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Civilization 4 The War of Ascension Mod

Filename: twoa.rar
From: qjaxun
Size: 18.6MB
Posted: Feb 13, 2006
Downloads: 1,900 This mod creates a new goal for the game, where you must create an "avatar" by improving a hero through a "Throne of Ascension" project.
Minimum System Requirements:
256 MB RAM, 64 MB VRAM, 1740 MB disk space

Download Details

The War of Ascension(twoa) ALPHA v 0.1

Fantasy Mod for Civilization 4

DESCRIPTION

This fantasy mod for Civ4 is based on a strategy game ive beed wanting to make for a long time, and finally civ4 seems to have given me the power to do so without having to build my own game engine. The ultimate goal will be to "ascend" a Hero unit into an Avatar unit which will require you to build a "Throne of Ascension" project (much like the spaceship victory, requiring several different pieces to complete), then use this Avatar unit to destroy your enemy religion.

INSTALL INSTRUCTIONS

Copy the TWoA folder to your Civ4/Mods directory.

RELIGIONS AND CIVS

This mod includes 8 religions, each with a corresponding civ and a single leader (i may add more civs/leaders later but for now there are only 8). Id like to have leaders represent deities, maybe have different leaders that govern the different spheres that the religion covers. For this reason, each civilization will be bound to a single state religion, but will probably be able to aquire other, non-enemy religions.

Fire - The Crimson Empire - Warlord Xyll. Spheres: flame/heat, war, savagry. Enemy: Water

Air - Avalary - Avarum. Spheres: wind, weather/storms, lightning/electricity. Enemy: Earth

Water - The Isle Folk - Lady Quell. Spheres: ice, oceans/lakes, nature, healing. Enemy: Fire

Earth - High Guard - Draldak Irontoe. Spheres: stone/minerals, technology. Enemy: Air

Mind - Ultaria - Brother Malogny. Spheres: mind control, knowledge. Enemy: Shadow

Shadow - The Shadow Guild - Mother Night. Spheres: illusion, darkness. Enemy: Mind

Spirit - The Sect - Elix Ifisiam. Spheres: death, undead. Enemy: Light

Light - Brotherhood of the Cross - Lord Atrius. Spheres: life, protection. Enemy: Spirit

