[MOD] Capitals & Outposts

rf900

Warlord
Joined
Jan 31, 2006
Messages
194
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Capitals & Outposts Mod
by rf900

v1.1 (16th January 2007) for Civilization IV v1.61
v1.1 (2nd February 2007) for Warlords v2.08

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Introduction:
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This mod is a little bit related to my other mod One City Challenge Mod. In this case the capital is the only city that can build settlers, the secondary cities will be outposts. These outposts will only build military units and some military related buildings.

In this way it will have less micromanagment than in normal Civ and there will be more war units, concentrating gameplay on warfare and tactics. At the same time your capital can build everything as in the OCC mode, but if the capital of any civ gets capture that civ is destroyed.

Also as outposts will not generate too much income it will be difficult to maintain a big army. It will incentivate the use of military units to raze outposts, pillage or defend continuosly.


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Installation:
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1. Download the file
2. Extract the folder "Capitals&Outposts" to the \Mods\ folder in your Civilization installation directory.


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Playing:
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1. Make sure you have v1.61 of Civilization or Warlords 2.08
2. Load the mod
3. Choose any type of game.
Note: You may select the options for cities to not flip by capture, outposts are very vulnerable to this.


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Changes:
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v1.1:

Fixed bug were game was crashing sometimes when AI captured barbarian cities (should fix more things at the same time).

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v1.0:

  • Only capital can build settlers
  • Capturing(razing) the capital will destroy the civilization that owns it
  • Cities cannot be captured they are razed
  • The AI will have more defenders in the capital city
  • Secondary cities will act as outposts, with production limited to military units and some military related buildings. They will have limited culture, commerce and research production.
  • Changed starting era starting units so that only one settler is available
  • Removed limits on two national wonders per city and limits on wonders that require a certain number of buildings
  • Change victory conditions a bit (needs balance):
  • Some changes to Wonders (ones with same haven't changed):
  • UN modded to allow any civic to be forced and for diplomacy victory condition

More details in the readme file

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Additional Note for Warlords version:
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In this version I have included a new unit. In long games, during the beginning you don't need more military units and you can still not build wealth. Expansion can become very difficult, so there is this unit called City Builder.

It works similar to the engineer, it has a high cost and can hurry production of any building by 66% percent of its cost moreless. The AI uses them quite well also, I have used the Fast Worker from the indians to represent it.


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To Do List:
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Make AI better at playing the Mod (although I think it is quite good)

Add some war related mods like: Great Generals, Air Forces... (any ideas?)


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Download:

Capitals & Outposts Mod 1.1 for Civilization IV v1.61

Capitals & Outposts Mod 1.1 for Warlords v2.08
 
Really good idea. First annoying request... could you make it for Warlords?
 
I just spent a morning playing this mod. It's great , really good. Alexander attacked me and I just defended on forest hills. All he can do is stunt my production by raizing my outposts. Then it's time to rebuild for revenge.

One city needs refined status for a domination win. Good interesting variety of the game. Like it.
 
I'm getting CTDs. Do you want a save form the last auto save?

Here it is anyway.It crashes after 800 AD every time. I cant play more for a few weeks but this might help in some way.

This mod has great potential I think.
 

Attachments

I'm getting CTDs. Do you want a save form the last auto save?

Here it is anyway.It crashes after 800 AD every time. I cant play more for a few weeks but this might help in some way.

Thanks for the savegame it helped me to fix the problem.

I have uploaded a new version, it now works fine. I made a big mistake while coding (shame on me).

You can try it yourself, in your savegame, enter the worldbuilder and you will see the AI is going to capture a barbarian city in the North. If you delete their units by right clicking on them the game continues normally. Anyway as I say it seems to be fixed, just download the new version and continue with the savegame.

Thanks again.

Btw the Warlords version is comming soon ;)
 
I just have one thought on this mod, how about adding colonies, like the ones from Civ3 where they are connected to roads that connect to the empire to help generate a little cash and resource?
 
Uploaded warlords version of this mod.

Btw, for me it is more challenging as early expansion which is crucial to win normal games is more difficult as you have to raze all cities.

Also note that in the warlords version I have included a new unit called City Builder which is described in the first post. Any feedback will be appreciatte, to balance it, aswell as the victory conditions.

I just have one thought on this mod, how about adding colonies, like the ones from Civ3 where they are connected to roads that connect to the empire to help generate a little cash and resource?

Well, outpost act like colonies, they generate little cash, science and culture and will get you resources that are in their culture area.

Btw, sorry for the lateness, I lost some code in the 1.61 version and it has been hard to do it again for Warlords, couldn't remember what I changed :)
 
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