod+: health-enhancing buildings (aqueduct, hospital)
*Free Promotion: Drill I (Siege)
*Special: reduced Civic upkeep
*SPIRITUAL:
*Prod+: religious buildings (temple, cathedral)
*Happy+: religious buildings (burial mound, monastery)
*Free Promotion: Holy Fervor
January 6, 2010
***** BETA B *****
Updated RevDCM to version 2.61
Civics RevIndex changes
Added 3 more guild wonders (for a total of five)
Added Coffee, Clay and Timber (+25% production bonus to age of sail naval units) resources
Fixed Blitzkrieg and Power Projection Promo Trees; nerfed Imperial Glory, Holy Fervor, Trained Archers and Trench Warfare a bit; Power Proj changed to incorporate strength bonuses because AI doesn't use them
Reduced chances of top three hero promotions occurring (same chance for getting a hero promo, but more likely to be Exceptional or Extraordinary)
Drill promotions now reduce upgrade cost [thanks Winston]
Interception promos now give a bonus vs. Helicopter units
Reduce Napalm promo bonus vs. Gun units to +50% from +100%
Fixed Ranged Bombardment
Ancient, Medieval and Renaissance doctrine promos each increase upgrade cost +10% [thanks Winston]
Trench warfare now obsoletes with Industrialism
Macemen require Iron (not Iron OR Copper), signifying late Antique/Medieval advances in armor
Aggressive trait now gives Combat I to melee and ARMOR units
Cannon strength increased to 9 and Gun+ adjusted to 30%
IDW Emergency Draft only affects cities of 6 or more population
Professional Army now gives +4 xp; standing army and nationhood now give +25% GG each; Mercantilism -50% distance maintenance
Helicopters now start with Amphibious (they were getting penalties for attacking across a river)
NEW NEGATIVE TRAIT FEATURES: each trait comes with a corresponding negative effect, generally half as potent as its positive counterpart
***** VERSON 1.0 BETA !!! *****
Updated to patch 3.19
Integrated with RevDCM 2.5 (includes Revolution, Dale's Combat Mod, Influence Driven War, Super Spies; see inidividual read-mes for details)
NEW FEATURES
*RELIGIOUS PROMOTIONS FOR SPIRITUAL CIVS: religious promos adapted from Gods of Old, but only for Spiritual civilizations
*ALTERNATE DOCTRINE PROMOTION TREE FOR AIR UNITS FOR BLITZKRIEG AND PROJECTION (Air units now have their own promotion trees based on these wonders that give air unit versions of standard doctrine promotions)
*NEW CIVICS: Republic (GOVT), Religious Law (LEGAL), Forced Labor (LABOR), Consumption (ECONOMY), Monasticism (RELIGION), Horde (MILITARY) [based on ideas adapted from FFH2, thanks Keldath!]
CHANGELOG: Great Generals can no longer join cities as great military instructors (this was true in the old Warlords HephMod, but I was reminded of its utility by Jaybe); Forts now give +75% defense; removed city strength penalties and restored old vs. Mounted bonus for Elephant units; moved Amphibious promotion prerequisite to Military Science; numerous changes to civics, including: Hereditary Rule now gives a +2 happiness for barracks and no longer +1 happiness per military unit, while Police State now gives +1 happiness per military unit instead of +2; Confucian Shrine reduces maintenance in nearby cities instead of giving its own +20% gold bonus to the city in which it is built. I may have missed a few things in this list, as I changed a lot of things in the conversion process to RevDCM 3.19.
MORE BUGS AND ADAPTATION ISSUES THAN I WANT TO GO INTO, but I'm happy to say that all HephMod features are now in good working order!
***** version .9c *****
UNITS: Artillery and Mobile Artillery now get a +50% vs. Machine guns (since machine guns are now gunpowder units); bombers and stealth bombers should be able to kill land and naval units now.
PROMOTIONS: Interception promotions now available to Naval units (from Jaybe).
UNIT GRAPHICS: new Native American gfx (peltast, archer, axeman, prodromoi, pikeman, musketman, hussar, cuirassier, rifleman, cavalry); new Asian gfx (crossbowman, middle era swordsman, rifleman, cuirassier, hussar, cavalry {nif fix by Coyote}, late era cannon); new hussar gfx (from Colonization, old hussar graphics are now for cavalry).
WONDERS: prototype guild wonder, which can be built by a great merchant when the proper combinations of luxury resources are acquired: gives a handful of commercial bonuses and obsoletes with Corporation.
Added King Kong's color and flags mod.
