Aussie_Lurker
Deity
Updated 17-02-06: Minor Update-solved the problem relating to State religions, with the assistance of the very talented A-G-you're a legend mate
.
OK guys, my very first ever mod for a civ game (so please be gentle
). Also, please note that I still very much consider this to be at the 'PlayTesting' phase, so please play it and give me any and all feedback. So far, I have limited my changes solely to civics, but will add changes to other areas down the track.
I believe that the zip file I am providing should have all the files necessary to play with the modified rules but-if not-then please let me know.
OK, a couple of issues from the get-go. First, there were certain modifications I wanted to make to unit and city maintainance costs, but there appears to be some bugs in this section of CivicInfos.xml. Therefore I hope to come back to these when the bugs are fixed.
Second, there are a few things which I can really only change with Python, and this will take me a bit longer to do. Therefore, particularly in the case of religious civics, many of the effects are only of a 'placeholder' form (I want priests to generate certain commerce and yield benefits under certain religious civics).
Lastly, things to be done:
1) Overhaul of the Ancient and Classical tech tree, and the addition of a new religion (Shinto).
2) Addition of Farmers, Soldiers and Civil Servants to the list of Specialists.
3) Addition of a host of 'Civic-Specific' Improvements and Wonders via Python scripting.
4) Hope to incorporate elements of Mylons Mod, The Inquisition mod and the EE3 mod (assuming all the creators give me their permission).
Anyway, enough of me blabbing on. Hope you enjoy my first-ever mod
.
Yours,
Aussie_Lurker.

OK guys, my very first ever mod for a civ game (so please be gentle

I believe that the zip file I am providing should have all the files necessary to play with the modified rules but-if not-then please let me know.
OK, a couple of issues from the get-go. First, there were certain modifications I wanted to make to unit and city maintainance costs, but there appears to be some bugs in this section of CivicInfos.xml. Therefore I hope to come back to these when the bugs are fixed.
Second, there are a few things which I can really only change with Python, and this will take me a bit longer to do. Therefore, particularly in the case of religious civics, many of the effects are only of a 'placeholder' form (I want priests to generate certain commerce and yield benefits under certain religious civics).
Lastly, things to be done:
1) Overhaul of the Ancient and Classical tech tree, and the addition of a new religion (Shinto).
2) Addition of Farmers, Soldiers and Civil Servants to the list of Specialists.
3) Addition of a host of 'Civic-Specific' Improvements and Wonders via Python scripting.
4) Hope to incorporate elements of Mylons Mod, The Inquisition mod and the EE3 mod (assuming all the creators give me their permission).
Anyway, enough of me blabbing on. Hope you enjoy my first-ever mod

Yours,
Aussie_Lurker.