Medieval Mod 4 main readme

by Wes Whitaker.

This mod continues the changes made in the other Medieval mods. Locutus' SLIC triggers are also explained in this readme. Please review the 1st Readme text if you have not already done so, since this file should be the last readme you cover.

First of all, let me go through the formality of saying that I take no responsibility for any damage that may be caused directly or indirectly by our work. Also, feel free to use these files to make your own improvements to the game, just remember to do us the courtesy of mentioning where you got them from. Thank you. Now, on to the good stuff….

3.0 ACKNOWLEDGEMENTS

This mod pack was made possible only with the efforts and collaboration of many people. It has been a pleasure working with all of them, and the files they have produced are superb. I especially encourage you to read the gl files associated with the new units, advances and wonders, as they make for very informative and interesting reading. These people have put many hours into this modpack, and they deserve a debt of gratitude from all of us whose gameplaying experience is enhanced by their efforts.

Tom Davies (Morgoth), and his wife, Katy Sodeau, supplied the graphics for the Javelin Cavalry, Spy , Noble, Fyrdman, Arquebusier, Bombard, Caravel, and Ironclad, as well as the basic Advances Chart.

Harlan Thompson made the graphics for the Galleon.

Wouter Snijders (Locutus) constructed the SLIC triggers, and Darryl Marcinkoski (Gemini) worked out some tricky bugs in them. Constructing these triggers was a major project, as anyone who has seen the code can attest to. Wouter also found the key to enabling flat-map support in the game, and worked with Don on implementing this feature in the modpack.

Paul Van den Belt re-named the old gl files, and their respective *icon texts. He also made some of the gl files for the new advances, and updated dozens of the old gl files, as well as removing the unused trade goods from Nordicus' Trade Goods mod. Paul also checked the mod for discrepancies between the files and the various readmes and charts.

Chuck Bryan (ETB) made the gls for the new terrain goods and units, and has checked the other gls in the mod for accuracy and consistency. He also updated some of the old advances' gameplay files.

John LaMaitre (DiscoveryOne) made the gameplay and historical gls for the new wonders and advances, and helped out with the new units as well.

Don Blevens worked with Wouter on the flat-map feature. Don has also made many maps for CtP, which are available at his site, http://ctpmaps.apolyton.net/. Don has always been someone I could count on to provide technical advice and expertise, both for my modification efforts, and my internet activities.

Thomas Hempstock (Nordicus) made many of the tgas for the new goods, advances and wonders.

Timothy Pintello and Don have been a constant source of ideas and ready play-testers for all my work, going back to the beginning of my modification efforts. Nordicus has always, or nearly always, ;) been there as well, since his first visits to Apolyton.

Thanks go out to Peter Triggs and Daniel Frappier, who worked with me on trying to improve the flis and aips. Though our main efforts were unsuccessful, they taught me how to understand the structure of these files better, and this knowledge has paid off in other areas.

Thanks also to TheBirdMan, and all those who participated in the polls and questions on the Apolyton forums. And finally, thanks to Mark G, Dan Q and the others at Apolyton for providing a place where we can all go to discuss, develop and distribute our ideas about playing and improving the games we love.

4.0 ACKNOWLEDGEMENTS

The Riflemen, Leatherneck and Airborne units are from Darryl Marcinkoski (Gemini)'s WWII units pack. The other new units are from Harlan Thompson's WWII units pack.

Chris Whitaker (Gedrin) (no relation);) made the slc script that disseminates advances (the lightbulb pop-ups that you occasionally get).

John LaMaitre (DiscoveryOne) made the historical gls for the new wonders. He also sent in a number of pics which I used for the Wonder tgas.

Adam Bera (ajbera) made the historical gls for the new units.

Paul Van den Belt took care of the other gls for both the new advances, improvements and units, as well as updating all of the old items in these categories. This totaled about 250 files, plus he altered the respective *icon texts to use all of these new files.

