Sevo
Leaf on the Wind

Version 3.3 -- Released 11/5/063
This mod is for Vanilla Civ IV release 1.61
This release will be the final for vanilla Civ 4.
Sevomod 3.3 Download (184 mb)
- Download: Sevomod-3.3
Latest Patch
- Download: Titi's patch for Sevomod 3.3
- Need help installing the patch? Patch Help
Sevomod Instructions, Options, and Help
- Post 2 -- Additional Instructions for Sevomod, Optional Items, and Add-ons
- Post 3 -- How to install patches (when needed) and Version history
Before reporting bugs, be sure you have the latest version/patch installed! If you don't know you can always check on the Civilopedia Main Page: it will show you which version of Sevomod you have and which patch you have installed!
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Acknowledgments & Credits
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Special Thanks for this release:
MatzeHH and Caesium -- For the Winamp mod--fantastic
Aussie_Lurker -- For the civics mod & ideas
Dale -- for the combat mod, of course
All of the contributors below provided concepts, ideas, graphics, python snippets, units meshes, and or XML snippets and this mod would not be what it is without each of them and their contributions. Thanks to all! The contributors in approximate order of inclusion:
12Monkeys, Zuul, GIR, Willowmound, Exavier, Requies, Frontbrecher, TheFourGuardians, Bhruic, Master Lexx, SupremeOverlord, Snaitf, C. Roland, Supa, Vovan, Anhu, Thalassicus, Scizor2120, MerakSpeilman, moehrensteiner, Frenchman, Jiggles, FexFX, Lordroy, Homegrown, L'Ankou, Jecrell, Ariks, CivArmy, Sadistic, SirRethcir, Roger Bacon, Impaler[WrG], TheLopez, Rabbit_White, Snafusmith, Zeysoft, Typhon, Porges, Gekko, Glinka, Keldath, Mr. Zak, Naf4Ever, Rebel5555, Lordroy, mrgenie, Cyr, Sidwannabe, Progor, Chinese American, Toys@Us Simkodavid, Woil, Kael, Titi, AltarisGreyhawk, LunarMongoose, MqsTout, Aussie_Lurker, Martihno Mukanga, MatzeHH, Caesium, Dale, TheGreatApple and the rest of the forum. Thanks for the support!
And of course, the CivGold Team: Wyz_sub10, Shqype, Amra, & myself, from which most of the CivGold Civs have been incorporated.
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The Details
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0) Mastery Victory -- The Mastery Victory condition has been included. Win a more complete victory and play a more challenging game than before!
1) New Civs -- There are currently 32 new civilizations included in this mod, a total of 50 new leaderheads, all animated. All have complete civilopedia texts, leaderheads, and custom UU's. The CivGold-1 mod was more or less directly included, parts of CivGold-2 were added, and I kept a couple more civs from my last version.
2) Real Slavery -- Adopting the slavery civic allows capture of enemy units as slaves who can then work your empire. There is no per-unit cost for slaves, but they are freed if you change away from the slavery civic or the bondage civic. (You can only gain slaves in Slavery, not bondage, but if you switch to bondage your slaves will not be lost).
3) New Buildings -- Multiple new national & world wonders. Includes some of the "Lost Wonders", Temple of Artemis, Art of Artillery, Statue of Zeus, national wonders used to build specialized units and more. All have completed entries and world wonders have custom animated movies.
4) New Units -- New Civ UU's and many other units to fill specialized niche's in the game: Aegis cruiser, trebuchet, bazooka, biplane, privateers, F117, A-10 Thunderbolt, Mobile Sam, Nuclear Submarine, etc, etc. Includes some of the "Lost units" and 33 unique units from CivGold. Also included are WhiteRabbit's Ethnic Settlers/Scouts/Warriors. All of the units have been balanced with existing units and the late game vanilla units especially have been modified and re-ordered. Upgrade paths and specific capabilities have been changed from vanilla in many cases to make for a more logical progression, so don't make any assumptions. Overall the current tree seems to make for good gameplay throughout the game.
5) New Civics -- Ten new civics (two in each civic category) have been added. Carefully balanced with existing civics but adding new options to rule your civ:
- Aristocracy (Govt): Allows unlimited statesmen, +100% culture in capital
- Theocracy (Govt): +50% GPP with state religion, no non-state religion spread
- Tribal Law (Legal): -50% upkeep for distance from palace
- Religious Law (Legal): +1 happy from state religion, +3 gold per specialist
- Bondage (Labor): Allows slaves like slavery does, 5 free units, 1 conscript/turn; military unit production uses bread
- Guilds (Labor): Unlimited Merchant, Engineer, Priest
- Barter (Trade): -50% maintenance from number of cities, +25% bread in capital, no foreign trade (no tech leak)
- Global Market (Trade): +1 trade route all cities, +1 bread from Towns
- Idolatry (Religion): +1 happy from obelisk
- Proselytism (Religion): Monastary not required for missionary, +25% military unit production in cities with state religion
- Militant (Religion): +3 experience from state religion, no non-state spread
6) Advisor updates -- Initially inspired by Requies and taken farther by SupremeOverlord and 12Monkeys, these screens look great. More importantly, they provide you with more useful information about the state of your empire. The military advisor is back to the 1.61 vanilla for the time being, and working.
