Focusing on the time periods after the invention of gunpowder. It will deliver 12 unique and challenging scenarios created by the development team at Firaxis as well as some esteemed members of the Civ Community. Civ IV: Beyond the Sword will also include ten new civilizations, sixteen new leaders, five new wonders, and a variety of new units that will offer even more fun and exciting ways for players to expand their civilization's power as they strive for world domination.
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
=== Installation Instructions ===
To install, extract the contents into your mod folder. Make a shortcut to the "Mylon Mod.bat" file in the mods folder to anywhere you like and run that when you'd like to play this mod.
=== Release Notes ===
Currently the game is not very balanced. I may make some general wide sweeping balance changes, but that's just a way to kind of set the mold to how I want the game to be. Some of the changes of this mod have some pretty wide-spread effects, which is the intent, though it makes balacing a long process that has to be restarted each time a fairly major change is made.
The code is in place (but commented out) to give a gold bonus as a function of luxury resources. I'm not quite sure if I want to do this, give extra culture from excess happiness, or both. Happiness is already rewarded with a chance for maitenance reduction (though excess happiness is not rewarded).
Known bugs:
+The bonus food occurs after the check for city growth. It is possible to have a city with 21/20 food, for example. This delays growth by one turn. It is expected that production is the same way.
+The formula for calculating turns until growth still does not correctly register in the event that the amount of food needed is a multiple of the surplus food. Technically this works with the bug above to show an accurate turns for growth most of the time. The forumla is:
(GrowthThreshhold - CurrentFood) / FoodSurplus, if FoodTurnsLeft % 1 != FoodTurnsLeft += 1, int(FoodTurnsLeft)
+Production is being more difficult to work out. I put the bonus production number on screen, but my attempts to calculate the number of turns left has caused errors, so it's not in at the moment.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model, usually at a lower value.
+Crop Rotation and Terraforming are in the wrong place in the tech tree. The XML says that both of them should be available after Calendar and Ecology respectively, but Crop Rotation is available at the start and Terraforming is avialable after Calendar. It's weird.
=== The change Log ===
--- 0.26 Changes ---
+ (New) New bonus resources added. Credit goes to Byrjw for his mod. Resources: Pearl (happiness), Salt (health and, of course, food ), tobacco (happiness), and Coffee (happiness).
+| (Changes from original bonus resources) Salt's health bonus is given with the grocer instead of the market and all of the happiness bonuses are given to the market. All of the old bonuses have been reset to their original configurations.
+ (New) Terraforming has been added! Each plot of land can be terraformed by one step into an "improved" plot of land. Terrain types will still retain their original priorities. Most terraforming operations provide +1 food and +1 commerce. Peaks are still unusable. Water tiles are unchanged. Terraforming requires 5000 worker time units (roads requrie 200) and is revealed by it's own tech, Terraforming.own tech, Terraforming, which is in turn revealed by Ecology. This will destroy any existing improvement, and is not supposed to be easily done to the entire map.
+ (New) Tree nurseries added. Requires guilds and being worked for 40 turns to turn into a full forest.
+ (Change) Workshops changed to +2 production. They should be more useful now.
+ (Change) Cities now gain +250 free plot culture for the city plot and +200 free culture for adjacent tiles, up from 2 and 1 respectively. This'll give cities more time to establish themselves before a foreign influence, like a religion, can strangle the city.
+ (Change) Broadcast Tower is +1 happiness per 15%. Unadvertised 0.22 change.
+ (Change) The limit of missionaries is now only 2 per religion.
--- 0.25 Changes ---
+ (New) The promised cultural model should finally be working now. This means culture should be a lot more widespread. Also, plot culture works differently. It's now assigned at the rate of 0.75 ^ (distance beyond 3x3 grid) + 1. This should prevent the situation of one civilization having a level or more of culture than the city owner getting a +20 or greater bonus to plot culture and further taking over the city.
+ (New) According to the new cultural model, religious buildings now generate +1 culture for the owner of the holy city. A city with a foreign religion and the 3 religious buildings will generate 4 culture (multiplied by the city's cultural modifier).