Chuck Bryan (ETB) made the other gls for most of the new Wonders.

Thomas Hempstock (Nordicus) made a number of the tgas used for the new items in the mod. Basically, all of the pics with a black background are his.

Thanks again to all those who provided feedback and recommendations in the forums.

HOMEPAGE:

I have a homepage, http://community.myway.com/pd/wesw . Here you can find the latest updates to my mods, as well as any related files. While I plan on this being the last modpack I put together for CtP1, I do plan on converting the Med Pack 4 to CtP2 when that game comes out. Therefore, you may want to bookmark my homepage, and check it out periodically.

If you have problems and/or questions about the modpack that the Troubleshooting Guide doesn't answer, I would prefer that you post them in the CtP General forum at Apolyton, http://apolyton.net/cgi-bin/ubb/Ultimate.cgi , in one of the threads dealing with the Med Pack 4. This way, others can benefit from the answers, or help in the answering. If you would prefer to contact me personally, my email address is wesw@hiwaay.net .

3.0 CONVENTIONAL UNITS:

I have made many changes to the Ancient and Renaissance units, in order to break up the Ancient age into an Ancient and a Medieval age, and I also ended up separating the Renaissance into Early and Late ages. I wanted each age to have a scout, a defensive and an offensive infantry, a ranged unit and a mounted assault unit. I have added several units to the game, and changed the roles of other units to accomplish these goals. Their new stats are listed in the Med Charts spreadsheet.

Unit strengths and abilities to increase by about 50%, generally speaking, from one age to the next, up to the Modern Age (this age begins with the Riflemen unit). Unit costs only increase by about 25% from one age to the next, so it definitely pays off militarily to keep science strong. This lead to an increased cost of most Modern Age ground units by 20 to 25 percent before I made the change listed below, which applied to all units in the game*.

Production and support costs for all units have been reduced by ¼**. This allows the AI to build larger armies, which helps with martial law, in addition to giving them more units with which to wage war.

The general formula I used for setting the cost-to-support ratio for the various unit types is in the Misc. readme.

*Except for Settlers and Engineers, which were reduced by ¼ for the Medieval mod 2.0.

**Any other changes to unit costs mentioned in the readme here were made in addition to this overall reduction.

4.0 CONVENTIONAL UNITS:

15 new units were added to the game for the 4.0 version, which made for an entire unit upgrade cycle. These units fall into the historical period of about 1880 to 1980, and are based primarily on World War II units. Their individual stats, and those for all other conventional units in the game, are detailed in the Med Charts spreadsheets. These units form the Modern Age upgrade cycle.

These additional units allowed me to re-organize the remaining units into distinct Genetic and Diamond Age upgrade cycles. The advances have been re-organized so that you have to discover all the advances in one age before you can move on into the next age. This should help prevent the "race to tank" scenario that CD mentioned in his 4.2 readme.

This separation of the ages is also important because unit strengths double from one age to the next, beginning with the Modern Age. (This means that Riflemen are twice as powerful as Musketeers, and so on.) Unit costs and support continue to increase by about half the amount of the power increase. Beginning with the Modern Age, many units gain special air and/or naval abilities, which increase their cost as well. I have tried to arrange all the ages so that defensive units are the first obtained, thus granting the Militia upgrade, and offensive units the last obtained. This should give you a cushion if you are not the lead civ tech-wise, but if you get too far behind, and see Armor bearing down on you when you are still using Musketeers, you are dead meat. (Which is how it should be, imo.)

LAND UNITS:

I have changed certain units' abilities. Notably, I took away the pirating ability of Samurai and Musketeers, and gave it to Horse Archers and Cavalry. Also, I removed the bombard sea ability from the Siege Engine.

In addition, when you get Jurisprudence, you may now either go for the defensive Fyrdman, or the offensive Samurai. I have tried to set up similar "crossroads" advances at other points in the game as well.

