[mod][Warlord] Better Tomorrow

fuch1141

Adeptus Mechanicus
Joined
Jan 2, 2007
Messages
112
Location
Taiwan

Better Tomorrow
v0.541



Modder: FUCHS, Avatar

Revised date: 2007/04/02

You can download it from here:
http://forums.civfanatics.com/uploads/107652/Better_Tomorrow.rar


The first parts of the mod have been finished!
(unique culture of a nation, traits, brand new civics options, and greatly improved modern age)

The second part is random event module, maybe including BGM(I think this is a good idea, but it is a great challenge for me, and disk space;) ).


new from 0.42 -> 0.541
- Adding Trait: Bushido, Trait:Motherland
- Adding Wonder:EverHealth
- Adding Promotion:Bushido, Promotion:Kamikaze
- Adding Resource:Sick-Away
- Adding Building:Ayuveda, Building:India Mausoleum
- Adding Culture Level: Celestial
- Pyramind now Enable all culture Civics rather than Political Right Civics.
- Unique France National Wonder
- Unique Germany National Wonder
- Unique England National Wonder
- victory condition changed
- balance cruise missiles

Next stage:
- Random Event Module
- Background Music (maybe)
- Complete list of civilization, leader, traits, buildings, and unique units (Html format)




--------------------------
I. Installation
--------------------------
Installation:
1. Put directory under [your civ directory]/mod/


--------------------------
II. Introduction
--------------------------
This mod would like to deliver dramatic, realistic, and interesting experience, such as:
- New traits, including cultural inheritance, religionary belief, and personality.
- Civics are overhauled. (More options for DICTATORS!:egypt: )
- Near future technologies, buildings, units, and promotions.
- Great mod components borrowed from ingenious modders.
- [FUTURE WORK]
Indicators & Events: HDI(Human Development Index), Press Freedom, and death troll. There will be many random events that reflect these indicator, such as entering a golden age, GP emerging, pollution, and revolution. For example, with the proper social care system, better education, sound environment policy, Finland become the most wealthy country in the world(only 5M population), and Linus Torvalds is a Finlander, too!



HDI:
http://en.wikipedia.org/wiki/Human_Development_Index

"The Human Development Index (HDI) is a comparative measure of life expectancy, literacy, education, and standard of living for countries worldwide." --wikipedia


Press Freedom & Reporters Without Borders:
http://en.wikipedia.org/wiki/Reporters_Without_Borders

I think every dictator hates reporters a lot.


Highlight:
Spoiler :
1. This mod want to deliver the concept: "Role Playing" , not being a mini-maxer.
DO WHAT YOU WANT!

For example, if you are a nice king caring his people, using civic:welfare state, give them more health and happiness than they need, and your people will become more enlightened, and more Great people will emerge, and there will be more golden age in your history, and vice versa.
[future work: random event and indicators]


2. There are many unique traits in this mod.
(I use Python to design mechanism of these traits)
for example, the Americans' cottage growth rate will become extremely high; Egyptian will have "Ancient" trait which makes Egypt civilization as if she was founded before other civilization without "Ancient" trait was, such as more culture, several improvement, and so on.

3. Civics variety:
Civics options are overhauled and reasonable, and even the starting civics option still hold good in the present day(eg. Traditionalism). Furthermore, Player have more viable combinations from civics menu than orgin civ4.


4. Dramatic effect
I use some designs similar to board games. There are many high-cost buildings, projects, technologies, units. It is hard to complete them, but once some one finish one of them, he will be benefited greatly, and he might have a good chance to turn the tide. (like gambling)





--------------------------
III. Traits
--------------------------
Spoiler :

'*' means 'refit'

Prosperity:
Many historians considered that ancient China is too big to be a truely centralized country. In China, emperors seldom intervened his peoples' class, profession, religion, estate, and so on, and that is why Chinese had developed a unique, prosper civilization.

- Can build Uber Farm and Uber Fishing Boat.(+)(++)
- Get severe penalties from Despotism, Feudalism. (++)
- Get +0% cottage growth from Pluralism instead of +100%.(++)
- Double production on Hospital.

(+) They can be built on many circumstance.
(++) IT WILL NOT BE DISPLAYED ON SCREEN


Uber farm/ Uber fishing boat get food bonus from 3 techs --tech:Calendar, tech:Compass(The Chinese are superstitious to Feng-Sui, and they use compass to measure Feng-Sui), and tech:Communism

However, Uber farm/ Uber fishing trap get penalties(loss of food) from 2 civics -- civics: Despotism, civics:Feudalism, which reflects unique culture of Chinese. The China is too big and too populous to rule, so that the emperors must surrender most of their power to local government and his people.


at the beginning of the game, you got +1 food from irrigation, but you got -1 food from civics: Despotism, and you will find that you got zero benefit from farm at the beginning. Players must switch to civics:Celestial Dynasty and research tech:Calendar, tech:Compass, and tech:Communism to unlock Chinese's full potential.


