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
- 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
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->3
- all cities with state religion: culture 2
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam- all cities with state: culture 2
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism- all cities with state: gold 1, culture 2
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism- all cities with state: culture 3
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism- global religion commerce +2 culture
- all cities with state culture 1->0
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- Religion Protestantism- all cities with state +4 culture
- global religion commerce +1 culture
- Holy city culture 4->0
- all cities with state +1 gold, +1 science
- Religion Zoroastrianism- Holy city culture 4->0
- all cities with state +1 gold, +1 science
- 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- Holy city culture 4->3
- 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
