[mod]Civ Unique Wonders Release Thread

HadesScorn

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Posting the release editions of the CUW mod here for ease of use.

Each wonder requires a mid-level tech and several resources and buildings to enable. It provides a universal bonus or a bonus to units built in the host city. It also provides a decent boost to GPP.

Future versions will include:
-A wonder for every civilization in base FfH
-A version for FF with every FF civ represented
-Several new UUs
-Bonuses to building yields after creation of the building.

Status: ALPHA
XML Errors: None
Version: 0.01
Download: Currently unavailable, see below for installation method.

Release Plan:
0.01: Majority of initial Wonders created. Released
0.02: All FfH civs have a Wonder
0.03: All Wonders' primary effect is enabled
0.11: UUs, UPs, UIs created
0.12: UUs, UPs, UIs functioning
0.13: Wonders relating to UUs, UPs, UIs work properly
0.14: PIE! spell created
0.21: Building Yields enabled
0.22: Wonders' building yields function
0.31: FF civs added
0.32: FF Wonders functioning
0.51: Packaged as a module
1.00: CUWs works flawlessly and is integrated into not only FfH, FF and FF+ but also Vanilla, causing much confusion.

Changelog:

V 0.02: [unreleased]
1. Kylorin's Legacy requires Body Mana instead of Law Mana.
2. Added Sidar Wonder - Library of the Mists
3. Calabim CUW correctly listed as "Feasting Hall" in civilopedia.
4. Kylorin's Legacy adds UP "Kylorins Legacy" which grants +20% vs Winterborn [if possible], Metamagic II and +1 Metamagic Affinity
5. Library of the Mists adds UP "Shifted" which grants +10% withdrawal and Immune to Capture.
 
Amurites
Theme: Mages
Wonder: Kylorin's Legacy
Tech: Sorcery
Resources: Fire Mana, Metamagic Mana, Mind Mana, Death Mana, Law Mana
Buildings: Mage Guild
GPP: +4 Great Scientist

Kylorin's Legacy causes all melee and archer units built in the city containing Kylorin's Legacy to receive Channeling 2, allowing them to learn level 2 spells after Gonnovan has been built. Mage Guilds produce +1 research. Requiring mana from each sphere, Kylorin's Legacy represents the magical heritage of the Amurites expanding as more and more mages are born with each generation.

Balseraph
Theme: Slavery
Wonder: Cirque de Esclavage
Tech: Drama
Resources: Dye, Cotton, Gems
Buildings: Elf Cage, Dwarf Cage, Human Cage, Orc Cage
GPP: +4 Great Bard

Cirque de Esclavage grants a universal +2 Happy for the Balseraphs, and every carnival generates +1 gold. Cirque de Esclavage represents Perpentach's love of sentient performers acting out his dramas.

Bannor
Theme: Militant Law
Wonder: Martyr's Wall
Tech: Military Strategy
Resources: Bronze, Iron, Marble
Buildings: Training Yard, Archery Yard, Stables
GPP: +4 Great Commander

Martyr's Wall grants +100% military unit production in the city where it is built, along with each training yard generating +1 culture. The Martyr's Wall represents a time when the Bannor finally memorialized their countless dead with a gigantic wall, each name since their escape from Hell being inscribed by an artisan.

Calabim
Theme: Vampiric Overlords
Wonder: Feasting Hall
Tech: Feudalism
Resources: Gold, Gems, Dyes
Buildings: Inn, Breeding Pit
GPP: +4 Great Merchant

The Feasting hall stores an additional 30% of food, allowing the chosen city to effortlessly feed the growth of high-level vampires in a short period of time [with all food storage buildings, the city stores 90% of food after growth]. Every breeding pit generates an additional +1 food. The Feasting Hall is a large structure where the oldest Vampires go to flaunt their wealth and human slaves before feasting on some of the most succulent souls Erebus has ever produces.

Clan of Embers
Theme: Orcish Horde
Wonder: Orc Moot
Tech: Military Strategy
Resources: Cow, Sheep, Pigs
Buildings: Warrens, Training Yard
GPP: +4 Great Commander

The Orc Moot provides free promotions to every unit built in the chosen city, even if the required technology has not been discovered. Mobility I, Shock I and Commando. Additionally, every warren generates +2 hammers. The Orc Moot represents the Clan finally using the traditional meeting of the Clans to train their young for combat, and to plan for their next conquest.

Doviello
Theme: Wolf Pack
Wonder: Call of the Wilderness
Tech: Animal Handling
Resources: Cow, Iron, Corn
Buildings: Command Post
GPP: +4 Great Commander

The Call of the Wilderness allows the chosen city to produce Heroic Wolf Packs. These start with Hero, a base strength of 6, and have access to weapons promos. National limit of 4. Additionally, it grants every city a UB “Wolf Totem” which generates +1 culture, allowing faster fat cross spread. Call of the Wilderness represents when the Doviello trained a breed of wolfs that could understand basic verbal commands and began outfitting them with armor and sheathing their fangs in metal.

