1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[MOD] Realism:Resurrected

Discussion in 'Civ4 - Modpacks' started by KGrevstad, Jan 4, 2006.

  1. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    Civilization 4's - Realism:Resurrected Mod
    by Kristine


    This thread is now dead. For future versions of this mod, please see this thread.

    If you've been following the Realism thread then you know I've picked up the code and done some work with it. If you haven't been following that thread, then now you do know. :) Basically, I took the last release from Jaynus (v0.6), cleaned it up, updated it for v1.52 and then added several mods, which are listed in the changelog.

    This is my first mod for ANY Civ, so please be gentle with me. What I'd like to do now is bug fix, stabilize and do some balancing and time tuning, but I will consider additional mods, if they're reasonable and don't involve a huge amount of work and change.

    Code:
    v0.63
    	- Added the Sevopedia v1.9
    	- Add TechConquest v0.3
    	- Fixed a CTD bug when discovering any Industrial+ tech.
    
    v0.62
    	- Update Lost Units to v1.2.
    	- Added Snaitf's Unit Allegiance mod, not tested.
    	- Added in some missing art.
    	- Fixed a bad call to a CulturalDecay function.
    
    - Changes and additions for the new initial release (v0.61)
    	- Desert deastically reduced
    	- Increased barbarian (and animal) frequencies, allowed the barbs to build
         whatever they want, increased MAX_XP from barbs and animals
    	- Emancipation upkeep is now NONE (was LOW)
    	- Free Speech upkeep is now NONE (was LOW)
    	- Slavery upkeep is now LOW (was NONE)
    	- No City Razing defaulted to false.
    	- Reset reveal of uranium to physics
    	- Cottage now buildable with Pottery, as it is in vanilla Civ4.
    	- Winery now build with Priesthood
    	- Castle is buildable with Monarchy now, not Engineering
    	- +2 health with recycling center
    	- supermarket now costs + 1/3
    	- supermarket +25% food
    	- added Lost Units v1.x
    	- added Lost Wonders v1.00
    	- added SD-UnitXP v1.00
    	- added SD-CultureConquest v1.30
    	- added Terraform
    	- added Special Domestic Advisor v0.92
    	- added Cultural Decay v0.2
    	- added homegrown's clock mod
    	- added Proper Score Graph v1.7
    	- added Real Fort v0.4
    
    v0.6
    - Thanks dearmad for some more changes
    	- Universal Suffrage now gives +25% War Weariness
    	- pacifism now gives +125% great person rate
    	- organized realigion now gives +20% culture
    	- Theocracy now gives +10% Unit speed build.
    	- Caste system now gives +1 free specialist
    	- Cannon now requires gunpowder (not steel)
    	- Dry Docks with engineering (not steel)
    - Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
    - Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
    - Pikeman now at civil service
    - Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
    - Rifleman now has 16 combat strength
    - Redcoat now has 17 combat strength
    - Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
    
    - All gun units below rifleman got +50% vs melee
    - All Gun units rifleman and higher got +150% vs melee
    - All tank units got +250% vs. melee & + 250% vs mounted
    
    - Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)
    
    - Castle cost reduced to 80 ( was 100)
    - Forge cost reduced to 100 (was 120)
    
    - No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.
    
    
    
    --------------------------------------------------------------------------------------------
    
    
    v0.5
    
    - ICBM now *PROPERLY* requires Oil as well as uranium
    - Nuclear Carrier now has a more presentable pedia entry
    - 'Musket Factory' renamed 'Gunsmith'
    
    - Lag issue fixed
    
    --------------------------------------------------------------------------------------------
    
    
    v0.4
    
    - Got game working in the 'Mod' directory, as a loadable mod
    - Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod
    
    
    - Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
    	- Next version will contain a way to turn this on and off at your leisure
    - Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay
    
    - Musketman now uses 'Muskets' built at a 'Musket Factory'
    	- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!
    
    - All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
    - Future Tech removed to make way for *real* future techs
    - 'Nuclear Reactor' should show up in its own place on the tech tree now
    - 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.
    
