[mod] Warlords: Total Realism Gold

Isod I like your ideas but constructing a fort in neutral/allied territory, as it is a very hostile action and not on a city radius (I would suggest 3-4 squares away), imho.

Btw, National Value: Power lacks the bonuses, can anyone suggest what I could add ? And more importantly, how I can do it ?

Thanks ahead :D
 
Isod I like your ideas but constructing a fort in neutral/allied territory, as it is a very hostile action and not on a city radius (I would suggest 3-4 squares away), imho.

Btw, National Value: Power lacks the bonuses, can anyone suggest what I could add ? And more importantly, how I can do it ?

Thanks ahead :D

It doesn't lack bonuses, it just doesn't show them in-game. You get +1XP and +10% military unit production.
 
maybe forts outside your borders could take a little longer to be built - and/ or cost a little gold to keep it up and running... there could be different stages of forsts - a small, a normal and one really big one with better stats... - ok - just a guess ;-)

any idea (just about) when the next version will come - cant wait for it ;-))
 
Hi Walter,

thx for the quick reply!

Will wait - but cant say if i the waiting will be relaxed - lol - sorry, dont wanna spam...

So a nice next week to everyone around ;-)
 
Hi everybody,

We are all very busy at that time with our respective job. So, as Walter said, enjoy the game. The next version is not for tomorrow. We had the ideas, the knowledge to do them but not enough time....

I will be totally off for more than one week. I go to Normandy (visiting one museum per day) with the children of my school. No time to mod ! These young ladies and gentlemen are only 7-8 years old and had to be watch, feeded, cleaned,....and so on, until i gave them back to their parents next week end.
Play, enjoy and comment.

Hian the Frog.
 
Walter, thanks for the quick reply.

One more question: does anyone know what you need to change to turn up barbarians? "Raging barbs" are not at all raging...they barely show up! I get one barb every 20 or 30 turns.

I tried to figure it out, but couldn't. I figured it would be a simple line change or a value that needs to be added in th event manager or something.

Sorry, not very good at modding.

Thanks again and have a good trip Hian.
 
Well, barbarian activity depends very much on the nature of maps you're playing. Is there ever enough FOW for them to spawn in? If you start on an island, for example, and you can see all of its tiles, you can forget about barbarians - they only show up in the tiles you don't see.
 
Just a comment after playing through my first game with TR mod (as Egypt).Great job! Well thought out,with ideas I would incorporate if I could do a project of this scope.Enjoyed the flavour units and gameplay.
Thank you for your efforts and keep up the good work!
 
LOTS of FOW...which is why I don't know where the barbs are...

Are there ever any sea barbs? I haven't come across any in TR...
 
The spoiler contains the entire file from the TR CIV4GameInfoSchema.xml.

I know very little about modding, but couldn't I just adjust some of the values governing barb creation?

iUnownedTilesPerBarbarianUnit>70</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>2000</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>

Am I way off the mark? Does anyone know exactly what these numbers represent? Which ones do I increase or decrease?

Thanks and pardon my modding ignorance...

Spoiler :
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Soren Johnson (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
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<iAnimalAttackProb>75</iAnimalAttackProb>
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<iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
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<iAIPerEraModifier>-3</iAIPerEraModifier>
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<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
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<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
<HandicapInfo>
<Type>HANDICAP_IMMORTAL</Type>
<Description>TXT_KEY_HANDICAP_IMMORTAL</Description>
<Help>TXT_KEY_HANDICAP_IMMORTAL_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>99</iAnimalAttackProb>
<iStartingLocPercent>80</iStartingLocPercent>
<iGold>0</iGold>
<iFreeUnits>2</iFreeUnits>
<iUnitCostPercent>90</iUnitCostPercent>
<iResearchPercent>125</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>95</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>1</iHealthBonus>
<iHappyBonus>3</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>30</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>25</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>30</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1200</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>90</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>15</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>20</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>-5</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-70</iAIAnimalBonus>
<iAIBarbarianBonus>-40</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>3</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>75</iAIWorkRateModifier>
<iAIGrowthPercent>80</iAIGrowthPercent>
<iAITrainPercent>80</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>80</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>80</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>80</iAICivicUpkeepPercent>
<iAIUnitCostPercent>80</iAIUnitCostPercent>
<iAIUnitSupplyPercent>15</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>10</iAIUnitUpgradePercent>
<iAIInflationPercent>30</iAIInflationPercent>
<iAIWarWearinessPercent>30</iAIWarWearinessPercent>
<iAIPerEraModifier>-4</iAIPerEraModifier>
<Goodies>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
<HandicapInfo>
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>100</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>1</iHealthBonus>
<iHappyBonus>3</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1000</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-70</iAIAnimalBonus>
<iAIBarbarianBonus>-40</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>60</iAIGrowthPercent>
<iAITrainPercent>60</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>60</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>60</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>60</iAICivicUpkeepPercent>
<iAIUnitCostPercent>60</iAIUnitCostPercent>
<iAIUnitSupplyPercent>10</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>5</iAIUnitUpgradePercent>
<iAIInflationPercent>20</iAIInflationPercent>
<iAIWarWearinessPercent>20</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<Goodies>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
</HandicapInfos>
</Civ4HandicapInfo>
 
