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Preview: 1BC Civ Forums / Civilization IV Discussion / Creation & Customization

1BC Civ Forums / Creation & Customization / Civilization IV Discussion

1BC Civ Forums

Last Build Date: Fri, 23 Mar 2018 05:34:51 GMT



Mon, 21 Oct 2013 00:19:08 GMT

Introducing the Seven Sages Mod

7Sages is another Mod Pack for the Civilization IV game which basically expands the capacities of the original game, without much altering the original aims of the game. This Mod Pack specifically focuses on playing against more civilizations than in the original gameplay. As an inmediate consequence, there will be more civilizations available, and the maps will be somewhat larger. But a significant effort has been done to keep both game time and size under control.

This mod is only available in english. After download, follow carefully the installation instructions included in the root file.

you can download from this link:

installation instructions
You can unzip the file Seven Sages directly on the destination file:
...\Beyond the Sword\Mods\
After doing that, you must create a new file on:
Documents\My Documents(or whatsoever on your mother tongue)\My Games\Beyond the Sword\
Called "Seven Sages"
then, come back to the file in:
...\Beyond the Sword\Mods\Seven Sages
and cut the files called "Autolog" and "User Settings" and paste them both on your recently create file:
Documents\My Documents(or whatever on your mother tongue)\My Games\Beyond the Sword\Seven Sages
And that's all. Ready to play the mod. Should work fine.

A simple mod

Wed, 06 Jul 2011 04:26:37 GMT

I'm looking for a little help form someone who would know how to tweak two things in the unofficial 3.19 mod.

1. I would like to strengthen the "drill" upgrades for naval units. It seems to be a pretty useless upgrade with combat as alternative. I would like to make an interesting choice by adding the following:

Drill II
(+5% defense vs. naval)
Drill III
(+10% defense vs. naval)
Drill IV
(+15% defense vs. naval)

It would not affect ground units, since they never fight vs naval, but it would make an interesting choice if you want your naval unit to be a powerful escort.

2. I would like the protective and aggressive free unit upgrades to apply to naval units. Agg would get Combat I for free and Pro would get Drill I(no big deal if they would get City Garrison I, naval units don't defend cities, so it's only aesthetics.)

The Pro/ Agg upgrades give little benefit to civs on watery maps. Further more they are a little bit too weak. Yes, the game designers thought they must make them a little weaker or all players would simply grab those civs, like japan. But objectively I've played a gazillion of 18 civ games and Tokugawa, unless controlled by me, is always an underdog, and almost always there is no more than one of the 3 strongest civs on the map, who has a pro or agg in traits, simply the peaceful traits are much more powerful. This would balance the thing also a bit.

Civ4 Rhye's and Fall of Europe

Sun, 10 Oct 2010 07:43:05 GMT

I do not know if anyone is even still playing Civ4 anymore, but I do know there are some holdouts for Civ5...anyways, I have discovered this spin on my favorite mod, even though it has been out for the past two years already and in beta testing. Basically it is the same style as the original mod, but limited to Europe, Russia and North Africa.

[url=]CivFanatics: Rhye's and Fall of Europe[/url]

It is quite fun to consider the civilizations beyond the great colonial powers and other continental champions, such as Sweden, Poland, Genoa, Bulgaria, Austria, and others.

For my first game, I chose to take on the Swedish Empire, 17th century era, when Sweden was King of the Baltic and have already managed to take full control of the Baltic, from North Germany to Poland and Finland, and including Norway and Denmark as well.

