Hello everyone, I've done some modding the last few months on the Religion&Revolution mod. I'd like to share my work with the community, and hear what you think about it. I'm inexperienced as a modder, so I can't guarantee I've done everything the correct way. I've tested it extensively, and it runs quite smoothly, but if anyone encounters problems or bugs, please report them in this thread. I've attached my modmod to this post in a zip file. To play it, do the following things: If you haven't done so already, download the Religion&Revolution Mod. At the moment, my modmod is compatible with version 2.1. Extract the main mod, and place it into the Mods folder. Make a copy of the mod, and name it "agnats_submod_for_R&R2.1" (so that I can analyze savegames). Download the zip file containing my modmod, which is attached to this post. Extract the contents of the zip file. Open the folder that is generated this way, and copy both folders inside ("Assets" and "DLLSources"). Paste them into the main folder of the copy of the main mod. Always accept when asked to overwrite files or merge folders. The modmod can now be played by selecting it in the Mods list under the "Load a Mod" option at the main manu of the game. Note: Savegames of the original mod are not compatible with this modmod. CONTENTS: New traits for European leaders I have added two brand new civilization traits to this game for the Russians and the Swedish, and added four new leader traits. I also made modifications to several of the other traits. The addition of four leader traits brings the total number of available leader traits to 16. As there are 16 playable leaders in the game, and each of them gets two leader traits, this means that every leader trait is used twice. These are the six new traits: Spoiler : Agricultural (Swedish civilization trait) +10% Food production in all settlements -10% Food required for population growth Imperialist (Russian civilization trait) Free promotion: Homeland Guard I (+15% Combat Strength inside your Cultural Borders) -25% Culture required for Territorial Expansion Note: I've changed the civilization traits of the Swedish and the Russians because I disliked the original ones (Foresters and Hunters Tradition). I disliked them because these traits focused on very minor aspects of the game (lumber production and fur trade), in contrast with the other six civilization traits, which focus on major aspects like immigration or trade. Because of this, I never felt inclined to pick either of these nations, as there was no clear strategy associated with them. These two new traits focus on larger aspects of the game: Population Growth and Territory. Sophisticated +25% production of Education in all settlements +50% chance colonists learn specialisms through learning by doing -50% cost of training specialists in schools Capitalist +25% Storage Capacity in all Settlements +25% better results from bargaining with Natives Agronomist Pioneers work 50% faster Improvements cost 50% less money to build Militaristic All units (siege units, transport units and ships) cost -25% Hammers, Tools, Cannons, Muskets and Blades to construct These are the changes to existing traits: Spoiler : Great Admiral 10% combat bonus now also applies to Privateers and Pirate Frigates Undemanding Food bonus no longer fixed at 2 for each settlement. It now scales with the bell-producing building that is present in the city (1 Food per Basecamp, 2 per Village Hall, etc.) In assigning new traits to leaders, I've paid attention to three things: Diversity: No two leaders may share more than one trait with one another. Synergy: Traits preferably should work together to give a leader certain strong points, and as a result a unique gameplay experience. Historical Correctness: The traits need to make sense when considering the historical background of a leader. Here an overview of all leaders, and their associated traits: Spoiler : English: Tolerant George Washington: Great General, Disciplined William Penn: Libertarian, Undemanding French: Cooperative Louis de Frontenac: Expansive, Militaristic Samuel de Champlain: Enterprising, Industrious Spanish: Conquistador Hernan Cortes: Expansive, Disciplined Simon Bolivar: Determined, Great General Dutch: Mercantile Peter Stuyvesant: Administrative, Capitalist Adriaen van der Donck: Charismatic, Sophisticated Portuguese: Explorers Martim Afonso de Sousa: Resourceful, Administrative Mem de Sa: Great Admiral, Militaristic Danish: Seafarers Hans Egede: Enterprising, Sophisticated Jens Munk: Great Admiral, Resourceful Swedish: Agricultural Johan Risingh: Industrious, Undemanding Johan Printz: Charismatic, Agronomist Russians: Imperialist Ermak Timofeyevich: Determined, Agronomist Alexandr Baranov: Libertarian, Capitalist I've made changes to various nations starting units as well, to reflect their changed strengths: Spoiler : French: Jesuit Missionary instead of Hardy Pioneer Portuguese: Seasoned Scout instead of Expert Fisherman Danish: Expert Fisherman instead of Expert Farmer, Fluyt instead of Caravel Swedish: Expert Farmer instead of Expert Lumberjack, Fluyt instead of Caravel Russians: Hardy Pioneer instead of Expert Hunter I've also made changes to the personalities of each leader, to give each of them a unique character. New traits for Native leaders I have added only one new trait for Natives (Patriarch), but made modifications to most of the others. These are the traits that have been changed: Spoiler : Patriarch (new trait) +25% Gold at first European contact -25% Cost of Native Land purchasing Prosperous Added: +25% production of Silver, Gems and Gold. Farmers Added: +2 Food production on all land tiles. Added: Homeland Guard promotion for all units (+15% Strength inside Cultural Borders). Removed: All other Food bonuses. Nomadic (originally named Nomads) Added: -15% Food required for Population Growth. Changed: Close Combat promotion for all units instead of Fearless. Hunters Added: +100% Great General emergence rate inside Cultural Borders. Fishermen (originally named Coastal Warriors) Added: +2 Food production on all Water tiles. Removed: +100% Great General emergence rate inside Cultural Borders. Raiders Added: -50% XP required for unit promotions. Forestwarriors Added: 50% Great General emergence. Changed: Great General emergence rate inside Cultural Borders reduced to 50%. Highlander (originally named Climber) Added: +2 Food production on all Hills tiles (to allow these nations to build big cities in Hills and Mountains). One thing I did not like about the original mod was the similarity between many native nations (in fact, some nations were almost exact copies of one another, like the Tarascans, Mixtecs, Zapotecs, Toromona and Aztecs). I've tried to give each of the 30 different native nations a different "feel." To do this, I've made large changes to their personalities in terms of raiding behavior, gift-giving, tendency to feel threatened, willingness to declare war, etc. This is to partly to ensure that no two native nations behave the same way, but also to spread aggressive and peaceful natives more evenly across the map. In the original mod, the southern and equatorial tribes are highly aggressive, while almost all North American tribes were quite peaceful. I've tried to balance that out a bit more. The second way to create diversity is by assigning new traits to native leaders. I've made sure that no two tribes share exactly the same traits, and in addition to that, I've tried to spread the different traits evenly across the globe. These are the native leaders, with their new traits: Spoiler : Cunhambebe (Tupi): Farmers, Raiders, Trader Agueybana (Arawak): Farmers, Fishermen, Patriarch Montezuma (Aztec): Prosperous, Farmers, Patriarch Huayna Capac (Inca): Prosperous, Highlander, Pupil Mangas Coloradas (Apache): Nomadic, Raiders, Mentor Sitting Bull (Sioux): Nomadic, Forestwarriors, Mentor Logan (Iroquois): Farmers, Forestwarriors, Patriarch Oconostota (Cherokee): Hunters, Forestwarriors, Trader Tecun Uman (Maya): Prosperous, Fishermen, Mentor Orkeke (Tehuelche): Nomadic, Hunters, Trader Nunkui (Shuar): Raiders, Highlander, Mentor Tuglawina (Inuit): Hunters, Fishermen, Pupil Kondiaronk (Huron): Fishermen, Forestwarriors, Pupil Cocijoeza(Zapotec): Prosperous, Forestwarriors, Mentor Sepe Tiaraju (Guarani): Hunters, Forestwarriors, Pupil