Hello everyone, I've put together a modmod for RFC (BTS) with various changes and enhancements I've come up with while playing Rhye's excellent mod. I submit it to the community's attention and am curious to hear of players' feedback. Download/install instructions: Download v.1.1.4 here and extract to C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\. Fellow modders can download the DLL sources here; code changes are marked by the //Corossol comment. Feel free to reuse anything but please give credit. Mod description: This is not a "kitchen-sink" mod with a hundred new techs and units; while adding new elements I tried to simplify or take out some others, keeping elegance as the main design principle. Most of the changes aim for better historical accuracy without being too deterministic, and increased strategic depth without forcing the player to relearn Civ basics. Here is a summary of the changes: Spoiler : - The tech tree has been rebuilt for greater realism; given a vertical column of techs you should be able to guess the approximate century or (later) decade it represents. Requirements for many units and buildings have been changed, but the techs themselves are mostly the same as before. - Judaism is replaced by Zoroastrianism. This new religion is founded with Monotheism (which is now placed between Monarchy and Theology), usually by Persia which spawns with the tech. Judaism is represented in the game by the Temple of Solomon, which replaces the Moai Statues and is automatically built in Jerusalem around the time Judaism used to be founded. - Confucianism is replaced by Hellenism. This new religion is founded with Philosophy (which is now placed between Writing and Aesthetics) and spreads quickly in the Mediterranean area. It is a requirement for building many of the Classical Wonders, however it gradually disappears as Christianity spreads and overwrites it. Confucianism is represented in the game by the Confucian Academy, the Chinese replacement for the University. - Other religion changes: Buddhism requires a Hindu temple instead of a tech, and Christianity will be founded in Jerusalem even if not independent, providing an alternate strategy for the Ethiopians. - The Carthaginians are replaced by the Phoenicians (the civilization that historically founded Carthage). They start at Tyre in 1200 BC, their UU is the Bireme galley (+25% against Galleys and Triremes, can cross rival territory, graphics credit: Ancient Mediterranean Mod), and their unique power is a bonus to foreign trade routes. Their UHV is the same as before, but the Mediterranean dyes have been moved around. - Two new Route types are added: the Roman Road, buildable only by Romans with access to Stone, and the Highway, buildable with Oil. Railroads and Highways both allow "flat movement" of 8 and 10 tiles/turn respectively, but to do so requires access to a resource (Coal or Oil). Without such a resource, the Highway still allows standard Road movement, but the Railroad doesn't. So most modern Civs will probably end up building Rails on Mines and Mills, and Highways everywhere else, along with a emergency Rail link between cities should the Oil be lost. - Cities/Forts with water on both sides no longer automatically act as canals. Rather, ships can only enter/leave the city from the side(s) that has the most water tiles on it (among the 8 surrounding tiles). Thus for example, ships in Athens cannot leave through the 1-tile Gulf of Corinth. Exceptions are made for special locations such as Constantinople and Syracuse. Canals are enabled everywhere once the Railroad tech is discovered. Another restriction is that ships entering a city, canal or not, must end their movement there and expose themselves to danger for one turn. One consequence of this is that even with canals enabled, fast modern ships will tend to go around minor peninsulae rather than through them. - Some Wonder names and effects have changed; for example the Great Sphynx (graphics credit: Edungeon) replaces Stonehenge and grants a free tech. The Parthenon allows all Government civics (I'm sure I'm not the first modder to think of this one). I'll leave the other changes for the player to discover. - Some Wonders have different requirements (specific religions or local resources) to encourage certain Civs to build them. This replaces most of the hard-coded preferences. Also their "obsolescence techs" have changed; given that obsolete buildings are now destroyed upon city acquisition, you will find Civs with Theology