Last pack is published:
Warlords BattleCiv Pack-IV (
Steam)
Version: 1.0
Requires:
DLL VariousModComponents from v66 onwards.
(You can't have more than one Mod with a DLL file at a time, if you have one DISABLE IT before using DLL VMC)
This is the last pack in the main series. The next steps for me with BattleCiV are:
- Smooth out the code-wise with all packs, making one major patch with the intention of squashing any remaining bugs, ironing the code and fixing more balance issues.
- Add DoM for every Civ.
- Get audio for each Unit and DoM.
- Art upgrade when/if needed (Icons/Flags/DoM/Maps).
- Add new features to start the crossing over to Total Conversion.
- Pack with additional civs (Ogres and Goblins from the main series and some others from another game I like very much). I might need some ideas here!
- Support to 3rd and 4th Unique Components.
- Events & Decisions support (will be the last one).
Contains the following Civilizations:
Daemon - Gokh'xag Extraplanar Lord
UA:
Fiery Disposition - Non-Daemon, non-Capital cities you conquer are instantly razed and cause a 2-turn Anarchy in the enemys cities. +2 Science from Bonus and Strategic Resources.
UU:
Daemon - Replaces the Musketman. Flyer. Gives XP to every adjacent unit after attacking. May summon an Imp upon killing an enemy (based on enemys Level).
UI:
Chaos Shrine - Requires Metal Casting +1 Happiness and +1 Gold in the Capital. After the discovery of Physics, generates points towards the summoning of a Daemon in the Capital. Workers may be sacrificed here for a chance to summon a Daemon. -1 Food.
Dwarf - King Korin VI
UA:
Masterful Engineering - The second item in the production queue, if it is an Unit or a Building, gets 25% of the Citys Production output. After a Wonder is completed, all other buildings in the queue get a boost.
UU:
Khazrimi Guard - Replaces the Longswordsman. Heals adjacent military units after defeating an enemy. Starts with Block I and Demolition Man (+200% CS against Cities) Promotions.
UB:
Brewery - Replaces the Barracks. +1 Gold, +1 Food, 1 Engineer Specialist. Units created here gain the ability to get Drunk*. +15 EXP. +6 Defense to the City.
* Costs 35 gold. Must be in friendly territory. Generates 1 Culture per turn while drunk, has +1 movement, increases attack but reduces defense. Lasts up to 10 turns.
Selentine Empire - King Sirras Lawbringer
UA:
Awe of the Sun - Completing a Policy Tree makes the Empire enter the Sun Quest Festival. Allied City-States gain military units regularly.
UU:
Lion's Coin - Replaces the Great Merchant and brings more gold with a Mission than the regular Merchant. May not build Custom Houses. Creates a 5-turn Sun Quest Festival when performing a mission in a City-state's territory.
UB:
Archway - Replaces the Harbor. No Harbor benefits. +1 Gold, +25% Faith, +20% Great People generation in this City. Merchant specialist slot.
Minotaur - Rothtar Dragonslayer
UA:
Sartek's Spirit - Units may eat Animal resources on the map to heal. Melee units have the Sarteks Hide promotion, which increases defense.
UU:
Horned Berserker - Replaces the Swordsman, but is more expensive and slightly weaker (20 instead of 21). +100% Experience from fighting. Strength increases as life decreases. Has +1 movement for each 20 HP missing.
UI:
Basilisk Pen - Available at Trapping. Hills only. +1 Science, +1 Gold. Creates a Sheep resource. May not be built near another Pen.