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  [Spoilers] Woden takes on the World (PBEM18)
Posted by: Woden - May 14th, 2020, 16:52 - Forum: Civilization 6 PBEM 18 - Replies (367)

Nothing to say right, just want to get a thread going. If you are playing in this game and not me...get out!

Print this item

  Close to Home 1.1 - Download thread
Posted by: Charriu - May 14th, 2020, 15:53 - Forum: Close to Home Mod - No Replies

You can download the mod here: Close to Home 1.1

Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW


Changelog version 1.1

Tile Yields and Improvements

  • Lumbermills: Available at Machinery, +1 commerce, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
  • Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
  • Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
  • AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
  • Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
  • Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
  • Inflation: Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
  • War Weariness: War weariness declines faster after the war ended
  • Religion spread: Spreading religions via missionaries to your own cities never fails
  • Global warming: Removed
  • Espionage: Active missions removed
  • Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
  • Agriculture: Cost 40 instead of 60
  • Mysticism: Cost 60 instead of 50
  • Hunting: Cost 50 instead of 40
  • Metal Casting: Cost 300 instead of  450
  • Alphabet: Cost 250 instead of 300
  • Mysticism: Now adds +1 commerce to Palace
  • Astronomy: Add Paper as another prerequisite
  • Refrigeration: lose +1 sea movement
Buildings
  • Castle: Obsoletes at Corporation instead of Economics
  • Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
National Wonders
  • Red Cross: Cost 200 instead of 600
  • West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
  • Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
  • Great Lighthouse: +1 trade route in coastal cities instead of +2
  • Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
  • Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
  • Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
  • Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Land units
  • Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
  • Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
  • War elephant: Strength 7 instead of 8
  • Airship: Cannot see submarines
  • ICBM: Cost 1500 instead of 500
  • Tactical Nuke: Cost 750 instead of 250
  • Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
  • Work Boat: no longer require any tech (still require Fishing to work water tiles).
  • Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
  • Submarine and Attack Submarine: Flanking vs Transports
Corporations
  • Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
  • Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
  • Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
  • Serfdom: +1 hammer on Farms and Watermills, +1 commerce on Windmills
  • Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
  • State Property: Lose +10% Hammer in all cities
  • Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
  • Vassalage: Medium cost instead of High
Traits
  • Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce
  • Expansive: Remove Worker bonus, add +100% production of Aqueduct and Grocer
  • Creative: Reduce Library bonus from 100% to 35%
  • Charismatic: +100% production of Monument, +35% production of Library
  • Imperialistic: +100% production of Customs House and Stable
  • Aggressive: +25% production of worker
  • Protective: +75% trade route yield (like Harbors do)
Civs
  • UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
  • America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
  • America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
  • Babylon UB: Replace Granary; available at Agriculture; only +1 health
  • Byzantium UB: Replace Colosseum instead of Theatre, +1 happy from horse, +1 happy per 10 culture instead of 20
  • Byzantium UU: Strength 11 instead of 12, first strike immune like normal knight
  • France UB: +1 free specialist instead of +1 artist
  • Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
  • Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
  • Inca UB: +1 culture instead of +2, Cost 70 instead of 60
  • India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
  • Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
  • Khmer UU: Stays at 8 strength instead of base units now 7 strength, requires Ivory or Iron
  • Korea UU: Targets melee first outside of cities
  • Maya UU: Starts with Woodsman 1
  • Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
  • Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
  • Rome UU: Strength 7 instead of 8, only +10% city attack compared to base unit, cost 40 just like base unit
  • Russia UB: Replace University instead of Laboratory, only +1 free scientist
  • Spain UB: Never obsoletes, +2 XP for naval units
  • Zulu UU: Remove Mobility promotion
Leaders
  • Also included are three new leaders for the missing trait combos ORG/PRO, CHM/CRE and IND/PRO
Events

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover

New game options
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP

BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen

Additional bug fixes
The No Espionage game option now works properly:

    GSpy points are converted into Great Merchant points.
    Espionage no longer gets converted into culture.
    Cultural expansion now happens at normal values.
    Spies cannot be built.
    Graphs are always visible on contact.

Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Maximum player number increased to 52

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here

Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives





If you want to follow the discussion from the very beginning, you'll find the very first changelog in the Spoiler

