[MOD] Sevo's CivFanatics Fusion 2.0

I think the later religons need a boost to speed very badly. It was enough of a problem with vanilla civ, but with setteler retaining religon it becomes almost impossible for any religon but buddhism or hinduism to have a major impact. (I suppose it doens't have to be a speed bonus, but islam and christianainty in particular need something to make them more appealing.)
 
Good Sauce said:
I think the later religons need a boost to speed very badly. It was enough of a problem with vanilla civ, but with setteler retaining religon it becomes almost impossible for any religon but buddhism or hinduism to have a major impact. (I suppose it doens't have to be a speed bonus, but islam and christianainty in particular need something to make them more appealing.)

If Sevo decides to merge True Prophets, you can start with whatever named religion whenever you choose... as soon as you get your first great person (prophet).

I am going to continue to plug this until either he puts it in, or, I figure out how to do so myself.

-=R=-
 
I agree with Good Sauce. I recently went in and tweaked the spreading factors of all the religions. I made equal changes sothat it would be balanced, but religions spread far too slowly.
 
Just wanted to say a quick "thank you" to sevo for this modpack, and of course to everyone who worked on the individual mods.
I'm using this as my default mod & I really appreciate the balance and gameplay judgements that sevo is making when deciding what (& when) to include things. Seems to me like this is a true enhancement to vanilla civ, but very much in keeping with the goals of the game.
Good work!
 
I have installed the new 2.3 mod and started playing already and have really enjoyed it. However I don't have the option of selecting any of the new civilizations, any recommendations on what I could do to fix this?

Anys help would be greatly appreciated.
 
I'm almost positive that the new civs are available at the very bottom of the list. I can't be sure, but I think I saw them once. I always choose random, so I wouldn't know for sure.
 
I understand that people want to mess aruond with the religious component, but if you do, could you post a "non-religion" change version and a "religion" change version, so that people can choose?
 
That would work, although it would probably have to become two separate mods since after a while, all the religious mods added in would make it too drastically different from the non-relgios mod. So, I guess a "SevoRelgioin Mod" wouldn't be a bad idea at all, even though I think having a whole mod focused on religion is too narrowly focused.
 
If you play the game in French, the scores won't be displayed. I don't know why. Like you, I speak French usually, but it's easy for me to read English.
You don't have the option to use the English language with Civ4?
There's a free translator here:

http://babelfish.altavista.com/

***
Congratulations everyone for the fantastic work!
The game is a lot better because of you all!
You're the Kings! :king:

My favorite MODs are Sevo, FexFX, Green and Fall from Heaven.
Is it possible to add more ressources in Sevo? Like the ones included in the Green MOD?
The idea of a volcanoe looks great too! Even a tsunami (earthquake in the ocean).

Many thanks!
:goodjob:
 
Great Mod!! :goodjob: What new civs are going to be added to the next version? I hope Lithuania and Poland make it.

Thanks for replies,

Bilas
 
@Sevo: Unfortunately I don’t found good pics in the net, maybe you have better ones. I use these for Eirik and Gutenberg Wonder:

http://rapidshare.de/files/14305756/bik_Eirik_Gutenberg.rar.html

For all those who want to play the Sevomod2.3 with the Aid Promotions from the Zuul Promotions&Perks v0.8 Mod I have merged them into this Mod (My_Sevomod_2.3):

http://rapidshare.de/files/14305677/My_Sevomod_2.3.zip.html

Reason: I can’t play civ4 without the Aid Promotions therefore I merged them into my favourite Mod, the Sevomod. Aid Promotions change the combat in a really positive way, try it out!
Unfortunately I don’t like the 50% stronger Promotions in the v0.8 so I changed them back to normal and also made the Aid Promotions weaker. In addition to that I reduced the chance for free promotions on unit creation significantly and Traits (Hero Promotions) and Perks (Berzerker and Stalwart) now are gained in combat (low chance).

For more info see below and/or in the Promotions&Perks Thread .

Promotions:
Spoiler :
2006.02.20

"My Promotions & Perks Mod" v0.8X by Zuul - modified by GIR

Changes:


- Traits and Perks(Berzerker and Stalwart) are gained in combat (see below)
upgrade:
Attack I -> Attack II -> Berzerker I (6%) -> Berzerker II (6%) -> Berzerker III (6%) -> Berzerker I + Berzerker III (6%) -> Berzerker II + Berzerker III (6%) -> Berzerker I + Berzerker II + Berzerker III
Defence I -> Defence II -> Stalwart I (6%) -> Stalwart II (6%) -> Stalwart III (6%) -> Stalwart I + Stalwart III (6%) -> Stalwart II + Stalwart III (6%) -> Stalwart I + Stalwart II + Stalwart III
Exceptional (2%) -> Extraordinary (2%) -> Hero (2%) -> Legendary Hero (2%) -> Avatar (2%) -> Avatar + Exceptional (2%) (need 56 exp.) -> Avatar + Extraordinary(2%) ->.............-> Avatar + Exceptional + Extraordinary + Hero + Legendary Hero (2%)
- almost all Promotions have the old vanilla states (see below)
- (weaker) aid states (see below)
- reduced the chance for free promotions on unit creation

-----
Info:
-----

With a total of 75 Promotions, 5 Traits, 9 perks, and 20 effects.

