Announcement

Collapse
No announcement yet.

[mod] New Traits

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • [mod] New Traits

    New Traits Mod v1.0 by Impaler Compatable with 1.52

    Adds 8 new traits and modifies existing Traits, adds 9 new Buildings and modifies existing buildings

    The goal of this Mod is to make each Trait both stronger and more focused on a
    particular aspect of the game. These traits will also hugly incresse the number of
    unique combinations (240 vs 56), Mods that create new leaders and Civs need not
    replicate existing combinations and can create leaders that more accuratly match
    history. A new Promotion inspired by Zuuls clever implementation of an Attack Promotionhas has
    been added. Extensive balance testing will likly be needed on the first version

    NEW TRAITS

    AMBITIOUS: +50% Wonder Production
    MERCHANTIAL: +1 Commerce on plots with 2, double production speed AirPort, new building RailYard
    SCIENTIFIC: +20% Science, double production speed Library, Observatory, Lab
    PROLIFIC: +1 Food on plots with 4, double production Granary, Supermarket
    DEFENSIVE: Free Defender I promotion most Units, Double production wall, castle, bunker, bombshelter
    CHARISMATIC: doulbe production Park, Colosseum, Monument, Brewery, Fun Land
    SEAFARING: Free Navigation I, Combat I, Sentry promotion all Navel Units, doulbe production Harbor, Lighthouse, DryDock
    +50% production speed all Navel Units (Caravel improved)
    ENLIGHTENED: +3 Health per City, double production speed Aquaduct, Hospital, Recycling Center

    OLD TRAITS

    PHILISOPHICAL: only indirect change to University see below
    AGGRESIVE: Expanded promotion to all Unit types except Archer and Naval, double production speed on Barraks, new building AirForce Base, Stable
    SPIRITUAL: Droped no Anarchy, double production speed Temple, Cathedral, Monastary, +50% prdocution speed on Missionaries
    EXPANSIVE: +50% production speed Workers (includes Indian fastworker), Settlers and Recon units
    CREATIVE: Droped +2 Culture per City, +20% Culture, double production Theater, Broadcast Tower, new Sympony Hall
    ORGANIZED: No Anarchy (Anarchy length increesed), -50% Civic upkeep, double production Jail, Courthouse
    FINANCIAL: +20% Gold, double production speed Market, Bank, Grocer
    INDUSTRIOUS: +1 Production on plots with 3, double production speed, Forge, Factory, new building SteelMill

    NEW BUILDINGS

    BREWERY: borrowed from Mylon Mod, +2 Happyness, +1 Health, Cost 80, No Prerequisite
    PARK: borrow form Mylon Mod, +1 Happyness, +1 Health, Cost 100, Prerequisite Ecology
    FUN LAND: borrowed from Mylon Mod, +3 Happyness, +8 Culture, 1 Free Merchant, 1 Free Artist, Cost 225, Prerequisite Mass Media
    MONUMENT: borrow from Mylon Mod, +1 Happyness, +4 Culture, Cost ??, Prerequisite Nationalism
    SYMPHONY HALL: original Building, +2 Happyness, +25% Culture, Cost 120, Prerequisite Music
    RAILYARD: original Building, +1 Trade Routes, +50% Trade Yield, +2 Merchants, -2 Health, Cost 175, Prerequisite Railroad
    AIRFORCE BASE: original Building, 3 Airlifts, +4 Exp Air Units, +50% Production Speed Air Units, -2 Health, Cost 350, Prerequisite Flight
    STABLE: original Building, +3 Exp Mounted Units, Cost 80, Prerequisite HorseBackRiding
    STEELMILL: borrowed from Lost Wonders, +25% production, +25% Production with Power, -2 Health, Cost 250, Prerequisite Steel

    OLD BUILDINGS

    RECYCLING CENTER: Added -25% Production, Cost 300
    COLESEUM: Droped Commerce Happyness, +3 Happyness, +4 Culture, Cost 150
    THEATER: Droped Commerce Happyness, +1 Happyness, +3 Culture, +1 Happyness from Dye
    BROADCAST TOWER: Droped Commerce Happyness, +50% Culture, +1 Happyness Musicals, Singles, Movies
    LABRATORY: Droped -1 Health
    UNIVERSITY: Droped Science Bonus, +25% Great People, +3 Culture, +1 Each Specialist
    SUPERMARKET: borrowed from Lost Wonders, +25% Food, Cost 200
    GRoCER: Droped 1 Merchant, Cost 125
    Other Buildings: Production Traits changed for many other buildings to link them to new Traits

    NEW PROMOTION

    Defender I: +15% Defence, No Prerequisite, Uses City GarrisionI Icon
    Defender II: +15% Defence, Prerewuisite Defender I, Uses City GarrisionI Icon
    Defender III: +20% Defence, Prerequsite Defender II, Uses City GarrisionI Icon

    LEADER:

    The games Original Leaders have had the new Traits randomly inserted just to show them off, Leader Traits
    can easily be changed back to the original ones by removing the LeaderInfo file from the Mod. If your creating
    new Leaders and want to use these New Traits just combine your LeaderInfo file with references to the
    new traits along with any art files you have added. I will be looking for advice on reassigning traits for
    all the original leaders based on historical data.

    MISILANIOUS:

    Anarchy for Civics changes incressed to 1, Anarchy for Religion changes incressed to 2
    Caravel now carries any land unit

    MODUALS:

    Along with the ready to play Mod a set of Moduals is included.
    These Moduals contain data specific to each Building making it easy to
    merge them into existing Mods. Also included are Merge Files created by
    Mod Switcher, download this handy program at

    It's great that this game is as moddable as it is, but one major shortcoming of the system is the inability to easily combine mods. I got fed up with hunting and merging changes by hand before I even started it. What we need is a mod switcher and since there are apparently none available yet...


    to do to all that tedious
    merging for you. After setting up your file pathways, simply place these
    merge files into the Mods directory of Mod Switcher and start up the Program,
    you should see a check box for each mod. The chosen mods will be merged into
    a ready to play Mod. If you want to add these Buildings to an existing Mod
    first make backups of the files that the Building uses. Then place the
    coresponding file from your mod into the Civ4 Assets directory. When you
    run Mod switcher now if will use your Mod files as the base onwhich to add
    the new buildings. The resulting output files can then be re-incorporated
    into your mod having picked up the new Buildings. Remember to put back the
    original Asset files when your done.

    Link (using poly Upload service )

    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

  • #2
    BUMP!

    Well has anyone tried it out yet?
    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

    Comment


    • #3
      I missed this one somehow. Your "Defensive" trait is very similar to a trait I was developing, "Isolationist". Great minds think alike!

      I'd like to suggest that Brewery not be available until Agriculture is researched. But thats a suggestion for another thread.

      Comment

      Working...
      X