lefuet
Warlord
- Joined
- Nov 17, 2014
- Messages
- 101
not-a-mod v0.9 for bnw
this was never intended for publication but it is so much fun (for me at least) that I had to share it:
(this might be especially interesting for gamers on linux with slower computers and/or desire to gain achievements even if modded)
inspired by many mods, community balance mod a.o.
I play the linux version so no mod buddy, no dll mod and no mods that require it
I play on a netbook and got tired of slow mod loading/unloading
so I put everything I liked and could accomplish with just xml modding directly in the game files (I like interesting decisions and less luck so I mostly improved weak policies/buildings/wonders/terrain/improvements/..)
-faster loading (no need to load mods extra)
-can do changes in the middle of a game and they will load up if I load the save again
-can still get achievements since this is not a mod
-can play downloaded saves with my preferred changes
If you want to try it YOU NEED:
-all DLCs (not sure what happens if tried with some missing)
-eui (to show all changes to buildings, wonders, unit, yields, ... ) I only documented changes where eui is not showing actual game data (promotions, religion, social policies)
-condensed promotions (for convenience and less clutter)
-rename or backup both:
..../steamassets/assets/dlc/expansion2/dlc
..../steamassets/assets/dlc/expansion2/gameplay
extract the archive here:
..../steamassets/assets/dlc/expansion2/
(this overwrites files in expansion2/dlc and expansion2/gameplay)
some of the changes are:
promotions
-open favours attacker/rough favours defender
-shock for attack and drill for defense unlock different promotions
-coast guard (double move coast)
-deep ocean (double move deep ocean for subs)
-invisible scout, native tongue
-scouts and subs can enter foreign territory
-palace trained (similar to kris swordman - this was too cool to have only as Indonesia)
units
-scouts->marine->paratrooper->xcom
-workboats can eventually enter ice
-all ranged units range 2
-all siege units range 3 and no need for line of sight
-high end units more expensive
-attack over river -50%
-fortify up to 4 turns for +25% defense each turn
-first civ to circumnavigate: all water units +1 move
-more trade routes
-palace +production for each trade with city state
-faithbuy of settlers and workers
-cities max. culture radius bigger
-national wonders require building only in the city that builds it, more expensive
resources
-most modern units need resources
-possibility to gain at least a few strategic resources through buildings/(nat.)wonders even with bad luck of map
speed
-especially on slower game speeds faster unit train (barbarians too!), tile improvement and building times
-shorter treaty durations and faster world congress on slower game speeds
buildings
-water mill +1food at rivers
-relaxed some requirements (near river/mountain/coast)
-barracks and armory only xp and production for land units
-some coastal buildings xp and production for ships
-defensive buildings stronger, some improve city growth (citizens feel save)
-culture buildings a little more culture
-some buildings improve happiness
-some happiness buildings +1 culture
-stable: faster horses
-some buildings (forge, stable, ..) that require a resource give this resource (more efficient usage of resource)
-some highend buildings limited in number
-...
wonders
more specialists
improved/changed most social policies (to make all trees viable)
terrain/resources
-partly improved yields
tile improvements
-mine: +1p for each adjacent mountain
-sawmill: in forest and jungle, earlier in tech tree, +1p if at river for log transportation
-trading post: +1g if at river for easier trade
-moai can be build by everyone and outside borders
-plantation +1food +1gold
-pasture +1food +1production
GreatPersonTI
-connect any resource
-more culture if next to same
-improved by some techs and by future tech
Barbarians
-more dangerous
-unlimited xp
more and improved pantheons
DISCLAIMER:
-there probably are bugs
-not all changes balanced (I change problems as I encounter them. e.g. I think I didn't compensate Indonesia for making the moai buildable by every one)
-did not try to make AI understand the changes so you might have an easier game
I usually play unmodded bnw fast/normal/epic games on small (netbook) maps with raging barbarians on emperor or higher - so maybe my changes work best in this context
-most mods probably still work but since I change a lot there might be strange effects (I suggest trying this without mods first)
this was never intended for publication but it is so much fun (for me at least) that I had to share it:
(this might be especially interesting for gamers on linux with slower computers and/or desire to gain achievements even if modded)
inspired by many mods, community balance mod a.o.
