[Warlords] Epic mod

Full list of changes in version 1.1:

Added

- New unit category: Hi-Tech units (near future units)
- New unit category: Animal units, all dog units belong here now, limited access to promotions (what you can teach to animals)
- New Unit: Special Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New unit: Special SAM Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New Improvement: Hybrid Forest, (req. Planetary Economics and Treefarm)
- New Improvement: Bunker, +60% defense, 75% air defense
- New Bonus: Steel, required for most industrial/modern time units
- New building: Paradise garden (req. Weather Control)
- New building: E-Bank, req. digitalized property
- New building: Design Studio, req. 3D Modelling
- New building: Cloning laboratory, +25 science, +25% great person
- New building: Steel Mill, provides 1 bonus Steel from Iron + Coal
- New building: Arcology, req. Megastructure Engineering
- New Project: First Cloned Mammal, enables Cloning laboratories for all players
- New Wonder: Circus Maximus, +1 extra happiness from Arenas in all cities
- New Wonder: King Richard's Crusade
- New Wonder: Longevity
- New Wonder: Marco Polo's Embassy
- New Wonder: Women's Suffrage
- New Wonder: Magellan's Expedition
- New Wonder: Mausoleum of Mausollos
- New Wonder: Adam Smith's Trading Company
- New Wonder: SETI Program
- New Wonder: Petra
- New Tech: Megastructure Engineering
- Icon for Ceremonial Altar
- Icon for Performing arts center
- Icon for Paved roads tech
- Icon for Canal systems tech
- Icon for Port
- Icon for Doctor's Office
- Icon for Treefarm and Hybrid Forest
- Icon for Superstrong Alloys tech
- Icon for Desert Windmill improvement
- Icon for Nano Electronics tech
- Icon for Compulsory Education tech
- Icon for Archery Range
- Icon for Glass Blowing tech and Glasssmith building
- Icon for Treasury
- Icon for Theory of Everything tech
- Icon for Implants tech
- Icon for Naturopathy tech
- Icon for Planetary Economics
- Icon for Skyscraper
- Icon for Communication Networks
- Icon for Logistics
- Icon for Digitalized Property
- Icon for Radiotelescope
- Icon for School of Scribes
- Icon for Bath House
- Icon for Movie Theatre
- Icon for Brothel
- Icon for Lab
- Icon for Cavalry Tactics
- Icon for Oil Painting
- Icon for Jewellery
- Icon for Superstring Theory
- Icon for Supreme Court
- Specialbuilding type Pantheon, enabled at Mathematics
- Specialbuilding type Chapel, enabled at Liberalism
- New invisible unit group: Camouflage which works like submarines, these units are invisible to most units. Some Hi-Tech units are now invisible