7) Expanded unit promotions -- Courtesy of Zuul. A nice job of balancing the new upgrades with existing options and overall an excellent flavorful addition to the game. Most recently added 9 new promotions including Defense and Formations. Also modified upgrade tree a bit. (Image below is from the game: part of the enhanced civilopedia--read below).
8) Civilopedia Upgrades -- Includes Sevopedia, Vovan, Fitchn, and Progors' upgrades and Promotion and Unit upgrade charts. Much more useful than the vanilla version.
8) New Traits & Trait Changes -- The trait system was heavily reworked. The traits are more robust and more varied now, and many more include military advantages since combat is such an essential part of the game. The new trait list:
- Aggressive: Free Combat I promo & Conquest promo (+10% city attack) for Melee, Gun, Armor, Mounted units
- Creative: +2 culture per city, +15% Wonder production
- Defensive: Free Drill I & Defensive I promo to Archers, Gunpowder, Armored units
- Expansive: +2 health/city, Free march promo most units
- Financial: +1 gold on plots of 2+, -25% city maintenance
- Industrious: +1 hammer on plots producing 3+, Free blitz promo for mounted units
- Nationalistic: +10% combat, +10 city defense, +10% heal rate while in own territory
- Organized: -25% City Maintenance, Free Flanking Promotion almost all units
- Philisophical: +100% GP points, +1 happiness all cities
- Progressive: +1 free specialist when a city reaches size 8, Maximum 1 turn of anarchy when changing civics
- Scientific: +15% Science Output, -33% unit upgrade cost
- Seafaring: Navigation, CombatI to all ships, Amphibious to all Melee Units
- Spiritual: No anarchy when changing civics, your cities spread religion twice as fast
9)Combat System Changes -- Specifically included is Dale's Ranged Bombardment which allows Civ III style ranged bombardment from your siege units and ships. Also included is the short-range tactical nuke.
10) 12Monkey's Plot List -- Included is a modified version of 12m's Plot list enhancer. This allows you to group your unit icons by unit or by group, arrange them visually on screen, and provides additional information in the infopane. Also, now you can tell at a glance who's fortified, who's healing, who can be upgraded, and who's injured.
11) Even More RealFort -- Upgrades to fortresses now make them more useful, give better benefits to garrisoned units, etc. Includes original "RealFort" mod by Roger Bacon. In version 3.0 fortresses have been bolstered once again to make them stronger--after all, fortifications have been an essential part of warfare since the dawn of man, but they're practially useless in the base game. It took weeks to take some of the fortresses in Normandy after the Allied invasion; in some cases small groups of resistors were able to hold out against much larger attacking firepower and strength. Thus, forts now improve with technology advances (per Real Fort), adding strength, visual range, and cover to the units inside. You will do well to learn to use fortresses to your advantage in Sevomod!
12) Actual Quotes -- Willowmound and the CivGold Team have compiled authentic (or as near as possible) quotations for the diplomacy text of almost all of the leaders.
13) Tech Conquest -- Capturing or destroying an enemy city will reveal some percentage of a technology to you, assuming the enemy has one you don't. Version 3.0 takes into account relative tech advances for the conquering and defeated civs, making it easier to get older more primitive techs but harder to get future ones.
13b) Tech Leak -- Trade Routes now allow a small percentage of technology points to "leak" out each turn. Conceptualized by AltarisGreyhawk, the net effect is that larger civs with more trade routes will leak technology to smaller civs, but in practice any civ with a tech not held by others will leak small amounts. You can stop this tech leak by changing to a civic that does not allow foreign trade, or by closing your borders with a specific civ. To see the leak from the last turn click the beaker button near the "next turn" button and a pop-up will show you you gain/leak for the previous turn.
14) Forest Replanting -- Originally a concept of GreenMod by Master Lexx. The current system works as follows: A worker must spend a base 8 turns replanting forest. When the job is done a "New Forest" will appear on the plot. Over time the forest will randomly grow (young forest, maturing forest...). After a mean of around 40 turns it will become a full-fledged forest, at which time it can be chopped or built on per usual. The time delay provides for minimal gain from repeated chop-rushes, especially since it takes so long to regrow and the land cannot really be used for production during that time; thus it's unlikely to be useful as a wonder-rush strategy or the like. However, it will enable you to replant your empire down the road for health benefits (and hey, green is beautiful).