Changelog version 0.1

Tile Yields and Improvements
  • Lumbermills: Available at Machinery, +1 commerce, Lumber mills and forest preserves now +1 commerce on the corner of rivers, just like the other improvements do. Necessary: 3 Closeness: 3
  • Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above Necessary: 2 Closeness: 4
Game Mechanics
  • Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket). Necessary: 4 Closeness: 4
  • AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions. Necessary: 5 Closeness: 5
  • Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers). Necessary: 5 Closeness: 5
  • Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical. Necessary: 5 Closeness: 5
  • Inflation: Inflation rate now increases with global tech state. Previously inflation only depended on how many turns had past, and so if the global tech rate was very high (due to lots of tech trading), players would reach high end-game yields and still have very little inflation - which would increase the tech rate further. With this change, there will be higher inflation in games which have lots of tech trading. (And the inflation will be slightly higher for players with better tech!) Necessary: 4 Closeness: 4
  • War Weariness: You no longer accumulate war weariness if you are winning battles. Captured cities only generate war weariness if you don't have the majority of culture in that city. War weariness also declines faster after the war ended Necessary: 5 Closeness: 4
  • Religion spread: Spreading religions via missionaries to your own cities never fails Necessary: 2 Closeness: 5
  • Global warming: Removed Necessary: 5 Closeness: 5
  • Espionage: Active missions removed Necessary: 4 Closeness: 3
  • Espionage: 'No espionage' option fixed, see bugfix section for more details
  • Maximum player number increased to 52
Techs
  • Fishing: Cost 50 instead of 40 Necessary: 5 Closeness: 4
  • Agriculture Cost 40 instead of 60 Necessary: 5 Closeness: 4
  • Mysticism Cost 60 instead of 50 Necessary: 5 Closeness: 4
  • Archery Cost 40 instead of 60 Necessary: 2 Closeness: 3
  • Animal Husbandry Cost 80 instead of 100 Necessary: 4 Closeness: 4
  • Metal Casting Cost 300 instead of  450 Necessary: 2 Closeness: 4
  • Masonry Cost 100 instead of 80 Necessary: 3 Closeness: 3
  • Alphabet Cost 250 instead of 300 Necessary: 2 Closeness: 4
  • Hunting: No longer enables Scouts instead gives scouts +1 movement bringing them to their normal 2 movement Necessary: 5 Closeness: 3
  • Astronomy: Add Paper as another prerequisite Necessary: 2 Closeness: 3
  • Radio: +1 sea visibility Necessary: 2 Closeness: 3
  • Refrigeration: lose +1 sea movement Necessary: 2 Closeness: 3
Buildings
  • Aqueduct: Cost 90 instead of 100 Necessary: 4 Closeness: 5
  • Colosseum: +1 commerce Necessary: 2 Closeness: 4
  • Castle: Obsoletes at Corporation instead of Economics Necessary: 3 Closeness: 5
  • Customs House: Cost 120 instead of 180 Necessary: 2 Closeness: 5
National Wonders
  • Red Cross: Cost 200 instead of 600 Necessary: 3 Closeness: 5
  • West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6 Necessary: 2 Closeness: 4
Wonders
  • Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource. Necessary: 3 Closeness: 3
  • Great Lighthouse: +1 trade route in coastal cities instead of +2 Necessary: 4 Closeness: 5
Unit mechanics
  • Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%. Necessary: 3 Closeness: 5
  • Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody Necessary: 4 Closeness: 3
  • Coastal blockade: only block trade routes, blockaded cities can still work blocked tiles. Necessary: 5 Closeness: 4
Land units
  • Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting) Necessary: 5 Closeness: 3
  • Swordsman: +20% city attack instead of +10% Necessary: 3 Closeness: 5
  • War elephant: Strength 7 instead of 8 Necessary: 5 Closeness: 5
  • Airship: Cannot see submarines Necessary: 4 Closeness: 5
  • ICBM: Cost 1500 instead of 500 Necessary: 3 Closeness: 5
  • Tactical Nuke: Cost 750 instead of 250 Necessary: 3 Closeness: 5
  • Nukes: Nukes never create fallout on tiles containing strategic resources. Necessary: 4 Closeness: 4
Naval units
  • Work Boat: no longer require any tech (still require Fishing to work water tiles). Necessary: 5 Closeness: 3
  • Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy Necessary: 3 Closeness: 4
  • Submarine and Attack Submarine: Flanking vs Transports Necessary: 3 Closeness: 4
Corporations
  • Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person. Necessary: 5 Closeness: 2
  • HQ: 3 gold instead of 4 received per corporation spread Necessary: 5 Closeness: 4
  • Sushi, Cereal, Creative and Mining Corps: Yields from resources halved Necessary: 5 Closeness: 3
Civics
  • Slavery: Available at Masonry instead of Bronze Working Necessary: 4 Closeness: 3
  • Serfdom: Produce military units with food like settlers and workers, +2 commerce on farms Necessary: 4 Closeness: 2
  • Emancipation: No anarchy turns Necessary: 4 Closeness: 5
  • Environmentalism: Available at Biology instead of Medicine Necessary: 3 Closeness: 4
  • Vassalage: Medium cost instead of High Necessary: 2 Closeness: 4
Traits
  • Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce. +50% production of Bank. Necessary: 5 Closeness: 4
  • Expansive: Remove Harbor bonus Necessary: 4 Closeness: 4
  • Creative: Remove Colosseum bonus Necessary: 4 Closeness: 4
  • Charismatic: +100% production of Monument and Colosseum Necessary: 4 Closeness: 4
  • Imperialistic: +100% production of Customs House and Stable Necessary: 4 Closeness: 4
  • Aggressive: +1 hammer on strategic resources, +100% production of Jail Necessary: 4 Closeness: 3
  • Protective: +1 hammer on city tile, +25% trade yield, +100% production of Harbor Necessary: 5 Closeness: 3
  • Industrious: +100% production of Aqueduct and Coal plant Necessary: 3 Closeness: 4
Civs
  • America UB: NEW Town Hall - Colosseum replacement, +3 Great People Points +1 happy from Hit Musical, Singles and Movies Necessary: 5 Closeness: 1
  • America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1. Necessary: 5 Closeness: 1
  • Arabia UU: Replace Horse archer instead of Knight, receive +20% vs mounted Necessary: 3 Closeness: 4
  • Babylon UB: Replace Aqueduct instead of Colosseum, +1 health instead of +2 health, +5% food Necessary: 4 Closeness: 3
  • Byzantium UB: Replace Colosseum instead of Theatre, +1 happy from horse, +1 happy per 10 culture instead of 20 Necessary: 2 Closeness: 3
  • Byzantium UU: Strength 11 instead of 12, first strike immune like normal knight Necessary: 5 Closeness: 5
  • Celts UB: Never obsoletes Necessary: 3 Closeness: 5
  • Ethiopia UB: Never obsoletes Necessary: 3 Closeness: 5
  • France UB: +1 free specialist instead of +1 artist Necessary: 2 Closeness: 4
  • France UU: NEW strength 11 instead of 9, movement 1 Necessary: 2 Closeness: 3
  • Germany UB: Assembly plant now at Steam Power instead of Assembly line, +2 hammer Necessary: 5 Closeness: 4
  • Germany UU: NEW Stosstruppen - replace Grenadier, movement 2 instead of 1 Necessary: 5 Closeness: 1
  • Greece UB: Replace Theatre instead of Colosseum, +1 happy, +1 happy from hit single, -1 culture, +1 free artist Necessary: 1 Closeness: 3
  • Greece UU: Replace icon Necessary: 3 Closeness: 4
  • Inca UB: +1 culture instead of +2, Cost 70 instead of 60 Necessary: 5 Closeness: 4
  • Inca UU: no combat 1, Cost 20 instead of 15 Necessary: 5 Closeness: 4
  • India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60 Necessary: 5 Closeness: 4
  • Japan UB: NEW Dojo, Barracks replacement - +1XP to Gunpowder, +1XP to Mounted, +1XP to Air, +2XP to Melee in addition to +3 XP for land units Necessary: 5 Closeness: 1
  • Japan UU: requires Copper or Iron instead of only Iron Necessary: 3 Closeness: 5
  • Khmer UB: Acts as a source of water Necessary: 4 Closeness: 3
  • Khmer UU: Stays at 8 strength instead of base units now 7 strength Necessary: 4 Closeness: 5
  • Korea UB: Cost 180 instead of 200 Necessary: 3 Closeness: 5
  • Korea UU: Targets melee first outside of cities Necessary: 3 Closeness: 4
  • Mali UU: No first strikes Necessary: 3 Closeness: 5
  • Maya UU: Immune to first strikes and City garrison 1, other City garrison promotions are now eligible for melee Necessary: 3 Closeness: 4
  • Mongolia UU: Replace Knight instead of Horse archer - not immune to first strike, first strike, ignore terrain Necessary: 2 Closeness: 4
  • Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture Necessary: 5 Closeness: 3
  • Native America UB: Available at Archery instead of Mysticism, +3 XP for archer units and +1 for gunpowder units, never obsoletes, Necessary: 4 Closeness: 3
  • Native America UU: Need more ideas to make it useful
  • Portugal UB: Replace Harbor instead of Customs house - +1 commerce on water tiles Necessary: 4 Closeness: 4
  • Rome UU: Strength 7 instead of 8 Necessary: 5 Closeness: 5
  • Russia UB: Replace University instead of Laboratory - Cost 180 instead of 200, only +1 free scientist Necessary: 5 Closeness: 2
  • Spain UB: Never obsoletes, +3 XP for naval units Necessary:  Closeness: 4
  • Zulu UB: -10% maintenance instead of -20% Necessary: 5 Closeness: 5
  • Zulu UU: Remove Mobility promotion Necessary: 5 Closeness: 3
Leaders
  • Also included are three new leaders for the missing trait combos ORG/PRO, CHM/CRE and IND/PRO
In addition to all of the above I will also include all bugfixes from RtR, BUG and game option

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  Ideas for imperiums and OSGs
Posted by: utwig - May 13th, 2020, 07:58 - Forum: Master of Orion - Replies (18)

I have idea for Imperium or OSG: You are Redwing the leader of Alkari and you want to win biggly. You are only restricted to Yuge ship designs beyond your initial colony ship and two scouts. Go big or go home.

I tested this variant on hard and it's doable.

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  Favorite Custom Wizard (CoM 6.01)
Posted by: ksasaki - May 12th, 2020, 18:47 - Forum: Caster of Magic - Replies (6)

I like to play huge map, powerful nodes, with epic battles and trying to defeat all nodes if possible.  I've tried several races, but really like barbarians for their spellserkers and pathfinding, and lizardmen for fast settlers and waterwalking.  Halflings theoretically good for unrest, but they start really slow and are more a turtle race.

Here is the build I have so far:
2 death
2 nature
1 chaos
2 sorcery

wild boars (great for attacking neutral towns / defense), also consider sprites a close second
death (skeletons: free unrest control, not so great for defense, but good for detecting invisible units and decent at defense against poison death, and illusions)
confusion (ultimate spell for cracking nodes early)

archmage, conjurer, channeler, astrologer.  I used to not have channeler, but I find my style makes constant use of spellcasting and those 3x casting costs really start to hurt later in the game!

I'm thinking about dropping the death books (I really like skeletons but they can't kill too much alone) and adding maybe one sorcery for phantom warriors to make cracking sorcery nodes easier, maybe one in Chaos as well for fire bolt or one more in green for sprites AND wild boars

This build works great to weak / mid sized monsters but it really struggles against super beasts like drakes, archangels, demon lords etc.  Dependent on finding some good treasure from mid sized nodes.