+ (New) Inqusitors added! If you don't like a civilization giving you their religion, or your holy city has fallen into enemy hands, you can send inquisitors to remove religions from a city.
+ (Change) Cities are now favored to their owner nation differently. Cities generate culture at a rate of 0.2 + 0.8 * Nationality%, so at worst it generates at 20% nationality. The bonus gets larger as the city gets more mixed. Foreign culture is according to nationality% - 0.2 * Nationality% ^ 2, so at best foreign culture generates at 80%, but this penalty is smaller at lower percentages.
--- 0.22 Changes ---
+ (New) New Building. District Court House. -20% maitenance, +1 culture, requires Courthose. Cost 200. Unadvertised 0.21 change.
+ (Change) Military units now cost a base of 4 gold per to maintain, up from a cost of 1. This should cut down on the size of militaries, especially in late game. The number of free units has not been changed, and this mod does make for bigger cities, so this change should only cut down on excessively large armies.
+ (Change) Military units are now cheaper to upgrade. The base cost has been lowered to 20 from 25.
+ (Change) Some speed changes. Units now cost +15%, buildings +25% (up from +15%). More population means more engineers/priests, which in turn means buildings can be built faster. Epic has been changed mostly to it's original values, except for building and unit training. Towns now take +25% more turns to grow. Normal game speed tweaked a bit to give roughly 20% more turns.
+ (Change) Priests now provide 2 gold. Artists provide 6 culture. All great specialists +2 culture, Great Priest 6 gold. Great Artist 8 gold, 2 research, 16 culture (after +2), Great Scientist 10 research, Other values have not changed.
+ (Change) All financial buildings are now +20% gold increments. Grocer, Market, Bank, Internet Backbone, Mall +20%, +40% for bank.
+ (Change) Coloseum is now +1 happy per 20% again. Museum is +1 per 25%. Theater is +1 per 15%. This ought to encourage a higher culture rate, which in turn will slow down tech a bit.
+ (Change) The Internet now requires 3 civilizations to have a tech before it becomes free.
+ (Cange) City Maitenance has been doubled. More cities will cripple a civilization's economy. Maximum cost of city maitenance has been tripled. Ideally, civilizations will still be founding cities in later eras as it becomes economically affordable.
+ (Change) Military Academy is now +2 culture.
+ (Change) Cultural levels are now in powers of 5, starting at 50. Goes to 250, 1250, 6250, 31250, 156250. This might fix cultural victory, given how many buildings now give culture.
+ (Fix) Internet Backbone did not have the commerce modifier advertised. Fixed. Except now it's +20%, in line with above change.
--- 0.21 Changes ---
+ (New) More new buildings. First is Sewer System. Cost 200, requires aqueduct, requires civil service, +2 health.
+ (New) New Building. Wastewater Treatment Plant. Cost 250, requires Sewer System, requires industrialism. +2 health.
+ (New) New Building. Townhall. Cost 120, -20% to city maitenance, +1 culture. Prerequisite for a Courthouse.
+ (New) New Building. Mall. Cost 250. +25% gold, +2 merchant slots, +1 happiness, +2 culture.
+ (New) New National wonder. Internet Backbone. Requires that internet has been built. +2 global happiness, +50% global culture happiness, +25% global gold, 1 of each specialist slot for founding city, +2 great engineer person rate. Cost 750.
+ (New) New Building. Hydropnics farm. Cost 400, requires Ecology. +5% food yield. Can be built more than once. This is accomplished by replacing the building with a specialist which says does nothing, but it's managed with the rest of the bonus food. It says it provides a +1 bonus to health, but this encourages the AI to build it.
+ (Change) Courthouse is now -20% maitenance.
+ (Change) Banks now add 1 merchant slot.
+ (Change) Space elevator now gives 6 culture.
+ (Change) Tech costs re-tweaked. It's now +25% medieval, +50% Renaissance, +75% industrial, +100% modern, +125% future. This is in addition to the 1.08 patch changes to technology. Also, the base cost of Crop Rotation has been lowered to 400.