Elohim
Theme: Defenders of Erebus
Wonder: ???
Tech: Priesthood
Resources: ???
Buildings: ???

TBD

Grigori
Theme: Agnostic Neutrality
Wonder: The Middle Path
Tech: Philosophy
Resources: 20 AC
Buildings: Adventurer's Guild
GPP: +4 Adventurer

The Middle Path grants an additional +2 universal happiness as Cassiel's philosophy spreads with the force of a standard religion. Additionally, each monument grants +2 production as the works of man inspire him to greater efforts in the fight for neutrality. The Middle Path represents an increasing adoption of Cassiel's message as citizens see the approaching Armageddon.

Hippus
Theme: Horselords
Wonder: Breeder's Guild
Tech: Stirrups
Resources: Horses, Iron
Buildings: Stables, Training Yard
GPP: +4 Great Commander

The Breeder's Guild grants +5 XP for each mounted unit produced in the chosen city, along with every stable granting +1 gold. The Breeder's Guild represents the application of selective breeding to increase the performance of the Hippus Horse stock, and the additional commerce the desired horses generate.

Illians
Theme: Return to the Age of Ice
Wonder: Tears of the Fallen
Tech: Priesthood
Resources: Ice Mana, Iron
Buildings: Temple of the Hand, Training Yard
GPP: +4 Great Prophet

The Tears of the Fallen grants an additional Ice Mana, enhancing the powers of both the Priests of Winter and your mages. Additionally, every Temple of the Hand generates +2 production. The Tears of the Fallen are the recovered tears of the Illians' God, and contain a remnant of his power. Their existence spurs the Illians to work for his return.

Infernal
Theme: Armageddon
Wonder: Ritual of Desecration
Tech: Strength of Will
Resources: Chaos Mana, Death Mana, Entropy Mana
Buildings: Infernal Palace
GPP: +4 Great Engineer

The Ritual of Desecration grants all units built in this city Scourge. Additionally, all forges generate +1 hammers as the forges of Hell begin to work in earnest. The Ritual of Desecration allows the Infernals to quickly expand their cities and increase their war production.

Khazad
Theme: Mining Dwarves
Wonder: Underhome
Tech: Construction
Resources: Iron, Gold
Buildings: Forge, Overflowing Vault
GPP: +4 Great Engineer

The Underhome is finally connected to the far-flung Dwarven settlements. Dwarven Mines generate an additional +1 Food as the mushrooms and lichens of Underhome are introduced to the surface. Forges generate +1 gold as the surface resources are traded for the Underhome's treasures.

Kuriotates:
Theme: Inclusive Metropolises
Wonder: Dragon's Pact
Tech: Sanitation
Resources: Corn, Cows, Clams
Buildings: Granary, Smokehouse, Harbor
GPP: +4 Great Bard

The Dragon's Pact is the result of years of negotiation between Cardith Lorda and some of the “monsters” of Erebus. In exchange for guaranteed protection and sustenance, the following units are unlocked: Minotaurs and Vodyanoy. Every Tailor building generates +2 culture. The Dragon's Pact increases the war making abilities of the Kuriotates.

Lanun:
Theme: Pirates
Wonder: Captains' Moot
Tech: Optics
Resources: Clam, Fish, Crabs, Ale
Buildings: Sea Harbor, Lighthouse
GPP: +4 Great Merchant

The Captains' Moot generates +1 sea tile production in the chosen city, and every Sea Harbor generates +1 gold. The Captains' Moot is a yearly event where raiding and fishing rights are determined in the most democratic manner known to the Lanun, a drinking contest. Falamar is usually the winner.

Ljosalfar
Theme: Forest Elves
Wonder: The Felling of the Nine
Tech: Hidden Paths
Resources: Nature Mana
Buildings: Temple of Leaves
GPP: +4 Great Bard

The Felling of the Nine is a bardic tradition for the Ljosalfar, recounting when the Clan of Embers cut down nine majestic trees within the Ancient Forest. The resulting war killed thousands of Orcs and still inspires the oldest race to new heights in war. Units built in the city containing the Felling of the Nine get free promotions: Combat I, Shock I. All Groves generate +2 production. The Felling of the Nine can be moved like The Dragon's Horde, allowing it to be placed in the city best suited for military production.

