Goal: To provide an alternative economic and military progression to enrich the gameplay experience.
Simple List of Changes:
Double # of Leader Traits
Rearranged Leader Traits
3 Leader Traits per Leader
Wonder Benefits Restructured
Time Flow Slowed
Technology Progress Slowed to match time
City Growth Slowed to match time
Great Leader Production generally increased
No Goody Huts
No Starting Technologies
Slightly Longer Golden Ages
Major Strength boost to all units
Unique Units generally better relatively
Units Generally Cheaper
More Invisible Units
More Units Can Violate Borders
Technology Effects altered slightly
Terrain Yields More Resources
Deserts & Tundra provide small benefit
Terrain Improvements more powerful
Flow of Play:
The Mod is designed for play to flow in a particular fashion. Early play revolves around choices. You will can choose to focus on a particular technology path early on (military, economic, religious) and be stronger in that area but weaker in others. Alternatively, you could focus on well-rounded growth and become a jack-of-all-trades, but a master of none. Early wonders do not provide powerhouse/must-have benefits. If you chose to build a wonder, you will be slightly better off but not massively so. The Ancient and Classical Eras provide players opportunities to structure their empire to suit their own needs. There is less of a "rush" to get a particular wonder or resource. The low cost of military units allows you to expand or contract your army to fit your needs. Civilizations with early unique units (Aztecs, Persians, Romans, Greeks, etc) may find offensive warfare to be very profitable, but generally defenses are going to be stronger than you are used to due to more AI unit construction.
As you work into the Medieval and Renaissance Eras, you are going to find your civilization maturing. You will be able to pick up those things that you may have neglected earlier (wonders, religions, military strength). By this time period you will be able to field fairly large armies (armies you might have to wait for the modern era to field before). Your invisible scout units will have had plenty of time to evaluate the enemy. Your cities will be stronger and well developed. This is when the true strength of the mod comes into play; combat on a large scale. This slows down your perception of the game because of unit movement. Your will be able to spend an hour or more fighting a long difficult war with your most advanced neighbors without advancing through the years that much. Your units will get a lot of combat in before they need to be upgraded. Civilizations with free promotions or powerful mid-game units (England, France, Spain, China, etc) will truly shine. Wonders become more powerful during this era and more valuable.
Unless you are playing a peaceful game or surrounded by many enemies, you should have eliminated all (or at least most) of your neighbors by the time you hit the Industrial or Modern Eras. You can push for a particular victory that you are aiming for. You will be able to field a large navy capable of transporting an invasion force to your overseas foes if you want to push for a conquest victory. You may have only a little conquering left if you are going for Domination. Cultural, Diplomatic, and Space Race victories can be attained by directing your efforts to achieving their conditions as well. Civilizations with late game advantages will be able to actually use them. American Navy Seals and German Panzers will actually be useful units. At the end of the game, your victory will have been hard fought and enjoyable. Wonders during these Eras are very expensive and very powerful.
Notes:
Excel Spreadsheet detailing unit changes included in zip file for those interested
Unzip into the Mods folder in your Civ4 directory. Then run Civ4, Click Advanced, and Load a Mod. Choose Bloody Hell, and you are off!
ENJOY! Comments are appreciated.
November 27, 2005
40.70 Kbytes
The main idea behind this mod was to give the player more of a 'feel' for each time period of
history as he or she plays through the game. Best played on Huge / Marathon. The unit changes reflect
Ancient, Medieval, Renaissance, Napoleonic, World War I, World War II, and Modern eras. Also many small
changes were made to increase realism and add a little 'spice' to the game.
The major change to combat, which is how siege units work, is what makes this better than the stock game in my opinion. Siege units can bombard any tile, including units in the field and tile improvements. But they cannot make a direct attack, they can only defend. And they cannot pillage or capture cities. I feel that this better reflects how real artillery works. This concept - and the code - is Dale Kent's work. I didn't enable his stacked combat mod however, because I think a big part of the flavor, or entertainment part of the game is engaging units in combat and watching them go at it. Along these lines, the defender combat zoom that Roger Bacon wrote really makes combat exciting I think.
I was worried that creating large formations would bring my video card to it's knees, but I've played many games with a large number of active units, on high res, with no problems whatsoever. And my system is by no means cutting edge (nVidia GeForce FX 5700 LE 128Mb, 1 GB RAM, Athlon XP2200+ 1.8Ghz). I must say I do love the large formations! This concept is seZereth's, although I rewrote the formations .xml from scratch and changed the formations quite a bit to suit my tastes. Nothing better than watching a group of Men-At-Arms tear apart a Phalanx unit, or watching a unit of Line Infantry all formed up stopping a cavalry charge.
