PedrunnMod - Absolute State I have been working in this mod during this past month. At first it was suppose to be a personal mod but after all the work i had and because it is doing great i decide to make it public. I already played two whole games with it and it seems to be working really ok. [u][b]Features[/b][/u] This mod make change in all ages. Among the changes in the game it is included: [b]Ages/Advances] Absolute state includes 140 advances divided in 9 ages: Ancient, Classical, Medieval, Reinassance, Industrial, Modern, Information, Genetic and Diamond. Including Martin's Citymod Wich means that all ages have its own city Sprite for every one of the 7 civ city style. [b]Units[/b] This is one of the things i am most proud of. This mod is hardly organized in the numbers of units per age. Divided in 8 age groups (Ancient, Classical, Medieval, Reinassance, Industrial, Modern, Information, Genetic/Diamond) wich every one of this groups include one unit for every one of this categories: Assault, Defense, Ranged, Flanker, Sea Transport and Warship. After the modern age it also includes: Fighter (air), Bomber (air) and Submarine. The units statistics of conventional and unconventional warfare were re-writed to keep the balance. I have removed Carriers and Cargo Helicopters from the AI build list, since the AI does not know how to properly use them. Air units cannot attack land and sea units, but must use their bombard ability, Air, Sea, Air, Artillery and others units that can bombard now have the ability to counter-bombard. Attack Helicopters can see underwater units, and thus act as sub-hunters. Units have a 25% of becoming veterans if they survive a battle. All Unconventional units can sue others unconventional units. When a city is conquerd Partisans appears after the dicovery of nationalism to act as a guerrilla to retake the city. Only 2 Slaves are surpressed per military unit in a city. [u]Militia Units[/u] When you build a civ you get a unit to protect it. Every age you get a counterpart of the Defense unit to protect your city. Those units cant walk and they arent as good defense as the Defense ones. Still they do help a lot speacially if you are palying with barbarians at the last level. [u]Wonder Units[u] Have you ever thought in playing with caesar or napoleon? Now you can. You get them when you build a specific wonder. To get Alexander the Great you need the olimpics, to get Adolph Hittler you need the Agency... Effect: Units under the command (same stack) of the Wonder unit becomes a veteran in combat. There are total of 32 wonder units through all the game (one for each Wonder) [u]Elite Units[u] When you research an especific advance you have 1 out of 6 to get an especial unit that only you can build. Different from Medmod that considers the Elite units cultural units i like to think that they are cultural units that stand out from the regular ones. That way you will fight to get them. Ther are a total of 32 elite units: 3 land units for each age (two coming in pair) except in information and genetic/diamond age that you get 2 land, 1 air and 1 sea unit for each age. Elite units play a huge role in this mod, you can see that by noticing that The total number of units are 38 land, 6 air, 19 sea, 28 specials, 7 milita, 32 Wonder and 26 elite (3 air, 3 sea and 20 land). Total: 157 units [b]AI[/b] This mod uses the diplomod 3.6 and makes the AI have high priority for diplomacy and economy. But to dont get too passive i added Frenzy AI mod. A mod that make the AI more agressive as it goes gets more advanced. Reaching the max hate level at the discovery of Fusion. Thats why decided to increase the number of turns going until 2500 AD Thinking that when the AI reach this level either you or him will die before that :evilgrin:. The AI now rethink its actions every 3 turns possibiliting a overall view between its strategies. Some bugs are also solved like the air units return to its base when low of fuel, The high priority of building a capitol when the preview one is captures, the AI units actually withdraw when requested and many others additions. One point of note- AIs may now change their diplomatic personalities during the course of the game, e.g. a scientist may become a militarist. I have disabled Research Pacts entirely because of internal bugs. You will notice that the AI will get bonuses to keep strong as the game aproachs to the and since it usually falls back. [b]Terrain/Cities[/b] Now you can terraform grassland and plains to shallow water simulating the building of canals with the discovery of RailRoad. Tile Improvments have a chance of 5 out of 6 to be destroyed when a battle occurs over it. Also, the effect of Specialists has been reduced from 30 to 20 for food, production and science. Cities cannot grow beyond size 8 without an Aqueduct, and each pop beyond size 6 produces population pollution, with its accompanying unhappiness. Exact unhappiness figures are given in the Gov't page of the Med Charts spreadsheet. Global warming and dead tile settings have been adjusted to account for the increased pollution in the game, and the threshold for production pollution has been raised from 300 to 400. City radii now change at sizes 9, 21, 37, 45 and 57, with a maximum attainable pop of 72. There is now a 40% chance of a building being destroyed when a city is bombarded, and a 100% chance of a building being destroyed when assaulted. I have changed some of the improvements that Sea and Urban cities begin with, and I have made the Urban Planner available in the Industrial age. Planned Colonies begin at size 3, with a Courthouse, Granary, Shrine and Aqueduct. Sea Colonies begin with a Harbor as well. I am using Martin's City Mod for the city sprites. By coquering a city new effects will be seen. When you capture a city, that city will lose half its buildings chosen randomly. Up to one-fourth of a city's population will flee to a city within their civ (perhaps the one they just ran from) when their home is taken. This is in addition to the pop killed due to the assault. If the losing civ has discovered the Nationalism advance, Partisans will be created to pillage and harass you in an attempt to win back their homes. Conquest unhappiness is higher, and decays at a much slower rate than originally. Combined with the prospect of losing multiple happiness improvements upon capture, and the new revolution level of 65, newly conquered cities are much more likely to riot or even revolt than ever before. [b]Wonders[/b] One of the things i wanted to do was to keep the same number of wonders per age. What was dificult because of the new ages added. But now each age has 4 wonders making a total of 32 units (4 wonders more than the original game). From that total i included The Hanging Gardens, The Coliseum, Olympics, Charle Magne Convertion, The Crusades, Statue of Liberty, United Nations, Apollo Project, Great Navigations and the Jihad. But i did removed The Ramayana, The Appian Way, Penicilin, Egalitarian Act, The Empir State Building and Global Surveillance. Wonders a full game advantage. None of them get anymore to to make the AI more dificult in the future ages since they start with a good jump at the start being firsts to buid wonders but they start falling back from the human as it goes. Of course i carefully managed this change by removing annoying things that could happen like the Close Emabassy effect of the Forbidden City. [b]Improvements[/b] Three new city improvements: Habor, City clock, Marketplace, Ziggurat, Stable, City Clock, Public School, Castle, Birth Controll and Bastion. And many others renamed to keep a good atmosphere although anyone was removed. [b]Economy (Governments)[/b] Have you ever noticed that although you are in a democratic government you truely rule your civ as a dictator Thinking (getting annoyed) about that i decided to make the change that names this mod Absolute State. At all i adde two more types of Governments (read Economic System) than the original game. Your civ is ruled by a Immortal dictator like the Absolutism in the real life Modern Age. You can only change the economic system wich impulses your civ economy. The Theocentrism will be always the Pharaos Thocracy economy, Merchantilism the Absolutle Monarchy Economy, Socialism will be always the Stalin govern economy, and so on. Every Economic System has its own special unit wich can vary from the Slaver, Cleric, Feudal Sir, Communist, Corporative brach and the Cyber ninja. Final Comment: The great Library is too likely to have inconsistences with the game reality specially the advance part wich is all messed up. So you should rather follow the charts given.