Superblue

Civilization IV modification that adds new stuff. Check the huge readme for a list of all the changes.

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Civilization IV modification that adds new stuff. Check the huge readme for a list of all the changes.

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Readme
 Civ 4 Mod Superblue version 0.18

My Mod Changes Additions

-------------------------
ADDITIONS
-------------------------
UNITS
+ + + + +

*Berserker*
Melee Unit
Requires Tech 'Berserker Tactics'
40 Costs
6 Strength
1 Movement
+ 60% Versus melee units
+ 10% versus archer units

*Bowman*
Archer Unit
Requires Tech 'Target Practice'
Requires resource 'Vines'
30 Production Cost
4 Strength
1 Movement
+ 1 First Strike
+ 50% City Defence
+ 25% Hills Defence

*Fanatic*
Melee Unit
Requires Tech 'Early Religion'
and Tech 'Iron Working'
Requires resource 'Iron'
60 Production Cost
5 Strength
2 Movement
+ 2-3 First Strikes
+ 25% City Attack
+ 40% versus archer units
+ 30% Versus melee units
+ 30% verus siege units
+ 25% versus gunpowder units

*Trebuchet*
Siege Unit
Requires Tech 'Counterweight'
Requires resource 'Vines'
55 Production Cost
7 Strength
1 Movement
Withdrawal Chance 25%
Collateral Damage Limit 55%
Max number of Units to Collaterally damage: 6
Bombard Rate: 20

*Bronze Cannon*
Siege Unit
Requires Tech 'Replaceable Parts'
90 Production Cost
9 Strength
1 Movement
Withdrawal Chance 25%
Collateral Damage Limit 60%
Max number of Units to Collaterally damage: 7
Bombard Rate: 30

*Clubman*
Melee unit
20 Production Cost
3 Strength
1 Movement
+ 25% City Defence


BUILDINGS
+ + + + +

*Tool Hut*
40 Production
Requires 'Discipline'
Gives +10% Production

*Fanatics Church*
90 Production
Requires 'Early Religion'
Gives +1 Happiness + 1 happiness per 20% Culture rate
Gives +1 New Unit Experience

*Archives*
200 Production
Requires 'Record Keeping'
Gives 20% more culture in city
Gives 20% more tech in city


TECHNOLOGIES
+ + + + +

*Warrior Code*
Ancient
120 Research
Requires Tech 'Bronze Working'
Allows Tech 'Berserker Tactics'

*Berserker Tactics*
Ancient
100 Research
Requires Tech 'Warrior Code'
Gives Unit 'Berserker'

*Discipline*
Ancient
250 Research
Requires Tech 'Archery'
Allows Tech 'Target Practice'
Allows Construction 'Tool Hut'

*Target Practice*
Ancient
127 Research
Requires Tech 'Discipline'
Gives Unit 'Bowman'

*Early Religion*
Classical
336 Research*
Requires Tech 'Monotheism'
Allows Construction 'Fanatics Church'
Allows Unit 'Fanatic'

*Ideology*
Classical
600 Research
Requires techs 'Alphabet' and 'Literature'

*Record Keeping*
Medieval
1200 Research
Requires techs 'Guilds' or 'Paper'
Allows Construction 'Archives'

*Counterweight*
Medieval
1100 Research
Requires Tech 'Machinery'
Requires Tech 'Compass'
Allows Unit 'Trebuchet'

*First Aid*
Renaissance
2500 Research
Requires Tech 'Education'
Requires Tech 'Chemistry'
Allows Promotion 'Medic5'.

