Ansible's MetaMod v0.55
Download URL: MetaMod v0.55.zip
1. Overview
MetaMod focuses on enhancing the existing Civ IV singleplayer gameplay, without making radical changes to it. Multiplayer will work, but it isn't the focus. Basically, I'm going to stay away from modifications that can't be used effectively by the AI - mods like Air transport units, Tree planting, Building deletion, etc.
MetaMod will comprise of quality user community mods as well as a few custom additions and tweaks. Each new unit should be distinguishable from other units - each will have a unique model or skin, icons, civopedia entries, etc.
I'm also going to leave as much of the existing gameplay intact as possible. A given unit or building should be the same here as it was in the original game, with the exception of unit upgrades. I may make a few other exceptions where the original version is seriously lacking in some way. (e.g. The Ironclad... in the original game oil based navies are available two techs later.)
2. Summary
3. Mod Details
3.1 Building Changes
3.1.1 Modified Buildings
3.1.2 New Buildings
3.2 Technologies Changes
3.2.1 Modified Technologies
3.2.2 New Technologies
3.3 Unit Changes
3.3.1 Modified Units
3.3.2 New Units
3.4 Wonder Changes
3.4.1 Modified Wonders
3.5 Gameplay Changes
4. Installation
Simply unzip to your mods folder.
5. Known Bugs
6. Changelog
v0.55
7. Credits/Imported mods
Download URL: MetaMod v0.55.zip
1. Overview
MetaMod focuses on enhancing the existing Civ IV singleplayer gameplay, without making radical changes to it. Multiplayer will work, but it isn't the focus. Basically, I'm going to stay away from modifications that can't be used effectively by the AI - mods like Air transport units, Tree planting, Building deletion, etc.
MetaMod will comprise of quality user community mods as well as a few custom additions and tweaks. Each new unit should be distinguishable from other units - each will have a unique model or skin, icons, civopedia entries, etc.
I'm also going to leave as much of the existing gameplay intact as possible. A given unit or building should be the same here as it was in the original game, with the exception of unit upgrades. I may make a few other exceptions where the original version is seriously lacking in some way. (e.g. The Ironclad... in the original game oil based navies are available two techs later.)
2. Summary
- 2 new technologies
- 1 modifed technology
- Increased technology cost
- 12 new units
- 6 modified units
- Resource tweaks
- Misc fixes
3. Mod Details
3.1 Building Changes
3.1.1 Modified Buildings
- Bunker: Permits 1 'Soldier' specialist
- Castle: Permits 1 'Soldier' specialist
- Drydock: Permits 1 'Soldier' specialist
- Nuclear Power Plant: requires 'Nuclear Reactor' instead of 'Fission'
- Walls: Permits 1 'Soldier' specialist
3.1.2 New Buildings
- Military Academy: +2 XP, +%25 unit production
3.2 Technologies Changes
3.2.1 Modified Technologies
- Flight: requires 'Basic Flight' instead of 'Physics'
- increased cost of classical technologies by %10
- increased cost of medieval technologies by %15
- increased cost of renaissance technologies by %20
- increased cost of industrial technologies by %30
- increased cost of modern technologies by %35
- increased cost of future technologies by %40
3.2.2 New Technologies
- Basic Flight: Enables Biplane
- Nuclear Reactor: Enables 'Nuclear Carrier', 'Nuclear Submarine', 'Nuclear Power Plant'
3.3 Unit Changes
3.3.1 Modified Units
- Battleship: Removed 'Uranium' bonus
- Carrier: Removed 'Uranium' bonus
- Destroyer: Removed 'Uranium' bonus
- Ironclad: Removed 'Steel' tech requirement
- Submarine: Removed 'Uranium' bonus
- Transport: Removed 'Uranium' bonus
