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It also alters the interface quite a bit to give you more info. Basically spies can gain experience for doing espionage missions and get upgrades for things like reduced espionage costs, extra chance to evade detection, extra strength well poisoning and unhappiness inducing, etc.
#Civ 4 patch 3.19 download mod
The inquisitor will show as a unit on the Theocracy info screen whether or not you have this mod turned on I think. I think this is geared more towards the Revolution mod but it could be useful to deny your enemy the holy city money bonus. There's a mod that lets you have an inquisitor unit. Basically when you engage in war, when appropriate, cultural borders will shift based on who's winning. But it seems to basically be geared towards making the AI less retarded. One of the ones I'm having trouble finding a simple explanation on.
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One potential time this can be nice is that if you get stuck starting on some island by yourself, you can potentially gain a trading partner. Barbarian cities when left alone will turn into full-fledged civs. So you are at constant warfare with everyone if you don't have writing. Everyone starts as a minor civ and you can't conduct diplomacy until you research writing.
#Civ 4 patch 3.19 download mods
(Note that it seems to be maddeningly difficult to find someplace where people actually just say "this is what this mod does" with some of these mods so I apologize that I might be just guessing at some of them.) The other cool stuff is a lot of the smaller mods incorporated in. It seems like it could be interesting but I got the sense that it's one of those cases where you had so much realism that things weren't fun any more. I don't think the fundamentals of that mod have changed so it should give you a good idea of what to expect. Here is a link to an older stand-alone version of the mod. Basically it gives your cities a revolution index and they will start revolting if they get too pissed off. The other "main" mod, the Revolution mod, seems like more trouble than it's worth (personally) and I've tried one game with it on that I quickly gave up on, but some of you might find it interesting. *Catapults can range attack when offering supporting fire it seems, and they do gain opportunity fire. And leave battle effects off, it sounds cool but IMO it just makes things hard to see. Probably a couple of things I'm forgetting. The only thing is I sometimes don't completely understand is why, for instance, if I have a stack of five artillery that I've separated out, and I try to attack with one of them, all five will automatically bombard the city defenses instead. There's a supporting fire thing where any archers and siege weapons will bombard whenever another unit in the stack attack. Archer bombard, opportunity fire, all siege units but catapults can range attack*, airplanes can bomb buildings, ports, etc, fighter engage, and a couple of other things. You can turn everything else in RevolutionDCM off and just use DCM but there are a bunch of other cool things in RDCM.ĭCM is great because it makes the combat a lot more interesting. But, after a while I found this mod called RevolutionDCM, which I downloaded mostly because it incorporates Dale's Combat Mod and is compatible with the latest BtS patch, but I found out there was a lot of other cool stuff too. Then the BtS 3.19 patch broke it and the author seems to have not updated it. A while back I started using Dale's Combat Mod.