[MOD] Mylon Mega Mod - Enhanced Cultural Model and more!

Yeah, I remember founding one of the religions and hearing that pleasant soundbyte. Then later hearing some Enya I heard the same soudbyte and I had to stop the music and play it again. It was a weird feeling.

I don't think including very specific music or getting Jon Schafer in the credits is much a part of the success. I just gotta work up a great design that sets the game significantly apart from vanilla. Fall from Heaven did this excellently, even if I found the execution lacking in a few areas (thus my modmodmodmod).
 
+1 for a 3.19 version of this mod. It's simply the best mod out there, and I was very sad when it no longer worked after the 3.19 update.

Also Kenpachi Zaraki, having played civ5, I would never touch a mod with Schafer's name on it ;)
 
Hi gurocat, welcome to the board. I agree that it was sad when this mod didn't work with 3.19. I even waited a while to update so I could continue playing this mod. I still remember the chuckle I got out of seeing the massive city radius for the first time while setting my workers in the city view screen. It was freaking hilarious.

After this mod no longer worked with the update I pretty much just played vanilla BTS, with some text tweaks. Then I discovered the wonder that is the Multiple Production Mod.
http://forums.civfanatics.com/showthread.php?t=326545

I was excited for a time thinking that Mylon's expanded city radius would be combined with the multiple production mod. A board member by the name of Arri stated that he might try to combine these two ideas and make it compatible with 3.19, as discussed in the following thread.
http://forums.civfanatics.com/showthread.php?t=241976&page=11

It is true that there are several mods that have combined both of these ideas, the only problem is that they have so many mod components in the game that stability can be an issue, which was never the case with Mylon's mod. I am however, thinking about trying Rise of Mankind: A New Dawn, the mod made by Afforess. Like Mylon , he seems to have made a quality mod. I believe that I have read on these boards that some of the issues with the larger mods can be sorted out by disabling UAC ( User Account Control ) in Vista, so I am hopeful of it being playable on my system.

I do admit that I feel a little bit bad for Jon Shafer, he cared a great deal about the civilization franchise and must have felt honored to be put in charge as the lead designer of Civ 5. That being said, something has gone horribly wrong with the latest installment of Civilization and I find it hard to believe that it will ever be fixed.

Luckily for me, this game was released Steam only, so it will never get the opportunity to disappoint me.
 
Well it seems an update is overdue. Been wrestling with some problems in Civ5. Though most of it is that I'm intimidated by modding the interface. :)

One thing I value highly is stability. I had some problems playing Kael's fantasy mod, especially in multiplayer, and it really bugged me.
 
Updated for BTS v3.19! The new mod version is 0.90, because larger numbers sell better. Not at version 1.0 because the mod seems some rigorous testing to make sure everything is working as intended. No new features at the moment, just a version update. As it may be a while before Civ5 is more stable, I may look into backporting the Social Policy system as I really like that.
 
ahh nice mylon, thank you for that.

ive been using this mod in 3.19 ever since 3.19 was released.

i cant play without it.

thank you.


***
having the polotics of civ 5 to civ4...is abother step in making civ4 the best game.
im sure a lot of people would be deeply in your debt if youll come to this.

g'luck.

kel your eternal fan.
 
Things I Like Most About This Mod:

*Expanded City Radius - This is the reason that most people initially became interested in this mod and is one of the top five coolest things ever created for Civ 4.

*Stability - After I was drawn in by the expanded city radius, I was quite pleased to discover that this mod was also very stable.

*More Powerful Resources - It is nice to see resources take on greater importance.

*Slower Healing Rates - This makes combat seem more realistic and also much more challenging when attacking into enemy territory.


Things I Like In Other Mods:

*Multiple Production Mod - To those who have read my other posts, you knew I was going to say it.

*Multiple Research - If your science is high enough you can get more than one tech in a turn.

*Ranged Bombardment - I hate suicide catapults.:mad:

I am also guilty of liking more religions, corporations, civics, resources, buildings and units, as long as it doesn't compromise the stability of the mod.
 
I could see the multiple production mod as this allows for more super cities that could produce an absurd amount of hammers.

I don't understand multiple research at all, as with how research scales the only way to accomplish this is to totally neglect some aspect of research (like fishing) and come back to it later.

Ranged bombardment is something I definitely agree with. I think at one point I gave catapults a decent base withdrawal chance, but I didn't see it when merging my code over. I should just go and do it properly.

I'm hard pressed to add more religions and corporations. The current number seems to be pretty decent. Civics are weird, as only so many can be used at once and they're pretty tough to balance. Resources I can definitely get behind, though it becomes tough to pick which ones get included and which ones don't. Buildings I also like, but this usually needs to come with a slowing down of the game to give more time to enjoy these buildings. Units is something I don't really agree with, as the current number seems to cover about everything.
 
I understand your point about the multiple research mod, it is definitely an idea with limited applicability.

Your point is also well taken on corporations and the like. Everything that is added to the game should fulfill a purpose and not just be more of the same.

I would be very interested to hear the philosophy you are taking with this mod. Any thoughts you could share on the current state of the mod and the direction you see it heading would be much appreciated.
 
That was mostly the problem I abandoned this mod. Twice. It's hard to get a good sense of direction. There's a lot of mods out for the game already. My goal so far is to add some more depth to existing mechanics to make a more well rounded game.

This includes a more robust and meaningful cultural model. When I played a game and the dutch started flipping my cities from across the map because they just had that much culture and trade, it was rather amazing and exactly what I wanted.

I also want to make military actions more meaningful. In the base game units don't cost anything to maintain and it seems like in some circumstances they heal instantly. Combined with suicide catapults, too much emphasis is placed on spamming units and the large amount of collateral damage means the attacker typically wins. Civ5's combat system (excepting the weird differences between ranged and melee units) seems to be a huge step forward in that regard, but the AI doesn't know how to handle it.
 
It is easy to see that their are some problems with the combat system of Civ 4. Anything you can do to alleviate any of these problems will be well received. This also seems to be an area of modding that has been somewhat neglected, although I admit that I don't follow the mod work very closely so I could be mistaken.
 
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