Mizaq's Root Mod
v1.8
by Mizaq using Gramphos' MultiTool, Microsoft's Notepad/Wordpad, Heed's resource tabs, and Firaxis' editor

mizaq@u.washington.edu



Hi,

I'm Mizaq, and here is my basic mod for the multi-tool challenged. Extract the files in this zip to your game directory:


-------------------------------------------------------------------------------------
--mizaqroot.bic goes wherever you want, just remember where you put it.            --
--civilopedia.txt goes in the text\ directory                                      --
--pediaicons.txt goes in the text\ directory                                       --
--buildings-large.pcx goes in the art\city screen\ directory                       --
--buildings-small.pcx goes in the art\city screen\ directory                       --
--timbersmall.pcx goes in the art\civilopedia\icons\resources\ directory           --
--timberlarge.pcx goes in the art\civilopedia\icons\resources\ directory           --
--resources.pcx goes in the art\ directory                                         --
--extract the files in mizaqroot_units.zip to the art\units\ directory and execute --
--     the batch file named units.bat (instructions are in that zip's readme)      --
-------------------------------------------------------------------------------------

	included in this 1.17f tested bic are the following items:

	there are 12 blank Great Wonders - Pyramids (PyramidsB-PyramidsM);
	there are 12 blank Small Wonders - Heroic Epics (again B-M);
	there are 12 blank buildings     - Temples (B-M);
	there are 20 blank units         - 4 each of 5 different base types
	there are  8 blank resources     - 1 copy of each strategic resource
	there is   1  new  resource      - Timber with its own graphic.
	there are  9 blank citizens	 - 3 each of Entertainer, Scientist, and Taxman
	

----------------------
--Wonder Splash info--
----------------------
PyramidsB = #WON_SPLASH_74	EpicB = #WON_SPLASH_86 		TempleB = #WON_SPLASH_98
PyramidsC = #WON_SPLASH_75	EpicC = #WON_SPLASH_87 		TempleC = #WON_SPLASH_99
...				...				...
PyramidsM = #WON_SPLASH_85	EpicM = #WON_SPLASH_97		TempleM = #WON_SPLASH_109




----------------------
--How to mod the mod--
----------------------
You "could" leave the names as is and just change what their effects are, but it is really easy to make them use whatever name you want them to use. 

******************************
*****MODDING BUILDINGS********
******************************
Let's say you want PyramidsB to be the "Dinosaur Park."

1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it fucks shit up. Make sure you are using the right one (you probably had to download it separately).

2. Go to the Improvements/Wonders tab and scroll down to "The PyramidsB" Then change BLDG_PyramidsB to read BLDG_Dinopark

3. Change the stats to do whatever you it to do.

4. Save and exit the editor.

5. Open up the civilopedia.txt file and look for the follow entry:

	#BLDG_PyramidsB
	^
	^
	^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
	^
	^
	^
	^
	^
	^
	^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious
	 civilizations.
	#DESC_BLDG_PyramidsB
	^
	^
	^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the 
	pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza 
	plateau outside modern-day Cairo, these structures were burial tombs and monuments
	 for the Pharaohs, and may have taken generations and tens of thousands of workers
	 to complete. The Pyramids are the only one of the generally accepted man-made 
	wonders of the ancient world that remains in existence today.


6. Replace #BLDG_PyramidsB with #BLDG_Dinopark and replace #DESC_BLDG_PyramidsB with #DESC_BLDG_Dinopark and edit the text to say what you want it to say.

7. Save and exit civilopedia.txt

8. If you want to change the icon from the Pyramids Icon you need you open up pediaicons.txt and scroll down until you see this section

	#ICON_BLDG_PyramidsB
	SINGLE
	art\civilopedia\icons\buildings\pyramidlarge.pcx
	art\civilopedia\icons\buildings\pyramidsmall.pcx

9. Change it to say

	#ICON_BLDG_Dinopark
	SINGLE
	art\civilopedia\icons\buildings\whatever_icon_you_want_to_use_large.pcx
	art\civilopedia\icons\buildings\whatever_icon_you_want_to_use_small.pcx

NOTE: Every small and great wonder must have a wonder splash

10. If you want to change the wonder splash for PyramidsB you would go to number 74 in pediaicons.txt

	#WON_SPLASH_74
	art\wonder splash\pyramid.pcx

11. Change it to

	#WON_SPLASH_74
	art\wonder splash\whatever_splash_you_want_to_use.pcx

12. Save and exit pediaicons.txt

13. Play the game!

**************************
*****MODDING UNITS********
**************************


Let's say you wanted to change SettlerB to Pioneer

1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it fucks shit up. Make sure you are using the right one (you probably had to download it separately).