Screen Shots to follow...

cIV mod: Dune Wars

Thu, 12 Nov 2009 13:18:15 GMT

-Anybody try this mod out? Here's the summary:
[quote]This mod based on Frank Herbert's epic Dune saga, features a struggle to control one planet - Dune, Arrakis, a barren desert wasteland which is valuable for one thing only - the spice melange. The spice has the universe addicted to it; it extends life, it allows for the Navigators of the the Spacing Guild to fold space, travel from one point in space to another without moving, it is the basis for the economy and trade of the known universe. The spice is created by Sand Worms, giant creatures that live their whole life in the sand. The mysterious Fremen worship the worms as Shai-Hulud, the Great Makers. Dune Wars is a total conversion of Civilization 4 : Beyond the Sword. Features include: + 9 playable factions + Spice and Harvesters + Massive sandworms roam the desert + Pay the guild to transport troops from your homeworld + Water, Offworld Trade, Unique Civ Abilities, Terraforming and more... Are you ready to become the sole ruler of Dune, and in turn, control the universe?[/quote]

Looks pretty descent:
[url=]Big Screenshot[/url]


[url=]Another big Screenshot[/url]

[url=]Dune Wars[/url] -

SDK gone?

Tue, 28 Jul 2009 17:57:48 GMT

Hey guys/gals,

I just logged onto 2K Games to try and find the SDK download. The one that supplies the.dll code for Civ IV game core, so that I could "MOD till my hearts content". But I get a window saying the page cannot be displayed when I click on the SDK download link. What the...? I'm bored with the World Builder. I want the guts of CIV IV! I want to create my own horrific units. I wish to create MY own religion! I desire to create a world where a Phalanx cannot defeat a Panzer tank! :w00t: Help!

Overview Map

Tue, 23 Dec 2008 09:13:36 GMT

i badly need this...guys...can u tell me?? how can i view the whole map of my CIv3 Editor.. it doesnt even appear on toolbars... hlp plsss

The Bug and Bat Mod

Wed, 03 Dec 2008 23:07:14 GMT

I would like to share with you all a new mod I found on the Civfanatics.

It is called the Bug Project, which stands for:

BtS Unaltered Game Play.

Basically it is an enhancement of the game that makes it possible to get........... well I'll just use the authors descriptions:

[quote]BTS Unaltered Gameplay, or BUG, is a modification code for Civilization IV: BTS. CIV is a very easy game to modify, but not all modifications are compatible with each other. In an effort to combines these many different Mods from the Civ community, into one concise program, the BUG Project was born.

BUG combines mods that do not change the basic game play of CIV, while adding flavor and ease of use. Some aspects that we feel are within this criteria are Advisor Screens, City View Screen, the Main View Screen, the Civopedia, as well as the way units may look but not the way they play. Also, any addition or changes made, will not provide any information that cannot be figured out within the game itself.

BAT is an add-on to the BUG Mod, that adds flavor to and diversity to the game. It contains the latest version of BUG, so no additional installation is required by the end user.

We feel these Mods are safe for use in any Succession Games, and have ensured any bugs which would conflict with users who are not playing with the BUG Mod are elimiated. If you find any changes within the code that modify games play, please post a message to us here, or on the Project Development link listed below, and we will make it of the utmost important to fix the problem. Also, if you find something that causes conflicts within Succession Games, please let us know as well.[/quote]

They swear that game play is not changed one bit. I downloaded and have tried the BAT Mod, which includes the BUG mod, and this is one screen shot from a game I have started using this mod:


As you can see, there is a whole assortment of information available on the main scree, information that is available elsewhere, that you just cannot get otherwise so front and center! That is the BUG mod, but get the BAT Mod with it and you get all sorts of graphical enhancements as well. Just look at the Mali Map, and those warriors in the cities. It's fantastic.

And when I downloaded it, it gave me the option to download for ANY version of BtS, and it also gave me the option to set the Mod as default such that it would start whenever I started BtS, otherwise I would have to load it up as a mod whenever I wanted to use it. For greater flexibility, I chose option two! :)

Check it out:

[url=]BUG Forum[/url]

[url=]Download BUG and BAT here[/url]!!!!


changing the color of my civ

Wed, 30 Jul 2008 01:30:45 GMT

Hey everyone i have a quick question. I want to change the color my civilization uses. I usually use the french and it is always blue, but i would really like a different color. Is this even possible, is there a script or something i can run. thanks

Changing Air transportability

Sun, 11 May 2008 21:44:33 GMT

I'm new to CiV 4. I have the older vanilla version. One thing that didnt sit well with me is that with basic airports and flight I can suddenly airlift tanks across yhe world in one turn. Abstraction aside I'm sure these tanks represent at least a brigade or division. This changes the game balance. Tanks should be sea transport only. Isn't that why we have marines to rapidy deploy?