This mod would be nothing without all the nice artwork on the units provided by the folks on CFC. And it includes all of Frenchman's new artwork for era, tech, and civic pics as well. Credits are in the readme included in the .zip file. All I really did was bring together a lot of everyone else's work, modded the source, units and formations a bit and tried to make as complete a mod as possible.
Enjoy!
November 27, 2006
9.33 Mbytes
Dale’s Combat Mod v1.03 for Warlords!
Civilization. The Grand Strategy Empire Builder. Millions of fans World-wide. Millions of games played, Empires forged, and battles fought. Hang on a second, one versus one combat? In a game of grand strategic depth and complexity there’s a 25-year old concept such as one versus one combat?
WELL NO MORE!
Introducing Dale’s Combat Mod v1.03! Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads, play Nuclear Chicken with your super-power rivals with targeted nuke MAD (Mutually Assured Destruction) systems, and last but not least, for the first time in the Civilization series, use full combined arms stack attacking to destroy the armies of your enemies!
12 months in development! Alluded to by Firaxians in interviews before Civ IV’s release! The result of an extended discussion between Soren Johnson, Jon Schafer and a number of stacked combat supporters.
The challenge has been met!
September 5, 2006
1.16 Mbytes
Dale’s Combat Mod v1.03!
Civilization. The Grand Strategy Empire Builder. Millions of fans World-wide. Millions of games played, Empires forged, and battles fought. Hang on a second, one versus one combat? In a game of grand strategic depth and complexity there’s a 25-year old concept such as one versus one combat?
WELL NO MORE!
Introducing Dale’s Combat Mod v1.03! Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads, play Nuclear Chicken with your super-power rivals with targeted nuke MAD (Mutually Assured Destruction) systems, and last but not least, for the first time in the Civilization series, use full combined arms stack attacking to destroy the armies of your enemies!
12 months in development! Alluded to by Firaxians in interviews before Civ IV’s release! The result of an extended discussion between Soren Johnson, Jon Schafer and a number of stacked combat supporters.
The challenge has been met!
September 5, 2006
1.11 Mbytes
Adds the building DISTILLERY to Civ. Version 1.0 is tested for Civ 1.61 (updates will follow as needed).
This Mod adds two new game speeds and a new larger map size.
Game Speeds: FX-Grand(1000) and FX-Epic(875).
Map Size: FX-Huge
December 1, 2005
When you capture an enemy city, you now get to choose one of their technologies. You can choose from only those technologies that the enemy has and that you do not have but you could currently research it.
December 20, 2005
2.86 Kbytes
Whenever a great person, such as a great artist or prophet is born in any of YOUR cities, a window will popup, showing you a picture and a quote from the great person.
Version: 1.6
Size: 17 MB
March 29, 2006
17.22 Mbytes
* New gamespeeds with longer research and more turns
* Forests replantable on tundra, plains and grass
* 9 new resources (salt, sulphur, potatoes, coffee, pearls, lemons, cotton,...)
* Inquisitor unit, can remove non-state religions
* Demolitiontroop, can raze nat. wonders and cities
* 5 new units (2 with new 3D Models) and 4 new wonders
* 18 new units with new skins (one for each civ)
* Many tweaks to improve the gameplay, look below
Size: 882 kb
January 31, 2006
--------------------------------------------------
Name : Modified Special Domestic Advisor
Version : v1.8b
Date : 20.01.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Based on the "Special Domestic Advisor" v0.92 from Requies (@civfanatics), I created this "Modifed Special Domestic Advisor". Some of the new functions have been inspired by teh Costomizable Domestic Advisor from Taelis (@civfanatics).
Features :
- automatic screen size adjustment. Tested for nearly all available screen sizes, from 1024x786 upwards.
- fully localizable. Each text is within the added XML-File.
- fully translated for english and german language.
- contains 7 views, each with special columns and information : city, specialists, military, building, world wonder, national wonder, team projects. See below for view details.
- mouse sensitive on screen help. Each column get an own "Help" button. Just move your mouse over it to get a detailed information about the column contents.
- smart button placements, prevents overlapping view buttons texts.
