Here is the current list of my mods and their descriptions:
Air Combat Experience
Air Forces Mod
Decaying Resources Mod
Building Heal Rate
Building Civic Prereqs
Building Resource Converter Mod
Civics Free Specialists Mod
Civics Resources Mod
Cultural Influences
Dawn Of Man Mod
This mod changes the look and feel of the Dawn of Man screen a little bit.
Basically it makes:
- The screen a little bit wider
- Changes the two fortification icons to the Civilization flag icons
- The underlying positioning code has been updated so when the size of the
screen changes the position of everything else is automatically calculated.
Culture Over Trade Routes
Dead Civ Scoreboard Mod
Discworld Buttons
Extra Trade Commerce Modifiers
Favorite Religion
Food Supplies Mod
GP Trickle Mod
GP Trickle Plus Mod
Great Doctor Mod
Great General Amped Mod
Great Generals From Barbarian Combat Mod
Great Options Mod
Great Statesman Mod
Great Specialists Mod
Immigration Mod
Improvements Outside Borders
Inquisition Mod
Localized Starting Technologies Mod
M.A.D. Nukes Mod
Mercenaries Mod
Military Bases Mod
Multi-Bonus Building Requirement Mod
This mod changes the behavior of the <PrereqBonuses> tag and adds the
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the building. One of the bonuses added in between the
<PrereqOrBonuses> tag will now be required to build the building.
For instance the updated warrior definition using the new tag and updated tag
looks like:
<Bonus>BONUS_STONE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_IRON</Bonus>
</PrereqBonuses>
<PrereqOrBonuses>
<Bonus>BONUS_GOLD</Bonus>
<Bonus>BONUS_SILVER</Bonus>
<Bonus>BONUS_GEMS</Bonus>
</PrereqOrBonuses>
Multi-Bonus Unit Requirement Mod
Multi-Building Unit Requirement
Multiple Favorite Civics
No Name Great Person Renamer Mod
Not Just Another Game Clock Mod
Pirates Mod
Project Help Tag
Random Cottage Placement
Random Great Person Births Mod
Random Unit Names Mod
Replaced By Unit Mod
This mod displays the "replaced by" unit information similar to the replaces
unit information for units. So for instance when looking at the Musketeer
information in the Civilopedia part of the information that is displayed is
that the Musketeer replaces the Musketman. With this mod the entries like the
Musketman entry now includes "Replaced by Musketeer".
This mod component was created due to the sheer number of new UUs that are
being introduced by mods like Civ Gold 2.0 Mod and Ethnically Diverse Units Mod
and the fact that it is getting harder to keep track of which units are
replacing a particular unit.
Resource Tech Research Modifier Mod
This mod adds the tags to enable faster research of a technology if the
civilization has access to particular bonuses. So for instance in the sample
included CIV4BonusInfos.XML file copper is now revealed by Mining instead of
Bronze Working and if the civilization has access to copper then researching
Bronze Working will be 15% faster.
Route Pillage Mod
Scriptable Leader Traits
Sniper Mod
Specialist Stacker Mod
Unit Civic Prereqs
Unit Combat Attack Defense Mod
This mod adds a couple of new tags that allow the specification of unit combat
attack and defense modifiers separately instead of as a whole as the existing
tag <UnitCombatMods> does. What this allows you to do is split up the attack and
defense percentage modification.
Upgradeable Buildings
Unique Barbarian Mod
Water Animals Mod
Air Combat Experience
Spoiler :
This mod enables experience gain for air units through missions. In addition
routes can now be bombed by air units if there are no improvements on the same
tile. When bombing cities the experience gain will lessen as the defenses of
the city are taken down. When attacking units more experience is gained when
the unit being attacked is killed. A new tag has been added to the route info
structure that mirrors the functionality of the <iAirBombDefense> tag in the
improvement info structure.
routes can now be bombed by air units if there are no improvements on the same
tile. When bombing cities the experience gain will lessen as the defenses of
the city are taken down. When attacking units more experience is gained when
the unit being attacked is killed. A new tag has been added to the route info
structure that mirrors the functionality of the <iAirBombDefense> tag in the
improvement info structure.