So is there a flag or something I can switch off on armoured units to take away their air transport capability.thanks

Changing era advancing and lists

Sat, 05 Apr 2008 17:30:31 GMT

I recently edited gamespeed info so that each turn lasts 1 year only, so I can play a game with 6050 turns ( :w00t: ). However, I now would like to also do one more thing:

1. Change the dates that eras advance, So for example, change when we go from the Ancient Era to the Classical Era.

I've alreayd gone through the different files in gameinfo and I can't find it. Any help would be appreciated. :)

Tolkien anyone?

Mon, 22 Oct 2007 06:25:27 GMT

Here's a little something jerm and I cobbled together a while back and then promptly forgot. The map's reasonably accurate and it's (kinda) playable but I don't understand modding so it's all done within the limitations of worldbuilder. Just wondered if anyone would like to add to/improve upon it? Wish I could change the names of the civilisations but I don't know how.

Blue Marble

Tue, 28 Nov 2006 22:45:03 GMT

Anyone tried the Blue Marble terrain mod?

I just got the game, both IV and Warlords and I've played a couple of games, trying to get used to all the changes. The blue marble site, doesn't show the changes side by side, and I don't see much of a difference.

Editing an existing scenario that comes with Civ4

Wed, 18 Jul 2007 10:22:12 GMT

Hey guys,

I just started playing Civ4 again (and have been in lurker mode for a very long time). Currently I am feeling like playing the Chinese Unification scenario. However, I feel that the time constrain is too short to conquer much of the Chinese world through power (I am a warmonger, what can I say). So, I decided I want to edit the length of turn of the game. The only thing is, I checked all the XML files under "Assets\XML" but I don't see anywhere mentioning the rules of the turns like what's in "Civ4GameSpeedInfo.xml" for normal mod.

So, anyone ever mod existing built-in mod? Or, know where to edit the turn info for the mod?


An Amazing Mod

Sun, 25 Feb 2007 15:15:01 GMT

[url=]Rhyes and Fall of Civilization[/url]

I've been playing this mod for a while, and it really is what Civ was supposed to be. Basically, its a history simulator, accurately simulating history from 3000 BC on. Unlike normal Civ4, where the Americans start out with the Aztecs, in this mod only 3 civs (4 in the warlords version) start out in 3000 B.C. The rest spawn at certain times, often within the borders of an already established civilization. For example, in Europe Rome can gain dominance until about the Middle Ages when hrodes of barbarians start comign in, and France, Germany, Spain, and England all decide to spawn. The result is historical play, that allows you to relive and change history, since the game is dynamic. There is also a "stability system", which causes some unstable civilizations to spontaneusly collapse. (Think the Roman Empire, or the Soviet Union), while the rebirth system allows them to be reborn later (think Indian independence). The mod is for both Warlords and vanilla, so give it a spin!

Unit Modification issues

Sun, 03 Jun 2007 14:36:27 GMT

If I install custom units, will I be able to play with my friends online who have different assets?
I installed the Ethnically Diverse units, but when trying to join an online game, I had the tag *MOD* added to my name; We didn't even attempt to play.

Civilization Leaders

Fri, 29 Dec 2006 14:35:19 GMT

When you choose to create a custom game, I noticed that there was a scroll for leaders and I was wondering if there are any new leaders to get through playing scenarios/ downloading online or if there are any plans to make new leaders? By the looks of what I have seen, I am starting to think that the number of leaders to choose from will not change. I was just wondering if they were planning it or not.

