In this thread I will put balancing mods that fits my style of playing. Since everyone plays with different strategies this might not fit your gameplay.
These are the options that I'll play 95% of my games with :
Emperor / Huge Map / Epic Speed / Archipelago (rocky climate, low sea level) OR PerfectWorld2
Raging Barbarians, Agressive AI, Permanent Alliances, Require Complete Kills, Revolution Mod, Barbarian Civ, Tech Diffusion, DynamicCivNames Civ, Start as Minor Civ.
The first one is very simple, but easely overlooked (thanks zappara for pointing me to the right direction). IMO the AI will spam not spawn civilizations with the BarbCiv option enabled. I really love the concept, there was just too many new civs created.
Sollution : in ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Revolution.ini
there is following settings :
It should be pretty obvious what they do, and can make a world of difference, giving the AI room to expand, therefore making them stronger in later eras. Since this file cannot be made modular, you my dear reader, would have to change/experiment with them yourself.
Possible settings could be : 0.5/5/0/0 (only 50%chance/have to be size 5 city/can develop without "foreign affairs")
These setting would also speed up AI turns dramatically as new civs would rarely develop, making only 10-15 AI civs take their turn instead of the before 25-30 AI civs.
Second modification is primarely for 2.7test2 Epic speed.
The years just didnt add up in 2.7test2 on epic speed so I changed the steps/increments (adding 200 turns in early/middle ages from overall 795 turns to 995 turns) but also removed a lot of the bonuses trade gives. I kinda liked the idea that a small harbour wouldnt change 500% trade from one day to another (navigation), but that you actually have to upgrade it to get the juice (commercial harbour, customs house, etc). This should also help the general progress of the game, not going from 5-10turns/tech to 1turn/tech as soon as navigation was discovered. It doesnt change any building settings, only general trade settings.
installation : put BALANCE folder from rar into
....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
These are the options that I'll play 95% of my games with :
Emperor / Huge Map / Epic Speed / Archipelago (rocky climate, low sea level) OR PerfectWorld2
Raging Barbarians, Agressive AI, Permanent Alliances, Require Complete Kills, Revolution Mod, Barbarian Civ, Tech Diffusion, DynamicCivNames Civ, Start as Minor Civ.
The first one is very simple, but easely overlooked (thanks zappara for pointing me to the right direction). IMO the AI will spam not spawn civilizations with the BarbCiv option enabled. I really love the concept, there was just too many new civs created.
Sollution : in ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Revolution.ini
there is following settings :
Code:
; Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00
; Minimum population needed for a barb city to settle
MinPopulation = 2
; Minimum number of contacts (with any and full civs) to settle
MinContacts = 2
MinFullContacts = 2
It should be pretty obvious what they do, and can make a world of difference, giving the AI room to expand, therefore making them stronger in later eras. Since this file cannot be made modular, you my dear reader, would have to change/experiment with them yourself.
Possible settings could be : 0.5/5/0/0 (only 50%chance/have to be size 5 city/can develop without "foreign affairs")
These setting would also speed up AI turns dramatically as new civs would rarely develop, making only 10-15 AI civs take their turn instead of the before 25-30 AI civs.
Second modification is primarely for 2.7test2 Epic speed.
The years just didnt add up in 2.7test2 on epic speed so I changed the steps/increments (adding 200 turns in early/middle ages from overall 795 turns to 995 turns) but also removed a lot of the bonuses trade gives. I kinda liked the idea that a small harbour wouldnt change 500% trade from one day to another (navigation), but that you actually have to upgrade it to get the juice (commercial harbour, customs house, etc). This should also help the general progress of the game, not going from 5-10turns/tech to 1turn/tech as soon as navigation was discovered. It doesnt change any building settings, only general trade settings.
installation : put BALANCE folder from rar into
....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules

& lazy^^!!!], of course I'm looking forward to this one as well (could it perhaps be merged with 'Jabartos flavour tweaks' [sci/fin tweaked, less trade from custom house etc]?^^)! 