INDUSTRIAL AGE DOCTRINES COMPLETED (Engineer Corps, Trench Warfare, Blitzkrieg)
***** version .9b *****
Changed withdrawal probabilities (of both units and promos) and max withdrawal prob (GameDefines) to circumvent a bug caused by a maxed out horse archer with mounted aid promos having too high withdrawal chance (units freeze experience upgrades, so the unit could no longer be promoted).
Naval unit movement adjusted to x1.5 (rounded down) vanilla speed; naval units can no longer select the Barrage promotion. Naval units capable of bombardment no longer ignore building defense (just as gunpowder units besides cannon no longer do). Visibility range on sea tiles increased to compensate for higher movement rates (hopefully reducing the enemy appearing out of nowhere phenomenon).
Infantry's vs. Gun bonus reduced to 20%; mech infantry now move 3 instead of 2; tank strength increased to 30; legion now gets a first strike chance (pila).
Fort defense increased to +50% (intend to implement a FfH2 system where forts upgrade over time).
Assembly Line now also requires Steel; Artillery now no longer requires physics, just assembly line and rifling.
Marathon speed adjusted for HephMod gameplay.
Shrines toned down across the board, in both bonuses and penalties; fixed a problem with shrines not being rebuildable (with the odd side effect that shrine movies no longer play -- don't know why).
CIVICS: City state culture penalty slightly reduced and now gives +1 largest city happiness; Vassalage and Standing Army switched roles and tweaked; Emancipation and Labor Unions no longer cause unhappiness to civs without them (Revolution mod already enforces this penalty); Labor Union bonuses increased.
Some tweaks to flaming arrows and holy war promotions. Note that flaming arrows II now gives archers the ability to inflict collateral damage (as it did in HephMod Warlords), but peltasts will not be able to advance beyond flaming arrows I because I didn't give them this ability in UnitInfo.xml. Holy war promotion defense penalties decreased.
Whales now obsolete with Ecology rather than Combustion.
Judaism state religion commerce reduced to +1 gold, +1 science, +1 culture: I was still using the old values that were in place because in the old HephMod Judaism did not get missionaries or cathedrals, so these values were higher than those of other religions as a balancing factor (from Eusebius' world religions mod). Unless I reimplement these balancing factors, Judaism will use these lower values.
RENAISSANCE DOCTRINES COMPLETED (Patriotic War, Maneuver Training, Superior Seamanship)
***** version .9a *****
Beginning implementation of doctrine wonders and promotion trees. Huge, enormous thanks to Refar for giving me a workaround to fix a glitch in the port from Warlords ... without his help, there would be no doctrine wonders in HephMod (not without using Python, anyway, and creating more lag in late game (Rev + StackAid = big lags).
*ANCIENT and MEDIEVAL DOCTRINES COMPLETED
***** version .83 *****
Unit Changes: grenadier unit reduced to strength 10, available without Rifling (as a Melee unit they can now get city raider promotions, which really beefs them up as attack units and they were too uber); Ghazi removed.
EventSigns mod merged.
Promotions: Navigation restored to +1 movement range
***** version .82 *****
Merged updated Inquisition 101E: new features include foreign inquisitions, Holy Office building (required to build inquisitors) and options for Limited Religions (one holy city per player; players with Theology can found religions once founding tech is also known if not already discovered).
Civics balancing: based on frequency of AI choices, beefed Citizen Army, Standing Army and Free Market and nerfed Professional Army, Monarchy and State Property. Rebalanced great people penalties so that no combination of civs could add up to -100%.
***** version .81 *****
Merged Revolutions 1.65c, which includes updates of BetterAI and Solver's unofficial patch.
Went back to 34 civ DLL after updating Stack Aid python to work with the new DLL (thanks Teg Navanis)
***** version .8d *****
Updated GameSpeed Info to 3.17 Inflation levels (less inflation)
Revised naval movement to be x2 vanilla (less mvmt than before); revised relative naval combat strengths.
Changed tech prereq for Champion unit to Feudalism from Iron Working and changed Unit AIs to only City Attack (this bypasses the BarbCiv unit spawning, which is based on UnitAIs).
***** version .8c *****
Merged with Revolution 1.63 (includes BetterAI .35)
Civics balancing: Representation now gives +1 largest city happiness; Universal Suffrage gives +3 largest city happiness rather than +2, but now gives only a 10% distance maintenance reduction; police state gives -3 largest cith happiness; standing army no longer gives a distance maintenance penalty reduction, but gives an increased number of free units and a bonus to domestic great general points; caste system gives -1 health (untouchable caste); serfdom now gives farms +1 food instead of +1 gold and +25% worker speed bonus; removed number of cities maintenance reduction from vassalage, changed City States to -25% distance/-25% number and Mercantilism to -25% distance.