Best mod

Sat, 05 May 2007 20:29:23 GMT

[url=]Amra's Modpack 2.10[/url]

(edit: link renamed)

A mod everyone needs

Sat, 05 May 2007 20:30:27 GMT


I want to start modding

Tue, 20 Feb 2007 17:25:18 GMT

I want to start modding civ4 and have found many beginner tutorials. They are all telling me I need to unpack my art0.FPK file if the file is still compressed. Here is my problem: This is where the file should be

C: Documents and Settings/Jimmy/Application Data/Firaxis Games/Sid Meiers Civilization4/Assets/art0.FPK

When I get to Jimmy there is no Application Data folder, however when I am in the unpak program it is there but the art0.FPK is not there, only the assets 0-3 fpk files along with the Art,Python,Res,Sounds and XML. I guess what I'm asking is can anyone walk me through what I need to do to get started? Any help would be appreciated.

What mods do you use, if any?

Wed, 02 Aug 2006 14:20:23 GMT

Just curious, who has mods installed for Civ IV and if yes, what mods do you use and why?

Me only ever installed the HOF mod from CivFanatics, nothing else so far. Haven't really looked for good mods either, but maybe I'll get a good impression from the replies here?

Longer than marathon

Tue, 09 Jan 2007 17:50:36 GMT

If I am not mistaken, long ago before warlord, there was a mod done by one of 1bc's user, Derelict, called "Derelict's Massively Epic" mod, which allow player to play 2000+ turns per game, I think.

Is there similar mod for Warlord x-pack? Sometimes I find "marathon" is not long enough, and I like a never-ending game...

Way to remove/stop techs?

Mon, 08 Jan 2007 01:50:03 GMT

Just curious if there is a way to cap the techs for everyone. would ideally like to start from ancient era and then have techs stop at medieval or there abouts, but have no way of knowing how to go about doing this.

New Civ Help Idea

Mon, 11 Dec 2006 08:33:25 GMT

To make it easier for someone to make a new civ, could someone that has created one just post it online. That way we could just paste it into where ever it needs to go and just edit what we want different about it instead of having to learn XML. It's just an idea but if an outline is present, we can all just change info and create what we want to create. I would like to do Ohio since that is where I am from but have no clue where to begin. I read the how to section but I have a better chance of performing surgery than that. Just a thought. Thanks

How do I make a civ?

Wed, 11 Oct 2006 10:02:25 GMT


I am new to Civ 4 but have some questions. I wish to create some fantasy civilizations to populate any random map that I wish to play. How would I go about doing this?