I play the linux version so no mod buddy, no dll mod and no mods that require it
I play on a netbook and got tired of slow mod loading/unloading
so I put everything I liked and could accomplish with just xml modding directly in the game files (I like interesting decisions and less luck so I mostly improved weak policies/buildings/wonders/terrain/improvements/..)
-faster loading (no need to load mods extra)
-can do changes in the middle of a game and they will load up if I load the save again
-can still get achievements since this is not a mod
-can play downloaded saves with my preferred changes
If you want to try it YOU NEED:
-all DLCs (not sure what happens if tried with some missing)
-eui (to show all changes to buildings, wonders, unit, yields, ... ) I only documented changes where eui is not showing actual game data (promotions, religion, social policies)
-condensed promotions (for convenience and less clutter)
-rename or backup both:
..../steamassets/assets/dlc/expansion2/dlc
..../steamassets/assets/dlc/expansion2/gameplay
extract the archive here:
..../steamassets/assets/dlc/expansion2/
(this overwrites files in expansion2/dlc and expansion2/gameplay)
some of the changes are:
promotions
-open favours attacker/rough favours defender
-shock for attack and drill for defense unlock different promotions
-coast guard (double move coast)
-deep ocean (double move deep ocean for subs)
-invisible scout, native tongue
-scouts and subs can enter foreign territory
-palace trained (similar to kris swordman - this was too cool to have only as Indonesia)
units
-scouts->marine->paratrooper->xcom
-workboats can eventually enter ice
-all ranged units range 2
-all siege units range 3 and no need for line of sight
-high end units more expensive
-attack over river -50%
-fortify up to 4 turns for +25% defense each turn
-first civ to circumnavigate: all water units +1 move
-more trade routes
-palace +production for each trade with city state
-faithbuy of settlers and workers
-cities max. culture radius bigger
-national wonders require building only in the city that builds it, more expensive
resources
-most modern units need resources
-possibility to gain at least a few strategic resources through buildings/(nat.)wonders even with bad luck of map
speed
-especially on slower game speeds faster unit train (barbarians too!), tile improvement and building times
-shorter treaty durations and faster world congress on slower game speeds
buildings
-water mill +1food at rivers
-relaxed some requirements (near river/mountain/coast)
-barracks and armory only xp and production for land units
-some coastal buildings xp and production for ships
-defensive buildings stronger, some improve city growth (citizens feel save)
-culture buildings a little more culture
-some buildings improve happiness
-some happiness buildings +1 culture
-stable: faster horses
-some buildings (forge, stable, ..) that require a resource give this resource (more efficient usage of resource)
-some highend buildings limited in number
-...
wonders
more specialists
improved/changed most social policies (to make all trees viable)
terrain/resources
-partly improved yields
tile improvements
-mine: +1p for each adjacent mountain
-sawmill: in forest and jungle, earlier in tech tree, +1p if at river for log transportation
-trading post: +1g if at river for easier trade
-moai can be build by everyone and outside borders
-plantation +1food +1gold
-pasture +1food +1production
GreatPersonTI
-connect any resource
-more culture if next to same
-improved by some techs and by future tech
Barbarians
-more dangerous
-unlimited xp
more and improved pantheons
DISCLAIMER:
-there probably are bugs
-not all changes balanced (I change problems as I encounter them. e.g. I think I didn't compensate Indonesia for making the moai buildable by every one)
-did not try to make AI understand the changes so you might have an easier game
I usually play unmodded bnw fast/normal/epic games on small (netbook) maps with raging barbarians on emperor or higher - so maybe my changes work best in this context
-most mods probably still work but since I change a lot there might be strange effects (I suggest trying this without mods first)