MicroWorld ModPack

Fallen_Kings

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MicroWorld Modpack

Author: Fallen_Kings

A New World,A Micro World

Current Version: v1.2 (4/9/2014)



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V1.2 Changelog:
Spoiler :
v1.2 changelog

Civilizations

New Germany UA:

German Industry - May convert production of the military unit a city is training to its XP.

Celt UA no longer affects palace

Wonders

Statue of Zeus provides + 15% City Attack instead of + 20%.

AI

AI will gift Gold to City-States more frequently.

AI units will pick promotions more wisely.

AI turn processing speed increased.


V1.1 Changelog
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Spoiler :
Game Mechanics:

Migration now divided to 4 sorts:Refugee(1 citizen moved from start civ to target civ),Scientist(2 turn's Science of start civ added to target civ),Artist(2 turn's Culture of start civ added to target civ) and millionaire(2 turn's Gold output of start civ added to target civ).

Explorer now builds Colony immediately(still needs 7 turns to build a Feitoria)

Colony is now captured instead of destroyed when a non-barbarian enemy unit moved to the plot.

Specialist and Great Person:

Beakers from "Discover a Technology" adjusted to make Great Scientist less powerful.
(Science = 300 + 200 * Era + 25 * Era^2+ 8 turns Science before birth / 4)

Culture from "Write political Treatise" adjusted to make Great Writer less powerful when used in World Fair.
(Culture = 100 + 100 * Era + 20 * Era^2+ 8 turns Culture before birth / 4)

Great Merchant now has a single "Conduct Trade Mission" action that can be conducted with both major civs(OB required) and city-states(not at war)


Buildings and Wonders:

San Marco Ballisca added(+ 33% Gold from Great Merchant Trade Mission.One free Great Merchant.)

Hero Epic now grants one free policy.(original effect removed)



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Main Features:
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Totally Rebalanced Gameplay - Rebalanced Civilizations,units,buildings,policies
,victories,etc.

Totally Evolved Game Mechanics - Citizen Migration based on cultural influence and national strength;Corporations make full use of bonus/strategic/luxury resources;Colonies help you to build a worldwide empire;Dynamic happiness system including war weariness and triumph;Totally redesigned Great Person to provide maximum feasibility;Slavery is back.And more...

More Characteristic UA/UU/UB/UI - Chinese Great Generals earn XP in command and gains Unique “Aura” Promotion to strengthen nearby units;France gain Great Writer/Artist/Musician Point upon enemy killed;Dutch Polder provides fresh water to nearby tiles; Arabia spreads home religion to conquered cities;Germany can "reproduce" military unit to get extra XP;American Plucracy frees them from corporation policy requirement,etc...

New Difficulty Level - Level 9 and X ,the utmost challenge(science overflow disabled in these two levels)

Original Civilization Experience - With so many changes included the game still feel like an original civilization game.

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Usage Terms:
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No guarantees, no warranty.
This mods are provided "as is" with no express or implied warranty for accuracy or suitability. The user assumes all responsibility for use, and all possible problems related.
The author shall not be responsible for any physical or mental loss of any kind whatsoever in any way arising from or relating to the use of these mods. Even you have clear evidence it is caused by this mod.
Usage of these mods implies acceptance of these terms. Even you don’t read it at all.
If you do not agree to these terms, do not use this mod.


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Fair Usage Policy:
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This mod is free to download and play it for your own personal use or give it to your friends.
You are not allowed to make any financial gain from this mod. It is illegal.
You are free and welcome to use any part of this mod and incorporate it into your works. However you must give the credit and you must not make any financial gain form your works.

(Thanks whoward69 for this Usage Terms and Fair Usage Policy template)


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Installation Guide:
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-----------------------------------------------Required DLCs:-------------------------------------------------

Civilization V: Brave New World 1.0.3.144
Civilization V Completion DLC
Gods & Kings DLC


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Credits
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Lincoln_lyf for corporation icons
Kill_me_please for ScriptDataManager code (though I stop using it recently)
Zhai_pigeon for some pedia text
Some building icons are from 3rd Unique Component Mod

-----------------------------------------------Downloads-------------------------------------------------
Steam WorkShop:
http://steamcommunity.com/sharedfiles/filedetails/?id=308609526

CivFanatics:
http://forums.civfanatics.com/downloads.php?do=file&id=23186
 
New Game Mechanics:

1.Corporation
Spoiler :
Corporation is a special kind of building.It is resource-based,upgradeable and extremely costly.Each corporation has 3-6 related resources,2 prerequisite policy branches and 1 prerequisite technology.To be able to build a corporation you must unlock both policy branches and acquire a total of 6 policies within them(and of cource get the technology researched).