2. Go to the Units tab and scroll down to "SettlerB" Then change PRTO_SettlerB to read PRTO_Pioneer

3. Change the stats to do whatever you it to do.

4. Save and exit the editor.

5. Open up the civilopedia.txt file and look for the follow entry:

	#PRTO_SettlerB
	^
	^
	^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
	^
	^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
	the desired city site, and, when the settler is active in that square, press B.
	^
	^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
	settler is active on a city, click the "Join City" button. The settler disappears and the city's 
	population gains two citizens.
	#DESC_PRTO_SettlerB
	^
	^
	^When cities grew to a size where the resources were insufficient to adequately insure a decent standard of 
	living for the populace, adventurous groups of citizens set out on their own in search of a place to build 
	a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land 
	surrounding the city. Eventually the whole process repeated, and the new city would send out settlers of 
	its own. This process allowed civilizations to grow throughout history, from the empires of the ancient 
	world to the discovery and settlement of the New World.

6. Replace #PRTO_SettlerB with #PRTO_Pioneer and replace #DESC_PRTO_SettlerB with #DESC_PRTO_Pioneer and edit the text to say what you want it to say.


7. Save and exit civilopedia.txt

8. If you want to change the icon from the Pyramids Icon you need you open up pediaicons.txt and scroll down until you see this section:


	#ICON_PRTO_SettlerB
	art\civilopedia\icons\units\00settlerlarge.pcx
	art\civilopedia\icons\units\00settlersmall.pcx

9. Change it to say

	#ICON_PRTO_SettlerB
	art\civilopedia\icons\units\whatever_icon_you_want_to_use_large.pcx
	art\civilopedia\icons\units\whatever_icon_you_want_to_use_small.pcx

10. Save and exit pediaicons.txt

11. Open the \art\units directory. For most units there will only be one directory (for instance ScoutB has just one folder), however some units change graphics for different eras, so I will give the long instructions and just don't worry about it if your unit has the same graphic for all time.

	e.g. renaming 'era specific' units
	(EVERYTHING RENAMED WITHOUT THE QUOTES)
	A. Rename the "SettlerB" directory to "Pioneer" 
	B. Enter the new directory and rename "SettlerB.ini" to "Pioneer.ini"
	C. Rename the "SettlerB Industrial Ages" directory to "Pioneer Industrial Ages"
	D. Enter the new directory and rename "SettlerB Industrial Ages.ini" to "Pioneer Industrial Ages.ini"
	E. Rename the "SettlerB Modern Times" directory to "Pioneer Modern Times"
	F. Enter the new directory and rename "SettlerB Modern Times.ini" to "Pioneer Modern Times.ini"

	e.g. renaming 'always the same' units
	(EVERYTHING RENAMED WITHOUT THE QUOTES)
	A. Rename the "ScoutB" directory to "Ranger"
	B. Enter the new directory and rename "ScoutB.ini" to "Ranger.ini"

12. If you want to change the unit animations, etc., copy the .ini file from another unit's fold and paste it into the unit to be changed. Then delete the old on and rename the new one.

	Let's say you are changing the look of MarineB to use the Hoplite animations

	A. Copy and paste the Hoplite.ini file from the art\units\Hoplite directory into the MarineB directory
	B. Delete the existing .ini file (MarineB.ini)
	C. !!IN THE MarineB DIRECTORY!!!, rename Hoplite.ini to MarineB.ini
	D. Open MarineB.ini
		1. Every single instance of a file being linked to needs to be changed. Where you see:

			ATTACK1=MarineAttackA.flc  ***** change this to say:
			
			ATTACK1=..\Marine\MarineAttackA.flc
			
		2. As you can see you will need to add "..\Marine\" before each file being linked to

	E. Save and exit MarineB.ini after you have changed all the links.

13. Play the game!



**************************
*****MODDING RESOURCES****
**************************

1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it fucks shit up. Make sure you are using the right one (you probably had to download it separately).

Let's say you want to change OilB to Juice

2. Go to the Natural Resources tab and change the OilB resource to what bonuses you want it to have, rename it Juice and change the civilopedia entry to GOOD_Juice.