Units: Rec = Recon, Mel = Melee, Arc = Archery, Mou = Mounted, Sie = Siege, Gun = Gunpowder, Arm = Armour, Hel = Helicopter, Nav = Naval

(x.x% chance) = How big chance to get this promotion on unit creation.
[x.x% chance - need xyz promotion] = How big chance to get this promotion after combat.

Promotions (blue):

Combat I: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (1% chance).
Combat II: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat I) (0.3% chance).
Combat III: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat II) (0.1% chance).
Combat IV: +10% strength, +2% heal in neutral land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III)
Combat V: +12% strength, +2% heal in enimy land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat IV)
Combat VI: +15% strength, +3% heal in neutral land +3% heal in enimy land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat V)

Attack I: +12% attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (0.5% chance).
Attack II: +13% attack (Mel, Arc, Mou, Gun, Arm, Hel, Nav) (Attack I) (0.1% chance).
Attack III: +14% attack (Mel, Mou, Gun, Arm, Hel, Nav) (Attack II).
Attack IV: +16% attack (Mel, Mou, Arm, Hel, Nav) (Attack III).
Defence I: +12% defence (Mel, Arc, Gun, Nav) (None) (0.5% chance).
Defence II: +13% defence (Mel, Arc, Gun, Nav) (Defence I) (0.1% chance).
Defence III: +14% defence (Mel, Arc, Gun, Nav) (Defence II).
Defence IV: +16% defence (Mel, Arc, Gun, Nav) (Defence III).

City Raider I: +20% city attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel) (None) (0.5% chance).
City Raider II: +25% city attack (Mel, Mou, Sie, Gun, Arm) (City Raider I) (0.3% chance).
City Raider III: +25% city attack, +5% vs. Gunpowder Units (Mel, Sie, Arm) (City Raider II) (0.1% chance).
City Raider IV: +30% city attack, +10% vs. Gunpowder Units (Mel, Sie) (City Raider III).
City Garrison I: +20% city defence (Mel, Arc, Mou, Sie, Gun) (None) (0.5% chance).
City Garrison II: +25% city defence (Mel, Arc, Gun) (City Garrison I) (0.3% chance).
City Garrison III: +25% city defence, +5% vs. Melee Units (Arc, Gun) (City Garrison II) (0.1% chance).
City Garrison IV: +30% city defence, +10% vs. Melee Units (Arc, Gun) (City Garrison III).

Shock I: +25% vs. Melee Units (Mel, Arc, Mou, Sie, Gun) (Combat I/Defence II) (0.5% chance).
Shock II: +30% vs. Melee Units (Mel, Arc, Mou, Sie) (Shock I) (0.1% chance).
Shock III: +35% vs. Melee Units (Mel, Arc, Mou) (Shock II).
Cover I: +25% vs. Archery Units (Mel, Arc, Mou, Gun) (Combat I/Attack I) (0.5% chance).
Cover II: +30% vs. Archery Units (Mel, Arc, Gun) (Cover I) (0.1% chance).
Cover III: +35% vs. Archery Units (Mel, Gun) (Cover II).
Formation I: +25% vs. Mounted Units (Mel, Arc, Mou, Gun) (Combat II/Defence I) (0.5% chance).
Formation II: +30% vs. Mounted Units (Mel, Mou, Gun) (Formation I) (0.1% chance).
Formation III: +35% vs. Mounted Units (Mel, Gun) (Formation II).
Charge I: +30% vs. Siege Weapons (Mel, Mou, Sie, Gun, Arm, Hel) (Combat III/Attack II) (0.5% chance).
Charge II: +35% vs. Siege Weapons (Mel, Mou, Arm, Hel) (Charge I) (0.1% chance).
Charge III: +40% vs. Siege Weapons (Mou, Arm, Hel) (Charge II).
Pinch I: +25% vs. Gunpowder Units (Mou, Gun, Arm, Hel) (Combat I/Attack III) (0.5% chance).
Pinch II: +30% vs. Gunpowder Units (Gun, Arm, Hel) (Pinch I) (0.1% chance).
Pinch III: +35% vs. Gunpowder Units (Gun, Hel) (Pinch II).
Ambush I: +25% vs. Armoured Units (Sie, Gun, Arm, Hel) (Combat II/Defence III) (1.5% chance).
Ambush II: +30% vs. Armoured Units (Sie, Gun, Arm, Hel) (Ambush I) (1% chance).
Ambush III: +35% vs. Armoured Units (Gun, Arm, Hel) (Ambush II).

