Announcement

Collapse
No announcement yet.

[XML and SDK MODCOMPS] Expanded civics for Warlords-phase 2 and 3

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

  • [XML and SDK MODCOMPS] Expanded civics for Warlords-phase 2 and 3

    Hi guys. This marks my second contribution to Apolyton's Creation&Files forum. What this marks is an attempt to balance and expand the existing civics system. Firstly because I wanted to ensure that no particular civic was necessarily always better than another (a common problem I find in vanilla games) and to give greater amounts of choice throughout the course of the game. Phase 1 was strictly for vanilla Civ4, but phase 2 is a purely XML mod for Warlords.

    This mod adds Oligarchy and Theocracy to the Government category.
    It adds Ecclesiastic Law and Jurisprudence to the Legal Civics.
    It adds Professional and Conscription to Labour-and replaces Emancipation with Organised Labour.
    It adds Barter and Cash Economy to the Economics civics.
    Lastly, it adds Pantheist and Orthodox to the religious civics.
    Anyway, you can download it from

    HERE

    Please try it and give me any feedback-good or bad-so that I can make improvement (or just bask in the glow of your praise )

    Aussie_Lurker.

  • #2
    OK, in phase 3, I have used my expanded CivicsInfos file to create a massive expansion of the existing civics system. Some elements of phase 2 will remain-either fully or partially intact, but whole new categories and abilities will be added.
    With such a large project, I plan to release this mod in stages-and let players decide what they want to keep or let go. Phase 3A consists only of changes to Government Civics, and the addition of an Ideology Civics category. All other civics remain as they are in vanilla. Here are a few pictures I took to hopefully get you all excited :













    Anyway, you will find the mod

    HERE

    Please download and enjoy the mod-and do not hesitate to give me any feedback you might have. Its the only way I will be able to improve it .

    Aussie_Lurker.

    Comment


    • #3
      show screen from phase 2

      whats the difference between CivsInfoPLus

      Comment


      • #4
        Phase 2 is simply 2 extra civics per category, in order to give people greater choice-especially in the early game. In Phase 3, though, I am using my modified CivicInfos file as a basis-which allows me to add such things as StateReligion Commerces, FreeSpecialists and ExtraBuildingCommerces-just to name a few.
        Hope this helps.

        Aussie_Lurker.

        Comment


        • #5
          I don't know how time consuming it would be for you to do this, so if it is just ignore this. It would be great if you could provide a list of the things you've changed for each of the civics so that way I'd be able to figure out whether I wanted to use it or not. The reason I don't just download it and try it is because I've change several in game stuff myself and I don't want to corrupt my game.

          If you can do that great, otherwise thanks for all the time you've put in to improve a great game
          As long as people believe in absurdities they will continue to commit
          atrocities.
          - Voltaire

          Comment


          • #6
            not to mention the patch is getting closer to being released

            would love to add in after the patch !

            thanks for your time
            anti steam and proud of it

            CDO ....its OCD in alpha order like it should be

            Comment


            • #7
              My pleasure guys. You might also be interested to know that I am releasing Phase3b of this mod soon, as well as my new TechInfoPlus mod (adds a and tag to TechInfo.xml).

              Right, I will try to quickly summerise whats in Phase 3.

              Government Civics:

              Dictatorship: +2 gold from monuments; +3 hammers from specialists.
              Oligarchy: +2 hammers from Harbours; +3 gold from Specialists.
              Monarchy: +2 gold from Castles; +3 Culture from Specialists.
              Republic: +2 Happiness in largest cities; +3 science from Specialists.
              Police State: +2 happiness from jails; +25% Unit production.
              Parliamentary: +2 hammers from town; +1 gold and +2 culture from specialists.

              Ideology

              Theocratic: +2 priests, +2 happiness in State Religion cities (-2 happiness in non-state religion cities).
              Militaristic: +25% GG production; +1 Happiness from Stables and Barracks.
              Plutocratic: +1 Happiness from Banks and Markets; +1 Merchant and Artist.
              Feudalistic: Can build units with food; +1 merchant and priest.
              Absolutist: +2 hammers from Castles and monuments; -25% War Weariness.
              Libertarian: +3 science from theatres and universities; +1 Scientist and Artist.
              Fascist: +3 culture from Broadcast Towers and Courthouses; +1 Scientist and Merchant.
              Socialist: +1 Happiness from Universities and Hospitals; +3 food from grocer and market.

              Hope that helps. There are negatives for the majority of these civics, but I cannot recall them off the top of my head, but I think it better balances out the various civics choices (such that you now often have an "Opportunity Cost" and a "Real Cost"-so to speak!).

              Aussie_Lurker.

              Comment

              Working...
              X