3. Go to the Terrain tab and add Juice to terrains where you want it to show up on. 

4. Save and exit the editor.

5. Open up civilopedia.txt and look for something like the following entry


	^{City Production Bonuses}
	^Like all resources, strategic resources also provide city production bonuses to 
	worked squares within a
	$LINK<city radius=GCON_Radius>.
	^
	^{Types			Food	Shields	Commerce}
	^$LINK<Aluminum=GOOD_Aluminum>			+0		+2		+0
	^$LINK<Coal=GOOD_Coal>				+0		+2		+1
	^$LINK<Horses=GOOD_Horses>			+0		+0		+1
	^$LINK<Iron=GOOD_Iron>				+0		+1		+0
	^$LINK<OilB=GOOD_OilB>				+0		+1		+2

Change GOOD_OilB to GOOD_Juice

6. Look for the next entry with GOOD_OilB in it, which is the following:


	#GOOD_OilB
	^
	^
	^[Oil] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and 
	Modern Era units.
	^
	^Oil deposits appear when your civilization discovers $LINK<Refining=TECH_Refining> and can be 
	found in $LINK<tundra=TERR_Tundra>, $LINK<plains=TERR_Plains>, and $LINK<desert=TERR_Desert>.
	#DESC_GOOD_OilB
	^
	^
	^Humans have known oil since ancient times. Oil deposits found on the surface were used for 
	centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial 
	Revolution that civilizations began to form a dependence on petroleum products. The widespread use 
	of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In the mid 
	1800s, the first oil wells were drilled, marking the beginning of a tremendously important and 
	profitable industry. Today, with the worlds oil supplies dwindling and the demand for oil 
	constantly rising, oil is a more valuable resource than ever.

Change #GOOD_OilB to #GOOD_Juice and change #DESC_GOOD_OilB to #DESC_GOOD_Juice, and change the description to whatever you want.

7. For whatever terrain you added Juice to, you need to change its text, for example if you added it to Plains look for the following:

	#TERR_Plains
	^[Plains] are vast, open tracts of land, usually with very few trees and covered with vegetation 
	such as sagebrush and various grasses. 
	^
	^Plains may contain
	$LINK<aluminum=GOOD_Aluminum>,
	$LINK<cattle=GOOD_Cattle>,
	$LINK<horses=GOOD_Horses>,
	$LINK<ivory=GOOD_Ivory>,
	$LINK<oil=GOOD_Oil>,
	$LINK<wheat=GOOD_Wheat>, or
	$LINK<wine=GOOD_Wine>. 

Add $LINK<juice=GOOD_Juice> in there somewhere. 


8. Save and exit civilopedia.txt.

9. Open the pediaicons.txt file. Look for the following entry:

	#ICON_GOOD_OilB
	art\civilopedia\icons\resources\oillarge.pcx
	art\civilopedia\icons\resources\oilsmall.pcx

Change #ICON_GOOD_OilB to #ICON_GOOD_Juice and point this entry to other graphics if you want (this is only for the civilopedia entry, the graphic that shows up in game on the map is set from within the editor in the natural resources tab_.

10. Play the game!



**************************
*****MODDING CITIZENS****
**************************

First off, I couldn't figure out how to make new citizens use the right graphics, and I don't know if governors will use new citizens. If, for instance, you made a citizen that gave 5 luxuries, would the governor use the new super entertainer, or if it would continue to use the old entertainer (1 luxury).

1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it fucks shit up. Make sure you are using the right one (you probably had to download it separately).

2. You will only need to use the regular civ editor for this, so go to the Citizens tab and change them to what you want them to do, and what prerequisite tech you want civs to have before using them.

3. If you want to be fancy, I suppose you could actually add civilopedia entries for each citizen, after all they do have a civ entry (e.g. CTZN_EntertainerB); however, the civilopedia does not mention citizens at all, so you don't have to make any additions to it if you don't want to.

4. Save and exit the editor.

5. Play the game!


p.s. The default tech requirement is Integrated Defense for all blank items so you can play and not get spammed with several dozen blank items right off the bat.

-------------------
--Version History--
-------------------

v1.8
Added 9 blank citizens
Added 8 blank resources
Added 1 new resource (Timber)

v1.5
Added 20 blank units

v1.01
Included the buildings-large.pcx and buildings-small.pcx files.

v1.0

Added 12 city improvements
Added 12 small wonders
Added 12 great wonders
(all 36 with pics and text entries)