There are 10 corporations in the game.Different corporations give different benefits.The East India Trading Company yields gold and global happiness,the Edstark Tourism grants gold and tourism, and the Oshiboku Space Corp yields a large amount of beakers.

After you meet the policy and tech requirements,you may construct corporation buildings in your cities-if you have enough related resources to maintain them.All corporation buildings start with level 1,and with enough related resources they will upgrade to higher levels(5 is the highest).The more resources you have,the faster your corporations will upgrade.Corporations with higher level yield more and require more resource to maintain and upgrade.However,if you don't have enough resources,your corporation buildings will degrade and finally go bankrupted (disappear from city) .Meanwhile,each corporation building costs 15 gold maintanance,meaning low-level corporations may not make up for the loss.So only build corporations when you have enough resources to support them,and balance the quality and quantity of your corporations.



2.Migration

Spoiler :
During the game citizens may migrate to another civilization.The chance of migration is influenced by many factors like tourism,happiness(both of your city and of your empire),distance,economy,policy,diplomacy(including religion and ideology).The calculations are too complicated to be listed here,but you can see all factors in the culture overview.



3.Great People Tweak

Spoiler :
Beakers and Culture from Great Scientist and Great Writer are determined at their birth(100+100*era+8 turn's beakers/culture)

All Great Person tile improvements except holy site will upgrade after being worked for 10/15/20/25 turns and gives one extra of their proper yield.

Great General can construct Army School(+25 XP for land units trained in this city) in cities.Great Admiral can construct Naval Shipyard(+50% naval production).The unit is consumed in both ways.(AI won't do this)

Great Merchant and Merchant of Venice can conduct trade mission in a city of a major civ whose border is open to you.This provide you more Gold than a traditional trade mission and the civ you trade with will also gain one-third amount of Gold.

AI's Merchants of Venice will auto-purchase City-States they have met regardless of distance(Merchants don't have to move into the city-state's lands) if their empire is happy enough.This should make AI Venice much more competitive.


4.War Weariness and Triumph of War

Spoiler :
For each team there is a War Weariness count towards every other team.War Weariness(WW) increases slowly every turn when the two teams are at war,the attacker(The team declaring war is always "attacker",but the other team will also be "attacker" after capturing a city)gets more WW than the defender.Losing a unit(based on its level) and losing a city(based on its population) will increase WW,killing a unit and conquering a city will reduce it.During peace-time WW changes towards 0.

Positive WW brings unhappiness during war-time,and negative WW(Triumph of War) gives additional happiness during peace and war.WW is reset to 0 when the other team declares war on you.Major civs have WW with City-states but not in reverse(WW with CS will increase per turn only when it is not allied with a civ you are at war with,so diplomatic civs won't get a huge advantage).There are several policies influencing WW.


5.Colony

Spoiler :
After discovering Astronomy all civs can train the Explorer,a scout upgrade that has 3 movements,IgonreTerrainCost promotion and +1 sight.

After discovering Navigation the Explorer can build the Colony on coastal resources on neutral plots.Colony can improve all resources and allow you to gain the ownership of the plot.The ownership is lost when an enemy combat unit enters the plot.Building a colony will take several turns and consume the Explorer.

Portuguese Feitoria is now a Colony replacement unlocked with Astronomy that provides extra gold and does not consume the Explorer to build.


6.Slavery

Spoiler :
Honor is not as powerful as Tradition and Liberty in most cases.It provides no "farming" bonus and little military production bonus.You get almost nothing from Honor except a few high-level units.So I add the Slavery system to strengthen it.It works exactly as it does in civ4 except that it provides more production per pop(Because citizen is more precious in civ5 than it is in civ4).


7.Others

Spoiler :
i.City founded in late era start with free buildings and citizens to speed up its growth

Medieval:Monument

Renaissance:Monument,Granary,Lighthouse(coastal city)

Industrial:Monument,Granary,Lighthouse(coastal city),Aqueduct,Collossum,1 free pop

Later Era:More


Civilizations:

Spoiler :


UA:









Special rules for UU/UB/UI:

Royal library is now a "Unique Wonder" replacing the Great Library.Assyria can build it even when the GL is constructed elsewhere(and vice versa).