and Divine Right to be enthusiastic Wonder-smashers. - The Amphitheatre is now the Roman UB, and replaces a new building, the Stadium (which requires Electricity). The Stadium is one of three "Hit" buildings along with the Theatre and Broadcast Tower, which get happiness bonuses from Hit Football Events, Movies and Singles respectively. Also, Hollywood, Rock'n'Roll and Football are now Projects instead of Wonders; in addition to the Hit bonuses, they provide the associated "Hit" building in each of your cities. - The Great Wall is "WYSIWYG": it protects its own internal area from barbarians instead of the owner's borders. Also, units crossing the wall from outside suffer a -25% attack penalty. The Wall requires Calendar to build, increasing its chances to be built by Asian civs. - Requirements for oceanic travel have changed. Caravels and Galleons require Guilds and Printing Press respectively, as well as Gunpowder to build and Compass to travel on Oceans. This emphasizes both their technological and social prerequisites. Optics and Astronomy come later and enhance, rather than allow, oceanic travel. - Mercenaries are removed: I found this feature too time-consuming to use. - The First Strike ability is removed: I think the raw combat odds are confusing enough to estimate as is. Instead, the Drill promotions provide all-terrain +15% defense bonuses instead, thus placing them halfway between the general +10% Combat and the specific +20% Defense promotions. Archers and Longbowmen start with Drill. - Axemen are not buildable by major Civs, and Macemen are removed completely (good riddance). This makes Spearmen the main Bronze-Age infantry, and Crossbows/Pikes the main Medieval infantry. Replacement units for Axemen/Maceman now replace other unit types. Many other units were modified for increased realism and/or balance. - Catapults and Trebuchets are now specialized for city attack, and useless in the field. Instead, archery units get to deal some collateral damage for such purposes. Starting with the Cannon, artillery weapons group bombardment and anti-personnel functions as before. Also, I *think* I fixed the problem of the AI using artillery-only stacks; please let me know if you still see any such oddities wandering around. - Horse Archers are now Mongolian UU's, and cause collateral damage. The generic unit is the Horseman. Camel Archers are also Horseman replacements, causing collateral damage and getting bonuses against Melee and Mounted units. Both Arabs and Mongols now use Knights for heavy cavalry. - Japanese Samurai are now mounted Knight replacements, that get a defensive bonus and the Drill/City Garrison promotions. To help with this, horses appear in Japan in the 4th century. - Double movements in Deserts is now a Civ-specific, instead of Unit-specific, ability. It is clearly indicated by the automatic "Desert Nomad" promotion, which should help newcomers figure out what's going on. - The Chinese capital is moved to Luoyang in the 3000 BC and Chang'an in the 600 AD start. Also, the Turks no longer move their capital automatically; instead, Wonders such as the Forbidden Palace and Hagia Sophia now make their city the capital upon building, and civilizations conquering foreign capitals have the option of moving their capital there. - The Mongolian spawn zone spreads futher West but includes less of China's territory, following a SW/NE diagonal along the desert border. Also, units spawn along the Silk Road and at the gates of Samarkand, encouraging the Mongols to move West. - AI Civs now have no qualms about settling close to Independents. I'm trying to make AI's more aggressive in capturing such cities, but no luck so far. - The problem with units losing contact with other Civs is (hopefully) fixed. - Some changes were made on the map: Cyprus as a Copper hill, oceans below South Africa, etc. - ... and other changes too numerous to list. Changelog: v.1.1.4 (2010/09/18) Spoiler : -Updated to include fixes from RFC 1.187 -Last update before moving on to Civ5 (except for major bug fixes) v.1.1.3 (2010/04/23, bugfix release) Spoiler : -Fixed ressurecting Civs making peace with Barbarians (I think) -Fixed Python error on leader unit spawns v.1.1.2 (2010/04/17, bugfix release) Spoiler : -Fixed missing Conquerors event -Fixed Turkish starting date display v.1.1.1 (2010/04/14, bugfix release) Spoiler : -Fixed combat odds calculation (wrong defender selection and double-counting of Combat X promotions) -Fixed crash and "backwards" leader change on Civ resurrection -Fixed overwriting of Hellenic holy city by Christianity when Hellenism is state religion -Fixed missing Phoenician starting units and unwanted wars -Fixed unwanted extra Indian workers in 3000 BC v.1.1 (2010/04/06) Spoiler : -Added Leader Spawn feature: AI late leaders spawn with armies and flip cities like Civs do (see the included rfcatlas.htm for dates/zones) -Replaced "war on spawn" with "war on sight" whereas each leader has a percentage change of declaring war on each other on first contact -Removed option for switching capital to a rival's on capture; instead each leader has a city that becomes their capital whenever acquired -Allowed switching to a newborn civ before it founds its capital -Disabled Autosave during Autoplay -Changed Gilgamesh to Hiram I, first leader of the Phoenicians -Changed Suleiman to Alp Arslan, first leader of the Turks -Changed Turkish start to 1037 AD at Nishapur -Reduced number of cities required for Turkish UHV -Restored Carthage occupation goal for Arabia -Made American missionary always Christian -Removed extra AI missionaries on Islam founding -Made Islam overwrite Zoroastrianism, on active spread only -Protected holy cities from overwriting of State religion -Changed Taj Mahal requirement from Islam to Ivory -Gave Horseback Riding to 600AD Japan -Changed seaport movement cost to 2 instead of infinity -Made Aomori (Northern Japan) a natural canal city -Added 2 mountains near Central America to prevent early canals there -Changed 2 mountains in Hawaii to hills -Reduced Ocean tiles on the South African coast to one -Moved Beijing one tile East in 600AD start, and changed Hangzhou to Nanjing -Changed Great Wall configuration in 600AD start -Tweaked land and resources near Chinese capital -Changed the layout of the Aegean Sea and moved Constantinople one tile Southeast -Removed continent boundaries between Europe, Asia and Africa -Disabled unit gifting v.1.02 (2010/01/25) Spoiler : - Fixed Roman and Arabian territorial UHVs - Fixed Rail-to-Road and Highway-to-Road movement - Fixed 600 AD Great Wall - Fixed impassable terrain for Camels and Elephants - Classical techs cost 25% more (instead of all techs costing 5% more from turn 0 to 74, and 50% more from turn 75 to 180) - Ships cannot move from a land tile to another - Cathedrals require Construction instead of Engineering - Hanging Gardens require Pottery only, and a river - Hagia Sophia does not move owner's capital - Summer Palace and Spiral Minaret never obsolete - Eiffel Tower requires Radio and Steel - Cristo Redentor requires Assembly Line and Steel - Madrassa allows 1 Priest and 1 Scientist - Machine Guns can get Drill promotions - Prophets don't bulb Animal Husbandry or Writing - China doesn't get Drama in 600 AD - Extended Mongolian settler maps v.1.01 (2010/01/03) Spoiler : - Unit power calculations are changed to add attacker bonuses to attacker power instead of subtracting them from defender power. This is to fix a distortion where very high attack bonuses (such as Catapults') canceled all defender bonuses and divided their power excessively. - Hagia Sophia and Forbbidden palace make their city the capital on construction, but not on conquest. Instead, conquering any foreign capital now gives the option of moving your capital there. - Swordsmen upgrade to Musketmen as well as Crossbowmen. v.1.00 (2009/12/28) Spoiler : Religions/Corporations ====================== Zoroastrianism replaces Judaism; founded with Monotheism, shrine is the Adur Farnbag Hellenism replaces Confucianism; founded with Philosophy, shrine is the Oracle Hinduism requires Polytheism instead of Meditation Buddhism requires a Hindu Temple instead of a tech Christianity can happen in Jerusalem even if not independent Christianity overwrites Hellenism upon spread Sushi Co. requires Refrigeration Cereal Co. requires Biology Jewels Co. requires Steam Power Aluminium Co. requires Plastics Ethanol Co. requires Ecology No missionaries upon Christian founding Routes & Movement ================= Added Highway route; requires Oil to build and Oil to move 10 tiles/turn; +1 commerce for Village/Town; requires clearing Forest/Jungle Railroad requires Iron to build and Coal or Oil to move 8 tiles/turn Roman UP is now the ability to build Roman Roads; require Stone to build and allows double movement Double movements in deserts is now a Civ-specific automatic promotion Ships can only leave a city/fort on the side(s) with the most water (except at Constantinople and Sicily, and until