[Scenario] Age of Discovery 1492-1792

Tue, 29 Nov 2005 14:43:52 GMT

[b]Age Of Discovery Mod for Civ4:[/b]The Age Of Discovery Mod covers the European colonization of the New World. The date is 1492 and Spanish explorer Christopher Columbus has just discovered Cuba. The Hundred Years war between England and France has been over for a few years now, and the only English presence on the mainland is Calais. The War of the Roses is over in England, with the Tudor line now on the throne. Portugal has explored down the African west coast, and Genoa is the major trading port in Western Europe. The Arabs have conquored most of North Africa, except for Morocco. Burgandy has broken apart and their lands taken by Saxony, France and the Duchy of Holland.Europe is on the brink of social, economic and religious reform as it leaves the Middle Ages and enters the Renaisance. Scientists are making major discoveries in all fields and the people are feeling the effects of new social freedoms with the end of serfdom. History is yours for the making.Play as one of the major nations of the era, colonizing the New World, expanding your trade Empire, and using your new found wealth to teach your enemies in Europe a lesson. Can you re-write history in your favour?Map: Western Europe + North Africa + Eastern/Central North America + Carribean. [Size: 108*81]Player nations: England, Holland, France, Spain, PortugalMinor nations: Scotland, Saxony, Genoa, Arabs, Aztec, Maya, Natives[b]Age of Discovery: Beta3 - 02/01/2006[/b]Beta3 of the Age of Discovery scenario has been attached to this post. This release finalises all the components of the AoD scenario. At this point, unless problems occur with the scenario the remaining thing to do is the Civilopeadia and texts in the game.PLEASE DELETE THE "Age of Discovery" FOLDER FROM YOUR MODS FOLDER BEFORE INSTALLING! All comments and suggestions are welcomed, and any bugs need to be reported so that they can be elliminated for future releases.I hope you have fun with this scenario. :)[b]Install instructions:[/b]1. Download the Beta3 zip file here: [url][/url]2. Unzip to the root of your "Sid Meiers Civilization 4" directory. Files will be placed in the correct locations.3. Start Civ4 and select [i]Single Player[/i] and [i]Play a Scenario[/i].4. Select the [i]Age of Discovery[/i] scenario and allow Civ4 to restart to load the settings.5. Choose your leader etc, and off you go. :)[b]Version History:[/b][i]Beta3 - 02/01/2006[/i]- Buildings: Check all buildings- Civics: move Free Market to macro-economics- Civics: look at other placements- Units: Bombard/cannon fixup- Units: Delete unique units- Units: Names for Indian units- Concepts: check all correct- Civs: Leaderheads & flags- Civs: add North American Indians- Civs: start techs for Indians- Civs: making Indians hate the Europeans- DoM: typo- Religion: speed up spreading- Religion: change christianity to pagan religion- Religion: graphics[i]Beta2 - 08/12/2005[/i]- Texts in other languages- Arab leader: Sulyman?- Explored squares in New World- City diversity: pop size, units- Cordoba --> Sevilla, Vigo --> Santiago- Scoring victory condition?- City lists (Major civs)- Scottish spelling- Barb gunpowder units removed- City food shortages- Dawn of Man text- European gold/silver to go- Macemen --> Men at Arms- Arquebusier cost/balance- Starting civics- Tech tree: more cross pre-reqs- General unit t[...]

Help needed on national/world wonders

Wed, 04 Oct 2006 13:46:53 GMT

Just wonder how I can edit the number of national/world wonders that a city can build?

Like for example changing it to 1 national and world wonder, or having unlimited like in the one city mode.

I've looked through the XML stuff but I can't see the stuff I need to edit. Any help would be gratefully appreciated. :)

Hwo do I make techs cost more???

Thu, 01 Dec 2005 08:38:29 GMT

I want to build a simple mod with nothing special or new, but the techs will cost a lot more, creating longer games and making each era "longer".


Fighter and Bomber mod

Tue, 06 Jun 2006 22:19:16 GMT

I dont really have any idea how to do this, but the idea i had was pretty simple (i hope):

when selecting a mission for a fighter or bomber where there are multiple units of the same type, each of those units follow that order until the target tile is no longer a valid target for that order (either all the defenses are at 0, or the all the units in the tile are 1/2 strength). i would make this an option in addition to the standard one unit order, not a replacement to it.

any ideas how to pull this off?

[SDK-MOD] Dale's Combat Mod!

Sat, 20 May 2006 10:49:19 GMT

[b]Dale's Combat Mod![/b]

This thread will be the official thread of [i]Dale's Combat Mod[/i].

[b]What is Dale's Combat Mod?[/b]

Disappointed with combat in Civ4 I have undertaken to improve combat in the game. To that end Dale's Combat Mod will include:

- Field bombardment (land and naval)
- True stacked combat with combined arms
- MAD for nukes (mutually assured destruction)


Currently the mod is in beta testing. The current version is Beta2.1 (21 May 2006).