*Modern Farming*
Modern
4400 Research
Requires Tech 'Electricity'
Requires Tech 'Biology'
Allows Improvement 'Modern Farm'

*Battle Cry*
70 Research
Allows Unit 'Clubman'

PROMOTIONS
+ + + + +

*Combat VI*
Requires 'Combat V'
+20% Strength

*Combat VII*
Requires 'Combat VI'
+20% Strength
+10% heal in Netural Lands

*Combat VIII*
Requires 'Combat VII'
+20% Strength
+10% heal in Enemy Lands

*Combat IX*
Requires 'Combat VII'
+20% Strength
+5% heal in Netural Lands
+5% heal in Enemy Lands

*Combat X*
Requires 'Combat IX
+20% Strength
+10% heal in Netural Lands
+10% heal in Enemy Lands

*Medic 3*
+10% Same Tile heal
+5% Adjacent Tile Heal
Requires Promotion 'Medic 2'

*Medic 4*
+10% Same Tile heal
+10% Adjacent Tile Heal
Requires Promotion 'Medic 3'
Requires Promotion 'Combat I'

*Medic 5*
+10% Same Tile heal
+10% Adjacent Tile Heal
Requires Promotion 'Medic 4'
Requires Promotion 'Combat II'
Requires Tech 'First Aid'

*Precision*
+25% City Bombard Damage
Requires Promotion 'Accuracy'
Requires Promotion 'Barrage 2'
Requires Promotion 'City Raider 2'

TO DO-
*Shock 2*
Requires Promotion 'Shock I'
Requires Promotion 'Combat IV'
+40% against Melee units

*Pinch 2*
Requires Promotion 'Pinch'
Requires Promotion 'Combat IV'
+40% against Gunpowder units

*Formation 2*
Requires Promotion 'Formation'
Requires Promotion 'Combat V'
+40% against Mounted units

*Cover 2*
Requires Promotion 'Cover'
Requires Promotion 'Combat IV'
+40% against Archery units

*Charge 2*
Requires Promotion 'Charge'
Requires Promotion 'Combat V'
+40% against Siege units

*Ambush 2*
Requires Promotion 'Ambush'
Requires Promotion 'Combat IV'
+40% against Armoured units

*Ambush 3*
Requires Promotion 'Ambush 2'
Requires Promotion 'Combat VIII'
+50% against Armoured units

*Charge 3*
Requires Promotion 'Charge 2'
Requires Promotion 'Combat IX'
+50% against Siege units

*Cover 3*
Requires Promotion 'Cover 2'
Requires Promotion 'Combat VIII'
+50% against Archery units

*Formation 3*
Requires Promotion 'Formation 2'
Requires Promotion 'Combat IX'
+50% against Mounted units

*Pinch 3*
Requires Promotion 'Pinch 2'
Requires Promotion 'Combat VIII'
+50% against Gunpowder units

*Shock 3*
Requires Promotion 'Shock 2'
Requires Promotion 'Combat VIII'
+50% against Melee units

*Drill 5*
Requires Promotion 'Drill 4'
Gives 3 Extra First Strikes

*Drill 6*
Requires Promotion 'Drill 5'
Gives 2 Extra First Strikes
Gives 2 Extra First Strike Chances

*Swiftness 1*
Requires Promotion 'Combat 6'
Requires Promotion 'Drill 4'
Adds 1 Movement point.

*Swiftness 2*
Requires Promotion 'Combat 10'
Requires Promotion 'Drill 6'
Adds 1 Movement point.


GOODIES
+ + + + +
*Medium Gold*
Added a Medium Gold goody which gives more than low gold and less than high gold.

*Very High Gold*
Added A Very High Gold goody which gives more gold than high gold.

*Extreme Gold*
Added a Extreme Gold goody which gives more than very high gold.

*Low Experience*
Added Low experience goody that gives 3 experience.

*High Experience*
Added Low experience goody that gives 10 experience.

*Extreme Experience*
Added Low experience goody that gives 15 experience.

*Clubman*
Added a goody that gives you the custom clubman unit.

*Archer*
Added a goody that gives you a archer unit.

*Axeman*
Added a goody that gives you a axeman unit.

*Bowman*
Added a goody that gives you a Bowman Unit.

*Berserker*
Added a goody that gives you a Berserker Unit.

*Horse Archer*
Added a goody that gives you a Horse Archer unit.