Has anyone run into this problem and how do I solve it?

I produced a great engineer in a city and I used him to construct some type of academy or university. Some of the graphics around my cities went black and dissapeared. I had to reload the save before and not construct it.
 
The spoiler contains the entire file from the TR CIV4GameInfoSchema.xml.

I know very little about modding, but couldn't I just adjust some of the values governing barb creation?

iUnownedTilesPerBarbarianUnit>70</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>2000</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>

Am I way off the mark? Does anyone know exactly what these numbers represent? Which ones do I increase or decrease?

Thanks and pardon my modding ignorance...

You certainly can adjust these settings and they will work (with a new game, of course). For someone "modding ignorant" you're very bright. :goodjob:

These numbers represent:

<iUnownedTilesPerBarbarianUnit>
How many unowned (or "unobserved", not very sure of that) tiles must there be for a barbarian to be generated. Effectively caps number of barbarians in the world - the lower it is, the more barbarians there'll be.

<iUnownedWaterTilesPerBarbarianUnit>
Same stuff for water.

<iUnownedTilesPerBarbarianCity>
Same stuff for barbarian cities popping up.

<iBarbarianCreationTurnsElapsed>
This is how early in the game first barbarians appear, in turns.

We're planning on adding in naval-based barbarians, but we haven't done that yet.
 
Has anyone run into this problem and how do I solve it?

I produced a great engineer in a city and I used him to construct some type of academy or university. Some of the graphics around my cities went black and dissapeared. I had to reload the save before and not construct it.

Could you go into more detail? A screenshot, perhaps? This doesn't sound like a common problem.
 
G'day,

Love the mod, this is my first one and WOW!!

I have a big problem.. I cannot trade technologies with other nations! I seem to remember reading that the technology required for this was moved up from alphabet to guilds.. Thing is, I have Guilds. So do my rivals, they have knights all over the place. I just researched astronomy and I was sure this would open it up, enabling trading over the sea from my island to others, but nope, still no go.. I can trade resources and maps but not techs.

Am I missing something? I've tried sifting through the pages of the thread, but can't find anything.

Please help!
 
G'day,

Love the mod, this is my first one and WOW!!

I have a big problem.. I cannot trade technologies with other nations! I seem to remember reading that the technology required for this was moved up from alphabet to guilds.. Thing is, I have Guilds. So do my rivals, they have knights all over the place. I just researched astronomy and I was sure this would open it up, enabling trading over the sea from my island to others, but nope, still no go.. I can trade resources and maps but not techs.

Am I missing something? I've tried sifting through the pages of the thread, but can't find anything.

Please help!

This is a WAD. Tech trading is intentionally disabled, as it is replaced with tech spread mechanism. If you have open borders with someone, and he knows a certain tech, you get a bonus researching it (double speed actually) - and vice versa.
 
AHhhhh ok.. Thanks very much. I'm a noob, as I said.

Don't know what a WAD is, but I guess I should have read the fine print somewhere! Puts a whole new premium on open borders though doesn't it?
 
WAD is Working As Desired (Designed). And yes, now you should generally be more careful who you sign open borders with. On a side note, tech exchange bonus also conveys a small culture yield (2 :culture:, IIRC), so it's also useful for newly founded/conquered cities, that generate no culture on their own (although largely irrelevant to grown cities generating at least 10 :culture:) - make it a part of your strategy too. :)
 
Ah! Glad to know this! I NEVER use open borders (I'm not very trusting ^^). Looks like I'm going to have to change my tactics a bit! (Better be really friendly to the civs more advanced than me :P) -- If I understand this correctly that is, hah!

--Oh and great Mod BTW, I've been using it for a while but just recently up and decided to sign up on the forums ^^.
 
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