(Note: While the information in the first couple posts is still correct, the main discussion for Revolution happens in the mod's sub-forum and the RevolutionDCM thread) Revolution Mod Pack By jdog5000 Coders: jdog5000, glider1, Dom Pedro II, octitalis Civ Versions: BTS plus depreciated versions for Warlords & Vanilla Multiplayer? Not yet. Game Ready Components: BarbarianCiv AIAutoPlay Revolution TechDiffusion DynamicCivNames StartAsMinors In Testing/Further Development: ChangePlayer The goal The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers. Soon civs will be able to band into confederations, which can crumble if things don't go well. Gameplay Components The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. These cities will first form single city minor civs and later, when they accomplish something notable, will be upgraded to full civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence. Revolution has essentially absorbed the concepts from the Rebellion component that was in prior versions, plus there are several new Revolution types. With the SDK changes in this mod pack, these three components can spawn completely new civs that were not in the game before. Both of these components are also highly configurable and enabled by default. Tech diffusion is essentially a tech welfare program to keep civs from being eras behind by the end of the game. If a civ falls behind by several techs, they will start to accumulate free research towards some of the techs they can research. The rate of accumulation is based on how many civs they know with tech and what their relationships are. Unless the civ is extremely far behind, they will never get a completely free tech, instead they'll get a few percent of the research points per turn. Once a certain fraction (which increases as the eras go by) has diffused, the free beakers stop and the civ must do the rest of the research themselves. DynamicCivNames renames civs over the course of the game, based on thier civics and status. Civs spawned in rebellions will temporarily be named something like Japanese Rebels before they establish themselves. Similarly mechanisms exist for civs spawned by BarbarianCiv. A civ running Hereditary Rule and Theocracy might be named Holy Kingdom of Japan. There are quite a few variations for different civic combos. Tools These are components that are not directly game play changes, but instead can be used for fun or debugging. AIAutoPlay allows the player to turn over the reigns of their civ to the AI for some number of turns. Uses for this include watching the AI, "fast-forwarding" the game if you're bored or want to see the effects of mods you've made. This component is enabled by default, but makes no gameplay difference if you don't use it. ChangePlayer allows the player to switch which civ they control and the leader or civ type of any civ. There are some issues with changing the civ type of living civs, but all the other pieces are working well. This component is enabled by default and makes no gameplay difference if not used. Configurability This mod is designed to be very configurable. Many options and tweaks are available in the Revolution.ini config file (no coding required), including enabling and disabling each individual component. For specifics on what can be changed, check out the ini file. Note that yes, you can enable or disable a component, or change one of the other features, and continue with an in progress game. However, you will probably need to save, exit, and reload. Revolution Mod Forum Check out the Revolution mod forum for more info, and these special sections: Revolution information Download link and version info FAQ and Troubleshooting Notes for Modders & Mergers Bug Reports Gotta give my props Thanks to Dom Pedro for joining the team and helping make support for civic mods and (soon-to-be) rebel units specification a reality! Thanks to Caesium for sharing his adaptation of this mod (his mod pack has not yet been released on CFC) from which I have borrowed several pieces, and for translating text into German. Thanks to Dom Pedro II, Twisted_Stixx, Goobernatorial, suspendinlight, TheGreatApple, Quijote, Cincinnatus3, GenocideBringer, Seven05, AnarhCassius, Colin, b3virq3b, Peuri, Caesium, Mrdie, Beastfeast, cbmclean and Dnomal for their ideas, bug reporting and testing. Thanks to DrElmerGiggles for his custom event manager. Thanks to Stone-D and Teg Navanis for their work on saving mod data in compatible ways. Thanks to TheLopez for the Dead Civ Scoreboard mod component. Thanks to Lord Olleus for idea on how to call functions at the end of a players turn. Also, thanks to DrElmerGiggles, TheLopez, Kael, Rhye, eotnib, and others for their answers to questions and code I browsed for implementation ideas. Awesome Revolution logo by skylined!