Open Minded:
With friendly immigration policy and open-minded culture, Quality and quantity Immigrators flourish the empire, and America has become a superpower in 200 years.

- +1 commerce on plot with 3 commerce
- +700% Cottage growth rate from Pluralism! (++)
- Troops are better-equipped by Future Combat Enhancement. (++)
(++) IT WILL NOT BE DISPLAYED ON SCREEN



Motherland:
- +3 gold per city

tip:
With Pioneer, Motherland leader can expand border and cities much easier than other leader without manage number of cities/city maintenance.


Son of the God:
The Inca leadership encouraged the worship of their gods, the foremost of which was Inti, the sun god. Incans believed that one can be connected to the god by gold, and their king, is son of the god, ruling this blessed land.

- At least 5 gold mines are near the starting site. (++)
- +1 happiness with forge
(++) IT WILL NOT BE DISPLAYED ON SCREEN

Ancient:
The ancient civilizations have an unmatchable advantage over other civs --TIME. In this mod ancient civs have more units at start for their early developement.
- More advanced civilization at start. (++)
- Double production on Monument & Obelisk.
(++) IT WILL NOT BE DISPLAYED ON SCREEN

Strategist:
- Free Promotion:Morale on Mount, Helicoptor, Siege.
- Double production on Airport.


Humanitarian:
- +1 Happiness
- Free Promotion:Humanitarian for all unit


Bushido:
- +25% Great General Birth Rate.
- Free Promotion:Bushido for all unit



*Imperialist:
- +10% Great General Birth Rate.
- Double production on Skyscraper.


*Spiritual:
Spiritual people are harmonic, endurable, and devoted. That is why spiritual leaders do always play an important role in history.

- NO Anarchy.
- +1 health each city.
- +1 Happiness each city.
- Double production on Temple.


*Splendid:
- +50% wonder production
- Double speed on Heroic Epic
- Double speed on Mt. Rushmore


*Industrious:
- +1 hammer on plots with 3
- Double speed on Forge.


*Organized:
- -50% civics expense
- Double production on Lighthouse, Courthouse, Jail.


*Creative:
- +15% Culture rate
- +1 culture each city
- Double production on Library, Theater and Colosseum.


*Financial:
- +20% gold revenue
- Double production on Bank.


*Philosophical:
- +100% GPP Birth Rate
- Double production on University.


*Agressive:
- Free Promotion on melee, gunpower, and armor.
- Double production on Barrack, Drydock.



--------------------------
IV. Civics
--------------------------
Spoiler :

Political Rights
=================

Despotism:
- can spend population to hurry production.


Feudalism:
- Unlimited Artists, Scientists, and Merchants.
- +Happy faces from Palace, Barrack, Wall, and Castle.
- +200% # of cities Maintenance


Police State:
- Additional 6 spies.
- Draft 5 per turn.
- +1 Happy face per military unit stationed in the city.


Celestial Dynasty:
- +50% Commerce, +50% Production in Capital.
- +10% gold, +10% science, +10% culture in Capital.


Universal Suffrage:
- +2 commerce with town.
- +1 production with town.
- can spend gold to hurry production.
- +unrest to civilization without Universal Suffrage.


Foreign Relation:
=================

Colonalism:
- No maintenance costs from distance to palace
- Cities with state religion train unit +10% faster.


Nationalism:
- +100% Great General emergence inside the border of culture.
- NO foreign trade.


Hegemony:
- +300% Culture in Capital.


Tolerance:
- +1 Trade route.



Culture:
===========


Traditionalism:
- +2 Culture per specialist.
- +1 Happiness from Granary.


Aristocratic Elite:
- +1 Free Specialist per city.
- +1 Gold per specialist.

Warrior State:
- +3 Experience.
- -10% Unit production.
- No War wariness.


Thought Control:
- -50% GPP
- +3 Happy face from Barrack.
- +6 Happy face from Jail.


Pluralism:
- +100% Culture per city.
- +100% cottage growth(+)

(+) Prosperity Leader get +0% growth rate, Open-Minded Leader get +700% growth rate, the others get +100% growth rate.
(+) IT WILL NOT BE DISPLAYED ON THE CIVILPEDIA & CIVICS OPTION.



--------------------------
V. Units and Promotions
--------------------------
Spoiler :

Future Combat Enhancement:
- Future Tech Combat Enhancement are enabled when player have Unified Field Theory.