Air Forces Mod
Spoiler :
One of the things that I felt was always missing was an expanded air plane
promotion system. It also seemed a bit silly that air units were unable to gain
experience points. The Air Forces mod changes these two aspects of the game.
On another note, for all those people who thought that I was crazy for
including the airbase building in the Military Bases mod, now you know why I
did.
promotion system. It also seemed a bit silly that air units were unable to gain
experience points. The Air Forces mod changes these two aspects of the game.
On another note, for all those people who thought that I was crazy for
including the airbase building in the Military Bases mod, now you know why I
did.
Decaying Resources Mod
Spoiler :
This mod adds three new tags allowing the specification of how many units (in
turns) of a particular bonus are available, how fast bonuses are consumed and
how fast bonuses are replenished. I have added the new tags to all of the
standard bonuses included in the game. The new tags are not required for
bonuses but if you want to add the decay feature you will need to add them to
any new bonuses.
turns) of a particular bonus are available, how fast bonuses are consumed and
how fast bonuses are replenished. I have added the new tags to all of the
standard bonuses included in the game. The new tags are not required for
bonuses but if you want to add the decay feature you will need to add them to
any new bonuses.
Building Heal Rate
Spoiler :
This mod adds three new tags allowing buildings to heal units from a specific
domain, unit combat or unit class. By doing this buildings that provide healing
can target their healing powers instead of just being able to heal any unit.
For instance drydocks can now heal any ship while a specialized building like
tank factory could heal just armor units.
For instance the updated part of the drydock definition using the new tags
looks like:
<DomainHealRateChanges>
<DomainHealRateChange>
<DomainType>DOMAIN_SEA</DomainType>
<iHealRateChange>10</iHealRateChange>
</DomainHealRateChange>
</DomainHealRateChanges>
<UnitClassHealRateChanges>
<UnitClassHealRateChange>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iHealRateChange>10</iHealRateChange>
</UnitClassHealRateChange>
</UnitClassHealRateChanges>
<UnitCombatHealRateChanges>
<UnitCombatHealRateChange>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<iHealRateChange>10</iHealRateChange>
</UnitCombatHealRateChange>
</UnitCombatHealRateChanges>
domain, unit combat or unit class. By doing this buildings that provide healing
can target their healing powers instead of just being able to heal any unit.
For instance drydocks can now heal any ship while a specialized building like
tank factory could heal just armor units.
For instance the updated part of the drydock definition using the new tags
looks like:
<DomainHealRateChanges>
<DomainHealRateChange>
<DomainType>DOMAIN_SEA</DomainType>
<iHealRateChange>10</iHealRateChange>
</DomainHealRateChange>
</DomainHealRateChanges>
<UnitClassHealRateChanges>
<UnitClassHealRateChange>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iHealRateChange>10</iHealRateChange>
</UnitClassHealRateChange>
</UnitClassHealRateChanges>
<UnitCombatHealRateChanges>
<UnitCombatHealRateChange>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<iHealRateChange>10</iHealRateChange>
</UnitCombatHealRateChange>
</UnitCombatHealRateChanges>
Building Civic Prereqs
Spoiler :
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for constructing a building. As an example all "cathedrals" now
require the "Organized Religion" civic to be built. To achieve this the
following has been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>
prerequisite for constructing a building. As an example all "cathedrals" now
require the "Organized Religion" civic to be built. To achieve this the
following has been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>
Building Resource Converter Mod
Spoiler :
Adds the ability to specify that a building should take x number of resources
available in a city and output y number of new resources.
I have tried to test the code as best as possible to make sure buildings react
correctly when a resource is added to a city that the building can use.
Please report any inconsistent behavior as soon as you find it so I can fix the
issue and make a new release.
available in a city and output y number of new resources.
I have tried to test the code as best as possible to make sure buildings react
correctly when a resource is added to a city that the building can use.
Please report any inconsistent behavior as soon as you find it so I can fix the
issue and make a new release.