- (semi-Disabled) Trade routes now are a means of spreading culture. Cities spread culture via trade according to their nationality at the rate of their culture generation at a percentage proportional to the trade value. Culturally strong cities will spread their culture better. Large trade values cities will spread their culture better. Mixed cities will spread mixed culture.
- (semi-Disabled) Religions now generate culture for the nationality of the holy city owner. This is at a base of 1 point per religion.
--- 0.20 Changes ---
+ (New) New cultural model! Cities now generate culture according to their nationality. Cities get a ~5% boost in culture generation for their owner and generate at ~95% of the nationality for foreigners. This means that culture is much more important than only border cities.
|+ To elaborate, a city of 25% foreign nationality and a culture rate of 100/turn will produce 78 culture per turn for it's owner and 23 culture for the foreign civilization. This foreign culture will influence tiles around the city and eventually reach cities further inside your borders. I'm not sure how this will affect conquered cities out of reach of your borders. I presume they will eventually take over the city cuturally, but it will be a slow process and the city may loose it's revolt immunity beforehand. Cities also generate an additional 1 culture per turn for their owner nation (this is not multiplied, by anything, so it should not pose a threat to cultural civilizations), and at least 2% of culture generated for their owner nation.per turn for their owner nation.
|+ (Hint) If a city drops below 47% culture, further culture generation will not help this city much. If you wish to keep this city from revolting, build the culture rate of other nearby cities.
+ (New) New bonus food model. The old model favored more, smaller cities (aka, ICS) due to smaller cities having a larger health maragin, and thus getting more bonus food. The new model is +5% per food resource and an additional +5% if the complimenting building is also built. Unfortunately this model does not yield infinitely sized cities like the health model did.
+ (New) New Building: Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.
+ (New) New Building: National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.
+ (New) New Building: National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.
+ (Change) Crop Rotation now yields +2 health.
+ (Change) Merchants now yield 1 food, great merchants 2 food. Artists and great artists get +2 and +5 commerce respectively. Scientists yield 4 beakers. Engineers get +1 beaker.
+ (Change) Removed the state religion requirement of missionaries and the technology requirement of higher clergy. The former was unintended and the latter only clutters getting the Priesthood tech. The unit limit for missionaries is now 2. The higher clergy fills the need for the 3rd slot.
+ (Fix) The Crop Rotation should have a quote now. Just a copy of Agriculture, but at least it's something.
+ (Fix) While producting an item with food the bonus food was showing up twice in the city production screen in the extra food and bonus production. This was a display problem only, but fixed.
+ (Fix) I accidently changed Barracks exp instead of Military Academy exp. Barracks are now 4 exp again and Military Academies are 2 exp.
--- 0.16 Changes ---
+ (New) New building: Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.
+ (New) New Building: City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.
+ (New) I added the new missionary units from the Faith Mod. These units can be builty in the holy cities and have 3 movement points to facility being able to spread religion without organized religion. A city can only support one such unit at a time.
+ (Change) Colosseums give +1 happiness per 15% culture now. Well, technically +1 per 14.3%, but culture can't be controlled that finely and it's as close as I can get to 15% given how the XML file works. Colosseums also have a base cost of 150, up from 120.
+ (Change) Red Cross now gives +1 to health in all cities to make it less of a military building.
+ (Change) Medicine now also gives +1 health.
+ (Fix) The +2 experience of the Military Academy change advertised in the previous patch wasn't in the mod. This has been fixed.
--- 0.15 Changes ---
+ (New) Strategic Resources now give a +5% production bonus. Copper, iron, stone, ect all increase production rates for a maximum bonus of +45% with all 9 resources. Building speed has been slowed to 115 from 100 to keep things from being built too quickly. However, a player can still achieve a small increase by obtaining all of the resources.
+ (New) Actually a 0.10 change that wasn't documented, but there exists a new culture level at 25000 culture. The culture level before that is "Elegant", and the new level is "Refined". I'll probably add one more level when I determine a good number for the additional level and a name for it.
+City growth has been halved. Cities were growing too quickly with the extra food.
+ (Change) The price of granaries has been doubled. The +health bonus and growth bonus are very powerful given the changes of this mod.
