Dearmad
Dead weight
- Joined
- Aug 18, 2001
- Messages
- 1,527
New Balance v3.2
18 Jan 07
by Peter Shafer
Works with Civ IV Warlords v2.08
INTRO:
This mod lengthens the game. TECHNOLOGIES drive the pace of the game- they come slower. You can mess with units more before the next tech obsoletes them. Other things are slowed down a too: city growth, etc... proportional better than the vanilla EPIC/MARATHON game.
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***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
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USE:
UNZIP to the civ4\warlords\mods\ folder like any other mod. So you should have a "New Balance" folder right under your MODS folder in your main CIV directory.
The file is at:
http://forums.civfanatics.com/downloads.php?do=file&id=309
The readme:
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v3.2 This one removes the Unitstat mod, but keeps Sevopedia- Unitstats caused a CTD consistently. Sorry.
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(FIX)
With removal of Unitstat mod, but keeping in Sevopedia, the CTD during Industrial times apepars to be gone. Sorry, but can't keep a change in if it disallows ever finishing a game.
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v3.1 This one adds in the updated Sevopedia AND unitstats (fun!).
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(CHANGE)
Removed withdraw chance from Woodsman and lower level Guerilla as this made the promotion behave strangely. So only the patch v2.08 30% w/Guerilla is active. Took out the withdraw chance for Guerilla line of promotions; same reason, it didn't work; you could not get the promotion.
(FIX + CHANGE)
Merge with Sevopedia and Unitstats for this mod is working right. This was trick.y Grr...
(CHANGE)
Saladin is aggressive/protective. It makes for an interestingly more historical character. Fun to battle, but not so clued in economically.
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v3.0 Mostly to make it compatible with v2.08 of the Warlords PATCH.
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(FIX)
Added in all changes made by the Warlords 2.08 Patch, except where directly contradictopry to changes made by this mod.
(CHANGE)
Added +1XP Siege units when made in cities with a Castle. The +5 for Citadels is a lot, and I thought other civs could use a tiny bonus...
(CHANGE)
Shrines are not immune to nukes. Not sure why the patch made them immune. I'm open to hearing arguements for and against, but for now. They go up in smoke sometimes. Religious unrest might very likely follow destruction of a civilization by nukes...
(CHANGE)
Military Academy +33% production, lowered from 50%. (Which is still higher than the 25% it was prior to the patch.
(CHANGE)
Woodsmen Promotion line gains +5% and +20% withdrawel.
(CHANGE)
Guerilla level 2 has 15% withdraw chance.
(CHANGE)
Trebuchet cost increased to 70. This is up from 60.
(CHANGE)
Mall increased to +8% commerce. Comemrce values in this mod are reduced in general, and +20% for malls is way too much money floating around in the game. So it's increased from a 5 (previous level in this mod) to an 8 percent bonus.
(CHANGE)
Leadership continues to give +50% XP. The human player is the only exploiter of these types of bonuses. +100% is too much in favor of the human for my taste. Stays at original 50%.
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v2.3c
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Commando promotion requires Combat 3, not Combat 4 now. So you'll see this a bit more often.
Wine now provides happiness (if you have it) at Pottery too, don't have to wait until Monarchy.
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v2.3b balance changes mostly
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(FIX)
Fixed exploit posible with removing jungles by means of techs earlier than Biology. Can still use resources earlier, though.
(CHANGE)
Laboratories with electricity, not computers now. But first civ to tech Computers gets the free engineer now, rather than that happening at fusion.
(CHANGE)
Pasture allowed at Gunpowder rather than with Biology, so earlier, just in case some pigs show up in your jungles.
(CHANGE)
I wanted it so that the first person to build the Manhatten Project had some sort of advantage. BUt this is impossible without SDK modification. So I'm settling on the next best thing. The FIRST civ to discover FISSION gets 1 free ICBM. Eventually the building of the Manhatten Project will make nukes possible for everyone.
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v2.3a balance changes mostly
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(CHANGE)
ICBM select sound is shorter.
(CHANGE)
SEALS no longer board Submarines. It was pointed out that this was a wee bit too powerful for sneak attacks.
(CHANGE)
FRIGATES/IRONCLADS granted 5% bombard. If the AI abuses this, it may be revoked.
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v2.3
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(FIX)
New air unit range graphic works now in LOW RESOLUTION TEXTURE mode too. No more cluttered squares when you select an air unit.
(FIX)
Dates fixed for all game speeds. However I did a superior job of this for the NEW BALANCE game speed, which is to say I did an INFERIOR job of this for other game speeds.
NEW BALANCE is the speed the game is recommended to be played at with this mod. I don't spend hours and hours fine tuning those game years to match tech advance, like I have at NEW BALANCE speed. Word.
(ADD)
Better sounds for:
SUBMARINE: I edited this sound myself... proud of it. The sheep bleeting sound of the sub when you Zzz'ed it drove me NUTS... so now its a nice sonar sound.