Civics Free Specialists Mod
Spoiler :
This mod copies the free specialist count tag from the buildings schema and
adds it to the civics schema. This allows civics to provide free specialists
in cities. For instance the Theocracy civic can now give two priests when it
is set:
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<iFreeSpecialistCount>2</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>
adds it to the civics schema. This allows civics to provide free specialists
in cities. For instance the Theocracy civic can now give two priests when it
is set:
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<iFreeSpecialistCount>2</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>
Civics Resources Mod
Spoiler :
This mod adds the tags to enable a civic to give a civilization free bonuses
when the player switches to that civic. So for instance in the sample included
CIV4CivicInfos.xml file one gold is now given whenever a player switches to the
hereditary rule civic. To achieve this the following XML tag snippet was added
to the hereditary rule definition in CIV4CivicInfos.XML following the
<WeLoveTheKing> tag.
<FreeBonuses>
<FreeBonus>
<BonusType>BONUS_GOLD</BonusType>
<iBonusAmount>1</iBonusAmount>
</FreeBonus>
</FreeBonuses>
when the player switches to that civic. So for instance in the sample included
CIV4CivicInfos.xml file one gold is now given whenever a player switches to the
hereditary rule civic. To achieve this the following XML tag snippet was added
to the hereditary rule definition in CIV4CivicInfos.XML following the
<WeLoveTheKing> tag.
<FreeBonuses>
<FreeBonus>
<BonusType>BONUS_GOLD</BonusType>
<iBonusAmount>1</iBonusAmount>
</FreeBonus>
</FreeBonuses>
Cultural Influences
Spoiler :
The cultural influences mod provides several modifications to the workings of culture in the game. This is achieved by combining Bhruic's Culture Decay mod with RogerBacon's Border Over Ocean mod, Chalid's Slower Expanding Culture Borders mod and TheLopez's culture over trade route (idea by Aussie_Lurker).
Dawn Of Man Mod
Spoiler :
This mod changes the look and feel of the Dawn of Man screen a little bit.
Basically it makes:
- The screen a little bit wider
- Changes the two fortification icons to the Civilization flag icons
- The underlying positioning code has been updated so when the size of the
screen changes the position of everything else is automatically calculated.
Culture Over Trade Routes
Spoiler :
Trade routes between cities of two different civilizations transmit their
cultures to each other. The higher the culture a city has the more it will
transmit to its trade route partner.
cultures to each other. The higher the culture a city has the more it will
transmit to its trade route partner.
Dead Civ Scoreboard Mod
Spoiler :
This mod fixes the bug where you can still see the options to talk or start a war with dead civilizations through the scoreboard. It also provides the options to grey out or hide dead civilization in the scoreboard.
Discworld Buttons
Extra Trade Commerce Modifiers
Spoiler :
This mod adds a new tag <TradeCommerceModifiers> allowing modders to specify
commerce modifiers for when a city gets trade routes with another city.
commerce modifiers for when a city gets trade routes with another city.
Favorite Religion
Spoiler :
This mod provides the ability to make some leaders more historically accurate
by helping the AI to pick a particular leader's state religion. This way
Saladin can be hinted to pick Islam as his state religion and Christianity as
Isabella's state religion.
by helping the AI to pick a particular leader's state religion. This way
Saladin can be hinted to pick Islam as his state religion and Christianity as
Isabella's state religion.
Food Supplies Mod
Spoiler :
This mod adds several new tags that allow the simulation of units needing food.
The tags let you specify how much food a unit starts out with, how much they consume a turn and how much damage is done to them if they don't have access to food. In addition there are tags that can be added to units to specift that they provide food to other units but bewarned when theif food supply is exhausted the unit will go away. So it would be best to create a new unit specifically for carrying food.
The tags let you specify how much food a unit starts out with, how much they consume a turn and how much damage is done to them if they don't have access to food. In addition there are tags that can be added to units to specift that they provide food to other units but bewarned when theif food supply is exhausted the unit will go away. So it would be best to create a new unit specifically for carrying food.
GP Trickle Mod
Spoiler :
The GP trickle mod randomly determines the primary trait for leaders in the game and will use the primary trait to positively influence the type of great person that is generated in the leader's capital. So for instance creative leaders will spawn more great artists, spiritual leaders will spawn more great prophets, industrious leaders will spawn more engineers, etc.