Railroad) Ships moving in cities/forts end their movement there Maps ==== Replaced South African coasts with Ocean Changed Cyprus to a Plains/Hills with Copper Opened up mountain to southern Silk Road in 3000 BC start Changed Tibetan deserts to Tundra Connected St.Lawrence River to the sea Moved Mediterranean Dyes to Sicily and Morroco Independent Syracuse appears after Phoenician spawn Moved Chinese capital to Luoyang (3000 BC) and Xi'an (600 AD) Added Tisfun (Baghdad) to 600 AD map Added Zoroastrianism in Sirajis in 600 AD start Added Hinduism in Pagan in 600 AD start Shrank Western border of Great Wall in 600 AD start Removed Amsterdam wheat in 300 BC start Spread horses to Japan in 350 AD Extended Mongolian spawn zone 3 tiles West and 2 tiles South, and shrank it 2 tiles North and 6 tiles East; rest of original spawn area goes Northeast along the Chinese desert border and rivers Replaced Viking starting seaborne Axemen with Berserkers Replaced Arabian starting Camel Archers with Knights and Swordsmen with Camel Archers Replaced Russian starting Horse Archers with Horsemen Replaced Mongolian starting Keshiks with Knights, and added 2 Knights near Samarkand and 2 Horse Archers on the Silk Road Opened coastal access to Iceland Removed Tyre from Arab and Turkish spawn zones Reduced Axeman spawns North of Greece Misc ==== Mercenaries removed Carthaginians renamed Phoenicians, start at Sur in 1200 BC; UU is Bireme, UP is +50% coastal foreign trade route yield Unique and obsolete buildings are destroyed on city acquisition No Tribal Villages option works Fixed line of sight for maintaining Civ contacts Allowed AIs to settle closer to other Civs' borders Human player gets no extra units upon city flip refusal by AI Greece and Carthage both get early colonists and defenders at easternmost/westernomost ports (repectively) at 850 BC Turkey does not automatically switch capitals Justinian is a Greek leader AI offensive siege units less likely to be used for defense Civics ====== Slavery requires Masonry Organized Religion requires Priesthood Caste System renamed Apprenticeship, requires Guilds Pacifism requires Medicine Environmentalism requires Ecology Resources/Improvements ====================== Horses are revealed from the start Winery requires Pottery Whales revealed with Optics Forest Preserve requires Biology Dye is obsolete with Assembly Line Technologies ============ Pottery given redundant OR requirement of The Wheel (helps Babylonian UHV) Philosophy requires Writing and Meditation Aesthetics requires Philosophy and Masonry Drama requires Aesthetics and Polytheism Priesthood requires Polytheism or Meditation Monarchy requires Priesthood Monotheism requires Monarchy Feudalism requires Monarchy and Agriculture Theology requires Monotheism and Philosophy Divine Right requires Theology and Feudalism Music renamed Arts Patronage; requires Divine Right, Literature and Drama Code of Laws requires Monarchy and Writing Currency requires Mining and Mathematics or Alphabet Calendar requires Mathematics and Agriculture Paper requires Calendar Civil Service requires Paper and Code of Laws Education requires Paper and Theology or Civil Service Iron Working requires Metal Casting; gives chopping bonus instead of Mathematics Machinery requires Iron Working and The Wheel Compass requires Machinery and Sailing Gunpowder requires Engineering Chemistry requires Gunpowder and Guilds Printing Press requires Guilds, Paper and Alphabet Liberalism requires Printing Press and Philosophy; does not grant a free tech Military Science requires Priniting Press and Gunpowder Nationalism requires Literature and either Liberalism or Military Science Military Tradition requires Military Science, Nationalism and Rifling Optics require Compass and Engineering Scientific Method requires Printing Press, Education and either Chemistry or Astronomy Biology requires Scientific Method, Chemistry and Optics Medicine requires Biology and Replaceable Parts (hehe) Constitution requires Nationalism and Code of Laws Assembly Line requires Steam Power, Corporation and Rifling Democracy renamed Civil Rights, requires Assembly Line, Civil Service and Liberalism; allows Permanent alliances Communism requires Assembly Line, Civil Service and Scientific Method Fascism requires Assembly Line, Civil Service and Military Tradition Industrialism requires Electricity, Combustion and either Civil Rights, Communism or Fascism Plastics requires Industrialism Superconductors requires Composites and Refrigeration Mass media