ICBM select... I missed the air raid siren sounds... now it's back in a big way. I made this sound too...
IF I end up adding a lot more sounds or something (I DOUBT I ever will.. these were just some that drove me NUTS since CivIV came out...) I'll break them off as an optional download to save people on dialup some time.
(ADD)
Adopted Sevopedia.. It's integrated into the mod. The layout and functionality of his pedia kicks butt. 'Nuff said.
(CHANGE)
BUNKER moved back to ELECTRICITY (earlier). Air power is strong enough... some defense is justified.
(CHANGE)
Conscription Anger reduced to 1 from 3:
Wow, big change... but... Nationhood Civic needed this, AND ANGER is a bit more prevelent in this mod, so this stood to be reduced.
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v2.2a MINOR UPDATE
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(FIX) Graphical glitch: Unit formations with newly introduced flavor units from v2.2.
(FIX) Warlords bug where Guerrilla 1 was not available to Melee units, but Guerilla 2 & 3 were...(?)
(CHANGE)
ROAD in JUNGLE with IRON WORKING
CAMPS/QUARRIES in JUNGLES with METAL CASTING
PLANTATIONS in JUNGLES with GUILDS
MINING in jungles with GUNPOWDER
PASTURE/WELL/REMOVAL of clear JUNGLE with BIOLOGY
This moves two of these up significantly but still postpones them from Vaniulla civ.
(CHANGE)
Great General first threshold lowered. Increase of XP required after that increases more slowly. The reasoning is that with GP's you continually accelerate your generation of points toward them (adding wonders, etc...) at a very rapid pace... Your military, on the other hand, doesn't consistently generate more xp at quite the same pace. Yes, it gets larger and you tend to generate more in the endgame, but not at quite the pace vanilla was going at. So it's lowered a bit to generate GGs at a pace that more closely matches GP rate.
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v2.2
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Two BIG CHANGES:
(ADD)
Massive graphics additions using flavor units. I stole all the new graphics units from the Warlords scenarios that I liked and/or could fit in. Then I plugged them into the Main Game, so now Chinese Swordsman look like... *gasp* Chinese Swordsman! Mongol Knights look... well, like knights not from Europe and Celtic chariots no longer look like they are from EGYPT! Chinese Triremes are Chinese in flavor, etc... NO STATS have been changed, and each civ has ONLY it's single UU as per the NORMAL game, but the graphics look shiny now! I really like the way this looks... no new graphics added, just re-referenced the unit graphics to art files that already existed. The world looks a lot more diverse up to the middle ages now!
(CHANGE)
Non-State Religions are -1 Unhappiness:
This is counterbalanced by building temples to those religions, obviously. This changes religion into a zero-sum game *except* for the state religion you choose, or the freedom of religion civic. The other way of gaining +1 is with incense and should you build the large religious building associated with each religion when you've built 5 temples to that religion (A cathedral, for example). Overall, this means larger cities with lots of religions in them have a potential for lots of civic unrest, should you choose not to manage them. You need to think a little more now about how to manage religion in your empire. Before this change, I found I never needed to build the other religious temples as religion was always a positive influence on a city, no matter what... this just doesn't follow from history. Finally, I think I have the religion change I've been looking for in my mod! Something simple but which affects gameplay somewhat profoundly, as religion should.
(ADD) Barbarians units now possible: Catapult, Cannon, Infantry, caraval (Frigate was already theoretically possible, so I didn't have to activate that one).
(CHANGE) Bombardier: +25% vs. Musketman, +10% City Attack, +10 cost. Also:
(CHANGE) Musketmen (and UU's based on them): +1 STR to 10. This was a hard call, but I have to admit they feel underpowered in game after game I've played. I don't think of them as uberunits, I know they are less effectual gunpowder units in history and it took hundreds of years to get gunpowder right... but in the *game* they are a little too close to being White Elephants... so a little more STR to them.
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v2.1
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Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to flow the way you expect.
BIG changes to CIVICS. Look at the table in the game. Each change has its game reasons, all of them I try to rationalize through what might actually happen in each system... for example Radio Towers bring unhappiness in Caste system due to spreading media that show the inequalities, or, another example, Courts bring -1 unhappiness in FREE MARKETS due to the stifling effect laws have on truly "free" markets (OK this one's a bit tongue in cheek, but with an extra trade route, there needed to be a balance of some sort). At any rate, I expand the advantages AND disadvantages here and there to further differentiate the Civics. It plays a lot more fun for me now, and commands a real choice at times.
Units from Infantry onward are more expensive (about 25% more). What this amounts to (from my testing) is that you cannot field as many of them as quickly as before, but you never needed to as they are still hugely effective versus units of the previous era. So, what happens is you won't have massess and masses of units clogging up the late game. That's all. I noticed that in ALL my games I end up with armies coming out of my ears by the late game... in a proportion that was just not... well it made the late game a mess. Obviously not a mod for unit whores.