Guerilla I: +20% hill defence (Rec, Mel, Arc, Sie, Gun) (None) (0.6% chance).
Guerilla II: +30% hill defence, double movement on hills (Rec, Arc, Gun) (Guerilla I) (0.1% chance).
Woodsman I: +20% forest/jungle defence (Rec, Mel, Arc, Gun) (None) (0.6% chance).
Woodsman II: +30% forest/jungle defence, double movement in forrest (Rec, Mel, Gun) (Woodsman I) (0.1% chance).
Desert Combat: +30% desert defense, double movement in desert (Rec, Mel, Arc, Gun) (Combat I/Defence II) (0.1% chance).
Arctic Combat: +30% tundra & ice defense, double movement in tundra & ice (Rec, Mel, Arc, Gun) (Combat I/Defence II) (0.1% chance).
Fieldsman: +8% grass & plains defense, double movement in grass & plains (Rec, Mel, Arc, Gun) (Combat II/Defence III) (0.1% chance).

Accuracy I: +10% City Bombard Damage (Sie) (City Raider I/Barrage I) (1% chance).
Accuracy II: +15% City Bombard Damage (Sie) (Accuracy I).
Barrage I: +20% collateral damage (Sie, Arm, Nav) (None) (0.3% chance).
Barrage II: +30% collateral damage, +10% vs. Melee Units (Sie, Arm, Nav) (Barrage I) (0.3% chance).
Barrage III: +50% collateral damage, +10% vs. Gunpowder Units (Sie, Arm, Nav) (Barrage II).

Drill I: +1 first strike chance (Arc, Sie, Gun, Arm, Hel, Nav) (None) (0.5% chance).
Drill II: +1 first strike (Arc, Sie, Gun, Arm, Hel, Nav) (Drill I) (0.3% chance).
Drill III: +2 first strike chance (Arc, Sie, Arm, Hel, Nav) (Drill II) (0.1% chance).
Drill IV: +2 first strike, +10% vs. Mounted Units (Arc, Sie, Arm, Hel, Nav) (Drill III).
Flanking I: +10% withdrawal chance (Mou, Arm, Hel, Nav) (None) (0.5% chance).
Flanking II: +15% withdrawal chance (Mou, Arm, Hel, Nav) (Flanking II) (0.1% chance).
Flanking III: +20% withdrawal chance, immune to first strikes (Mou, Arm, Hel, Nav) (Flanking II).
Amphibious: No penelty attacking from water & over rivers, +5% attack (Mel, Arc, Mou, Sie, Gun) (Combat II, Attack II) (0.2% chance).
Blitz: Multiple attack (Mou, Arm, Nav) (Combat III, Attack III) (0.2% chance).

Medic I: +7% heal same tile, +2% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Combat I/Defence I) (0.5% chance).
Medic II: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Medic I) (0.1% chance).
Medic III: +11% heal same tile, +4% heal adjecent tile (Rec, Mel, Arc, Mou, Gun, Nav) (Medic II).
Heal: +12% friendly lands, +10% neutral lands, +8% enemy, defence +8% (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III/Defence III) (1% chance).
March: Heals when moving, +2% attack (Rec, Mel, Arc, Mou, Sie, Gun) (Combat III, Attack III) (0.5% chance).

Mobility: -1 movement cost, +5% attack (Mou, Arm) (Flanking II, Attack IV) (0.3% chance).
Commando: Can use enemy roads, +2% attack (Rec, Mel, Arc, Mou, Gun, Arm) (Combat IV/Attack IV) (0.4% chance).
Speed: +1 Movement (Rec, Mou, Arm, Hel) (Combat IV/Flanking III) (0.5% chance).
Navigation I: +1 movement (Nav) (Flanking I) (0.3% chance).
Navigation II: +1 movement (Nav) (Navigation I).

Sentry I: +1 Visibility Range (Rec, Mou, Hel, Nav) (Flanking I/Combat III) (1.3% chance).
Sentry II: +1 Visibility Range (Hel, Nav) (Sentry I) (Radio).
Sentry III: +1 Visibility Range (Hel, Nav) (Sentry II) (Radio).


