Adds the ability to add and remove traits from leaders through python. I have tried to test the code as best as possible to make sure when a leader trait is added or removed all of the game
Whenever a living human land-based unit is defeated by another land-based unit, there is a chance that the unit about to be defeated switches allegiance and joins the victors. They keep all
A Warlords variant of the Pirates Mod by TheLopez. [quote]This mod basically enables barbarian unis to be spawned in oceans more realisticly. When examining the SDK code it turns out that the
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side. It also makes use of the space to the left of the specialized
Since the introduction of Civ4 one of the things that has always baffled me is the intentional nerfing of Barbarians. Well this tradition was continued through the Warlords expansion by not
This mod basically enables animals to be automatically spawned in oceans if they have their feature or terrain native values set correctly. So for instance if a water animal should trawl through
[quote]This is a simple mod that makes the AI far less likely to go to war with civs far away from it. It also greatly increases the diplomatic penalty for having close boarders (so the AI is more
If you experienced a problem with Mehmed II leaderhead crashing your Warlords this is a fix which fixes the issue. Made by Firaxis developer Alex Mantzaris. Installation: unzip this file in your
This mod slows up tech progress in Warlords. [quote]This mod makes the about 25%-40% longer. Since TECHNOLOGIES drive the pace of the game- they come slower. There are about 25% more turns, so