Globe theater cheaper. Its effect is limited and doesn't justify that many hammers.
Artillery: Railroad + (Rifling or Physics)
So artillery pushed back just a little...
Bomb Shelter (anti-nuke) with Mass Media (so later):
No one gets all hyped up to build their backyard shelter unless there's mass media, and no one gets the message before it's too late to get INTO it once it's built, without Mass Media. And besides... this building came WAY TOO EARLY in my opinion for nukes to have as serious of consequences as I think they ought to have.
Horse resource is +1 coin.
Horses are still not influencing history the way I like so I upped them here. They are a pack animal like no other and allow distribution of goods across your nation better than any other method other than rivers. An abundance of them in your culture is a good thing.
Grenadiers with Rifling and Chemistry:
They usually occur hundreds of years before Rifleman in most games. Uh... no. So now they need Chemistry and Rifling. You can still get them at the same time as Rifleman now, but you'll have rifleman at the same time at least... ALSO this has the effect of keeping Musketmen in the game longer as you can't beeline in one-tech to a superior unit.
Cannon Moved back to Chemistry + Replaceable Parts, and a little more costly.
So they'll occur a little later with slightly less numbers. I'm trying to eke out a Musketmen/mixed medieval age (rennaisance age?), plus room needed to be made for the Trebuchet.
Trireme upgrades to Frigate only not Caraval. Must build Caravals from scratch in order to begin the Age of Exploration...
Caraval upgrades to Frigate ONLY, not submarine...
Changed artwork for Airplane ranges. The big square box was cluttered and ugly... so now it's a nice, soft, open circle... Ahhh... much easier on the eyes.
Geat People: All their special abilities are upped by 25% or so, but Golden Ages are upped in length by 50% to make those more appealing (and this is what the AI uses a lot anyway).
Trebuchet reduced to 75% City Attack. Price returned to original 60 hammers.
Event message pop-ups (those little icons that pop up that you can click on to take you to the site) last much longer now so there's no huge rush to click on them in order to locate events you want to check out.
Internet at Mass Media (earlier).
Culture level increases defenses more slowly: 10, 30, 50, 70 and finally 100 at Legendary. So city walls are more helpful early on. This is an old change I never documented.
Frigate and Ironclad: No Bombard. This is something that takes a lot more power than they had- I reserve this function for more modern navies. Besides, it really slows the game down needlessly in war. The AI spams them to no real effect.
Drydocks moved earlier to Construction (requires Sailing too though).
Catapult moved earlier to Mathematics (requires Bronze working too though).
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v2.0
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Map revelation from goody hut reveals more.
Works with WARLORDS retail version 1.0 (This was the biggest effort- loads of changes to format of various xml files)
All ships +1 speed from Vanilla, except Caraval/Ironclad +2, except workboat (stays at 2).
Workboat cheaper.
Spy mission cheaper now, except the sabotage one. But now spies cost 1 extra support.
AI no longer gets 10 free production at start of game (this is an old change I never documented).
Added Arctic/Desert combat promotions.
Added base Withdraw chance to some mechanized units. increased Cavalry unit withdraw chances in general. These units were too underpowered for historically how powerful horses make civilizations.
Archer units gained +20% and +10% (when mounted) versus Axemen when attacking. The AXEMAN unit has always made swordsmen worthless, now there is a further reason why you might choose swords men.
Increased graphic size of Spies, CA, BB, Workers slightly.
Decreased WORKER figures from 2 to 1.
Decreased MG figures from 3 to 2.
Added first strike chance to Explorers and Scouts (they're sort of ambushy units). Explorer STR=5 (was 4).
GALLEY and Trireme cost 25 (was 30). The economy needs them cheaper for them to appear in the right numbers, IMO.
CIVICS CHANGES:
Too many to list here. Check them out IN GAME. They are different now.
Commerce buildings reduced in effect, generally: BANK provides 40% commerce bonus, Market 20% (was 25%). Etc...
Knowledge buildings reduced similarly to commerce buildings.
Reworked date advances s to better match technology pace of game.
Scaled back to 33% the bonus Industrial gets for making wonders.
FORGE costs 100 not 120
ALL SWORD UNITS gain 25% DEFENSIVE bonus vs. ARCHER (not vs. longbows and x-bows, though).
CARRIERS carry 4 not 3 units, are slightly cheaper (the real cost is the planes).
KNIGHTS/MACEMEN moved to slightly different research track.
SUBMARINES gain 25% attack versus TRANSPORTS. Slightly cheaper too.
BATTLESHIPS slightly more costly.
UNITED NATIONS with FISSION (So a little earlier)
Radio Towers with RADIO
OIL is more clumpy in distribution:
A few nations now will tend to control it- and it's easier to take it militarily- makes it more strategic I think.
NAVY SEAL can board SUBMARINES.
ADDED 2 PROMOTIONS:
DESERT COMBAT and ARCTIC COMBAT: +25% defense in terrains, plus double movement in those terrains. Requires Combat I first.