UNITS

Units can be upgraded up to 4 levels, ie. warrior -> soldier -> swordsman -> foot knight and there are no dead-end unit paths (except possibly elementals). Units follow a sort of RPS system (rock-paper-scissors). Soldiers get a bonus vs. spearmen, spearmen vs. horsemen, horsemen vs. archers, archers vs. soldier, etc. Higher tier units will have different/multiple bonuses. I have added and improved many promotions and am in the process of adding "class" promotions available only to Hero units in an attempt to add some RPG elements. There a 17 "classes" of units: Recon, Melee - Infantry, Melee - Spear, Ranged - Archer, Ranged - Gunpowder, Mounted, Mounted - Ranged, Siege, Hero, Avatar, Naval, Spellcaster, Undead, Elemental, Summoned, Beast and Giant. Each religion will have at least 3 summoned units, though this feature hasnt been added yet. Tier 1 Units Image* Class Tech Req Building Req Bonus Req Bonuses Ancient Warrior (1) Melee - Infantry none none none none Ancient Militia (2) Melee - Spear none none none city defense Scout Recon Tracking none none vs. Beasts Peasant Worker none none none none Settler Settler none none none none Tier 2 Units Class Tech Req Building Req Bonus Req Bonuses Soldier (1.3) Melee - Infantry Infantry Training Infantry Trainer copper vs. Melee - Spear Spearman (1.4) Melee - Spear Weapon - Spear Drill Yard copper vs. Mounted Archer (1.5) Ranged - Archer Archery Bowyer copper vs. Melee - Infantry Horseman (2.3) Mounted Horseback Riding Stable copper, horse vs. Melee - Infantry Hunter Recon Hunting Hunting Lodge none vs. Beast Explorer Catapult Siege Siegecraft Siegecrafter copper Fire Mage (2.13) Spellcaster (fire) Control Over Fire Firepit Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Lesser Pyrite Elemental (fire) Control Over Fire Air Mage (2.14) Spellcaster (air) Wind Chimes Spire Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Dust Devil Elemental (air) Wind Chimes Water Mage (2.15) Spellcaster (water) Commune with Nature Garden Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Nymph Elemental (water) Commune with Nature Earth Mage (2.16) Spellcaster (earth) Stonecarving Statuary Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Stone Golem Elemental (earth) Stonecarving Mind Mage (2.17) Spellcaster (mind) Meditation Maze Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Lesser Phantasm Elemental (mind) Meditation Shadow Mage (2.18) Spellcaster (shadow) Deception Shadow Gate Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Lesser Shadow Elemental (shadow) Deception Spirit Mage (2.19) Spellcaster (spirit) Bloodletting Sacrificial Altar Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Zombie Elemental (spirit) Bloodletting Light Mage (2.20) Spellcaster (light) Prayer Solarium Mana Crystals, Earthblood or Reagants build temple, spread religion, cast spells Deva Elemental (light) Prayer Tier 3 Units Image* Class Tech Req Building Req Bonus Req Bonuses Axeman (1.13) Melee - Infantry Advanced Weaponry Infantry Barracks copper or iron Maceman (1.14) Melee - Infantry Advanced Weaponry Infantry Barracks copper of iron Swordsman (1.15) Melee - Infantry Advanced Weaponry Infantry Barracks copper or iron Pikeman (1.16) Melee - Spear Advanced Weaponry Drill Hall copper or iron Skirmisher (1.17) Ranged - Archer Advanced Weaponry Drill Hall copper or iron Crossbowman (1.18) Ranged - Archer Advanced Bow Archery Range copper or iron Longbowman (1.19) Ranged - Archer Advanced Bow Archery Range copper or iron Horse Archer (2.4) Mounted - Ranged Mount - Warhorse Horse Breeder copper or iron and horse Chariot (2.5) Mounted Mount - Chariot Horse Breeder copper or iron and horse Knight (2.6) Mounted Mount - Warhorse Horse Breeder copper or iron and horse Tracker Recon Assassin Wagon Train Guide Trebuchet Siege Pyromancer Spellcaster (fire) Pyromancy War Mage Spellcaster (fire) Pyromancy Pyrite Elemental (fire) Pyromancy Tempest Spellcaster (air) Aeromancy Frost Mage Spellcaster (air) Aeromancy Cyclone Elemental (air) Aeromancy Hermit Spellcaster (water) Hydromancy Tamer Spellcaster (water) Hydromancy Oceanid Elemental (water) Hydromancy Shaper Spellcaster (earth) Geomancy Conjurer Spellcaster (earth) Geomancy Bronze Golem Elemental (earth) Geomancy Seer Spellcaster (mind) Psionomancy Monk Melee - Infantry Psionomancy Phantasm Elemental (mind) Psionomancy Illusionist Spellcaster (shadow) Phantomancy Traveller Spellcaster (shadow) Phantomancy Shadow Elemental (shadow) Phantomancy Undead