- a lot of new columns are prepared and can easliy be activated (see below for details)
- easy activating, resizing and placement of columns. Must be be done in the source yet!
View details :
- City View : containes most of the columns for a quick analysis of the most important modifiers.
- Specialists View : containes some special columns for production and autmatization
- Military View : contains columns to display the military status of a city, including the defense capabilites against ground and air attacks.
- Building View : displays all currently available buildings of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new buildings.
- World Wonder View : displays all currently available World wonders of your civ and shows if a city have it, can build it, can't build it, is currently building it or if it is obsolete. Also, it shows, if another civ is currently building that wonder. The view will grow as soon as you get the prerequisites for new wonders.
- National Wonder View : displays all currently available national wonders of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new national wonders.
- Team Project View : displays all currently available team projects of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new team projects.
City View columns :
"NAME" : The name of the city.
"LANDMARKS" : Some landmarks of the city, displayed as symbols
"POPULATION" : Population size of the city.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"HEALTH" : Net healthy people. Calculated by good health people minus bad health people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"MAINTENANCE" : Total maintenance costs for this city.
"TRADE" : Net trade income for all trade routes and yield types.
"COMMERCE" : Base commerce for the city, generated by specialists, buildings, religions...
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"CULTURE" : Actual total culture value of this city.
"GREATPEOPLE_RATE" : Great people rate.
"GREATPEOPLE" : Actual total great people value.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Specialists View columns :
"NAME" : The name of the city.
"AUTOMATION" : Currenty active city automations.
"RELIGIONS" : Current religions of the city. Holy Cities are also indicated.
"SPECIALISTS" : Number of active specialists for all kinds.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"GREATPEOPLE_RATE" : Great people rate.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Military View columns :
"NAME" : The name of the city.
"THREATS" : indicates, that there are enemy units in the city area.
"DISORDER" : Indicates problems with the citizens: disorder or occupation.
"NO_MILITARY_ANGER" : Indicates, if there are unhappy people due to missing military ground units.
"WAR_WEARINESS" : actual War Wearniness in the city.
"FREE_EXPERIENCE" : Number of free experience points a military units gets when its produced in this city.
"COASTAL" : Indicates if the city is at the coast.
"CONSCRIPT_UNIT" : The best unit the city can conscript.
"DEFENSE_VIS" : Actual defense modifier of the city.
"DEFENSE_DAMAGE" : Actual city defense damage.
"DEFENSE_TOTAL" : Total city defense modifier.
"UNITS_TOTAL_NUM" : Number of own units in the city.
"UNITS_MIL_NUM" : Number of own military units in the city.
"UNITS_MIL_GROUND_NUM" : Number of own military ground units in the city.
"UNITS_MIL_SEA_NUM" : Number of own military sea units in the city.
"UNITS_MIL_AIR_NUM" : Number of own military air units in the city.
"UNITS_MIL_GROUND_DEFENSE_SUM" : Sum of combat values of all own military ground units. Represents the city's actual strength against ground attacks.
"UNITS_MIL_GROUND_DEFENSE_AVG" : Average combat value of all own military ground units. Represents the actual quality of the city defense ground units.
"UNITS_MIL_AIR_DEFENSE_NUM" : Number of own air defense units in the city (ground, sea or air).
"UNITS_MIL_AIR_DEFENSE_AVG" : Average air interception probability of all own air defense units in the city. Represents the quality of the city's air defense.
"UNITS_MIL_AIR_PATROL" : The number of air units currently doing air patrol.
Available and easily configurable collumns :
"DATE" : Date the city was founded.
"POPULATION_REAL" : real population of the city, in citizens.
"GARRISON" : The number of military units creating happiness in the city.
"BASE_HAPPY" : Number of happy population.
"BASE_UNHAPPY" : Number of unhappy population.
"BASE_GOODHEALTH" : Number of good health people in the city.
"BASE_BADHEALTH" : Number of bad health people in the city.
"FOOD_STORED" : The food stored in the city.
"BASE_FOOD" : Gross food production of the city, before food consumption.
"BASE_PRODUCTION" : Gross production of the city.
"MAINTENANCE_DISTANCE" : Maintenance caused by the distance to the capital and/or governement center.
"MAINTENANCE_NUMCITIES" : Maintenance caused by the total number of cities.
"GREATPEOPLE_TURNS" : Number of turns till the city creates a great person.
"POWER" : indicates that the city has a power plant
"CONSCRIPT" : Can the city conscript units?