15) New Resources -- Imported from Green Mod, which seems to have gone out of production. Master Lexx had some great ideas for new resources and they've been included here now. Graphics were redone for all of them to improve on the initial work a bit:
- Sulphur -- +2 hammers, required for musketmen and grenadiers. By the time riflemen are available sulphur and gunpowder are ubiquitous and hence uneeded, but if you don't have any sulphur the early gunpowder era is going to be a rough for your military!
- Salt -- Provides +1 health until expires with refrigeration
- Pearls -- Provides +1 happiness
- Cotton -- Provides +1 health
- Coffee -- Provides +1 health
- Natural Gas -- Late game strategic resource. Allows construction of natural gas power plants and increases city production.
16) Exotic Animals -- (original by Zuul), adds cheetah, polar bear, packs of lions, and other variations on the early game animal menace
17) Barbarian Pirates -- The Barbarians now sail the seas, so don't be surpired if you're attacked by barbarian caravels! (Thanks to TheLopez on this one)
18) Ancient Era Music -- The earliest part of the game is no longer silent! As of version 2.0+ a total of 10 soundtracks are included.
19) Cultural Decay Mod -- A balancer that lets culture decay over time when a civilization loses control of a plot.
20) Jungle Burner -- A multiplayer balancer; any city founded in the first ten turns of the game will have all of the jungle in the initial nine-square city radius cleared away. This should help prevent a huge penalty from poor initial start locations in mp games.
21) New Specialists -- Soldier and Statesmen. Both generate points towards Great General and Great Statesmen, respectively.
22) New Technologies -- To flesh out the later game and to slow the progression a bit through the later stages. Each has associated units or bonuses.
23) Resource ignorance -- "Fair start" variant first done by Fujisan as an add-on for Sevomod 2.0; ALL resources now have reveal techs: Mining: Gems, Gold, Silver; The Wheel: Stone; Agriculture: Banana, Rice, Wheat, Corn, Sugar; Fishing: Clam, Fish, Crab, Pearls; Sailing: Whale, Silk; Animal Husbandry: Cow, Horse, Pig, Sheep; Hunting: Fur, Deer, Ivory; Pottery: Dye, Salt, Coffee; Mysticism: Incense, Spices, Wine; Masonry: Marble; Priesthood: Sulphur; Monarchy: Cotton. If your civ is too primitive to understand the value of a thing, you shouldn't know it's there! Plus this will add some variety to the starting techs as they now also dictate what you know when you start the game and might change your initial strategy (as opposed to just chop-rusing all time)! Finally, since mysticism-starting civs usually race for religions, they have a cluster of "weaker" resources (well, they can't be used until plantations are available), which might balance things just a teeeeeny bit. *shrug*.
24) City Screen Upgrades -- provides more information including net commerce yields, turns to completion of next great person, next border expansion, etc.
25) Internal Winamp Support -- By MatzeHH and Caesium. Open Winamp before starting CivIV and a winamp button will appear near the tech-leak button. Clicking it opens the in-game winamp control icons and a track list/time list display. Sweet.
26) SDK Changes
- Nuke Anywhere Mod -- Sevo
- Flying Mod -- RogerBacon
- Improvements Outside Borders -- The Lopez
- City Siege SKD Modifications -- LunarMongoose
- Flood Plains Fix -- LM
- Animal Mod -- LM (Animals don't disappear when barbarians appear)
- First Strikes Fixed, Transport Upgrade Fix -- LM
- Spiritual Trait doubles the rate of spontaneous spread of religion from your cities
- Scientific Trait costs 33% less to upgrade units
- Philisophical Trait grants +1 happiness to all cities
- Dale's Combat Mod
- Winamp Support
- AI combat improvements
27) Language Support
Translations into French, Spanish, and German have been included thanks to many of the forum members. There are gaps (my fault--happens every time I change something!) but the vast majority of the text is available.
More Custom Changes:
-- Explorers and Scouts can build forts and explore temples. They're a little more useful now. Also, they can be upgraded to gunships down the line, so you don't have to put them on a boat and sink it anymore.
-- New Era Pictures
-- Tech trading was moved back to guilds to decrease early "tech whoring"/cabals
-- Permanent alliances now allowed earlier with constitution
-- UN Mod -- The United Nations now allows votes on ANY civic, not just the bottom five.
--FexFx's Endurance and Marathon speeds (870, 1200 turns) were used in place of the standard epic and marathon games. These speeds are a bit longer than the vanilla versions and better balanced. I left normal and quick alone for those of you who like to play faster MP games.
-Spaceship parts are much more expensive! You'll really need to industrialize heavily if you want to build a spaceship--it's not a "default" victory anymore.
-Nuclear power plants provide area power but are VERY expensive. Coal, hydro, and nat.gas plants all provide production bonuses to help with that starship, but they'll also pollute.
-War weariness tweaked to favor defensive fighting (attacking increases it faster, defending only will cause only minimal ww).
-Plus dozens (hundreds? dunno) of additional gameplay tweaks based on feedback from the users of Civfanatics all with the goal of balancing aspects of gameplay.
For version history see post #3