Acolyte Melee - Infantry Necromancy Dark Adept Spellcaster (spirit) Necromancy Skeleton Undead Necromancy Cleric Spellcaster (light) Archomancy Priest Spellcaster (light) Archomancy Angel Elemental (light) Archomancy Tier 4 Units Image* Class Tech Req Building Req Bonus Req Bonuses Axe Thrower (1.13) Melee - Infantry Berserker (1.20) Melee - Infantry Blunderbus (1.14) Ranged - Gunpowder Heavy Maceman(1.21) Melee - Infantry Foot Knight (1.15) Melee - Infantry Duelist (1.22) Melee - Infantry Halberdier (1.16) Melee - Spear Impaler (1.23) Melee - Spear Wardancer (1.17) Melee - Infantry Javelineer (1.24) Ranged - Archer Arbalest (1.18) Ranged - Gunpowder Grenadier (1.25) Ranged - Gunpowder Marksman (1.19) Ranged - Archer Arquebus (1.26) Ranged - Gunpowder Mounted Crossbowman(2.7) Mounted - Ranged Camel Archer (2.8) Mounted - Ranged Heavy Chariot (2.9) Mounted War Elephant (2.10) Mounted Cavalier (2.11) Mounted Dragoon (2.12) Mounted - Ranged Cannon Siege Stalker Ranger Slayer Sapper Caravan Travelling Circus Zeppelin Gyroflyer Inferno Spellcaster (fire) Pyromancy Flame Caller Spellcaster (fire) Pyromancy Siege Master Spellcaster (fire) Pyromancy Commander Melee - Infantry Pyromancy Greater Pyrite Elemental (fire) Pyromancy Miasmist Spellcaster (air) Aeromancy Storm Lord Spellcaster (air) Aeromancy Ice Knight Melee - Infantry Aeromancy Aurora Spellcaster (air) Aeromancy Tornado Elemental (air) Aeromancy Warden Melee - Spear Hydromancy Druid Spellcaster (water) Hydromancy Beastmaster Spellcaster (water) Hydromancy Shifter Recon Hydromancy Treant Elemental (water) Hydromancy Rune Carver Spellcaster (earth) Geomancy Stone Guard Melee - Infantry (earth) Geomancy Geologist Spellcaster (earth) Geomancy Magmar Spellcaster (earth) Geomancy Iron Golem Elemental (earth) Geomancy Enchanter Spellcaster (mind) Psionomancy Inquisitor Spellcaster (mind) Psionomancy Mystic Spellcaster (mind) Psionomancy Friar Melee - Infantry Psionomancy Greater Phantasm Elemental (mind) Psionomancy Trickster Spellcaster (shadow) Phantomancy Shade Spellcaster (shadow) Phantomancy Gatekeeper Spellcaster (shadow) Phantomancy Summoner Spellcaster (shadow) Phantomancy Greater Shadow Elemental (shadow) Psionomancy Lich Spellcaster (spirit) Necromancy Death Knight Mounted Necromancy Necromancer Spellcaster (spirit) Necromancy Blood Caller Spellcaster (spirit) Necromancy Wraith Undead Necromancy Bishop Spellcaster (light) Archomancy Paladin Melee - Infantry Archomancy Healer Spellcaster (light) Archomancy High Priest Spellcaster (light) Archomancy Arch Angel Elemental (light) Archomancy * first number corresponds to the two unit screenshots, units1 and units2, second number corresponds to the image in the shot, displayed in red. The yellow lines in the unit images represent the upgrade paths. TECHS I have completely redone the tech tree. I pretty much removed the OR system of prerequisites and replaced it with a system of AND prerequisites. Tech Prerequisites Allows Tribalism none Elder Council Bartering none Trading Post Mining none Mine, Extractor Tracking none Scout Animal Hubandry none Writing none Scribe Fishing none Work Boat Farming none Farm Food Storage none Ganary, Cottage The Wheel none Road Warfare none Ancient Militia, Training Yard Mysticism none Elementalism none Sailing Fishing Pier Herbalism Farming Herbalist, Gatherer Town Defense Warfare Pallisade Organization Tribalism Bronze Working Mining Forge Tribal Dancing Tribalism Alphabet Writing Fermentation Farming Brewery, Winery Trade Bartering Hunting Tracking Hunting Lodge, Hunter Control Over Fire Elementalism Firepit, Fire Mage Wind Chimes Elementalism Spire, Air Mage Commune with Nature Elementalism Garden, Water Mage Stonecarving Elementalism Statuary, Earth Mage Meditation Mysticism Maze, Mind Mage Deception Mysticism Shadow Gate, Shadow Mage Bloodletting Mysticism Sacrificial Altar, Spirit Mage Prayer Mysticism Solarium, Light Mage Code of Laws Alphabet and Tribalism Dungeon Music Tribal Dancing Infantry Training Warfare and Bronze Working Infantry Barracks, Soldier Archery Warfare and Hunting Bowyer, Archer Weapon - Spear Hunting and Bronze Working Drill Yard, Spearman Horseback Riding Warfare and Animal Husbandry Stable, Horseman Siegecraft Warfare and Bronze Working Siegecrafter, Catapult Alchemy Herbalism and Alphabet Alchemist Masonry Bronze Working Stone Wall, Stone Tower, Mana Tower Craftsmanship Trade, and Bronze Working Jeweler, Workshop Elemental Lore Alphabet and Elementalism Arcane Lore