Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Good Civ 4 mods  (Read 13410 times)

Mr. Palau

  • Bay Watcher
    • View Profile
Good Civ 4 mods
« on: March 18, 2012, 08:06:26 pm »

know any Good Civ 4 mods, relating to the ancient world, increased building and importance of infrastructure, and a better AI?
Logged
you can't just go up to people and get laid.

Calhoun

  • Bay Watcher
  • Reusable-Box
    • View Profile
Re: Good Civ 4 mods
« Reply #1 on: March 18, 2012, 08:26:39 pm »

Rise of Mankind: A New Dawn it fills all your criteria (If you install the bugmod AI).

I haven't played it extensively myself, but its truly a game changer.
Logged
I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

gogis

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #2 on: March 19, 2012, 07:58:52 am »

Hmm... Did you already played Falls From Heaven II, by any chance?
Logged
In Soviet Russia cigarette smokes you

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: Good Civ 4 mods
« Reply #3 on: March 19, 2012, 09:48:18 am »

Yeah, try Fall From Heaven II. It's great, as long as you don't mind fantasy-themed mods.
Logged
Dwarf Fortress: Threats of metabolism.

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Good Civ 4 mods
« Reply #4 on: March 19, 2012, 09:59:35 am »

+1 for FFH II. I play it about 50x more than I do vanilla Civ. The play balance is so much more interesting.
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

agentorangesoda

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #5 on: March 19, 2012, 10:01:21 am »

Once you get bored of that get the modmods for FFH. Rise from Erebus was my favorite.
Logged

Mr. Palau

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #6 on: March 19, 2012, 11:12:18 am »

I didn' try FFH, I'm looking for a non fantasy mod, sry for FFH fans. I downloaded cavemen to cosmos and it is pretty good so far. Really expands the earlly area of the game, with hunting and gathering instead of just starting you out right before you discover agriculture. gota rember hunting and gathering was most of humanity's existance.
Logged
you can't just go up to people and get laid.

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Good Civ 4 mods
« Reply #7 on: March 19, 2012, 02:33:45 pm »

How does that work with the lack of permanent settlements and all? And how would you advance in technology?
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Lorak

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #8 on: March 19, 2012, 02:36:03 pm »

You're seriously missing out by not trying FFH2.

FFH2 is not only the best Civ 4 mod I have ever played, but I would even go so far as to say it is the best strategy game I have ever played, period.

In fact, I kind of regret playing FFH2 because it's made every other strategy game I've played since seem bland and uninteresting in comparison, except for Dominions 3.

Play FFH2, I don't care what your preference for setting is.
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Good Civ 4 mods
« Reply #9 on: March 19, 2012, 02:41:55 pm »

How does that work with the lack of permanent settlements and all? And how would you advance in technology?
Answer: It doesnt.

You have a settlement the whole time, and it works the same as normally. You just get some food and production by killing barbarian wildlife.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Good Civ 4 mods
« Reply #10 on: March 19, 2012, 02:45:21 pm »

Meh. That's kind of wodgy. The reason that Civ starts you right at the dawn of agriculture is that agriculture (and thus a stable, storable food supply) is what allowed permanent settlements to exist.
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Mr. Palau

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #11 on: March 19, 2012, 06:59:31 pm »

Meh. That's kind of wodgy. The reason that Civ starts you right at the dawn of agriculture is that agriculture (and thus a stable, storable food supply) is what allowed permanent settlements to exist.
Actually 3,000 years before the development of cities there were small scale settlements, inhabited year round, in existance in the middle east, where the first cities would emerge of course. They existed around temples, which would have there food supplied from without in exchange for religious services, trade hubs near a praticularly valuable resource, who would have traded their profits for food. Nevalı Çori and Göbekli Tepe are both dated before the occurance of agrculture, Nevali Cori is a settlement around a temple and Gobekli Tepe is a medium sized temple, on the scale of societies having just inveneted agriculure, but both were built before the discovery of agriculture.

In all likely hood the first cities were places of religious significance, that would attract worshipers from miles around in order to pray at the temple, and in turn feed the priests and towns people. Hence they would take advantage of the multiple hunter-gather bands around their location to provide them with food.

So to tie this all back into civilization, I think it is perfectly reasonable to allow small size cities up unitl agriculture, which is all you can usually manage to create before you discover agriculture in Cavemen to Cosmos. Oh and food storage and preservation techniques existed before agriculture so the hunting bands wouldn't have to visist year round.
« Last Edit: March 19, 2012, 08:10:36 pm by Mr. Palau »
Logged
you can't just go up to people and get laid.

Wayward Garden

  • Bay Watcher
    • View Profile
    • Wayward Garden
Re: Good Civ 4 mods
« Reply #12 on: March 19, 2012, 07:31:00 pm »

I don't know how many of OP's criteria it meets, but I've had a lot of fun with Dune Wars.
Logged

Rakonas

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #13 on: March 19, 2012, 09:28:37 pm »

Meh. That's kind of wodgy. The reason that Civ starts you right at the dawn of agriculture is that agriculture (and thus a stable, storable food supply) is what allowed permanent settlements to exist.
Actually 3,000 years before the development of cities there were small scale settlements, inhabited year round, in existance in the middle east, where the first cities would emerge of course. They existed around temples, which would have there food supplied from without in exchange for religious services, trade hubs near a praticularly valuable resource, who would have traded their profits for food. Nevalı Çori and Göbekli Tepe are both dated before the occurance of agrculture, Nevali Cori is a settlement around a temple and Gobekli Tepe is a medium sized temple, on the scale of societies having just inveneted agriculure, but both were built before the discovery of agriculture.

In all likely hood the first cities were places of religious significance, that would attract worshipers from miles around in order to pray at the temple, and in turn feed the priests and towns people. Hence they would take advantage of the multiple hunter-gather bands around their location to provide them with food.

So to tie this all back into civilization, I think it is perfectly reasonable to allow small size cities up unitl agriculture, which is all you can usually manage to create before you discover agriculture in Cavemen to Cosmos. Oh and food storage and preservation techniques existed before agriculture so the hunting bands wouldn't have to visist year round.
Yeah I was thinking this too. Recently the better hypothesis that's been developed is that seeds were used in trade because of food storage, and eventually people started just using the seeds to grow food probably by accident when there were already major trade hubs.
Logged

gogis

  • Bay Watcher
    • View Profile
Re: Good Civ 4 mods
« Reply #14 on: March 20, 2012, 10:50:13 am »

I didn' try FFH, I'm looking for a non fantasy mod, sry for FFH fans. I downloaded cavemen to cosmos and it is pretty good so far. Really expands the earlly area of the game, with hunting and gathering instead of just starting you out right before you discover agriculture. gota rember hunting and gathering was most of humanity's existance.

It's not about theme, it's about ffh2 being BETTER game. Exactly, new game. Deeper, better balanced. Every race is totally different, not that stupid homogenous stuff wrapped in different color from vanilla.
Like, could you imagine that damage spells, summons, buff/debuffs is possible in civilization engine? Like dozens of unique units? Werewolf lord spawning werewolves from fallen enemies? Bloodsucking vampires? Hell terrain vs good terrain? Apocalypse counter? Ability to create new divine races and switch to play them?
Thats it. Oh .. wait, thats exactly fantasy stuff.
Logged
In Soviet Russia cigarette smokes you
Pages: [1] 2