Would love to hear other people's builds, and how they defeat those super monsters, they are really buffed up in CoM.  Or just web / cracks call cheese as before  lol

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  Civ AI Survivor: Season Five
Posted by: Sullla - May 12th, 2020, 09:09 - Forum: Civilization General Discussion - Replies (358)

Civ4 AI Survivor Season Five: The AI Land

[Image: survivor5logo.png]

Introduction

After we finished up with Season Four of Civ4 AI Survivor, I needed to take a long break from the event. It's a ton of fun and I love the interactions with the rest of the community, but sheesh, the organizing and planning and writing is a whole lot of work! I wasn't sure if I would be interested in running another season this year or use the time to relax and explore other games on Livestream. However, as everyone knows by now, the COVID-19 virus decided to show up in 2020 and wreck everyone's plans. Suddenly I was spending far more time at home than ever before, and as weeks of quarantine began to extend into months, it became clear that things were going to be pretty bad for a long time yet to come. I figured that I could put some of that extra time to good use and run an event that brings some excitement and happiness into people's lives, even if it's only a couple hundred of Civilization fans on the Internet. If there was ever a time to run another season of AI Survivor, this was surely it.

Therefore we're bringing back all of our favorite Civ4 AI personalities for another round of competition. This will be the fifth time in all that we're embarked on this venture. Back in Season One, I was still figuring out the format and running everything via forums posts at Realms Beyond. It was a bit of a rough process even if it was still fun. For Season Two, I switched over to Livestreaming the matches in real time, and that made things infinintely more fun for everyone with the viewers getting to comment on the action in real time. It's not an exaggeration to say that the running commentary on the Livestream was often much more entertaining than whatever the AI leaders happened to be doing at the moment. Season Three saw more refinements to the process, with maps selected ahead of time and blindly assigned to the leaders for purposes of fairness, and online straw polls/predictions recorded before the matches and included in a series of written previews. Season Four initiated the adoption of the correct starting techs for each civilization along with the implementation of a second AI-controlled observer civ so that we could watch the voting in the Apostolic Palace without fear of a religious victory taking place. We were consistently hitting 100 concurrent viewers on Livestream for Season Four and 150 entrants into the picking contest. Can we beat those numbers for Season Five?

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The basic tournament structure will remain the same from past seasons. The 52 AI leaders in Civilization 4 get randomly sorted into eight opening round games, half of them with 6 leaders and half of them with 7 leaders. Two leaders will advance to the playoff round from each match, the winning leader and the non-winner with the highest in-game score. AIs who survive the match but do not advance will get one final opportunity to make the playoffs in a Wildcard game played after the opening round matches. The Wildcard game has had as many as a dozen leaders and as few as six leaders in past years and it can get a little bit weird as a result. (The Wildcard game is also the only one that we run with Raging Barbarians turned on, and yes, we have seen an AI leader lose their capital city to the barbs!) This creates our field of 18 leaders sorted into three playoff games of 6 AIs apiece. Finally, we feed the top two leaders from each playoff game, the winner and the highest scoring non-winner, into a championship game and crown an overall winner of the competition.

For Season Four, we tried out a seeding system akin to what the World Cup uses when drawing teams into its groups. This proved to be a big success and we'll be continuing it for Season Five. The top eight AI leaders based on past performance will be placed in Pool 1, and the next eight AI leaders based on past performance will be placed in Pool 2. Each of the opening round games will have one leader drawn from Pool 1 and one leader drawn from Pool 2. The remaining 36 AI leaders in Civ4 will be unseeded and can be randomly drawn into any opening round game. Here's a list of which leaders fall into which category:

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AI leader rankings are based on our customized scoring system of past performances; click here for a link to the full ranking as of the end of Season Four. AI leaders score 5 points for a first place finish, 2 points for a second place finish, and 1 point for each elimination of another leader. While this is a purely arbitrary system, it seems to provide an effective metric for evaluating prior seasons of the competition. The idea behind the seeding system is to stop the top AI leaders from hitting one another in an opening round "group of death" match while still preserving the random draw element that makes this event so much fun. Choosing to pick pools of leaders ranked 1-8 and 9-16 is of course another arbitrary decision but there's some logic to having one top leader and another secondary leader in each of the eight opening round games. Note that we did have a tie for the final seeded spot between Shaka and Boudica, and Shaka got the nod by virtue of having a better performance in the most recent year of competition.

The game settings will continue over from the last Civ4 AI Survivor competition. We use Deity AIs to speed up the overall pace of the game and reach victory results sooner. The map script is the default Pangaea, designed to keep all of the AI leaders in close contact with one another. Prior to the Season Three competition, I went ahead and tested out some games with Continents or Archipelago setups, and they just didn't work that well. The Civ4 AI doesn't really know how to run naval invasions, and there were lots of wars that just did nothing because the AIs couldn't reach one another. They need to be on the same continent from what I've found, and Pangaea works well enough for that. We use Normal game speed and Standard sized maps, with the one exception of dropping the sea level to "Low" setting for the games with 7 AIs to create a little more room for the extra competitior.

For the game options, the biggest effect on the gameplay is turning off Tech Trading. I'll repeat here what I wrote in the setup phase from past years: "When tech trading is left on, the AIs tend to stay bunched together with no one ever getting too far ahead or falling too far behind. With everyone fielding the same units, it becomes difficult for the AIs to attack one another successfully, and generally makes for less interesting games. But when tech trading gets switched off, all of the AIs have to sink or swim based on their own research efforts. This spreads them out much more widely on the tech tree, and once the laggards fall a full generation behind in military tech, they tend to get swallowed up by their more advanced rivals." With tech trading removed, we frequently see some AIs fall an entire era or more behind in technology, which prevents would-be conquerers from ignoring their economies and trading their way to tech parity. A balanced approach tends to work the best in these games, with alternating periods of warring to expand followed by peaceful consolidation. Woe to those who fall behind in military tech in this competition - it nearly always ends badly. We've also increasingly noticed the different research preferences of the various AI leaders in recent years, with the warmongers overly obsessing on military techs and some of the peacenik AIs refusing to pick up Rifling even as they're dying to foreign invaders. Turning on tech trading would remove this important aspect of the competition and make the overall setup a lot less interesting.

Otherwise, we turn off Vassal States to prevent the AIs from surrendering to one another. If they can vassal when losing wars, hardly any of the AIs ever get eliminated, and that's boring. We want to see bloodthirsty games! No escape, no mercy. We also turn off Events because they're kind of a Single Player thing, and the AI doesn't understand what they do. We similarly use Aggressive AI to spice things up and increase the number of wars. The big thing that Aggressive AI does is remove a flag that will stop the AIs from declaring certain wars. Normally they will not attack someone who has more than double their military power. Turning on Aggressive AI removes that check in their coding logic. This leads to occasionally suicidal war declarations based on diplomatic relations, and that's exactly the kind of thing we want to see! mischief

New Changes for Civ4 AI Survivor Season Five

There are a couple of other minor tweaks to the format for this season. First of all, we're changing up the climate setting once again, largely just for fun. The first four seasons of AI Survivor used "Temperate", "Arid", "Tropical", and "Rocky" climates for the games, and we'll go with the final "Cold" option for this season. This has absolutely nothing to do whatsoever with the real-life location where Season Five of Survivor was shot in Thailand but there's nothing to be done about that. The television Survivor would never be filmed in a cold climate for obvious reasons. (I'm honestly a little surprised that I've been able to keep making puns involving the season name and the word "AI", happy coincidence there.) We'll also continue to use the "Choose Religions" options so that we can avoid getting Buddhism and Hinduism as the dominant religions in every game.