GP Trickle Plus Mod
Spoiler :
The GP Trickle Plus Mod combines the original GP Trickle Mod plus the
following mods:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit
following mods:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit
Great Doctor Mod
Spoiler :
This mod adds a new great person and specialist to the game. These work mostly like the other great people and specialists in the game. Some of these benefits include improving city health, helping with research, etc. Several buildings have been updated to incorporate the features in this mod. The Heal promotion from Zuul's Promotions & Perks Mod has been included but modified. Two new promotions have been added, Heal II and Heal III.
Great General Amped Mod
Spoiler :
This mod takes Snaitf's Great General Mod to the next level making Great Generals a more useful unit in the field of combat.
Great Generals From Barbarian Combat Mod
Spoiler :
Since the introduction of Civ4 one of the things that has always baffled me is
the intentional nerfing of Barbarians. Well this tradition was continued
through the Warlords expansion by not allowing barbarians to have great
generals and not allowing non-barbarian players to generate great generals
through combat against barbarians. This mod changes those mechanics while
providing the configurable options allowing players to switch the functionality
back to its original behavior.
the intentional nerfing of Barbarians. Well this tradition was continued
through the Warlords expansion by not allowing barbarians to have great
generals and not allowing non-barbarian players to generate great generals
through combat against barbarians. This mod changes those mechanics while
providing the configurable options allowing players to switch the functionality
back to its original behavior.
Great Options Mod
Spoiler :
The great options mod is just that, a mod that provides players the flexibility
to configure and tune as many options as they want. So for instance if they
want to use the enhanced foreign advisor one game but decide that they prefer
the original foreign advisor all they need to do is open the "Great Options Mod
Config.ini" file and change the Foreign Advisor Type to its default value. Its
just that easy. All thes configuration INI files from mod components that have
been kept separate to allow players to quickly find the configurable options
they want to fine tune.
The core edition of the Great Options Mod combines most of my (TheLopez) mods
together into one mod, plus a select few other mods to demonstrait the usage of
the features this mod introduces. I hope who ever decides to use or play this
mod enjoys it.
This mod integrates the following mods:
- Cultural Influences v0.3
- Customizable Domestic Advisor v0.93
- Dead Civ Scoreboard Mod v0.2
- Enhanced Culture Conquest v1.4.1
- Enhanced Foreign Advisor Mod v2.1
- Enhanced Military Advisor v1.3
- Enhanced Tech Conquest v0.4.2
- Enhanced Tech Window v1.b
- Exotic Foreign Advisor Mod v0.95
- GP Trickle Mod v0.3.1
- Great Doctor Mod v1.0
- Great General Amped Mod v0.8.2
- Great Statesman Mod v0.9.2+SDK
- Homegrown Domestic Advisor
- Immigration Mod v0.4.4
- Localized Starting Techs Mod v0.3
- M.A.D. Nukes Mod v0.1.2
- Mercenaries Mod v0.6.1+SDK
- Military Bases Mod v0.2+SDK
- Not Just Another Game Clock Mod v0.3
- No Name Great Person Renamer Mod v0.1
- Modified Special Domestic Advisor v1.8e
- Pirates Mod v0.1
- Random Great Person Births Mod v0.2.1
- Sniper Mod v0.6.1
- Specialist Stacker Mod v0.7
- Unique Barbarian Mod v0.2
- Unit Allegiance Mod v0.4
- Water Animals Mod v0.1
to configure and tune as many options as they want. So for instance if they
want to use the enhanced foreign advisor one game but decide that they prefer
the original foreign advisor all they need to do is open the "Great Options Mod
Config.ini" file and change the Foreign Advisor Type to its default value. Its
just that easy. All thes configuration INI files from mod components that have
been kept separate to allow players to quickly find the configurable options
they want to fine tune.
The core edition of the Great Options Mod combines most of my (TheLopez) mods
together into one mod, plus a select few other mods to demonstrait the usage of
the features this mod introduces. I hope who ever decides to use or play this
mod enjoys it.