3.3.2 New Units
- Biplane
Cost: 80
Strength: 9
Range: 4
Requirements (Technology): Basic Flight
Requirements (Resource): None
Special: Bomb (-5%), Intercept (%40)
Upgrade: Fighter
- Cataphract
Cost: 60
Strength: 6
Movement: 2
Requirements (Technology): Bronze Working, Horseback Riding
Requirements (Resource): Horses and (Copper or Iron)
Special: None
Upgrade: Knight
- Crusader
Cost: 60
Strength: 8
Movement: 1
Requirements (Technology): Monarchy, Theology
Requirements (Resource): Iron
Special: +10% City Attack
Upgrade: None
- Great General
Cost: N/A
Strength: 0
Movement: 2
Requirements (Technology): None
Requirements (Resource): None
Special: Golden Age, Miltary Academy, Technology, Great General Specialist
Upgrade: None
- Hypaspist
Cost: 30
Strength: 4
Movement: 1
Requirements (Technology): Bronze Working
Requirements (Resource): Copper or Iron
Special: +25% City Strength, +25% Hill Defense
Upgrade: Maceman
- Mobile Artillery
Cost: 200
Strength: 20
Movement: 2
Requirements (Technology): Artillery, Computers, Industrialism
Requirements (Resource): Oil
Special: Bomb (%30), Collateral (%100), Withdraw (%30)
Upgrade: None
- Mobile SAM
Cost: 200
Strength: 24
Movement: 2
Range: 2
Requirements (Technology): Computers, Industrialism, Rocketry
Requirements (Resource): Oil
Special: Defend only, +25% vs Helicopter, Intercept (%60)
Upgrade: None
- Nuclear Carrier
Cost: 250
Strength: 24
Movement: 6
Requirements (Technology): Nuclear Reactor, Flight
Requirements (Resource): Uranium
Special: 6 Cargo (Fighter), Starts with Sentry I
Upgrade: None
- Nuclear Submarine
Cost: 225
Strength: 28
Movement: 6
Requirements (Technology): Combustion, Nuclear Reactor, Radio
Requirements (Resource): Uranium
Special: 2 Cargo (Special), Explore Rival Territory, 1 First Strike, Invisible, Move through Impassable, See Submarine, Withdraw (%60)
Upgrade: None
- Steam Destroyer
Cost: 190
Strength: 26
Movement: 4
Requirements (Technology): Combustion
Requirements (Resource): Coal
Special: Bomb (-5%), Intercept (%25), See submarine
Upgrade: None
- Steam Transport
Cost: 110
Strength: 14
Movement: 4
Requirements (Technology): Combustion
Requirements (Resource): Coal
Special: 4 Cargo (Land)
Upgrade: None
- Tank Mark V
Cost: 140
Strength: 20
Movement: 2
Requirements (Technology): Industrialism, Scientific Method
Requirements (Resource): Iron
Special: No defense bonus, Starts with Pinch
Upgrade: Tank
3.4 Wonder Changes
3.4.1 Modified Wonders
- Chichen Itza: Generates 'Great General' GPP
- Kremlin: Generates 'Great General' GPP
- Heroic Epic: Generates 'Great General' GPP
- Mount Rushmore: Generates 'Great General' GPP
- West Point: Generates 'Great General' GPP, Permits 3 'Soldier' specialists
3.5 Gameplay Changes
- reduced frequency of oil resource (from 1.5/player to 1.0/player)
- all air units can now kill
- new city specialist 'Soldier'
- restart air patrol on load game fix
4. Installation
Simply unzip to your mods folder.
5. Known Bugs
- The new techologies don't have proper arrows drawn on the tech tree.
- Increased tech cost lengthens game and delays space victory, time limit should be disabled
6. Changelog
v0.55
- added Mobile Artillery unit
- added Mobile SAM unit
- Oil resource prevalence tweaks
- Soldier specialist allocation changes
- Adjusted mid to late era technology costs
- initial version
7. Credits/Imported mods
- 12monkeys (restart air patrol fix)
- Exavier's Composite Mod (Basic Flight technology, Mobile Artillery graphic, Mobile SAM graphic)
- Lost Units mod (Biplane, Cataphract, Crusader, Hypaspist, Tank Mark V)
- Realism mod (Nuclear Carrier, Nuclear Reactor Technology, Nuclear Submarine)
- Snaitf's Great General mod