requires Radio and Corporation Rocketry requires Artillery and Combustion Satellites requires Rocketry, Industrialism and Radio Advanced Flight requires Flight and Rocketry Laser renamed Global Navigation Systems, requires Satellites and Computers, grants +1 naval moves instead of Refrigeration Composites requires Plastics Stealth requires Composites and Radio Fiber Optics requires Computers and Optics Fusion requires Superconductors and Fission Genetics requies Computers, Medicine and Refrigeration Future Tech requires Superconductors, Genetics or Robotics Buildings ========= Palace requires Masonry Stonehenge renamed Great Sphinx (graphics credit: Edungeon), provides a free tech instead of Labor civics Pyramids require Masonry and Mysticism, never obsoletes Hanging Gardens require Pottery and Masonry Academy requires Philosophy Great Library requires Alphabet, obsolete with Divine Right Great Lighthouse is obsolete with Optics Colossus is obsolete with Theology Temple of Solomon replaces Moai Statues, automatically built in Jerusalem at the same time Judaism would be founded Mausoleum is an Indian Monument Bazaar is a Persian Market, provides +2 Health Temple of Artemis requires Aesthetics and Hellenism, obsolete with Theology Mausoleum of Mausollos requires Aesthetics and Hellenism, obsolete with Theology Parthenon requires Aesthetics and Hellenism, allows all Government Civics Statue of Zeus requires Aesthetics and Hellenism but no Monuments, double speed with Ivory or Gold, obsolete with Theology Schwedagon Paya requires Aesthetics and Buddhism Colosseum requires Hellenism Theatre provides 2 culture, 1 happiness, +1 happiness per 20% culture, and +1 happiness with Hit Movies Odeon replaces Theatre, provides 3 culture and 2 happiness Amphitheatre renamed Stadium, requires Electricity, costs 150, provides 2 culture, 1 happiness, +1 happiness per 20% culture, and +1 happiness with Hit Football Event Amphitheatre is a Roman Stadium, requires Construction, provides +1 happiness per 10% culture Hippodrome is a Byzantine Stadium Aqueduct requires Construction Great Wall requires Calendar and Masonry, protects its own area instead of Civilization's borders, and units entering it suffer a 25% attack penalty Temple of Kukulkan requires Calendar, Masonry and Corn, grants +50% worker speed instead of defensive bonuses Stable is obsolete with Industrialism Apostolic Palace requires Christianity Cathedrals require Engineering Notre Dame requires Engineering, Aesthetics and Christianity Forbidden Palace requires Civil Service and Taoism, grants a 25% defense bonus to all cities, makes its city the capital (even on capture) Angkor Wat requires Civil Service and Hinduism Hagia Sofia requires Theology, Engineering and Christianity, never obsoletes, grants +50% Great People points in all cities, makes its city the capital (even on capture) Sistine Chapel requires Arts Patronage and Christianity Madrassa replaces University, requires Islam Confucian Academy is a Chinese university, grants +25% culture University of Sankore requires Education and Islam Channel tunnel reverted to Oxford University, requires Education Summer Palace requires Divine Right, obsolete with Nationalism Opera House requires Arts Patronage Leaning Tower renamed Pantheon (graphics credit: Refar), requires Hellenism, Literature and Construction; present in Rome in 600 AD start Added National Epic project; requires Literature, provides free Monument in every city Taj Mahal requires Arts Patronage and Islam Trading Post is a Viking Harbor Customs House requires Banking Trading Company requires Astronomy and a coastline Royal Dockyard is an English Drydock, requires Chemistry Eiffel Tower requires Steel Statue of Liberty requires Constitution, Steel and a coastline Broadcast tower provides +1 happiness per 20% culture, and +1 happiness for Hit Singles only Interpol requires Radio Security Bureau requires Civil Rights Intelligence Agency requires Facism Mt. Rushmore requires Assembly Line Kremlin does not obsolete Cristo Redentor requires Christianity and Steel Coal Plant requires Electricity and Steam Power, no Factory Nuclear Plant requires Fission and Refrigeration, no Factory Hydro Plant requires no Factory Apollo Program requires Satellites Space Elevator requires Robotics, Composites and Satellites Hollywood is a Project instead of a Wonder, requires Electricity and provides free Theatres instead a culture bonus Rock'n'Roll (project) replaces Graceland (wonder) and provides free Broadcast Towers