The Spread of Imperialism 0.2 Download link: http://dl.dropbox.com/u/1732902/The Spread of Imperialism.rar Changes in v. 0.2: Spoiler : New Leaders: *Francis I of Austria *Louis XVI of France *Maria Theresa of Austria *Mem de Sá of New Portugal *Napoleon III of France Culverin has been made unbuildable for the time being due to crash problems with it's graphics. Removed production bonus from rebel sentiment, and added inventions that increase the production modifier for certain yields Fixed a bug that made the events occurred to the player be "forgotten" by the game after a couple of turns The Spread of Imperialism is a mod that combines elements of the many mods available in this forum, as well as introducing new elements; it's main features are ability to play on an Earth map, historical events, inventions events that allow certain professions, units and buildings, and leader-changing events. The mod was made with playing using the Earth map (the 1492 scenario) in mind, so it's not recommended to play it on a random map or other scenarios. The mod is still in an early stage of development, so while almost all features are functional, some may seem a bit rough. So, for the changes. There are historical events for a few civilizations, including ones that change the leader of civilizations. For instance, New England's leader will switch to John Adams through the "United States Election of 1796" event. There are also invention events that will enable new professions, units and buildings as described earlier, for example: at the start of the scenario, the only available military profession is the arquebusier. Later on, an invention event will fire enabling musketeers (renamed soldiers), and that same event will make arquebusiers obsolete (existing arquebusiers will remain in their profession). Besides the main military profession line, there are also different types of military units; in the late game, a player will be able to recruit Minutemen (starts with Minuteman I promotion), Skirmishers (Skirmisher I promotion), Regulars and Grenadiers (requires 50 coats, is stronger than the other infantry units, and has the Grenadier I promotion). There are a few civilization specific units and professions, such as the Continental Infantry for New England (replaces Regular). European civilizations have closed borders and are able to negotiate deals; natives won't give their settlements for free. The civilizations set as playable for now in the scenario are the colonial ones (except for New France, see below in the Known Bugs section), as the European and Native ones have little way of making money yet. The Europe screen can be accessed from the northeast of the Atlantic Ocean. Mineral resources ((Iron) Ore, Gold and Silver) can only be mined from tiles that have them as a bonus resource. The rebel sentiment production modifier has been removed, and inventions can change a yield's production modifier. Known Bugs: Can't start with the XML cached New France will not load up properly when the player is human Culverin has been made unbuildable for the time being due to crash problems with it's graphics. Added Civilizations Spoiler : Colonial Civilizations: *Belgian Congo *German East Africa *New Portugal *New Russia European Civilizations: *Austria *Belgium *Denmark *Florence *Ottoman Empire *Portugal *Prussia *Russia *Scotland *Sweden Added Professions Spoiler : Professions: *Arquebusier (regular infantry) *Buccaneer (only available for Petty Criminals) *Coffee Planter *Cossack (light cavalry; Explorer I and Looter promotions) *Cuirassier (heavy cavalry) *Dye Planter *Gold Miner *Grenadier (heavy infantry; Grenadier I promotion) *Minuteman (militia; Minuteman I promotion) *Regular (regular infantry) *Skirmisher (light infantry; Skirmisher I promotion) *Swashbuckler (only available for Petty Criminals, requires Rum) Civilization Specific Professions: *Austrian Grenadier (replaces Grenadier for Austria) *British Greenjacket (replaces