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
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 )
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
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 )
Comment