*Extreme Barbarians*
Unleashes barbarian axemen! (only on highest difficulties)


RESOURCES
+ + + + +

*Vines*
Appears On 'Grass','Plains','Tundra','Jungle'.

*Camps*
Made it so 'Camp' is built on Vines.
Provides 2 Production and 1 Commerce extra.

-------------------------
CHANGES
-------------------------
GENERAL
+ + + + + +
*Changes to Quick, Normal And Epic Game Speeds*
Altered Game Speeds To Make the time span and year outlook fit better with the mod.

UNITS
+ + + + +

*Redcoat*
Movement changed from 1 to 2.
Plus 30% Against other Gunpowder Units.

*Cannon*
Combat strengnth changed from 12 to 13

*Jaguar*
Combat strength changed from 5 to 6
City attack bonus changed from 10 to 25.
Jungle defence bonus changed from 25 to 30.

*Swordsman*
City attack bonus changed from 10 to 25.

*Samurai*
2 First Strikes changed to 2-3 First Strikes

*Skirmisher*
City Defences bonus upped to 75%.
1-2 First Strikes changed to 2-3 First Strikes.

*Marine*
Movement changed from 1 to 2.

*Navy Seal*
Movement changed from 1 to 2.

*Modern Armor*
Movement changed from 2 to 3.



BUILDINGS
+ + + + +


* Supermarket *
Production cost changed from 150 to 175.

* Factory *
Production cost changed from 250 to 300.

* Hospital *
Production cost changed from 200 to 250.

* Library *
Production cost changed from 90 to 100.

* Forge *
Production cost changed from 120 to 150.

* Market *
Production cost changed from 150 to 140.

*Bomb Shelter*
Production cost changed from 100 to 125.


* Angkor Way *
Production cost Upped from 500 to 750

* Broadway *
Production cost Upped from 800 to 1200
Culture bonus increased from 50% to 75%

* Chicken Itza *
Production cost Upped from 500 to 750

*The Colossus *
Production Cost Upped from 250 to 375

* The Eiffel Tower *
Production cost Upped from 1250 to 1875
Culture given upped from 6 to 8

* The Great Library *
Production cost Upped from 350 to 525
Culture given upped from 8 to 10

* The Great Lighthouse *
Production Cost Upped from 200 to 300

* The Hagia Sophia *
Production cost Upped from 550 to 825
Culture given upped from 8 to 10

* The Hanging Gardens *
Production cost Upped from 300 to 450
Culture given upped from 6 to 8

* Hollywood *
Production cost Upped from 1000 to 1500
Culture Bonus increased from 50% to 75%

* The Kremlin *
Production cost Upped from 1000 to 1500

* Notre Dame *
Production cost Upped from 650 to 975
Culture given upped from 10 to 12

* The Oracle *
Production Cost Upped from 150 to 225

* The Parthenon *
Production cost Upped from 400 to 600
Culture given Upped from 10 to 12

* The Pentagon *
Production cost Upped from 1250 to 1875

* The Pyramids *
Production cost Upped from 450 to 675
Culture Given Upped from 6 to 12

* Rock 'n Roll *
Production cost Upped from 800 to 1200
Culture Bonus increased from 50% to 75%

* The Sistine Chapel *
Production cost Upped from 600 to 900
Culture given upped from 10 to 12

* The Space Elevator
Production cost Upped from 2000 to 3000

* The Spiral Minaret
Production cost Upped from 550 to 825

* The Statue Of Liberty
Production cost Upped from 1500 to 2250
Culture given upped from 6 to 15

* Stonehenge
Production cost Upped from 120 to 180

* The Taj Mahal
Production cost Upped from 700 to 1050

* The Three Gorges Dam
Production cost Upped from 1750 to 2625

* The United Nations
Production cost Upped from 1000 to 1500

* Versailles
Production cost Upped from 800 to 1200


* Manhattan Project *
Production cost Upped from 1500 to 2250

* The Internet *
Production cost Upped from 2000 to 3000.