The main change for Season Five involves the Apostolic Palace. This has been the most controversial aspect of prior seasons from a gameplay perspective, with the AI civ that controls the Apostolic Palace often using it to shut down literally every invasion launched against them, or forcing everyone in the game to declare war on some hapless target. The argument in favor of the AP is that it introduces a wild and unpredictable element of chaos into each game which can be a lot of fun to watch. The argument against the AP is that a single wonder shouldn't have such a massively disproportionate effect on the rest of the gameplay, and in particular, it shouldn't become a magical shield that can shut down all aggression for hundreds of turns on end. I decided to run a poll question asking the community whether they wanted to see the inclusion of the Apostolic Palace for Season Five. The results were decisive:

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With more than 100 votes cast, the community chose to remove the Apostolic Palace by greater than a 2:1 margin. Therefore we won't be running an AI observer civ for Season Five as there won't be any need. I will Worldbuilder the Apostolic Palace into the player-controlled observer civ on the first turn of the game, and that should prevent any of the AI competitiors from being able to build it themselves. This is a modest nerf to the religious-focused AIs since it takes away one of their tools for controlling the diplomacy. On the other hand, it may actually help some of them by stopping religious zealots from launching wars that they can't possibly win through the AP. Contestants in the picking contest should be aware that this wonder won't be around to influence things one way or the other in this season.

Finally, after leaving the goody huts (tribal villages) in the game for the past few seasons, we're finally getting rid of them this year. We've been moving towards a less random and more standardized setup for the past few years and this seems like an obvious next step. No more cases of someone getting lucky and popping a critical tech out of a hut on the first turn of the game - now they need to research their own stuff like everyone else.

Watching and Following Season Five

Games will be Livestreamed on my Twitch channel linked below, with most games starting at noon local time (east coast of North America) on Fridays. I will archive the recordings on Twitch and try to post them on YouTube in smaller chunks for those who have trouble accessing the Twitch videos. I'm also soliciting help once again in putting together the written reports on the games that took place, in the same fashion that we've done for the games from past seasons. No one volunteered for this in Season Four and I had to write everything myself, which was part of the reason why I was skeptical about running another season. It will be a huge help if the community can take over the burden of doing the written reports and allow me to concentrate on streaming and administering the games. Anyone interested in volunteering to help out?

For those who are new to our event, we run a picking contest for each game that serves as the biggest driver of interest in AI Survivor. We ask contest entrants to pick:

* The winning AI leader
* The second place AI leader
* The "First to Die" AI leader
* The victory type of the winner
* The victory date of the winner
* The total number of wars in the game

The closer that the pick gets to the correct answers, the more points that it scores. We track scores for both individual games and the overall competition so there's always a chance to win an individual round even for those who missed earlier matches. The picking contest system will continue to use a Google Forms submission, which was a massive timesaver in recent seasons as compared to originally compiling forum posts. The current bracket will always be visible online, and I'll do my best to update it here on my website, on my Twitch page, on the Sullla Discord channel, and at Realms Beyond. We'll have a forum discussion thread there, of course, which I'll link on this page once the competition has started. Scoring remains the same from past years, with points for first place, second place, first to die, victory date/type, and total number of wars. I went through the suggestions about different potential scoring goals after the last competition, and none of them felt like they would work as well as the current system. With points for the top two AI spots along with victory date and number of wars, we had scoring drama right up to the end of most every game, even when the winner had long since been determined. Check out the links below for more information on the scoring contest and how to submit your entries.

With all that said, here's a big list of the relevant links that follows below. Enjoy the new season of AI Survivor!

Main Season Five Webpage

Sullla Twitch Page

Sullla Discord Channel

AI Reference Guide from CivFanatics

Next Game: Opening Round Game One

Schedule: Scheduled for Friday, 29 May 2020 at Noon EST
Live Game One leader drawing this Friday on Livestream!

Fire away with your questions. This should be fun.  popcorn

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  Old World showcase SG
Posted by: yuris125 - May 10th, 2020, 07:07 - Forum: Civilization General Discussion - No Replies

Reposting for visibility. Alhazard and I are looking to start a succession game of Old World to showcase the game and hopefully inspire some discussion. Anyone wants to join us? Thread here - https://www.realmsbeyond.net/forums/show...pid=730201

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  Old World Succession Game
Posted by: Alhazard - May 9th, 2020, 21:46 - Forum: Succession Games - Replies (114)

Hey anyone interested in a succession game for Old World?  I would really like the map to be on small size because in my experience, larger maps cause huge performance issues. Adding additional AIs doesn't seem to affect performance for some reason. I would be willing to be flexible with anything else except no games on Northern Ocean, that map script is too boring.

Roster:

Alhazard
yuris125
Domino
your name here2
your name here3(?)

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Lightbulb ScenarioHunt (Mars+AlphaC, C&C+RA+Dune, MoM+MoO+Col, Doom, B5+STrek/Wars/Gate, HoMM)
Posted by: Blake00 - May 9th, 2020, 08:32 - Forum: Civilization General Discussion - Replies (24)

Hey guys,

Some may have already seen this WIP search/collecting thread in other places but I'm on the hunt for Civilization series scenarios/mods relating to these topics/games/TV&Films:

- Mars / Lunar Colonization
- Sid Meier's Alpha Centauri (& other alien world colonization)
- Command & Conquer / Red Alert
- Dune / Arrakis
- Master of Magic
- Sid Meier's Colonization
- Master of Orion
- Heroes of Might & Magic
- Babylon 5
- Star Trek
- Star Wars
- Stargate
- Apocalypse (After WW3 / Fallout / Mad Max / Judge Dredd / Doom / Terminator / Zombies)
- Lord of the Rings
- Game of Thrones
- The Elder Scrolls
- Warcraft & Starcraft / Warhammer & W40k
- Final Fantasy
- Civilization Crossover Mods (Make a Civ game look like another Civ game)

I've mainly been looking at classic Civ games (eg Civ2, Civ2ToT, and Civ3) so far, however I'm now starting to look at mods related to these categories for the newer Civ games too (eg Civ4, 5 & 6). I've found a lot of scenarios/mods on my own, and now I'm even making a few of my own lol! I've also decided to add FreeCiv to the list as there's been some interesting total conversion Modpacks released over the last few years so it'll be interesting to see what cool stuff comes along in the years to come. Civ1 and specialty spin off games like SMAC, Civ4Col, CivBE get small mentions where applicable but not everywhere due to their lack of mods under all these categories. I'd love to include Call to Power 1 & 2 as well but there just doesn't seem to be many total conversion mods for them out there and certainly none I can find under the above scifi/fantasy categories of interest.

Over the last year I've searched the big Civilization sites like CivFinatics, ApolytonWe Play Civ, CivForum.de, and a huge amount of long lost classic Civilization site webarchives which you can find the full list of HERE and naturally I'm open to suggestions of more places to search if you know of any I've missed! I've also private msg'ed some of the collectors/gurus for this stuff and I've made a few individual threads here and there but now I figure it's time I do a more combined public post in each of the Civ game communities to see if there's more lost treasures out there in people's collections relating to the stuff I love but haven't found. Plus this thread can be helpful to others looking for scenarios relating to these topics for many years to come.

