Hello. This is my first post on this forum. I just got back into Civ4 during the pandemic, and I recently installed K-mod, which is the first mod I've installed with this game besides the BUG mod. I'd like to detail some of my thoughts on it.
Overall, this is an awesome way to play Civ4. My complaints about it are fewer than my praises, so I'll get them out of the way first.
What I don't like:
My main complaint with this mod is that you can't just add it on top of the BUG mod that we all know and love; instead, it has its own version. I like to play Kerbal Space Program sometimes, too, and I'm used to that modding paradigm where you can basically just add, à la carte, almost any combination of mods you want. That's unfortunately not the case here. I have pretty much always played Civ4 with the BUG mod as soon as I found out about it, and I can scarcely imagine playing without it. So, when I installed K-mod, it was jarring to see this antiquated version of Civ4.
I found out that you can re-enable most of the features of the BUG mod manually, but this was an
tedious chore to do--and an unnecessary one, I would say. I had to load Civ4 without K-mod, take screenshots of all the BUG options screens (I literally took pictures of my screen with my phone, actually), re-load K-mod, and manually re-enable the standard BUG settings. So, I have a
suggestion: in the K-mod BUG options screen, please just add two buttons: "Change all settings to vanilla BUG settings" and "Change all settings to default". I imagine that this would be trivial to implement, but it would save new K-mod players a
lot of hassle, especially when you consider that, evidently, the majority of Civ4 players use BUG. Presumably, other players out there are like me and would appreciate the convenience of this option.
On a related note, there are some options in regular BUG which are impossible to use with K-mod:
- no option to re-enable the standard BUG scoreboard city-number reporting. If a player is used to knowing how many cities the AI opponents have as a rough estimate of their empire's size, why not give the player that option? If we can see everyone's score, why can't we see everyone's city number? Instead, with K-mod, it's as if you're always at war with everyone.
- no option to re-enable the enhanced Espionage screen, so that you can see how many spy-points the AIs are putting against you
- no wide-screen Foreign Advisor (F4) screen? At least it seems small to me.
What I do like:
I know that the improved AI is the crown jewel of this mod, but to be honest, I actually appreciated the balance changes even more. The more I play with K-mod, the more I wish I could ask some of the original Civ4 and BTS developers: "what were you
thinking??".
In general, the balance changes made the game more fun to play because they present the player with
difficult choices to make. Instead of playing the game the same way each time, I find myself actually giving things more consideration. Below are some of
my favorite balance changes:
- Serfdom: Without any exaggeration, the addition of the 1
to Farms and Plantations (but -1
from Towns) was a genius move. That one little change transformed this once nearly-worthless civic into something that's actually desirable in many situations. Previously, the only time I used Serfdom was with Spiritual leaders, and only during brief periods when I wasn't whipping or running Caste System. Serfdom might be run during Golden Ages by non-Spiritual leaders, but in vanilla, this is generally unwise since you're giving up your Great Person Points. But now with K-mod, at the stage of the game where you can use Serfdom, I find that I get about 40 base
from Farms. This is so considerable that, unless I have a really good reason to use Slavery or Caste System, it's more profitable to just run Serfdom for most of the Medieval and Renaissance eras (unless I have the Pyramids to run Representation). Golden Ages with Serfdom are great now, since suddenly that 40
is 80
. Golden Age Caste System is still a good idea for the GPP, but Serfdom actually gives it a run for its money, now. Financial leaders also have an incentive to stay in Serfdom, since their riverside Farms get 3
much like riverside Windmills, but you're also not locked into Serfdom, either. Overall, this is such an amazing balance change because, even though it's a subtle change, it gives the player multiple viable options to choose from.
- Lumbermills unlocked with Guilds instead of Replaceable Parts: This means that Lumbermills are actually useful during a critical stage of most games. Even with this change, Replaceable Parts is still a very desirable tech due to the +1
boost to Water- and Windmills, as well as being on the path to Rifling. Why didn't the vanilla devs do this in the first place? What were they thinking?