Skirmisher for England) *Carolean (replaces Musketeer for Sweden) *Conquistador (replaces Musketeer for New Spain) *Continental Cavalry (replaces Cuirassier for New England) *Continental Infantry (replaces Regular for New England) *Marine (replaces Musketeer for New France) *Redcoat (replaces Regular for England) *Soldaat (replaces Musketeer for Netherlands and New Netherlands) *Whitecoat (replaces Regular for Austria) Added Units Spoiler : Units: *Expert Coffee Planter *Expert Dye Planter *Expert Gold Miner Civilization Specific Units: *Danish Caravel (replaces Caravel for Denmark) *Huguenot Privateer (replaces Privateer for New France) *Sea Rover (replaces Privateer for New England) *Spanish Caravel (replaces Caravel for New Spain and Spain) *Swedish Caravel (replaces Caravel for Sweden) *Watergeuzen (replaces Privateer for Netherlands and New Netherlands) Added Yields Spoiler : *Coffee *Dye *Gold Added Leaders Spoiler : *Agustin de Ahumada y Villalon of New Spain *Baranov of New Russia *Christopher Columbus of New Spain *Francis I of Austria *Franz Joseph of Austria *Frederic Goldsmid of Belgian Congo *John II of Portugal *Leopold II of Belgium *Louis XVI of France *Maria Theresa of Austria *Marquis de Vaudreuil of New France *Martim Afonso de Sousa of New Portugal *Mem de Sa of New Portugal *Napoleon III of France *Pedro II of New Portugal *Santa Anna of New Spain *Shaka of the Zulu *Tokugawa of Japan *Victoria of England *von Wissman of German East Africa Inventions Spoiler : *Bronze Muzzle-Loaded Artillery (can trigger from 1550 on, allows Cannon) *Improved Cavalry Tactics (can trigger from 1550 on, allows Dragoon) *Musket Armament (can trigger from 1550 on, allows Musketeer) *Recruit Steppe Horsemen (from 1550, allows Cossack) *Amalgamation Process (from 1557, +10% Gold and Silver production modifiers) *Seed Drill (from 1731, +10% Food production modifier) *Advanced Hull Design (from 1750, allows Frigate) *Bayonet (from 1750, allows Regular and Minuteman) *Explosives (from 1750, allows Grenadier) *Flintlock Rifles (from 1750, allows Skirmisher) *Improved Cavalry Weapons (from 1750, allows Cuirassier) *Iron Muzzle-Loaded Artillery (from 1750, allows Artillery) *Ship of the Line (from 1750, allows Ship of the Line) *Spinning Jenny (from 1764, +10% Cotton production modifier) *Cotton Gin (from 1793, +10% Cotton production modifier) *Sugar Industry (from 1800, +10% Sugar production modifier) *Tobacco Industry (from 1800, +10% Tobacco production modifier) *Sharp and Robert's Power Loom (from 1830, +10% Cotton production modifier) *Hussey and McCormicks Reaping Machine (from 1834, +60% Food production modifier) *Drying Techniques (from 1845, +20% Coffee production modifier) *Steel Plows (from 1846, +10% Food production modifier) *Advanced Ore Roasting Processes (from 1850, +10% Ore production modifier) *Advanced Ore Grinding Processes (from 1860, +10% Ore production modifier) *Advanced Ore Smelting Processes (from 1860, +10% Ore production modifier) *Artificial Fertilizers (from 1860, +2% Coffee, Cotton, Dye, Food and Tobacco production modifiers) *Dynamite (from 1866, +10% Ore, Gold and Silver production modifiers) *Carbon Soil Enrichment (from 1880, +2% Coffee, Cotton, Dye, Food and Tobacco production modifiers) *Steel Alloys (from 1895, +5% Gold and Silver production modifiers) *Tractors (from 1919, +2% Coffee, Cotton, Dye, Food and Tobacco production modifiers) Elements taken from the following mods: (sorry if I have forgot any) Abandon Cities Modcomp Age of Discovery II Age of Further Discovery American Industrial Unit Pack ColGold Ein Platz an der Sonne French and Indian War Inventor w/ Tech Tree Modcomp Mare Nostrum Model Mortally Dangerous Colonization Multiple Yields Consumed Modcomp Origins Mod Privateers, Pirates and Buccaneers Quest and Glory Viscos Mod Many thanks to those who have made these mods. Special thanks to KJ Jansson, Kailric, Aymerick, orlanth, TC01, drjest2000, EmperorFool, Afforess and deanej.