This mod integrates the following mods:
- Cultural Influences v0.3
- Customizable Domestic Advisor v0.93
- Dead Civ Scoreboard Mod v0.2
- Enhanced Culture Conquest v1.4.1
- Enhanced Foreign Advisor Mod v2.1
- Enhanced Military Advisor v1.3
- Enhanced Tech Conquest v0.4.2
- Enhanced Tech Window v1.b
- Exotic Foreign Advisor Mod v0.95
- GP Trickle Mod v0.3.1
- Great Doctor Mod v1.0
- Great General Amped Mod v0.8.2
- Great Statesman Mod v0.9.2+SDK
- Homegrown Domestic Advisor
- Immigration Mod v0.4.4
- Localized Starting Techs Mod v0.3
- M.A.D. Nukes Mod v0.1.2
- Mercenaries Mod v0.6.1+SDK
- Military Bases Mod v0.2+SDK
- Not Just Another Game Clock Mod v0.3
- No Name Great Person Renamer Mod v0.1
- Modified Special Domestic Advisor v1.8e
- Pirates Mod v0.1
- Random Great Person Births Mod v0.2.1
- Sniper Mod v0.6.1
- Specialist Stacker Mod v0.7
- Unique Barbarian Mod v0.2
- Unit Allegiance Mod v0.4
- Water Animals Mod v0.1
Great Statesman Mod
Spoiler :
This mod adds a new great person and specialist to the game. These work mostly like the other great people and specialists in the game. Some of these benefits include turning gold into hammers, hurrying up production, etc. Several buildings have been updated to incorporate the features in this mod.
Great Specialists Mod
Spoiler :
The great specialists mod is a reference integration mod that combines
the following modcomps together into one proof of concept mod:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit
the following modcomps together into one proof of concept mod:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit
Immigration Mod
Spoiler :
Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several conditions that can cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. All of these can cause a group of immigrants to leave from one of your cities to another city that may not necesarly be yours.
Improvements Outside Borders
Spoiler :
The Improvements Outside Borders mod adds a new tag in the
CIV4TerrainSchema.xml, <bBuildOutsideBorder>, that lets mod makers indicate if
a particular plot improvement can be built by a worker outside of a players
civilization's cultural borders. By using this mod, forts can now be built in
neutral and enemy territory, improvements can be built on resources prior to
culture borders expanding to include them, etc.
CIV4TerrainSchema.xml, <bBuildOutsideBorder>, that lets mod makers indicate if
a particular plot improvement can be built by a worker outside of a players
civilization's cultural borders. By using this mod, forts can now be built in
neutral and enemy territory, improvements can be built on resources prior to
culture borders expanding to include them, etc.
Inquisition Mod
Spoiler :
Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
Localized Starting Technologies Mod
Spoiler :
This mod changes the starting technologies of all civilizations depending on their starting location and the immediate surrounding location. For instance if the starting plot for a civilization is immediately next to coastal and grassland plot, plus near ocean plots and maybe some plains then their starting technologies could be fishing and hunting. Five vectors are used to calculate the starting technologies:
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
and rivers on plots (thanks Shqype for pointing that out )
Each vector has a configurable weight value as well.
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
and rivers on plots (thanks Shqype for pointing that out )
Each vector has a configurable weight value as well.
M.A.D. Nukes Mod
Spoiler :
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod. By using this mod cities can be completely destroyed including all of the units in the city and the plot the city is on is devistated and reduced to a water plot.
Mercenaries Mod
Spoiler :
This mod allows players to hire and fire mercenaries as auxillaries to their regular military forces.
Please note that I have tried to maintain the flow of the regular game interface as best as I could. Please read the known issues section for the current release of this mod before contacting me about some type of issue or inconsistency that you may be seeing. Most of these are lack of hooks into the game relating to the display of some of the in-game graphics.
Please note that I have tried to maintain the flow of the regular game interface as best as I could. Please read the known issues section for the current release of this mod before contacting me about some type of issue or inconsistency that you may be seeing. Most of these are lack of hooks into the game relating to the display of some of the in-game graphics.
Military Bases Mod
Spoiler :
The Military Bases Mod contains three new buildings allowing for the training of land, sea and air units. Besides the three new buildings there is one mean new unit the drill sergeant that depending on the configuration of the mod will either be required to train units or will provide a bonus when training units.