# Perks (violet):
Light: +1 move, -40% strength, +20% withdraw (Land) (4% chance).
Light: +2 move, -40% strength, +20% withdraw (Naval/Helicopter) (4% chance).
Heavy: +1 movement cost, +40% strength, -20% withdraw (Mounted/Armor/Naval/Helicopter) (4% chance).
Berzerker I: +20% attack, -20% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II {or Berzerker III (don't replace Berzerker III)}]
Berzerker II: +30% attack, -30% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II and Berzerker I (replace Berzerker I)]
Berzerker III: +40% attack, -40% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II and Berzerker II (replace Berzerker II)]
Stalwart I: +20% defence, -20% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II {or Stalwart III (don't replace Stalwart III)}]
Stalwart II: +30% defence, -30% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II and Stalwart I (replace Stalwart I)]
Stalwart III: +40% defence, -40% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II and Stalwart II (replace Stalwart II)]

# Traits (green):
Exceptional: +20% strength, +5% withdrawal chance, heals +4% neutral & enemy lands (0.1% chance). [ 2% chance - need 6 exp. {or Avatar (need 56 exp. don't replace Avatar)} ]
Extraordinary: +35% strength, +10% withdrawal chance, heals +5% neutral & enemy lands, +1 first strike chance (0.1% chance). [ 2% chance - need 12 exp. and Exceptional (replace Exceptional)]
Hero: +50% strength, +15% withdrawal chance, heals +6% neutral & enemy lands, +2 first strike chance (0.1% chance). [ 2% chance - need 20 exp. and Extraordinary (replace Extraordinary)]
Legendary Hero: +70% strength, +20% withdrawal chance, heals +8% neutral & enemy lands, +3 first strike chance (0.1% chance). [ 2% chance - need 28 exp. and Hero (replace Hero)]
Avatar: +100% strength, +25% withdrawal chance, heals +10% neutral & enemy lands, +4 first strike chance (0.1% chance). [ 2% chance - need 42 exp. and Legendary Hero (replace Legendary Hero)]

# Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
Fort I: No penatly attacking over river, +15% withdrawal chance, +10% attack (Mathematics).
Fort II: Immune to first strike, +1 visibility range, +10% friendly heal rate (Optics).
Fort III: +1 first strike chance, +10% withdrawal chance (Steel).
Fort IV: +1 visibility range, +1 first strike chance, +5% withdrawal chance, +5% combat (Mass Media).


# Effects gained by stacks (Scout = Recon/Helicopter, Range = Archer/Gunpowder, Mobility = Mounted, Heavy = Melee/Armour, Siege = Siege).
Scout Aid I: +1 first strike chance, +2% withdrawal chance, +1% strength.
Scout Aid II: +2 first strike chance, +4% withdrawal chance, +2% strength.
Scout Aid III: +1 first strike chance, 1 first strike, +8% withdrawal chance, +4% strength.

Heavy Aid I: +5% strength, +3% city attack.
Heavy Aid II: +10% strength, +6% city attack.
Heavy Aid III: +15% strength, +10% city attack.

Ranged Aid I: +1 first strike chance, +4% city defence, +4% hill defence.
Ranged Aid II: +1 first strike chance, +1 first strike, +8% city defence, +8% hill defence.
Ranged Aid III: +2 first strike chance, +1 first strike, +12% city defence, +12% hill defence.

Mobility Aid I: +5% withdrawal chance, +2% strength, 2% attack.
Mobility Aid II: +10% withdrawal chance, +4% strength, 4% attack.
Mobility Aid III: +15% withdrawal chance, +6% strength, 6% attack.

Siege Aid I: +1 first strike chance, +4% city attack.
Siege Aid II: +2 first strike chance, +8% city attack.
Siege Aid III: +1 first strike chance, 1 first strike, +12% city attack.

#Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
# Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
# Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
# Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.


#Too many units in same tile will made it crowded. Over 15 will add the crowded effect.
Crowded: +1 movement cost, -25% strength, -20% withdrawal chance, -3 first strike chance, -2 first strike.

 
Hey Sevo, just wanna ask about the Great Person MOD. Is it the one with the pop up message with a picture and a quote from the Great Person? cause if it is, its not working in my CIV 4, any suggestions?

And if you can, would it be possible to include the Inquisitor MOD there? Or maybe the MOD with the Great General? The new resources would also be great. Thanks!:D


Nice job by the way, best MOD I ever played!:goodjob:
 
Hello Sevo.

I want to echo what BadaBing (#404) stated above: Thank you for putting the time into this modpack. It is more enjoyable.

Regards,

John
 
@GIR

Many thanks for your contribution about the "Aid Promotions".
I just hope to see you again around when a new update (SevoMod) will be released.

A fantastic idea again!


[party]
 
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