Changes
- unit: ACV moved to Hi-Tech units category, upgrades to Special Infantry
- unit: ACV SAM moved to Hi-Tech units category, upgrades to Special SAM Infantry
- unit: Hoover tank moved to Hi-tech units category
- unit: Numidian Cavalry str increased from 5 to 7 (Carthage's UU, was weaker than other same type horse units)
- unit: Hoover Tank can see invisible Hi-Tech units
- unit: Artillery requires Steel and ammunition
- unit: Destroyer req. ammunition changed to steel
- unit: Battleship req. ammunition changed to steel
- unit: Submarine req. ammunition changed to steel
- unit: Aegis Cruiser req. ammunition changed to steel
- unit: Carrier req. now also steel
- unit: All Early Tank require Steel instead of Ammunition
- unit: Nuclear Submarine requires now steel instead of ammunition, no longer require Oil Products
- unit: Mobile SAM requires now Oil Products and (Aluminum or Steel), no longer require ammunition
- unit: Mobile Artillery requires now Steel instead of Aluminum
- Unit: Stealth Bomber req. now Oil Products and Aluminum, no longer aluminum or ammunition (ammunition should be abundance at the time when player can build this unit)
- unit: Hoover Tank no longer require ammunition (abundance)
- unit: all Light Tank, Tank and Heavy Tank units require now Steel and Oil Products
- unit: Armors require now Steel or Aluminum (and Oil Products)
- unit: Ironclad requires now Iron or Steel (and Coal)
- unit: SAM Infantry requires now Ammunition
- unit: All Marine units require now Ammunition
- unit: ACV SAM requires now aluminum instead of ammunition
- unit: ACV requires now also aluminum
- unit: Nuclear Carrier requires Uranium and (Steel or Aluminum)
- unit: Remote Controlled Bombers no longer require Ammunition
- unit: Battlecruiser requires now Steel or Iron
- unit: Dreadnought requires now Steel or Iron
- unit: BTR80 requires now also steel
- unit: Trained dogs str 3->2, animal attack bonus 50%->0 (dog = wolf, shouldn't be superior against animals at this point)
- unit: Wardog str 5->4 (not superior to axeman or longbowman), animal attack bonus 50%->25%
- unit: Guarddog str 7->6
- Building: Casino effects changed to +50% commerce, +1 happy per 20% commerce rate
- Building: Bath House +1 happiness removed and added happiness from culture per 20% culture rate (just like colosseum)
- Building: Hotel +2 happiness removed and added happiness from culture per 10% culture rate
- Building: Stable obsolete at Vertical Flight now
- Building: Mongol Ger obsolete at Vertical Flight
- Building: Armourer obsolete at Metallurgy
- Building: Lab requires now Glassware
- Building: Skyscraper requires resource Steel, hurry cost modifier 50%
- Building: Hellenic Monastary renamed to Hellenic Gymnasia, +10 military production bonus added
- Building: Hellenic Cathedral renamed to Hellenic Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: Zoroastrian Cathedral renamed to Zoroastrian Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: International port no longer give +1 hammer from sea plots, +1 Coastal trade routes in all cities changed to +1 trade routes in city, +50% commerce modifier changed to +50% trade route modifier, requires 3+ Commercial ports. +25% Culture changed to +3 culture
- Building: Commercial port +1 coastal trade routes in all cities changed to +1 trade route in city where built. Requires 3+ Ports.
- Building: Guild hall no longer give +10 scientific research, instead it gives +1 science
- Building: Lab no longer give +50% scientific research, instead it gives +3 science
- Building: Zulu Ikhanda moved to Military Training tech as it should be for Barracks building
- Building: Ottoman Hammam moved to Canalworks tech as it's the tech for aqueduct / bath house buildings
- Building: Ceremonial Altar moved to Mysticism, negative effects removed, culture amount 2->1 (doubles every 1000 years), is now specialbuilding_temple which means its effects will be nullified when city changes to new (state) religion and builds new temple from that religion, cost increased 35->50, can turn 1 citizen to priest. Note that Paganism civic gives +1 happiness to this building.
- Religious Building: Temples, if state religion +1 happiness from this building, culture 1->2 (doubles every 1000 years), spreads religion, req. tech Mysticism now
- Building: Cathedrals, +1 happiness even when not state religion, spreads religion
- Building: Jewish Shrine, starts golden age
- Building: Islamic shrine, +1 culture from every islamic buildings
- Building: Confucian shrine, free Morale promotion to units built here ie. +1 movement
- Building: Monasteries, spreads religion
- Building: Christian, Islamic and Zoroastrian Temple, +1 extra happiness, cost 80->90
- Building: Taoist and Buddhist Temple, +1 extra health, cost 80->90
- Building: Taoist Monastery, free promotion Martial Arts
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2​
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2​
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2​
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3​
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0​
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold​
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture​
- Religion Protestantism
- global religion commerce +1 culture
- Holy city culture 4->0
- all cities with state +1 gold, +1 science​
- Religion Zoroastrianism
- Holy city culture 4->3​
- Religion Hellenism
- global religion commerce gold 1->0, science +1
- Holy city culture 4->3​
- Wonder: Pyramids gives now free granary in every city
- Wonder: The Parthenon is now Hellenistic building and it spreads Hellenism
- Wonder: The Eiffel Tower, double production speed with Steel also
- Wonder: Newton's University renamed to Isaac Newton's college
- Wonder: Great Lighthouse moved to tech Seafaring, req. also Masonry
- Wonder: Statue of Liberty can be built only in coastal cities
- National Wonder: Ironworks, provides 1 bonus resource Steel without the need of Coal and Iron. It gives access to this resource when player hasn't both resources coal and iron but has new techs that give access to units requiring steel resource (balance).
- Tech: Hypersonic Flight disabled for now. Will be enabled when community has created plane units that I can use on this tech.
- Tech: Military Robotics disabled for now.
- Tech: Artificial Organs disabled and hidden from tech tree (not used atm)
- Tech: Implants require now Genetics instead of Artificial organs
- Tech: Regenerative Medicine now leads to Cryogenics
- Icons for Hellenism
- Icon for Park
- Icon for Armourer
- Icon for Suburb improvement
- Resources Textiles and Peat disabled so that pedia doesn't show these unused resources
- Improvement Treefarm +1 food with Environmentalism Civic

Fixed
- Guerilla 1 promotion for melee units, now they can get Guerilla 1-3 promotions
- Workboats can turn water to land, city must work on tile to complete terraform
- Workers/Pioneers can turn land to water, city must work on tile to complete terraform
- Forest cut when Shaft Mine built on tile
- Shaft mine should now always require Mine improvement first on same plot (as it should be upgrade to regular mine)
- unit Heinkel He111 requires now Ammunition
- CityLSystem: all buildings should be now visible on cities