Luchuirp:
Theme: Golems
Wonder: Sculptor's Sanctum
Tech: Engineering
Resources: Iron, Marble, Enchantment Mana
Buildings: Sculptor's Studio, Forge
GPP: +4 Great Engineer

The Sculptor's Sanctum allows for the creation of four Barnaxus' Children. These units have a starting strength of 6 and access to Weapons Promotions, along with the Hero promotion. Sculptor's Studios generate +2 hammers. The Sculptor's Sanctum resulted when Barnaxus was left alone in a Studio for a year. When the Luchuirp finally found him, they found the plans for his Children written into the stone surrounding him. Barnaxus, as always, would not speak as to why he had chosen to share the knowledge of his creation.

Malakim:
Theme: Desert Nomads
Wonder: The Path of Dust
Tech: Trade
Resources: Incense, Gold, Gems
Buildings: Inn, Desert Shrine
GPP: +4 Great Prophet

The Path of Dust is the result of hundreds of years of nomadic knowledge finally being consolidated. With the mapping of the scattered oases, trade in the desert is finally profitable. Every desert tile generates an additional +2 commerce.

Mercurians:
Theme: Righteous Angles
Wonder: Ritual of Purification
Tech: Fanaticism
Resources: Spirit Mana, Law Mana, Iron
Buildings: Training Yard, Temple of the Order
GPP: +4 Great Engineer

The Ritual of Purification grants all units built in this city Demon Slaying. Every Temple of the Order generates +1 gold as the true believers empty their coin purses to finance Basium's holy war. The Ritual of Purification draws additional Angels into breaking the Compact as they seek to battle Agares' influence on Erebus.

Sheaim:
Theme: Hastening Armageddon
Wonder: Agares' Call
Tech: Way of the Wicked
Resources: Entropy Mana, Death Mana, Incense
Buildings: Planar Gate, Mages Guild
GPP: +4 Great Prophet

Agares' Call grants a free Stigmata and Prophecy Mark to every unit built in the city, hastening Armageddon and enhancing your army considerably. Every Planar Gate generates +2 culture as the Sheaim revel in the arrival of each Demonic Ally. Agares' Call is heard by many citizens of the empire as the steady march towards Armageddon becomes an all-out sprint.

Sidar:
Theme: Life Everlasting
Wonder: Library of the Mists
Tech: Sorcery
Resources: Life Mana, Death Mana, Reagents
Buildings: Library, Elder Council
GPP: Scientist

The Library of the Mists holds the publicly available knowledge of the Sidar. Of course, publicly only applies to Sidar...and only to those likely to Wane one day. And who are wealthy enough to afford the yearly library membership fee. Containing tips and tricks for survival, it grants a universal +3 Healthy bonus. Libraries generate +1 gold. No Orcs allowed.

Svartalfar:
Theme: Elven Assassins
Wonder: Aeron's Council
Tech: Poisons
Resources: Iron, Dye, Enchantment Mana
Buildings: Spider's Pen
GPP: +4 Great Merchant

Aeron's Council meets regularly within the Svartalfar lands, bringing with them their unique knowledge of poisons. Grants units produced in the City Aeron's Kiss, a potent poison that provides +2 poison strength. Spider Pens generate +2 commerce as their industrializing of the venom produced finds a new market.


Fall Further Civs:
???

UUs:
Heroic Wolf Pack
Barnaxus' Children
Minotaur
Vodyanoi

UIs:
Dwarven Work Camp
Dwarven Shaft
Dwarven Mine

UPs:
Aeron's Kiss
 
Installation:

The attached files need to overwrite their originals in your CIV4 BTS MODS folder. Consider cloning the folder and renaming it so you don't render your current games unplayable. Once more of the mod is functional I'll learn the voodoo to create a module for casual users.

BACKUP the original files. That way undoing the mod is fairly easy.

Subsequent releases will replace the original attachments.
 

Attachments

  • Civ_Wonders_0.01.rar
    1.1 MB · Views: 313
Bug Thread v0.01:

Reported as Bugs (General)
1. Kylorins Legacy needs to require a Mana from Alteration rather than 2 from Divination. [Merddyn #5] - resolved
2. Calabim CUW listed as "Feasing" Hall in Civilopedia. [HadesScorn] - resolved

Reported as Bugs (Really a Feature)

Reported as Bugs (Balance)

Unconfirmed
 
In the install notes it says to overwrite files in CIV4 BTS MODS but i don't have any files with those names in there. Did you mean C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods?:confused:

Well, after a month figuring out how the install the files I found out that this stupid mod doesn't even work with the Fall Further 051, Orbis, or FFH Wild Mana mods. All I get are a bunch of xml errors when i try to load those mods and then a CTD. Those are the only mods I play so that was a waste of my time. Nice try though. 2 out of 10 for not enough install instructions and for not working for my mods.:mad:
 
Sounds very interesting! Although the patron God of the Svartalfar is Esus not Aeron.
 
The Ritual of Desecration grants all units built in this city Scourge.

Demon Altar already does this, and since the Infernal get Veil in all their cities for free, they can build Demon Altar in all their cities
 
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