- Vassalage: Previously, I would rarely use this Civic because Bureaucracy is just so much better in most cases, and typically by the time I get Feudalism, I've already had Civil Service for a long time. Pretty much the only time I ever used it is if I had a very poor capital. But now, it's actually a pretty good Civic to run if you're in a total-war mode (with most cities producing military units), since the dramatic opportunity-cost of not running Bureaucracy is somewhat negated by the -25% number-of-city maintenance. A very nice little change.
- Environmentalism: Without even talking about the new Global Warming mechanic, the best change is the removal of the crippling +25% Corporation maintenance penalty. In vanilla BTS, basically the only time you'd ever run Environmentalism (beyond being forced to by the UN) is briefly during the initial Industrial age after you've built Factories and Coal Plants, and that's only if you happened to beeline Medicine in order to get Sid's Sushi, and only if you're waiting for a Great Merchant. Once you've gotten any Corporations, though, it was suddenly a worthless civic unless all you wanted to do is send corporations to other Civs to make
off of them. Even then, I only ever switched into Environmentalism if I was playing a Spiritual leader, and only rarely did that brief window of opportunity coincide with a Golden Age with other leaders. It was perhaps marginally useful during the build-up to running State Property, also, but only if you had a lot of Windmills for some reason. Now, whether or not to run Environmentalism is actually something that's worth some consideration.
- Non-Sushi-or-Mining corporations are now useful for once. In the last game I played, I happened to get an unlucky 14%-chance Great Artist, which would normally have been useless to me and a huge bummer. But, I had the Corporation tech, and, most importantly, Civilized Jewelers doesn't compete with Mining Inc. anymore! So, I actually could use it along with Sushi and Mining. What a great thing.
I actually do appreciate the slight nerf to Sushi by putting it further back into Refrigeration. This was a necessary nerf.
Another great change is to put Standard Ethanol earlier, with Combustion. In vanilla BTS, if you found out that you had no Coal or Oil, you were basically up a certain creek without a paddle. It meant that you basically needed to go to war, but how could you do that if you couldn't even build powered factories or Tanks or modern ships? Wait for Plastics? Good luck with that. With this, you actually have a glimmer of hope.
One suggestion I do have, is that Workers should be able to build Railroads with Standard Ethanol-produced Oil. Otherwise, if you're in that bad situation, you can't even build railroads, and that just cripples your
Production due to un-upgraded Mines and Lumbermills (and your Quarries I guess). This would give the player the choice to found Standard Ethanol in a place where they don't want Sushi later on, just in order to build railroads.
(EDIT: I just found out that this is already the case, but such railroads can only be built within the Big Fat Cross of a city which has Standard Ethanol. This is much less powerful, because it forces you to spam Std.Eth. to every production city and thus deprives you of Sushi and Cereal. However, this might be the only real time that Std.Eth. domestic spam would be worth it, and it presents an interesting situation: the food-or-fuel choice actually mirrors the conundrum with biofuels in the real world. Thus, the craziness of the Std. Ethanol solution, and the painful trade-off, would reflect the desperation of the moment in a game with no Oil or Coal. On the balance, I think that this Big Fat Cross railroad limitation is a good compromise. I just wish it were better documented.)
- I very much like that Watermills get +1
immediately with the other +1
coming later with Electricity, rather than getting nothing until +2
with Electricity. This tiny change makes Watermills way better for the majority of the game (when it actually matters), especially for Financial leaders. They're viable for a longer part of the game now. Why did Firaxis design it the way they did with +2
at Electricity? Did they think that Watermills were too OP or something? It's senseless, and I'm glad that K-mod fixes it.
- A small change, but still: Lumbermills and Forest Preserves getting +1
from being on corners of rivers. Seriously, what was Firaxis thinking? I would classify this as a flaw in the vanilla game, or an oversight. Thanks for fixing it.
- Leadership giving revolt protection: This is another one of those things that gives players a decision to make: "should I keep my General with my stack, or should I put him on this city for revolt protection?" I like this little change; it gives you something to think about.