Jaureybo (Carib): Fishermen, Raiders, Trader Oppussoquionuske (Algonquian): Farmers, Hunters, Mentor Narbona (Navajo): Nomadic, Highlander, Patriarch Machipara (Machiparo): Nomadic, Fishermen, Patriarch Serpent Quechquemitl (Mixtec): Prosperous, Raiders, Pupil Quemuenchatocha (Muisca): Prosperous, Highlander, Mentor Iron Jacket (Comanche): Nomadic, Raiders, Trader Washakie (Shoshone): Nomadic, Hunters, Pupil Tarano (Toromona): Forestwarriors, Highlander, Trader Running Eagle (Blackfoot): Hunters, Raiders, Trader Pine Leaf (Crow): Hunters, Highlander, Patriarch Uracca (Guaymi): Fishermen, Highlander, Pupil Erendira (Tarascan): Prosperous, Farmers, Trader Aomagua (Omagua): Farmers, Fishermen, Pupil Lautaro (Mapuche): Raiders, Forestwarriors, Patriarch I've also tweaked the factors that determine your relationship with natives, as I disliked the way all natives instantly hated you just because of the number of colonies you owned, instead of the proximity of those colonies to their lands. The idea is to make the interaction with natives just as challenging, but more interesting and realistic: Spoiler : The attitude penalty that results from the total amount of colonies you have has been greatly reduced. The attitude penalty that results from large colonies being located near native villages has been greatly increased. Trading now also slightly affects how much of a threat natives perceive you to be. If the perceived threat ("Your way of life is threatening to ours") is reduced to zero, it can become an attitude bonus ("Your presence is a boon to our way of life"). The attitude penalty for declining native trade offers has been removed. Founding Fathers I've made some big changes to the founding fathers. Mostly, I tried to make each founding father appear at the point of the game where he would make sense (so no Valuable Wood-giving FFs in the endgame). I've also increased the number of units provided by FFs in the late game. Jose de San Martin, who is not included yet in the main mod, is included in this Modmod as well. New Promotions I've added four new promotions to the game: Homeland Guard I (+15% Strength inside Cultural Borders) Homeland Guard II (+25% Strength inside Cultural Borders) Homeland Guard III (+35% Strength inside Cultural Borders, requires Great General) Sea Explorer II (Better results from Shipwrecks, requires Sea Explorer I) The purpose of the Homeland Guard promotions is to make Borders matter more, which especially benefits the Russians. The Sea Explorer promotion serves to turn Sloops (or other vessels) into naval equivalents of Seasoned Scouts. Schmiddie's changes on railroads As I didn't like the inclusion of trains into this historical period, I've also included the changes Schmiddie made to this in his modmod. Trains are replaced by Carriages (which I renamed Convoys) Train Stations are replaced by Waystations Railroads and Plastered Roads are replaced by Plastered Country Roads and Country Roads respectively Minor changes In addition to the changes mentioned above, I've also made many minor alterations: Spoiler : - Greatly expanded city lists, and corrected some historical errors in city lists (most notably the Blackfoot). - Waystations (formerly Train Stations) now require a City Hall instead of a Town Hall. - The requirements in Sailcloth, Rope, Tools, Cannons and Blades have been changed both for ships and for land transport units. - Slaves and Converted Natives now also get a production bonus for Stone. - Dragoons get the Leadership 2 promotion for free (as it was in previous versions of the mod). - Mounted Braves and Armed Mounted Braves get the Dragoon promotion (higher withdrawal change, attack bonus vs Cannon Regiment). - Expert Farmers get a 100% bonus for Barley instead of +3. - Settler Militias get a +25% Combat bonus inside their Cultural Borders instead of a 25% City Defense bonus. - The combat bonus of conquistadores vs Native Mercs has been increased. - Razing native villages results in more treasure (to make a conquistador strategy more lucrative) - Cocoa plantations can now be built on hill tiles with bananas or coconuts (so the food yield from such tiles can be increased).