The7Sins
Hungry Burger
Hello Civ Fanatics. I'm curious what mods each of y'all use. Do you use a homemade mod? A mod from this site? Do you combine them or leave them separate? Tell it all here.
I combine several mods into 1 massive one.
BUG
CIV Gold for the new civs. Though I did remove 13 minor civs and 2 other leaders to increase loading time greatly and because I did not want them coming up in random games. (no to Bush for instance)
I have a mod my dad made that gives up to 6 free buildings to each civ based on the traits of the leader. The variance comes from there being some overlap in free buildings and some needing to be on coast.
Aggressive gets Barracks, Drydock, and Jail.
Charismatic gets Monument, Theatre, and a new building called a Town Cryer's Tower that has all the same effects as a Broadcast Tower (except the happiness from singles) and it gets obsoleted at Radio and Radio now grants a free Broadcast Tower to Charismatic civs in all cities when learned.
Creative gets Library, Theatre, and Colosseum.
Expansive gets Granary, Harbor, and Aqueduct.
Financial gets Bank, Market, and Grocer.
Imperialistic gets Barracks, Granary, and Hospital.
Industrious gets Forge, Factory, and Industrial Park.
Organized gets Lighthouse, Factory, and Courthouse.
Philosophical gets Library, University, and Observatory.
Protective gets Wall, Castle, and Jail.
Spiritual gets Monument, Hospital, and Courthouse.
I changed several civics.
Police State now allows unlimited Spies.
Serfdom now give +1
+1
for Farm
+1
+1
for Windmill.
and +1
+1
for Watermill.
Emancipation removed unhappiness and gave it +2 Free Specialists.
State Property now allows unlimited Engineers.
Organized Religion now stops non state religion spread and is buffed to +33% faster build rate.
Theocracy now allows unlimited Priest.
Roads and Railroads now give + 1
.
Railroads now also gives +2
with Mine and Quarry and +1
for Lumbermill, Town, and Workshop.
Castles now obsolete at Flight.
No wonders ever obsolete.
And finally all techs have had there cost modified so that the game will not go by as quickly.
Ancient era techs have an eighth of its cost added onto it.
Classical and Medieval techs have a quarter of its costs added onto it.
Renaissance and Industrial techs have half of its costs added onto it.
Modern techs and Future Tech are doubled in cost.
(and since I play exclusively on marathon tech times are very very long)
Other minor changes include removing Barbarian Galleys. However I gave the Barbarians the ability to build almost all units including Ships of the Line and Privateers. Also seeing the Barbarians getting Tanks is funny.
You no longer cap at 10 experience given from Barbarians. However animals now give 0 experience.
Workers can now pillage improvements. Used mostly in order to get rid of improvements in tiles outside any BFC that used to be in an AI territory but now is mine. And they can plant forests.
Mechanized Infantry and Mobile SAM are now Armored units however they can still get defensive bonuses unlike Tanks and Modern Armor. Also Mobile SAM now has a 150% bonus vs Helicopters in order to still be able to beat them regularly.
Immortals are now Horse Archer replacements however do not need Archery.
Numidian Cavalry also no longer needs Archery.
Phalanx is now a Spearman replacement.
Finally Gunships can now capture cities rather than flying over them.
Anyway those are my mods combined into one. So tell me what mods do y'all use?
I combine several mods into 1 massive one.
BUG
CIV Gold for the new civs. Though I did remove 13 minor civs and 2 other leaders to increase loading time greatly and because I did not want them coming up in random games. (no to Bush for instance)
I have a mod my dad made that gives up to 6 free buildings to each civ based on the traits of the leader. The variance comes from there being some overlap in free buildings and some needing to be on coast.
Aggressive gets Barracks, Drydock, and Jail.
Charismatic gets Monument, Theatre, and a new building called a Town Cryer's Tower that has all the same effects as a Broadcast Tower (except the happiness from singles) and it gets obsoleted at Radio and Radio now grants a free Broadcast Tower to Charismatic civs in all cities when learned.
Creative gets Library, Theatre, and Colosseum.
Expansive gets Granary, Harbor, and Aqueduct.
Financial gets Bank, Market, and Grocer.
Imperialistic gets Barracks, Granary, and Hospital.
Industrious gets Forge, Factory, and Industrial Park.
Organized gets Lighthouse, Factory, and Courthouse.
Philosophical gets Library, University, and Observatory.
Protective gets Wall, Castle, and Jail.
Spiritual gets Monument, Hospital, and Courthouse.
I changed several civics.
Police State now allows unlimited Spies.
Serfdom now give +1


+1


and +1


Emancipation removed unhappiness and gave it +2 Free Specialists.
State Property now allows unlimited Engineers.
Organized Religion now stops non state religion spread and is buffed to +33% faster build rate.
Theocracy now allows unlimited Priest.
Roads and Railroads now give + 1

Railroads now also gives +2


Castles now obsolete at Flight.
No wonders ever obsolete.
And finally all techs have had there cost modified so that the game will not go by as quickly.
Ancient era techs have an eighth of its cost added onto it.
Classical and Medieval techs have a quarter of its costs added onto it.
Renaissance and Industrial techs have half of its costs added onto it.
Modern techs and Future Tech are doubled in cost.
(and since I play exclusively on marathon tech times are very very long)
Other minor changes include removing Barbarian Galleys. However I gave the Barbarians the ability to build almost all units including Ships of the Line and Privateers. Also seeing the Barbarians getting Tanks is funny.
You no longer cap at 10 experience given from Barbarians. However animals now give 0 experience.
Workers can now pillage improvements. Used mostly in order to get rid of improvements in tiles outside any BFC that used to be in an AI territory but now is mine. And they can plant forests.
Mechanized Infantry and Mobile SAM are now Armored units however they can still get defensive bonuses unlike Tanks and Modern Armor. Also Mobile SAM now has a 150% bonus vs Helicopters in order to still be able to beat them regularly.
Immortals are now Horse Archer replacements however do not need Archery.
Numidian Cavalry also no longer needs Archery.
Phalanx is now a Spearman replacement.
Finally Gunships can now capture cities rather than flying over them.
Anyway those are my mods combined into one. So tell me what mods do y'all use?