I gave a 25% chance of Paratroopers landing on an adjacent square.

Heavy anti-aircraft guns and War Walkers may be used like regular artillery on land and sea units.

Hovertanks can conduct amphibious assaults.

Infantry-type units cannot bombard air or space units.

Amphibious assault and Paratrooper-type units are the only special forces in the post-Renaissance ages.

The Fascist has been re-named the Stormtrooper, and is no longer restricted to Fascists governments.

I have added several SLIC triggers developed by Locutus and the SLIC group.

The first creates a defensive Militia unit when city is founded. The unit created is the civ's current defensive unit at the time of the city's founding. This means that all cities will be defended by at least one unit, in addition to any martial law effects.

The second trigger keeps Militia units from being moved. It does this by destroying the unit when it leaves the city, and creating a replacement in the city that the unit left.

The third trigger automatically upgrades the Militia units whenever their civ gains knowledge which allows them to build the next age's defensive unit. It also allots additional militia units based upon the size of the city. Cities receive a second unit if they are size 9, a third if 17, and a fourth at 25. Additional units are allotted when the militias are upgraded. Militias left behind from destroyed or disbanded cities are also destroyed at this time.

The upgrade sequence for land and sea cities is: Phalanx, Fyrdman, Arquebusier, Musketeer, Riflemen, Machine Gunner and Plasmatica. Space cities are given Space Marines.

NAVAL UNITS:

The new aips have the AI constructing more ships, so I eliminated the pillage ability for Triremes,

Fire Galleys and Subs to avoid the aggravation of continually having to chase them off.

However, I gave the ability to pirate to the Ironclad, Sub and Battleship.

I gave all ships from the Caravel on up five extra hit points, and reduced their other values to off-set this. This was made because the extra hitpoints given by the Cohort-type Wonders were affecting ships more than they were land units, which was not what I intended.

I removed the ability of Ships-of-the-Line and Caravels to bombard land, because the AI would throw them away bombarding cities. However, they, and all gunpowder ships, can bombard water and counter-bombard, so if they are attacked from the sea, they can defend themselves.

The Destroyer can now carry 1 small land unit, and submarines can carry small land units as well. This gives you the ability to land special units onto shore from a warship (Destroyer), or undetected (subs.).

Battleships can now carry two Cruise Missiles.

The Missile Frigate is the earliest naval unit capable of bombarding air units. All earlier units are defenseless against air bombardment, except for aircraft-carrying Carriers.

The Carrier can carry Fighters, Dive Bombers, Bombers and Helicopters. The Aircraft Carrier has been re-named the Nuclear Carrier, and can carry all air units, plus Space Fighters.

The Phantom now has a bombard ability suitable for its role as a Diamond Age Destroyer.

AIR UNITS:

There is a bug in the game which renders aircraft defenseless when attacked over water. CD called this the "water bug". I found that if planes are bombarded over water, it produced normal results (i.e. no water bug). So, I took away the air_attack ability from all other units, and replaced it with the bombard_air ability. This seems to have effectively gotten rid of the water bug in engagements not involving the active air-defense ability. I then increased the hit points for all air units, as this gave good results for bombard combat. In order to keep the overall power of air and SAM units the same, I reduced their attack and defense values by the same percentage as their increase in hit points.

MISC. NOTES:

Every unit that can bombard can now counter-bombard.

SPECIAL UNITS:

I have given Settlers a defense of 1, hp 10 and fp of 2. This should give Settlers, which the AI refuses to escort, the chance to fight off barbarian Warriors.

The Noble is no longer restricted to Monarchy, and Spies and Slavers can Fortify.

Also, I decided to reduce the unhappiness caused by Reformation from 5 to 2, and the unhappiness caused by

attacking a Cleric from 3 to 1. Historically, attacking missionaries has caused some unhappiness, but not the total rioting that accompanies the current settings. Attacking a converter already puts you at war with that civ, so these penalties seem more appropriate to me.