This scenario searching and collecting has also lead to another important Civ community project, scenario rescue and preservation! When I find a long lost scenario with no download I create a new one on CivFanatics using my large file upload access (some of you may have already seen me do this with stuff like Drift's Civ3 Master of Myrror). I've also recently started a huge new scenario catalog & rescue project creating proper download pages at CivFanatics (even rescuing lost scenarios that are not part of this search cause I'm nice like that lol), as well as extra scenario download mirror pages on ModDB and Internet Archive Library to ensure they don't get lost again as both those sites are long living & offer free hosting. At the moment I'm setting up Civ2 scenario libraries on these other sites but I look forward to setting up these library file mirrors for other Civ game scenarios in the future. Uploading to these sites is not hard so I hope others follow my example and add to all these collections in the future to ensure all these amazing pieces of work live on!
[Image: 431071-ed1ed8150cd81b7779253207859b5787.jpg]

I've mentioned this in a few places but I'm working on a long term Civilization series youtube video project and Civilization website where I show people how to play classic Civ games in HD but I also take people on a tour of mods and scenarios that I love! A lot of these scenario types above would come under the category of 'crossover series' where an existing popular game, movie or tv franchise is brought into Civ's amazing TBS sandbox gameplay formula. I already have videos and tributes on my website and youtube channel for a lot of those other game/TV universes (eg I semi-regularly post C&C RA and Dune multiplayer matches) resulting in me having many community connections in those areas, so once this is all eventually done the series will hopefully bring in some fresh interest into the Civ community here.
[Image: 440643-104c719c0dfe4ad4cbfa44177d1a71ac.jpg]

Anyway here are the results of my searches so far... so if you know of something missing or more places to search let me know! smile

(Note: Many of these projects have working downloads in the newest comments at the end of the thread instead of the original first post due to their creators being long gone and us fans rescuing their work)

Mars / Lunar Colonization
- Civ2: Official Microprose Mars Now scenario (part of Fantastic Worlds addon), BenjaminBall's Martian Dawn (aka Mars 2300) scenario, JohnValdez's Mars 2 scenario, JThomson's The Martian Scenario scenario, JBG's Colonisation of the Moon scenario, FredericMeunie's MoonLand modpack, BenShragge's Aliens On Mars scenario, JohnValdez's Mars modpack, JohnValdez's Lunar - Apollo Mission modpack, JohnValdez's New Moon! scenario, JesusFernandez's The Conquest of Mars scenario, https://forums.civfanatics.com/resources/29538/]Moon - A Dead World[/url] scenario, JohnBerkeley's The Colonisation of the Moon scenario, Low G Battle modpack, and Space scenario. Honorable mentions go to LukaRejec's Dead Worlds modpack (Saturn moon), and BowTieGuy's Prospero Now! scenario (10th planet based on Mars + Reversed Earth hybrid).
- Civ2ToT: Kestrel's Mars Now Extended scenario, Kestrel's Escape From Sol scenario includes Mars & Moon, & PlutonianEmpire's Pluto Rising scenario includes Mars & Pluto.
- Civ3: Hunterkiller's Mars: Alien Invasion scenario, Michael's Mars Mod Russian scenario (He also made an English version & Music addon but FILE MISSING), and Tholish's Solar System Planets mod combo series (Part 1 - Planets, Part 2 - Lunar, Part 3 - Solar System, & Part 4 - Rule Titania) includes mars & lunar. Honorable mentions go to Balthasar's Mars terrain pack and some other unfinished attempts there.
- Civ4: The_J's BTS Mars Now scenario, JBG's The Song of the Moon scenario, and Tholish's Future Mod (sequel to his Civ3 Solar System Planets mod above).
- Civ5: FramedArchitect's Red Planet scenario.
- CivBE: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Mars Terraformed scenario (not a total conversion scenario though).
- AlphaC: GeoModder's Mars Survivor scenario.
- FreeMars: There is a really cool Civ/Col/AlphaC hybrid FreeMars Project game that's not finished but quite playable.

Sid Meier's Alpha Centauri (& alien world colonization similar to SMAC)
- Civ2: JohnMavin's Alpha Centauri scenario, Donnqa's Alpha Centura scenario, Orion Alpha Centauri scenario, DorianCrede's Beta Centauri scenario, and CarlosDiaz's Alpha Centauri modpack (FILE MISSING). Honorable mention goes to JohnValdez & AndrewLivings's SMAC Project scenario which is unfinished. There are many other alien world colonization options out there such as FredericMeunie's The ADVANCED-ONE modpack, RickLeeII's Space Colony modpack, MichaelMcCart's Freedom AT WAR II Off World modpack, JohnValdez's Desert Planet scenario, JohnValdez's Ice Planet II scenario, JohnValdez's Water World modpack, GiantSquid's Starsaga II - Where The Stars Meet scenario, AlbertoBerardi's Absolute Space scenario, BenShragge's Solar System Battle scenario, and JeffHead's MoreReal scenarios modpack.
- Civ2ToT: Official Microprose 'Extended Original' scenario goes to AlphaC, also the official Microprose Lalande 21185 alien colonization scenario shares similaries. Kestrel's Extended Original Game 4-Worlds modpack, Kestrel's Escape From Sol scenario, & Kestrel's Unit-Mania Addon 4 World scenario all include Alpha C. There's also Nicheal's Lalande 21185 Deluxe scenario.
- Civ3: Nothing I can find, although Neomega's Pentagenesis - Planet Sona Prime scenario seems quite inspired by SMAC.
- Civ4: Maniac's Planetfall SMAC scenario, and Monaldinio's Conflict on Chiron Modpack (built from Planetfall).
- Civ4Col: Nothing SMAC related but the Colonization: 2071 Modpack has lots of alien world colonization.
- Civ5: Combining 5 mods (FramedArchitecture's AlphaC Civilizations, AlphaC Policies, AlphaC Maps + HandyVac's Centauri City States + Arbogli's Beyond the Future) creates an Alpha Centauri experience, and Spatzimaus's Alpha Centauri Modpack (FILE MISSING). The official Firaxis Civ Beyond Earth was essentially SMAC for Civ5 which has a number of mods so I'll give it a separate mention below.
- CivBE: Civ Beyond Earth itself is SMAC like, but fans have made the Beyond Centauri SMAC Modpack, and The Unity Project SMAC Modpack.
- Civ6: Haven't looked yet
- FreeCiv: Cazfi's Alien Modpack heavily inspired by SMAC and Civ2ToT Lalande 21185 scenario.
- AlphaC: Alpha Centauri is like Alpha Centauri of course haha! However there are quite a lot of third party scenarios & mods for it to change the experience too.

Command & Conquer / Red Alert Series
- Civ2: C&C2 Red Alert scenario, and Wonx2150's C&C Africa scenario (which I AM REMASTERING). I'm also making a new Red Alert 2 Siege of New York scenario.
- Civ2ToT: Nothing I can find.
- Civ3: Commodore's Red Alert 1 scenario, and REDY's Red Alert 1 scenario. Honorable mention goes to Xiaoxiaoa's Red Alert 2 mod which sadly appears abandoned.
- Civ4: Doczo's 1939 Red Alert GWW2 scenario.
- Civ5: Usernamehere's CNC Tiberium War Civs mod combo series (The Global Defense Initiative, & The Brotherhood of Nod), Usernamehere's CNC Red Alert Civs mod combo series (The Allies, The Soviet Union, & The Psychic Corps), and Usernamehere's CNC Generals Civs 3 mod combo series (The United States of America, The People's Republic of China, & The Global Liberation Army).
- Civ6: Mastodonmk2's C&C Generals - America Generals mod.
- FreeCiv: Nothing I can find.

Dune / Arrakis
- Civ1: Would you believe there's actually an AWESOME Dune scenario by AutumnLeaf for Civ1 lol!
- Civ2: DavidEmery's Dune 2: The Battle for Arrakis scenario, DavidGreenfield's CivDune scenario, IsaacAshdown's Dune The Battle for Arrakis scenario, JamesDahl's Sands of Dune scenario, and NChautru's Dune - Pour l'epice! scenario. Honorable mention goes to Wonx2150's Dune 2 scenario which is unfinished.
- Civ2ToT: Nothing I can find, other than Reno's stunning Dune units pack (which I think I saw somewhere is from an unfinished scenario? how far did it get??)
- Civ3: Ghaldak's Arrakis - The Desert Planet German scenario, haven't found any English ones.
- Civ4: The huge AMAZING Dune Wars scenario, and Deliverator's Dune Wars Revival Villeneuve Inspired patch (converts Dune Wars mod to the new Dune film).
- Civ5: Mathetes's Dune Civs mod combo series (House Atreides, & House Harkonnen).
- Civ6: RyeGuy's Arrakis (Dune) scenario.
- FreeCiv: Nothing I can find.