Requirements :
- works only with Civ4 patch 1.52. If you have Civ4 patch 1.09 use the version v1.0
Issues :
- some help texts may exceed the panel size. This is due to the logic I programmed to calculate the panel size. It can be adjusted modifying some constants. If such a thing happens, inform me please.
- on large city lists the city zoom button stopped working for the lower table lines. Its very likly not to be a problem of my code, but a problem of the firaxis code.
Installation :
copy the files from the ZIP into their corresponding folders in the "My DocumentsMy GamesCivilization 4" folder. Installation at own risk!. If you already have any version of the "Modified Special Domestic Advisor" installed, you can overwrite it with the new files.
If you already have modified versions of a file, you can manually merged them by looking for the comments "12monkeys"
Release Notes :
v1.8b :
- added Italian translation (thx Cammagno)
- Button "Redraw" renamed in "Refresh" (english version only)
- changed Button order so that it is more logical (thx again Cammagno)
- small fix which causes an exception together with some user-added buildings
- changed location of the help buttons for the building/wonder screens (thx once again Cammagno)
- adaption to actual resolution when when changing it in game
v1.8a :
- fixed a small bug in the XML file for german version
v1.8 :
- lots of changes in the optics
- added military view
- added team project view
- added full localization support, translated for english and german
- added lots of collumns, not all are displayed but can easliy activated
- added on screen help for columns and buildings/wonder views
- added city zoom button from patch 1.52
- improved buiding view
- improved wonders views
- smart button placement (prevents overlapping button texts)
v1.1 :
- adapted to work with Civ4 patch 1.52.
v1.0 :
- inital relaese
Requires patch 1.52.
January 20, 2006
Latest Full Install of MOO2Civ mod
5,700+ downloads and counting
MOO2Civ is an attempt to recreate the MoO/MoO II/MoO III series civstyle. Originally released by NCCSavage mid-2007 as sort of a Civ-conversion of Master of Orion, based on the 2nd edition (MoO II or MOO2 for short). The mod is currently following in NCCSavage's footsteps and receives occasional help from many quarters.
So what is Master of Orion? Originally a space-based strategy game, somewhat similar to Civilization, featuring 7 races in the 1st edition, 11 in the 2nd and 16 in the 3rd.
You may or may not recall that the Fantastic Worlds expansion of Civilization 2 included a simplified MOOjr scenario. Here's some lines of my redo of that scenario:
Expand your empire by founding new colonies, seek out rival races, conquer alien worlds and then attack Orion and finally defeat the Antarans to become MASTER OF ORION.
This version greatly expands on the original MOOjr scenario by using a custom made map, adding many new units, Wonders, advances and greatly expanding the terrain, while several original units, buildings and Wonders have been edited to get a perfect Master of Orion jr feel.
- there seems to be a Final Frontier bug, involving Fortress culture suddenly disappearing, which however fixes itself the following turn
- clicking on the Scout II and Battleship II Civpedia icons may currently cause a CTD
- MOO2Civ has also been tested postive for Multiplayer both on IP connection on Standard and Large FF Flat and Spiral Galaxy maps, as well using the Internet Games option (an ongoing game is still being played on a Large map). Make sure that each player has the same version and has it named identically as well for best performance. Using the same graphics setting may also be helpful. (If an OOS error should occur, follow the Pop Up instructions.)
- Assimilation Custom Game options are currently in error; here's the rundown:
- High to Low option actually loads Final Five
- Increasing Difficulty loads High to Low option
- Final Five loads Increasing Difficulty
As far as I can tell Flexible Difficulty works OK.
- added innate Stealth to all Darlok ships
- added innate Stealth Civpedia text (both by Minor Annoyance)
- added Spiral Galaxy and FF Flatmap wormhole mapscripts by TC01
- removed some redundant files
- added/corrected some Civpedia texts
Installation
-----------
This is a FULL INSTALL version with Auto-installer, so the patch is installed in the right location automatically. (But if you want to custmo install the mod, the installer will allow that too.)
As this is still a Work In Progress, here are some hints to increase the MOO2 feel:
- select Custom Game
- choose Final Frontier Flat or Spiral Galaxy map
- enable Aggressive AI
- enable Aggressive Barbarians (optional)
- disable Culture flip of cities (impossible in MOO)
- disable Vassal States (works differently in MOO)
- disable Human Ascendancy victory
- disable Domination and Influence victory (optional).