Conscious Awareness Weargear:
- Units can be equipped with Weargear when player haveArtificial Intelligence.


Special Forces:
- Special Forces at your disposal, can be upgraded from Marine and Gunship.


Modern Corps:
- Modern Corps is an advanced version of infantry, and can be used for antitank.


Mobile SAM
- Mobile SAM available

Mobile Artillery
- Mobile Artillery available


Cruise Missile
- Cruise Missile available


AEGIS Cruiser
- AEGIS available


Pioneer:
- Russian settler, can move 4 square per turn.

*Marine:
- Marine is melee type.


*Nuke:
- +30% production with Nuclear Plant.




--------------------------
V. Technologies
--------------------------

Spoiler :
There are 5 near future technologies in the game, such as Cybernetics, Quantiative Sociology,

Proteomics, Unified Theory, and Artificial Intelligence.




--------------------------
VII. Buildings
--------------------------
Spoiler :



EverHealth:
- Provide 5 Sick-Away(new resource)
- Global Wonder
- Sick-Away is a new resource that provide +1 health, +2 health with hospital.
(Do take sick-way under doctor's instruction!)


Supercollider:
- +200% Research
- +10% production on Spaceship Construction
- National Wonder


Fiber Optics Networks:
- +50% Commerce


Housework Automation:
- +30 hammer


India Ayurveda
- replace supermarket
- +4 Food
- +5 Health
- +3 Happiness


Musee du Lourve:
- +6 free artist
- Replace Forbidden Palace, unique building for French

University of Gottingen added
- +100% GPP
- Replace Forbidden Palace, unique building for German


London Stock exchange added
- +150% gold
- Replace Forbidden Palace, unique building for England



*Pyramind
- Enable all culture Civics


*India Mausoleum
- +10 culture


Skyscraper
- +20 culture
- +10 gold



*French Salon
- +3 culture.
- +25% science.
- 1 Free Artist.


*German Assembly Plant
- can turn 6 citizens into Engineers.
- +25% Production, +50% Production with Power.


*It only requires 3 university to build Oxford University.
*It only requires 3 bank to build Wall Street.



--------------------------
IX. Tweaks
--------------------------
Spoiler :

Unemployed:
- Rename Citizen to Unemployed, and umemployed only and only provides 1 hammer.
(This is a real problem that there are many unemployed labors in PRC.)


Pluralism and cottage growth:
- Prosperity leader will find that cottage growth is randomed, the probability is 0.5, which reflect social fluctuation after adopting Pluralism. Open-minded leader will find that cottage growth is much more faster than other leader when she adopt Pluralism.


Combat Enhancement:
- Once player reaches Unified Theory, all her newly built troops get one combat enhancement, and Open-Mined leader get two.


Apollo Project:
- Apollo Project rename to "Voyage to Alpha Centauri".
- Prerequisite tech: "Fusion".


Spaceship:
- Spaceship Construction time are doubled.



Unit upkeep:
- Unit upkeep have been rebalanced.


Culture and Culture victory:
- New culture level -- Celestial.
- Need 3 Celestial city to win Culture Victory.






--------------------------
0. Acknowledgements and Credits
--------------------------
Thank for these Great People(Great Modder!), their awesome works and idea help this mod directly or indirectly.

Tutorial
- TGA's Python tutorial.

Graphic Component
- "Cruise missile" by snafusmith
- "F/A-22" by The Conquests
- "SAM & Artillery" by Italicus
- "AEGIS" by snafusmith
- "WTC" by charly1977

Mod Component
- "Specialist stacker" by TheLopez
- "New Main Menu" by C. Roland


MOD
- "Banana" by Blake@Apolyton
- "Ultima Strategy" by naf4ever
- "New Traits" by Impaler[WrG]
- "Fall From Heaven" by Kael et al.


SDK
- "Better AI" by Blake


Civilpedia:
- Mighty Wikipedia & Google



Thank you for your reading! :nuke:






"The future will be the better tomorrow." --Dan Quayle

Screenshots:
 

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looks good :welldone:
 
It looks BA
 
Looks nice, but to be honest, I probably won't play it, mainly because I'm not sure what the mods has to offer. There are many additions, but there are other "General Expansion" mods that offer much more, so I'd rather play those ... and for a focus mod, I don't see the focus yet. Perhaps you could add more information to the OP regarding what's special/unique about your mod?