I added a new, Medieval Age spy unit. It takes over the name Spy, while the old unit has been renamed the

Secret Agent. The new Spy can look into enemy cities, incite revolts, and steal technology, just like the old

unit. The new Spy has a 75% chance of success when spying into cities, like the Secret Agent, but a 75% chance of getting caught if the attempt fails. Stealing tech still costs 2,000 gold, but Spies have a 90% success rate, since gold is more precious earlier in the game. In the odd case that the attempt fails, there is a 75% chance of capture. Finally, Spies have a 25% chance of inciting a revolution, and a 50% chance of being lynched if they fail. Spies are only available to civilizations with the Republic form of government, and become obsolete with Communism, when the modern spy, the Secret Agent, becomes available. They cannot become veterans or plant Nuclear Weapons.

Secret Agents now cost 20% less to build and support, and can become veterans, which increases their chance of success 50%.

SPECIALISTS:

Slaves cost more to feed, 7.5, and consume wages, in order to account for the cost of sheltering and clothing

them.

Laborers are available with construction of the Mill. Mostly this change was made to help out the AI, which was constructing Factories in cities with low production in order to be able to use Laborers.

ADVANCES COSTS:

Gedrin made an SLIC trigger which has a chance of firing whenever an advance is discovered or traded. If the trigger fires, it grants that advance to another civ. The more civs which have the advance, the greater the chances of the trigger firing. The civ to which the advance is given is random, so there will be times when you are 'given' an advance that you already have. When this occurs, simply ignore it. This trigger helps lagging civs keep up in the game, and accurately reflects the real world, imo.

Note: I removed this trigger from the mod due to crashes many of us were experiencing. I believe that the combination of SLIC triggers in the game, and perhaps some other additions as well, were overloading Windows and causing the crashes.

If you have Windows 2000, then you probably can use this trigger. To implement it, simply open the script.slc, which is found in the MedPack4/default/gamedata folder, and delete the '//' out-comments from the line ' //#include "disseminate.slc" ' , located at the bottom of the file.

There have been so many changes made to the Advances Chart that players need to keep a printout of that file handy for reference. Here I have listed a general overview of the changes made to science costs.

53 new advances have been added for the Med mods 3 and 4, in addition to Theology and Chivalry, which I added in earlier additions. This requires players to carefully plan out their choices and the path they want to take through the ages. The new advances added for the Med mod 4 are listed in dark red in the Advances Chart.

Approximate costs for advances are given between the first and second rows of the Advances Chart. Costs for the Renaissance eras and beyond are higher, sometimes much higher, then they were in the original game.

Note: Combined Arms now shows the Helicopter, instead of the Interceptor. (Just a cosmetic change.)

POLLUTION:

Certain advances increase or decrease pollution. Below is a table of these advances. Setting the total of these advances equal to zero seems to have fixed the bug which made a civ's pollution disappear when it discovered Gaia Theory.

Pollution Increasers

%

 

Pollution Reducers

%

Industrial Rev.

100

 

Conservation

100

Mass Production

100

 

Superconductor

100

Smart Materials

50

 

Gaia Theory

50

 

GOVERNMENTS:

Government stats are detailed on the Govt page of the Med Charts.

The gold coefficient was reduced by 5% for all governments, after the changes mentioned below.

Turns-to-readiness reduced from 7 to 5, 10 to 7, and 15 to 10, depending on the government.

Government:

Anar

Tyra

Mona

Theo

Repu

Fasc

Fund

Max martial law units (old,new)

5,3

4,3

3,3

1,2

0,1

2,2

0,1

Martial law effect (old,new)

1,1

1,1

1.5,1

1,1

0,1

2,1

0,1

War Discontent Max Unit (old,new)

 

5,10

10,15

10,15

5,15

15,25

10,20

Note: Governments not listed did not have their martial law stats changed, while their max discontent units were raised by ten.