U.S.A flag changed to Betsey Ross style.
CLEAR JUNGLE with BIOLOGY!
I changed this back from Steam power for many reasons. Steam Power is a powerful enough tech. The REAL reason the US could build the Panama canal wasn;'t steam power alone, it was defeating the mosquitoes... biology. And lastly because this line of reasearch (butter) needed a boost versus the other line (guns). No more debate on this, this is my mod, I make it how I want to play the game. if you don't like this, change it back yourself. Anyway, further reasoning: Jungles are FIERCE scary DANGEROUS places, damnit! It was medicine that allowed the panama canal clearing of jungle, no amount of slaves dieing in great numbers could do it! So jungles stay on the map until the 1800's or so... nice.
Note that you CAN build ROADS, CAMPS and PLANTATIONS and MINES and such in JUNGLE with GUNPOWDER which is much earlier than MEDICINE. This is to help get those trade items (Ivory and Bananas) into the game a little earlier than medicine, and to simulate that Conquistadors used the natives to do the work by dominating with guns and forcing them into slavery.
COTTAGES built with MONARCHY (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slighty betetr knowledge of civics before you have suburbs. This change is hard to deal with if you're used to having loads of $$ in the game- you will need to balance your economy much more carefully now.
WINERIES with POTTERY:
Why? Well, duh!
SPY & SCOTLAND YARD available with NATIONALISM:
Why? Because waiting until COMMUNISM SUCKS.... and besides the plans for textile mills were stolen by "spies" in real life back in the 1700's or so... I figure an earlier tech should get you spies.
SCOTLAND YARD and spies are cheaper:
Spies need to be earlier in the game...
MAP TRADING with ASTRONOMY not with paper:
Because I want larger black spots on the map a little longer... give my sailing ships something to DO!
TECH TRADING with GUILDS not with Alphabet:
I think this makes sense to some degreee, plus tech whoring early in the game can ruin it.
GREAT LIBRARY with ALPHABET not literature:
Literature is NOT what was in the great library in real life- it was scientific texts and philosophy, this wonder can be one tech earlier.
DRY DOCKS with ENGINEERING (was steel):
Shipbuilding is an ancient art really, and the concept of dry docks goes back to ancient Greece and the Cartheginians... so we'll compromise- this allows more sailing ships to enter the game if you want to focus that way.
CARAVAL carries TWO special units:
As they were, even with more time to use them, the Age of Discovery wasn't quite as fun as it ought to have been when I played TERRA maps... so I let the caravel be a little more effective at delivering Conquistadores (Explorers and Missionaries if you will).
CANNONS require GUNPOWDER + Printing Press (was steel + gunpowder):
This unit came WAY too late in the game, in my opinion- about 1 tech away from ARTILLERY! So now it can occur in the gunpowder age, but not instantly with gunpowder, you need to have researched the other mechanical branch a little too.
AMBUSH PROMOTION not available until you develop STEEL
FORBIDDEN PALACE, CITY WALLS, and CASTLE are cheaper to build.
PAPER needed for Beaurocracy (was civil service- so it's one tech later).
SHEEP: +1 food, prod. and trade w/pasture (was +2,0,+1).
WHALE: +1 Prod and food as base tile. (was +1 food)
CAVALRY upgrades to Tank OR Gunship: I've no idea why cavalry to gunships was in the vanilla game since all the worlds cavalry was usually dead in the intervening 100 years that tanks and artillery ruled the lands... so, now human and AI have a choice.
CASTLE with CONSTRUCTION (was engineering): so it's earlier
Reworked TECH REQUIREMENTS for FLIGHT, ARTILLERY, ROCKETRY, and COMBUSTION to make those a little harder to run for without supporting techs. FLIGHT was too easily skipped completely- I didn't like that for the space race.
MARKET is a -1 health building.
It brings in a lot of trade, people, and so disease (like the plague) so this needs to be represented somewhat in the game, IMO. (Besides I want something to slow city growth just a tad.)
Balanced start locations better at higher difficulties.
Units after Warrior and up to Musketmen are 5 prod. cheaper to produce. This has the effect of making the classical/Medieval age more populated and a bit more "lively."
Workshops come with METAL CASTING. (Earlier than vanilla)
AI HANDICAP is now truly much closer to EQUAL with the player on NOBLE difficulty.
AI HANDICAP at PRINCE is balanced a bit more in the AI's favor- with slightly grater Barbarian activity.
Observatory requires Astronomy and Liberalism (was just Astronomy)
Turned DOWN the volume when cities are selected (and only those city sounds), so it's not so overbearingly noisy when you're tweaking a city and you can still have your game volume up for the other sounds.
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Brief note on this readme:
If I change something back to the way it was originally, I may note that in the readme as a regression in the current notes... or I may just delete the entry. Or both.