instead a culture bonus Football (project) replaces Wembley (wonder), requires Mass Media and provides free Stadiums instead a culture bonus Units ===== Axeman cannot be built Maceman removed First Strike ability removed Drill promotions give 15% all-terrain defensive bonuses and are available to Melee, Archery, Gunpowder and Naval units Commando promotion is available to Recon, Melee and Gunpowder units Holkan requires Hunting only Phalanx is a Greek Spearman with +50% vs. Melee Units Immortal has same cost as Spearman, with March promotion and +50% vs. Archery Units Swordsman upgrades to Crossbowman Quechua is an Incan Swordsman, gets +50% v. Melee and Archery, no free promotion Berserker is a Viking Explorer, requires Machinery and Sailing, has power=8, +50% vs. Melee, no defensive bonuses, upgrades to Musketman, Rifleman or Grenadier Archer causes collateral damage, upgrades to Longbowman only, starts with Drill Asharittu Bowman is an Archer with +50% city attack Skimisher renamed Sofa Warrior, has power=4 with +100% vs. Mounted Units, upgrades to Longbowman or Pikeman Longbowman cost changed from 65 to 70, causes collateral damage, starts with Drill, has -25% city attack, upgrades to Musketman, Rifleman or Grenadier Hwacha is an unbuildable Longbowman, requires Gunpowder and Archery, +50% vs. Melee, present in Seoul Crossbowman cost changed from 70 to 65, upgrades to Musketman Cho-ko-nu cost changed from 60 to 65, upgrades to Musketman, Rifleman or Grenadier Musketman upgrades to Rifleman or Grenadier Grenadier requires Military Science and Chemistry Chariot has no attack bonus, upgrades to Horseman Horse Archer renamed Horseman, requires Horseback Riding and Hunting, no attack bonus Horse Archer is a Mongolian Horseman, requires Horseback Riding and Archery, causes collateral damage instead of flanking, has 30% withdrawal chance, upgrades to Knight or Cuirassier Camel Archer is an Arabian Horseman, requires Horseback Riding and Archery but no Horse, causes collateral damage instead of flanking, has 30% withdrawal chance, +50% vs. Melee and Mounted, cannot enter Tundra or Snow, upgrades to Knight or Cuirassier Knight requires Feudalism, Machinery and Horseback Riding Samurai is a Japanese Knight with a defensive bonus and Drill 1 Conquistador is a mounted Spanish Explorer, requires Printing Press, Gunpowder and Horseback Riding, has power=8, +50% vs. Archer, Spearman and Swordsman, upgrades to Cuirassier Cuirassier requires Chemistry and Horseback Riding Cavalry requires Military Tradition and Horseback Riding, gets no attack bonus, upgrades to Tank or Gunship Catapult requires Mathematics and The Wheel, costs 35 instead of 40, has power=1, +400% city attack, immune to collateral damage from Archery and Siege, upgrades to Trebuchet Trebuchet costs 65 instead of 80, has power=1, +700% city attack, immune to collateral damage from Archery and Siege Cannon has power=8, +25% city attack, immune to collateral damage from Archery and Siege Workboat can never enter Ocean outside borders Galley and Trireme require Archery; Trireme upgrades to Caravel only Bireme (graphics credit: Ancient Mediterranean Mod) is a Carthaginian Galley with +25% vs. Galley and Trireme, can enter rival territory Caravel requires Guilds and Gunpowder, and Compass to enter ocean; upgrades to Galleon or Frigate Galleon requires Printing Press and Gunpowder, and Compass to enter ocean Privateer requires Chemistry, Optics and Iron Frigate requires Chemistry and Optics Ship of the Line requires Military Science, Chemistry and Optics Airship requires Assembly Line and Physics Paratrooper requires Flight, Assembly Line and Military Tradition Marine requires Industrialism and Military Tradition Panzer requires Oil and has Mobility instead of Commando Tactical Nuke and ICBM require Fission, Rocketry and Radio Fighter requires Flight and Rifling Aircraft Carrier requires Industrialism Stealth Bomber requires Advanced Flight and Stealth Submarine renamed Missile Submarine, requires Rocketry, Radio and Combustion Attack Submarine renamed Submarine, has power=24, requires Radio and Combustion Missile Cruiser requires Robotics and Rocketry I wish to thank Rhye for making such an awesome mod for us to play with, Giger for helping with early testing, and the RFC community for the thought-provoking discussions. I hope you like this modmod! Please give it a try and let me know your opinions. In particular I would like to know if any UHV's have become too easy or too hard. Many thanks, and have fun!