    - Navy Seals can now board Submarines and Nuclear Submarines
    
    - 'Nuclear Carrier' Added
    	- Requires 'Nuclear Reactor' Tech now in addition to Flight
    	- Requires Uranium
    	- Costs 200
    	- Has Carriers standard of 5 moves
    	- Has 17 Combat instead of 16
    	- Has a Cargo Space of 8
    
    - Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
    - Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
    - Tanks, Panzers receive +1 Movement (3 instead of 2)
    - Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
    - 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
    	- Nuclear Submarines now have 28 combat strength instead of 26
    - Carrier now has a cargo capacity of 5 (instead of 3)
    - Carrier can now upgrade to 'Nuclear Carrier'
    
    - Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english
    
    - Free Speech now gives 25% War Weariness
    
    
    --------------------------------------------------------------------------------------------
    
    
    v0.3
    
    - Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
    - Lowered research to 225%
    - Lowered Construction to 125%
    - Fixed 'Realistic' speed culture thresholds
    
    - Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
    - Hill defense modifier upped to 30% (was 25%)
    - Heal rate of units in enemy territory dropped to 5 (was 10)
    - Building destruction from Nuclear weapons raised to 70% chance (was 30%)
    - Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
    - Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative
    
    - You can now build scotland Yard with nationalism, not communism
    - Spys can now be built from scotland yard with nationalism, not communism
    
    - Submarines can now upgrade to 'Nuclear Submarine'
    
    - ICBM Triple requirement didnt work, removed it
    
    - 'Nuclear Submarine' Added
    	- Same tech requirements as Submarine
    	- Requires Uranium *only*
    	- Costs 190 (Instead of 150 of a regular sub)
    	- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
    	- Receives 9 power (INstead of 8 of Submarine)
    	- Now has a Capacity of 3 Cargo (Instead of 1)
    	- Now has a 70% chance of withdrawl (Instead of 50%)
    	- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines
    
    - Added Technology 'Nuclear Reactor'
    	- Requires Computers, Fission, and Refrigeration
    	- Required by NUclear units, and Nuclear reactor
    	- Costs 3500 points
    	- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
    	- GRID LOCATIONS NOT SET
    	- Uses Fission Presets
    	- NOTE: Does not show up in civolopedia
    
    
    --------------------------------------------------------------------------------------------
    
    v0.2
    
    - Settler cost Raised another 25% (Total raise of 75% from vanilla)
    
    - Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
    - Raised research to 275% to slow down things just a little bit more with the new year increments
    - Raised barbarian encounters to 210%, they were too plentiful
    - Lowered BuildPercent to 80%
    - Raised growthPercent to 200% to slow down city growth a little more
    
    - Removed Uranium requirement from the following units to add realism of oil requirements
    	- Transport
    	- Destroyer
    	- Battleship
    - ICBM now requires Uranium, Aluminum, *AND* Oil
    
    - Galley, Caravel, Galleon, Frigate +2 movement each
    - Battleship +1 Movement
    - Submarine -1 Movement (subs dont travel at 30knots submerged)
    - Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
      Russian Cossak got +1 Movement
    - Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement
    
    
    --------------------------------------------------------------------------------------------
    
    v0.1
    
    - Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
    - Doubled the amount of turns in a game
    - Changed Turn increments to increments posted by Toft
    - Raised reasearch to 250
    - Lowered Building & Training to 100
    
    - Fission now reveals Uranium
    - Wineries can now be built at Pottery (Was Monarchy)
    - Cottages not avialable until Monarchy (Was Pottery)
    - Railroads buildtime increased by 300%
    
    - Raised Settler cost by 50%
    - Raised Worker cost by 50%
    - Thanks to CdGGambit for these changes I liked and didnt think of
    	- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
    	- Axemen cost 5 hammers less (30)
    	- Macemen cost 20 hammers less (50)
    	- Frigate enabled at gunpowder
    	- Machine Gunner enabled at Assembly Line
    	- Crossbowman reduced by 10 hammers (50)
    
    - Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
    - Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
    - Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed
    
    ----- **** Mods included **** -----
    	- TechConquest
    	- Lost Wonders
    	- Lost Units
    	- Sevopedia
    	- UnitUpgrades
    	- Terraform
    	- CulturalDecay
    	- UnitXP
    	- CultureConquest
    	- Proper Score Graph
    	- Unit Allegiance
    	- Special Domestic Advisor
    	- Simple Game Clock
    	- Barbarian Hordes
    	- RealFort
    
    ----- **** Credit and thanks **** -----
    
    This mod would not have been possible without the wonderful work of the
    following people:
    
    	- Exavier, for help and advice
    
    	- Frontbrecher
    		Lost Wonders and Lost Units
    	- Bhruic
    		TechConquest, RealFort and CulturalDecay
    	- Sevo
    		Sevopedia
    	- Vovan
    		UnitUpgrades (included in the Sevopedia)
    	- Tywiggins
    		Terraform
    	- Stone-D
    		UnitXP and CultureConquest
    	- Ulfn
    		Proper Score Graph
    	- Snaitf
    		Unit Allegiance
    	- Requies
    		Special Domestic Advisor
    	- Homegrown
    		Simple Game Clock
    	- Kattana
    		Barbarian Hordes
    <link removed>