Credit to:
Zuul's mod for some promotion graphics. Cool looking.
http://forums.civfanatics.com/showthread.php?t=142086&highlight=promotions
Sevo for the kickin' pedia:
http://forums.civfanatics.com/downloads.php?do=file&
18 Jan 07
by Peter Shafer
Works with Civ IV Warlords v2.08
INTRO:
This mod lengthens the game. TECHNOLOGIES drive the pace of the game- they come slower. You can mess with units more before the next tech obsoletes them. Other things are slowed down a too: city growth, etc... proportional better than the vanilla EPIC/MARATHON game.
----------
***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
----------
USE:
UNZIP to the civ4\warlords\mods\ folder like any other mod. So you should have a "New Balance" folder right under your MODS folder in your main CIV directory.
The file is at:
http://forums.civfanatics.com/downloads.php?do=file&id=309
The readme:
Spoiler :
----------
v3.2 This one removes the Unitstat mod, but keeps Sevopedia- Unitstats caused a CTD consistently. Sorry.
----------
(FIX)
With removal of Unitstat mod, but keeping in Sevopedia, the CTD during Industrial times apepars to be gone. Sorry, but can't keep a change in if it disallows ever finishing a game.
----------
v3.1 This one adds in the updated Sevopedia AND unitstats (fun!).
----------
(CHANGE)
Removed withdraw chance from Woodsman and lower level Guerilla as this made the promotion behave strangely. So only the patch v2.08 30% w/Guerilla is active. Took out the withdraw chance for Guerilla line of promotions; same reason, it didn't work; you could not get the promotion.
(FIX + CHANGE)
Merge with Sevopedia and Unitstats for this mod is working right. This was trick.y Grr...
(CHANGE)
Saladin is aggressive/protective. It makes for an interestingly more historical character. Fun to battle, but not so clued in economically.
----------
v3.0 Mostly to make it compatible with v2.08 of the Warlords PATCH.
----------
(FIX)
Added in all changes made by the Warlords 2.08 Patch, except where directly contradictopry to changes made by this mod.
(CHANGE)
Added +1XP Siege units when made in cities with a Castle. The +5 for Citadels is a lot, and I thought other civs could use a tiny bonus...
(CHANGE)
Shrines are not immune to nukes. Not sure why the patch made them immune. I'm open to hearing arguements for and against, but for now. They go up in smoke sometimes. Religious unrest might very likely follow destruction of a civilization by nukes...
(CHANGE)
Military Academy +33% production, lowered from 50%. (Which is still higher than the 25% it was prior to the patch.
(CHANGE)
Woodsmen Promotion line gains +5% and +20% withdrawel.
(CHANGE)
Guerilla level 2 has 15% withdraw chance.
(CHANGE)
Trebuchet cost increased to 70. This is up from 60.
(CHANGE)
Mall increased to +8% commerce. Comemrce values in this mod are reduced in general, and +20% for malls is way too much money floating around in the game. So it's increased from a 5 (previous level in this mod) to an 8 percent bonus.
(CHANGE)
Leadership continues to give +50% XP. The human player is the only exploiter of these types of bonuses. +100% is too much in favor of the human for my taste. Stays at original 50%.
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v2.3c
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Commando promotion requires Combat 3, not Combat 4 now. So you'll see this a bit more often.
Wine now provides happiness (if you have it) at Pottery too, don't have to wait until Monarchy.
----------
v2.3b balance changes mostly
----------
(FIX)
Fixed exploit posible with removing jungles by means of techs earlier than Biology. Can still use resources earlier, though.
(CHANGE)
Laboratories with electricity, not computers now. But first civ to tech Computers gets the free engineer now, rather than that happening at fusion.
(CHANGE)
Pasture allowed at Gunpowder rather than with Biology, so earlier, just in case some pigs show up in your jungles.
(CHANGE)
I wanted it so that the first person to build the Manhatten Project had some sort of advantage. BUt this is impossible without SDK modification. So I'm settling on the next best thing. The FIRST civ to discover FISSION gets 1 free ICBM. Eventually the building of the Manhatten Project will make nukes possible for everyone.
----------
v2.3a balance changes mostly
----------
(CHANGE)
ICBM select sound is shorter.
(CHANGE)
SEALS no longer board Submarines. It was pointed out that this was a wee bit too powerful for sneak attacks.
(CHANGE)
FRIGATES/IRONCLADS granted 5% bombard. If the AI abuses this, it may be revoked.
----------
v2.3
----------
(FIX)
New air unit range graphic works now in LOW RESOLUTION TEXTURE mode too. No more cluttered squares when you select an air unit.
(FIX)
Dates fixed for all game speeds. However I did a superior job of this for the NEW BALANCE game speed, which is to say I did an INFERIOR job of this for other game speeds.

(ADD)
Better sounds for:
SUBMARINE: I edited this sound myself... proud of it. The sheep bleeting sound of the sub when you Zzz'ed it drove me NUTS... so now its a nice sonar sound.
ICBM select... I missed the air raid siren sounds... now it's back in a big way. I made this sound too...