MOO2Civ is Multiplayer compatible (but see BUGS/ERRORS below)
MOO2Civ is also compatible with Blue Marble mod, as is obvious from the 1st screenshot.
BUGS/ERRORS
- there seems to be a Final Frontier bug, involving Fortress culture suddenly disappearing, which however fixes itself the following turn
- clicking on the Scout II and Battleship II Civpedia icons may currently cause a CTD
- MOO2Civ has also been tested postive for Multiplayer both on IP connection on Standard and Large FF Flat and Spiral Galaxy maps, as well using the Internet Games option (an ongoing game is still being played on a Large map). Make sure that each player has the same version and has it named identically as well for best performance. Using the same graphics setting may also be helpful. (If an OOS error should occur, follow the Pop Up instructions.)
- Assimilation Custom Game options are currently in error; here's the rundown:
- High to Low option actually loads Final Five
- Increasing Difficulty loads High to Low option
- Final Five loads Increasing Difficulty
As far as I can tell Flexible Difficulty works OK. As I hardly use these options, I hadn't noticed this until alerted
---------------------------------------------------
Jon Shafer (FF mod)
NCCSavage (MOO2Civ mod)
deanej (FF Flat map & help in general)
Deon (leaderheads)
Kael (Assimilation mod options)
Minor Annoyance (capture units promotions, Darlok innate stealth)
TCO1 (wormhole mapscripts)
woodelf (ship models).
OrionVeteran
Zippadeedoodah (MP testing).
August 15, 2009
MOO2Civ patch4lFull Installreloaded 10-11-2009
Changes:
---------
MOO2Civ patch 4l Full Install
Version: Patch4l
Changes:
---------
- added Human Charisma trait/edited traits by Minor Annoyance
- added Enclosed Space mapscript by TC01 (experimental)
- Civpedia update by CivRulez07
- custom music added (partly optional)
- there seems to be a Final Frontier bug, involving Fortress culture suddenly disappearing, which however fixes itself the following turn
- clicking on the Scout II and Battleship II Civpedia icons may currently cause a CTD
- MOO2Civ has also been tested postive for Multiplayer both on IP connection on Standard and Large FF Flat and Spiral Galaxy maps, as well using the Internet Games option (an ongoing game is still being played on a Large map). Make sure that each player has the same version and has it named identically as well for best performance. Using the same graphics setting may also be helpful. (If an OOS error should occur, follow the Pop Up instructions.)*
- Assimilation Custom Game options are currently in error; here's the rundown:
- High to Low option actually loads Final Five
- Increasing Difficulty loads High to Low option
- Final Five loads Increasing Difficulty
As far as I can tell Flexible Difficulty works OK. As I hardly use these options, I hadn't noticed this until alerted
---------------------------------------------------
CivRulez07 (Civpedia help)
deanej (FF Flat map & help in general)
Deon (leaderheads)
Kael (Assimilation mod options)
Minor Annoyance (capture units promotions, Darlok innate stealth, trait system)
NCCSavage (MOO2Civ mod)
Jon Shafer (FF mod)
TCO1 (wormhole and enclosed spacemapscripts)
woodelf (ship models).
OrionVeteran
Zippadeedoodah (MP testing).
-------------------------------
* Current version not (yet) MP tested!
October 4, 2009
--------------------------------------------------
Name : Plot List Enhancement
Version : v0.96 (for Civ4 patch 1.52)
Date : 24.12.05
Author : 12monkeys (@civfanatics + @aployton)
--------------------------------------------------
This mod improves the unit information which is shown in the plot list.
Features :
1.) Additional Spot Info
injured units will get a darker spot in the upper left corner, following this table :
standard civ4 colors and their meaning :
- green : unit can move
- yellow : unit has moved, but some movements points are left.
- white : unit is fortified
- red : unit can't move
additional colors by this mod :
- darkgreen : unit can move but is injured
- orange : unit has moved, but some movements points are left, and is injured
- gray : unit is fortified and is injured
- darkred : unit can't move and is injured
2.) Display of unit missions
some special units missions are displayed below the unit icon :
- PAT : indicates that the unit is on ar-patrol/intercept mission
- SEN : unit has a sentry mission
- HEAL : unit is fortified and will wake up after its fully healed
- EXP : unit has an exploration mission
- AUT-B : unit is automized for general purpose (worker unit only)
- AUT-C : unit is automized for the nearest city (worker unit only)
- AUT-N : unit is automized to build network (worker unit only)
- GOTO : unit has a move-to command.
