The GP Trickle Plus Mod combines the original GP Trickle Mod plus the following mods: - Specialist Stacker Mod - Great General Amped Mod - Great Doctor Mod - Great Statesman Mod - Dr Elmer Jiggle's Python Utility Library - Stone-D's SD-Toolkit
GP Trickle Plus Mod v0.2.2 By: TheLopez Patch Compatibility: v1.61 MP Compatible: ? Description: The GP Trickle Plus Mod combines the original GP Trickle Mod plus the following mods: - Specialist Stacker Mod - Great General Amped Mod - Great Doctor Mod - Great Statesman Mod - Dr Elmer Jiggle's Python Utility Library - Stone-D's SD-Toolkit Installation Instructions: 1) Unzip this into the "civ4_install_folder\Mods\" folder. 2) Open the CivilizationIV.ini configuration file 3) Change the Mod line to read: Mod = Mods\GP Trickle Plus Mod 4) Load the game. 5) Then play as normal. -----Game Play----- - Randomly pickes one of the two leader traits randomly and uses it to influence the type of great person that will be generated in their capital - Several configurable options: - Mappings for Leader traits to great persons - Number of extra great person points - Extra great person points in the leader capitals or throughout their empire - Ability to require that great person points in their corresponding catagory before giving the extra great person points. - Great Generals that join cities give +2 to production, +2 to gold - Citizens specialized as soldiers give +1 to production, +1 to gold and +3 to great person points - Great generals now inspire troops, they will get Morale I when a Great General is two spaces away, Morale II when a Great General is one space away and Morale III to units in the same plot as the Great General. - If configured, Great Generals that have joined a city (settled) will continue to inspire troops. - Great Doctors are automatically given the following promotions: - Medic I - Medic II - Medic III - Heal I - Heal II - Heal III - March - Great Doctors that join cities give +2 to production, +3 to research and +2 to culture - Citizens specialized as doctors give +1 to production, +1 to research and +1 to culture - Units in the same plot as a great doctors have a very small chance that they may be taught one of their skills. Players are notified when a unit is taught a new skill by a great doctor. - Great Doctors that join cities provide cities with at least double extra production, research and culture points than regular doctors - Great Doctors can build the military hospital building in cities to increase city health, happiness and healing rate. - Citizens specialized as doctors provide cities with extra production, research and culture points - Great Doctors can build the field hospital plot improvement, this new plot improvements provide medical support to damaged units. - Great Statesmen that join cities provide an extra 4 production - Citizens specialized as statesmen exchange money for production at a 2 for 1 rate and give +3 to great person points - Great Statesmen can: - Immediately end a war between that great statesmans civilization and civilization that they are at war with - Improve the relations between their civilization and another civilization - Cause insurrections in player's cities with the chance that the targetted city will revolt and join - If the bureaucracy legal civic option is selected by a player they will get a number of free statesmen in their capital city. -----Units----- - Combat Medic: - Can only be built in cities with a military hospital - Cost: 40 hammers - Combat: 5 - Can only defend - Starts with Medic I, Medic II and March - Can withdraw from combat (20% Chance) -----Buildings/Improvements----- - Palaces, walls, bunkers, bomb shelters and United Nations no longer allow citizens to be specialized as soldiers (In Snaitf's Great General Mod you are able to) - The following buildings now provide points towards generating a great general: - Heroic Epic (1) - National Epic (1) - West Point (1) - Mt. Rushmore (1) - Scotland Yard (1) - Pentagon (2) - The following buildings now allow the citizens to be specialized as soldiers: - West Point(3) - Castle (1) - Dry Dock (1) - Jail (1) - Pentagon (1) - The following buildings now provide points towards generating a great doctor: - Red Cross (1) - Military Hospital (1) - The following buildings now allow the citizens to be specialized as doctor: - Red Cross (3) - Hospital (2) - University (2) - The following buildings now provide free doctor: - Red Cross (2) - The following buildings now provide points towards generating a great statesman: - Forbidden Palace (2) - Versailles (2) - Kremlin (2) - United Nations (2) - Taj Mahal(2) - The following buildings now allow the citizens to be specialized as statesmen: - Forbidden Palace (2) - Versailles (2) - Courthouse (1) - Castle (2) - The following buildings now provide free statesmen: - United Nations (2) - Military Hospital: - Heals units 15% extra each turn - Required to train combat medics - Can only be built by great doctors - Field Hospital: - By default increases unit healing by 15% - Can only be built by Great Doctors -----Promotions/Traits----- Modified: - Heal I: - +7% heal in friendly lands - +6% heal in neutral lands - +5% heal in enemy lands - +10% defense - Requires the March and Medic II promotions instead of the Combat III promotion Added: - Heal II: - +7% heal in friendly lands - +6% heal in neutral lands - +5% heal in enemy lands - +5% defense - Requires Medic III and Heal I promotions - Heal III: - +8% heal in friendly lands - +7% heal in neutral lands - +6% heal in enemy lands - +5% defense - Requires Heal II promotion - Morale I: - +1 First strike chance - +5% to strength - Morale II: - +1 first strike - +1 First strike chance - +5% to strength - Morale III: - Immune to first strikes - +1 first strike - +10% to strength -----Notes to Modmakers----- If you want to use the Great Specialists Mod in your mod I have tried to make things as easy as possible for you. In the XML files modified sections are enclosed by: <!-- --> <!-- Great <Specialists> Start --> <!-- --> and <!-- --> <!-- Great <Specialists> End --> <!-- --> Where the <Specialists> is the great specialist: Great General Amped, Great Doctor or Great Statesman. In the Python files I have added #<GS START> and #<GS END> in all of the places that I have made changes to the original files. I have also included the Specialist Stacker Mod version of CvMainInterface.py file. All I ask is that you give me credit. -----Version Information----- -----v0.2.x------ - Updated CvMainInterface.py to actually read in the INI variables for the great statesman. This part of the code was forgotten somehow when the update happened in the v0.9 version. - Fixed the missing TXT_KEY_SPECIALIST_GREAT_GENERAL tag reported by Jeckle. - Updated all python code and XML to be compatible with the v1.61 patch. -----v0.1------ - Setup GP Trickle Plus Mod infrastructure by branching off the Great Specialist Mod v0.3 - Integrated the GP Trickle Mod v0.3 -----===Credits & Thanks===----- - Exavier Composite Mod - readme.txt format - C.Roland For providing the wonderful field hospital terrain improvement models and skins - Snaitf Snaitf's Great General Mod - For redeveloping the CvMainInterface.py class and making it really easy to add new great persons. - Zuul Promotions & Perks Mod - v0.72 - All of the medic related promotions and traits that the good doctors can use now and his Fort I promotion button graphic. - seZereth Provided the great new skin for the modern doctor and statesman. :) - Vadus For his excellent popup tutorial. - Dr Elmer Jiggle For providing the INI file parser code allowing for players to customize this mod without having to touch the python code!!! - Chalid Good suggestions for balancing the mod. - OzzyKP For providing suggestions to balance out the Great Specialist mod.
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