Agent 009
Civ 4 Addict
Alright everyone,
Looks like I managed to get everything ready for Throughout the Ages 1 day early.
Title: Throughout the Ages v1.07
By: Agent 009
Version: v1.07
Patch Compatibility: v1.61
MP Compatible: Yes
Download Location: 3d Downloads (Large Download, 37 MB) (Newest Full Version 1.07)
v1.07 Python Patch: (Link not working check bottom of the post for the attachment.) (This patch is only needed for those who download the newest full version.)
NEW PATCH:
v1.16: CivFanatics
Looks like I managed to get everything ready for Throughout the Ages 1 day early.
Title: Throughout the Ages v1.07
By: Agent 009
Version: v1.07
Patch Compatibility: v1.61
MP Compatible: Yes
Download Location: 3d Downloads (Large Download, 37 MB) (Newest Full Version 1.07)
v1.07 Python Patch: (Link not working check bottom of the post for the attachment.) (This patch is only needed for those who download the newest full version.)
NEW PATCH:
v1.16: CivFanatics
Spoiler Changelog :
Throughout the Ages Version History:
Version 1.16 -
- Reduced Technololgy costs by 50%. (Old values were 100000 pts each, now they are 50000. Allows for more AI players.)
- Added Terraforming Tech which enables workers to terraform the land. Tech also gives +1 health and happiness in all cities and a great scientist to the first to research it. (Terraforming tech is a future technology which is located in between Advanced Composites and Advanced Cybornetics. Requires Artificial Intelligence, Composites, and Cybornetics. Leads to Future Tech.)
- Added Build forest option. Another worker build. Like Terraforming, it can only be built within cultural borders. The result is immediate. No more waiting for the forest to mature. Cities also do not have to work the tile in order for the forest to grow.
- Added new future era city graphics. The old modern graphics are now used by the modern era, and the modified ones are used by the future era. Textures change when entering the future era now.
- Reduced Global Warming Probability from 20 to 10.
- Increased Cost of Apollo Program by 400. (from 1600 to 2000)
- Doubled Cost of All Spaceship parts.
- Revised Unit Costs and Bonus Prerequisits.
- New Unit sizing.
- Removed +100% Great Person birth rate for the pacifism civic option.
Extended Change Infos:
- Reduced Tech costs: I reduced the tech costs by 50% to allow more AI opponents. Use these guidelines for new games as apposed to the old method.
Map Size Choice Suggested Game Speed Suggested Target Number of Cities
------------------ -------------------- -----------------------
Duel, Tiny, Small-------------Quick--------------------5 - 10
Standard--------------------Normal-------------------12 - 15
Large------------------------Epic---------------------18 - 23
Huge-----------------------Marathon ----------------25 - 30
The amount of AI is to be used at your own discretion. Just keep in mind that you'll need the target number of cities specified about in order for the eras to match up well. (Eras from Medieval and on will still be out of synch with the year number.)
- Added Terraforming Tech as stated above:
It allows workers to terraform the land. This function is only usable within the player's empire's borders. The player can terraform any passable terrain excluding coast and ocean. Valid terrain types are: Snow, Tundra, Desert, and Plains. Terraforming Snow, Tundra, or Desert will turn that terrain into Plains. Terraforming Plains will turn it into Grassland.
- Added a build forest option:
This replaces the old Tree Nursery feature. The tree nursery was like a cottage which required a city to work the tile it was on in order to grow into a forest. This new feature can only be used within an empire's cultural borders but works immediately. A forest appears as soon as the worker is finished. Best for if the player wants to compensate for unhealthyness in a city or for placing forests in tiles out of the city's working area. Unlocked with Guilds.
- Added New Future Era City Graphics:
Same as above. Essentially, before both modern and future eras used a modified modern era graphics. I now have a new .nif file that I made specifically for the future era. It is the modern city nif, however, it uses a different name for both the file and the dds file it uses. The result enabled me to have both the modern and future era cities to have the same model but with different textures.
- Reduced Global Warming Probability from 20 to 10:
The main reason for this change is to minimize micromanagement of the terraforming feature. With the old value, players will find that they will be terraforming a lot of desert tiles when global warming starts affecting their world. Now, the global warming effect has been essentially cut in half. So hopefully, the amount of tiles changed per turn will not exceed half a dozen or so.
- Increased Cost of Apollo Program:
This was done due to the increase hammers in the game which made things easier to build. This change is minor, as stated above, only a 400 hammer increase.
- Doubled cost of all spaceship parts:
This was done for the same reason as the Apollo Program Cost Increase.
- Revised All Units' Costs and Bonus Prerequisits:
All units costs have been changed. Units below a strength of 10, have a cost minimum of 25. Units above 10 have a 50 cost greater than the strength of that unit. i.e: Bronze Swordsman has a strength of 12 and a cost of 62. Whereas the Future Armor MkII has a strength of 250 and a cost of 300. (please note that a few unit strengths were changed. The Transport now has a strength 56, as it should. Before it was 16. Also a few others that were UU's didn't have correct strength values either.)
The bonus prerequisits have been slightly changed. Only ones that have changed are ones that has 3 prereqs. It was displaying a steel knight needing Horse, and Iron, or coal. So, in cases such as that one I have removed the horse, so that there wouldn't be any OR prereqs. The only exception to this is the privateer ship which still requires either gold, silver, or gems.