IF I end up adding a lot more sounds or something (I DOUBT I ever will.. these were just some that drove me NUTS since CivIV came out...) I'll break them off as an optional download to save people on dialup some time.
(ADD)
Adopted Sevopedia.. It's integrated into the mod. The layout and functionality of his pedia kicks butt. 'Nuff said.
(CHANGE)
BUNKER moved back to ELECTRICITY (earlier). Air power is strong enough... some defense is justified.
(CHANGE)
Conscription Anger reduced to 1 from 3:
Wow, big change... but... Nationhood Civic needed this, AND ANGER is a bit more prevelent in this mod, so this stood to be reduced.
----------
v2.2a MINOR UPDATE
----------
(FIX) Graphical glitch: Unit formations with newly introduced flavor units from v2.2.
(FIX) Warlords bug where Guerrilla 1 was not available to Melee units, but Guerilla 2 & 3 were...(?)
(CHANGE)
ROAD in JUNGLE with IRON WORKING
CAMPS/QUARRIES in JUNGLES with METAL CASTING
PLANTATIONS in JUNGLES with GUILDS
MINING in jungles with GUNPOWDER
PASTURE/WELL/REMOVAL of clear JUNGLE with BIOLOGY
This moves two of these up significantly but still postpones them from Vaniulla civ.
(CHANGE)
Great General first threshold lowered. Increase of XP required after that increases more slowly. The reasoning is that with GP's you continually accelerate your generation of points toward them (adding wonders, etc...) at a very rapid pace... Your military, on the other hand, doesn't consistently generate more xp at quite the same pace. Yes, it gets larger and you tend to generate more in the endgame, but not at quite the pace vanilla was going at. So it's lowered a bit to generate GGs at a pace that more closely matches GP rate.
----------
v2.2
----------
Two BIG CHANGES:
(ADD)
Massive graphics additions using flavor units. I stole all the new graphics units from the Warlords scenarios that I liked and/or could fit in. Then I plugged them into the Main Game, so now Chinese Swordsman look like... *gasp* Chinese Swordsman! Mongol Knights look... well, like knights not from Europe and Celtic chariots no longer look like they are from EGYPT! Chinese Triremes are Chinese in flavor, etc... NO STATS have been changed, and each civ has ONLY it's single UU as per the NORMAL game, but the graphics look shiny now! I really like the way this looks... no new graphics added, just re-referenced the unit graphics to art files that already existed. The world looks a lot more diverse up to the middle ages now!
(CHANGE)
Non-State Religions are -1 Unhappiness:
This is counterbalanced by building temples to those religions, obviously. This changes religion into a zero-sum game *except* for the state religion you choose, or the freedom of religion civic. The other way of gaining +1 is with incense and should you build the large religious building associated with each religion when you've built 5 temples to that religion (A cathedral, for example). Overall, this means larger cities with lots of religions in them have a potential for lots of civic unrest, should you choose not to manage them. You need to think a little more now about how to manage religion in your empire. Before this change, I found I never needed to build the other religious temples as religion was always a positive influence on a city, no matter what... this just doesn't follow from history. Finally, I think I have the religion change I've been looking for in my mod! Something simple but which affects gameplay somewhat profoundly, as religion should.
(ADD) Barbarians units now possible: Catapult, Cannon, Infantry, caraval (Frigate was already theoretically possible, so I didn't have to activate that one).
(CHANGE) Bombardier: +25% vs. Musketman, +10% City Attack, +10 cost. Also:
(CHANGE) Musketmen (and UU's based on them): +1 STR to 10. This was a hard call, but I have to admit they feel underpowered in game after game I've played. I don't think of them as uberunits, I know they are less effectual gunpowder units in history and it took hundreds of years to get gunpowder right... but in the *game* they are a little too close to being White Elephants... so a little more STR to them.
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v2.1
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Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to flow the way you expect.

BIG changes to CIVICS. Look at the table in the game. Each change has its game reasons, all of them I try to rationalize through what might actually happen in each system... for example Radio Towers bring unhappiness in Caste system due to spreading media that show the inequalities, or, another example, Courts bring -1 unhappiness in FREE MARKETS due to the stifling effect laws have on truly "free" markets (OK this one's a bit tongue in cheek, but with an extra trade route, there needed to be a balance of some sort). At any rate, I expand the advantages AND disadvantages here and there to further differentiate the Civics. It plays a lot more fun for me now, and commands a real choice at times.
Units from Infantry onward are more expensive (about 25% more). What this amounts to (from my testing) is that you cannot field as many of them as quickly as before, but you never needed to as they are still hugely effective versus units of the previous era. So, what happens is you won't have massess and masses of units clogging up the late game. That's all. I noticed that in ALL my games I end up with armies coming out of my ears by the late game... in a proportion that was just not... well it made the late game a mess. Obviously not a mod for unit whores.

Globe theater cheaper. Its effect is limited and doesn't justify that many hammers.
Artillery: Railroad + (Rifling or Physics)
So artillery pushed back just a little...