- FORT : unit is fortied
These icons should make it easier to check what units in a stack are available and what their current task is.
3.) Health bar
Besides the colored spot a health-bar is placed. It indicates the hitpoints a unit has.
4.) Promotion indicator
if a unit is able to be promoted, its icon is underlayed with a light-blue frame- Should ease up the identification of units to be promoted in a selection group.
5.) dynamic plot bar size
removed, because firaxis implemented an own version of this functionality
6.) single unit plot list button
usually, there is no unit icon disaplyed when you select a single unit. This has been changed now.
Requirements :
Civ4 patch 1.52 is required. If you have Civ4 patch 1.09 use the previous version v0.95 beta
Installation :
copy the files from the ZIP into their corresponding folders in the "My DocumentsMy GamesCivilization 4" folder. Installation at own risk!. If you already have the "PlotList Button Enhancement v0.95" installed, you can overwrite it with the new files over.
If you already have a modified versions of a file, you can manually merged them by looking for the comments "12monkeys"
Issues :
1.) Well, I'm not an artist in means of graphics. So if there is anybody making better looking buttons, he should do it and give me a feedback.
2.) There may be special unit states which are not catched, so that a wrong information is disaplyed.
Ideas for future realeases :
1.) indicate the number of possible promotions for an unit. Currently I don't know how to calculate it. Maybe someone can give me a hint?
2.) indicate the number of rounds till the unit is fully healed, related to the current circumstances. Same : I have no clue how I can calculate that.
3.) indicate if a unit can be upgraded. Just the possiblility if an upgrade is of interrest he
release notes :
v0.96 :
- changed to work with Civ4 patch 1.52
- removed dynamic plot list size, because firaxis implemented the function.
v0.95 beta:
- added healthbar
- changed spot color
- added mission icons
- implemented dynamic plot bar size
- added promotion indicator
- lots of comments added
- single units will get their plot list button as well
v0.9 beta:
- initial release
Requires patch 1.52
December 27, 2005
This mod replaces the original (ugly) score graph with a nice looking, comprehensible, Civ I-style graph.
December 19, 2005
22.14 Kbytes
Railroad speed mod v1.00(created by tywiggins)
Released November 21, 2005
This is a very small mod that increases railroad movement from 10 to 600 tiles/turn
Roads are still the same as they were
November 22, 2005
1.29 Kbytes
Adds the four resources, plus new art files (DDS) for icons and terrain skins, Civilopedia entries, and building interactions. Also includes my popular Diplomacy Text fixes as an optional addition. Works with 1.00, 1.09, and 1.52.
June 20, 2006
1.03 Mbytes
--------------------------------------------------
Name : Reinit Interceptor Mission
Version : v1.1 (for Civ4 1.52) and v1.0 (for Civ4 1.09)
Date : 24.12.05 ( merry christmas guys )
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Features :
This mod fixes the problem, that air interceptors are not animated (circling fighters and jet-fighters over cites) after a save game is loaded.
After loading a saved game, the mod is executed once when you finish the first turn. Then all fighters and jet-fighters which are on air patrol are garrisoned and send to air patrol again. The effect is, that the animation is restarted.
By pressing a hot key (Alt-I in v1.0 and Shift-I in v1.1) you can execute the reinit manually at any time.
Requirements :
- ReinitInterceptorMission-v1.1 works with Civ4 patch 1.52.
- ReinitInterceptorMission-v1.0 works with Civ4 patch 1.09.
Installation :
copy the files from the ZIP into their corresponding folders in the "My DocumentsMy GamesCivilization 4" folder. Installation at own risk!. If you already have the ReinitInterceptorMission v1.0 installed, you can overwrite it with the new files over.
If you have already a modified versions of a file, you can manually merged them by looking for the comments "12monkeys - Re-Init Interceptor Mission "
Issues :
- no issues known
Ideas for future releases :
- none
release notes :
v1.1 :
- hotkey changed from Alt-I to Shift-I (Alt-I is already used for hiding the interface)
- adapted and tested for Civ4 patch 1.52.
v1.0 :
- initial release for Civ4 patch 1.09
December 27, 2005
Rhye's and Fall of Civilization is the sequel of Rhye's of Civilization - the fastest loading mod, one of the most popular modpacks for Civilization III, with more than 25'000 downloads.