    --Kristine
     
  2. Sisonpyh

    Sisonpyh Prince

    Joined:
    Nov 18, 2005
    Messages:
    435
    Thanks Kris. ^^

    :cool:
     
  3. V. Soma

    V. Soma long time civ fan

    Joined:
    Apr 13, 2004
    Messages:
    3,887
    Gender:
    Male
    Location:
    Hungary
    I am glad to see that now we have this first post :)
     
  4. Bhruic

    Bhruic Emperor

    Joined:
    Nov 15, 2005
    Messages:
    1,457
    I'm happy to see you're using some of my mods, but I must admit that it'd be nice to get at least some credit somewhere for them. ;)

    Bh
     
  5. Tunch Khan

    Tunch Khan King

    Joined:
    Jun 19, 2005
    Messages:
    805
    Location:
    Williamsburg, Brooklyn
    Will this be compatible with some new civs?
     
  6. dbkblk

    dbkblk Emperor

    Joined:
    Oct 28, 2005
    Messages:
    1,781
    Location:
    France
    So i update my translation :)
     
  7. dbkblk

    dbkblk Emperor

    Joined:
    Oct 28, 2005
    Messages:
    1,781
    Location:
    France
    Heyhey!
    I've finished the translation French of your mod:
    http://perso.wanadoo.fr/hamsterfury/Realism.0.63.(Fr-Translated.v1.11).rar

    (For Frenchies) Si vous trouvez des bugs, ou des probl&#232;mes: Faites m'en part merci.
    :goodjob:

    FIX 1.1: Tsukiji market & Book Civilopedia Bugs
    FIX 1.11: Gunsmith / Muskets translated
    Vaisseau de la ligne > Vaisseau de ligne


    I put here the document for help modders to translate very easily in french:
     

    Attached Files:

  8. Badmojo

    Badmojo Chieftain

    Joined:
    Nov 26, 2005
    Messages:
    46
    Thank you for not letting this first and greatest Mod die :goodjob:
     
  9. dbkblk

    dbkblk Emperor

    Joined:
    Oct 28, 2005
    Messages:
    1,781
    Location:
    France
    Hey Kristine, i think the Sevopedia isn't so good :/ I would prefer to keep the old one !
     
  10. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
    Mar 27, 2002
    Messages:
    2,072
    Location:
    European Union
    Good ! Continue at least to 1.0 :)

    Good work !
     
  11. _C4_Nemesis

    _C4_Nemesis Chieftain

    Joined:
    Jan 4, 2006
    Messages:
    2
    Nice work

    Just i note i have added to the realism thread which I think you should be aware of

    v6.0

    - Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)

    Actually rifleman and redcoats were very effective against cavalry. When confronted by a cavalry charge they would adopt a infantry square formation. This consisted of a hollow square facing our on all side with fixed bayonets.

    Once formed cavalry had almost no effect against it. During the battle of Waterloo the British adopted four rank squares and withstood eleven unsupported cavalry charges. The idea was to fire volleys either by file or by rank at the last possible second. It was even possible to trap cavalry charges with companies of infantry taking up infantry square formation and manoeuvre to mass fire. Think of a chess board but with gaps - the cavalry would be funneled around the squares and meet up with yet more infantry squares.

    Now perhaps you understand why Civ 4 gave riflemen and redcoats +25% against cavalry :)


    Regards

    Nem
     
  12. Leif

    Leif Prince

    Joined:
    Dec 24, 2005
    Messages:
    523
    Location:
    A state of Fear and Loathing
    Which addition removed copper? When I tried your mod there was no copper o nthe map at all.
     
  13. Draskar

    Draskar Warlord

    Joined:
    Nov 27, 2005
    Messages:
    191
    Why you don't remove the ocean movement handicap of ironclads?
     
  14. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    My most sincere apologies, Bh. Failing to give credit for the work of all those who created the mods I included was not intentional.

