ViterboKnight
King
- Joined
- Feb 6, 2006
- Messages
- 796
Once simply called MyMod, it's more than extra leaders, extra civs, extra units, extra stuff. A lot of new features make this mod a great experience!
Although quite similar to the classic Civ (no themed settings, no too big changes), it gives a lot more freedom to the player.
List of all changes and addictions (pdf).
DOWNLOAD CivUnlimited v. 4.317.2.0. (from Filefront. DISABLED)
DOWNLOAD CivUnlimited v. 4.317.2.0. (RapidShare)
Edit: added source code.
Brief description (pdf document):
(n.b. it's only an overview, only some of the main features are listed here)
The Great Heroes
This idea is taken from the old Colonization, where the Founding Fathers could be gathered by a certain civ, and gave some particular bonus. Here, there are six Great Heroes, received only by the first civ to discover certain techs, and who can be even conquered with a war. These heroes are: the Great Diplomat (improves relations with other AI civs; otherwise, gives another civ some gold to make him declare war on your worst enemy), the Great Explorer (gives you exotic troops; otherwise, reveals all the cities of another civ you have met), the Great Inventor (reveals a new strategic resource in a tile with a workshop), the Great Admiral (gives a Flanking I promotion to all your ships; otherwise, sells you a ship, or gives experience to a ship), the Great Statesman (gives a gold/research/culture/espionage bonus to a courthouse), the Great Medic (the only one unit with a Medic IV promotion, which heals units 50%/turn).
Global Events
There are random events which happen rarely, and tend to help the weakest civs, or to halt the strongest ones. When they are triggered, they pick the civ who will receive their effects. Helping global events tend to help the weakest civs, and they can give a free tech, start a golden age, cause a population boom, or give an army of offensive units. Halting global events tend to penalize the strongest civs; the only one halting global event at this time causes a period of anarchy. If the gap between the chosen civ and the others is very large, the caused effect is even bigger (for example, two given techs instead of one).
Modified the AI for an early unique unit
Each leader has new attributes that make the AI to more likely to declare war during the period of his unique unit. It is expecially valid in the early game, and with warmonger leaders.
Diplomatic option to make a leader to prepare for a war
Together with the Declare war on option, there is a new diplomatic option, Prepare for a war. These have quite identical behaviors. The only one difference is that the second option does not force the leader to immediately declare war, but to begin preparing for the war, training units, forming armies and fleets, and eventually declare!
Fundamentalism and Religious orders
A new tech, the Fundamentalism, allows every civ to receive a free Religious Order Founder. You can keep him in a city, unless he decides to found a religious order. You can found an order of a religion you choose, but it must be your state religion, and this religion must be present in the city you choose. Founding a Religious Order costs a big sum of money, a period of anarchy, and the lose of the Founder. The Religious Order gives the city several bonuses (gold, happiness, culture, espionage, experience to units), although these bonuses disappear if your state religion is different from the Orders one.
A lot of new stuff
Tons of new units, new buildings and wonders, new techs, new civilizations, new leaders, new traits, new resources, new promotions, new events





Although quite similar to the classic Civ (no themed settings, no too big changes), it gives a lot more freedom to the player.
List of all changes and addictions (pdf).
DOWNLOAD CivUnlimited v. 4.317.2.0. (from Filefront. DISABLED)
DOWNLOAD CivUnlimited v. 4.317.2.0. (RapidShare)
Edit: added source code.
Brief description (pdf document):
(n.b. it's only an overview, only some of the main features are listed here)
The Great Heroes
This idea is taken from the old Colonization, where the Founding Fathers could be gathered by a certain civ, and gave some particular bonus. Here, there are six Great Heroes, received only by the first civ to discover certain techs, and who can be even conquered with a war. These heroes are: the Great Diplomat (improves relations with other AI civs; otherwise, gives another civ some gold to make him declare war on your worst enemy), the Great Explorer (gives you exotic troops; otherwise, reveals all the cities of another civ you have met), the Great Inventor (reveals a new strategic resource in a tile with a workshop), the Great Admiral (gives a Flanking I promotion to all your ships; otherwise, sells you a ship, or gives experience to a ship), the Great Statesman (gives a gold/research/culture/espionage bonus to a courthouse), the Great Medic (the only one unit with a Medic IV promotion, which heals units 50%/turn).
Global Events
There are random events which happen rarely, and tend to help the weakest civs, or to halt the strongest ones. When they are triggered, they pick the civ who will receive their effects. Helping global events tend to help the weakest civs, and they can give a free tech, start a golden age, cause a population boom, or give an army of offensive units. Halting global events tend to penalize the strongest civs; the only one halting global event at this time causes a period of anarchy. If the gap between the chosen civ and the others is very large, the caused effect is even bigger (for example, two given techs instead of one).
Modified the AI for an early unique unit
Each leader has new attributes that make the AI to more likely to declare war during the period of his unique unit. It is expecially valid in the early game, and with warmonger leaders.
Diplomatic option to make a leader to prepare for a war
Together with the Declare war on option, there is a new diplomatic option, Prepare for a war. These have quite identical behaviors. The only one difference is that the second option does not force the leader to immediately declare war, but to begin preparing for the war, training units, forming armies and fleets, and eventually declare!
Fundamentalism and Religious orders
A new tech, the Fundamentalism, allows every civ to receive a free Religious Order Founder. You can keep him in a city, unless he decides to found a religious order. You can found an order of a religion you choose, but it must be your state religion, and this religion must be present in the city you choose. Founding a Religious Order costs a big sum of money, a period of anarchy, and the lose of the Founder. The Religious Order gives the city several bonuses (gold, happiness, culture, espionage, experience to units), although these bonuses disappear if your state religion is different from the Orders one.
A lot of new stuff
Tons of new units, new buildings and wonders, new techs, new civilizations, new leaders, new traits, new resources, new promotions, new events