Btw, your screenshot of the Civics screen shows a line reading: "Police State: can build Missionaries without KGB". Huh? ;)
 
Looks nice, but to be honest, I probably won't play it, mainly because I'm not sure what the mods has to offer. There are many additions, but there are other "General Expansion" mods that offer much more, so I'd rather play those ... and for a focus mod, I don't see the focus yet. Perhaps you could add more information to the OP regarding what's special/unique about your mod?

You are right, Psyringe!

1. This mod want to deliver a concept: "Role Playing" , not being a mini-maxer.
[future work: random event and indicators]
For example, if you are a nice king caring his people, using civic:welfare state, give them more health and happiness than they need, and your people will become more enlightened, and more Great people will emerge, and there will be more golden age in your history, and vice versa.



2. There are many unique traits in this mod.
(I use Python to design mechanism of these traits)
for example, the Americans' cottage growth rate will become extremely high; Egyptian will have "Ancient" trait which makes Egypt civilization as if she was founded before other civilization without "Ancient" trait was, such as more culture, several improvement, and so on.

3. Civics options are overhauled and reasonable, and even the starting civics option still hold good in the present day(eg. Traditionalism). Furthermore, Player have more viable combinations from civics menu than orgin civ4.


4. Dramatic effect
I use some designs similar to board games. There are many high-cost buildings, projects, technologies, units. It is hard to complete them, but once some one finish one of them, he will be benefited greatly, and he might have a good chance to turn the tide. (like gambling)


Btw, your screenshot of the Civics screen shows a line reading: "Police State: can build Missionaries without KGB". Huh? ;)


In fact this should be "Police State: can build more spies without KGB"
However it requires SDK coding, and I afraid I have no time for this.


Thanks Psyringe! :worship:
 
defifnatly worth while thinkign of using Better AI mod with this one would be superb

The Better AI Mod is just the game core DLL revamped for improved AI ..so merger was just a matter of dragging and dropping

Better Ai can be found here http://sourceforge.net/projects/civ4betterai ,

Thank you Morfydd, It really help a lot!
(Better AI have been included!)
 
Glad to be of help ..mod plays with a fairly differnt flavor than many of the others ..pretty good
 
Ran into a snag when it came to building a skyscrapper..selected sckyscapper to build and game crashed out...reloaded tried again same thing ....hmmn so i plugged ahead went on and foudn the problem with CTD the second i try to build any of the new wonders or buildings ...but did not get it when building or using units..not sure if this is a compatibility error with the better AI ..and your mod ..or if its the buildings themselves need work ...anyway also noticed that i got modern corps long before i could get infantry etc ...<might be that very very long quantitive sociology tech i decided to study soon as it appeared>

Anyway cant wait to see what this mod will look like when your finished with it was very fun...
 
I really love what this mod has done, but I would like to see it combined with Ethnically Diverse Mod as well as other more topical changes, such as those found in Visa..

Great job!
 
Thank you Morfydd and Leif! I will try to make it fun than ever ;)



to Morfydd:

I try to figure out the new building problem, and maybe it will take me several days to deal with it. (I am occupied for these days too!)
 
I really love what this mod has done, but I would like to see it combined with Ethnically Diverse Mod as well as other more topical changes, such as those found in Visa..

Great job!

The new "Look and Feel" mod would be great intergrated into this one.
 
Ran into a snag when it came to building a skyscrapper..selected sckyscapper to build and game crashed out...reloaded tried again same thing ....hmmn so i plugged ahead went on and foudn the problem with CTD the second i try to build any of the new wonders or buildings ...but did not get it when building or using units..not sure if this is a compatibility error with the better AI ..and your mod ..or if its the buildings themselves need work ...anyway also noticed that i got modern corps long before i could get infantry etc ...<might be that very very long quantitive sociology tech i decided to study soon as it appeared>

Anyway cant wait to see what this mod will look like when your finished with it was very fun...

The problem had been fixed! (save file compatible)

I will start another stage of modding in days two or three.
(adding one wonder & 2 traits, several promotions, and plotting random event module)
 
I like the idea of "Quantitative Sociology" as a future tech. Future techs ususally focus heavily upon future developments in the "hard sciences," (such as nuclear fusion or nanotechnology) while paying little regard to the fact that the "soft sciences" (as well as the arts) will continue to develop in the future.
If sociology could be made a more accurate, mathematical (in short, more useful) discipline, this could have wide-reaching consequences for economics and the way governments are run.
 
I've encountered a bug with the uber farm.

According to the civpedia farms don't give a foodbonus themself, right? Well, if so then uber farms are wad in this aspect.

BUT: they don't even give the irrigation bonus. An uber farm build on a plain with fresh water ... does nothing. Build on grassland with wheat and freshwater, it adds the wheat bonus, though nothing more.

Maybe look into this?
 
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