- New unit Sizing:
Basically, I have gone through each unit and made them a bit smaller with the exception of ships which in some cases are smaller and other larger. The changes to the ships was done to give them a better scale in comparison to each of them, so that the galley, galleon, and other earlier ships wouldn't look so much larger than the modern day ships.
Special Thanks:
Kael - For providing the coding for both Terraforming and Forest workers abilities.
Rabbit, White - For assisting me with getting the modern city nif file to view a new dds file instead of its old one.
Version 1.16 -
- Reduced Technololgy costs by 50%. (Old values were 100000 pts each, now they are 50000. Allows for more AI players.)
- Added Terraforming Tech which enables workers to terraform the land. Tech also gives +1 health and happiness in all cities and a great scientist to the first to research it. (Terraforming tech is a future technology which is located in between Advanced Composites and Advanced Cybornetics. Requires Artificial Intelligence, Composites, and Cybornetics. Leads to Future Tech.)
- Added Build forest option. Another worker build. Like Terraforming, it can only be built within cultural borders. The result is immediate. No more waiting for the forest to mature. Cities also do not have to work the tile in order for the forest to grow.
- Added new future era city graphics. The old modern graphics are now used by the modern era, and the modified ones are used by the future era. Textures change when entering the future era now.
- Reduced Global Warming Probability from 20 to 10.
- Increased Cost of Apollo Program by 400. (from 1600 to 2000)
- Doubled Cost of All Spaceship parts.
- Revised Unit Costs and Bonus Prerequisits.
- New Unit sizing.
- Removed +100% Great Person birth rate for the pacifism civic option.
Extended Change Infos:
- Reduced Tech costs: I reduced the tech costs by 50% to allow more AI opponents. Use these guidelines for new games as apposed to the old method.
Map Size Choice Suggested Game Speed Suggested Target Number of Cities
------------------ -------------------- -----------------------
Duel, Tiny, Small-------------Quick--------------------5 - 10
Standard--------------------Normal-------------------12 - 15
Large------------------------Epic---------------------18 - 23
Huge-----------------------Marathon ----------------25 - 30
The amount of AI is to be used at your own discretion. Just keep in mind that you'll need the target number of cities specified about in order for the eras to match up well. (Eras from Medieval and on will still be out of synch with the year number.)
- Added Terraforming Tech as stated above:
It allows workers to terraform the land. This function is only usable within the player's empire's borders. The player can terraform any passable terrain excluding coast and ocean. Valid terrain types are: Snow, Tundra, Desert, and Plains. Terraforming Snow, Tundra, or Desert will turn that terrain into Plains. Terraforming Plains will turn it into Grassland.
- Added a build forest option:
This replaces the old Tree Nursery feature. The tree nursery was like a cottage which required a city to work the tile it was on in order to grow into a forest. This new feature can only be used within an empire's cultural borders but works immediately. A forest appears as soon as the worker is finished. Best for if the player wants to compensate for unhealthyness in a city or for placing forests in tiles out of the city's working area. Unlocked with Guilds.
- Added New Future Era City Graphics:
Same as above. Essentially, before both modern and future eras used a modified modern era graphics. I now have a new .nif file that I made specifically for the future era. It is the modern city nif, however, it uses a different name for both the file and the dds file it uses. The result enabled me to have both the modern and future era cities to have the same model but with different textures.
- Reduced Global Warming Probability from 20 to 10:
The main reason for this change is to minimize micromanagement of the terraforming feature. With the old value, players will find that they will be terraforming a lot of desert tiles when global warming starts affecting their world. Now, the global warming effect has been essentially cut in half. So hopefully, the amount of tiles changed per turn will not exceed half a dozen or so.
- Increased Cost of Apollo Program:
This was done due to the increase hammers in the game which made things easier to build. This change is minor, as stated above, only a 400 hammer increase.
- Doubled cost of all spaceship parts:
This was done for the same reason as the Apollo Program Cost Increase.
- Revised All Units' Costs and Bonus Prerequisits:
All units costs have been changed. Units below a strength of 10, have a cost minimum of 25. Units above 10 have a 50 cost greater than the strength of that unit. i.e: Bronze Swordsman has a strength of 12 and a cost of 62. Whereas the Future Armor MkII has a strength of 250 and a cost of 300. (please note that a few unit strengths were changed. The Transport now has a strength 56, as it should. Before it was 16. Also a few others that were UU's didn't have correct strength values either.)
The bonus prerequisits have been slightly changed. Only ones that have changed are ones that has 3 prereqs. It was displaying a steel knight needing Horse, and Iron, or coal. So, in cases such as that one I have removed the horse, so that there wouldn't be any OR prereqs. The only exception to this is the privateer ship which still requires either gold, silver, or gems.
- New unit Sizing:
Basically, I have gone through each unit and made them a bit smaller with the exception of ships which in some cases are smaller and other larger. The changes to the ships was done to give them a better scale in comparison to each of them, so that the galley, galleon, and other earlier ships wouldn't look so much larger than the modern day ships.
Special Thanks:
Kael - For providing the coding for both Terraforming and Forest workers abilities.
Rabbit, White - For assisting me with getting the modern city nif file to view a new dds file instead of its old one.