Recommended mods?

Maxor127

Warlord
Joined
May 28, 2003
Messages
229
There are so many mods, I don't know what to make of any of them. I was wondering what mods just about everyone recommends and thinks is a must-have. I'm particularly interested in interface enhancements and anything else that you think should have been in the game to start with. I'm not really interested in new civs or leaderheads or anything like that.

I have been looking for something that might make the game a little more conquest-friendly, though. And also some game speed mods since Normal seems too short and Epic seems too long and it seems like Research is slower than it should be in Normal. I played a coop game with my brother and there are only like 70 turns left and our combined research has only just now brought us to Radio, Rocketry, and Fission with some lesser techs passed over.
 
The Ancient Mediterranean (in my sig), Sevomod 3, Fall from Heaven (I & II).

I'de play Sevomod 3 first, then try Fall from Heaven. The new version of TAM should be out pretty soon (within days) so once v1.9 is available I strongly encourage you to give it a try.
 
If you're looking for something to liven up combat, you could take a look at my combat mod (in sig).
 
I would suggest checking out this thread TheLopez Mods

Specifcally, check out the enhanced advisor screens and the Mercenaries Mod.
 
Jeckel said:
I would suggest checking out this thread TheLopez Mods

Specifcally, check out the enhanced advisor screens and the Mercenaries Mod.

Thanks for the plug Jeckel!!! :D
 
Are there any mods that add advisors similar to what Civ3 had? I don't understand why they were never included in Civ4. The same with palace/throne room. Any mods that let you build those up similar to the older games? I've also always thought it would be cool to have random events happen in the game that require you to make a decision, similar to Castles II: Siege and Conquest. Basically, a dialog box would appear telling about something that happened and you'd have to make a decision as to what to do, and sometimes the choices you make effect events later on.

For example, for Civ4, your next turn could start in the Middle Ages period, and a dialog box would pop up and say "A knight from our enemy, the Germans, has ridden to your palace and requested an audience with you. He says he has fled the German army and has come to swear allegiance to your empire. What do you wish to do, sire?
1) Execute him. (incites a war with Germany)
2) Allow him to join our population (+1 citizen, or free Knight unit or something, and then later on have a dialog box appear that would say the Knight was caught spying. It was all a ruse by the fiendish Germans to gain information from us, blah blah blah)
3) Return him back to Germany. (no bad effect)

So basically, dialog boxes would randomly appear as you play through the game that would make you deal with the sorts of decisions and problems a real life ruler would have to make. I don't know if it would be good in multiplayer, but it would definitely be cool in single-player. Anyways, that's my mod idea.
 
Yeah, I don't know if it would be possible at all, but I think it be cool if it had something like that. I agree with events influenced by the player. Some completely random stuff would be cool too. My idea is pretty much inspired by Castles II and also King of Dragon Pass where events like that were pretty much the reason you kept playing because you wanted to see what would happen next.
 
Oooo, that is a neat idea. I wouldn't be that hard to code up, just some code run onBeginPlayerTurn event. The hard part would be comeing up with all the random events that can occur. I don't have lots of free time, but it you post up the random events and the options I'll see about codeing it for ya. :)

@TheLopez
It is always a pleasure to plug quality product. :)
 
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