Democracy wages reduced to 4, gold coefficient raised to 1.25, and production coefficient raised to 1.5.**

Ectopia's production coefficient was raised from 1.0 (no bonus) to 1.25, and the gold bonus was raised from 1.125 to 1.25, a 12.5% increase.

Constitutional Monarchy is a new government added for the Med mod 4. It is designed as a successor to Monarchy, and provides a viable alternative to Democracy, Communism and Fascism. Its stats are detailed in the Govt spreadsheet.

**Wages in a Democracy aren't necessarily higher than for a Republic, and the same freedom which increases knowledge applies to production efficiency as well. I always seem to choose Communism and Fascism over Democracy, so hopefully this will make the decision more difficult.

Note: The too many cities thresholds are set to CD’s settings, which are about right for a "normal" size map.

IMPROVEMENTS:

Six new improvements have been added for the Med mods 3 and 4. In addition, the cost, upkeep and/or effect of many improvements have been changed. I have remodeled the Imp page of the Med Charts to display the cost, upkeep and effect of all improvements in the game so that players can evaluate them for themselves. The upkeep cost has been raised significantly for many improvements, especially post-Renaissance ones.

Another new improvement, which was added for the first Medieval mod, is the Stockade, which is a primitive form of City Walls. It adds 1 defense, prevents slavery, costs 200 production and 1 upkeep, and is available with Applied Mathematics.

City Walls now adds 3 defense, still protects against slavery and conversion, costs 400 production and 3 upkeep, and is available with Geometry.

Note: The effects of these two improvements are additive, so that together they give you the same effect as the original City Walls did.

**By dividing up the city walls improvement this way, it prevents the full city walls benefit until the Siege

Engine becomes available. This way, you won't be assaulting walled, fortified Phalanxes with Legions, and only Archers available to soften them up beforehand. Meanwhile, it makes it easier to protect against slavers when a city is small.

Note: To remove the Stockade's ability to prevent slavery, simply open the improve.txt file, and in the

Stockade section (it's listed 2nd) delete the line: IMPROVEMENT_FLAG_PREVENT_SLAVERY.

WONDERS:

Many new Wonders have been added for the Med mods 3 and 4. Details about them are given in the Great Library's Wonder section. Below are some notes about changes to existing Wonders.

Hollywood, the Dinosaur Park, the Egalitarian Act, the Nanite Defuser, and the AI Entity have been removed from the game. We discovered that there was a limit of 64 Wonders in the game, and I felt that these 5 original ones had either marginal effects (Egalitarian Act), or could not be used effectively by the AIs except by chance (Dino Park).

Chichen Itza's crime reduction effect has been reduced to 75%.

Galileo's Telescope now increases science by 15%. Its previous effect was too specialized to be of much value. Its cost was increased by 50%, which seemed right for its new effect.

The Genome Project no longer gives extra unit hitpoints.

The Sensorium reduces overcrowding by 3 in all cities, instead of the complete elimination effect it had before. It still eliminates unhappiness due to pollution.

I added the National Shield Wonder to the aips, which did not list it before (!). This means that now you will have to fight for it just like all the others.

The Labyrinth has been renamed the Silk Road, and Stonehenge has been changed to the Grand Canal. The effects of these Wonders remain the same.

Notes: The Age of Reason advance now occurs later in the game, meaning that ancient Wonders now last longer than before. In addition, the costs and/or obsolescence of a majority of the original wonders have been changed, so players need to consult the Great Library before choosing which Wonders to go after. (Provided you have a choice.)

SEA and SPACE COLONIES:

Sea and space colonies can now build most ancient improvements.

Also, I made the Space Colonies and Sea Colonies advances cost 1/2 less to research.

Finally, I switched Smart Materials and Space Colonies on the advances chart, and had Fusion replace

Arcologies as the second preq for Space Colonies.*

*Combined with CD's replacement of Arcologies with Superconductor as the second preq for Sea Colonies,

these changes should allow for earlier and further development of the sea and space aspects of the game.

