[MOD] No Resorce Screwage

Impaler[WrG]

Civ4:Col UI programmer
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No Resorce Screwage Mod for Civilization 4
v1.0 Created by Impaler[WrG]


This MOD changes every Resorce Requirment to build a unit to a Production Bonus
Units that required a single resorce have had their costs doubled and the resorce in question
now provides a 100% production modifier esentialy canceling out the doubled cost.
Now the lack of a Strategic resorce means the player must pay double for the unit rather
then be without.

Units that required two resorces have doubled in cost with each resorce providing
a 50% Bonus, having one of them cuts the total cost by 1/3, haveing both custs cost in half
again returning the units cost to when it would be in normal Civ.

Units that require one of two resorces (mostly navel units and the early anti-Melee units)
have droped the second resorce option to prevent a double bonus from applying to the unit.
Subs and Carriers use only Uranium, Destroyer and BattleShip only use Oil. Axeman, Spearman
and MaceMan use only Copper (felt Iron was already too important as it was so Copper must
fill an early role as the primary early game resorce, think of it as a real Bronze Age).
Transports droped all their resorce requirements.

In addition the Units Upgrade costs have been reduced to 1 gold per Production as the Higher
Base Production values would otherwise make upgrading much more expensive. Their will probably
be very odd variations in costs as you go from a unit that has a resorce and who's cost were doubled
to a unit thats cost remained the same. Such upgrades would be nearly free, others will be
extreamly expensive. Further versions will try to adress this.
(possibly by giving all units a Strategic resorce even if it means adding new resorces)

INSTALATION

Place the No Resorce Screwage folder into your MOD directory at

C:\Documents and Settings\YOURNAME\My Documents\My Games\MODS

As always remember to never overwrite your Civ4 core game files!

Also included is the Merge file created by ModSwitcher a handly program
that quickly and easily merges modified XML and Python files, to download
and learn about this program visit this post at CivFanatics

http://forums.civfanatics.com/showthread.php?t=140188
 
Parts of this I really like. It's no fun to be stuck with archers until 1500AD just because you had the bad luck to get placed on an ironless continent. So the penalty is a fair solution. :goodjob:

But on of your other decisions might be pretty unbalancing and I'm not too sure about it..
Units that require one of two resorces (mostly navel units and the early anti-Melee units) have droped the second resorce option to prevent a double bonus from applying to the unit. Subs and Carriers use only Uranium, Destroyer and BattleShip only use Oil. Axeman, Spearman
and MaceMan use only Copper

Macemen only get a discount with copper? Isn't that pretty strange? Same for battleships and oil.
 
I felt atomic Battleships were kind of silly because no one has ever actualy built such a thing. Subs and Carriers actualy are Nuclear. Macemen could switch over to using Iron rather then copper (they certanly LOOK like they are wareing Iron). I was mostly concerned over the fact Iron is used for so many units and copper would be religated to only 2 uses in the early game. Their have been sugjestions to use Copper in the late game for powerplants and such things, this might help balance things out.

The next version will include building Bonuses and a seperate file that works with the Lost Units mod to bring all of its units under the same paradigm. Also expect new resorces.
 
I was considering doing something like this as well, but I feared it might actually halt warmongering even more than it already is. :( Without the need to fight for resources I find the AI sometimes won't fight at all.

I'll be very interested to see how well this plays. I'll keep my fingers crossed.
 
Impaler[WrG] said:
I felt atomic Battleships were kind of silly because no one has ever actualy built such a thing.
The Soviets built nuclear battlecruisers (the Russian still keep one or two operational, I think), which in civ terms should be close enough.
 
I think that would be best represented by the AEGIS Cruiser in the Lost Units mod, these will be Uranium based. This will be part of an overal resorce transition in Navel warefare Timber(new) >> Oil >> Uranium
 
an easier way may be using the BonusProductionModifiers tag. i havent tested it, but there is that same tag in the BuildingInfos.xml, and i would that putting a resource under that tag would have the same effect in both...
 
Yes that basicaly what I did, but I obeyed the UnitSchema, the tag is actualy mis-spelled in that Schema and I matched it (after being rather confused for half an hour). The building Schema dosn't have any bearing on units. Fortunatly the game will properly reqcognize the information from the tag and its functionaly identical to what buildings use.
 
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