Master of Magic
- Civ2: Official Microprose MoM Jr scenario (part of Fantastic Worlds addon), and Dwingert's Master of Magic modpack.
- Civ2ToT: Nothing I can find, so I'm making a MoM Jr Remastered scenario.
- Civ3: Drift's Master of Myrror & Arcanus mods. Haluu's Tides of Crimson Fantasy mod is very MoM like.
- Civ4: The amazing Master of Mana Modpack (most MoM like) and Ashes of Erebus Modpack, which both are originally built from the awesome Fall from Heaven Modpack. Haven't found any other big ones.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: There's some sort of out of date Magic Modpack I need to look into.

Sid Meier's Colonization
- Civ2: Eivind's Colonialism Age of Discovery scenario, Jamestout's Colonialism scenario, Jamestout's Empires scenario, Kobayashi's The R*** of Nations scenario, JesusMunoz's Colonies IV The Expansion of Europe scenario,  JohnEllis's Colonies III - The Struggle for Empire scenario, JohnValdez's Birth of America scenario, StLeo's Imperial Ambition scenario, StLeo's Fictional Americas scenario, AllardHofelt's The Age of Discovery scenario, CarlFritz's Struggle for Empire French & Indian War scenario, Prometeus's Asiento scenario, ChrisWilkinson's Colonization of the New World scenario, BeErIzGoOd's Discover The New World scenario, and GaryLongo's Colonization of the New World scenario. Honorable mentions go to JesusBalsinde's The Quest for Eldorado scenario, GeeForce's The World of 1600 scenario, GeeForce's Colonize scenario, JesusBalsinde's Alba De America scenario, MacarioReyes's The Fall of the Aztecs scenario, JesusMunoz's The Spanish Odyssey scenario, MichaelDaumen's The Birth of America scenario, JesusBalsinde's The Conquest of Mexico scenario, ShayRoberts's Age of Piracy scenario, CarlFritz's Pitt's War at Sea scenario, GaryLongo's Revolutionary War scenario, CharlesMagee's 1640 North America scenario, NickHolzapfel's The Ascendance of Europe scenario, Guilopez's European World: Era of Colonization scenario, TimRowe's Native Americans scenario, Jeelen's 1492 scenarios, and Eyn's Conquest of the New World 1492-1591 scenario. If you're interested in pre-colonial native nations & mythologies check out ShayRoberts's Sacrificial Blood (5 scenarios) modpack and DanScheltema's Slash & Burn scenario.
- Civ2ToT: SebastianMelde's Age of Colonialism - 1680AD scenario.
- Civ3: Official Firaxis Age of Discovery scenario, there's Imperirator1961's Age of Colonization scenario and GRM7584's Colonize! scenario, I think I've found some others in the Atomic network backup but haven't tested yet.
- Civ4: Dale's Age of Discovery scenario, and TChristensen's Age of Discovery mod. Official Firaxis Civ4 Colonization game which has a number of mods so I'll give it a seperate mention below.
- Civ4Col: The amazing We The People Modpack which was originally built from the cool Religion And Revolution Modpack, which was originally built from the awesome The Authentic Colonization Modpack. FratelliMarconi's Dawn of a New Era mod.
- Civ5: Official Firaxis Conquest of the New World Deluxe scenario.
- Civ6: Blkbutterfly's Colonization of The New World scenario, Blkbutterfly's Colonization of The New World DELUXE (WIP) scenario, and Adamiy's Colonization scenario.
- FreeCiv: The Americas scenario and Caribbean Colonization 1634 scenario (not a total conversion scenarios though). There is of course the FreeCol Project below originally built from FreeCiv.
- FreeCol: As stated above the almighty huge and very playable FreeCol Project is still going today and supports a number of mods (that add more maps, and nations up to 18 player games!).