Unit changes: Cavalry no longer give a bonus vs. cannon (with cannon's reduced base combat strength, this is no longer necessary); bombers and stealth bombers can now kill units; spy cost x1.5 (to reduce spy spamming); musketmen no longer ignore building defense (later era gunpowder units do); berserkers now replace swordsmen (instead of macemen) and get a bonus vs. melee in addition to being amphibious; elephants reduced to attack 7 from 8 and back to 1 movement point with a +25% vs. mounted (they are no longer as useful against medieval units); Chokonu replaces Longbowman rather than X-bowman.
Graphics: Gave cannons vanilla graphics and musketman new gfx for late era so that napoleonic armies aren't fighting with
late medieval units. Greco-Roman Knights now use Byzantine Cataphract gfx. European spearmen, swordsmen, and prodromoi now have Charlemagne gfx for middle and late eras.
Railroad build times reduced to x1.5 that of roads from x2.
Gamespeed adjustment: switch to 1 turn per year in 1820 rather than 1840; made up the years by moving a handful of middle ages turns back to Classical era speed.
Increased frequency of oil back to A Bit More Natural Mod specs: oil was so rare in the late game that many nations could never build modern armies (not only unrealistic but no fun!).
SHRINES all have powerful, unique local and global effects (based on Sevo's Faces of God):
*HINDUISM: GARDEN OF DIVINITY
*JUDAISM: HALL OF IDOLS
*CONFUCIANISM: RELIGIOUS JUDICIARY
*BUDDHISM: RELIGIOUS MONUMENT
*CHRISTIANITY: HOLY CRUSADE
*SPECIAL UNITS: Champion (+swordsman), Crusader (+Knight)
*TAOISM: SACRED ARCHIVE
*ISLAM: CATHEDRAL OF VENGEANCE
*SPECIAL UNITS: Ghazi (Axeman/Peltast), Mujahid (Prodromoi/HorseArcher)
TRAITS have been reworked:
*MILITARY TRAITS:
*AGGRESSIVE:
*Free Promotion: Combat I (Melee/Gun) [or Raiders:Commando]
*Prod+: military training buildings (barracks, drydock)
*Special Ability: -25% XP req for level up
*PROTECTIVE:
*Free Promotion: Drill I, City Garrison I (Archery/Gun) [or Defenders:Homeland/Nationalist]
*Prod+: fortifications (walls, castle)
*Special: Espionage Bonus (+25%)
*IMPERIAL:
*Free Promotion: Mobility I (Mounted/Armored) [or Horselords]
*Prod+: government buildings (courthouse, jail)
*Special: bonus to Great General points (+50%)
*ECONOMIC TRAITS:
*FINANCIAL:
*Commerce Yield Bonus (3 commerce or more)
*Prod+: money-enhancing buildings (market, bank)
*Special: bonus to trade route yield (+25%)
*INDUSTRIOUS:
*Production Yield Bonus (4 production or more)
*Prod+: production-enhancing buildings (forge, factory)
*Special: production+ to workers
*EXPANSIVE:
*Food Bonus (5 food or more)
*Prod+: growth buildings (granary, lighthouse)
*Special: production+ to settlers
*CULTURAL TRAITS:
*PHILOSOPHICAL:
*Science Bonus (+10%)
*Prod+: science-enhancing buildings (library, university)
*Special: bonus to Great People points
*CREATIVE:
*Free Culture (+2 per city)
*Prod+: culture-enhancing buildings (theater)
*Special: prod+ to world wonders
*CHARISMATIC:
*Happiness Bonus (+1)
*Happy+: entertainment buildings (colosseum, broadcast tower)
*Special: prod+ to national wonders
*ORGANIZED:
*Health Bonus (+2)
*Prod+: health-enhancing buildings (aqueduct, hospital)
*Free Promotion: Drill I (Siege)
*Special: reduced Civic upkeep
*SPIRITUAL:
*Prod+: religious buildings (temple, cathedral)
*Happy+: religious buildings (burial mound, monastery)
*Free Promotion: Holy Fervor
HephMod v1.41
by Hephaistion
August 4 2007
FINAL VERSION FOR WARLORDS
For Warlords 2.08
Download: http://forums.civfanatics.com/downloads.php?do=file&id=6431