[b]Features:[/b] Beta2.1

Here is a list of features of the Mod:
- Bombardment is no longer limited to cities. Land and naval units can bombard in the field.
- Stacks are now limited to 10 units, so organise your stack well.
- True combined arms battles through the use of a virtual tactical map (behind the scenes, no interaction) and a stacked combat simulator.
- No more siege collatoral damage (during the battle one siege unit can bombard many units thus replacing collatoral combat)
- Counter-battery fire
- Flankers now out-flank the enemy to harass bombard and ranged troops

[b]Stacked combat method:[/b]

During a stacked combat battle, the following process is followed:
- Virtual tactical map setup
- Units from each side split into four rows on each side of the virtual tactical map (air, bombard, ranged, melee)
- Flanking units (including flanker promotions) placed where they can attempt to flank the enemy
- Combat rounds process till one side is elliminated (or withdrawn) with air strikes first, bombardment, ranged, then melee combat
- Defender retains initiative by completing each phase of combat first before the attacker

[b]Installation:[/b] Beta2.1

Please follow these steps to install [i]Dale's Combat Mod[/i]:

1. Download the Mod from: [URL=]here![/URL]
2. Unzip the Mod to \(Civ4 install path)\Mods\
3. Begin Civ4 then select [b]Advanced[/b] then [b]Load a Mod[/b] then [b]Dales Combat Mod to run[/b].
4. Game will restart to load the new settings. From this point begin a new game as normal.
5. Set your player options to: [b]Quick Battles: OFF[/b] and [b]Stack Attack: ON[/b].


1. This Mod is now in a "fairly" stable state. There may still be a crash every once in a while. Please change your ini file to save every turn. If you crash, reload and see if it happens again.
2. Due to a bug still in attacker's air combat phase it has been disabled. Defender's air combat phase is still active.
3. Please note all problems / crashes you find in this thread. Include what units were on each side, terrain each stack is on, whether you think you would win or not, and any other relevant info. It'll make tracking down bugs easier. :)
4. Please post any comments in this thread. All feedback is welcome.

So if you feel combat in vanilla Civ4 is lacking, participate in this testing process and suggest any changes. This mod will only be as good as the suggestions coming in make it.


Four map-building questions

Mon, 10 Apr 2006 11:28:23 GMT

I'm lost here... I've searched the forums and not found any answers for these:

1) When creating a map, how do you get huts to appear (the ones that give gold/maps/exp/units/etc)? Are they placed, or do they appear randomly?

2) I've been using the [URL=""]Civ4Editor[/URL] (which I love!) and checking the map in game... the last time, I panned out and the clouds are flowing north to south?? How did this happen?

3) Kind of a silly question: how do you make the map turn into a globe in Globe View? I figured out how to make it wrap both directions, but that doesn't do it, so...

4) From the "I did something stupid" file: I played in my map a little, went to WorldBuilder, changed some terrain, and hit the Save button... which of course saved the *game*... I went into the Editor and cleared out all the changes to the civs, but when I go back in game to check it out, I don't get the intro "you have been chosen to lead your civilization" splash screen... any ideas how to reset that?

Thanks in advance!!

Modifying Maps

Sat, 08 Apr 2006 12:34:38 GMT


I've been playing CIV 4 for a while now. Although I enjoy very much the scenarios that are included in the game I woud appreciate at this point to be able to play my own customized map. For instance I am moslty interested in playing very HUGE custom map (ex. 256 by 256 size map).

I am sure that some of you out there already know how to modify the necessary XML files in order to play with that kind of map. Could someone help me by telling me the name of the XML files I have to modify in order to play a 256 by 256 map for example.

Thanks for anyone who could help me on this.


World Builder for multiplayer games?

Sun, 26 Mar 2006 22:58:11 GMT

Is it possible to design a world that a hotseat game will take place in? You can't exit to world builder in hotseat (boy that'd be a great way to cheat). Just wondering how else I can edit the map.

Custom Coniguration

Fri, 03 Mar 2006 15:34:31 GMT

Is it possible [without using Python] to create a customized leader name & civilization name combination?

For instance, say I wanted to create a civilization with the name "Utopian Realm" and a leadser name of "Shaman" that I could select from the single player - custom menu.

