Current Version: v1.2 Simple List of Changes: Double # of Leader Traits Rearranged Leader Traits 3 Leader Traits per Leader Wonder Benefits Restructured Time Flow Slowed Technology Progress Slowed to match time City Growth Slowed to match
Playable Civilizations: - Babylon - Gaul - Greece - Rome - Scythia - Mongolia (will be changed) - Egypt - Iberia - Germanic Tribes - Carthage - Lydia - Phoenicia - Getae I know this is far from complete -- it is a work in progress and
FexFX - Bigger & Longer v.05 ============================ This Mod adds two new game speeds and a new larger map size. Game Speeds: FX-Grand(1000) and FX-Epic(875). Map Size: FX-Huge See Below for details. v.05 Notes Investigation into furth
Plant forest (see Forestry mod http://forums.civfanatics.com/showthread.php?t=138242) restored by adding new improvement – tree nursery, which upgrade in 25 turns to forest. I add 1 production on tree nursery for AI could build it and could plant for
Civilization 4 Random Events Mod V1.3 By David Fidge dfidge@gmail.com IMPORTANT NOTE - Since version 1.3 adds new sounds and a bonus resource, it is incompatible with previous save games. Unfortunately there is no way around this. Features:
TechConquest ____________ TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
If you like the looks of that, this (very) small and simple modification is for you! I made it for myself because I found the games silly "year" far less important than the actual turn. Special thanks to homegrown for showing me the appropriate fu
#XHUGE and GIANT MOD #Created by Marvin 'Lord Magic' Davenport on 11/20/05 In short this is my first attempt at a mod of any kind for any game. I have added two extra options to the world size selection during the startup process. The settings
The proper, accepted way to install a mod is to put it in your MODS directory. I tried to get it to work in the MODS directory, but for some reason it won't. It works in the CustomAssets directory, though. Just stick the 2 files in the customassetsxm