Master of Orion
- Civ2: Official Microprose MoO Jr scenario (part of Fantastic Worlds addon), Jeelen's Master of Orion Jr Remake 4 scenario, and Barocca's Master of Orion 2 Jr Variant scenario. Honorable mention go to Orion Alpha Centauri scenario which has MoO factions colonising an alien world.
- Civ2ToT: St Leo's MoO Jr Remastered scenario.
- Civ3: Nothing I can find.
- Civ4: Official Firaxis Final Frontier scenario is very MoM like, which lead to Jeelen's MoO2 Civ FF mod.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Heroes of Might & Magic
- Civ2: Found the awesome unfinished Metropolis's HoMM2 scenario so he & I are working on finishing it! Honorable mention go to StLeo's Dual Europe scenario (which uses HoMM & Age of Wonders assets).
- Civ2ToT: Nothing I can find.
- Civ3: Tom2050's Conquests of Might & Magic 3 mod, one of the best Civ3 mods I've ever seen! There's also Tom2050's HoMM3 Hell Terrain mod addon too.
- Civ4: Nothing I can find.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Babylon 5
- Civ2: PaulHeron's Babylon 5 Modpack scenario, TimothyFowlkes's Invasion of Narn scenario, Coolguy529's Babylon 5 Shadow War scenario, and the German Babylon 5 scenario (FILE MISSING).
- Civ2ToT: Nothing I can find.
- Civ3: Nothing I can find.
- Civ4: PsiCorps's Babylon 5 FF mod.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Star Trek
- Civ2: Kobayashi's Battle for Alpha Quadrant scenario, Kobayashi's Star Trek Dominion War scenario, KevinKlop's Star Trek Kappa Quadrant scenario, JosephSanturri's Star Trek Wars scenario, JaredKoger's Dominion scenario, NikolaKuprešanin's Star Contact Part II: Star Wars Vs Star Trek (crossover) scenario, Skulb's Star Trek 2018 modpack, JohnValdez's Star Trek Generations (5 scenarios) modpack, KevinGilbert's Star Trek (7 scenarios) modpack, JohnValdez's Star Trek TNG Colonies modpack, JohnValdez's Star Trek TOS modpack, Jeelen's Star Trek Voyager scenario, Jeelen's Star Trek: First Contact scenario, Jeelen's Star Trek: The Next Generation scenario, Jeelen's Star Trek: Warp 9 Dominion War scenario, TimothyFowlkes's Star Trek: The Earth Romulan War scenario, Barthi's Star Trek Galaxy scenario, PaulHeron's Star Trek Universe modpack, MetroPolis's Ultimate Star Trek modpack, MetroPolis's Star Trek scenario, MrDo's Star Trek 2600 scenario, and MrDo's Star Trek Civ2 scenario. Honorable mentions go to MichaelMcCart's Star Trek AT WAR modpack, ACoates+CEyre's Space Civ 2 (crossover) scenario, MatthiasPitz's Bajor The Cardassian Occupation scenario, DirkWeber's ID4 The day of the Borg scenario, DirkWeber's ST Mission on Vesta scenario, TomChoinski's CivSpace (crossover) modpack, MajedAnani's Galaxy (crossover) modpack, FrankJohnson's Space! (crossover) scenario, Andrew&Chris's Space Civ2 (crossover) modpack, and StLeo's Star Trek 7of9 (Voyager) scenario (FILE MISSING).
- Civ2ToT: Metropolis's Star Trek Final Frontier modpack. Honorable mention goes to Civinator's Galactic Conquests Beta mod which is unfinished.
- Civ3: Logitech's The Star Trek Mod, and SumarJam's Star Trek Dominion War scenario.
- Civ4: The huge fan team made Star Trek Mod FF mod is friggin awesome (as it contains lots of different Trek scenarios inside).
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Star Wars
- Civ2: Kobayashi's Star Wars Insurrection scenario, NikolaKuprešanin's Star Contact Part I: The Star Wars scenario, and NikolaKuprešanin's Star Contact Part II: Star Wars Vs Star Trek (crossover) scenario. Honorable mentions go to NathanDawson's Battle For Adoij scenario, MarkusEklund's Death Star Attack scenario, JoshAdams's The Battle of Endor scenario, MarkusSchegel's The Battle of Endor scenario, PaulCaldwell's Star Wars scenario modpack, Ambra's Star Wars scenario, JohnValdez's Star Wars Colonies modpack, Draco's SuperWars scenario, oRGys's Star Wars scenario, Chris+SteveWalpole's Star Wars Tatooine scenario, Justin Giles's Tatooine scenario, and JBelanger's Star Wars Tatouine scenario. Honorable mentions go to BrandonDunaway's Star Wars - Hoth Battle scenario, Star Wars - SOTG scenario, LordFabiano's Star Wars: Dark Side modpack, Eyn's SW Guerre Des Etoiles II scenario, DanKaleta's Galactic Empire modpack, FilipCarlsson's Star Wars The Dagobah System scenario, ACoates+CEyre's Space Civ 2 (crossover) scenario, TomChoinski's CivSpace (crossover) modpack, MajedAnani's Galaxy (crossover) modpack, FrankJohnson's Space! (crossover) scenario, Andrew&Chris's Space Civ2 (crossover) modpack. I never released my own old Star Wars scenario but I hope to in the near future.
- Civ2ToT: Kobayashi's Star Wars Insurrection scenario (Enhanced for ToT by Gapetit). Honorable mention goes to Civinator's Galactic Conquests Beta mod which is unfinished.
- Civ3: Meteor Man's SW-The Mod Awakens mod, Sum_aar_jam's SW-Galactic Civil War Beta scenario, Pleb's SW-TheClone Wars Beta scenario which fed into the unreleased SW-Mod Strikes Back mod project which then fed into the unreleased SW-Return of the Mod project which then (along with Galactic Civil War) fed into the massive SheepMonster's SW-Revenge of the Mod project. There's also Tallhwch's Star Wars 3.0 scenario.
- Civ4: Star Wars Final Frontier Plus mod. Honorable mention goes to Dumanios's Star Wars modpack which is unfinished.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Stargate
- Civ2: Kobayashi's Stargate SG1 scenario, and ChrisSaulder's Stargate scenario.
- Civ2ToT: Nothing I can find.
- Civ3: SpacerOne's Stargate SG1 Battle at Dakara Bay scenario and SG-17's Stargate The Battle of Antarctica beta scenario.
- Civ4: Nothing I can find, other than some failed attempts and ideas threads.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Apocalypse (After WW3, Fallout, Mad Max, Judge Dredd, Doom, Terminator, Zombies)
- Civ2: Official Microprose Apocalypse scenario (part of Conflicts in Civ addon), MichaelDMcCart's Judge Dredd - I am the LAW modpack, StephanMeissl's Doom modpack, JDShepherd's Rebuilding the world after WWIII scenario, WarVoid's Heavy Metal Earth 3000 scenario, WarVoid's Air War 3000 scenario, JohnValdez's Planet of the Apes modpack, MarkLaanen's Barron's Earth 3000 scenario, Techumseh's Millenium 004 scenario, BerndBrosing's SubWars scenario, PatrickWilliams's Mad Max scenario, MrTemba's Sagan's Earth 3000 scenario, RyanCaruso's U.S.A. 3500 A.D. scenario, Foster's Earth 3000 - Jump Trooper scenario, JosephDaughtery's The Fall of Civilization scenario, PaulHeron's Terminator Future War scenario (which I AM REMASTERING), Lycerius's The Eternal War scenario, ChristophSaulder's Dasein - Fight for survival scenario, MikeFisher's BattleTech Refusal Wars scenario, NeilGuenther's The Revolt of 3000 scenario, MichaelDaumen's Earth 3000 - Awakening (Fallout Inspired) scenario, ChrisWilkinson's Colonization of an Ancient World 3K scenario, and Blackclove's Dawn of the Dead scenario. Honorable mention goes to ParVahadar's Fallout for Civilization scenario (FILE MISSING) which is unfinished, and Skulb's Fallout City Background graphic (which needs a Fallout scenario).
- Civ2ToT: Nothing I can find.
- Civ3: Thorgrimm's Fallout: The Rebirth of Civilization scenario, Sudo007's Fallout Liberty scenario, and Vindsval's Downfall - Post-Apocalyptic Mod!, Vuldacon's Escape From Zombie Island 2 Elite scenario.
- Civ4: Official Firaxis Afterworld scenario, Fallout: Tame The Waste Modpack which was originally built from the cool Fury Road (Mad Max) Modpack. FromAustria's Zombie Invasion mod.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Lord of the Rings
- Civ2: Kobayashi's Lord of the One Ring scenario, FavouredFlight's Lord of the Rings Series (FOTR, Moria Journey in the Dark, ROTK) 3 scenarios, HarlanThompson's Lord of the Rings scenario, Hurin's Dagor Bragollach scenario, Academia's Dagor Bragollach II scenario, Academia's The Age of Númenor scenario, CarlFritz's Darklord scenario, GabrieleQuaglia's Angmar - War in Arnor scenario, JoséMartinez's Señor de los Anillos scenario, AndrewG's The Lord of The Rings scenario, GeeForce's MYTH - Fall of the Gods scenario, NicholasWordsworth's Tolkien modpack, JDixon+SSchmeling's War of the Jewels scenario, NellSmith's The Battle For Middle Earth scenario, Tolkien scenario, Adult Mittelerde (Middle Earth) scenario, JonTyler's The War of the Ring scenario, ChristophSaulder's The Fall of Beleriand scenario, and ChristophSaulder's Der Herr der Ringe scenarios.
- Civ2ToT: Catfish's LOTR - War of the Ring scenario, Kobayashi's Lord of the One Ring scenario (Enhanced for ToT by Gapetit), and HarlanThompson's Lord of the Rings scenario (Enhanced for ToT by Gapetit).
- Civ3: The huge Middle Earth: Lord of the Mods modpack, ROTCWinter's Lord of Middle Earth scenario, LordMalbeth's Return of the Shadow: The War of the Ring scenario built from Quasidemo's LOTR: War of the Ring scenario, and the Russian LOTR Arda scenario.
- Civ4: Topsecret's Middle Earth Mod.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Game of Thrones
- Civ2: MattDempsey's Civ2 - Game of Thrones Edition scenario.
- Civ2ToT: Nothing I can find.
- Civ3: Hayati's A Game of Thrones scenario, also noticed Kyriakos's GoT City Set for future scenarios.
- Civ4: Ciruela's Game of Thrones FFH Mod.
- Civ5: F4llschirmjager's A World of Ice and Fire scenario, and Winter is Coming to Civ Deluxe mod.
- Civ6: The A Civ of Ice and Fire Modpack.
- FreeCiv: Nothing I can find.

The Elder Scrolls Series (Morrowind, Oblivion, Skyrim etc)
- Civ2: Nothing I can find.
- Civ2ToT: Honorable mention goes to Dadais's TES The Stormcloak Rebellion scenario. He's also made a Skyrim Map!
- Civ3: Nothing I can find.
- Civ4: Smortt's Elder Scrolls mod. Honourable mention goes to Ramzay1945's Tamriel mod (made from Smortt's ES mod) which is in progress.
- Civ5: The Elder Scrolls BNW Modpack.
- Civ6: The Elder Scrolls Modpack.
- FreeCiv: Nothing I can find.