Rhye's and Fall of Civilization is a mod based on a map of the world, that attempts to make your single-player game a realistic simulator of history on Earth. The mod revolves around the historic rise and fall of civilizations: they won't start all at the same time, but at appropriate dates. The human player can choose a late start (waiting for the game to play by itself) or take the control of one of the early civs and switch to another one later on. Civilizations will fall by many factors, including civil wars caused by inner instability, and scripted barbarian attacks. Each civilization is heavily differentiated from the others, thanks to the UPs (Unique Powers), the UHVs (Unique Historical Victory conditions), and a unique AI that will found cities in their historical place, with their historical name. Other additions include plague outbreaks, embassies, world congresses where cities are traded, dynamic spread of the resources, and new flag and terrain graphics.
A small mod, combining some others. The wish is, to don't touch the gameplay to much, but give some abilities missed by me and/or other people
This mod is tested with Civ 1.09
December 22, 2005
All units from the gunpowder age up (except the musketeer and musketeer UUs) have their combat strength doubled. This exponentially increases their chance of victory against ancient units although still does not rule out spearmen defeating tanks.
November 14, 2005
17.04 Kbytes
This is my Terraform Mod Plus. The following is what makes it Plus
1. Building Demolition Mod (thanks to TheDarkSide) -- Inside the city screen, Press Control D to get a list of buildings to demolish. Select a building and press ok. The building is demolished.
2. Abandon City/Raze City mod(Abandon City is an addition(written by me) to the Building Demolition Mod(written by TheDarkSide), the Raze City was all written by me) -- Control D from the city screen, choose Abandon city at the bottom of the list and press ok. The city is abandoned and you get a worker for every 5 population. Raze City just gives you a worker for every 5 population automatically every time you raze a city.
3. Railroad speed mod(written by me) -- Units can now travel 600 tiles/turn along railroads
4. Modern Armor now get 3 movement points
5. Roads and railroads now give +1 commerce
6. All land improvements(besides fort, and the terraform improvements) get a +1 food or +1 hammer bonus from railroads depending on the improvement.
railroad gives +1 food to (Farm, windmill, plantation, pasture, camp, winery)
railroad gives +1 hammer to (*Mine, Workshop, *lumbermill, watermill, quarry, well, cottage, hamlet, village, town)
(Mine and lumbermill already had this)
7. Maximum number of anarchy is now 1 (I don't like long periods of Anarchy)
November 22, 2005
Enables Terraforming to/from any type of terrain. Workers can now climb Peaks so that they can easily be changed into Mountains(It just takes a road). Mountains can now be mined. Hills can become Flatlands, Flatlands can become Hills. Forests, Jungles can be planted. Flood Plains can be created if you create a desert along a river. Water can be turned into land, and land into water.
December 20, 2005
33.87 Kbytes
TAM features not only an ancient map, but also completely different civilizations.
Playable Civilizations:
- Babylon (Hammurabi)
- Gaul (Vercingetorix)
- Mycenae (Agamemnon)
- Rome (Caesar)
- Scythia (Partatua)
- Egypt (Hatshepsut)
- Iberian Tribes (Viriato)
- Germanic Tribes (Arminius)
- Carthage (Dido)
- Lydia (Krisos)
- Phoenicia (Hiram)
- Getae (Decebalus)
- Kolchis (Aeetes)
- Illyria (Teuta)
- Persia (Dareios) (not on this map)
- Medes (Deiokes) (not on this map)
- Britons (Cunobelin) (not on this map)
- Goths (Theoderich) (not on this map)
- Nubia (Taharqa) (not on this map)
CIV Gold is a civilizations mod for Civ4 that combines some of the most popular user-created civilizations, while applying standards for graphics and content across the board. It can be used as a standalone mod to give users more options in their games, or it can be used by mod-makers to add a “plug-and-play” civ component to their projects.
There are 90 new civilizations, all with animated leaderheads, unique units and buildings, diplomacy text and pedia entries. Additional civs include the Maasai, Scotland, Poland, Canada, Magyar, Iroquois, Maori, Polynesians, Brazil, Argentina and Aborigines, among many others.
Many existing civs have been given a new leader, such as Selassie of Ethiopia, Philip II of Greece, Cetshwayo of the Zulu and Crazy Horse of the Sioux.
With CIV Gold we are attempting to create the “definitive” civ add-on for users and mod-makers, alike. This pack is meant to be focused, complete, and comprehensive.