This component allows sections of disgruntled empires to rise up together and demand changes or attempt to break away from the motherland. No matter what the source of the complaint, you will be given an option to either ignore the complaint or accept the cities demands. If their demands go unmet and situations deteriorate, the cities may give you an ultimatum and take up arms if you do not comply!
The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers. Almost all of these features are working as of now.
The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence. The version of Revolution has essentially absorbed the concepts from the Rebellion component that was in prior versions, plus there are a few new Revolution types. With the SDK changes in this mod pack, these three components can spawn completely new civs that were not in the game before. Both of these components are also highly configurable and enabled by default.
[B]Revolution Mod Pack[/B] By jdog5000 Version: 0.62w Date: 8/25/06 Civ Version: Vanilla 1.61 & Warlords (seperate downloads) [COLOR="Green"][B]Game Ready Components:[/B][/COLOR] BarbarianCiv AIAutoPlay Revolution [COLOR="Yellow"][B]In Testing/Further Development:[/B][/COLOR] ChangePlayer [COLOR="Red"][B]Initial Development:[/B][/COLOR] Pirates [B]The goal[/B] The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers. Almost all of these features are working as of now. [B]Gameplay Components[/B] The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence. The version of Revolution has essentially absorbed the concepts from the Rebellion component that was in prior versions, plus there are a few new Revolution types. With the SDK changes in this mod pack, these three components can spawn completely new civs that were not in the game before. Both of these components are also highly configurable and enabled by default. [B]Tools[/B] These are components that are not directly game play changes, but instead can be used for fun or debugging. AIAutoPlay allows the player to turn over the reigns of their civ to the AI for some number of turns. Uses for this include watching the AI, "fast-forwarding" the game if you're bored or want to see the effects of mods you've made. This component is enabled by default, but makes no difference if you don't use it. ChangePlayer allows the player to switch which civ they control and the leader or civ type of any civ. There are some issues with changing the civ type of living civs, but all the other pieces are working well. This component is disabled by default, but can be enabled in Revolution.ini. [B]What's in development[/B] When this mod upgrades to Warlords and the Vassal state option becomes available, the options for Revolutions are very interesting. Pirates will simply add pirate Frigates plowing the oceans in the age of sails. [B]Configurability[/B] Many options and tweaks are available in Revolution.ini, including enabling and disabling each individual component. For specifics on what can be changed, check out the ini file. Note that yes, you can enable or disable a component, or change one of the other features, and continue with an in progress game. However, you will probably need to save, exit, and reload. [B]Compatibility Notes[/B] Version 0.6 is not compatible with prior saves. All components are designed to be as compatible with other mods as possible. It will work with any mod that simply adds new units/techs/civs, as it searches through the XML data for the best buildable units of a certain class or with a certain AI type and spawns new civs by searching for unused civs. However, it may not work properly if you have removed unit classes or removed some techs (like Horseback riding) or removed the minor or barbarian civs from the XML. I have not tried this in multiplayer, but it's unlikely to work. This mod will be making the switch over to Warlords soon. Unless there are unforseen serious bugs, this will be the last Vanilla release. [B]Trouble shooting[/B] This mod has a couple of new features to help determine if you have installed it correctly. First, it will complain if it is unable to locate Revolution.ini ... it should still work when it can't find this, but it won't have any of your modified settings. Second, in Revolution.ini in the Config section you can enable ActivePopup. With this, the game will popup a window informing you what of these mod components are active. [B]Note to Modders[/B] This mod uses DrElmerGiggles custom event manager, many thanks to him for putting it together! It should be very easy to merge the Python portion with other mods that also use this convention. Sources for the SDK code are included in the download as is an FAQ that contains descriptions/answers to how to use the SDK sources for your own mod. [B]Gotta give my props[/B] Thanks to Dom Pedro II, Twisted_Stixx, Goobernatorial, suspendedinlight, TheGreatApple, Quijote, Cincinnatus3, GenocideBringer, Seven05, AnarhCassius, Colin, and Peuri for their ideas, bug reporting and testing. Thanks to TheLopez for the Dead Civ Scoreboard mod component. Also, thanks to DrElmerGiggles, TheLopez, Kael, Rhye, and others for their answers to questions and code I browsed for implementation ideas. [B]Change Log[/B] Version 0.62w Updated to TheLopez's Dead Civ Scoreboard mod comp v 0.2w If CyGame.getMaxTurns return 0 for whatever reason, game assumes you're playing on Epic (661 turns) Revolution: - Spiritual leader no longer experience anarchy after electing to change civics to quell revolutionaries (reported by AnarhCassius) - Changes in controlLost popup so that you do actually lose control (reported by AnarhCassius) ChangePlayer: - ChangeHuman keyboard command changed (Ctrl-Shift-H brings up Hall of Fame now). Now Ctrl-Shift-L switches which civ you are Leading. Tester: - Active popup now also indicates max number of civs in game, and the number of turns in game - Ctrl-Shift-Q can be used to open active popup at any time Known issues: SDK changePlayer - unit flags of units visible to human do not change when civ changes createNewPlayer - if a civ previously occupied this slot, the plots they could see will be visible to new civ - AI will not forget trades with previous incarnation of player [B]The Files[/B] This mod should be placed in (civ install directory)\Mods\Revolution\. Any other path may cause the game to be unable to find the Revolution.ini file, and then any changes you make to Revolution.ini will not appear in the game. Clear out your cache! Delete folder (username)\Application Data\My Games\Sid's CivIV\cache.
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