Bomb Shelter (anti-nuke) with Mass Media (so later):
No one gets all hyped up to build their backyard shelter unless there's mass media, and no one gets the message before it's too late to get INTO it once it's built, without Mass Media. And besides... this building came WAY TOO EARLY in my opinion for nukes to have as serious of consequences as I think they ought to have.
Horse resource is +1 coin.
Horses are still not influencing history the way I like so I upped them here. They are a pack animal like no other and allow distribution of goods across your nation better than any other method other than rivers. An abundance of them in your culture is a good thing.
Grenadiers with Rifling and Chemistry:
They usually occur hundreds of years before Rifleman in most games. Uh... no. So now they need Chemistry and Rifling. You can still get them at the same time as Rifleman now, but you'll have rifleman at the same time at least... ALSO this has the effect of keeping Musketmen in the game longer as you can't beeline in one-tech to a superior unit.
Cannon Moved back to Chemistry + Replaceable Parts, and a little more costly.
So they'll occur a little later with slightly less numbers. I'm trying to eke out a Musketmen/mixed medieval age (rennaisance age?), plus room needed to be made for the Trebuchet.
Trireme upgrades to Frigate only not Caraval. Must build Caravals from scratch in order to begin the Age of Exploration...
Caraval upgrades to Frigate ONLY, not submarine...
Changed artwork for Airplane ranges. The big square box was cluttered and ugly... so now it's a nice, soft, open circle... Ahhh... much easier on the eyes.
Geat People: All their special abilities are upped by 25% or so, but Golden Ages are upped in length by 50% to make those more appealing (and this is what the AI uses a lot anyway).
Trebuchet reduced to 75% City Attack. Price returned to original 60 hammers.
Event message pop-ups (those little icons that pop up that you can click on to take you to the site) last much longer now so there's no huge rush to click on them in order to locate events you want to check out.
Internet at Mass Media (earlier).
Culture level increases defenses more slowly: 10, 30, 50, 70 and finally 100 at Legendary. So city walls are more helpful early on. This is an old change I never documented.
Frigate and Ironclad: No Bombard. This is something that takes a lot more power than they had- I reserve this function for more modern navies. Besides, it really slows the game down needlessly in war. The AI spams them to no real effect.
Drydocks moved earlier to Construction (requires Sailing too though).
Catapult moved earlier to Mathematics (requires Bronze working too though).
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v2.0
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Map revelation from goody hut reveals more.
Works with WARLORDS retail version 1.0 (This was the biggest effort- loads of changes to format of various xml files)
All ships +1 speed from Vanilla, except Caraval/Ironclad +2, except workboat (stays at 2).
Workboat cheaper.
Spy mission cheaper now, except the sabotage one. But now spies cost 1 extra support.
AI no longer gets 10 free production at start of game (this is an old change I never documented).
Added Arctic/Desert combat promotions.
Added base Withdraw chance to some mechanized units. increased Cavalry unit withdraw chances in general. These units were too underpowered for historically how powerful horses make civilizations.
Archer units gained +20% and +10% (when mounted) versus Axemen when attacking. The AXEMAN unit has always made swordsmen worthless, now there is a further reason why you might choose swords men.
Increased graphic size of Spies, CA, BB, Workers slightly.
Decreased WORKER figures from 2 to 1.
Decreased MG figures from 3 to 2.
Added first strike chance to Explorers and Scouts (they're sort of ambushy units). Explorer STR=5 (was 4).
GALLEY and Trireme cost 25 (was 30). The economy needs them cheaper for them to appear in the right numbers, IMO.
CIVICS CHANGES:
Too many to list here. Check them out IN GAME. They are different now.
Commerce buildings reduced in effect, generally: BANK provides 40% commerce bonus, Market 20% (was 25%). Etc...
Knowledge buildings reduced similarly to commerce buildings.
Reworked date advances s to better match technology pace of game.
Scaled back to 33% the bonus Industrial gets for making wonders.
FORGE costs 100 not 120
ALL SWORD UNITS gain 25% DEFENSIVE bonus vs. ARCHER (not vs. longbows and x-bows, though).
CARRIERS carry 4 not 3 units, are slightly cheaper (the real cost is the planes).
KNIGHTS/MACEMEN moved to slightly different research track.
SUBMARINES gain 25% attack versus TRANSPORTS. Slightly cheaper too.
BATTLESHIPS slightly more costly.
UNITED NATIONS with FISSION (So a little earlier)
Radio Towers with RADIO
OIL is more clumpy in distribution:
A few nations now will tend to control it- and it's easier to take it militarily- makes it more strategic I think.
NAVY SEAL can board SUBMARINES.
ADDED 2 PROMOTIONS:
DESERT COMBAT and ARCTIC COMBAT: +25% defense in terrains, plus double movement in those terrains. Requires Combat I first.
U.S.A flag changed to Betsey Ross style.
CLEAR JUNGLE with BIOLOGY!