+ (Change) More buildings give culture, and some buildings have had their culture rate increased. This is a temporary measure, as all buildings will eventually be converted to a +% system.
|+Barracks give 2 culture.
|+Walls give 1 culture. A Castle gives 2 culture.
|+Temples now give 2 culture each.
|+The Palace gives 5 culture, a courthouse 1 culture.
|+Colosseums now give 2 culture. Think football stadium.
+ (Change) Barracks cost has been raised to 80.
+ (Change) Military Academy only gives +2 exp now.
+ (Change) State Universities now allow a merchant as opposed to a priest.
+ (Fix) A typo made Islamic Cathedrals practically unbuildable. This has been fixed.
+ (Fix) The city growth bar wasn't displaying properly. It listed the number of turns to go from 0 food to grow the city, not from the current amount of food.
+ (Fix) Bonus food now applies to settler and worker production.
=== Planned changes ===
+Bonus commerce for resources. Fur, ivory, silk, silver give +5% commerce each to all cities. Some resources give more: gold +10%, ect.
+Modifying industrial/modern units to be slightly less uber compared to previous tech. Make iron clads able to compete with destroyers, sam infantry able to compete with modern armor, ect. A bit more like, say, axemen versus pikemen or even pikemen versus cavalry. Technology helps, but it shouldn't make an army invincible.
+More buildings, including national wonders.
|+ Fusion Power Plant: +25% industry, provides power, no meltdown.
|+ Military Training Camp (I'll find a better name later). National wonder: 1 unit in this city gains +1 exp per turn. Might be changed to require 3 military academies instead.
+More technology. Put a few more barricades that will make a rush to modern military units slower and possibly more detrimental. "You have modern tanks, but I have highly experienced LAW Infantry."
+Much more culture
|+Citizens produce culture. Each citizen produces some amount of culture and specialists produce a little extra.
|+ Normal buildings give a percentage boost to culture. Wonders, cathedrals, and certain other buildings will produce culture and/or give an additional boost. All buildings will give some boost to culture, even if only 5%.
|+ Extra cultural levels. In the default game, at the legendary culture level a city can only influence another 6 space away orthagonally. Cities more than 4 spaces away are nearly impossible to turn.
|+ (uncertain on this one) Add in a culture multiplier. This multiplier increases the modifiers of other builings to help keep buildings like broadcast towers and cathedrals special.
+ Advanced farming techniques. Something like crop rotation or other means of improving crop yield fairly early on. Might couple with irridation or another technology to increase food output even further to yield megalopolises later on.
+ (Low priority) Fixing the UN. Adding more resolutions, making it less like a global dictatorship that forces people, and possibly adding features that would make it more fun. Quite likely steal some Planetary Council measures from SMAC if possible.
+ (Low priority) More interesting Space Race. One idea is to make the components into units and requiring an addititional national wonder: Launch pad. The components must all make it to the launch pad to claim victory.
+ (Low Priority) Balance victory conditions. Time and culture will need some considerable tweakings given the other changes in this game. It's suggested that these victory conditions be left unchecked.
+ (Low Priority) (Uncertain on this one) Add a future era. Put in some super tech, laser equipped soldiers, other neat stuff.
=== Change Ideas ===
+Amusement Park +happiness
+Casino +tax, -happiness
+Mass Transit System +health
+Park +health, +happiness
+Solar Power Plant +Clean power
+Cure for Cancer +Future tech, +health, +happiness
+National Library
+HDTV
+Ion Satellites. Orbital city bombardment. Maybe treated as a nuke without the baggage.
+Hospitals lower food consumption per population. This simulates less people dying by the population raising until the food consumption equals it's old value.
+Travelling performers. +2 happiness for being in same tile as a city, national limit of 1.
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.
+Specialist: Bureaucrat. Bonuses uncertain. Great leaders will probably build another -20% maitenance building. Wonders could provide free Bureaucrats, as well as the civic Bureacracy
=== Credits ===
Byrjw for his resource mod
tywiggins for his Forestry Mod and his Terraform Mod
ChaosLord for the holy city missionaries idea