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[Mod] LoR #starleaf

starleaf

Chieftain
Joined
Oct 18, 2025
Messages
6
I made a modmod.

I wanted to play civ4. Long time no see. Grabbed the LoR mod which straightly improves the base game. Saw how we can easily change the game ourselves. Thought yeah I'll change some early units, a few tech things. Boom. Obsession. Here we are.

In the civ 4 resources: https://forums.civfanatics.com/resources/legends-of-revolution-modmod-starleaf-overhaul.32593/

Did anyone try it yet?

I posted an update yesterday, rebalanced and altered some audio.

What are the rules about updating/distributing a 15 year old mod? (why am I so old?) Requiring people download partial files to merge with the original feels inconvenient than placing a complete zip folder that says 0.92, etc

Btw I figured out I can play this in online mutliplayer with my friends by hosting an internet game, while the 2nd/3rd players have steam boot to the mod directly by having the launch option be:

mod=\[nameofmodfolder]

Then the host invites the players by the steam friends list. Idk if anyone at all is still around playing civ 4 online multiplayer modded and what they do. But I found they cannot find the game lobby without this method. I thought about options like hamachi etc, but figured this out first, not needing 3rd party software.
 
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I have not tried it yet but will!!

Also down for multiplayer at some point...
 
Btw I figured out I can play this in online mutliplayer with my friends by hosting an internet game, while the 2nd/3rd players have steam boot to the mod directly by having the launch option be:

mod=\[nameofmodfolder]
Turn Python exceptions on, Steam launch is prone to ruin more complex mods, so it might've been terribly broken without you knowing.
 
I made a lot of balance changes since November, expanded the dimensions of the civic screen (python file), and tweaked words in tooltips (english setting only) in a way that looks cleaner to me. There were about 3 or 4 waves of changes I did not bother to update publicly, partially because I'm overthinking how I should. Limited to a 20 MB upload in the modpacks section and patching over the install is not an ideal experience. Also, it's not my mod. I didn't reprogram and recompile anything yet, still. I just made file edits!

I feel like LoR#starleaf0.93D is a fine enough break point because I'm either getting temporarily tired on playing and changing this civ4 modmod; or I am about to consider some peculiar changes (grenadiers and tanks doing collateral to a 2nd unit; which would definitely favor attackers; perhaps could remove blitz as a tank baseline yet increase access to that promotion).

On google drive here is the folder I last played some games on LoR#starleaf.0.93D (428.8 MB)

There's a lot of changes listed in the docs but: Creative got a nice buff from gaining +1 happiness from monument. Also, barrage on siege may be a very strong promotions (overpowered). Hagia Sophia now has effects (2 local trade routes and built units receive Medic3). Religious temples have +1 food; it was my friend's idea and works quite if you want to stack religions (and manage the multi religion turmoil and spend hammers on religious infrastructure rather than conventional things)

Future considerations: slightly buff enlightened as it's not quite financial or organized or spiritual level, with a +5% research or +1 per city (early religion grab) or +5% on monasteries. Consider if acadamies are too strong; organized is too strong on large maps at 70%. Try explosive units with collateral (tanks/grenadiers/anti-tanks). Find how to encourage AI to build more siege units. Weaken siege units again (Apparently catapult hits 5 units and treb 4; -1 for all siege units; lower treb cost); and tune barrage for field warfare but not outperform city raider for cities.

LoR#starleaf.0.93D (428.8 MB)
 
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