Polder can be built on riverside flat lands and provides fresh water to nearby tiles,but yields less food.

Kasbah provides +2 culture after being worked for 50 turns and can be built on hills or desert tiles.

Greece and Denmark get 4U instead of 3U.Odeon(replaces Ampitheater,+1 writer slot) and Viking Longhouse(replaces Barracks,+1 food,melee units trained in this city earn gold equal to damage inflicted on a city.)



Combat:

Spoiler :
This mod does not focus on adding a mass of new civs,units,buildings,etc.,neither has it the ambition of remaking the old "ridiculous"combat system.So I only make a few necessary changes for the sake of balance.

Global:

1.Damaged units get higher combat penalty(-0.5% per HP)

2.City defense bonus from hills decreased from +5 to +3.

3.City defense bonus from tech decreased,defense bonus from unit and pop increased.

4.Cost of Iron Working reduced from 175 to 150.

Units:
1.Archery units get -25% city attack and lower melee strength.

2.Melee infantry units have a new line of promotions:City Raider I(+20% city attack),City Raider II(+25% city attack),City Raider III(+30% city attack).

3.Mounted units except elephants,Keshik(now a mounted melee unit with +100% flank bonus and one first strike) and Winged Hussar start with Charge Promotion(+25% attack against wounded unit).Promotion is lost when unit is upgraded to tanks.Lancer is now an anti-infantry unit upgraded from Knight and to Cavalry.

4.Tercio is now a Pikeman upgrade available for all civs,unlocked at Metallurgy.Upgrade to Rifleman(So spearman is back to the infantry line.)

5.All naval ships may switch between melee and ranged attack.Naval melee units have a lower ranged combat but are both tougher and cheaper.AI will still use melee ships to make melee attack(AI will never order units with a ranged combat to make melee attack in the original game,but I make it possible through a rather stupid method).

6.Anti-tank Gun,Anti-aircraft Gun, Mobile-SAM and Helicopter Gunship are now ranged unit.

7.Gatling Gun,Marine,Cruise Missile and Paratrooper are powered

8.Cannon and Artillery consume 1 Iron

Defense Buildings:

Walls:Cost 50(100),+25(50)HP

Castle:Cost 150(160),+1 culture,+1 gold from trade route to other civs.

Arsenal:Cost 250(300),+15% unit production

Military Base:Cost 350(425),units trained in this city start with Morale Promotion(+15% Combat)



Policy and Ideology:

Spoiler :












Others:

Spoiler :

1.Research penalty from num of cities reduced from 5% to 3%(per city).

2.Golden Age Handicap increment reduced from 250 to 150.

3.All Great Works produce 3 culture and 3 tourism now.

4.Amphitheater,Opera House,Museum and Cathedral have 1 specialist slot matched with their great work slot.Writer Guild prerequisite tech changed to printing press.
 
1.Changes in the upcoming v1.1

Spoiler :
1.New Spanish UA:Upon founding or capturing a city or a colony,receive :commerce:Gold and :culture:Culture from each new Luxury resource and Natural Wonder it can take into control(Bonus increases with the distance to the [ICON_CAPITAL]capital).Naval units have +1 Sight.

PS:"city can take into control" means the plot is within 3 tiles of a city and not owned by other civs.Bonus triggers only once for each tile.

2.Corporation,colony and policy adjustment.

3.Migration divided into three types - economic,cultural and technological:provide gold,culture or beakers for target civilization.

4.New wonders related to corporations and colony.


2.Planning of new civilizations from other mods

Spoiler :
I had once an idea of adding in civilizations in other Mods and rebalancing them to match with original civs and with each other.Actually I have made a "MicroWorld Civilization Expansion Pack" Modmod and added two civs(JFD's Switzerland and Tibet)into it ,but there are of course copyright issues.So I haven't decided whether I should continue this work. Contact with the author will certainly solve the problem but what I want to know is whether it is legal if I mark this modmod as a "collection" rather than my own mod.