Multi-Bonus Building Requirement Mod
Spoiler :
This mod changes the behavior of the <PrereqBonuses> tag and adds the
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the building. One of the bonuses added in between the
<PrereqOrBonuses> tag will now be required to build the building.
For instance the updated warrior definition using the new tag and updated tag
looks like:
<Bonus>BONUS_STONE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_IRON</Bonus>
</PrereqBonuses>
<PrereqOrBonuses>
<Bonus>BONUS_GOLD</Bonus>
<Bonus>BONUS_SILVER</Bonus>
<Bonus>BONUS_GEMS</Bonus>
</PrereqOrBonuses>
Multi-Bonus Unit Requirement Mod
Spoiler :
This mod changes the behavior of the <PrereqBonuses> tag and adds the
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the unit. One of the bonuses added in between the <PrereqOrBonuses>
tag will now be required to build the unit. An <iBonusAmout> tag has also been
added to allow the specification of how many number of bonuses are required of
a specific type to build the unit.
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the unit. One of the bonuses added in between the <PrereqOrBonuses>
tag will now be required to build the unit. An <iBonusAmout> tag has also been
added to allow the specification of how many number of bonuses are required of
a specific type to build the unit.
Multi-Building Unit Requirement
Spoiler :
This mod adds the ability to specify multiple required and optional buildings
needed to building units. Any buildings added in between the <PrereqBuildings>
tag will now be required to build the unit. One of the buildings added in
between the <PrereqOrBuildinges> tag will now be required to build the unit.
needed to building units. Any buildings added in between the <PrereqBuildings>
tag will now be required to build the unit. One of the buildings added in
between the <PrereqOrBuildinges> tag will now be required to build the unit.
Multiple Favorite Civics
Spoiler :
This mod expands the favorite civic feature so instead of leaders having a
single favorite civic they can have multiple favorite civics.
single favorite civic they can have multiple favorite civics.
No Name Great Person Renamer Mod
Spoiler :
Ever get tired off running out of great person names in the later era of your games? This mod will take care of that problem by using the updated version of the Random Unit Names and automatically renaming a great person when they are born if they don't have a unique name. There is a configurable option that allows for the names to be civilization specific or random.
Not Just Another Game Clock Mod
Spoiler :
Just as the mod title says, this is not just another game clock mod. It is much, much more. This mod provides you the flexibility to most if not all of its different features. There are 12 main variables and one additional variable per era that can be used to configure the Not Just Another Game Clock Mod display information and are well documented in the "Not Just Another Game Clock Mod Config.ini"
Pirates Mod
Spoiler :
This mod basically enables barbarian unis to be spawned in oceans more
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.
Project Help Tag
Spoiler :
This mod enables the <Help/> tag in project definitions.
Random Cottage Placement
Spoiler :
Randomly places cottages on the map depending on how the mod has been
configured. If random cottage placement is enabled and default values are used
then cottages have a maximum 1% chance of appearing each turn with that
percentage decaying each turn in the game.
configured. If random cottage placement is enabled and default values are used
then cottages have a maximum 1% chance of appearing each turn with that
percentage decaying each turn in the game.
Random Great Person Births Mod
Spoiler :
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side. It also makes use of the space to the left of the specialized citizens by allowing them to span into two columns instead of just one. This will allow for more than the vanilla six specialized citizens to exist in the game.
Random Unit Names Mod
Spoiler :
This mod will give any unit created in the game a unique name. The current version of this mod can generate over well to many names to count. There are two ways to use this mod. The first is to just call the getRandomName method which will return just that, a random name. The second and new way to use this mod is to use the getRandomCivilizationName passing in the civilization type ID number. This mod should NOT be used as a stand-alone mod. You should just use the RandomNameUtils.py file instead. The other files are just used to show how the RandomNameUtils.py can be used.
Replaced By Unit Mod
Spoiler :
This mod displays the "replaced by" unit information similar to the replaces
unit information for units. So for instance when looking at the Musketeer
information in the Civilopedia part of the information that is displayed is
that the Musketeer replaces the Musketman. With this mod the entries like the
Musketman entry now includes "Replaced by Musketeer".
