World Piece Mod

Seven05

Warmonger
Joined
Dec 5, 2005
Messages
2,056
Location
USA
World Piece 0.3 - 16 Dec, 2005

Included third party mods/code:
Stone-D's "SD Unit XP" python scripts, see included text file for details

Overview:
The World Piece (yes that's piece, not peace) mod is a gameplay adjustment mod for Civilization IV that is primarily aimed at extending the mid & late game eras. The number of turns per game has been increased slightly with the biggest changes being seen after the classical era. Gameplay during the ancient and classical eras should not feel much different than the original game as far as the pace of the game is concerned. This is not a general "slow down" mod, the changes that have been included are aimed at slowing down the mid & late game pace so you have time to use all of the units before they are obsolete. Future updates will work on enhancing the "warmonger" game by making combat more interesting through the addition of new units (mostly unique & "flavor" units) and other combat issues.

Existing Features:
Hidden in spoiler tags to keep the post size down, they aren't really spoilers.

Game Speed/Pace modifications:
Spoiler :

* Game turns increased in the later eras (fewer years per turn, more turns)
* Gradual tech cost increases through the eras, more expensive in later eras
* Construction, growth and culture times increased by 10-20%
* Great person birth rate decreased by 20%

Turns per game type:

Epic - 900 Turns
- 40 years per turn for 50 turns (4000BC - 2000BC)
- 25 years per turn for 40 turns (2000BC - 1000BC)
- 10 years per turn for 120 turns (1000BC - 200AD)
- 5 years per turn for 290 turns (200AD - 1650AD)
- 1 year per turn for 400 turns (1650AD - 2050AD)

Normal - 555 Turns
- 40 years per turn for 75 turns (4000BC - 1000BC)
- 25 years per turn for 60 turns (1000BC - 500AD)
- 10 years per turn for 50 turns (500AD - 1000AD)
- 5 years per turn for 170 turns (1000AD - 1850AD)
- 1 year per turn for 200 turns (1850AD - 2050AD)

Quick - 360 Turns
- 50 years per turn for 60 turns (4000BC - 1000BC)
- 40 years per turn for 50 turns (1000BC - 1000AD)
- 25 years per turn for 20 turns (1000AD - 1500AD)
- 5 years per turn for 80 turns (1500AD - 1900AD)
- 1 year per turn for 150 turns (1900AD - 2050AD)

Combat Modifications:
Spoiler :

* Stone-D's "SD-Unit XP" mod, grouped units will share XP earned
* XP Limit from killing animals increased to 10
* XP Limit from killing barbarians increased to 20

Unit Modifications:
Spoiler :

* Great people research ability reduced for all types
* All military units are as much as 50% cheaper to build
* Unit upgrade costs reduced
* Scouts can no longer be built, they can only be gained from goody huts
* New "Native Warrior" unit only available from goody huts
* Hostile villages (goody huts) use new "Native Warrior" also
* Settlers require Argirculture, Hunting and Animal Husbandry techs to build
* Settlers are more expensive to build and move 1
* Colonists (upgraded settlers) available with the discovery of optics
* Colonists are cheaper to build and move 2
* Infantry no longer replaced by Mechanized Infantry
* Infantry has inate +10% city attack and +10% city defense
* Mechanized Infantry requires Oil and Iron or Aluminum to produce

AI Modifications:
Spoiler :

* AI receives no extra settlers or workers in the beginning at any difficulty
* AI civs receive additional military units to start with (based on difficulty)
* AI civs have reduced civic upkeep so they can support larger armies

Terrain/Improvement Changes:
Spoiler :

* Jungles provide a production boost (50% of forrest output) when cleared
* Clearing jungles & forrests takes twice as long
* Watermills no longer clear forrests & jungles when built
* Lumbermills can be built with machinery instead of replacable parts
* Roads receive an additional movement bonus with combustion
* All improved tiles with resources generate +1 commerce (e.g. Iron with a mine)
* Improvement buildings (e.g. Farms) reduced in scale, closer to city scale now


Update Information:
If you were using version 0.1 or 0.2 please delete the Mods\World Piece folder before installing version 0.3

Updates will probably invalidate any old savegames you may have had, but feel free to try first.
 
Update:

I've cancelled the civic updates for now and tweaked the research & build times so they're a bit better.
 
Good mod.

Now if only someone could convince you people to put your mods together...
 
Yeah, it would make it easier but for me part of the fun is the modding, seeing what changes I can put in there and doing what I think the games needs. Merging it with someone elses mod won't always make it better. I do use a couple of other mods with my game as long as they don't conflict with it but since I'm still developing my end and they're still developing their end it's easier to keep them seperate right now :)
 
Updated to 0.2 today. Mostly just balancing issues with the timing and build speeds. Merged Stone-D's "SD Unit XP" mod with my mod, it's included so there is nothing extra to download or install.
 
0.3 is up now.

The new "Native Warrior" is a replacement for the warriors you receive from goody huts as well as the warriors that attack you if you get a hostile goody hut. They use the scout model, have a strength of 2, a movement of 2 and come with the blitz promotion. Like warriors they can be upgraded to axemen & spearmen (and so on). Although it doesn't sound like much, a melee unit with the blitz ability can be extremely helpful even after upgrading it to a unit with 1 movement. To see this at its best, put them in your cities and they can attack any enemies outside your city, if you're careful they will be able to kill two units.
 
0.4 will be available soon (hopefully). I've merged Zuul's Promotions and Traits into the mod for a little more variety with your unit upgrades. I've also added a new process to the cities that doesn't require any technology it converts your production into wealth, culture and research (10% each). It's not the most useful thing for your cities to be doing but in Epic games it will give you something to do if you don't have any more buildings to build. After some more multiplayer testing I've made the settlers slightly quicker to produce. The conquest probability of most buildings (excluding national wonders) has been increased so the number of "empty" cities you conquer should be somewhat less.

The last remaining change has to do with the unique units for each civilization. I've changed them so they are no longer a "trait" of the civilization, instead they require a special building to be present in the city in order to build the unit. The special building can not be built, it will be in the cities founded by that civilization automatically. This makes it possible for you to conquer another civilization (or even just part of them) and produce their unique units for yourself at those conquered cities. Since the conquest probability for the building is 75% there is a 25% chance the special building will be destroyed each time the city is captured, this makes it possible for you to lose a city to an opponent and not be able to produce your unique unit there after you take it back. In multiplayer games it provides an added bonus when you "trade" cities with another player. An extra side effect is that you can now produce the "standard" unit that is normally replaced by your unique unit. As a result, all of the UUs have been made slightly more expensive to produce and slightly more effective at whatever it is they do.

Currently, everything is working with the new unique units setup except the automatic creation of the special building when a city is founded. Once I can sort out that last issue I'll post the update.
 
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