Here is my design for the two civs:

Switzerland:

UA:Armed Neutrality

Cannot declare war on other civilization without a denouncement for 15 turns.Military buildings provide "manpower" resource,which may be traded away or kept to increase the military production of its owner(bonus = 3% * num of manpower/num of your military units,maximum 100%).+5 Influence with Minor from unit gifting.

UU:Swiss Pikeman

Cost:90
Strength:18
Unique Promotion:Mercenary(heritable).
Units with "mercenary" promotion provide gold for its original owner when they are gifted to other civs(Gold reward depends on unit's level and the danger it is in)

UB:Swiss Bank

replaces the East Indian.Provides Gold equal to 15% gpt of the civ with the lowest GPT among all those you have a DOF with(no more than 1000).

Tibet:

UA: Dharma King
Culture and Faith may convert to each other.(1 Culture to 1 Faith,2 Faith to 1 Culture)

UB:Unchanged

UU:Unchanged(I merely want this wonderful UA!)
 
it seems very nice, think this would br compatible with the comunity patch project?
 
What is the new building in the spanish civ?

Bull Ring(the icon is from 3rd Mod Component Mod):Replaces the Collosseum,+3 Happiness(Spain no longer gets double happiness from wonders),no maintenance,+1 gold from each cow worked by this city.

Tercio is now a common unit.
 
First of all: my compliments, your ideas are brilliant, well done, I agree with many changes you made, I really admire your work.

However, I've a serious request (and I think other modders will benfit from that too).

I'm studying your mod, and I wish to merge some of the lua files (like cityview, for example) with modification made by other mods.

Could you mark your changes in lua files ? It makes merging process a lot easier. The lua files are big, so, if changes are not marked, I have to confront your file with the original (all the lines), find the differences and then merge with other changes.
Your work is too good to be not used in conjunction with other brilliant features created by other modders.

Beware, I'm NOT asking you to do any merging, just, please, mark the changes
(like, taking other modders works as example, "--FK" for the lines you changes or "--FK start" and "--FK ends" for added code).

Otherwise, the length of the work and the high probability of errors make the creation of compatibility with your mod almost impossible.

Please... :please:
 
First of all: my compliments, your ideas are brilliant, well done, I agree with many changes you made, I really admire your work.

However, I've a serious request (and I think other modders will benfit from that too).

I'm studying your mod, and I wish to merge some of the lua files (like cityview, for example) with modification made by other mods.

Could you mark your changes in lua files ? It makes merging process a lot easier. The lua files are big, so, if changes are not marked, I have to confront your file with the original (all the lines), find the differences and then merge with other changes.
Your work is too good to be not used in conjunction with other brilliant features created by other modders.

Beware, I'm NOT asking you to do any merging, just, please, mark the changes
(like, taking other modders works as example, "--FK" for the lines you changes or "--FK start" and "--FK ends" for added code).

Otherwise, the length of the work and the high probability of errors make the creation of compatibility with your mod almost impossible.

Please... :please:

Should I mark all lua files or just UI?
 
Well, all lua files that replaces originals would be perfect...

Right now, I was focused on UI, but also files like, for example, the scary "AssignStartingPlots" will surely need a merging (think about Barathor's "More Luxuries", you should check it out if you haven't yet) and other files too..

For my experience, when a LUA file replace an original one, sooner or later, it WILL need to be merged.
So, if you could mark all the changes as general rule, it will be really appreciated not only by me, but by any modder trying to merge your changes with others changes.

Thank you for your time, and keep up the good work!
 
Well, all lua files that replaces originals would be perfect...

Right now, I was focused on UI, but also files like, for example, the scary "AssignStartingPlots" will surely need a merging (think about "Really Advanced Setup", you should check it out if you haven't yet) and other files too..

For my experience, when a LUA file replace an original one, sooner or later, it WILL need to be merged.
So, if you could mark all the changes as general rule, it will be really appreciated not only by me, but by any modder trying to merge your changes with others changes.

Thank you for your time, and keep up the good work!

I merely edited AssignStartingPlots to add Cocoa resource in the map so you only need to search for key"cocoa".

Other files replacing the original ones are all UI files,and I marked most of the changes with "--Modified".
 
I marked most of the changes with "--Modified".

Sorry if I didn't noticed it, my mistake.

Just to be clear: so there's some change not marked ?
Sorry if I'm so meticulous, but, sadly, if I miss just one line of code the mod won't work as intended...

Thank you again for your time.
 
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