In the game the culture is generated only by cities using buildings/specialists, and it spreads from them to surrounding territory. Each square (plot, tile) in the game stores accumulated culture
This mod provides the ability to make some leaders more historically accurate by helping the AI to pick a particular leader\'s state religion. This way Saladin can be hinted to pick Islam as his
This mod implements the concept of upgradeable buildings and buildings that when constructed obsolete a building in the Installation. The building upgrade part of the mod works like the unit
This mod adds the tags to enable a civic to give a civilization free bonuses when the player switches to that civic. So for instance in the sample included CIV4CivicInfos.xml file one gold is now
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod. By using this
Well this mod is great it introduces new factions and new promotions which really add a boost and a whole new level to the game this is a must get mod, it stands out from the rest by just the amount
This patch will fix several issues with Total Realism 2.1, so it's a recommended upgrade. People reported Crashes to desktop to the team so this will fix those issues. A must download if you
An adaptation of seZereth's Regiments Mod, Rabbit, White's EDU and Teg_Navanis's Units Statistics, and some modern flavor/civ specific units. Now including Porges formations, and more added !
This mod changes the behavior of the PrereqBonuses tag and adds the PrereqOrBonuses tag that retains the original behavior of the PrereqBonuses tag. Any bonuses added in between the PrereqBonuses
This new mod gives the ability to airborne units to gain experience points. This is something that was missing in the game. Words from the author: [quote]One of the things that I felt was