Mods Combined
- The Lost Wonders of Civilization v1.3


I have now uploaded my mod in new v1.1 full zip file that contains all the mod files. Size of the zip is around 47 megs so I couldn't upload it directly to civfanatics download database (10 meg file limit). The zip file is on pending list in 3DDownloads.com and I will get file link for it some time during the next 24 hours. I will add it here to download section possibly tomorrow or on tuesday (depends when I get online next time). For those who can't wait it to be available here can check it from http://www.3ddownloads.com. After it's available I will remove all the old file links for the previous versions. This version most likely will remain as the last version for Warlords (bug fixes might be made) and I'm going to start converting it now to BtS. For BtS version I'll do first a version that has expanded tech tree and new buildings/wonders and new units. After that I will add more complex things. Because of the size of the mod it might take few weeks before I have first BtS version ready. It took 7 months to get my warlords version to this far but making it for BtS should be lot faster since I'm now pretty familiar with modding civ4 :)
 
hey man was thinking that maybe you could add some businesses.....similiar to corps but available sooner......dont know if you can..lol..i know i cant, and had another idea for a corp/business to use hemp and produce rope as a resource...would really be cool to need that resource to build boats/ships also...anyway anytime i get an idea i'll put it here..just wish i could help on some of the stuff that needs to be done like the religion stuff but oh well...and for anyone interested the planet generator map script is compatible w. BtS...i threw a comment on it but it works real wellif you habve larger then huge maps also...after tweaking the options anyways
 
Thanks, merther02 for posting that link. I just got online and saw that the zip file was published - modified my first post to give correct download link and updated some feature info. :)

hey man was thinking that maybe you could add some businesses.....similiar to corps but available sooner......dont know if you can..lol..i know i cant, and had another idea for a corp/business to use hemp and produce rope as a resource...would really be cool to need that resource to build boats/ships also...anyway anytime i get an idea i'll put it here..just wish i could help on some of the stuff that needs to be done like the religion stuff but oh well...and for anyone interested the planet generator map script is compatible w. BtS...i threw a comment on it but it works real wellif you habve larger then huge maps also...after tweaking the options anyways
I checked yesterday how corps are done and they use similar system as do religions which means that adding new corp icons will be difficult task. Corp icons are also just after religion icons in the gamefont files and there's probably not enough icon slots available for all the religions and corps I had planned to add to BtS version... *sigh*

I've started the conversion from techs and I'm doing it from scratch again so that the tech tree window will be only scrollable horizontal (easier to see how techs advance). There's new techs as well. So far I've made techs from ancient times to early industrial age and this has taken time longer than I thought because I can't just copy&paste from Warlords version because (new) tags in xml files are different. Checked also other xml files and seems they've done lots of changes to them - that will slow down my progress with converting the mod.
 
Does Epic mode work in Warlords v2.13? I can load the game, but if I click anything on the map the game crashes.
 
Does Epic mode work in Warlords v2.13? I can load the game, but if I click anything on the map the game crashes.
No, it doesn't. It works only on version 2.08. Reason for this is that the dll in the mod isn't compatible with v2.13. DLL is part of cccp mod that was combined into my mod and I doubt the cccp will be updated to warlords v2.13 since they're now making it for BtS so I won't get updated dll for this mod.

Conversion to BtS is advancing nicely - tech tree is now done and it contains totally 228 techs. That's 136 new techs. :)
 
I have also made list of things that might be added to this mod on later versions. I'll give you the list now and if you want to help me, you could give feedback/ideas about those things on the list. For example what should be included and what not, and why? What effects could buildings/wonders/projects etc have? Are my lists missing something important?

Techs
------------

Global Governance (effective and equal way to control globalisation) enables corporate republic civics.
Glogalisation (globalisation on local level) out
Intelligent Materials (materials that remember their original shape when heated, already exist) ornitopers

Buildings
----------
Zoo +:) another gold and:) from wild animals


Wonders
--------
Shangri La- No passive espionage aganist this civilization and/or this city is immune to spies and/or state religious buildings help thwart spies
Shakespeare's theater-Isn't implemment already?
Clausewitz's on War out
Big Ben -50% colony maintainance
Weather Paradigm (SMAC)Seems much more like a tech than a wonder to me.
MagLifter (shoots goods to Earth's Orbit by using magnetic levitation) -50%cost of space projects


National Wonders
-----------------

Computer Center (supercomputers which are used to calculate weather broadcasts etc) - make this a normal (but expensive) city improvement
National Weather Service

Projects
---------
Global Positioning System = GPS, 1993 Rename to Satelit navigation, make team project, + traderoutes in every city, + range for airplanes and missiles
International Meteorological Organization, 1873
International Monetary Fund (IMF), 1961 Greatly reduce inflation
World Health Organization (req United Nations) = WHO, 1948
World Wildlife Fund (WWF), 1961 Worldwide: +:) from Zoo, :mad: from hunting capms and whaling boats, you geet additonal commerce from Wild Animal Park and Forest Reserve also as culture from your zoo
Internation Theatre Institute (ITI), 1948 out
F1 GP Championship out
PGA golf championship out