Alphabet and Mysticism Leadership Organization Town Hall Coinage Trade and Mining Literature Alphabet Survival Hunting Monarchy Code of Laws Drama Music Theatre Cartography Alphabet Mathematics Aplhabet Iron Working Bronze Working and Masonry Construction Masonry and Craftsmanship Plantation Poison Alchemy Domestication Survival and Animal Husbandry Ranch Espionage Leadership Pyromancy Elemental Lore and Control Over Fire War Academy Aeromancy Elemental Lore and Wind Chimes Aviary Hydromancy Elemental Lore and Commune with Nature Arborium Geomancy Elemental Lore and Stonecarving Foundry Psionomancy Arcane Lore and Meditation Sanitarium Phantomancy Arcane Lore and Deception House of Horrors Necromancy Arcane Lore and Bloodletting Mortuary Archomancy Arcane Lore and Prayer Sanctuary Feudalism Monarchy Organized Games Drama Astronomy Mathematics Smithing Iron Working Military Training Infantry Training and Iron Working Training Hall Sanitation Construction Education Literature and Mathematics Magnetism Iron Working and Cartography Currency Mathematics and Coinage Philosophy Drama and Literature Engineering Construction and Mathematics Forestry Iron Working Housing Construction Calender Astronomy Advanced Weaponry Military Training Mount - Warhorse Military Training and Domestication Advanced Siegecraft Military Training and Siegecraft Magocracy Feudalism and Elemental Lore or Arcane Lore Chemistry Alchemy and Education Spellcrafting Alchemy and Smithing Metal Casting Smithing Optics Magnetism Taxation Currency and Housing Machinery Metal Casting Gunpowder Chemistry Steam Power BUILDINGS Buildings are still in a very early state, unbalanced or incomplete. Here is a preliminary list: Pallisades, Watch Towers, Training Yard, Training Hall, Hunting Lodge, Infantry Trainer, Infantry Barracks, Granery, Bowyer, Archery Range, Stable, Horse Breeder, Meeting Stone, Palace, Siegecrafter, Shrine, Temple (one for each religion), Scribe, Library, Trading Post, Market, Bazaar, Aqueducts, Herbalist, Town Hall, Tavern, Brewer, Stone Walls, Stone Towers, Dungeon, Jail, Graveyard, Spellcrafter, Catacombs, Wizard Tower, Executioner, Firepit, War Academy, Spire, Aviary, Garden, Arborium, Statuary, Foundry, Maze, Sanitarium, Shadow Gate, House of Horrors, Sacrificial Altar, Mortuary, Solarium, Sanctuary, Castle, Keep, Blacksmith, Weaponsmith, Armorsmith, Stonemason, Fortune Teller, Circus, Monastery, Gunsmith, Colliseum, Hippodrome, Smelting Works, Arena, Surgeon, Steam Works, Courthouse, Ranch, Park, Slave Market, Thieves Guild, Mercenaries Guild, Mages Guild, Merchants Guild, Gambling House, Alchemist, University, Theatre. WONDERS I have removed all the vanilla wonders. I am considering making only civ and religion specific national wonders, this will depend on user feedback. The only wonders in the game are: Meeting Stone (national, 1 allowed) - ancient era palace Palace(national, 1 allowed) - upgraded Meeting Stone *element* Temple (national, 1 allowed) - like vanilla shrines. One for each religion. CIVICS I havent even started with civics yet. The only ones in this version are the starting civics and they do nothing at this point. KNOWN ISSUES * havent yet figured out how to lock enemy religions into war status. * no naval units yet except the work boat. * most stuff really hasnt been balanced proplerly yet, especially past tier 2. * the unit/tech lists in this doc are not 100% accurate, i will fix this for the next update. * i still havent figured out how to get the holy city/city religion icons to work correctly. * names for many buildings and techs are likely to change. * the tech tree and building list are only about 2/3 complete in this version. * the tier 4 units/buildings are not yet available for building. * summoned units are not in yet. * many graphics/buttons are incomplete or missing. * there are no pedia entries written yet. CREDITS Big huge props to Kael and team. You/they have really inspired me to build my own mod (not to mention all the stuff i stole from you guys). I havent been keeping track of who made the graphics im using so if you see something you made contact me and ill add your name to the list. ABOUT ME/CONTACT INFO I am currently attending The Art Institute of Portland working on a BA in Visual and Game Programming. Because of this i dont have as much time as i would like work on the mod but i will update it as much as possible. Email - qjaxun AT hotmail DOT com.



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