Warcraft & Starcraft / Warhammer & W40k
- Civ2: AltF18's Azeroth scenario, MattSmitt's Warcraft 2 scenario (which I've made a terrain mod for using AltF18's files), Aland007's Starcraft: Terran War scenario (which I'm CURRENTLY ENHANCING), Warhammer 40k: The Hyperborean Crusade scenario, Sporeboy's Warhammer: Fenris 40k scenario, , ManuelPalma's Warhammer Athel Loren scenario, LaurentXavierLamory's Warhammer: La Naissance des Empires scenario, and Shockwolf's Warhammer Orks scenario.
- Civ2ToT: Honorable mention goes to CatFish's Starcraft scenario which is unfinished, and Tanelorn's Warhammer 40k Units pack which needs a scenario!
- Civ3: Mrtn's Warhammer Fantasy mod, and Fortis1's WH40k Battle for Armageddon scenario.
- Civ4: PsychicLlamas's Warhammer Heart of Chaos mod.
- Civ5: Civitar's Warhammer Battles of Eternity mod, and NomadOrWhat's addons (Skaven Pack, Lizardman Pack, Dark Elf Pack & Goblin Pack) for Civitar's Warhammer mod.
- Civ6: joto92's Warhammer Mod.
- FreeCiv: Azeroth scenario (not a total conversion scenario though).

Final Fantasy
- Civ2: FrankJohnson's Final Fantasy 4 (2 US) modpack, and Jomb's Final Fantasy 1 scenario. Honorable mention goes to DustinDunn's Final Fantasy 6 (3 US) Alpha modpack which is unfinished, Final Fantasy VI (III US) Allies vs Empire scenario that has no custom graphics, and Jomb's Crystalis scenario which is a JRPG similar to FF.
- Civ2ToT: Nothing I can find.
- Civ3: Magus77's Final Fantasy 7 mod, and DJBonebraker's Final Fantasy mod.
- Civ4: agentsmith952's Final Fantasy Tactics mod (FILE MISSING).
- Civ5: MrCookie's Eorzea - Final Fantasy 14 scenario. There's also MSW2010's Final Fantasy 2 map.
- Civ6: Haven't looked yet
- FreeCiv: Nothing I can find.

Civilization Crossover Mods (Make a Civ game look like another Civ game)
- Civ2: My Demaster of JohnValdez's Civ1 modpack, KasiusKlej's Civ1 modpack (uses some of my & John's work), My remaster of VWPsycho1984's ToT Graphics modpack that's in progress, and Wiron's PlayStation Civ2 graphics modpack (which I'm CURRENTLY ENHANCING). Honorable mention goes to JohnValdez & AndrewLivings's SMAC Project scenario which is unfinished.
- Civ2ToT: Leif&Faye's Civ4 Empire Earth modpack.
- Civ3: Matrix's Civ1 Terrain modpack (FILE MISSING), and Sims2789's Civ1 Units modpack. Honorable mention goes to Theov's Civ1 Clone modpack which is in progress.
- Civ4: Flobi's Civ1 Terrain modpack.
- Civ5: Haven't looked yet
- Civ6: Haven't looked yet
- FreeCiv: ComradeOleg's Civ2 modpack for FreeCiv.

***MISSING SCENARIOS & MODS THAT STILL NEED RESCUING***
-------------------------------------------------------------------------
If you have copies of any of these lost treasures, please let me know!
smile
- Civ2: CarlosDiaz's Alpha Centauri modpack, German Babylon 5 scenario, StLeo's Star Trek 7of9 (Voyager) scenario, ParVahadar's Fallout for Civilization scenario.
- Civ3: Matrix's Civ1 Terrain modpack, Michael's Mars Mod Russian scenario English version & Music addon.
- Civ4: agentsmith952's Final Fantasy Tactics mod, and TChristensen's Age of Discovery mod.
- Civ5: Spatzimaus's Alpha Centauri Modpack.
-------------------------------------------------------------------

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Print this item

  Close to Home 1.0 - Download thread
Posted by: Charriu - May 9th, 2020, 01:17 - Forum: Close to Home Mod - No Replies

You can download the mod here: Close to Home 1.0

Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW.

Changelog version 1.0

Tile Yields and Improvements

  • Lumbermills: Available at Machinery, +1 commerce, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
  • Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
  • Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
  • AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
  • Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
  • Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
  • Inflation: Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
  • War Weariness: War weariness declines faster after the war ended
  • Religion spread: Spreading religions via missionaries to your own cities never fails
  • Global warming: Removed
  • Espionage: Active missions removed
  • Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
  • Agriculture: Cost 40 instead of 60
  • Mysticism: Cost 60 instead of 50
  • Hunting: Cost 50 instead of 40
  • Animal Husbandry: Cost 80 instead of 100
  • Metal Casting: Cost 300 instead of  450
  • Alphabet: Cost 250 instead of 300
  • Astronomy: Add Paper as another prerequisite
  • Refrigeration: lose +1 sea movement
Buildings
  • Castle: Obsoletes at Corporation instead of Economics
  • Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
National Wonders
  • Red Cross: Cost 200 instead of 600
  • West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
  • Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
  • Great Lighthouse: +1 trade route in coastal cities instead of +2
  • Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
  • Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
  • Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
  • Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Land units
  • Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
  • Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
  • War elephant: Strength 7 instead of 8
  • Airship: Cannot see submarines
  • ICBM: Cost 1500 instead of 500
  • Tactical Nuke: Cost 750 instead of 250
  • Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
  • Work Boat: no longer require any tech (still require Fishing to work water tiles).
  • Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
  • Submarine and Attack Submarine: Flanking vs Transports
Corporations
  • Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
  • Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
  • Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
  • Serfdom: +1 hammer on Farms and Watermills, +1 commerce on Windmills
  • Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
  • State Property: Lose +10% Hammer in all cities
  • Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
  • Vassalage: Medium cost instead of High
Traits
  • Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce
  • Expansive: Remove Worker bonus, add +100% production of Aqueduct and Grocer
  • Creative: Reduce Library bonus from 100% to 35%
  • Charismatic: +100% production of Monument, +35% production of Library
  • Imperialistic: +100% production of Customs House and Stable
  • Aggressive: +25% production of worker
  • Protective: +75% trade route yield (like Harbors do)
Civs
  • UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
  • America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
  • America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
  • Babylon UB: Replace Granary; available at Agriculture; only +1 health
  • Byzantium UB: Replace Colosseum instead of Theatre, +1 happy from horse, +1 happy per 10 culture instead of 20
  • Byzantium UU: Strength 11 instead of 12, first strike immune like normal knight
  • France UB: +1 free specialist instead of +1 artist
  • Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
  • Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
  • Inca UB: +1 culture instead of +2, Cost 70 instead of 60
  • India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
  • Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee
  • Khmer UU: Stays at 8 strength instead of base units now 7 strength, requires Ivory or Iron
  • Korea UU: Targets melee first outside of cities
  • Maya UU: Starts with Woodsman 1
  • Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
  • Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
  • Rome UU: Strength 7 instead of 8, only +10% city attack compared to base unit, cost 40 just like base unit
  • Russia UB: Replace University instead of Laboratory, only +1 free scientist
  • Spain UB: Never obsoletes, +2 XP for naval units
  • Zulu UU: Remove Mobility promotion
Leaders
  • Also included are three new leaders for the missing trait combos ORG/PRO, CHM/CRE and IND/PRO
Events

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover

New game options
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP

BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen

Additional bug fixes
The No Espionage game option now works properly:

    GSpy points are converted into Great Merchant points.
    Espionage no longer gets converted into culture.
    Cultural expansion now happens at normal values.
    Spies cannot be built.
    Graphs are always visible on contact.

Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Maximum player number increased to 52

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here

Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives

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  Civ4 AI Survivor Season 5 Poll Question
Posted by: Sullla - May 8th, 2020, 15:10 - Forum: Civilization General Discussion - Replies (9)

I'm in the planning stages of the next season for Civ4 AI Survivor. There's one major question that I wanted to ask the community before starting: should we include the Apostolic Palace in the next season? I posted a public poll for anyone who wants to cast their vote at this location:

https://docs.google.com/forms/d/1MB22rXw...L_Atk/edit

The current plan is to let this poll run for a few days and make a formal announcement about AI Survivor next week, with a potential starting date at the end of May. If you care about the Apostolic Palace one way or the other, now's the time to cast your vote!

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