Improvements
-------------
Ski Resort (wealth)keep
Wild Animal Park (on fur and deer?) and also on ivory and whale
Military Bombing Range (gives 1 free promotion to siege and bomber units?)
Thermal Boreholes (SMAC) keep
Condensor (SMAC)keep
Forest Reserve can be build in jungle titles

Resources
---------
add sand to your list

-----------------------------
Also you should change space victory to transcendancy victory

And implement space exploration projects in the same way as the colonies in Europa Europa mod. They could provide extra resources, production, science commerce bonuses..etc.

My two cents so far
 
ya i figured adding new corps mite be a prob till after you or someone figures out or does the religions.......but was also thinking maybe a building that produces rope from hemp b4 caravel galleon or frigate can be built...just an idea..also thought maybe after glass is produced could be used to make mirrors....which can be used to build a telescope, after astronomy,..+2 rsrch maybe.....and later hubble wonder, with satelites of course,..+ 50% rsrch perhaps ...anyways just sittin here waiting for the bts upgrade, and coming up with minor ideas while i play, lol just had another idea what about a bong shop, with glass, that gives an additional 2 happy if hemp available lol dont use that
 
Shame that EPIC doesn't work with Warlords 2.13.
When you install BtS, you don't get an option with updating Warlords to 2.13 - it just does it. I really was enjoying playing the mod until I installed BtS.
Can't wait for the BtS version.
 
Shame that EPIC doesn't work with Warlords 2.13.
When you install BtS, you don't get an option with updating Warlords to 2.13 - it just does it. I really was enjoying playing the mod until I installed BtS.
Can't wait for the BtS version.
Yeah, I know.. after installing BtS I was kind of forced to start converting the mod since I couldn't play it eather anymore. The good news are that BtS version isn't that far away anymore - I might have first release version ready at the end of next week. And the mod will have new name for BtS. It will be called Rule the World mod :) It will also require both expansions since the mod uses building/unit graphics from both expansions.
 
Lot's of things have been added for BtS version and I can now show what the tech tree will look like. It's bit different than it's was in Warlords version. Main change is that it's scrollable only horizontally which makes it bit easier check techs.



and here's progress report:



For first BtS release I'll just now finish the units and the remaining difficult mod changes will be left for future versions.
 
Nice to see a great guy making great progress on a great mod. I hope one day Firaxis picks up on this mod and hires you. A credit to the community!
 
How about "The Omega Mod" -

The end of all things - I can't see myself living long enough to get bored of this mod and need another one :)

M
 
"Rule the World"? =/ I like "Epic" better.
I want new name for BtS version as the mod is quite a bit different than it is in Warlords. It's like Rise and Rule was different from Double Your Pleasure mod on Civ3. ;)

i am sorry but as far as i know the name "Rule the World" is already in use.

http://forums.civfanatics.com/showthread.php?t=128021
Thanks. I didn't see that thread when I searched what mod names had been already used. I'll have to use another mod name then. :)

How about "The Omega Mod" -

The end of all things - I can't see myself living long enough to get bored of this mod and need another one :)

M
That one is a good one. I'll consider it. Alpha and Omega - The Beginning and the End.. hmm.. gives me some thoughts. :)

just name it "the best mod ever made" you wouldn't be lying at all
Nah, it won't be the best but I'll hope it to be good enough for Civ fans. I'm just a one man making this mod while the other modpacks have big teams to make them - obviously their mods will be better than mine. ;)

Name it, "World Revolution Mod" or "Throughout the Ages"
Those are good choices too. "Throughout the Ages" sounds familiar to me, have to check if it's been used already.

I'm going to cousin's wedding this weekend so I won't be releasing the mod this week. But after figuring out new mod name and changing file names and making some final touches to the mod, I'll probably can upload it at the beginning of the next week. The first version will be v0.8 or something since there's million things in the mod and it's very time consuming to hunt down every single bug (most will be adjustments to buildings/units etc.). First version will not have any new religions, civics or corporations - those require also python changes to screens and I haven't had time to start those things.
 
Nah, it won't be the best but I'll hope it to be good enough for Civ fans. I'm just a one man making this mod while the other modpacks have big teams to make them - obviously their mods will be better than mine.

doesn't matter i've tried playing some of the others and either not very good, dont work or whatever epic was def the best one there and i'm sure the bts version will be even better once finished
 
Hmm, how about "Alpha" mod? This really is the best mod I've played that doesn't drastically change the foundation of the game so I think it would be appropriate.
 
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