Could I do that?


World Builder

Mon, 06 Feb 2006 10:03:05 GMT

World Builder 101: Please Share your Knowledge!

Does anybody know how to really use the World Builder in Civ 4? I cannot for the life of me get it to save hardly any of the changes I make to a map. For example, how do you get the game to actually remove objects you delete from a map you edit and save without them reappearing? How do you add and remove civs from the map? How do you use the text editor to edit a map without it crashing like it does when I edit them? How do you get it to change the map size? Is there really any point to this World Builder? Is the perported SDK kit that is to be released going to increase the functionality of the World Builder or just give programmers the ability to code heavy mods into the game without any actual improvements to the game? Can you make new maps or only scenarios? I even downloaded a user build .pdf manual for the World Builder. It was as vague as the Civ 4 manual and was out of date because of the patch. Help!!! I would really like to make my own maps and scenarios, but how?!?



World Builder Q

Tue, 14 Feb 2006 09:50:10 GMT

How can i come out of the World builder. please answer me

How do I ...................

Tue, 07 Feb 2006 09:20:45 GMT

I have modded the xml speed files to make the game very fast paced, but the techs reasearch really slow. The only problem I'm having is that you can not "build" wealth and therefor I am constantly building new units and deleteing them. What I want to know is how to make all civs start off with currency. Thanks a lot. :D

Animal Mod

Wed, 02 Nov 2005 14:32:20 GMT

This is something my friends and I have been playing around with for a long time. Since 4th grade (im in 8th now) we've came up with stories and histories about a world of anthro-animals. (for those who don't know, anthro is human-like/animal-like, human-like in this case) When i started playing Civ III i thought about what it would be live to play a Civ game using our characters... and now with civ IV is possible to do! Possible, yes, probable, no. If anyone with good coding skills could join together to make this a reality, that would be a dream come true for me.:eek: I'd do my share of work, and actualy the only difficult part would be the 3d models, mainly because every civ would need completely different models for units, because, for example, a rabbit wouldn't belong in an army of squirrels. It would take me a long time but I could actualy probrably do most of the other stuff myself, but I'm 13, still in school, and can't donate too much time to stuff like this, although I try to put as much time as I can into playing computer games.:mischief:
A basic idea of the different civs:
Color - orange
Flag - white background, green stripe with a carrot on it
Leader - Billy Carrots
Color - Grey
Flag - Grey background with an acorn in the middle
Leader - Foamy :p
Color - Brown
Flag - brown with various nuts.
Leader - King Chipp
Color - Black
Flag - Black with white stripes
Leader - Bob
Color - Dark Brown
Flag - goldish-yellow with a paw print in the middle
Leader - Duke
Color - Yellow
Flag - Sandish color with egyptian cat in middle
Leader - Queen Fluffy
Color - Green
Flag - Light green with turtle shell in middle
Leader - George

And, these are just examples. My friends and I could easily come up with 18 to replace all the current civs. These are just the ones we've used more often.:king:

Earth on Hot Seat

Tue, 20 Dec 2005 16:56:20 GMT

Is anyone aware of a Map or a Mod that allows a Hot Seat game to be played on a Map modeled like earth? I've searched through a few forums and havent turned up anything. Thanks for your time :)

How do i even start?

Thu, 22 Dec 2005 07:35:34 GMT

Well, I acctualy began this mod in civ3 and it has been brewing in my mind for some time now.

In the end I hope to have a mod that will include new civs, civics, units, building, terrain and resources. but one of the most mportent thing, is the map. It's a very specific map. I'v tried playing with the world builder but it's rather useless. It will not give allow me to paint the whole map, since when you start a game, you only get a portion of the map and whats more the map has to be loadble that is, I have to be able to make the map and after make the civilizations that will inhabit the map....

Is this possible? if yes, then how?

[im asking about how to make the acctule map, not the civs or terrain (yet)]

thanks in advance :)