Since January of 2009, Revolution is being developed as a part of the RevolutionDCM modpack by glider1, jdog5000, and phungus420. The core of RevolutionDCM consists of Revolution, Dale's Combat Mod, Influence Driven War, and a few other carefully selected mods. The information below explains the idea behind and some of the workings of the Revolution mod. Revolution Mod Pack By jdog5000 Coders: jdog5000, glider1, phungus420, Dom Pedro II, ocitalis Multiplayer? Working on it Included Components: Revolution Better BTS AI BarbarianCiv DynamicCivNames StartAsMinors AIAutoPlay TechDiffusion ChangePlayer The goal The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers. Gameplay Components The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence through several different types of revolts. Revolution has essentially absorbed the concepts from the Rebellion component that was in some very old versions (and originally based on Trip's idea). With the SDK changes in this mod pack, these components can spawn completely new civs that were not in the game before. Both of these components are also highly configurable and enabled by default. Tech diffusion is essentially a tech welfare program to keep civs from being eras behind by the end of the game. If a civ falls behind by several techs, they will start to accumulate free research towards some of the techs they can research based on how many civs they know with that tech and what their relationships are. Unless the civ is extremely far behind, they will never get a completely free tech, instead they'll get a free percent or two of the research points per turn. Once a certain fraction (which increases as the eras go by) has diffused, the free beakers stop and the civ most do the rest of the research themselves. DynamicCivNames renames civs over the course of the game based on their civics and status. Civs spawned in rebellions will temporarily be named something like Japanese Rebels before they establish themselves. Similarly mechanisms exist for civs spawned by BarbarianCiv. A civ running Hereditary Rule and Theocracy might be named Holy Kingdom of Japan. There are quite a few variations for different civic combos as well as some flavor names for civs from different parts of the world. Tools The next couple components do not directly change game play but instead can be used for fun or debugging using keyboard commands. AIAutoPlay allows the player to turn over the reigns of their civ to the AI for some number of turns. Uses for this include watching the AI, "fast-forwarding" the game if you're bored or want to see the effects of mods you've made. This component is enabled by default, but makes no gameplay difference if you don't use it. ChangePlayer allows the player to switch which civ they control and the leader or civ type of any civ in the game. There are some issues with changing the civ type of living civs, but all the other pieces are working well. This component is enabled by default and makes no gameplay difference if not used. What's in development? Working on creating better visibility for a cities revolution state, improving the Revolution Watch screen, creating a better separation between local and national revolts, and adding XML specifications for units. Configurability Many options and tweaks are available in Revolution.ini, including enabling and disabling each individual component. For specifics on what can be changed, check out the ini file. Note that yes, you can enable or disable a component, or change one of the other features, and continue with an in progress game. However, you will probably need to save, exit, and reload to make the change stick in game. Gotta give my props Special thanks to glider1 and phungus420 for all of their involvement and coding in Revolution through RevolutionDCM! Also thanks to Dom Pedro for helping make support for civic mods a reality. Thanks to Caesium for sharing his adaptation of this mod (his mod pack has not yet been released on CFC) from which I have borrowed several pieces, and for translating text into German. Thanks to Dom Pedro II, Twisted_Stixx, Goobernatorial, suspendinlight, TheGreatApple, Quijote, Cincinnatus3, GenocideBringer, Seven05, AnarhCassius, Colin, b3virq3b, Peuri, Caesium, Mrdie, Beastfeast, medwarth100, cbmclean, t3bing, glider1 and Dnomal for their ideas, bug reporting and testing. Thanks to DrElmerGiggles for his custom event manager, config parser, and the Civ4lerts mod. Thanks to the BTS Unaltered Gameplay mod team for the raw commerce/production mod and Civ4lerts rewrite. Thanks to Almightix for the improved Espionage screen. Thanks to Stone-D and Teg Navanis for their work on saving mod data in compatible ways. Thanks to TheLopez for the Dead Civ Scoreboard mod component. Thanks to johny for his CvMainInterface fix. Thanks to Lord Olleus for idea on how to call functions at the end of a players turn. Also, thanks to DrElmerGiggles, TheLopez, Kael, Rhye, eotnib, and others for their answers to questions and code I browsed for implementation ideas. Thanks to Fabrysse for translating the mod into French. Awesome Revolution logo by skylined!