I changed this back from Steam power for many reasons. Steam Power is a powerful enough tech. The REAL reason the US could build the Panama canal wasn;'t steam power alone, it was defeating the mosquitoes... biology. And lastly because this line of reasearch (butter) needed a boost versus the other line (guns). No more debate on this, this is my mod, I make it how I want to play the game. if you don't like this, change it back yourself. Anyway, further reasoning: Jungles are FIERCE scary DANGEROUS places, damnit! It was medicine that allowed the panama canal clearing of jungle, no amount of slaves dieing in great numbers could do it! So jungles stay on the map until the 1800's or so... nice.
Note that you CAN build ROADS, CAMPS and PLANTATIONS and MINES and such in JUNGLE with GUNPOWDER which is much earlier than MEDICINE. This is to help get those trade items (Ivory and Bananas) into the game a little earlier than medicine, and to simulate that Conquistadors used the natives to do the work by dominating with guns and forcing them into slavery.
COTTAGES built with MONARCHY (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slighty betetr knowledge of civics before you have suburbs. This change is hard to deal with if you're used to having loads of $$ in the game- you will need to balance your economy much more carefully now.
WINERIES with POTTERY:
Why? Well, duh!
SPY & SCOTLAND YARD available with NATIONALISM:
Why? Because waiting until COMMUNISM SUCKS.... and besides the plans for textile mills were stolen by "spies" in real life back in the 1700's or so... I figure an earlier tech should get you spies.
SCOTLAND YARD and spies are cheaper:
Spies need to be earlier in the game...
MAP TRADING with ASTRONOMY not with paper:
Because I want larger black spots on the map a little longer... give my sailing ships something to DO!
TECH TRADING with GUILDS not with Alphabet:
I think this makes sense to some degreee, plus tech whoring early in the game can ruin it.
GREAT LIBRARY with ALPHABET not literature:
Literature is NOT what was in the great library in real life- it was scientific texts and philosophy, this wonder can be one tech earlier.
DRY DOCKS with ENGINEERING (was steel):
Shipbuilding is an ancient art really, and the concept of dry docks goes back to ancient Greece and the Cartheginians... so we'll compromise- this allows more sailing ships to enter the game if you want to focus that way.
CARAVAL carries TWO special units:
As they were, even with more time to use them, the Age of Discovery wasn't quite as fun as it ought to have been when I played TERRA maps... so I let the caravel be a little more effective at delivering Conquistadores (Explorers and Missionaries if you will).

CANNONS require GUNPOWDER + Printing Press (was steel + gunpowder):
This unit came WAY too late in the game, in my opinion- about 1 tech away from ARTILLERY! So now it can occur in the gunpowder age, but not instantly with gunpowder, you need to have researched the other mechanical branch a little too.
AMBUSH PROMOTION not available until you develop STEEL
FORBIDDEN PALACE, CITY WALLS, and CASTLE are cheaper to build.
PAPER needed for Beaurocracy (was civil service- so it's one tech later).
SHEEP: +1 food, prod. and trade w/pasture (was +2,0,+1).
WHALE: +1 Prod and food as base tile. (was +1 food)
CAVALRY upgrades to Tank OR Gunship: I've no idea why cavalry to gunships was in the vanilla game since all the worlds cavalry was usually dead in the intervening 100 years that tanks and artillery ruled the lands... so, now human and AI have a choice.
CASTLE with CONSTRUCTION (was engineering): so it's earlier
Reworked TECH REQUIREMENTS for FLIGHT, ARTILLERY, ROCKETRY, and COMBUSTION to make those a little harder to run for without supporting techs. FLIGHT was too easily skipped completely- I didn't like that for the space race.
MARKET is a -1 health building.
It brings in a lot of trade, people, and so disease (like the plague) so this needs to be represented somewhat in the game, IMO. (Besides I want something to slow city growth just a tad.)
Balanced start locations better at higher difficulties.
Units after Warrior and up to Musketmen are 5 prod. cheaper to produce. This has the effect of making the classical/Medieval age more populated and a bit more "lively."
Workshops come with METAL CASTING. (Earlier than vanilla)
AI HANDICAP is now truly much closer to EQUAL with the player on NOBLE difficulty.
AI HANDICAP at PRINCE is balanced a bit more in the AI's favor- with slightly grater Barbarian activity.
Observatory requires Astronomy and Liberalism (was just Astronomy)
Turned DOWN the volume when cities are selected (and only those city sounds), so it's not so overbearingly noisy when you're tweaking a city and you can still have your game volume up for the other sounds.
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Brief note on this readme:
If I change something back to the way it was originally, I may note that in the readme as a regression in the current notes... or I may just delete the entry. Or both.
Credit to:
Zuul's mod for some promotion graphics. Cool looking.
http://forums.civfanatics.com/showthread.php?t=142086&highlight=promotions
Sevo for the kickin' pedia:
http://forums.civfanatics.com/downloads.php?do=file&