- Being able to pillage your own roads. This is important when you're trying to get your Forest Preserves to spread, since your ever-so-helpful Trade-Network Workers will always ruin it for you. I have no idea why this is impossible in vanilla. I'd consider it another oversight that K-mod has fixed.
- Nuclear plants no longer being dangerous time-bombs (or, at least, not as much) that were rarely worth the risk of using. The worst thing about this in vanilla was that you didn't even get a message telling you which buildings got destroyed or what happened to the population. There wasn't even any documentation of the mechanic in the Civilopedia, and I had to run tests myself. I think that's enough evidence for me to suggest that this was a rushed, poorly-implemented mechanic. Thank goodness it's fixed.
- +10%
with Scientific Method. This makes the transition to Scientific Method just a little more bearable, especially if you have a bunch of the obsoleted Wonders.
Some other suggestions I would like to see:
I don't know if this mod is still being developed, but still, I think there are some more things which deserve some attention.
- Forest Preserves, even with the extra +1
buff, are still a poorly-implemented part of the game:
In particular, Forest Preserved Jungles (and, by extension, Jungle-based National Parks) are basically not viable. I think that Forest Preserves should give Jungles +1
and an additional +1
. This way, they would be almost on par with Forest Preserved Forests, except that they substitute 1
for 1
, and that they still give
instead of
. This would give players some incentive to keep Jungles around (beyond just Global Warming mitigation), rather than always just chopping them all down, but I also think they wouldn't be OP. They'd be something to think about for Financial leaders, that's for sure. Jungle-based National Park cities would still be challenging to implement in a game because you can't make Lumbermills to facilitate building the NP and then convert them to Forest Preserves, but at least it'd be a viable option to think about it you used Universal Suffrage. Jungles would be situationally useful for once, and I think that's what's important.
There needs to be an additional Option in the main Options screen which prevents automated workers from chopping down Jungles, in addition to preventing them from chopping down Forests. (K-mod may have already fixed this, I'm not sure).
Additionally, forest spreading is a mechanic that never fails to disappoint. I'd say that Forest Preserves' forest-spread chance needs to be multiplied by a factor of 2 from what it is now.
Additionally, from a test I've done, I don't think that forests can ever spread onto a tile where a unit is located (at least it was in vanilla). This is a bug as far as I'm concerned, and I wish that K-mod would fix it.
- Settled Great Prophets should get +1
from the Angkor Wat just like Priests. Not a big change, but seriously: why is this not the case?
- The tooltip in the Science Advisor, and the Civilopedia, should mention that the Apostolic Palace gives +2
to AP-religion buildings. As far as I know, this critical effect is entirely undocumented in the game. (Was it a last-minute addition?) When I first noticed it happening, I had to Google it, and I'd guess that's the way that most players found out about it, too, other than word-of-mouth. (While we're at it, it would be helpful to mention in the Civilopedia that Windmills can only be built on hills, and that only 1 Watermill can be built per tile-length of river.)
- I think that Courthouses should allow the player to run 2 Spy Specialists in that city, rather than just 1. Right now, if you find out that you need to run a Spy Economy early on, but you didn't build the Great Wall, and you already have 1 other Great Person out... then I'm sorry, but you just can't do it. For a viable Spy Economy, you need a Scotland Yard, and for that you need a Great Spy. But good luck waiting 67 turns with a city running 1 single spy specialist, if you already got a Great Person out. I believe that the reason why the Library allows 2 Scientist Specialists, is the same reason that the Courthouse should allow 2 Spy Specialists: so that you can actually get your desired Great Person out in a reasonable amount of time.
Conclusion:
In general, I think that K-mod is great. The much-improved AI has given me many moments where I say to myself "wow, that was actually smart of them". But, I think that the numerous balance-changes are the best part of this mod. Although the loss of some BUG features is regrettable, I think that the balance changes improve the game to such a degree, that I will play Civ4 BTS with K-mod from now on. If you read this, karadoc, thanks for all your hard work and dedication. It's much-appreciated