    --Kristine
     
  15. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    Code:
    ----- **** Credit and thanks **** -----
    
    This mod would not have been possible without the wonderful work of the
    following people:
    
    	- Exavier, for help and advice
    
    	- Frontbrecher
    		Lost Wonders and Lost Units
    	- Bhruic
    		TechConquest, RealFort and CulturalDecay
    	- Sevo
    		Sevopedia
    	- Vovan
    		UnitUpgrades (included in the Sevopedia)
    	- Tywiggins
    		Terraform
    	- Stone-D
    		UnitXP and CultureConquest
    	- Ulfn
    		Proper Score Graph
    	- Snaitf
    		Unit Allegiance
    	- Requies
    		Special Domestic Advisor
    	- Homegrown
    		Simple Game Clock
    	- Kattana
    		Barbarian Hordes
     
  16. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,943
    Location:
    Seyda Neen, Vvardenfell
    any chance to see abbamouse's religious mod included in the future?

    by looking at the thread's title, it seems like the treshold of PC has already been trespassed. some christian might be offended by the name of the mod now ;)
     
  17. Exavier

    Exavier Destroyer of Worlds

    Joined:
    Nov 14, 2005
    Messages:
    906
    Location:
    Phoenix, Arizona, USA
    Woohoo i am on the list and i haven't actually done anything yet :p
    Am I good or what lol.

    hehe but like i said if you need any help feel free to give me a holler... though I am having fun playing with the tech tree in my Mod :lol:
     
  18. dbkblk

    dbkblk Emperor

    Joined:
    Oct 28, 2005
    Messages:
    1,781
    Location:
    France
    Hey Kristine, i've found a bug in multiplayer:

    The first time we launched, we've got a "Out of Sync" error. I've searched and i just found an error of installation from my buddy. but after 15min of multiplayer, we've got this error again. I've checked ours folders, they are EXACTLY at the same size (they are the same).
    When i create with the save and he try to join, the game says him that he had to launch the game again ! (The mod is already loaded !).
    I hope this can be fixed!

    I dunno what can cause this Syncronization error. :/
     
  19. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,943
    Location:
    Seyda Neen, Vvardenfell
    well, some features of your mod would be equally nice here too, I guess... namely the "tree nursery" or half price unit upgrades. but I like the lost wonders a lot :p

    Edit: dbkblk, isnt that a general 1.52 bug?
     
  20. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    I don't know, but I don't see why it wouldn't be compatible.
    Well, I like the Sevopedia, as do many others, so that's why it's included. If you don't like it, then you can remove it by removing the following files:
    Spoiler :
    ./Assets/Python/Screens/CvPediaMain.py
    ./Assets/Python/Screens/CvPediaBuilding.py
    ./Assets/Python/Screens/CvPediaCivic.py
    ./Assets/Python/Screens/CvPediaCivilization.py
    ./Assets/Python/Screens/CvPediaFeature.py
    ./Assets/Python/Screens/CvPediaHistory.py
    ./Assets/Python/Screens/CvPediaImprovement.py
    ./Assets/Python/Screens/CvPediaProject.py
    ./Assets/Python/Screens/CvPediaPromotion.py
    ./Assets/Python/Screens/CvPediaReligion.py
    ./Assets/Python/Screens/CvPediaScreen.py
    ./Assets/Python/Screens/CvPediaSpecialist.py
    ./Assets/Python/Screens/CvPediaTech.py
    ./Assets/Python/Screens/CvPediaTerrain.py
    ./Assets/Python/Screens/CvPediaUnit.py
    ./Assets/Python/Screens/CvPediaUnitChart.py
    ./Assets/Python/Screens/CvPediaBonus.py
    ./Assets/Python/Screens/CvPediaLeader.py
    ./Assets/Python/Screens/CvScreenEnums.py
    ./Assets/Python/UnitUpgrades/lib/networkx/__init__.py
    ./Assets/Python/UnitUpgrades/lib/networkx/base.py
    ./Assets/Python/UnitUpgrades/lib/networkx/paths.py
    ./Assets/Python/UnitUpgrades/lib/networkx/queues.py
    ./Assets/Python/UnitUpgrades/lib/networkx/search.py
    ./Assets/Python/UnitUpgrades/lib/networkx/search_class.py
    ./Assets/Python/UnitUpgrades/UnitUpgradesGraph.py
    ./Assets/XML/Text/CIV4GameText_UnitUpgrades.xml
    I do now understand, and if it's OK with most everyone, I'll put it back. BTW, I didn't make that change, it was done by Jaynus in the original Realism mod.
    That's part of vanilla Civ4. Copper is revealed when Bronze Working is researched.
    Those who know better than I will tell you that ironclads were not ocean going vessels. If I recall correctly, they were exceptionally unsuited for open water. I did, however, increase the movement from 2 to 3.

    --Kristine
     

Share This Page