DiffDB (Emporer Level):

       

OLD

         

NEW

   

AI_TECHNOLOGY_COST

 

-0.1

-0.1

-0.3

-0.4

-0.5

 

-0.1

-0.2

-0.2

-0.3

-0.3

AI_PRODUCTION_COST

 

+0.35

+0.3

+0.25

+0.2

+0.1

 

+0.0

-0.1

-0.1

-0.2

-0.2

AI_GOLD_ADJUSTMENT

 

+1.0

+1.0

+1.1

+1.2

+1.2

 

+1.0

+1.1

+1.1

+1.2

+1.2

As you can see, I decreased the tech bonus given to the AI later in the game, but I eliminated the production

handicap given to the AI, and replaced it with a slight bonus. I also decreased the starting base happiness to

74, and reduced the AI's minimum starting advances from 6 to 3, while leaving the max starting advances at 6.

CONSTRUCT TEXT:

Note: The changes listed here are *in addition* to those listed in the Misc. readme. Explanations, when needed, are in the following paragraphs.

1)Percentage of land in continents set to 90.

2)Percentage of land with rivers set to 15.

3)Chance of getting a veteran set to 25.

4)Change building penalty set to 0.

5)Nice radius set to 15.

6)Population indexes for the Genetic and Diamond ages reduced by 1/3.

7)Chance that piracy kills a Caravan reduced to 20%, and the gold obtained from piracy reduced to 20.

8)Chance of a building being destroyed when a city is captured raised to 100%, and chance of destroying a building by bombardment raised to 50%.

1)About 90% of the land on Earth is in the continents, I believe. Also, from my knowledge of the aidata

files, I believe that this setting helps the AI expand better. After creating a new map, I alter the terrain to give

each of the AIs their own nice continent, with most having a land connection to 1 or 2 other civs. This seems

to result in the best games.

4) In the first patch, when they changed the build queue properties to allow the insertion of items, they made it possible to do so without losing any production, if done in each city individually. However, you still lose

production if you use the city screen to do simultaneous insertions. Setting this penalty to zero lets you use the city screen feature without penalty.

5) It says that start locations are 2x nice radius. Well, it isn't. By setting this to 15, it should avoid setting off

the survival mode aip, which upsets AI development.

6)CD did some of this in his mod, but I still keep getting ridiculous figures. (Just a cosmetic change.)

7)With the increased number of ships due to the AAips, piracy has become so bad as to make it almost impossible to maintain overseas trade routes with the current loss settings. I have noticed that the AI will devote significant resources to producing more caravans if you start extensive pirating of its routes, rather than building more units to go after the pirates. With these new settings, you will have to stay on the trade routes for several turns to cause heavy caravan losses. This will either increase the chance of the AI finding and destroying your ships, or else force you to tie up your units in this duty for a long time, rather than putting them to other uses.

Since you will probably end up pirating more routes, the amount of gold given for doing this has been reduced.

8)With the initial settings, you captured cities totally intact 90% of the time. Now the city will suffer a little damage, anyway. The bombardment change was mainly made to help the AIs when bombarding coastal cities. Now they have a chance of getting something back for all the ships they throw away.

INFO INCONSISTENCIES:

Great Library gameplay files will not always reflect the changes made in the mod. However, the info about requirements and benefits/stats (to the left and right of the picture) should be correct. If players notice a discrepancy between Library files and the Advances Chart, the Advances Chart should have the correct info.

The Stockade still uses the City Walls icon, therefore you can’t tell which one a city has just by looking at it. I spent many hours trying to find a solution for this, but to no avail. If anyone reading this *does* have a solution, please let me know, as this is the only feature of the mod that I wasn’t able to implement fully. This feature is at the very heart of the mod, though, so I feel that it is too important to leave out due to this one shortcoming.