This mod component was created due to the sheer number of new UUs that are
being introduced by mods like Civ Gold 2.0 Mod and Ethnically Diverse Units Mod
and the fact that it is getting harder to keep track of which units are
replacing a particular unit.
Resource Tech Research Modifier Mod
Spoiler :
This mod adds the tags to enable faster research of a technology if the
civilization has access to particular bonuses. So for instance in the sample
included CIV4BonusInfos.XML file copper is now revealed by Mining instead of
Bronze Working and if the civilization has access to copper then researching
Bronze Working will be 15% faster.
Route Pillage Mod
Spoiler :
With the changes this mod introduces you will be able to pillage/destroy routes
separately from improvements. This way you will be able to disconnect inland
enemy cities from their trade networks prior to invasions, slow down enemy
troops approach to your cities, etc.
separately from improvements. This way you will be able to disconnect inland
enemy cities from their trade networks prior to invasions, slow down enemy
troops approach to your cities, etc.
Scriptable Leader Traits
Spoiler :
Adds the ability to add and remove traits from leaders through python.
As part of the changes to the SDK files I have also included two new methods in
the CvPlayer class and exposed them to python they are:
void CvPlayer::addTrait(TraitTypes eTrait);
void CvPlayer::removeTrait(TraitTypes eTrait);
This way any traits in the game can be added or removed through python.
As part of the changes to the SDK files I have also included two new methods in
the CvPlayer class and exposed them to python they are:
void CvPlayer::addTrait(TraitTypes eTrait);
void CvPlayer::removeTrait(TraitTypes eTrait);
This way any traits in the game can be added or removed through python.
Sniper Mod
Spoiler :
This mod adds sniper functionality generically to the game. To enable a unit to have the sniper features their combat type must be set to UNITCOMBAT_SNIPER. Two new units have been included with this mod component to demonstrate this functionality: sniper and modern sniper. The sniper represents the sniper from the ~1750s to the end of the 1800s or from the American revolution through the American civil war. The modern sniper represents roughly what modern combat snipers are today.
Specialist Stacker Mod
Spoiler :
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side. It also makes use of the space to the left of the specialized citizens by allowing them to span into two columns instead of just one. This will allow for more than the vanilla six specialized citizens to exist in the game.
Unit Civic Prereqs
Spoiler :
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for building a unit. As an example all missionaries now require
the "Organized Religion" civic to be built. To achieve this the following has
been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>
prerequisite for building a unit. As an example all missionaries now require
the "Organized Religion" civic to be built. To achieve this the following has
been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>
Unit Combat Attack Defense Mod
Spoiler :
This mod adds a couple of new tags that allow the specification of unit combat
attack and defense modifiers separately instead of as a whole as the existing
tag <UnitCombatMods> does. What this allows you to do is split up the attack and
defense percentage modification.
Upgradeable Buildings
Spoiler :
This mod implements the concept of upgradeable buildings and buildings that
when constructed obsolete a building in the Installation. The building upgrade
part of the mod works like the unit upgrade system in regards to how the
upgrade chain is defined and buildings are upgraded. As a proof of concept the
Barracks have been broken up into a base building that only gives 1 experience
point and two building upgrades that give the rest of the experience points
that the original Barracks gave.
The second part of the mod allows for buildings when constructed to obsolete
one or more buildings. For example the forge can be obsoleted when a factory is
built.
when constructed obsolete a building in the Installation. The building upgrade
part of the mod works like the unit upgrade system in regards to how the
upgrade chain is defined and buildings are upgraded. As a proof of concept the
Barracks have been broken up into a base building that only gives 1 experience
point and two building upgrades that give the rest of the experience points
that the original Barracks gave.
The second part of the mod allows for buildings when constructed to obsolete
one or more buildings. For example the forge can be obsoleted when a factory is
built.
Unique Barbarian Mod
Spoiler :
This mod changes the types of barbarians that will appear in the game from warrior, swordsman, axeman, archer and longbowman to Geirrman, Helwyr, Huskarl and Norse Axeman.
Water Animals Mod
Spoiler :
This mod basically enables animals to be automatically spawned in oceans if
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.