* SDI *
Production cost Upped from 500 to 750.

* Apollo Program *
Production cost Upped from 1600 to 2400.

* SS Casing *
Production cost Upped from 600 to 900.

* SS Thrusters *
Production cost Upped from 1000 to 1500.

* SS Engine *
Production cost Upped from 1200 to 1800.

* SS Docking Bay *
Production cost Upped from 1600 to 2400.

* SS Cockpit *
Production cost Upped from 1000 to 1500.

* SS Life Support *
Production cost Upped from 800 to 1200.

* SS Statis Chamber *
Production cost Upped from 1200 to 1800.


TECHNOLOGIES
+ + + + +
*All Ancient Technologies*
+10% Research time

*All Classical Technologies*
+20% Research time

*All Medieval Technologies*
+30% Research time

*All Renaissance Technologies*
+40% Research time

*All Industrial Technologies*
+50% Research time

*All Modern Technologies*
+70% Research time

*All Future Technologies*
+100% Research time

*Calendar*
Now requires tech 'Target Practice'

*Mathematics*
Now requires tech 'Discipline'

*Theology*
Instead of 'Monothiesm' now requires 'Early Religion'

*Education*
Instead of 'Paper' now requires 'Record Keeping'

*Satellites*
Now also requires the tech 'Flight'

*Hunting*
Now also requires the tech 'Battle Cry'

PROMOTIONS
+ + + + +
*Combat I*
Changed +10% Strength to +20% Strength

*Combat II*
Changed +10% Strength to +20% Strength

*Combat III*
Changed +10% Strength to +20% Strength

*Combat IV*
Changed +10% Strength to +20% Strength

*Combat V*
Changed +10% Strength to +20% Strength

*Shock*
Now requires promotion 'Combat II'
+40% against Melee units

*Pinch*
Now requires promotion 'Combat II'
+40% against Gunpowder units

*Formation*
Now requires promotion 'Combat III'
+40% against Mounted units

*Cover*
Now requires promotion 'Combat II'
+40% against Archery units

*Charge*
Now requires promotion 'Combat III'
+40% against Siege units

*Ambush*
Now requires promotion 'Combat II'
+40% against Armoured units

*Accuracy*
Changed +10% city bombard to 15%

*Drill 2*
+ 2 First Strikes instead of +2 First Strikes chances.

*Drill 3*
+ 2 First Strikes Chances
+ Changed 2 first Strikes to 1 First Strikes

*Drill 4*
+ 1 Extra First Strike Chance

*Barrage 1*
+ 25% Collateral Damage instead of 20%.

*Barrage 2*
+ 40% Collateral Damage instead of 30%.

*Barrage 3*
+ 60% Collateral Damage instead of 50%.

*Commando*
Now also gives +1 Extra first strike chance

*Guerilla 1*
Changed hill defence value from 20% to 40%

*Guerilla 2*
Changed hill defence value from 30% to 50%

*Woodsman 1*
Changed 20% forest defence to 30%.
Changed 20% jungle defence to 30%.

*Woodsman 2*
Changed 30% forst defence to 40%.
Changed 30% jungle defence to 40%.

* City Raider 1*
Changed 20% vs cities to 30%.

* City Raider 2*
Changed 25% vs cities to 40%.

* City Raider 3*
Changed 30% vs cities to 50%.
Changed combat bonus vs gunpowder units from 10% to 20%.

*City Garrison 1*
Changed 20% city defence bonus to 30%.

*City Garrison 2*
Changed 25% city defence bonus to 40%.

*City Garrison 3*
Changed 30% city defence bonus to 50%.

*Flanking 1*
Changed withdrawal chance from 10% to 15%.

*Flanking 2*
Changed withdrawal chance from 20 to 25%.

*Sentry*
Instead of giving 1 visibility it gives 2 now.


RESOURCES
+ + + + +

*General Changes*
Have made general increases to various resources output to make the game fit better with the mod.

*Camps*

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BlueGreen


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Registered 8th December 2005

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